Game machine

JP2025026565A5Pending Publication Date: 2025-04-09SANYO BUSSAN KK
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Patent Information

Application Number
JP2024213097
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-06
Publication Date
2025-04-09

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技への注目度を好適に向上させることができる。

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Abstract

To provide a game machine capable of suitably increasing a degree of attention to a game.SOLUTION: As one of operation correspondence performances corresponding to operation of a performance button device 40 provided in a front door frame, there is a performance in which the performance button device 40 is switched from a fist mode to a second mode having larger operation stroke of an operation button 721 than the first mode in a game round pertaining to the operation correspondence performance, and then successive hitting operation of the performance button device 40 is suggested. In this case, in the performance button device 40, the operation is detected by a detection sensor when the operation button 721 reaches a first operation detection position as an operation detection position in the second mode. An automatic successive hitting function is validated when the operation button 721 reaches an automatic successive hitting detection position in the inside of the first operation detection position. Automatic successive hitting is handled similarly as the case when the operation button 721 is hit successively by performing long-pressing operation so as to keep the operation button 721 in an automatic successive hitting detection position.SELECTED DRAWING: Figure 153
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Description

[Technical Field]

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

[0002] Some gaming machines, such as pachinko machines, are equipped with a picture display device that displays pictures in a variable manner on a display screen. In this type of gaming machine, for example, when a ball enters an operating port provided in the gaming area, a lottery is held to determine whether a special gaming state advantageous to the player, such as a winning state, will be generated, and the variable display of pictures begins. If the lottery is won, a specific picture combination or the like is displayed in a final stop on the display screen, and the gaming state transitions to a special gaming state (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-78904 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, various efforts have been made to increase the attention paid to games. However, there is still room for improvement in the configuration of gaming machines in order to increase the attention paid to games.

[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]

[0006] The present invention provides an operating means provided on the front surface of the gaming machine and having an operating section that is operated by a player in a predetermined direction; a performance execution means for executing a performance corresponding to an operation based on the operation of the operation unit; A gaming machine equipped with a count determination means for determining the number of times the operation unit has repeatedly reached the first detection position during a valid operation period; a period determination means for determining a period during which the operation unit is located at the second detection position during the valid operation period; Equipped with the effect execution means has means for executing a special effect as the operation-responsive effect when the number of repetitions at which it is determined by the number-of-times determination means that the first detection position has been reached reaches a predetermined number of times, or when the period at which it is determined by the period determination means that the second detection position has been located reaches a predetermined period; The second detection position is set to be further back than the first detection position in the predetermined direction. [Effects of the Invention]

[0007] According to the present invention, it is possible to preferably increase the level of attention to the game. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 2 is a perspective view of the game board unit from the front. [Figure 7] FIG. 2 is a perspective view of the game board unit from the rear. [Figure 8] FIG. [Figure 9] FIG. [Figure 10] A front view of the back pack unit. [Figure 11] FIG. [Figure 12] (a) A longitudinal cross-sectional view showing the internal structure of the top lamp unit, and (b) a timing chart showing the flow of the light effects. [Figure 13] FIG. 2 is an exploded perspective view showing the top lamp section disassembled into its main components. [Figure 14] (a) is a schematic diagram showing the state of light irradiation during low-speed rotation, and (b) is a schematic diagram showing the state of light irradiation during high-speed rotation. [Figure 15] 15(a) is a partially enlarged view of the front door frame, and FIG. 15(b) is a partial cross-sectional view taken along line BB in FIG. 15(a). [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 17] This is a schematic diagram to explain the contents of various counters used in lotteries, etc. [Figure 18] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 19] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 20] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 21] A flowchart showing the winning processing of the operating port. [Figure 22] 10 is a flowchart showing an information acquisition process. [Figure 23] 10 is a flowchart showing normal processing by the MPU of the main control device. [Figure 24] 10 is a flowchart showing a game play control process. [Figure 25] 10 is a flowchart showing a data setting process. [Figure 26] 10 is a flowchart showing a fluctuation start process. [Figure 27] 10 is a flowchart showing a process for setting a variable display time. [Figure 28] 10 is a flowchart showing a game state transition process. [Figure 29]FIG. 2 is a block diagram showing the electrical configuration related to game presentation. [Figure 30] 10 is a flowchart showing the variable display control process performed by the MPU of the notification and performance control device. [Figure 31] 10 is a flowchart showing the variable start processing. [Figure 32] (a) A schematic diagram showing the types of variable display modes, (b) A schematic diagram showing an overview of each variable display mode. [Figure 33] (a) A flowchart showing the processing for pending display control commands by the MPU of the display control device, and (b) a schematic diagram showing the pending display. [Figure 34] 10 is a flowchart showing confirmation processing for hold notice by the MPU of the main control device. [Figure 35] 10 is a flowchart showing a process for setting a hold command by the MPU of the main control device. [Figure 36] 10 is a flowchart showing the setting process for the hold notice effect by the MPU of the notification / effect control device. [Figure 37] (a) A schematic diagram showing the types of hold icons, and (b) a schematic diagram showing an overview of the preview performance. [Figure 38] (a) A schematic diagram showing an overview of the first type of preview performance, and (b) a schematic diagram showing an overview of the second type of preview performance. [Figure 39] This is an oblique view of the front door frame from the front. [Figure 40] FIG. 2A is a perspective view of the effect button device as seen from the front of the gaming machine, and FIG. 2B is a side view of the effect button device. [Figure 41] 1 is an exploded perspective view showing the effect button device disassembled into its main components. FIG. [Figure 42] FIG. 2 is a perspective view of the effect button device with the side cover omitted. [Figure 43] FIG. [Figure 44] FIG. 2 is an exploded perspective view showing the operation block disassembled into its main components. [Figure 45] FIG. 2 is an exploded perspective view showing the button unit disassembled into its main components. [Figure 46] FIG. 2 is an exploded perspective view of the button unit, which is the main constituent operation unit. [Figure 47] FIG. [Figure 48] FIG. 2A is a perspective view of the operation block in an operating state, and FIG. 2B is a cross-sectional view of the operation block in an operating state. [Figure 49] FIG. 2 is a perspective view of the effect button device in a second form. [Figure 50] FIG. [Figure 51] FIG. 2A is a perspective view of a rotor, and FIG. 2B is a plan view of a power transmission mechanism. [Figure 52] FIG. 2(a) is a cross-sectional view of a lift mechanism in a first configuration, and FIG. 2(b) is a cross-sectional view of a lift mechanism in a second configuration. [Figure 53] 1A is a schematic diagram showing the movement of the lift mechanism when switching from the first form to the second form, and FIG. 1B is a schematic diagram showing the movement of the lift mechanism when switching from the second form to the first form. [Figure 54] FIG. 2A is a side view of the effect button device in the first form, and FIG. 2B is a cross-sectional view of the effect button device in the first form. [Figure 55] FIG. 2A is a side view of the effect button device in the second form, and FIG. 2B is a cross-sectional view of the effect button device in the second form. [Figure 56] FIG. 10A is a side view of the effect button device in the third form, and FIG. 10B is a cross-sectional view of the effect button device in the third form. [Figure 57] FIG. 4 is a schematic diagram showing the flow of operations when in the first mode. [Figure 58] FIG. 10 is a schematic diagram showing the flow of operations when in the second mode. [Figure 59] (a) A schematic diagram showing the relationship between the variable display mode and the expected probability of winning, (b) A schematic diagram showing the flow of the first special effect. [Figure 60] 10 is a flowchart showing the setting process for the first special effect executed by the MPU of the notification / effect control device. [Figure 61] 10 is a schematic diagram showing the relationship between the presentation pattern and the start timing of the operation suggestion. FIG. [Figure 62] FIG. 10 is a schematic diagram showing the allocation table for Super Reach A and B. [Figure 63] This is a schematic diagram showing an allocation table for Super Reach C. [Figure 64] 10 is a flowchart showing the first special effect processing executed by the MPU of the notification / effect control device. [Figure 65] This is a timing chart showing the flow of the first special effect A. [Figure 66] This is a timing chart showing the flow of the first special effect C. [Figure 67] 8A and 8B are schematic diagrams showing the movement of the effect button device in the second embodiment. [Figure 68] 10 is a schematic diagram showing the relationship between the positions of the operation buttons and the detection positions. FIG. [Figure 69] (a) A schematic diagram to supplement the display flow during reach display, (b) A schematic diagram showing the types of effects added to characters. [Figure 70] FIG. 10A is a schematic diagram showing the relationship between effect levels and triggers for changing the effect levels, and FIG. 10B is a schematic diagram showing effect update patterns. [Figure 71] 10 is a flowchart showing the first special effect execution processing for the second part. [Figure 72] 10 is a flowchart showing a process for executing linked display. [Figure 73] This is a schematic diagram showing the flow of the first special effect in the second part. [Figure 74] This is a schematic diagram showing the flow of the first special effect in the second part. [Figure 75] FIG. 10 is a front view of a pachinko machine according to a third embodiment. [Figure 76] FIG. 10 is a schematic diagram showing the relationship between the type of second special effect and the linked target. [Figure 77] 10 is a schematic diagram showing the light-emitting parts of the circular illumination unit and the movable performance device. FIG. [Figure 78] 10 is a schematic diagram showing the relationship between the positions of the operation buttons and the detection positions. FIG. [Figure 79] 10 is a flowchart showing the second special effect processing. [Figure 80] 10 is a flowchart showing the processing for executing the second special effect. [Figure 81] 10 is a schematic diagram showing the relationship between the shift patterns of the notification object and the light-emitting object. FIG. [Figure 82] FIG. 10 is a schematic diagram showing the shift pattern when the second special effect A is executed. [Figure 83] This is a schematic diagram showing the shift pattern when the second special effect B is executed. [Figure 84] This is a schematic diagram showing the shift pattern when the second special effect C is executed. [Figure 85] This is a schematic diagram showing the shift pattern when the second special effect D is executed. [Figure 86] 13A is a schematic diagram showing divisions of the positions of the operation buttons in the fourth embodiment, and FIG. 13B is a schematic diagram showing the relationship between the amount of protrusion and the generated torque. [Figure 87] This is a schematic diagram showing an overview of the third special effect. [Figure 88] 10 is a flowchart showing a third special effect processing executed by the MPU of the notification / effect control device. [Figure 89] 10 is a flowchart showing a third special effect execution process. [Figure 90] 10 is a flowchart showing a torque change process. [Figure 91] 10 is a timing chart showing the flow of the game when the third special effect occurs. [Figure 92] This is a schematic diagram showing the flow of the third special effect. [Figure 93] This is a schematic diagram showing the flow of the third special effect. [Figure 94] FIG. 13 is a schematic diagram showing the relationship between the type of big win and the display mode in the fifth embodiment. [Figure 95]10A is a schematic diagram showing an overview of a display in a second display mode, and FIG. 10B is a schematic diagram showing an overview of a display in a third display mode. [Figure 96] FIG. 10 is a schematic diagram showing the relationship between the display mode and the variable display time. [Figure 97] 10 is a flowchart showing a display mode switching process executed by an MPU of the notification and performance control device. [Figure 98] 10 is a flowchart showing the fourth special effect processing executed by the MPU of the notification / effect control device. [Figure 99] 10 is a flowchart showing processing for a third normal gaming state. [Figure 100] 10 is a flowchart showing operation response processing for a third normal gaming state. [Figure 101] 10 is a flowchart showing processing for a second normal gaming state. [Figure 102] 10 is a flowchart showing operation response processing for a second normal gaming state. [Figure 103] This is a timing chart showing the flow of the fourth special effect. [Figure 104] This is a schematic diagram showing the flow of the fourth special effect. [Figure 105] 13 is a flowchart showing the sixth special effect processing in the sixth embodiment. [Figure 106] 10 is a flowchart showing a process for the first half part. [Figure 107] FIG. 10 is a schematic diagram showing switching between a free state and a hold state. [Figure 108] 10 is a flowchart showing a process for the second half part. [Figure 109] 10 is a flowchart showing a continuation process. [Figure 110] This is a schematic diagram showing the flow of the 6th special effect. [Figure 111] 10 is a timing chart showing the movement of the effect button device. [Figure 112] A schematic diagram comparing various seventh special effects in the seventh embodiment. [Figure 113]10 is a flowchart showing the seventh special effect processing executed by the MPU of the notification / effect control device. [Figure 114] 10 is a flowchart showing a first part process. [Figure 115] 10 is a flowchart showing a second part process. [Figure 116] 10 is a flowchart showing a process of starting switching to the second mode. [Figure 117] 10 is a flowchart showing a switching speed change process. [Figure 118] 10 is a timing chart showing a speed switching state. [Figure 119] This is a schematic diagram showing the flow of the 7th special effect. [Figure 120] This is a schematic diagram showing the flow of the 7th special effect. [Figure 121] 13 is a flowchart showing the eighth special effect processing in the eighth embodiment. [Figure 122] 10 is a flowchart showing a process for the first half part. [Figure 123] 10 is a flowchart showing a process for the second half part. [Figure 124] (a) A schematic diagram comparing various forms of effect button devices, (b) A schematic diagram comparing various 8th special effects. [Figure 125] 10 is a flowchart showing a form switching process. [Figure 126] This is a schematic diagram showing the flow of the 8th special effect. [Figure 127] This is a schematic diagram showing the flow of the 8th special effect. [Figure 128] 13 is a flowchart showing the ninth special effect setting process in the ninth embodiment. [Figure 129] (a) A schematic diagram comparing various 9th special effects, (b) a schematic diagram comparing the difference in the amount of protrusion at each protrusion level. [Figure 130] (a) A schematic diagram showing the pattern of reaching LV3, and (b) a schematic diagram showing the pattern of reaching LV4. [Figure 131]10 is a flowchart showing the 9th special effect processing. [Figure 132] 10 is a flowchart showing the processing for the final game play. [Figure 133] A schematic diagram illustrating the relationship between the number of reservations and the prominence level. [Figure 134] 13 is a flowchart showing the tenth special effect setting process in the tenth embodiment. [Figure 135] 10 is a flowchart showing the processing for special effects. [Figure 136] A schematic diagram illustrating the relationship between the number of reservations and the prominence level. [Figure 137] FIG. 11(a) is a schematic diagram comparing various eleventh special effects in the eleventh embodiment, and FIG. 11(b) is a schematic diagram showing the relationship between the position of the operation button and the operation resistance. [Figure 138] 11 is a flowchart showing the 11th special effect processing executed by the MPU of the notification / effect control device. [Figure 139] 11 is a flowchart showing the 11th special effect main processing. [Figure 140] 10 is a flowchart showing a torque variable process. [Figure 141] 10 is a schematic diagram showing the relationship between the position of an operation button and the operation resistance. FIG. [Figure 142] FIG. 22 is a schematic diagram of a performance button device in the twelfth embodiment. [Figure 143] 10 is a flowchart showing a height position adjustment process executed by an MPU of the notification and performance control device. [Figure 144] 10 is a flowchart showing a position control process. [Figure 145] 10A and 10B are schematic diagrams showing operation strokes up to operation detection positions for each protrusion level. [Figure 146] This is a schematic diagram comparing various 12th special effects in the 13th embodiment. [Figure 147] 10 is a flowchart showing the 12th special effect processing executed by the MPU of the notification / effect control device. [Figure 148]10 is a flowchart showing a process for the first half part. [Figure 149] 10 is a flowchart showing a process for rapid operation; [Figure 150] 10 is a flowchart showing a process for the second half part. [Figure 151] This is a schematic diagram showing the flow of the 12th special effect. [Figure 152] This is a schematic diagram showing the flow of the 12th special effect. [Figure 153] FIG. 23 is a schematic diagram showing the relationship between the position of an operation button and position control in the fourteenth embodiment. [Fig. 154] 10 is a flowchart showing a process for rapid operation executed by the MPU of the notification and performance control device. [Figure 155] 10 is a flowchart showing an auto-repeated tap process. [Figure 156] 10 is a flowchart showing an auto-repeated torque control process. [Figure 157] 10 is a schematic diagram showing the relationship between the position of an operation button and the operation resistance. FIG. [Figure 158] 10A and 10B are schematic diagrams showing modified examples of the relationship between the position of the operation button and the operation resistance. DETAILED DESCRIPTION OF THE INVENTION

[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the pachinko machine 10, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area of ​​the pachinko machine 10 for convenience.

[0010] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main section 12 attached to the outer frame 11.

[0011] The outer frame 11 is made up of plate materials connected on all four sides, forming a rectangular frame. The pachinko machine 10 is installed in an island facility of an amusement parlor by attaching and fixing the outer frame 11 to the island facility. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island facility of an amusement parlor or the like.

[0012] The gaming machine main section 12 is supported in an openable and closable state by this outer frame 11. Specifically, as shown in Fig. 1, an upper support bracket 17 is fixed to the connecting portion of the upper frame section and the left frame section of the outer frame 11, and a lower support bracket 18 is fixed to the connecting portion of the lower frame section and the left frame section of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main section 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end, when viewed from the front of the pachinko machine 10, relative to the outer frame 11.

[0013] In addition, a detection sensor that detects the opening and closing of the main part 12 of the gaming machine is provided in the upper right part of the outer frame 11, more specifically, in the connecting part between the upper frame part and the right frame part, and the opening of the main part 12 of the gaming machine is monitored based on the detection information from this detection sensor.

[0014] As shown in Fig. 2, the gaming machine main part 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 (see Fig. 3) disposed behind the inner frame 13. The inner frame 13 of the gaming machine main part 12 is supported rotatably relative to the outer frame 11.

[0015] A front door frame 14 is rotatably attached to the end of the inner frame 13 on the base end side of the rotation, and the front door frame 14 is rotatable forward with the left side being the base end side of the rotation and the right side being the tip side of the rotation when viewed from the front. Also, as shown in Figure 3, a back pack unit 15 is rotatably attached to the end of the base end side of the rotation of the inner frame 13, and the back pack unit 15 is rotatable rearward with the left side being the base end side of the rotation and the right side being the tip side of the rotation when viewed from the front.

[0016] Next, the front door frame 14 will be described. As shown in Fig. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 having an outer shape substantially identical to that of the outer frame 11, and a cover body 21 attached to the front of the frame body 20 and decorated with various ornaments, and covers substantially the entire front side of the inner frame 13. A substantially elliptical window portion 22 (see Fig. 1) is formed in the center of the front door frame 14 so that substantially the entire area of ​​a game area PE (described later) can be viewed from the front of the gaming machine, and the window portion 22 is covered from the rear side of the front door frame 14 by a glass unit 30.

[0017] 2, a glass unit installation section 23 is formed in the frame body 20 so as to surround the window section 22. More specifically, the glass unit installation section 23 is disposed on the rear side of the frame body 20 and is recessed toward the front of the pachinko machine 10, with the window section 22 disposed at the bottom thereof. The glass unit 30 is fitted into the glass unit installation section 23, thereby restricting its displacement in the vertical and horizontal directions.

[0018] The glass unit 30 includes a pair of transparent front and rear glass panels 31 and a glass holder 32 that holds the glass panels 31. The glass holder 32 has an annular frame formed along the window portion 22, and the glass panel 31 is housed in the area surrounded by the frame.

[0019] 1, the front door frame 14 (specifically, the cover body 21) is provided with light-emitting means such as various lamps that emit light according to the game status. The light-emitting means is composed of an annular illumination section 24 that incorporates light-emitting elements such as LEDs along the periphery of the window section 22. In addition, speaker sections 27 that output sound effects according to the game status are provided in the upper left and upper right corners of the front door frame 14.

[0020] Below the window 22 in the front door frame 14, an upper bulge 28 and a lower bulge 29 are arranged side by side, bulging forward. An upper tray 33 that opens upward is provided in the upper bulge 28, and a lower tray 34 that also opens upward is provided in the lower bulge 29. The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row to the game ball launching mechanism (described later). The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.

[0021] An effect button device 40 that is manually operated by a player is provided in a portion of the upper bulging portion 28 that is forward of the upper tray 33 (the storage area for game balls). The effect button device 40 is an operating device that allows the player to give predetermined instructions during the course of the game, with the aim of causing predetermined effects to be performed on the display screen of the pattern display device, which will be described later.

[0022] A game ball launching handle 45 is provided so as to protrude forward in a position aligned with the lower bulge 29. When the game ball launching handle 45 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.

[0023] As shown in Figure 2, a passage forming unit 50 is attached to the back of the front door frame 14. The passage forming unit 50 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33, and a front door side lower tray passage that leads to the lower tray 34. A receiving port 53 that protrudes rearward and opens upward is formed at the upper corner of the passage forming unit 50, and the receiving port 53 is divided into left and right halves by a partition wall 54, forming an entrance portion for the front door side upper tray passage and an entrance portion for the front door side lower tray passage. The upstream sides of the front door side upper tray passage and the front door side lower tray passage lead to the gaming ball distribution section described below, and gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0024] Next, the inner frame 13 will be described in detail with reference to Fig. 4. Fig. 4 is a front view of the inner frame 13. Note that in Fig. 4, the configuration within the gaming area of ​​the pachinko machine 10 is omitted, as in Fig. 2.

[0025] The inner frame 13 is mainly composed of an inner frame base body 60 whose outer shape is substantially the same as that of the outer frame 11. Inner frame fittings 71, 72 are attached to the upper and lower ends of the pivot base end side (left side in FIG. 4) on the front surface of the inner frame base body 60. Furthermore, bearing fittings 57, 58 are provided corresponding to the inner frame fittings 71, 72 on the pivot base end side (left side in FIG. 1) on the rear surface of the front door frame 14. Axles are formed on the inner frame fittings 71, 72, and these axles are inserted into bearing holes of the bearing fittings 57, 58 of the front door frame 14, thereby rotatably supporting the front door frame 14 relative to the inner frame 13. In other words, the inner frame fittings 71, 72 and the bearing fittings 57, 58 constitute an assembly mechanism for the inner frame 13.

[0026] A locking device 75 is provided on the front surface of the inner frame 13. The locking device 75 has a plurality of front door hook members 76 extending toward the front door frame 14. Corresponding to these front door hook members 76, a plurality of hook receiving members 59 extending toward the inner frame 13 are provided on the back surface of the front door frame 14 (see FIG. 2). The front door hook members 76 are hooked onto the hook receiving members 59, thereby locking the front door frame 14 in a closed state. In addition, as shown in FIG. 3, the locking device 75 has inner frame hook members 77 extending rearward from the inner frame 13. The inner frame hook members 77 are hooked onto the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine main part 12 in a closed state relative to the outer frame 11.

[0027] A cylinder lock 78 for unlocking the locking device 75 is installed in the lower right corner of the inner frame base body 60. The cylinder lock 78 is integrated with the locking device 75, and its tip portion (keyhole portion) is exposed to the front of the pachinko machine 10 through a hole provided in the front door frame 14. By turning the key inserted into the keyhole of the cylinder lock 78 to the right, the lock of the front door frame 14 to the inner frame 13 is released, and by turning the same key to the left, the lock of the inner frame 13 to the outer frame 11 is released.

[0028] A storage recess 61 for storing the game board unit 80 is formed in the approximate center of the front surface of the inner frame base body 60. The storage recess 61 is recessed toward the rear of the pachinko machine 10, and defines a storage space for storing the game board unit 80, and the game board unit 80 attached to the inner frame base body 60 fits into the storage space.

[0029] The game board unit 80 is formed by integrating a game area forming body 80a, on the front of which is formed a game area PE through which game balls flow down, and a back block 80b, which is provided on the back side of the game area forming body 80a and on which various game components (for example, a variable display unit, a control device, a movable performance mechanism, luminous decorative members, etc.) described below are mounted on a base body 251. The game area forming body 80a is made of a transparent synthetic resin material, and the front portion of the back block 80b can be seen through the game area forming body 80a.

[0030] As already explained, the play area PE is covered by the glass unit 30 (specifically, the rear glass panel 31). The glass unit 30 is arranged so that the gap between the rear glass panel 31 and the front of the play area formation body 80a is slightly larger than the diameter of the play ball, that is, so that the game balls flowing down the play area PE do not line up front and back at the same point in the play area PE. This prevents balls from clogging the play area PE.

[0031] The game board unit 80 (particularly the various components arranged in the play area PE of the play area formation body 80a) will be described below with reference to Figures 5 to 7. Figure 5 is a front view of the game board unit 80, Figure 6 is a perspective view of the game board unit 80 seen from the front, and Figure 7 is a perspective view of the game board unit 80 seen from the rear. In Figure 6, the components visible through the play area formation body 80a are also indicated by two-dot chain lines, and are shown in a state close to the overall appearance of the game board unit 80 when actually viewed.

[0032] The play area forming body 80a has multiple large and small openings that penetrate through its thickness (front-to-back direction). As shown in Figure 5, each opening is equipped with a general winning opening 81, a variable winning device 82, actuation openings 83a and 83b, a through gate 84, and the like. When game balls enter the general winning opening 81, the variable winning device 82, and the actuation openings 83a and 83b, they are detected by detection sensors (not shown) provided corresponding to each ball entry section, and based on the detection results, a bonus such as a predetermined number of prize balls (payout of game balls) is awarded to the player. In addition, an outlet 89 is provided at the bottom of the play area forming body 80a, and game balls that do not enter the various ball entry sections are discharged from the play area PE through the outlet 89. In the following explanation, in order to clearly distinguish from game balls entering the outlet 89, game balls entering the general winning port 81, variable winning device 82, and operating ports 83a, 83b will also be referred to as ``winning.''

[0033] Furthermore, in the game area forming body 80a, a large number of nail members 93 are planted to appropriately distribute and adjust the flow path of the game balls, and various members (apparatuses) such as a windmill 94 are also arranged. The flow path of the game balls is differentiated by the various configurations of these nail members 93, windmill 94, etc., and adjustments are made so that winning into the above-mentioned general winning hole 81, etc. occurs with an appropriate probability.

[0034] A central opening 85 is formed in the center of the game area forming body 80a, and a transparent opening cover 86 is attached so as to cover this central opening 85 from the back side of the game area forming body 80a. Behind this central opening 85, the variable display unit 252 and the like belonging to the back block 80b are positioned, and the variable display unit 252 and the like can be seen through the central opening 85 (opening cover 86) from the front of the game machine. For ease of explanation, in Figure 6, the opening cover 86 is shown by a two-dot chain line, showing a state in which the variable display unit 252 is visible.

[0035] Operating ports 83a, 83b, through gate 84, etc. are arranged around central opening 85. Operating ports 83a, 83b are composed of upper operating port 83a arranged below variable display unit 252 and lower operating port 83b arranged directly below upper operating port 83a. In particular, lower operating port (lottery trigger ball entry section) 83b is provided with an electric device 91 as an opening / closing type ball entry assist device (ball entry assist means) or opening / closing member (opening / closing means). Electric device 91 has a movable piece and a solenoid-type drive unit that drives the movable piece. By changing the position of the movable piece by the drive unit, it is possible to switch between an open state (assistance state) that allows or makes it easy to enter lower operating port 83b, and a closed state (non-assistance state) that makes it impossible or difficult to enter the ball.

[0036] The through gate 84 is located in the game area PE at a position upstream of the lower operating port 83b (more specifically, to the side of the variable display unit 252), and if a lottery triggered by the game ball passing through the through gate 84 is won, the electric device 91 will be switched from a closed state to an open state for a predetermined period of time.

[0037] When a ball lands in the upper actuation port 83a, three game balls are dispensed, and when a ball lands in the lower actuation port 83b, four game balls are dispensed, but the number of game balls dispensed is not limited to the above. However, for example, in order to increase the advantage of the lower actuation port 83b over the upper actuation port 83a, it is preferable to set the number of balls dispensed related to the lower actuation port 83b greater than the number of balls dispensed related to the upper actuation port 83a.

[0038] The variable winning device (special ball winning device or special ball winning means) 82 has a large winning opening that leads to the back side of the play area formation body 80a, and is provided with an opening / closing door as an opening / closing member (opening / closing means) that opens and closes the large winning opening. The opening / closing door can be switched between an open state (assistance state) that allows or makes it easy for game balls to enter, and a closed state (non-assistance state) that makes it difficult or impossible for game balls to enter. The opening / closing door is connected to a variable winning drive unit (more specifically, a solenoid) provided on the back side of the play area formation body 80a. Under normal circumstances, the opening / closing door remains closed, but is switched to an open state when an internal lottery results in a transition to an opening / closing execution mode (opening / closing execution state) (a jackpot: a transition to a special game state that is more advantageous to the player than the normal game state).

[0039] Here, the opening / closing execution mode is a mode to which the player is shifted when a big win is won. The opening manner of the variable winning device 82 in the opening / closing execution mode is set so that the door is repeatedly opened up to a maximum of multiple rounds (for example, 16 rounds or 4 rounds), with one round being defined as the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).

[0040] Here, a supplementary explanation will be given regarding the variable display unit 252. The variable display unit 252 has a pattern display device 253 that variably displays (variably displays) patterns in response to winning entries into the actuation ports 83a and 83b. The pattern display device 253 is configured as a liquid crystal display device with a liquid crystal display, and its display content is controlled by a display control device (described later). On the display screen 253a of the pattern display device 253, for example, patterns are displayed in a row at the top, middle, and bottom, and these patterns are variably displayed by scrolling left and right. When a jackpot is won, a predetermined combination of patterns is displayed stationary on a preset pay line, and the game transitions to the opening and closing execution mode (special game state or jackpot). Note that the pattern display device 253 does not necessarily have to be a liquid crystal display device; it may be a dot matrix or 7-segment type display device.

[0041] The play area forming body 80a is provided with a center frame 95 surrounding the central opening 85. The center frame 95 is fixed to the play area forming body 80a (more specifically, a plate body) from its front side, and in this fixed state, it stands upright from the front of the play area forming body 80a, so that the gap dimension between the center frame 95 and the glass unit 30 is configured to be smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the play area PE from colliding with the symbol display device 253, and the flow path of the game ball flowing down the play area PE is roughly divided into a route that bypasses the variable display unit 252 (more specifically, the center frame 95) from the right side and a route that bypasses it from the left side.

[0042] A stage section on which game balls can roll left and right is formed on the upper surface of the frame section constituting the lower part of the center frame 95. Game balls flowing in through inlets formed in the left and right frame sections of the center frame 95 are discharged onto the stage section through a warp passage also formed in the center frame 95. The stage section is configured so that game balls that reach the stage section can relatively easily flow into the upper operating port 83a, which contributes to increasing the player's attention to the movement of the game balls on the stage section. In this embodiment, as described above, the central opening 85 is covered with a transparent opening cover 86, which restricts game balls that reach the stage section from moving toward the rear block 80b (variable display unit 252).

[0043] The actuation openings 83a, 83b are arranged at positions close to the central opening 85 (variable display unit 252). Since a win in the actuation openings 83a, 83b can trigger a transition to a special game state, it is thought that the player will pay attention to whether or not a win will occur in the actuation openings 83a, 83b, and also to the symbol display device 253 to determine whether or not a transition to a special game state will occur. Providing the actuation openings 83a, 83b close to the variable display unit 252 is a device to allow the player to focus their attention on the area around the variable display unit 252.

[0044] A game area partitioning member 99 is disposed at the right end of the game area forming body 80a (the rotating tip of the game board unit 80 described later), which partitions and forms the game area PE together with a guide rail 100 described later. A stopper member is disposed on the game area partitioning member 99, against which game balls flying along the main display unit 87 and the guide rail 100 collide. The stopper member is a buffer member disposed near the tip of the guide rail 100, and game balls that collide with the stopper member have their momentum weakened before flowing down the game area PE. In other words, the stopper member is endowed with a force-reducing function that weakens the momentum of the colliding game balls.

[0045] Here, we will provide additional explanation about the main display unit 87. The main display unit 87 is embedded in the game area partition member 99, and is positioned so that a part of it faces the glass unit 30. This facing part is provided with a main display section D that displays predetermined pictures and the like. The main display unit 87 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is configured to be controlled by the main control device.

[0046] The main display unit D comprises an upper operation port display unit DU that displays the result of a lottery based on a win at the upper operation port 83a, and a lower operation port display unit DL that displays the result of a lottery based on a win at the lower operation port 83b. The upper operation port display unit DU displays a varying pattern triggered by a win at the upper operation port 83a, and the result of the varying display being stopped indicates the result of the internal lottery based on a win at the upper operation port 83a. If the result of the internal lottery based on a win at the upper operation port 83a is a winning result corresponding to a transition to the opening / closing execution mode, the varying display is stopped on the upper operation port display unit DU, and a predetermined pattern corresponding to the jackpot result is displayed as the stopping result, and then the system transitions to the opening / closing execution mode.

[0047] In the lower operating port display unit DL, a winning entry into the lower operating port 83b is used as a trigger to display a varying pattern, and the result of the varying display stopping is the clear display of the result of the internal lottery held based on the winning entry into the lower operating port 83b. If the result of the internal lottery held based on the winning entry into the lower operating port 83b is a winning result corresponding to a jackpot, the varying display in the lower operating port display unit DL is stopped, and a predetermined pattern corresponding to the jackpot result is displayed as the stopping result, and then the mode is switched to the opening / closing execution mode according to the result.

[0048] Here, based on a winning entry into either actuation port 83a, 83b, a variable display is initiated in the corresponding actuation port display unit DL, DU, and a picture corresponding to the lottery result is displayed in a static state. After the picture remains statically displayed for a predetermined static display time (static display period or final display period) (until the final display ends), one game session corresponds to that period. However, one game session is not limited to the above. For example, a single display area may be provided, and the variable display may be displayed in that single display area regardless of whether a winning entry into either actuation port 83a, 83b occurs. In this case, one game session may also be defined as the period from when the variable display begins in that single display area until the final display ends after the variable display stops.

[0049] In addition to the above-mentioned two display sections, the main display section D of the main display unit 87 is also provided with a through gate display section DS that displays the result of a lottery based on winning at the through gate 84. The through gate display section DS displays a varying pattern triggered by winning at the through gate 84, and as a result of the stopping of the varying display, the result of the internal lottery performed based on winning at the through gate 84 is clearly displayed. If the result of the internal lottery based on winning at the through gate 84 is a winning result corresponding to a transition to the electric role opening state, the through gate display section DS displays a predetermined stop result, the varying display is stopped, and then the system transitions to the electric role opening state. In the electric role opening state, the electric role device 91 provided in the lower operating port 83b is opened in a predetermined manner.

[0050] Furthermore, in this embodiment, a configuration is adopted in which the number of times a game ball passes through the through gate 84 is reserved up to a maximum of four times, and the main display section D of the main display unit 87 is provided with a reserved number display section that displays the number of reserved balls.

[0051] The main display section D described above can be seen from the front of the pachinko machine 10 through the glass unit 30 of the front door frame 14, and visibility is guaranteed because game balls are prevented from moving in front of these various display sections.

[0052] Explaining again with reference to Figure 4, below the storage recess 61 (game board unit 80) in the inner frame base body 60, there is provided a game ball launching mechanism 110 that launches game balls into the play area PE based on the operation of the game ball launching handle 45. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls arranged at a predetermined launch standby position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted, and the base plate 114 is attached to the inner frame base body 60 via a reinforcing plate described later.

[0053] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the gaming board unit 80. A ball stopper is disposed near the downstream end (i.e., the lower end) of the launch rail 112, which stops the gaming balls supplied from the ball sending device 113 at the above-mentioned launch standby position. The solenoid 111 is disposed further downstream from the ball stopper.

[0054] The solenoid 111 is electrically connected to a power supply and launch control device, which will be described later. Based on the output of an electrical signal from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board unit 80, more specifically, toward the guide rail 100 attached to the game board unit 80.

[0055] The guide rail 100, together with a game area partitioning member 99 (see FIG. 5), described later, partitions the game area PE so that the outer shape of the game area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102, which are arranged facing each other with a gap slightly larger than the diameter of the game ball, and these rails 101, 102 partition and form a single guide passage 103. The guide passage 103 has an entrance section 104 that opens at the tip side (diagonally downward) of the launch rail 112, and an exit section 105 located at the top of the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance section 104 → exit section 105). In addition, in the game board unit 80, a return prevention member 106 is attached to the tip of the exit portion 105, more specifically, near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.

[0056] The guide rail 100 and the launch rail 112 are arranged so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across a gap. A foul ball passage 55 (see FIG. 3) is located below the gap thus formed. The foul ball passage 55 is integrally molded with the passage-forming unit 50 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 55 through the gap. The foul ball passage 55 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 55 are discharged into the lower tray 34 shown in FIG. 1, etc. This reduces interference between the foul ball and the next game ball to be launched.

[0057] Furthermore, the inner frame base body 60 is provided with a plurality of locking devices that can be switched between a locked state that prevents the game board unit 80 from being removed from the storage recess 61 and an unlocked state that allows the game board unit 80 to be removed. The locking devices have a contact portion that contacts the front surface of the game board unit 80 in the locked state, and the contact portion contacts the front surface of the game board unit 80, thereby preventing the game board unit 80 from being displaced toward the front door frame 14.

[0058] A through-hole is formed in the inner frame base body 60 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the inner frame base body 60 in the front-to-rear direction, and a passageway forming member 121 is arranged to cover this through-hole. The passageway forming member 121 is screwed to the inner frame base body 60 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 are connected to the game ball distribution section described below. In addition, the receiving portion 53 (see Figure 2) of the passageway forming unit 50 attached to the front door frame 14 is inserted below the passageway forming member 121, and the front door side upper tray passage is located below the main body side upper tray passage 122, and the front door side upper tray passage is located below the main body side lower tray passage 123.

[0059] A shutter 124 is provided below the passage forming member 121 on the inner frame base body 60 to restrict the outflow of game balls from the main body side upper tray passage 122 and the main body side lower tray passage 123. The shutter 124 is supported by the inner frame base body 60 in a state where it can be switched between a blocking position, which narrows the outlet portions of both passages to prevent the outflow of game balls, and an allowance position, which allows the outflow of game balls. A biasing member is attached to the inner frame base body 60 to bias the shutter 124 toward the blocking position, and when the front door frame 14 is open relative to the inner frame 13, the biasing force of the biasing member keeps the shutter 124 in the blocking position. This prevents the stored balls from spilling out when the front door frame 14 is opened while game balls are stored in the main body side upper tray passage 122 or the main body side lower tray passage 123. In contrast, when the front door frame 14 is closed, the shutter 124 is pushed back to the allowable position against the above-mentioned biasing force by the receiving port 53 provided in the passage forming unit 50 of the front door frame 14. In this state, the upper tray passage 122 on the main body side and the upper tray passage on the front door side are connected to the lower tray passage 123 on the main body side and the lower tray passage on the front door side, respectively, allowing the movement of game balls.

[0060] Next, the rear structure of the inner frame 13 (the inner frame base body 60 and the game board unit 80) will be described with reference to Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.

[0061] As shown in Figure 8, a bearing fitting 132 is attached to the rotation base end side (right side in Figure 8) on the back surface of the inner frame base body 60. Bearing portions 133 are formed on the bearing fitting 132 at intervals above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, a plurality of fixing levers 134 are provided on the back surface of the inner frame base body 60 for fixing the back pack unit 15 to the inner frame base body 60 in a closed state.

[0062] As already explained, a central opening 64 that penetrates the thickness direction of the inner frame base body 60 and opens to the back side of the inner frame base body 60 is formed in the bottom portion of the storage recess 61 in the inner frame base body 60, and this central opening 64 is covered from the front side of the inner frame 13 by the game board unit 80 stored in the storage recess 61. Various components such as a control device are mounted on the back of the game board unit 80 (back block 80b), and these various components are exposed to the back side of the inner frame 13 through the central opening 64. Here, the configuration of the back of the game board unit 80 will be explained.

[0063] As already explained, the back block 80b is attached to the back of the play area forming body 80a. The back block 80b has a substantially box-shaped base body 251 that is open on the play area forming body 80a side, and this base body 251 is fixed to the back of the play area forming body 80a, thereby integrating the play area forming body 80a and the back block 80b.

[0064] The front side of the base body 251 is an area for arranging movable performance mechanisms, luminous decorative components, etc., and the back side is an area for arranging a control device that controls these various components and the variable display unit 252 (pattern display device 253) mentioned above.

[0065] More specifically, a portion of the base body 251 protrudes from the rear side of the inner frame base body 60, and the above-mentioned pattern display device 253 (see FIG. 5) and a display control device for driving the pattern display device 253 are attached to the protruding portion. The pattern display device 253 and the display control device are stacked in the front-to-rear direction (thickness direction of the inner frame base body 60) so that the pattern display device is on the front side and the display control device is on the rear side. Furthermore, the notification / performance control device 143 is mounted on the rear part of the base body 251 so as to be located behind the display control device.

[0066] The notification and performance control device 143 is equipped with a notification and performance control board that controls audio output, lamp display, and display control of the display control device in accordance with instructions from the main control device described below, and the notification and performance control board is housed in a board box 141 made of a transparent resin material or the like.

[0067] A main control device unit 160 is provided below the notification / performance control device 143 so as to cover the base body 96 from the rear. The main control device unit 160 has a mounting base 161 made of synthetic resin fixed to the rear of the game board unit 80 (more specifically, the rear block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function of managing the main control of the game (main control circuit) and a function of monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0068] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are unopenably connected by a box sealing part 164 as sealing means, thereby sealing the board box 163. A plurality of box sealing parts 164 are provided on the short sides of the board box 163, and at least one of them is used for sealing.

[0069] The box sealing unit 164 can be configured in any way as long as it securely connects the box base and box cover. However, the box base and box cover are securely connected by inserting a locking pin into a locking hole that constitutes the box sealing unit 164. The sealing process using the box sealing unit 164 prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized opening. Even after opening, the box can be resealed. That is, the sealing process is performed by inserting a locking pin into at least one locking hole among the multiple box sealing units 164. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the box sealing unit with the inserted locking pin and the main body of the board box 163 is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the box, a locking pin is inserted into another locking hole. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily detect that the board box 163 has been opened improperly by looking at the board box 163.

[0070] The board box 163 and the mounting base 161 are connected to each other in an unsealable manner by a base seal 165. More specifically, the base seal 165 has a locking hole and a locking pin, just like the box seal 164, and the board box 163 and the mounting base 161 are connected to each other in an unseparable manner by inserting the locking pin into the locking hole. This makes it easy to detect any unauthorized removal of the board box 163.

[0071] In the front part of the base body 251, in the part facing the lower back surface of the game area forming body 80a, there are formed recovery passages (not shown) that correspond to the game board openings of the general winning opening 81, the variable winning device 82, and the operating openings 83a and 83b and that gather in one place downstream. As a result, all game balls that have won in the general winning opening 81 etc. are configured to gather below the game board unit 80 via the recovery passages. In other words, the base body 251 is endowed with the function of collecting game balls that have won in the various winning openings.

[0072] A discharge passage, which will be described later, is arranged below the game board unit 80, and game balls that have gathered below the game board unit 80 are led into the discharge passage by a recovery passage. The outlet 89 also leads to the discharge passage, and game balls that have not won in any of the winning ports are led into the discharge passage via the outlet 89.

[0073] Furthermore, the base body 251 constituting the back block 80b is equipped with detection sensors for the above-mentioned ball entry sections, including a general entry port detection sensor that detects game balls that have entered the general entry port 81 and an actuation port detection sensor that detects game balls that have entered the actuation ports 83a and 83b, and these various detection sensors constitute a winning detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) are output from each detection sensor to the main control device 162.

[0074] Next, the back pack unit 15 will be described with reference to Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.

[0075] As shown in Figure 9, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201 as the main body of the rear pack unit 15, and a dispensing mechanism unit 202, a discharge passage panel and a control device assembly unit 204 are attached to the rear pack 201.

[0076] The back pack 201 is molded from a transparent synthetic resin, and as shown in Fig. 10, comprises a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover part 212 has a shape in which the left and right side surfaces and the top surface are closed and only the bottom surface is open, and is large enough to surround at least the variable display unit 252 (see Fig. 9).

[0077] An external output terminal board 213 is provided on the top of the base part 211. The external output terminal board 213 is provided with various output terminals, and these output terminals are connected to wiring WH1 that connects the gaming hall's management control device (hall computer HC) and the pachinko machine 10. Various signals output from the external output terminal board 213 (output terminals) of the pachinko machine 10 are transmitted to the hall computer HC via wiring WH1, and the hall computer HC is configured to grasp the state of the pachinko machine 10, the game status, etc. based on these various signals.

[0078] 10, the base portion 211 is provided with a pair of upper and lower latch pins 214 at the right end when viewed from the rear of the pachinko machine 10, and by inserting the latch pins 214 into the bearing portions 133 provided in the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. The base portion 211 is formed with a plurality of insertion portions through which fixed levers 134 provided in the inner frame 13 are inserted, and the back pack unit 15 is fixed to the inner frame 13 by abutting against the base portion 211 from behind with the fixed levers 134 inserted into the insertion portions.

[0079] A payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed on the top of the rear pack 201 and opens upward, and gaming balls supplied from the island facilities of the gaming hall are sequentially replenished to the tank 221. A tank rail 222 that gently slopes downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. Gaming balls paid out from the payout device 224 are supplied to a gaming ball distributor 225 provided on the base 211 of the rear pack 201 through a payout passage (not shown) provided downstream of the payout device 224.

[0080] The game ball distribution section 225 has the function of distributing game balls paid out from the payout device 224 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage 122 and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage 123 and front door side lower tray passage.

[0081] A discharge passage panel and control device aggregate unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel facing the control device aggregate unit 204, and the open part of the discharge passage is blocked by the control device aggregate unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.

[0082] The control device aggregate unit 204 has a horizontally long mounting base 241, and a payout control device 242 and a power supply / launch control device 243 are mounted on the mounting base 241. The payout control device 242 and the power supply / launch control device 243 are stacked one on top of the other in front of the other so that the payout control device 242 is at the rear of the pachinko machine 10.

[0083] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a board box 244, and a state return switch 245 provided on the dispensing control board protrudes outside the board box 244. For example, when the state return switch 245 is pressed in the event of a dispensing error such as a ball jam in the dispensing device 224, the ball jam is cleared.

[0084] The power supply and launch control device 243 has a power supply and launch control board housed in a board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 45. Specifically, it controls the drive of the solenoid 111 that constitutes the game ball launch mechanism 110 and the drive of the ball delivery device 113.

[0085] The power supply / launch control device 243 is also provided with a power switch 247. By operating the power switch 247, the power supply of the pachinko machine 10 can be switched between an on state (ON state) and a cut-off state (OFF state).

[0086] Here, this pachinko machine 10 has a function for storing various data, so that in the event of a power outage, the state at the time of the power outage is retained and the state at the time of power recovery can be restored. For example, if the power is cut off in the normal manner, such as when the game hall closes, the state before the power outage is stored and retained. On the other hand, if the power is turned on while pressing the RAM erase switch 166 provided on the main control unit 162, the RAM data is initialized.

[0087] These various switches can be operated from the front of the gaming machine by opening the main unit 12 (inner frame 13) of the gaming machine and exposing the back of the inner frame 13. On the other hand, when the opening of the main unit 12 of the gaming machine is restricted by the locking device 75, these various switches cannot be operated from the front of the gaming machine. In other words, the various switches are difficult to operate when the main unit 12 of the gaming machine is closed, making it difficult for someone who does not have the key for the locking device 75 (for example, a fraudster) to operate them from the front of the gaming machine.

[0088] In gaming machines such as the pachinko machine 10, a lottery for a jackpot or the like is executed based on balls entering the actuation ports 83a, 83b, and the lottery results are notified on the symbol display device 253 (display screen 253a) provided on the gaming board unit 80. Therefore, during play, the player's attention is likely to be particularly drawn to the gaming board unit 80 (particularly the display screen 253a of the symbol display device 253). In view of this situation, the gaming machine (pachinko machine 10) shown in this embodiment is designed with consideration for the player, such as ensuring visibility when playing.

[0089] Specifically, as shown in the schematic diagram of Figure 11, when the pachinko machine 10 is installed in an island facility such as a gaming hall, the game board unit 80 (particularly the display screen 253a of the symbol display device 253) is configured to be located in front of the face of the player. In other words, the player's face is configured to be located in an area (specific area SE, described later) in front of the glass panel 31 and in front of the symbol display device 253. This makes it easier for the game board unit 80 (particularly the display screen 253a of the symbol display device 253) to fit within the field of view of the player P.

[0090] As explained above, when playing a game, the player must manually operate the game ball launch handle 45 to launch the game ball. This tends to bring the player and the pachinko machine 10 closer to each other. In this embodiment, a first movable effect device 300, a light-emitting type movable effect device, is disposed in the front door frame 14 above the game board unit 80. While the human visual field varies from person to person, it is approximately 180 to 200 degrees horizontally (the range visible simultaneously by both eyes is approximately 120 degrees), and approximately 60 degrees upward and 70 degrees downward. Therefore, when a player is gazing intently at the symbol display device 253, the first movable effect device 300 is likely to be located in a blind spot outside the player's field of vision. In other words, the first movable effect device 300 is likely to be outside the player's field of vision (the range visible without moving the eyes).

[0091] In particular, when the window portion 22 of the front door frame 14 is enlarged in accordance with the increase in size of the game board unit 80, the placement of the first movable presentation device 300 is more restricted as shown in Fig. 11, increasing the possibility of the above-mentioned inconvenience occurring. Furthermore, even if the first movable presentation device 300 is within the player's field of vision, if the first movable presentation device 300 is located near the boundary between the inside and outside of the field of vision, it becomes difficult to grasp the color and movement, and the visibility level (discrimination level) drops significantly.

[0092] For these reasons, even if a light effect is produced using the first movable effect device 300, it may not be effective enough to appeal to players who are focusing on the display screen 253a, potentially resulting in the light effect being overlooked. Therefore, even if the first movable effect device 300 is equipped with a light effect function (a function for notifying and displaying effects to players), there is a concern that the function may not function properly. While the above-mentioned inconveniences would not arise if the first movable effect device 300 were equipped with a function for notifying other players or hall managers, rather than a function for notifying and displaying effects to players, they would arise if the first movable effect device 300 were used as a means for notifying and displaying effects to players. While it is certainly possible to eliminate the above-mentioned inconveniences by increasing the distance between the player and the gaming machine, such an approach may result in other inconveniences, such as reduced visibility and operability of the gaming board unit 80.

[0093] One of the features of first movable performance device 300 shown in this embodiment is that it takes measures to address the above-mentioned inconveniences that arise when a light performance function is provided to first movable performance device 300. First movable performance device 300 in this embodiment will be described below with reference to Figures 12(a) and 13. Figure 12(a) is a partial cross-sectional view (partial cross-sectional view taken along line AA in Figure 10) showing the internal structure of first movable performance device 300, and Figure 13 is an exploded perspective view showing first movable performance device 300 broken down into its main components.

[0094] (1st movable performance device 300) As shown in Figure 12(a), the first movable performance device 300 comprises a light-emitting device 301 as a core on which a light source is mounted, and a housing 302 that forms the outer shell of the first movable performance device 300, and the light-emitting device 301 is housed within the housing 302 and fixed to the frame body 20 and the cover body 21.

[0095] The housing 302 has a cover body 310 made of a colored transparent synthetic resin material. The cover body 310 is hemispherical and open upward (see FIG. 12), and the upper open portion is covered by a lid body 320 that functions as an attachment portion to the frame body 20, etc. By combining the cover body 310 and the lid body 320, a storage space for the light emitting device 301 is defined and formed.

[0096] The cover 320 is dish-shaped, and an opening 322 is formed in its bottom 321, connecting the internal space of the cover 320 with the storage space. A relay board 330 is disposed in the bottom 321 so as to cover the opening 322 from the opposite side (above) to the storage area. The light-emitting device 301 is electrically connected to the notification / performance control device 143 via the relay board 330, and performs (operates) a light performance based on a signal from the notification / performance control device 143.

[0097] The light-emitting device 301 housed in the housing 302 has a light-emitting unit 350 that is the target of control by the notification / performance control device 143. The light-emitting unit 350 is composed of a columnar light-emitting block 355 to which a plurality of light-emitting bodies 356 (specifically, LEDs) are attached, and a base 351 to which the light-emitting block 355 is fixed. The base 351 has a cylindrical shape that extends vertically (see FIG. 12 ), and an upper flange portion 352 formed at its upper end is fixed to the bottom portion 321, thereby being integrated with the housing 302. In addition, a lower flange portion 353 formed at its lower end functions as a mounting portion to which the light-emitting block 355 is attached. The hollow portion of the base 351 communicates with the opening 322, and the light-emitting block 355 and the relay board 330 are connected by wiring through this hollow portion and the opening 322.

[0098] In this embodiment, the areas of the periphery of the light-emitting block 355 other than the area facing the front of the gaming machine (side and back surfaces: areas on the side of the central axis CL1 described later) are the areas where the light emitters 356 are arranged. This prevents the light from the light-emitting block 355 from being directly irradiated in front of the gaming machine. More specifically, the irradiation range of the light from the light-emitting unit 350 (light-emitting block 355) is restricted to the rear and diagonally rear of the gaming machine.

[0099] The light-emitting device 301 is equipped with a light reflection mechanism that reflects light from the light-emitting block 355 toward the front of the gaming machine. The light reflection mechanism is movable, and when this light reflection mechanism operates, the direction of irradiation of the reflected light, i.e., the direction of irradiation of light from the first movable performance device 300, changes. Hereinafter, the variable light reflection mechanism that diversifies the direction of irradiation of light is referred to as variable mechanism 340.

[0100] (Variable mechanism 340) The variable mechanism 340 comprises a movable body 360 provided with a reflector 364 as a light reflecting means, and a holder member 370 as a holding means for holding the movable body 360, and is integrated with the housing 302 by attaching the holder member 370 to the lid body 320.

[0101] First, a description will be given of the configuration relating to the attachment of the variable mechanism 340 to the lid 320. An annular convex portion 323 is formed on the bottom 321 of the lid 320 so as to surround the installation area (upper flange portion 352) of the light-emitting unit 350. The annular convex portion 323 is cylindrical, and is configured so that its central axis is coaxial with the opening 322 and the light-emitting unit 350 (base 351).

[0102] The holder member 370 has a cylindrical portion 371 that surrounds the light-emitting unit 350, and is configured so that the inner diameter of the cylindrical portion 371 is equal to the outer diameter of the annular protrusion 323. The holder member 370 is arranged so that the annular protrusion 323 is inserted therein, and the inner surface of the cylindrical portion 371 is in surface contact with the outer surface of the annular protrusion 323. The central axis of the annular protrusion 323 and the central axis of the holder member 370 (cylindrical portion 371) are coaxial, and the holder member 370 is held by the lid 320 in a state where rotation about the central axis CL1 is permitted. Note that the detailed configuration of the holding structure is arbitrary as long as it can rotatably hold the holder member 370.

[0103] A motor 381 is disposed on the bottom 321 of the lid 320 as a drive unit that rotates the holder member 370. The motor 381 is connected to the notification / performance control device 143 via the relay board 330, and operates based on a drive signal from the notification / performance control device 143. The drive force of the motor 381 is transmitted to the holder member 370, causing the holder member 370 to rotate about the central axis CL1.

[0104] Cylindrical portion 371 of holder member 370 is formed so that its lower end is at the same height as the lower end of base 351 of light-emitting unit 350, and light-emitting block 355 protrudes downward from the area surrounded by holder member 370. This prevents light from light-emitting block 355 from being blocked by holder member 370.

[0105] A pair of left and right extending portions 372 extending to the same side (downward) as the light-emitting block 355 is formed at the lower end of the holder member 370. The extending portions 372 face each other across the light-emitting unit 350 (more specifically, the central axis CL1), and a shaft portion 373 is fixed so as to straddle the extending portions 372.

[0106] The movable body 360 has a main body 361 made up of long plates arranged side by side (see FIG. 12), and a bearing hole 362 through which a shaft 373 is inserted is formed at the middle position of the main body 361. The bearing hole 362 and the shaft 373 are engaged with each other, so that the movable body 360 is held by the holder member 370 in a state in which rotation (posture change) around the shaft 373 is permitted.

[0107] The reflector 364 is disposed at one end of the main body 361, and the weight 363 is disposed at the other end of the main body 361. The weight of the weight 363 is set so that the center of gravity GP1 of the movable body 360 is closer to the other end than the shaft 373 (rotation center). By shifting the rotation center and the center of gravity GP1, the movable body 360 tilts so that the reflector 364 is on the upper side and the weight 363 is on the lower side.

[0108] Here, a stopper portion 366 is formed on the main body portion 361 of the movable body 360, which abuts against the holder member 370 (the lower end portion of the cylindrical portion 371) to prevent further rotation. The state in which the stopper portion 366 abuts against the lower end portion of the cylindrical portion 371 and the movable body 360 is tilted obliquely is the standby state of the movable body 360. In this state, the center of gravity GP1 is deviated from the central axis line CL1.

[0109] When a drive signal is input from the notification / performance control device 143 to the motor 381, the holder member 370 starts to rotate around the central axis line CL1. Following this, the movable body 360 held by the holder member 370 also rotates.

[0110] In the initial stage when rotation starts from a standby state (stationary state), the rotation speed is low due to resistance such as friction, but as rotation continues, the rotation speed gradually increases due to acceleration. After the rotation speed reaches a predetermined speed, the rotation transitions to steady rotation. At this time, as the rotation speed increases, the centrifugal force generated in the movable body 360 also increases. As the centrifugal force increases, weight 363 rises and reflector 364 descends against gravity, and the inclination ANG1 of movable body 360 relative to the horizontal plane gradually decreases.

[0111] When the rotation speed of movable body 360 slows down due to, for example, the stopping of motor 381, the centrifugal force acting on movable body 360 decreases. This decrease in centrifugal force causes weight 363 to descend and reflector 364 to rise due to gravity, gradually increasing the inclination ANG1 of movable body 360 relative to the horizontal plane.

[0112] Here, in consideration of the operating mode of the variable mechanism 340, the flow of the light effect by the first movable effect device 300 will be explained with reference to Fig. 12(b) and Fig. 14. Fig. 12(b) is a timing chart showing the flow of the light effect, and Fig. 14 is a schematic diagram showing the direction of light irradiation in each state.

[0113] 12(b), when the light effect starts at timing t1, output of a light emitting signal (power supply) to the light emitter 356 of the light emitting unit 350 starts, and output of a drive signal to the motor 381 starts. As a result, light from the light emitting unit 350 is irradiated to the front of the gaming machine by the reflector 364 of the movable body 360.

[0114] The reflecting surface 365 of the reflector 364 is curved and convex on the opposite side from the center of rotation, thereby suppressing the diffusion of the reflected light. In other words, the light from the light-emitting unit 350 is irradiated in the direction of the reflecting surface 365, with the spread of the light being suppressed by the reflecting surface 365. In other words, the reflector 364 (reflecting surface 365) has the function of determining the irradiation direction (optical axis) of the light from the first movable performance device 300.

[0115] The rotation speed gradually increases from the time t1 until the time t2 when a predetermined period has elapsed. During the predetermined period, the number of rotations of the movable body 360 is set to be at least greater than a predetermined number of times (one time in this embodiment). In this embodiment, the movable body 360 is a rotating type, but by configuring the movable body 360 to rotate at least once during the predetermined period, it is ensured that light is irradiated toward the front of the gaming machine at least once in the first irradiation state described below.

[0116] Here, the light irradiation mode from timing t1 to timing t2 will be described with reference to FIG. 14(a). During this period, reflector 364 (the optical axis defined by the reflector) faces diagonally downward. Therefore, light from first movable performance device 300 is irradiated diagonally downward. Specifically, light irradiated from light-emitting unit 350 is irradiated in the horizontal direction, but its direction is changed by reflector 364 located on its extension. The direction of reflector 364 is defined so that the light irradiation direction passes through specific area SE in front of pattern display device 253 (display screen 253a).

[0117] As already explained, the specific area SE is the area where the head HD (more specifically, the eyes) of the player P is expected to be located. Therefore, the light to the specific area SE is irradiated towards the player P. Hereinafter, the state in which the movable body 360 is tilted and light is irradiated towards the specific area SE will be referred to as the first irradiation state. In the first irradiation state, light is irradiated towards the player P, so the player can understand that light is being irradiated.

[0118] Thereafter, at the timing ta2 when the rotation speed increases and reaches a predetermined speed, as shown in FIG. 14(b), the tilt of the movable body 360 decreases due to the centrifugal force described above, and the attitude changes to be approximately horizontal. As a result, the direction of light irradiation becomes approximately horizontal, and irradiation of light toward the specific area SE is avoided. In other words, the light from the first movable effect device 300 passes over the head of the player P, and irradiation of light toward the player P is avoided. Hereinafter, the state in which irradiation of light toward the specific area SE is avoided (the state in which the direction of light irradiation has changed to be more toward the outside of the gaming machine than in the first irradiation state) is referred to as the second irradiation state.

[0119] Even in the second illumination state, player P can visually confirm that first movable performance device 300 is flashing. However, the amount of light reaching player P's eyes in this case is less than in the first illumination state. This prevents the player from feeling uncomfortable, such as being dazzled, even when looking directly at first movable performance device 300. In this embodiment, light is emitted through curved cover body 310, and the light is diffused as it passes through cover body 310. Therefore, when first movable performance device 300 is looked directly at in the second illumination state, the player is given the impression that first movable performance device 300 is flashing.

[0120] After the first movable effect device 300 enters the second illumination state, the light effect continues in the second illumination state for a period longer than the period of the light effect in the first illumination state. In other words, the output of the light-emitting signal (power supply) to the light-emitting unit 350 continues until timing t3, when the light effect ends. When the output of the light-emitting signal stops at timing t3, the light-emitting unit 350 is turned off. Thereafter, the output of the drive signal to the motor 381 stops at timing t4.

[0121] When the motor 381 stops, the rotation speed of the movable body 360 and the holder member 370 drops rapidly due to resistance such as friction, and the return to the standby state is completed at the timing of t5. However, since the light-emitting unit 350 has already been turned off at the timing of t3, no light is emitted toward the player during this return process.

[0122] The pachinko machine 10 in this embodiment is configured so that when installed in an island facility or the like in a gaming hall, a part of the gaming machine main section 12 (front door frame 14) bulges out towards the front of the pachinko machine 10, and a second movable performance device 400, which is a movable performance device, is disposed in this bulging portion. Here, the configuration of the second movable performance device 400 will be explained with reference to Figures 2 and 15. Figure 15(a) is a partially enlarged view of the pachinko machine 10 as seen from the front, and Figure 15(b) is a vertical cross-sectional view of the first movable performance device 300 (a partial cross-sectional view taken along line BB in Figure 15(a)).

[0123] (Second movable performance device 400) As shown in FIG. 2, a bulging portion 435 that bulges out toward the front of the gaming machine is formed in a portion of the cover body 21 of the front door frame 14 that is located above the window portion 22. The bulging amount of the bulging portion 435 gradually increases from both the left and right ends toward the center, bulging out so as to form a convex shape toward the front of the gaming machine. As shown in FIG. 15(1), a storage portion 436 that stores the second movable performance device 400 is formed in the center of the bulging portion 435, specifically, in the portion behind the first movable performance device 300 that constitutes part of the annular illumination unit 24. In other words, the bulging portion 435 stores two gaming machines, with the first movable performance device 300 at the front and the second movable performance device 400 at the rear.

[0124] The storage section 436 is recessed and open upward, and a portion of the second movable presentation device 400 is exposed through the open portion. The second movable presentation device 400 has a decorative body 410 decorated with a pattern or the like on its outer periphery. The decorative body 410 is held in a state in which it can rotate back and forth around a rotation center axis CL2 by a holding section 438 formed on a side wall section 437 of the storage section 436. By rotating around this rotation center axis CL2, the decorative body 410 can move between a standby position where it is prevented from protruding from the storage section 436 and a presentation position where it protrudes from the storage section 436 to the outside (upward) of the gaming machine.

[0125] Three surfaces are formed on the outer periphery of the decorative body 410, aligned in the rotation direction of the decorative body 410. Specifically, a first flat surface 411 and a second flat surface 412 are formed, and a curved surface 413 is sandwiched between the flat surfaces 411, 412, and the cross section is formed to be approximately fan-shaped. The key part of the fan-shaped decorative body 410 is the holding point by the holding part 438, and the rotation center axis CL2 and the center of gravity GP2 of the decorative body 410 are misaligned.

[0126] As shown in Figure 15 (b1), when the decorative body 410 is placed in the standby position, the second flat portion 412 abuts against the rear wall portion 439 of the storage section 436, preventing the decorative body 410 from rotating under its own weight. In other words, the rear wall portion 439 functions as a stopper. In this state, the first flat portion 411 is positioned approximately flush with the upper surface of the frame body 20, and the open portion of the storage section 436 is blocked by the first flat portion 411. The curved portion 413 remains within the storage section 436, making it impossible to see the curved portion 413 from the outside.

[0127] The second movable performance device 400 is provided with a solenoid 420 that constitutes the drive means for the decorative body 410. The solenoid 420 is connected to the notification / performance control device 143, and is configured to operate based on a signal from the notification / performance control device 143. When a performance is to be performed by the second movable performance device 400, a drive signal is output to the notification / performance control device 143 to excite the solenoid 420. When the solenoid 420 is excited, the plunger of the solenoid 420 pushes the decorative body 410, causing the decorative body 410 to rotate in a predetermined direction.

[0128] As shown in FIG. 15(b), when the decorative body 410 reaches the performance position, the protrusion 415 formed on the second flat portion 412 of the decorative body 410 hits the stopper portion 440 provided in the storage portion 436. This prevents further rotation in the predetermined direction. In this state, the curved portion 413 protrudes from the storage portion 436, allowing the curved portion 413 to be seen from the front of the gaming machine. The decorative body 410 has a built-in light-emitting element (LED), and when a performance is performed using the second movable performance device 400, light from the light-emitting element is irradiated toward the front of the gaming machine through the curved portion 413. By illuminating the decorative body 410 in this way, the change in the appearance of the second movable performance device 400 is emphasized.

[0129] When the performance by the decorative body 410 is completed, the output of the drive signal to the solenoid 420 is stopped, and the solenoid 420 is de-energized. This causes the decorative body 410 to return from the performance position to the standby position due to its own weight or the like (see FIG. 15(b) → FIG. 15(a)). Incidentally, the second movable performance device 400 may be provided with a biasing means such as a spring, and the biasing force of the biasing means may be used to urge the decorative body 410 to move to the standby position.

[0130] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the blocks in FIG.

[0131] An MPU 602 is mounted on a main control board 601 provided in the main control device 162. The MPU 602 is an element incorporating a ROM 603 that stores various control programs and fixed value data executed by the MPU 602, a RAM 604 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 603 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. Note that some of the functions of the MPU 602, such as the functions of the ROM 603 and the RAM 604, may be configured to be provided as separate elements.

[0132] The MPU 602 is provided with an input port and an output port. The input side of the MPU 602 is connected to a power outage monitoring board 605, a dispensing control device 242, various detection sensors, and the like, which are provided in the main control device 162. The power outage monitoring board 605 is connected to the power supply / launch control device 243, and power is supplied to the MPU 602 via the power outage monitoring board 605.

[0133] As part of the various detection sensors, a detection sensor 391a that detects winning at the general winning opening 81, a detection sensor 391b that detects winning at the variable winning device 82, a detection sensor 391c that detects winning at the variable winning device 82, a detection sensor 391d that detects winning at the upper operating opening 83a, a detection sensor 391e that detects winning at the lower operating opening 83b, and a detection sensor 391f that detects winning at the through gate 84 are connected, and a winning determination (ball entry determination) at each ball entry section is performed by the MPU 602 of the main control device 162. In addition, the MPU 602 executes a lottery for generating a jackpot based on winning at the upper operating opening 83a and the lower operating opening 83b, and also executes a lottery for generating a support based on winning at the through gate 84.

[0134] The output side of the MPU 602 is connected to a power outage monitoring board 605, a payout control device 242, and an alarm / effect control device 143. A prize ball command is output to the payout control device 242 based on the result of winning a prize ball into a prize-winning ball entry section, such as the above-mentioned actuation openings 83a and 83b. In this case, the command information storage area 625 of the ROM 603 is referenced when outputting the prize ball command. When a prize ball is entered into the general prize entry opening 81, a prize ball command corresponding to the payout of 10 game balls is output. When a prize ball is entered into the variable prize entry device 82, a prize ball command corresponding to the payout of 15 game balls is output. When a prize ball is entered into the upper actuation opening 83a, a prize ball command corresponding to the payout of 3 game balls is output. When a prize ball is entered into the lower actuation opening 83b, a prize ball command corresponding to the payout of 4 game balls is output.

[0135] Various commands such as a variation command, a type command, a variation end command, an opening command, and an ending command are output from the main control device 162 to the notification / performance control device 143. In this case, when outputting these various commands, the command information storage area 625 of the ROM 603 is referenced. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.

[0136] Also, connected to the output side of the MPU 602 are a variable winning drive unit that opens and closes the opening and closing body (for example, the shutter member 88) of the variable winning device 82, an electric role drive unit that opens and closes the electric role 91 of the lower operating port 83b, and the main display unit 87. The main control board 601 is provided with various driver circuits, and the MPU 602 controls the drive of the various drive units through these driver circuits.

[0137] That is, in the opening / closing execution mode, the MPU 602 executes drive control of the variable winning drive unit so that the variable winning device 82 is opened or closed. Also, when the support lottery for the electric role device 91 is won, the MPU 602 executes drive control of the electric role device drive unit so that the electric role device 91 is opened or closed. Also, the MPU 602 executes display control of the main display unit of the main display unit 87.

[0138] Furthermore, an external output terminal board 213 is connected to the output side of the MPU 602, and information on balls entering various entry areas and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side via this external output terminal board 213. This allows the hall computer HC to grasp the status of the pachinko machine 10, the game situation, etc.

[0139] The power failure monitoring board 605 relays between the main control board 601 and the power supply / launch control device 243, and is provided with a function to monitor the stable DC voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 243. The payout control device 242 controls the payout of prize balls and loan balls by the payout device 224 based on the prize ball command input from the main control device 162.

[0140] The power supply and launch control device 243 is connected to a commercial power source (external power source) in, for example, an amusement facility, etc. Then, based on the external power supplied from the commercial power source, it generates the operating power required for the main control board 601, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launch conditions are met.

[0141] The notification and performance control device 143 is provided with a notification and performance control board equipped with an MPU. The MPU has built-in ROM storing various control programs and fixed value data executed by the MPU, RAM, which is memory for temporarily storing various data when the control programs stored in the ROM are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM and RAM be integrated into a single chip for the MPU; they may each be integrated into a separate chip. The MPU of the notification and performance control device 143 drives and controls the lamp unit 24, speaker unit 27, movable performance devices 300, 400, etc., provided on the front door frame 14, based on various commands input from the main control device 162, and also controls the display control device 142.

[0142] The display control device 142 executes display control of the pattern display device 253 based on commands input from the notification / performance control device 143. In this case, the notification / performance control device 143 determines the variable display mode of the patterns on the pattern display device 253 (for example, whether or not a reach has occurred and the contents of the reach performance, etc.) and the stationary display mode of the patterns (the type of combination of patterns to be finally stopped and displayed when the variable display ends) based on various commands input from the main control device 162.

[0143] (About various counters) Next, the operation of the pachinko machine 10 configured as above will be described.

[0144] During play, the MPU 602 uses various counter information to perform a lottery for determining whether a jackpot occurs, set the display of the main display unit 87 (main display section D), and set the outline of the symbol display of the symbol display device 253. Specifically, as shown in the schematic diagram of Figure 17, the MPU 602 uses a jackpot random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variable jackpot result or a normal jackpot result, a reach random number counter C3 used to determine a reach lottery when the symbol display device 253 misses and changes, a random number initial value counter CINI used to set the initial value of the jackpot random number counter C1, and a change type counter CS that determines the display time for the symbols to change on the operation port display sections DL and DU of the main display unit 87 and on the symbol display device 253. Furthermore, the MPU 602 uses an electric device release counter C4 used to determine whether or not to open the electric device 91 of the lower operation port 83b.

[0145] Each of counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in lottery counter buffer 631 set in a predetermined area of ​​RAM 604. In lottery counter buffer 631, information corresponding to jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 is stored in reserved ball storage area 632, which serves as acquired information storage means, when a win occurs in operation ports 83a and 83b.

[0146] The reserved ball storage area 632 comprises a reserved area RE for the operation port and an execution area AE. The reserved area RE comprises a first area Ra1, a second area Ra2, a third area Ra3, a fourth area Ra4, a fifth area Ra5, a sixth area Ra6, a seventh area Ra7, and an eighth area Ra8, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the lottery counter buffer 631 is stored in one of the areas Ra1 to Ra8 as reserved information according to the winning history of the operation port 83a, 83b. Note that the reserved information corresponds to special information.

[0147] In the first area Ra1 to the eighth area Ra8, when multiple consecutive wins occur in the actuation ports 83a and 83b, the numerical information is stored in chronological order in the following order: first area Ra1 → second area Ra2 → third area Ra3 → fourth area Ra4 → fifth area Ra5 → sixth area Ra6 → seventh area Ra7 → eighth area Ra8. By providing eight areas Ra1 to Ra8 in this way, up to four winning histories for each actuation port 83a and 83b (eight in total) can be reserved and stored. The reserved ball storage area 632 also has a total reserved number storage area, which stores information for identifying the number of reserved information acquired and stored based on wins in the actuation ports 83a and 83b.

[0148] The execution area AE is an area for moving each value stored in the first area Ra1 of the reserve area RE when starting the variable display of the operating port display sections DL and DU of the main display unit 87, and when one game round starts, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0149] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by one within a range of, for example, 0 to 299, and return to 0 after reaching the maximum value (i.e., 299). In particular, when the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 299). The jackpot random number counter C1 is periodically updated, and when a gaming ball enters the operating port 83a, 83b, it is stored in the reserved ball storage area 632 of the RAM 604.

[0150] The value of the random number that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 621, which serves as win / loss information group storage means in the ROM 603. Here, the contents of the win / loss table will be described.

[0151] In the win / loss table, address information consisting of binary information and jackpot numerical information also consisting of binary information are set in a one-to-one correspondence. Specifically, ten types of address information are set, expressed in decimal, from "1" to "10," and ten types of jackpot numerical information are set, expressed in decimal, from "7," "36," "67," "100," "131," "164," "195," "223," "241," and "272." These address information and jackpot numerical information are set in a one-to-one correspondence. The numerical value of each jackpot numerical information is included in the numerical range of "0" to "299" of random number information that can be updated by the jackpot random number counter C1.

[0152] In this pachinko machine 10, the lottery mode for the win / loss lottery means is set to a low-probability mode (low-probability state) and a high-probability mode (high-probability state). The number of jackpot numerical information referenced in the low-probability mode is different from the number of jackpot numerical information referenced in the high-probability mode, with the former being fewer than the latter. Specifically, in the low-probability mode, only jackpot numerical information with address information equal to "1" is referenced when determining whether a win or loss occurs, while in the high-probability mode, jackpot numerical information corresponding to all address information is referenced when determining whether a win or loss occurs. That is, in the low-probability mode, there is one numerical information that results in a jackpot win, while in the high-probability mode, there are ten numerical information, which is more than in the low-probability mode. As a result, the probability of winning a jackpot in the low-probability mode is 1 / 300, while the probability of winning a jackpot in the high-probability mode is 1 / 30, meaning that the high-probability mode has a higher probability of winning a jackpot than the low-probability mode. Note that the number and value of the random numbers that result in a win are arbitrary, as long as the winning probability is higher in the high-probability mode than in the low-probability mode.

[0153] The jackpot type counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). The jackpot type counter C2 is updated periodically, and is stored in the reserved ball storage area 632 of the RAM 604 when a gaming ball enters the actuation port 83a, 83b.

[0154] The allocation destination of the game result for the jackpot type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area serving as allocation information group storage means in the ROM 603. Then, as such allocation destinations, a normal jackpot result (low probability corresponding special game result) and a probability variable jackpot result (high probability corresponding special game result) are set.

[0155] A normal jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the winning / losing lottery mode becomes a low probability mode, and the support mode becomes a high frequency support mode until the number of plays reaches the termination reference number (specifically, 100 times). After the termination reference number has passed, the mode switches to a low frequency support mode.

[0156] The probability variable jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the win / loss lottery mode becomes a high probability mode and the support mode becomes a high frequency support mode. The high frequency support mode continues until the lottery result in the win / loss lottery becomes a jackpot state and the opening / closing execution mode is entered.

[0157] In the distribution table, "0 to 9" corresponds to the normal jackpot result, and "10 to 29" corresponds to the special jackpot result, but the distribution of these numbers is arbitrary.

[0158] In this embodiment, a difference is provided so that allocation based on winning into the lower actuation port 83b is more advantageous to the player than allocation based on winning into the upper actuation port 83a. Specifically, the probability variable jackpot results are roughly divided into two results with different degrees of advantage, more specifically, a 16R probability variable jackpot result with 16 rounds and a 4R probability variable jackpot result with 4 rounds, and when a probability variable jackpot result is obtained by allocation based on winning into the lower actuation port 83b, it is more likely to result in a 16R probability variable jackpot than when a probability variable jackpot result is obtained by allocation based on winning into the upper actuation port 83a.

[0159] The reach random number counter C3 is configured to increment by one within a range of, for example, 0 to 238 and return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated and stored in the reserved ball storage area 632 of the RAM 604 when a gaming ball enters the actuation port 83a or 83b. Whether or not a reach occurs is determined based on the reach table stored in the reach table storage area of ​​the ROM 603. However, in a game that transitions to the open / close execution mode, the MPU 602 determines whether or not a reach occurs regardless of the value of the reach random number counter C3. The number of the reach random number counter C3 corresponding to the occurrence of the reach display is the same in each game state, but may be set individually depending on the game state. For example, the reach random number counter C3 corresponding to the occurrence of the reach display may be set to a larger number in the high-frequency support mode than in the low-frequency support mode.

[0160] Here, we will provide a supplementary explanation of the configuration and content of the variable display of the symbols for each game. In the following explanation, we will refer to Figures 18 and 19 as appropriate. Figures 18 and 19 are schematic diagrams for explaining the display content on the display screen 253a of the symbol display device 253.

[0161] A character ROM is provided in the display control device 142. The character ROM stores in advance data for nine main symbols numbered "1" to "9" (see FIGS. 19(a) to (i)) and data for sub-symbols not numbered (see FIG. 19(j)).

[0162] As shown in Fig. 18(a), three symbol columns Z1, Z2, and Z3, namely, upper, middle, and lower columns, are set on the display screen 253a of the symbol display device 253. Each symbol column Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Then, on the display screen 253a, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll periodically in a predetermined direction (specifically, from right to left).

[0163] In the upper pattern column Z1, nine main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol between each main symbol. In the lower pattern column Z3, nine main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper pattern column Z1 and the lower pattern column Z3 are composed of 18 symbols. In contrast, in the middle pattern column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, with one sub-symbol between each of these main symbols. In other words, the middle pattern column Z2 alone is composed of 10 main symbols, for a total of 20 symbols.

[0164] 18(b), the display screen 253a is configured so that three symbols are stopped and displayed for each symbol row, resulting in a total of nine symbols being stopped and displayed (3x3). Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen 253a. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2. When the variable display of all symbol rows Z1 to Z3 ends with a predetermined symbol combination (for example, a combination of symbols with the same number) formed on any of the active lines, a jackpot animation is displayed, indicating the occurrence of a normal jackpot result or a probability jackpot result.

[0165] In addition, considering that the variable display of each pattern row is stopped as described above, the upper pattern row Z1 can be referred to as the first pattern row (or first picture row), the lower pattern row Z3 can be referred to as the second pattern row (or second picture row), and the middle pattern row Z2 can be referred to as the third pattern row (or third picture row).

[0166] Among the main symbols, the odd-numbered symbols (1, 3, 5, 7, 9) correspond to "specific symbols," and when a jackpot result occurs, a combination of the same specific symbols is displayed as a part of the result. Also, the even-numbered symbols (2, 4, 6, 8) correspond to "non-specific symbols," and when a jackpot result occurs or when a regular jackpot result occurs, a combination of the same non-specific symbols is displayed as a part of the result of the jackpot result.

[0167] The manner of displaying the varying patterns on the pattern display device 253 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the varying pattern display in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate. For example, multiple pattern rows may be set to be arranged horizontally, and the direction of the varying pattern display in the pattern rows may be set vertically.

[0168] On the display screen 253a, a reserve display area NE is set below the variable display area ME, which has a variable display area for the upper symbol row, a variable display area for the middle symbol, and a variable display area for the lower symbol. The reserve display area NE is provided with a reserve number display area Da, which is partitioned so that unit reserve display areas Da1 to Da8, the same number as the maximum number of reserved balls when game balls enter the operation ports 83a and 83b, are lined up in the left and right direction.

[0169] Specifically, when game balls enter the operating ports 83a and 83b, the maximum number of reserved balls is four each (eight in total), and the reserved number display area Da is set correspondingly to this with a first unit reserved display area Da1, a second unit reserved display area Da2, a third unit reserved display area Da3, a fourth unit reserved display area Da4, a fifth unit reserved display area Da5, a sixth unit reserved display area Da6, a seventh unit reserved display area Da7, and an eighth unit reserved display area Da8. Reserve icons MP are displayed in these unit reserved display areas as predetermined reserved display images.

[0170] For example, if the number of reserved balls is 0 when a game ball enters the operating port 83a, 83b, and the number of reserved balls (total number of reserved balls) becomes 1 as a result of this winning, the reserved icon MP is displayed only in the first unit reserved display area Da1. If the number of reserved balls becomes 4 as a result of a game ball entering the operating port 83a, 83b, the reserved icon MP is displayed in the first unit reserved display area Da1 to the fourth unit reserved display area Da4. Note that Figure 18(b) illustrates an example where the number of reserved balls is 3.

[0171] In addition, the reserved display area NE is provided with an execution target display area Db, which displays a reserved icon MP corresponding to the number of games to be executed (currently being executed), arranged side by side with the reserved number display area Da (specifically, the first unit reserved display area Da1). In this embodiment, the execution target display area Db is arranged to the left of the reserved number display area Da, but the positional relationship between these is arbitrary. For example, the execution target display area Db may be arranged to the right of the reserved number display area Da.

[0172] When a game round ends and the game moves to the next round, the hold icon MP displayed in the hold number display area Da (specifically, the first unit hold display area Da1) shifts (moves) to the execution target display area Db. If there are other hold icons MP displayed in the hold number display area Da, those hold icons MP will also shift to the (adjacent) unit hold display area closer to the execution target display area Db in conjunction with this shift. For ease of explanation, hereafter, the side closer to the execution target display area Db will be referred to as the "downstream side," and the side opposite the execution target display area Db will be referred to as the "upstream side."

[0173] Here, the term "reach display" (reach state) refers to a display state that makes a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display of the pattern (picture) has started on the pattern display device 253 (display screen 253a) that is capable of performing variable display (or variably display) of the pattern (picture), and in a game where the game result corresponds to the open / close execution mode, the stop display result after the variable display can be a special display result, from the stage where the variable display (or variably display) of the pattern (picture) on the pattern display device 253 has started to the stage where the stop display result is derived and displayed.

[0174] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen 253a of the pattern display device 253 in a stopped state, a combination of reach patterns that may result in a pattern combination corresponding to the occurrence of the open / close execution mode is displayed, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0175] More specifically, as a preliminary step to terminating the display of the changing patterns, a reach line is formed by stopping and displaying a combination of reach patterns that may result in a combination of patterns corresponding to the occurrence of the open / close execution mode on a pre-set effective line in the display screen 253a of the pattern display device 253, and the changing patterns are displayed using the final stopped pattern sequence under the circumstances where the reach line is formed.

[0176] To explain the display contents on the display screen 253a in more detail, first the variable display of the symbols in the upper symbol row is finished, and then when the variable display of the symbols in the lower symbol row is finished, a ready-to-win line is formed by the main symbols with numbers that make up the winning symbol combination being displayed still on one of the active lines, and when this ready-to-win line is formed, the variable display of the symbols in the middle symbol row is performed, resulting in a ready-to-win display. Then, when a jackpot occurs, the main symbols that form the ready-to-win line and the main symbols with numbers that make up the winning symbol combination are displayed still on the ready-to-win line, and the variable display of the symbols in the middle symbol row is finished.

[0177] Further, the reach display includes a method of performing a reach effect by displaying a combination of reach symbols as described above, varying the display of symbols in the remaining symbol rows, and displaying predetermined characters or the like as animation on the background screen, and a method of performing a reach effect by displaying a reduced-size display of the reach symbol combination or not displaying it, and then displaying predetermined characters or the like as animation on substantially the entire display screen 253a. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether to perform a notice display using a predetermined image such as a predetermined character.

[0178] The fluctuation type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The fluctuation type counter CS is used by the MPU 602 to determine the fluctuation display time in the operating port display sections DL and DU of the main display unit 87 and the fluctuation display time of the pattern on the pattern display device 253. The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is then acquired when determining the fluctuation pattern at the start of the pattern fluctuation by the pattern display device 253.

[0179] When determining the variable display time on the symbol display device 253 and the main display unit 87 (more specifically, the operation port display units DL and DU), the buffer values ​​of the reach random number counter C3 and the variable type counter CS, and the variable display time table storage area 623 in the ROM 603 are referenced. Also, the MPU 602 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 stored in the execution area AE to determine the stop result on the result display unit for the operation port, and the stop result determination table stored in the ROM 603 is used for this determination.

[0180] The electric accessory release counter C4 is configured to be incremented by one in sequence within a range of, for example, 0 to 249, and to return to 0 after reaching a maximum value (i.e., 249). The electric accessory release counter C4 is periodically updated, and is stored in the electric accessory reserve area 633 of the RAM 604 at the timing when a gaming ball enters the through gate 84. Then, at a predetermined timing, a lottery is held to determine whether or not the electric accessory 91 should be controlled to an open state based on the value of the stored electric accessory release counter C4. For example, if C4=0 to 199, the electric accessory 91 is controlled to an open state, and if C4=200 to 249, the electric accessory 91 is not controlled to an open state.

[0181] (Regarding various processes executed by the main control device 162) Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game in each game round by the MPU 602 of the main control device 162. In addition to the timer interrupt processing and normal processing, the MPU 602 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these various types of processing.

[0182] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart in Fig. 20. This process is started by the MPU 602 periodically (for example, every 2 msec).

[0183] In step S101, the CPU 161 executes a process of reading various winning detection sensors. That is, the CPU 161 reads the status of various winning detection sensors connected to the main control device 162, determines the status of these detection sensors, and stores the detection information (winning detection information).

[0184] Thereafter, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area (lottery counter buffer 631) of the RAM 604.

[0185] In the next step S103, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​RAM 604 (lottery counter buffer 631).

[0186] In the following step S104, a winning process for through is executed in response to a win at the through gate 84. In the winning process for through, it is determined whether or not a winning detection flag for through gate is stored in the various flag storage area 635 of the RAM 604, and if this flag is stored, the value of the electric role release counter C4 updated in the above step S103 is stored in the electric role holding area 633, provided that the number of reserved roles stored in the electric role holding area is less than 4. Then, if a winning detection flag for through gate is stored in the various flag storage area 635, the winning detection flag is erased and the winning process for the through gate is terminated.

[0187] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where the winning process for the operating port associated with winning at the operating port 83a, 83b is executed, and the timer interrupt process is terminated.

[0188] (Winning process for operating port) Here, the winning process for the operating port will be explained with reference to the flowcharts of FIGS.

[0189] In step S201, it is determined whether the gaming ball has entered the upper operating port 83a (winning). If it is determined that the gaming ball has entered the upper operating port 83a, the process proceeds to step S202, and a winning ball command is set in the payout control device 242 to pay out three gaming balls.

[0190] In the next step S203, an external signal setting process is performed to output information indicating that a gaming ball has entered the upper operating port 83a to the hall computer HC in the gaming hall. This allows the hall computer HC to understand that a ball has entered the upper operating port 83a. After that, in step S204, an information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, etc., and this winning process is terminated.

[0191] On the other hand, if it is determined in step S201 that the gaming ball has not entered the upper actuation port 83a, the process proceeds to step S205. In step S205, it is determined whether the gaming ball has entered the lower actuation port 83b. If it is determined that the gaming ball has entered the lower actuation port 83b, the process proceeds to step S205, where a prize ball command is set to the payout control device 242 to pay out four gaming balls. The prize ball command set in steps S202 and S205 is sent to the payout control device 242 in external output processing S401 of the normal processing, which will be described later.

[0192] In the next step S207, an external signal setting process is performed to output information indicating that a gaming ball has entered the lower actuation port 83b to the hall computer HC in the gaming hall. This allows the hall computer HC to understand that a ball has entered the lower actuation port 83b. Thereafter, in step S204, an information acquisition process is performed, and this winning process is terminated.

[0193] If a negative judgment is made in both steps S201 and S205, that is, if no ball has entered either the upper operating port 83a or the lower operating port 83b, the winning process is terminated.

[0194] Here, the information acquisition process in step S204 will be described with reference to FIG.

[0195] (Information acquisition processing) In the information acquisition process, first, in step S301, it is determined whether the start pending memory count N stored in the pending number memory area FE of the reserved ball storage area 632, more specifically, the start pending memory count N for the operating port that triggered the information acquisition process out of the upper operating port 83a and the lower operating port 83b, is less than the upper limit ("4" in this embodiment). If the start pending memory count N is the upper limit, the information acquisition process is terminated as is, and if it is less than the upper limit, in step S302 the start pending memory count N for the corresponding operating port is incremented by 1, and in step S303 the total number of holds stored in the hold number memory area FE (hereinafter referred to as the common hold number CRN) is incremented by 1.

[0196] In the following step S304, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS updated in the above step S103 are stored in the first storage area of ​​the empty storage area area of ​​the reserve area RE for the operating port, that is, the storage area corresponding to the common reserve number CRN incremented by 1 in the above step S302. After executing the storage process, proceed to step S305.

[0197] In step S305, a display update process is executed for the reserved number display section of the main display unit 87 (main display section D). In the display update process, if the current winning destination is the upper operating port 83a, the display of the reserved number display section for the upper operating port is updated, and if the current winning destination is the lower operating port 83b, the display of the reserved number display section for the lower operating port is updated.

[0198] The hold number display for the upper actuation port is composed of four LEDs, and is configured so that the number of lit LEDs matches the hold number for the upper actuation port 83a. If the hold number for the upper actuation port 83a increases due to the current win, the number of lit LEDs is increased accordingly. The hold number display for the lower actuation port is also composed of four LEDs, and is configured so that the number of lit LEDs matches the hold number for the lower actuation port 83b. If the hold number for the lower actuation port 83b increases due to the current win, the number of lit LEDs is increased accordingly.

[0199] In the following steps S306 and S307, the notification / performance control device 143 and the display control device 142, which are the sub-side (auxiliary) control devices, are made to recognize that a win has occurred in the actuation ports 83a and 83b, and a confirmation process for the hold notice, which is a process for executing the hold notice described later, and a hold command setting process are executed, and this information acquisition process is terminated. Note that the hold command includes information as to which actuation port, the upper actuation port 83a or the lower actuation port 83b, the win is based on.

[0200] The hold command set in the hold command setting process in step S307 is sent to the notification / performance control device 143 and the display control device 142 in the external output process (step S401) of the normal process described later. When the display control device 142 receives the hold command, it executes a process to change the display in the hold number display area Da described above in accordance with the increase in the number of holds.

[0201] Specifically, when the display control device 142 receives the hold command via the notification / performance control device 143, it executes processing to display (for example, add) the hold icon MP in the hold number display area Da. In the hold number display area Da, hold images are displayed sequentially from the left, for example, if the common hold number CRN is 1, the hold image is displayed in the first unit hold display area Da1 on the left end, and if the common hold number CRN is 8, the hold image is displayed in the eighth unit hold display area Da8, which is the eighth from the left. Note that a detailed explanation of each process of steps S306 and S307 will be given later.

[0202] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 23. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S401 to S406 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S408 and S409 is executed in the remaining time.

[0203] In normal processing, first, in step S401, external signal output processing is executed. In the external signal output processing in step S401, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 242. In addition, if various commands such as performance commands such as a fluctuation start command, a type command, a fluctuation end command, a hold command, or a shift command described later are set, they are sent to the notification / performance control device 143.

[0204] Next, in step S402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 604.

[0205] In the next step S403, a game control process is executed to control the game in each game. In this game control process, a jackpot determination is made, the variable display of the symbols by the symbol display device 253 is set, and the display of the main display unit 87 is controlled.

[0206] After executing the game count control process in step S403, the process proceeds to step S404, where a game state transition process is executed. As will be described in detail later, this game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game count control process in step S403 and the game state transition process in step S404 will be described later.

[0207] In the following step S405, an electric role support process is executed to drive and control the electric role 91 provided next to the lower operating port 83b. In this electric role support process, an electric role release lottery is executed to determine whether or not the electric role 91 is to be opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area 633 of the RAM 604, and if the electric role open state is selected, an opening and closing process of the electric role 91 is executed. In addition, display control of the through gate display unit DS is executed so as to inform the result of the electric role release lottery.

[0208] As already explained, the support modes provided by the electric role device 91 are set to a low-frequency support mode and a high-frequency support mode, and a transition to either support mode is made in the game state transition process. If a high-frequency support flag is set in the various flag storage area 635 of the RAM 604 after this process, the mode becomes the high-frequency support mode, and if the flag is not set, the mode becomes the low-frequency support mode.

[0209] In the electric role support processing, whether or not the high frequency support mode is in effect is determined by determining whether or not a high frequency support flag is set in the various flag storage area 635 of the RAM 604. Then, in the high frequency support mode, when the electric role open state is won, the number of times that the electric role device 91 is in the open state is set to be more than in the low frequency support mode, and the opening time for each time is set to be longer. Also, in the high frequency support mode, when the electric role open state is won and the open state of the electric role device 91 occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for each time.

[0210] Incidentally, when the mode is switched to the open / close execution mode, even if the high frequency support flag is set in the various flag storage area 635 of the RAM 604, the support mode is forcibly set to the low frequency support mode.

[0211] Then, in step S406, a game ball launch control process is executed. In the game ball launch control process, the solenoid 111 of the game ball launch mechanism 110 is excited once every predetermined interval (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply / launch control device 243. This causes the game ball to be launched toward the play area PE.

[0212] In the next step S407, it is determined whether the timing for executing the next normal process has arrived, that is, whether one period (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, during the remaining time until the timing for executing the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0213] That is, in step S408, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM 604. Also, in step S409, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM 604.

[0214] Here, since the execution time of each process of steps S401 to S406 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the fluctuation type counter CS can also be randomly updated.

[0215] (Game control processing) Next, the game number control process in step S403 will be described with reference to the flowcharts in FIGS.

[0216] In the game number control process, first, as shown in the flowchart of Fig. 24, it is determined in step S501 whether or not the opening and closing execution mode is in effect. If the opening and closing execution mode is in effect, the game number control process is terminated without executing any of the processes from step S502 onwards, i.e., the game number start process in steps S503 to S505 and the game number progress process in steps S506 to S509.

[0217] If the opening / closing execution mode is not in effect, it is determined in step S502 whether a game is in progress. Specifically, it is determined whether the operating port display sections DL and DU of the main display unit 87 are displaying a variable value or a fixed value. If a game is not in progress, the process proceeds to the game start process in steps S503 to S505. In the game start process, first in step S503, it is determined whether the total number of start reserved balls (common reserved number CRN) is "0". If the common reserved number CRN is "0", this means that no reserved information is stored in the reserved ball storage area 632. Therefore, the game control process is terminated as is.

[0218] On the other hand, if the common reserve number CRN is not "0", in step S504, a data setting process is executed to set the data stored in the reserve area RE of the reserve ball storage area 632 for variable display, and then in step S505, a variable start process is executed to start the variable display of the pattern on the operating port display section DL, DU of the main display unit 87 and the variable display of the pattern on the display screen of the pattern display device 253, and then this game round control process is terminated.

[0219] Here, the data setting process in step S504 and the fluctuation start process in step S505 will be described in detail. First, the data setting process in step S504 will be described with reference to the flowchart in FIG.

[0220] (Data setting process) In the data setting process, first, in step S601, the start hold memory number N stored in the hold number memory area FE that is the target of this setting process and the common hold number CRN are decremented by 1. In the following step S602, the data stored in the first area Ra1 of the hold area RE is moved to the execution area AE.

[0221] Then, in step S603, a process is executed to shift the data (i.e., reservation information) stored in each of the areas Ra1 to Ra8 of the reservation area RE. This data shift process shifts the data stored in the first area Ra1 to the eighth area Ra8 downward in order, clearing the data in the first area Ra1 and shifting the data in each area in the following order: second area Ra2 → first area Ra1, third area Ra3 → second area Ra2, fourth area Ra4 → third area Ra3, fifth area Ra5 → fourth area Ra4, sixth area Ra6 → fifth area Ra5, seventh area Ra7 → sixth area Ra6, and eighth area Ra8 → seventh area Ra7.

[0222] In the following step S604, a shift command is set, which is information for making the notification / performance control device 143 recognize that a shift in the data in the holding area RE has been performed. After that, this data setting process ends. The shift command set in step S604 is sent to the display control device 142 via the notification / performance control device 143 in step S401 of the normal process (Fig. 23). Upon receiving the shift command, the display control device 142 executes a process for changing the display in the holding number display area Da for the operation port in accordance with the decrease in the holding number.

[0223] (Fluctuation start processing) Next, the fluctuation start processing in step S505 will be described with reference to the flowchart in FIG.

[0224] In the variation start process, first, in step S701, a win / loss determination process is executed to determine whether the reserved information referenced in this variation start process corresponds to a jackpot win. Specifically, the information for jackpot determination among the information stored in the execution area AE, i.e., the information obtained from the information updated by the jackpot random number counter C1, is grasped. Then, if the win / loss lottery mode is the low probability mode, the win / loss table for the low probability mode stored in the win / loss table storage area 621 of ROM 603 is referenced to determine whether the grasped information is included in the information corresponding to a jackpot win. If the win / loss lottery mode is the high probability mode, the win / loss table for the high probability mode stored in the win / loss table storage area 621 of ROM 603 is referenced to determine whether the grasped information is included in the information corresponding to a jackpot win.

[0225] In the next step S702, it is determined whether the result of the win / loss determination process in step S701 corresponds to a jackpot win. If the result corresponds to a jackpot win, a type determination process is executed in step S703.

[0226] In the type determination process, the type determination information stored in the execution area AE, i.e., the information obtained from the information updated by the jackpot type counter C2, is identified. Also, by referring to the allocation table stored in the allocation table storage area 622 of the ROM 603, it is determined whether the identified type determination information is included in the information corresponding to the probability variable jackpot result. Specifically, if the reserved information corresponds to a ball entering the upper actuation port 83a, the allocation table for the upper actuation port 83a is referenced, and if the reserved information corresponds to a ball entering the lower actuation port 83b, the allocation table for the lower actuation port 83b is referenced to determine the type.

[0227] In the following step S704, it is determined whether the type of the current jackpot win is a variable probability jackpot result (16R variable probability jackpot result, 4R variable probability jackpot result) based on the information identified in the type determination process in step S703. If it is a variable probability jackpot result, the stop result setting process for the variable probability jackpot is executed in step S705, and if it is not a variable probability jackpot result, the stop result setting process for a regular jackpot is executed in step S706. Also, if it is determined in step S702 that the jackpot win is not a win, the stop result setting process for a miss is executed in step S707. Note that variable probability jackpot results are broadly divided into 16R variable probability jackpot results and 4R variable probability jackpot results. If it is a variable probability jackpot result, it is determined whether it is a 16R variable probability jackpot result or a 4R variable probability jackpot result according to the above allocation.

[0228] In each stop result setting process of steps S705 to S707, information on the type of the picture to be finally stopped and displayed on the main display unit 87 is specified by referring to the stop result table stored in the stop result table storage area of ​​ROM 603, and the specified information is stored in RAM 604. Also, in steps S705 and S706, information for specifying by MPU 602 whether the win / loss determination result of the current game round is a probability variable jackpot result or a normal jackpot result is stored in various flag storage area 635 of RAM 604. Specifically, a probability variable jackpot flag is stored in step S705, and a normal jackpot flag is stored in step S706.

[0229] After executing any one of the processes in steps S705 to S707, a process for setting the variable display time is executed in step S708.

[0230] (Setting process for variable display time) In the process of setting the variable display time, as shown in the flowchart of Fig. 27, first, in step S801, it is determined whether or not the winning / losing lottery has been won. Specifically, it is determined whether or not either a probability variable jackpot flag or a normal jackpot flag is stored in the various flag storage area 635 of the RAM 604.

[0231] If a negative determination is made in step S801, that is, if the result of the win / lose lottery is a loss, the process proceeds to step S802. In step S802, it is determined whether or not a reach display will occur on the symbol display device 253 in the current game round. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, a positive determination is made in step S802, indicating that a reach display has occurred. When determining whether or not a reach has occurred using the value of the reach random number counter C3, a reach determination table stored in ROM 603 is referenced.

[0232] If a positive determination is made in either step S801 or step S802, the process proceeds to step S803, where the variable display time table for reach occurrence stored in the variable display time table storage area 623 of the ROM 603 is referenced to obtain variable display time information corresponding to the current value of the variable type counter CS, and in the following step S804, the variable display time information is set in the variable display time counter area (variable display time measuring means) provided in the various counter area 634 of the RAM 604. After that, this setting process is terminated.

[0233] In other words, in this embodiment, the reach display is executed when the result of the win / lose lottery is a jackpot win, or when the result of the win / lose lottery is a loss and the lottery for reaching a reach is won.

[0234] Here, the reach display is provided with a normal reach display and a super reach display, which have different variable display modes. Variable display time information corresponding to each of the normal reach display and the super reach display is set in the reach occurrence variable display time table, and variable display time information corresponding to each reach display is obtained by referring to this table. Regarding the determination of the type of reach display, a table is provided in which the type of reach display corresponds to the value of the variable type counter CS, and by referring to this table, the reach display corresponding to the current value of the variable type counter CS is determined.

[0235] More specifically, the variable display time table for reach occurrence corresponds to the type of jackpot. Specifically, the variable display time is set so that a combination of specific symbols can be statically displayed in the event of a probability jackpot result, and the variable display time is set so that a combination of non-specific symbols can be statically displayed in the event of a normal jackpot result.

[0236] On the other hand, if the determination in step S802 is negative, in step S805, the variable display time table for non-reach occurrence stored in the variable display time table storage area 623 is referenced to obtain the variable display time corresponding to the current value of the variable type counter CS, and in step S806, the variable display time information is set in the variable display time counter area. After that, this setting process is terminated.

[0237] The variable display time information when a reach does not occur is set so that the greater the number of common hold numbers CRN, the shorter the variable display time. However, this is not limited to this. For example, it may be configured so that it is not dependent on the number of common hold numbers CRN, or so that the smaller the number of common hold numbers CRN, the shorter the variable display time. Furthermore, the variable display time table for when a reach does not occur is set so that a shorter variable display time is selected when the support mode is in high-frequency support mode than when it is in low-frequency support mode, when the number of hold information is the same. However, this is not limited to this. The selected variable display time may be the same, or the above relationship may be reversed. Furthermore, the above configuration may be applied to the variable display time when a reach occurs, and a configuration may be adopted in which the variable display time that is likely to be selected and the variable display time that is unlikely to be selected differ between when a jackpot is won and when a miss reach occurs. Furthermore, a configuration may be adopted in which the variable display time table for a probability jackpot, the variable display time table for a normal jackpot, the variable display time table for a miss reach, and the variable display time table for a complete miss are each set separately. As described above, the variable display time for each game is determined using parameters such as whether or not a reach has occurred, the type of reach display, the number of pending information, and the value of the variable type counter CS.

[0238] Returning to the explanation of the fluctuation start process (FIG. 26), after the process of setting the fluctuation display time is executed in step S708, a fluctuation start command and a type command are set in step S709. The fluctuation start command includes information on whether or not a reach has occurred and information on the fluctuation display time. The type command also includes information on the game result. In other words, the type command includes information on the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, and information on the miss result.

[0239] The fluctuation start command and type command set in step S709 are sent in step S401 of the normal processing (Fig. 23) to the notification / performance control device 143. Based on the received fluctuation start command and type command, the notification / performance control device 143 determines the light emission pattern of the circular illumination unit 24 and the sound output pattern from the speaker unit 27 for that game round, and controls the circular illumination unit 24 and the speaker unit 27 so that the determined performance content is executed.

[0240] In addition, the notification / performance control device 143 transmits the above-mentioned variation start command and type command to the display control device 142 while maintaining their information form. The display control device 142 determines the variation display pattern on the pattern display device 253 for that game round based on the received variation start command and type command, and controls the display of the pattern display device 253 so that the determined variation display pattern is executed. After that, in step S710, the corresponding one of the operating port display units DL, DU of the main display unit 87 starts varying the display of the pattern, and then ends this variation start processing.

[0241] Returning to the explanation of the game round control processing (Fig. 24), when the main display unit 87 is performing a variable display, the game round progress processing of steps S506 to S509 is executed. In the game round progress processing, first, in step S506, it is determined whether the variable display time for the current game round has elapsed. Specifically, it is determined whether the value of the variable display time information stored in the variable display time counter area of ​​RAM 604 has become "0". The value of the variable display time information is set in the variable display time setting processing (Fig. 27), as described above. Furthermore, the value of this set variable display time information is decremented (subtracted) by 1 each time the timer interrupt processing (Fig. 20) is started.

[0242] If the variable display time has not elapsed, variable display processing is executed in step S507. In the variable display processing, the display mode of the corresponding one of the operation port display sections DL and DU of the main display unit 87 is changed. After that, the game number control processing is terminated.

[0243] If the variable display time has elapsed, variable end processing is executed in step S508. In the variable end processing, the information stored in RAM 604 in any of the processes in steps S705 to S707 is identified, and the operation port display units DL and DU are controlled so that the picture corresponding to that information is displayed statically on the operation port display units DL and DU.

[0244] In the following step S509, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S509 is sent to the notification / presentation control device 143 in step S401 in the normal process (Fig. 23). The notification / presentation control device 143 sends the received variation end command to the display control device 142 while maintaining its information format. By receiving the variation end command, the display control device 142 displays the final stop pattern combination for that game round as a finalized display (final stop display).

[0245] (Game state transition processing) Next, the game state transition process in step S404 will be described with reference to the flowchart of FIG.

[0246] In the game state transition process, first, in step S901, it is determined whether or not the game is in the opening / closing execution mode. If the game is not in the opening / closing execution mode, the process proceeds to step S902, where it is determined whether or not the timing has come to end the variable display of the image on the main display unit 87 (more specifically, the operating port display units DL and DU) for one game. If the variable display has not come to end, the game state transition process is terminated.

[0247] If the timing is such that the variable display has ended, in step S903, it is determined whether the game result of this game corresponds to the transition to the open / close execution mode. Specifically, it is determined whether either a normal jackpot flag or a probability variable jackpot flag is stored in RAM 604. If neither of the above flags is stored, the game state transition process is terminated.

[0248] If any of the above flags is stored, in step S904, a value determined according to the type of big win, specifically "16" or "4," is set in the round counter area RC provided in the various counter area 634 of RAM 604. The round counter area RC is a counter area for counting the number of times the big win opening of the variable winning device 82 has been opened. Thereafter, this game state transition process ends.

[0249] On the other hand, if the opening / closing execution mode is in progress, an affirmative determination is made in step S901, and the process proceeds to step S905. In step S905, the large prize opening opening / closing process is executed. In the large prize opening opening / closing process, if the large prize opening 32a is closed, the large prize opening is opened by driving the variable prize opening drive unit, provided that the round counter area RC is "1" or greater. Also, if the large prize opening is open, the driving state of the variable prize opening drive unit is stopped, and the large prize opening is closed, provided that a predetermined time has passed since the large prize opening was opened, or a predetermined number of game balls have been won.

[0250] In the next step S906, it is determined whether the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", the game state transition process is terminated. If the value of the round counter area RC is "0", in step S907, the transition process at the end of the open / close execution mode is executed.

[0251] In the transition process at the end of the open / close execution mode, if a probability variable jackpot flag is stored in RAM 604, the win / loss lottery mode is set to high probability mode, and the support mode is set to high frequency support mode. Note that these high probability mode and high frequency support mode are maintained at least until the next jackpot win occurs. Also, if a normal jackpot flag is stored in RAM 604, the win / loss lottery mode is set to low probability mode, and the support mode is set to high frequency support mode. However, the high frequency support mode is ended when 100 consecutive game plays have been played, and then the system transitions to the normal game state in which the win / loss lottery mode is low probability mode and the support mode is low frequency support mode.

[0252] Then, in step S908, the game state transition process is terminated after the end process of the open / close execution mode is executed. In the end process of the open / close execution mode, the stored flag of the normal jackpot flag or the probability variable jackpot flag is erased.

[0253] (Regarding the electrical configuration of the notification / performance control device 143 and the display control device 142) Next, with reference to the block diagram of FIG. 29, a supplementary explanation will be given of the electrical configuration of the notification / performance control device 143 and the display control device 142.

[0254] An MPU 912 is mounted on the notification / performance control board 911 provided in the notification / performance control device 143. The MPU 912 has built-in ROM 913 that stores various control programs and fixed value data executed by the MPU 912, RAM 914 that is memory for temporarily storing various data when the control programs stored in the ROM 913 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM 913 and RAM 914 are integrated into a single chip for the MPU 912; they may each be integrated into a separate chip. This is also true for the MPUs of other control devices.

[0255] The MPU 912 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 912, and receives game number control commands (game number control information) such as the fluctuation start command, type command, and fluctuation end command, as already explained, from the main control device 162. The MPU 912 also receives hold display control commands (hold display control information) such as shift commands and hold commands, and further receives open / close execution mode commands (open / close execution mode information) such as opening commands and ending commands.

[0256] As already explained, the output side of the MPU 912 is connected to the circular illumination unit 24 and speaker unit 27 provided on the front door frame 14, and the display control device 142. Some of the various commands input from the main control device 162 to the notification / performance control device 143 are sent to the display control device 142 with the information format maintained as is.

[0257] The display control device 142 includes a display control board 951 on which are mounted an MPU 952, which is an element in which a program ROM 953 and a work RAM 954 are integrated into a single chip, a video display processor (VDP) 955, a character ROM 956, and a video RAM 957. It is not essential that the program ROM 953 and the work RAM 954 are integrated into a single chip for the MPU 952, and each may be individually integrated into a chip.

[0258] The MPU 952 of the display control device 142 analyzes various commands received from the main control device 162 via the notification / presentation control device 143 or performs predetermined arithmetic processing based on the received various commands to control the VDP 955 (specifically, generates internal commands for the VDP 955). More specifically, the MPU 952 executes processing to identify the variable display pattern for each game on the pattern display device 253 based on the commands sent from the notification / presentation control device 143, as well as processing related to the hold notice described below, and executes drawing processing for the VDP 955 in accordance with the processing results. As a result, various images are displayed on the display screen 253a of the pattern display device 253.

[0259] The program ROM 953 is a memory for storing various control programs and fixed value data executed by the MPU 952, and also stores and holds JPEG image data for background images. The work RAM 954 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 952. This work data, flags, etc. are stored in various areas of the work RAM 954.

[0260] The VDP 955 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver built into the pattern display device 253. Because the VDP 955 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 955 adjusts the timing of the MPU 952, video RAM 957, etc. to mediate the reading and writing of data, and also reads image data to be stored in the video RAM 957 from the character ROM 956 at a predetermined timing and displays it on the pattern display device 253.

[0261] The character ROM 956 serves as an image data library for storing character data such as the designs to be displayed on the design display device 253. The character ROM 956 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like.

[0262] Furthermore, the character ROM 956 is provided with a reserve image data storage area 971 that stores, as part of the above data, image data (reserve icon MP) to be displayed in the reserve display area NE of the pattern display device 253 and image data for partition frames to be displayed in the execution target display area Db, and a preview performance image data storage area 972 that stores image data to be displayed when a preview performance described below is executed. Note that it is also possible to provide a plurality of character ROMs 956, and to have each character ROM 956 store image data and the like in a shared manner. It is also possible to configure the character ROM 956 to store JPEG format image data for background images stored in the program ROM 953.

[0263] The video RAM 957 is a memory for storing display data to be displayed on the pattern display device 253, and the display content of the pattern display device 253 is changed by rewriting the contents of the video RAM 957. The video RAM 957 is provided with a hold display area 981 and an execution display area 982 corresponding to the hold display area NE.

[0264] The hold display area 981 has the first to eighth unit areas set so as to correspond one-to-one with the first area Ra1 to eighth area Ra8 in the hold area RE for the operating port. In each unit hold display area Da1 to Da8 of the hold number display area Da on the display screen 253a, the hold icon MP is displayed according to the hold display information (data) written in each unit area. In the unit hold display areas Da1 to Da8 corresponding to unit areas for which no data is set, no image is displayed or the background image of the display screen 253a of the pattern display device 253 is displayed.

[0265] The execution display area 982 corresponds to the execution area AE. In the execution target display area Db on the display screen 253a, the hold icon MP is displayed according to the data written in the execution display area 982. If no data is set, the background image on the display screen 253a of the pattern display device 253 is displayed.

[0266] As already explained, in this embodiment, the outline of the variable display mode of the patterns on the display screen 253a is specified by the notification / performance control device 143 with reference to a command from the main control device 162, and the details of the variable display mode are determined by the display control device 142 based on the result of the specification. Specifically, the MPU 912 of the notification / performance control device 143 executes a variable display control process as part of periodic processing that is started at a predetermined cycle (for example, 2 msec), and this variable display control process specifies the outline of the variable display mode of the patterns, etc. Here, the variable display control process will be explained with reference to the flowchart of Fig. 30.

[0267] (Variable display control processing) In the variable display control process, first, in step S1001, it is determined whether a game is being played or not, that is, whether a variable display or a fixed display of the symbols for one game is being executed on the symbol display device 253. If it is determined that a game is not being played, the process proceeds to step S1002, where it is determined whether a variable start command transmitted from the main control device 162 has been received.

[0268] If a negative determination is made in step S1002, the variable display control process is terminated. On the other hand, if a positive determination is made in step S1002, the variable display control process is terminated after executing the variable start process described below in step S1003.

[0269] Returning to the explanation of step S1001, if a positive judgment is made in step S1001, that is, if it is judged that a game round is in progress, the process proceeds to step S1004. In step S1004, it is judged whether or not a fluctuation end command sent from the main control device 162 has been received. If a negative judgment is made in step S1004, the fluctuation in progress processing is executed in step S1005, and then the fluctuation display control processing is terminated. The fluctuation in progress processing is a process for executing various effects and changing the determined effects in the game round started by the fluctuation start processing.

[0270] If a positive determination is made in step S1004, the process proceeds to step S1006, where a process for ending the variation is executed, and then this variable display control process is terminated. In the process for ending the variation, the variable display of the patterns and the currently executed effects are terminated (confirmed and stopped) in accordance with the hold information for the relevant game round. In this process, the speaker unit 27 and the annular illumination unit 24 are driven and controlled to perform an effect corresponding to the confirmed stop. Then, a confirmation command is output to the display control device 142, and then this variable end process is terminated. The MPU 952 of the display control device 142 controls the pattern display device 253 to confirm and stop the patterns based on the received confirmation command.

[0271] (Processing for starting fluctuations) Here, a supplementary explanation will be given of the fluctuation start processing in step S1003 with reference to the flowchart in Fig. 31. The fluctuation start processing is processing for starting the effects for a game round based on the reception of a fluctuation start command transmitted from the main control device 162. In the fluctuation start processing, settings such as a reach display and a hold notice effect (described later) are made as effects for a game round. Here, the processing related to the setting of the reach display will be explained, and the processing related to the setting of the hold notice effect will be explained later.

[0272] In the fluctuation start process, first, in step S1101, the currently received fluctuation start command is read, and information on whether or not a reach has occurred and information on the fluctuation display time are identified from the command. Also, as already explained, when a fluctuation start command is sent from the main control device 162, a type command is also sent together. In step S1101, the type command received along with the currently received fluctuation start command is read, and from the command, information on the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, or information on the miss result, is identified. Then, in step S1101, from the identified information, information on whether or not a jackpot has been won, information on the jackpot type if a jackpot has been won, information on whether or not a reach has occurred if a jackpot has not been won, and information on the fluctuation display time are grasped, and the grasped information is stored in a register of the MPU 912.

[0273] In the next step S1102, it is determined whether the game result of the game to be started this time corresponds to a jackpot result based on the information obtained in step S1101. If it is a jackpot result, that is, a probability jackpot result or a normal jackpot result, in the next step S1103, a jackpot effect setting process is executed.

[0274] In the jackpot effect setting process, the stop result of the jackpot symbols is determined (stop result determination process is performed). In the stop result determination process, for some cases of a probability variable jackpot result, the stop result in which a combination of the same specific symbols (main symbols with odd numbers) is formed on one active line L1 to L5 is determined as the stop result for this game. Also, for some cases of a probability variable jackpot result and for normal jackpot results, the stop result in which a combination of the same non-specific symbols (main symbols with even numbers) is formed on one active line L1 to L5 is determined as the stop result for this game.

[0275] The type of main symbol and the activated lines L1 to L5 that will be stopped and displayed when a jackpot is achieved are determined randomly by lottery or the like. The activated lines L1 to L5 and address information are stored in the final stop line tables stored in the various table areas of the ROM 913, and the final stop line determined in the above process is stored as address information in a final stop line address storage area provided in the RAM 914. At this time, a process is executed to store information on the determined stop result in the stop result address storage area. Note that in the following explanation, address information of the stop result determined in the various stop result determination processes is stored in the stop result address storage area of ​​the RAM 914.

[0276] Furthermore, in the presentation setting process for a jackpot, the variable display mode of the symbols for a jackpot is determined (variable display mode determination process (presentation pattern determination process) is performed). As already explained, when a jackpot result is achieved, the result is notified via a reach display. In the variable display mode determination process for reach display, variable display pattern tables for reach display stored in various table areas of ROM 913 are obtained, and a presentation pattern of normal reach display or super reach display corresponding to the variable display time of the currently received variation start command and the game result in the type command is determined. In addition, a process is executed to store address information of the determined variable display mode in a pattern address storage area of ​​RAM 914. Note that in the variable display mode determination process described below, a corresponding variable display pattern table is obtained from the variable display pattern table storage area of ​​ROM 913, and a presentation pattern corresponding to the variable display time and game result is determined. Then, address information of the presentation pattern determined in the presentation pattern determination process is stored in the pattern address storage area of ​​RAM 914.

[0277] If it is determined in step S1102 that the result is not a jackpot, the process proceeds to step S1104. In step S1104, it is determined whether a reach will occur in the current game. If a reach will occur, the process proceeds to step S1105, where a reach occurrence effect setting process is executed. The reach occurrence effect setting process determines the outline of the effect and the final symbol combination to be stopped. The former is similar to the process in step S1103 above, so the explanation will be used here. Since this process corresponds to a miss reach, the stopped symbols are determined so as not to result in a symbol combination corresponding to a jackpot result. In other words, the stop result for this time is determined to be the stop result where a miss reach symbol combination is formed on one of the active lines L1 to L5. In this case, the type of miss reach symbol combination and the active lines L1 to L5 are determined randomly by lottery or the like. In addition, when making this determination, the stop results on the effective lines are determined so that the same combination of symbols is not established on any of the effective lines L1 to L5, and the symbols in the middle symbol row Z2 that are the same as the symbols forming the reach line are finally stopped at a stop position shifted forward or backward from the reach line. After that, a process is executed to store the information on the determined stop results in the stop result address storage area.

[0278] If it is determined in step S1104 that a reach has not occurred, the process proceeds to step S1106. In step S1106, the outline of the effect for a complete miss and the final symbol combination to be stopped are determined. Since this process corresponds to a complete miss, the symbols to be stopped are determined so that a symbol combination corresponding to a jackpot result is not formed.

[0279] After executing any one of the processes of step S1103, step S1105, and step S1106, the process proceeds to step S1107. In step S1107, a process is executed in which commands including information on the stop result and presentation pattern determined in step S1103, step S1105, and step S1106 are output as a stop result command and a pattern command, respectively, to the display control device 142. Based on the received stop result command and pattern command, the MPU 952 of the display control device 142 controls the display of the symbol display device 253 to execute presentation for the current game round.

[0280] After the process of step S1107 is executed, the process of starting the effect for the game round is executed in the following step S1108, and then this variation start process is terminated. Specifically, based on the effect pattern determined in the above steps S1103, S1105, and S1106, drive control of the speaker unit 27 and the circular illumination unit 24 is started, and the effect for the game round is started.

[0281] Here, a supplementary explanation will be given on the variable display mode of the pattern displayed on the pattern display device 253 (display screen 253a) based on Fig. 32. Fig. 32(a) is a schematic diagram showing the types of variable display mode, and Fig. 32(b) is a schematic diagram showing an overview of each variable display mode.

[0282] (Variable display mode) As shown in Figure 32(a), the variable display modes of the symbols executed on the display screen 253a are roughly divided into five types: complete miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. The variable display time is set to be different for each of these variable display modes, and it is possible to grasp an overview of the variable display mode for each game based on information relating to the variable display time given in the command from the main control device 162. In this embodiment, the relationship between the variable display mode and the variable display time differs depending on whether the support mode of the electric role device 91 is the low frequency support mode or the high frequency support mode.

[0283] First, the case where the low-frequency support mode is set will be explained. In the low-frequency support mode, the variable display time for a complete miss is "3 seconds to 8 seconds" (the difference is set according to the number of reserved bets), the variable display time for normal reach A is "20 seconds," the variable display time for normal reach B is "24 seconds" which is longer than the variable display time for normal reach A, the variable display time for super reach A is "31 seconds" which is longer than the variable display time for normal reach A and B, the variable display time for super reach B is "32 seconds" which is longer than the variable display time for super reach A, and the variable display time for super reach C is "33 seconds" which is longer than the variable display time for other super reaches A and B. For example, if the information regarding the variable display time given in the command from the main control unit 162 is "24 seconds," the notification / performance control unit 143 will understand that normal reach B should be executed.

[0284] Next, we will explain the case when the high frequency support mode is active. In the high frequency support mode, the variable display time for a complete miss is "1 second to 8 seconds" (the difference is set according to the number of reserved bets), the variable display time for normal reach A is "20 seconds," the variable display time for normal reach B is "24 seconds" longer than the variable display time for normal reach A, the variable display time for super reach A is "36 seconds" longer than the variable display time for normal reach A and B, the variable display time for super reach B is "37 seconds" longer than the variable display time for super reach A, and the variable display time for super reach C is "38 seconds" longer than the variable display time for other super reaches A and B. For example, if the information regarding the variable display time given in the command from the main control unit 162 is "24 seconds," the notification / performance control unit 143 will understand that normal reach B should be executed.

[0285] In addition, in the game times corresponding to the jackpot result, Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A. In the game corresponding to the miss result, the order is complete miss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > The structure is such that the number of times ...

[0286] Here, the variable display mode of normal reach A and B will be explained with reference to FIG. 32(b1). When normal reach A and B are selected, first, the variable display (scroll display) of all the symbol columns that are statically displayed is started, then the variable display of the symbols in the upper symbol column Z1 is stopped (stopped display), and then the variable display of the symbols in the lower symbol column Z3 is stopped (stopped display). In this state where the upper and lower symbol columns Z1 and Z3 are stopped and displayed, a reach line is formed by stopping and displaying a main symbol with the same number on any of the activated lines L1 to L5 (see FIG. 6). Then, under the condition where the reach line is formed, the variable display of the middle symbol column Z2 is performed, resulting in a reach display (reach variable display). After the reach display is reached, the variable display is ended by stopping and displaying the middle symbol column Z2. Then, when the same symbols as those constituting the reach display stop on the reach line, it is announced that a jackpot has been won, and when other symbols stop on the reach line, it is announced that a jackpot has not been won. In this way, the final combination of symbols that has stopped and displayed is maintained as is for a predetermined period of time. In other words, the current game round continues until the stop display period has elapsed, and once the stop display period has elapsed, it is permitted to move on to the next game round.

[0287] In this embodiment, the difference in the variable display time between normal reach A and normal reach B is ensured by setting a difference in the variable display time of the middle symbol row Z2 after the reach line is formed, but the method for setting the difference between the two is arbitrary. For example, it is also possible to ensure the difference in the variable display time by setting a difference in the time from when the variable display starts to when the reach line is formed.

[0288] Next, the variable display modes of super reach A, B, and C will be explained based on the variable display modes of normal reach A and B described above. As shown in Figures 21(b2) to (b4), for super reach A, B, and C, the above-mentioned reach line is formed through the same process as for normal reach A and B. After the reach line is formed, a predetermined character is displayed as a moving image in conjunction with the variable display of the middle symbol column Z2, thereby creating a reach effect. Specifically, for super reach A, after the reach line is formed, a character modeled after a fairy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME). For super reach B, after the reach line is formed, a character modeled after a boy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME). For super reach C, after the reach line is formed, a character modeled after a girl is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME).

[0289] (Regarding pending notice) In this embodiment, the effect related to the reservation notice, which indicates the content of the reserved ball information stored in the reserved ball storage area 632 of RAM 604, is executed with a predetermined probability before the start of the game round related to the reserved ball information. By executing the effect corresponding to the reserved ball information that has not yet become the subject of the lottery before the game round related to the reserved ball information becomes the subject of the lottery, the player not only plays a game of checking the lottery result of the reserved ball information corresponding to the current game round, but also plays a game of checking or predicting the result when the reserved ball information that will become the subject of the lottery later becomes the subject of the lottery, thereby diversifying the game. This can increase the attention to the game.

[0290] This hold notice can be broadly divided into two types: one that is executed in conjunction with the variable display of the above-mentioned symbols in the variable display area ME of the display screen 253a, and one that is executed in conjunction with changes in the state of the hold display in the hold display area NE of the display screen 253a. Of these, the hold notice executed in the hold display area NE utilizes the hold display on the display screen 253a. Below, with reference to the flowchart in Figure 33(a) and the schematic diagram in Figure 33(b), we will explain the configuration that is the premise of the hold notice and the process for hold display control (hold display control command response process) executed by the MPU 952 of the display control device 142. The hold display control command response process is a process that is executed as part of periodic processing that is activated at a predetermined cycle (2 msec in this embodiment).

[0291] (Hold display control command processing) As shown in Figure 33(a), in the hold display control command response processing, first in step S1201, it is determined whether or not a hold command has been received from the main control device 162 via the notification / performance control device 143. If a positive determination is made in step S1201, in step S1202, the value of the hold number counter (hold memory number SN) provided in the various counter areas of the work RAM 954 is incremented by 1.

[0292] After executing the update process of step S1202, the process proceeds to step S1203, where the hold display addition process is executed, and this hold display control command response process is terminated. The above-mentioned hold memory number SN corresponds to the hold display area 981 of the video RAM 957. When the display setting of the hold icon MP is performed in the hold display addition process, the hold display information (more specifically, the address of the hold image stored in the hold image data memory area 971) is set in the unit area corresponding to the hold memory number SN in the hold display area 981. In each unit hold display area Da1 to Da8 of the hold number display area Da on the display screen 253a, the above hold icon MP is additionally displayed according to the data written in each unit area.

[0293] For example, as shown in Fig. 33(b1), when a hold command is received in a situation where the hold icon MP is displayed in the first unit hold display area Da1 and the second unit hold display area Da2, that is, when the hold memory count SN is "2", the hold memory count SN changes from "2" to "3", and hold display information is set in the third unit area of ​​the hold display area 981. As a result, as shown in Fig. 33(b2), the hold icon MP is displayed in the third unit hold display area Da3.

[0294] Returning to the explanation of step S1201, if a negative judgment is made in step S1201, the process proceeds to step S1204. In step S1204, it is judged whether or not a shift command has been received from the main control device 162 via the notification / performance control device 143. If a negative judgment is made in step S1204, the process for responding to the command for controlling the hold display is terminated.

[0295] If the determination in step S1204 is affirmative, the process proceeds to step S1205. In step S1205, the value of the hold number counter (hold memory number SN) provided in the hold counter area of ​​the work RAM 954 is decremented by one.

[0296] In the next step S1206, a shift process is executed, and the hold display control command response process is terminated. In the shift process, the hold display information set in the first unit area of ​​the hold display area 981 is moved to the execution display area 982, and the hold display information set in the first unit area to the eighth unit area of ​​the hold display area 981 is shifted sequentially to the lower area side.

[0297] Specifically, the hold display information in the first unit area is moved to the execution display area 982, and the hold display information in each unit area is shifted in the following order: second unit area → first unit area, third unit area → second unit area, fourth unit area → third unit area, fifth unit area → fourth unit area, sixth unit area → fifth unit area, seventh unit area → sixth unit area, and eighth unit area → seventh unit area.

[0298] For example, as shown in Fig. 33(b1), when a hold icon MP is displayed in the first unit hold display area Da1 and the second unit hold display area Da2, that is, when the hold memory count SN is "2", if a shift command is received, the hold memory count SN changes from "2" to "1". Accordingly, the hold display information in the execution display area 982 is erased, and the hold display information in the first unit area is shifted to the execution display area 982, the hold display information in the second unit area is shifted to the first unit area, and the hold display information in the third unit area is shifted to the second unit area. As a result, as shown in Fig. 33(b3), the hold icon MP is displayed in the execution target display area Db and the first unit hold display area Da1.

[0299] Here, the hold image data storage area 971 stores hold icons MP of different colors (specifically, four colors: white, blue, yellow, and red) as a hold image group, and the address differs depending on the color. When setting the hold display information, the notification / performance control device 143 determines which color to display depending on the presence or absence of the above-mentioned hold notice, and this information is incorporated into the hold command by the notification / performance control device 143 when the hold command passes through the notification / performance control device 143. In other words, the display control device 142 reads information about the color from the received hold command, and thereby determines which address corresponding to which color to set as the hold display information.

[0300] Next, we will explain the process related to the hold notice executed by MPU 602 of main control device 162. The process related to the hold notice includes a confirmation process for the hold notice (step S306 in FIG. 22) and a hold command setting process (step S307 in FIG. 22), and each of these processes is configured to be executed as part of the winning process for the actuation port (see FIG. 21) set as part of the timer interrupt process (see FIG. 20), more specifically, as part of the information acquisition process of step S204. In other words, the confirmation process for the hold notice and the hold command setting process are configured to be executed based on the winning of the actuation port 83a, 83b.

[0301] The confirmation process for pending notice will be described below with reference to the flowchart in FIG.

[0302] (Confirmation process for pending notice) In the confirmation process for reservation notice, in step S1301, the start reservation memory number N and the common reservation number CRN stored in the reservation number memory area FE of the reservation ball storage area 632 are read, and the information on the reservation number is stored in the register of the MPU 602. After that, in steps S1302 to S1306, it is confirmed whether or not the reservation information acquired by this winning includes information on the big win.

[0303] Specifically, first, in step S1302, the information for determining whether or not a jackpot has occurred is obtained from the reserved information obtained in step S304 based on the current winnings in the operating ports 83a and 83b, that is, the value of the obtained jackpot random number counter C1.

[0304] In the next step S1303, it is determined whether or not the mode is low probability. Specifically, it is determined whether or not the current win / loss lottery mode is low probability mode by determining whether or not a high probability mode flag is stored in the various flag storage area 635 of RAM 604. If the mode is low probability mode, the process proceeds to step S1304, where a win / loss table for the low probability mode is referenced to determine whether the information for determining a jackpot determined in step S1302 (the value of the jackpot random number counter C1) is included in the information group corresponding to a jackpot win. If the mode is high probability mode, the process proceeds to step S1305, where a win / loss table for the high probability mode is referenced to determine whether the information for determining a jackpot determined in step S302 (the value of the jackpot random number counter C1) is included in the information set as a jackpot win.

[0305] After step S1304 or step S1305, the process proceeds to step S1306, where it is determined whether the information for determining a jackpot (the value of the jackpot random number counter C1) obtained in step S1302 corresponds to a jackpot win. If it corresponds to a jackpot win, the jackpot information is stored in the register of MPU 602 in step S1307, and the confirmation process for this reservation notice is then terminated.

[0306] In the process of step S1307, the information for determining the type of jackpot among the reserved information acquired in step S304 based on the current winnings, i.e., the value of the acquired jackpot type counter C2, is grasped, and the type of jackpot is determined by referring to the allocation table. The information stored in the register of MPU 602 in step S1307 includes information related to the type of jackpot.

[0307] On the other hand, if a negative determination is made in step S1306, the process proceeds to step S1308. In step S1308, the information for determining whether a winning combination has occurred, which is included in the reserved information acquired in step S304 based on the current winning combination in the actuation ports 83a and 83b, is obtained, i.e., the value of the reach random number counter C3 that has already been acquired.

[0308] In the following step S1309, the reach determination table (group of information for reach determination) stored in ROM 603 is referenced to determine whether the reach determination information (value of reach random number counter C3) grasped in step S1308 is included in the information set as a reach win.

[0309] After executing the process of step S1309, the process proceeds to step S1310, where it is determined whether the reach determination information obtained in step S1308 (the value of the reach random number counter C3) corresponds to the occurrence of a reach. If it corresponds to the occurrence of a reach, in step S1311 the reach occurrence information is stored in a register of the MPU 602, and then this confirmation process is terminated. On the other hand, if it does not correspond to the occurrence of a reach, this confirmation process is terminated.

[0310] (Pending command setting process) Next, the pending command setting process will be described with reference to the flowchart of FIG.

[0311] In the process of setting the reserved command, first, in step S1401, it is determined whether or not jackpot information is stored in the register of MPU 602, thereby determining whether or not the information for determining the jackpot was identified as corresponding to a jackpot in the immediately preceding confirmation process for reserved notice (FIG. 34). If jackpot information is stored, the process proceeds to step S1302, where a reserved command corresponding to the jackpot is set. Note that the setting of the above command and the various commands described below are performed by storing command information in a command setting area provided in RAM 604. In other words, the reserved command corresponding to the jackpot includes information regarding the type of jackpot.

[0312] On the other hand, if a negative determination is made in step S1401, that is, if it is determined that no jackpot information is stored in the register of MPU 602, the process proceeds to step S1403, where it is determined whether or not reach occurrence information is stored in the register of MPU 602, thereby determining whether or not the information for reach determination was identified as corresponding to reach occurrence in the immediately preceding confirmation process for hold notice (FIG. 34). If reach occurrence information is stored, a miss reach corresponding hold command is set in step S1404, and if reach occurrence information is not stored, a complete miss corresponding hold command is set in step S1405.

[0313] When setting a hold command in steps S1402, S1404, and S1405, the variable display time is determined by referring to the value of the variable type counter CS, and information related to the variable display time is stored in the hold command. When determining the variable display time, the variable display time table is referenced, similar to the variable display time setting process shown in step S708 above. The hold command set in this manner is sent to the display control device 142, which can determine the variable display mode of the symbols based on the hold command. As already explained, in the case of a complete miss, the variable display time may change depending on the number of hold information items stored when starting a game round related to the hold information. Therefore, when setting a hold command for a complete miss, a temporary variable display time is set.

[0314] After executing the command setting process of step S1402, step S1404, or step S1405, a process of setting information on the number of reserved commands to the reserved command is executed in step S1406. Specifically, the information on the set reserved command is configured as multi-byte information, some of which bits contain information indicating that the command is a reserved command and information on the type of the reserved command, and the information on the number of reserved commands can be set.

[0315] In step S1406, first, the information on the number of reserved commands stored in the register of MPU 602 in step S1301 in the confirmation process for the immediately preceding reserved command notice (FIG. 34) is read, and then the read information on the number of reserved commands is stored in the bits for the information on the number of reserved commands in the reserved command already set by performing an arithmetic operation such as a logical OR. As a result, for the reserved command set in the process of step S1402, step S1404, or step S1405, information for identifying the number of reserved commands corresponding to the reserved command is included. After the process of step S1406 described above in detail is executed, this reserved command setting process ends.

[0316] The hold command containing the information on the number of hold items in step S1406 is transmitted to the notification / performance control device 143 by the external output process in step S401 of the next normal processing (FIG. 23). Upon receiving the hold command, the notification / performance control device 143 determines that the amount of hold information has increased. The notification / performance control device 143 also adds hold notice information, which will be described later, to the hold command and transmits it to the display control device 142. The display control device 142 executes processes such as hold display and hold notice based on the received hold command.

[0317] Furthermore, the method of setting the hold command is arbitrary as long as it can specify whether or not a jackpot has been won, the type of jackpot at that time if a jackpot has been won, whether or not a reach has occurred if a jackpot has not been won, in other words, the variable display mode of the patterns, by the hold command in the display control device 142. For example, a combination of a jackpot-compatible hold command, a miss-reach-compatible hold command, and a complete miss-compatible hold command may be individually set corresponding to each number of holds, and the hold command setting process may be configured to select one hold command depending on the confirmation result in the hold notice confirmation process (Fig. 34).

[0318] Next, we will explain the process related to the hold notice executed by the MPU 912 of the notification / performance control device 143. The process related to the hold notice is roughly divided into a command response process that determines a command from the main control device 162 and a hold notice performance setting process that determines the mode of the hold notice.

[0319] (Pending command processing) In the hold command response process, when a hold command transmitted by main control device 162 is received, a process corresponding to the information included in the received hold command is executed. The hold command response process is executed as part of a periodic process that is repeatedly started at a predetermined cycle (for example, every 2 msec).

[0320] In the pending command response process, first, it is determined whether or not a pending command has been received. The command received by the MPU 912 of the notification / performance control device 143 is temporarily stored in the command storage area 931 of the RAM 914. The command storage area 931 is configured as a ring buffer that can store multiple commands individually and can read commands from the previously stored command. Even if multiple commands are received simultaneously, the processing corresponding to each command can be executed smoothly. When determining whether or not a corresponding pending command has been received, it is determined whether or not a jackpot corresponding pending command has been received in the area of ​​the command storage area 931 that is the current read target. This command read configuration is similar to that for reading other commands, such as a fluctuation start command.

[0321] When a hold command is received, various information included in the hold command is stored in the hold information storage area 934. The hold information storage area 934 has a first area Rc1 to an eighth area Rc8, each configured to store one hold information. The hold information stored in each of the areas Rc1 to Rc8 is shifted to the lower area in order by receiving a shift command from the main control device 162, i.e., when a game round is started. Specifically, the data in the first area Rc1 is cleared, and the data in each area is shifted in the following order: second area Rc2 → first area Rc1, third area Rc3 → second area Rc2, fourth area Rc4 → third area Rc3, ..., eighth area Rc8 → seventh area Rc7. The hold information storage area 934 of the notification / performance control device 143 is also configured to store hold information chronologically regardless of the ball destination, similar to the hold ball storage area 632 (more specifically, hold area RE) of the main control device 162. Specifically, the information on the number of pending requests included in the currently received command is identified, and the various pieces of information are stored in the area corresponding to the identified information on the number of pending requests among the first area Rc1 to the eighth area Rc8.

[0322] When the above-mentioned hold command is received, a hold command reception flag is set in the various flag storage area 933 of the RAM 914, and when a shift command is received, a shift command reception flag is set in the various flag storage area 933. These flags trigger the setting process for the hold notice performance described below, and are erased when the setting process for the hold notice performance is completed.

[0323] The MPU 912 of the notification / performance control device 143 performs a setting process for the hold notice performance based on the information stored in the hold information storage area 934. Here, the hold notice performance setting process will be described with reference to the flowchart of Fig. 36. The hold notice performance setting process is a process executed as part of a periodic process that is repeatedly started at a predetermined cycle (for example, every 2 msec).

[0324] (Setting process for hold notice performance) In the setting process for the hold notice effect, first, in step S1501, it is determined whether or not a hold command has been received from the main control device 162. Specifically, it is determined whether or not a hold command reception flag has been set in the various flag storage area 933 of the RAM 914. If the determination in step S1501 is affirmative, in step S1502, a lottery process is executed when a hold command is received.

[0325] In the lottery process related to the hold command, the lottery target for the hold notice is limited to the hold information newly added this time. That is, a lottery for whether or not to issue a hold notice is performed based on the information stored in the area corresponding to the hold command received this time, among the first area Rc1 to the eighth area Rc8 provided in the hold information storage area 934 of the RAM 914. This lottery is performed by determining from the stored information whether the game number related to the hold information is a jackpot, whether a reach display is displayed, and if a reach display is displayed, the pattern, and then based on the corresponding lottery table and the value of the lottery counter.

[0326] The lottery table storage area of ​​ROM913 stores, as lottery tables to be used when a hold command is received, a lottery table for a big win, a lottery table for a missing normal reach A, a lottery table for a missing normal reach B, a lottery table for a missing super reach A, a lottery table for a missing super reach B, a lottery table for a missing super reach C, and a lottery table for a complete miss.

[0327] For these various tables, the probability of winning increases in the following order: jackpot > super reach C > super reach B > super reach A > normal reach B > normal reach A > complete miss.

[0328] Returning to the explanation of step S1501, if a negative determination is made in step S1501, i.e., if it is determined that a hold command has not been received, the process proceeds to step S1503. In step S1503, it is determined whether a shift command has been received from the main control device 162. Specifically, it is determined whether a shift command reception flag is set in the various flag storage area 933 of RAM 914. If a negative determination is made in step S1503, i.e., if neither a hold command nor a shift command has been received, the hold notice performance setting process is terminated. If a positive determination is made in step S1503, a lottery process is executed when a shift command is received in step S1504.

[0329] In the lottery process related to the shift command, the lottery subject to the hold notice is all the hold information remaining after the shift. In other words, the lottery for the hold notice is conducted based on all the information stored in the first area Rc1 to the eighth area Rc8 in the hold information storage area 934 of the RAM 914. This lottery is conducted individually for each piece of stored information. The order of the lottery (priority order) is specified to be in reverse chronological order (eighth area Rc8 → seventh area Rc7 → ··· → first area Rc1). For example, if the common hold number CRN is "2", the lottery is first conducted based on the information stored in the second area Rc2, and if the lottery is not successful, the lottery is conducted based on the information stored in the first area Rc1.

[0330] In this embodiment, in particular, by increasing the value of the common reserve number CRN, the variable display time in the game corresponding to the complete miss is shortened. Therefore, by prioritizing the new reserved information as described above as the lottery target, it is possible to preferably ensure the period of the notice performance when the reserved notice is executed.

[0331] As for the lottery method, similar to when a hold command is received, the stored information is used to determine whether the game relating to the hold information is a jackpot, whether a reach display will be made, and if a reach display is made, the pattern, and the lottery is performed based on the corresponding lottery table and the value of the lottery counter.

[0332] The lottery table storage area of ​​ROM913 stores, as lottery tables to be used when a shift command is received, a lottery table for a big win, a lottery table for a missing normal reach A, a lottery table for a missing normal reach B, a lottery table for a missing super reach A, a lottery table for a missing super reach B, a lottery table for a missing super reach C, and a lottery table for a complete miss.

[0333] These various tables are set so that the probability of winning increases in the following order: jackpot > super reach C > super reach B > super reach A > normal reach B > normal reach A > complete miss. However, these lottery tables for when a shift command is received are set so that the probability of winning the reserved advance notice is lower when compared with the lottery tables for when the above-mentioned hold command is received. For example, when comparing lottery tables for jackpots, the winning probability when referring to the lottery table for when a shift command is received is set lower than the winning probability when referring to the lottery table for when a hold command is received.

[0334] However, if the value of the common hold number CRN (number of holds) is less than a predetermined number ("4" in this embodiment), the overall expected probability of winning will be lower than when the hold command is received, but if the value of the common hold number CRN (number of holds) is equal to or greater than the predetermined number, the overall expected probability of winning will be higher than when the hold command is received.

[0335] In particular, in this embodiment, when the value of the common reserve number CRN exceeds the above-mentioned predetermined number ("4"), the degree of shortening of the variable display time in the game corresponding to a complete miss becomes greater compared to when the value of the common reserve number CRN is equal to or less than the above-mentioned predetermined number ("4"). While this can speed up the game progress, there is a concern that the monotony of the game progress will become more noticeable. In this regard, with the above configuration, when the number of reserve numbers increases and the shortening of the variable display time becomes more noticeable, a reserve notice is more likely to occur. This is preferable in terms of speeding up the game progress while suppressing a decrease in attention to the game.

[0336] After the lottery process of step S1502 or step S1504 is executed, the process proceeds to step S1505. In step S1505, it is determined whether the conditions for executing the hold notice effect are met in those lottery processes. If a negative determination is made in step S1505, that is, if no win is found in steps S1502 and S1504, the hold notice effect setting process is terminated. On the other hand, if a positive determination is made in step S1505, a hold notice effect pattern determination process is executed in the following step S1506, and the determined hold notice effect pattern is stored in the following step S1507, after which the hold notice effect setting process is terminated.

[0337] If it is determined that a reserved information notice effect will be performed, the reserved information will be excluded from the lottery for the reserved information notice effect until the game round related to the reserved information is executed based on the information stored in step S1507. Then, the stored information will be erased when the reserved information moves to the execution area.

[0338] Here, with reference to the schematic diagrams of Figures 37 and 38, the types of pending notice effects (more specifically, notice effects executed in the pending display area NE) will be explained.

[0339] (Type of hold notice performance) All of the hold notification effects have in common the fact that they suggest the likelihood of a jackpot result by changing the display mode of the hold icon MP displayed in the hold display area NE. The display mode (color) of the hold icon MP is set to four colors: white, blue, yellow, and red. Of these colors, white is the basic color, and when the hold notification effect is executed, the hold icon MP will change to another color (blue, yellow, red).

[0340] The colors of the reserve icon MP are set in the order of white < blue < yellow < red so that the likelihood of a jackpot result increases. Specifically, when a reserve notice is executed on a reserve icon MP corresponding to a game that will result in a jackpot result, the colors are more likely to be selected in the order of white < blue < yellow < red, whereas when a reserve notice is executed on a reserve icon MP corresponding to a game that will result in a loss, the colors are more likely to be selected in the order of red < yellow < blue < white.

[0341] This hold notification effect can be broadly divided into a first type of notification effect and a second type of notification effect depending on the display mode (color change) of the hold icon MP. As shown in FIG. 38(a), in the first type of notification effect, after the color of the hold icon MP changes, the color of the hold icon is maintained until the corresponding game round is reached (until it moves to the execution target display area Db). In contrast, in the second type of notification effect, as shown in FIG. 38(b), the color of the hold icon MP changes multiple times as the game progresses. For example, even if the color that ultimately changes to is red, it first changes to a lower color (blue or yellow) with a lower expectation level, and then steps up (promotes) to a higher color with a higher expectation level when the hold icon MP shifts. By using these two types of hold notification effects in combination, even if the color changes to a lower expectation level, there is a possibility that it will change to a higher expectation level by the time the corresponding game round is reached. This prevents attention to the hold notification effect from decreasing prematurely.

[0342] The color of the hold icon MP does not only change in the hold display area Ra, but may also change when it moves to the execution target display area Db. For example, when a hold icon MP that was yellow in the hold display area Ra moves to the execution target display area Db, the hold icon MP may change to red, or when a hold icon MP that was white in the hold display area Ra moves to the execution target display area Db, the hold icon MP may change to another color (blue, yellow, red).

[0343] (Performance button device 40) This embodiment is characterized by the configuration of the effect button device 40 provided in the front door frame 14 and the effect using the effect button device 40. The structure of the effect button device 40 will be further explained below with reference to Figures 39 to 44. Figure 39 is a perspective view of the front door frame 14 as seen from the front, Figures 40(a) and 42 are perspective views of the front door frame 14 as seen from the front of the gaming machine, Figure 40(b) is a side view of the effect button device 40, Figure 41 is an exploded perspective view of the effect button device 40, Figure 43 is a partial cutaway view showing the internal structure of the effect button device 40, and Figure 44 is an exploded perspective view of the operation block. For ease of explanation, the side cover 755 of the effect button device 40 is omitted from Figure 42.

[0344] As shown in Figure 39, the effect button device 40 is disposed in the upper bulge 28 of the front door frame 14, specifically in the portion of the upper bulge 28 that is in front of the upper tray 33 (storage area KE). Most of the effect button device 40 is housed inside the upper bulge 28, and part of the operation button protrudes upward through an opening 28b formed in the top surface 28a of the upper bulge 28.

[0345] 40 and 41, the effect button device 40 includes an operation block 701 having an operation button 721 that is the target of a pressing operation, and a base block 702 on which the operation block 701 is mounted. The base block 702 is composed of a metal base plate 711 that functions as the mounting surface for the operation block 701, and a synthetic resin bracket 712 fixed to the base plate 711 from below, and the effect button device 40 is integrated with the frame body 20 by fixing the bracket 712 to the frame body 20 of the front door frame 14 with fixing means such as screws.

[0346] The effect button device 40 is not fixed to the upper bulging portion 28 that forms the upper tray 33, and the load generated when the effect button device 40 is operated is prevented from being transmitted to the upper bulging portion 28 through the fixed portion. This is a device to prevent deformation of the storage area KE (see Figure 39) provided in the upper tray 33 and ensure a smooth flow of game balls toward the game ball launching mechanism 110.

[0347] As shown in Fig. 44, operation block 701 has a button unit 720 having the operation button 721, and a holder unit 750 that holds the button unit 720. Base plate 711 has a recess in the center (see Fig. 42), and holder unit 750, which is disposed in this recess, is fixed to base plate 711, thereby integrating operation block 701 and base block 702.

[0348] Details will be described later, but the holder unit 750 is provided with a lift mechanism 785 (see Figure 43) for raising and lowering the button unit 720, and a side cover 755 that covers the side portion of the button unit 720, and the lift mechanism 785 is covered by the outer shell of the button unit 720 and the side cover 755.

[0349] Here, the button unit 720 will be described with reference to Figures 45 to 47. Figures 45 and 46 are exploded perspective views of the button unit 720, and Figure 47 is a vertical cross-sectional view of the operation block 701.

[0350] As shown in Fig. 45, button unit 720 is formed by combining above-mentioned operation button 721 and movable base 741. As shown in Fig. 46, operation button 721 includes double button members 722 and 723 (inner and outer) that form the upper part of operation button 721, and housing 726 that forms the lower part of operation button 721.

[0351] The buttons 722 and 723 each have a cylindrical main body and an upper surface that covers the opening at the top end of the main body. Of these, the upper surface of the outer button 722 functions as the "operation surface 721a" that is the target of pressing operation by the player. In the following description, the outer button 722 and the inner button 723 will be referred to as appropriate.

[0352] A decorative body 724 is disposed on the upper surface of the inner button member 723. The outer button member 722 is made of a colorless and transparent synthetic resin, and the decorative body 724 can be seen through the operating surface 721a of the outer button member 722. The housing 726 is fixed from below to the inner button member 723. The housing 726 is cylindrical with a bottom, and the bottom surface 736 of the housing 726 faces the base plate 742 of the movable base 741 across a gap.

[0353] Base plate 742 is flat, and has a cylindrical guide shaft 743 fixed to its upper surface. A slider 744 is attached to guide shaft 743 so as to be able to slide along guide shaft 743. Guide shaft 743 extends in the same direction as the central axis of button members 722, 723, in other words, in the same direction as the combination direction of operation button 721 and movable base 741 (hereinafter referred to as the reference direction), and a stopper 743a that prevents slider 744 from falling off is formed at its upper end.

[0354] A coil spring 745 is inserted through the guide shaft 743. The coil spring 745 is sandwiched (compressed) between the slider 744 and the base plate 742, and the coil spring 745 biases the slider 744 toward the side (upward) where it abuts against the stopper 743a. The slider 744 is fixed to the housing 726 using a fastener such as a screw. The slider 744 and the guide shaft 743 function as a connecting means that connects the base plate 742 and the housing 726. The biasing force of the coil spring 745 is set taking into account the weight of the operation button 721, and the slider 744 is held in a position where it abuts against the stopper 743a when the operation button 721 is not operated.

[0355] A light emitting block 725 is housed in the area surrounded by the inner button member 723 and the housing 726. The light emitting block 725 has a light emitting board 732 on which a plurality of light emitters (LEDs) are mounted and a case body 731 that houses the light emitting board 732, and is disposed so that the element mounting surface of the light emitting board 732 faces the upper surface side of the inner button member 723. The light emitting board 732 is connected to the notification / performance control device 143, and light emission control is performed by the notification / performance control device 143.

[0356] The case body 731 is made of a colored, transparent synthetic resin and is light-transmitting. Light from the light-emitting substrate 732 is emitted from the effect button device 40 through the case body 731, the upper surface of the inner button member 723, the decorative body 724, and the upper surface of the outer button member 722 (operation surface 721a).

[0357] The effect button device 40 shown in this embodiment is characterized by the mounting structure of the button unit 720 to the holder unit 750. Hereinafter, this mounting structure will be described with reference to Figs.

[0358] 44, button unit 720 and holder unit 750 are connected by a plurality of (three) shafts 728 that are provided so as to bridge button unit 720 and holder unit 750. Specifically, each shaft 728 extends in the reference direction, and is inserted through an insertion portion such as a central opening 737 formed in a bottom surface portion 736 of housing 726 and the hollow portion of guide shaft 743.

[0359] 47, one end (upper end) of each shaft 728 is fixed to a fixing portion 734 provided on light-emitting block 725 (more specifically, case body 731) of button unit 720, and the other end (lower end) is fixed to a fixing portion 765 provided on holder main body 751 of holder unit 750. In this way, button unit 720 and holder unit 750 are integrated via shaft 728.

[0360] The outer diameter of the shaft 728 matches the inner diameter of the guide shaft 743, and the direction in which the operation button 721 is raised and lowered by the above-described lift mechanism is determined by the shaft 728 and the guide shaft 743 to be the same as the reference direction. Furthermore, a plurality of shafts 728 are arranged in the circumferential direction around the central axis CLX of the operation button 721, and the shafts 728 restrict the rotation of the operation button 721 (excluding the outer button member 722) around the central axis CLX.

[0361] As shown in Fig. 48, when an operation surface portion 721a of the operation button 721 is pressed against the biasing force of the coil spring 745, the operation button 721 descends along the central axis CLX, and a bottom surface portion 736 of the housing 726 abuts against a base plate 742 of the movable base 741, preventing further displacement. A detection sensor 791 (see Fig. 44) is disposed in the holder unit 750, which detects displacement when the operation button 721 descends to a position where it abuts against the base plate 742. The detection sensor 791 is connected to the notification / performance control device 143, and the MPU 912 of the notification / performance control device 143 determines whether or not the operation button 721 has been operated based on detection information from the detection sensor 791. In the following description, the position of the operation button 721 detected by the detection sensor 791 is referred to as the "operation detection position."

[0362] (Lift mechanism 785) In this embodiment, as shown in the schematic diagram of Fig. 49, the amount of protrusion of the operation button 721 from the upper surface 28a (opening 28b) of the upper bulging portion 28, i.e., the operation stroke of the operation button 721, can be changed by raising and lowering the operation button 721 using a lift mechanism 785. Hereinafter, the lift mechanism 785 will be described with reference to Figs. 44, 47, 50, and 51. Fig. 50 is a perspective view showing the lift mechanism 785 and related configurations, Fig. 51(a) is a perspective view of the rotor 752, and Fig. 51(b) is a plan view of the power transmission mechanism 754.

[0363] 44, the holder main body 751 has a disk-shaped bottom 761, a peripheral wall 762 formed along the outer periphery of the bottom 761, and a columnar bearing 763 (see FIG. 47) erected in the center of the bottom 761 so as to extend in the same direction (upward) as the reference direction. As shown in FIG. 47, the central axis of the bearing 763 is coaxial with the central axis CLX of the operation button 721, and the rotor 752 is attached to the bearing 763.

[0364] More specifically, rotor 752 has a cylindrical holder main body 751, which is inserted into bearing portion 763 and fixed to bearing portion 763 using a fastener such as a screw. When rotor 752 is attached to bearing portion 763, it is restricted from floating up from bottom portion 761 (displacement in the direction of central axis CLX), while being allowed to rotate about central axis CLX.

[0365] Central openings 737, 746 are formed in the central portion of movable base 741 and the central portion of housing 726, respectively, and rotor 752 protrudes toward light-emitting block 725 through these central openings 737, 746. Case body 731 of light-emitting block 725 is formed with bearing portion 733 that engages with the upper end portion of rotor 752 from the inside, and bearing portion 733 prevents rotor 752 from tipping over, etc.

[0366] 50, a pair of protruding pins 747 are arranged on either side of a central opening 746 (central axis CLX) on a base plate 742 of a movable base 741. Each protruding pin 747 has a pin member extending in a direction perpendicular to the central axis CLX, and is attached to the base plate 742 so that the pin members are rotatable around the central axis of the pin member.

[0367] The ends (tips) of the pin members on the central axis CLX side protrude toward the central opening 746, and roller members 748 are respectively disposed at these tips so as to be coaxial with the pin members. Rotor 752 has a set of engagement grooves 772 formed on the outer periphery of main body 771. The groove width dimension of each engagement groove 772 is set to be slightly larger than the outer diameter dimension of protruding pin 747 (roller member 748), and protruding pin 747 (roller member 748) engages with these engagement grooves 772.

[0368] 51(a), each engagement groove 772 is made up of a horizontal portion 775 extending horizontally and a spiral inclined portion 776 extending upward from one end of the horizontal portion 775. The horizontal portion 775 and the inclined portion 776 are continuous, and the protruding pin 747 can move back and forth between the horizontal portion 775 and the inclined portion 776 while maintaining an engaged state with the engagement groove 772. In other words, the relative positions of the movable base 741 on which the protruding pin 747 is mounted and the rotor 752 are allowed to change in the circumferential direction about the central axis line CLX while maintaining the engagement between the roller member 748 and the engagement groove 772.

[0369] As shown in Fig. 50, a stepping motor 753 serving as a drive unit for the rotor 752 and a power transmission mechanism 754 that transmits the power of the stepping motor 753 to the rotor 752 are disposed in the holder main body 751. As shown in Fig. 51(b), the power transmission mechanism 754 has a drive gear 781 fixed to the output shaft of the stepping motor 753, a driven gear 779 fixed to the main body 771 (lower end) of the rotor 752, and a connecting gear 782 that connects the drive gear 781 and the driven gear 779. The stepping motor 753 is connected to the notification / performance control device 143 and operates based on a drive signal from the notification / performance control device 143. This drive force is transmitted to the rotor 752 via the power transmission mechanism 754, causing the rotor 752 to rotate about the central axis CLX.

[0370] In this embodiment, the lift mechanism 785 changes the amount of protrusion of the operation button 721, thereby enabling the effect button device 40 to be switched between three different appearances. Here, the movement of the lift mechanism 785 will be described with reference to Figures 52 and 53. Figure 52 is a cross-sectional view showing the lift mechanism 785, and Figure 53 is a schematic diagram showing the relationship between the protrusion pin 747 and the engagement groove 772. In the following description, the rotation direction of the rotor 752 in the clockwise direction about the central axis CLX in a plan view of the effect button device 40 is referred to as the "forward direction," and the rotation direction of the rotor 752 in the counterclockwise direction is referred to as the "reverse direction."

[0371] 52(a), when the protruding pin 747 is positioned in the horizontal portion 775 of the engagement groove 772, the operation stroke of the operation button 721 is at its minimum. When the stepping motor 753 rotates forward under this condition, the rotor 752 rotates in the forward direction, as shown in FIG. 53(a1) → FIG. 53(a2).

[0372] As rotation in the forward direction continues, as shown in FIG. 53(a2) → FIG. 53(a3), protruding pin 747 is pushed upward by right wall portion 777 of inclined portion 776. Here, downward displacement of rotor 752 along central axis CLX is restricted by holder unit 750, while upward displacement of movable base 741 on which protruding pin 747 is mounted is permitted along central axis CLX. Furthermore, rotation of movable base 741 about central axis CLX is restricted by shaft 728. For these reasons, movable base 741, i.e., operation button 721, is displaced upward along central axis CLX in response to protruding pin 747 being pushed upward.

[0373] The amount of rotation of the stepping motor 753 is managed by the number of pulses of the drive signal (pulse control), and as shown in Figure 53(a3) -> Figure 53(a4), the output of the drive signal for rotation to the stepping motor 753 is stopped just before the protruding pin 747 reaches the vicinity of the upper end 773 of the engagement groove 772. As a result, as shown in Figure 52(b), the movable base 741 moves upward away from the holder unit 750, and the operating stroke of the operating button 721 is extended.

[0374] In this embodiment, the rotation of the rotor 752 (stepping motor 753) is stopped by pulse control just before the protruding pin 747 abuts against the upper end 773 of the engagement groove 772, thereby avoiding collision between the protruding pin 747 and the upper end 773. However, it is also possible to configure the rotation of the rotor 752 (stepping motor 753) to be stopped when the protruding pin 747 abuts against the upper end 773.

[0375] Current supply to the stepping motor 753 continues even after the protruding pin 747 reaches the upper end 773. As a result, a holding torque that maintains the rotation position is generated in the stepping motor 753. This holding torque is set taking into account the weight of the operation button 721, and the operation button 721 is held in the position after the stroke change (for example, the maximum protruding position). As will be described in detail later, by changing the current supplied to the stepping motor 753, it is possible to change the drag (resistance) against the pressing operation.

[0376] Here, the outer button member 722 and the inner button member 723 are not fixed, and relative displacement between the outer button member 722 and the inner button member 723 is permitted at least in the circumferential direction around the central axis CLX. This configuration prevents the rotation of the rotor 752 from being felt by the player's hand when the button member 722 is pressed. This is preferable in terms of preventing the player from feeling uncomfortable when the button member 722 is pressed. Furthermore, even if the outer button member 722 is turned by hand, the operation button 721 is prevented from dropping, and this effectively prevents the button device 40 from performing an operation different from the intended operation (pressing operation).

[0377] 52(b), when the protruding pin 747 is positioned near the upper end 773 of the engagement groove 772, the operation stroke of the operation button 721 is at its maximum. When the stepping motor 753 rotates in the reverse direction under this condition, the rotor 752 rotates in the reverse direction, as shown in FIG. 53(b1)→FIG. 53(b2).

[0378] As already explained, downward displacement of rotor 752 along central axis CLX is restricted by holder unit 750, and downward displacement of movable base 741 on which protruding pin 747 is mounted is permitted along central axis CLX. Furthermore, rotation of movable base 741 about central axis CLX is restricted by shaft 728. For these reasons, protruding pin 747 follows right wall portion 777 of inclined portion 776 and descends under its own weight, causing movable base 741, and therefore operation button 721, to be displaced downward along central axis CLX.

[0379] The amount of rotation of stepping motor 753 is managed by the number of pulses of the drive signal (pulse control), and as shown in Fig. 53(b3) → Fig. 53(b4), stepping motor 753 continues to rotate even after protruding pin 747 reaches horizontal portion 775 of engagement groove 772. Then, output of the drive signal for rotation to stepping motor 753 is stopped immediately before protruding pin 747 reaches the vicinity of lower end portion 774 of engagement groove 772. As a result, as shown in Fig. 52(a), movable base 741 abuts against holder unit 750 from above, and the extension of the operation stroke of operation button 721 is released.

[0380] In this embodiment, the rotation of the rotor 752 (stepping motor 753) is stopped by pulse control just before the protruding pin 747 abuts against the lower end 774 of the engagement groove 772, thereby avoiding collision between the protruding pin 747 and the lower end 774. However, it is also possible to configure the rotation of the rotor 752 (stepping motor 753) to be stopped when the protruding pin 747 abuts against the lower end 774.

[0381] After the protruding pin 747 reaches the lower end 774, the supply of current to the stepping motor 753 is stopped. In other words, no holding torque for maintaining the rotational position is generated in the stepping motor 753. This configuration makes it possible to minimize the increase in power consumption due to the multi-functionality of the effect button device 40.

[0382] Next, the relationship between each form of the effect button device 40 and the operation stroke will be further explained with reference to Figures 54 to 56. Figure 54 is a schematic diagram showing the effect button device 40 in the first form, Figure 55 is a schematic diagram showing the effect button device 40 in the second form, and Figure 57 is a schematic diagram showing the effect button device 40 in the third form.

[0383] 54, in the first form in which the operation stroke of the effect button device 40 is not enlarged, the operation stroke S1 is the same as the gap Sa between the housing 726 (bottom surface 736) of the operation button 721 and the base plate 742 of the movable base 741. In contrast, in the second form in which the operation stroke of the effect button device 40 is enlarged to its maximum as shown in Fig. 55, the operation stroke S2 ​​is the same as the sum of the gap Sa between the housing 726 (bottom surface 736) of the operation button 721 and the base plate 742 of the movable base 741 and the gap Sb between the base plate 742 of the movable base 741 and the holder main body 751 (bottom surface 761) of the holder unit 750. As shown in Figure 56, even in the third form in which the operating stroke of the performance button device 40 is enlarged to about half of that in the second form, the operating stroke S3 is the same as the sum of the gap Sa between the housing 726 (bottom surface 736) of the operating button 721 and the base plate 742 of the movable base 741 and the gap Sb between the base plate 742 of the movable base 741 and the holder main body 751 (bottom 761) of the holder unit 750.

[0384] That is, the first to third forms are common in that the operation stroke includes the gap Sa, and the difference in size of the gap Sb is directly the difference in operation stroke.

[0385] Here, the movement of the effect button device 40 when a pressing operation is performed will be described with reference to Figures 57 and 58. Note that, since the movement during operation is similar for the second form and the third form, the movement of the effect button device 40 when in the second form will be described, and the description of the movement when in the third form will be omitted.

[0386] As shown in Figure 57(a), when a pressing operation (push-down operation) is performed while the effect button device 40 is in the first form, the operation compresses the coil spring 745 (see Figure 42, etc.), allowing the operation button 721 to move (drop) in the same direction as the central axis CLX. In the first form, the operation stroke is not extended, and the movable base 741 abuts against the holder body 751 of the holder unit 750 from above. For this reason, as shown in Figures 57(a) to 57(b), the operation button 721 (housing 726) abuts against the movable base 741 from above, preventing further displacement.

[0387] As shown in FIG. 58(a), when a pressing operation (push-down operation) is performed while the effect button device 40 is in the second form, the operation compresses the coil spring 745, thereby allowing the operation button 721 to be displaced (lowered) in the same direction as the central axis CLX. In the second form, the operation stroke is enlarged, and the movable base 741 is spaced upward relative to the holder body 751 of the holder unit 750. The holding torque of the movable base 741 (operation block 701) by the stepping motor 753 is greater than the biasing force of the coil spring 745 (see FIG. 49, etc.). Therefore, at the beginning of the pressing operation, the coil spring 745 is compressed, displacing the operation button 721 toward the movable base 741, and displacement of the movable base 741 toward the holder unit 750 is substantially prevented. 58(b) to 58(c), after operation button 721 abuts against movable base 741 from above, as the pressing operation continues, the operation button 721 and movable base 741 become one unit (button unit 720) while maintaining that abutting state, and are displaced toward holder unit 750. Then, movable base 741 abuts against holder main body 751 of holder unit 750 from above, preventing further displacement.

[0388] As already explained, the displacement direction (operation direction) when the operation button 721 descends toward the movable base 741 is the same as the displacement direction (operation direction) when the operation button 721 descends together with the movable base 741 toward the holder unit 750, thereby avoiding changes in the trajectory during the stroke.

[0389] As already explained, the game effects executed in this pachinko machine 10 include operation-responsive effects that utilize the effect button device 40. The operation-responsive effects are configured to occur in various situations during play, and in this embodiment, a first special effect is provided as one of these operation-responsive effects. Below, the first special effect will be explained with reference to Figure 59. Figure 59(a) is a schematic diagram showing the types of first special effects, and Figure 59(b) is a schematic diagram showing the patterns of the first special effects.

[0390] (1st special performance) As shown in Figure 59(a), the first special effect is configured to be executed in some of the game times corresponding to the Super Reach. The Super Reach includes Super Reach A not compatible with the first special effect, Super Reach B not compatible with the first special effect, Super Reach C not compatible with the first special effect, Super Reach A compatible with the first special effect, Super Reach B compatible with the first special effect, and Super Reach C compatible with the first special effect, and the expected probability of transitioning to the special game state (expected probability of winning) when each Super Reach occurs is set to increase in the following order: Super Reach A not compatible with the first special effect < Super Reach B not compatible with the first special effect < Super Reach C not compatible with the first special effect < Super Reach A compatible with the first special effect < Super Reach B compatible with the first special effect < Super Reach C compatible with the first special effect.

[0391] As shown in Figure 59(b), for Super Reach A to C, the presentation parts (reach display to confirmed display) after transition to reach display are broadly divided into Part 1 to Part 3. In Part 1, which constitutes the early part of the reach display, a branching presentation to Super Reach A to C is executed, in Part 2, which constitutes the middle part of the reach display, a chance-up presentation in which the display mode of the character is changed is executed, and in Part 3, which constitutes the final part of the reach display, a chance-up presentation that is a cut-in display (interrupt display) is executed.

[0392] More specifically, in the branching effect executed in the first part, the characters corresponding to Super Reach A to C are displayed alternately on the display screen 253a, and the Super Reach that will be the development destination is clearly indicated by one of the characters being displayed stationary in the center of the display screen 253a. As already explained, the expectation of transition to the special game state is set to increase in the order of Super Reach A < Super Reach B < Super Reach C, so that it is possible to encourage a player who is hoping for a transition to the special game state to pay attention to the development destination.

[0393] In the chance-up effect executed in the second part, an effect is added to the character displayed in the center of the display screen 253a, and the color of this effect indicates the likelihood of transitioning to the special game state. Three effect colors are provided: white, blue, and red, and the likelihood of transitioning to the special game state increases in the order white < blue < red. Note that in the second part, an effect may or may not be added, but when the first special effect occurs, the addition of an effect is confirmed.

[0394] The chance-up effect executed in the third part is an effect in which a cut-in image for chance-up is displayed on the display screen 253a so as to cover the symbols and characters displayed on the display screen 253a, and the size of the cut-in image indicates the likelihood of transitioning to a special game state. Three sizes of cut-in images are provided: small, medium, and large, and the likelihood of transitioning to a special game state increases in the order of small < medium < large. Note that in the third part, a cut-in image may or may not be displayed, but when the first special effect occurs, the display of a cut-in image is confirmed.

[0395] When the first special effect is executed, the player is prompted to operate the effect button device 40 in at least one of the first to third parts. If the player operates the effect button device 40 in accordance with this prompt, the effect in each part will progress based on that operation.

[0396] In more detail, when the effect button device 40 is operated in accordance with the operation suggestion in the first part, the super reach that will be the development destination is displayed in accordance with the operation. Specifically, the character corresponding to the development destination is displayed stationary in the center of the display screen 253a at the timing of the operation, and the above-mentioned replacement display ends. When the effect button device 40 is operated in accordance with the operation suggestion in the second part, an effect is added to the character displayed on the display screen 253a in accordance with the operation. Specifically, an effect of a color corresponding to the current first special effect is added at the timing of the operation. When the effect button device 40 is operated in accordance with the operation suggestion in the third part, a cut-in image is displayed on the display screen 253a. Specifically, a cut-in image of a size corresponding to the current first special effect is displayed at the timing of the operation.

[0397] Note that if an operation is suggested in the first part but the effect button device 40 is not operated during the valid operation period, the destination of the development will be clearly displayed at the end of the first part. In other words, only the timing at which the destination of the development is clearly displayed differs depending on whether or not the effect button device 40 is operated. In contrast, if an operation is suggested in the second part but the effect button device 40 is not operated during the valid operation period, the effect display in the second part will be canceled. Furthermore, if an operation is suggested in the third part but the effect button device 40 is not operated during the valid operation period, the cut-in display in the third part will be canceled.

[0398] Here, referring to the flowchart of Figure 60, we will explain the setting process for the first special effect that is executed as part of regular processing (for example, effect setting process in processing for starting fluctuations) by MPU 912 of the notification / effect control device 143.

[0399] (Setting process for the first special effect) In the setting process for the first special effect, first, in step S1601, it is determined whether the current gaming state is a normal gaming state compatible with the high frequency support mode, specifically, either the second normal gaming state or the third normal gaming state. If the determination in step S1601 is negative, this setting process ends. If the determination in step S1601 is positive, the process proceeds to step S1602.

[0400] In step S1602, it is determined whether the game to be played this time is a game that corresponds to a super reach. If the game to be played this time is not a game that corresponds to a super reach, this setting process is terminated. If the game to be played this time is a game that corresponds to a super reach, an affirmative determination is made in step S1602 and the process proceeds to step S1603.

[0401] In step S1603, a lottery process for the first special effect is executed. In this lottery process, whether or not to perform the first special effect is determined depending on the result of the win / loss lottery. If the result of the win / loss lottery is a judgment result corresponding to a transition to the special game state (a jackpot result), a difference is set so that the probability of winning is higher than if the result is a judgment result not corresponding to a transition to the special game state (a loss result).

[0402] If the lottery process in step S1603 results in a non-winning result, a negative judgment is made in step S1604 and this setting process is terminated. If the lottery process in step S1603 results in a winning result, an affirmative judgment is made in step S1604 and the process proceeds to step S1605. In step S1605, a process for determining the effect pattern of the first special effect is executed, and in the following step S1606, a first special effect setting process is executed based on the effect pattern determined in step S1605, and then this setting process for the first special effect is terminated.

[0403] In the first special effect shown in this embodiment, the expectation of transition to the special game state differs depending on the timing of the operation suggestion after transition to the reach display, more specifically, after switching to the second form of the effect button device 40. Below, the types of first special effects and their allocation will be explained with reference to Figures 61 to 63. Figure 61 is a schematic diagram showing the relationship between Super Reach A to C and the types of first special effects, Figure 62 is a schematic diagram showing an allocation table for Super Reach A to B, and Figure 63 is a schematic diagram showing an allocation table for Super Reach C.

[0404] As shown in Figure 61, the first special effects are broadly divided into first special effect A, in which an operation suggestion is made in the first part, first special effect B, in which an operation suggestion is made in the second part, first special effect C, in which an operation suggestion is made in the third part, first special effect D, in which an operation suggestion is made in both the first and third parts, first special effect E, in which an operation suggestion is made in both the second and third parts, and first special effect F, in which an operation suggestion is made in the special game state (more specifically, the seventh round) that is entered immediately after the game round when the game round ends without an operation suggestion being made in any of the first to third parts.

[0405] (Super Reach A) Specifically, as shown in Figure 61(a), in the case of Super Reach A corresponding to the first special effect A, the operation suggestion starts 17 seconds after the start of the game (during the first part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or 21 seconds have passed since the start of the game (during the first part).

[0406] In the case of Super Reach A corresponding to the first special effect B, the operation suggestion begins 24 seconds after the start of the game (during the second part), and the operation suggestion ends when the effect button device 40 is operated or 28 seconds after the start of the game (during the second part).

[0407] In the case of Super Reach A, which corresponds to the first special effect C, the operation suggestion begins 31 seconds after the start of the game (during the third part), and the operation suggestion ends when the effect button device 40 is operated or 35 seconds have passed since the start of the game (during the third part).

[0408] In the case of Super Reach A corresponding to the first special effect D, the operation suggestion starts 17 seconds after the start of the game (during the first part), and ends when the effect button device 40 is operated or when 21 seconds have passed since the start of the game (during the first part). After that, the operation suggestion starts again 31 seconds after the start of the game (during the third part), and ends when the effect button device 40 is operated or when 35 seconds have passed since the start of the game (during the third part).

[0409] In the case of Super Reach A corresponding to the first special effect E, the operation suggestion starts 24 seconds after the start of the game (during the second part), and ends when the effect button device 40 is operated or when 28 seconds have passed since the start of the game (during the second part). After that, the operation suggestion starts 31 seconds after the start of the game (during the third part), and ends when the effect button device 40 is operated or when 35 seconds have passed since the start of the game (during the third part).

[0410] In the case of Super Reach A corresponding to the first special effect F, the game round ends without any operation suggestion being given during the game round, and the operation suggestion begins at the start of a specified round (specifically, the 7th round) in the special game state entered after the end of the game round, and the operation suggestion ends when the effect button device 40 is operated or 5 seconds have passed since the start of the 7th round.

[0411] (Super Reach B) As shown in Figure 61(b), in the case of Super Reach B corresponding to the first special effect A, the operation suggestion begins 17 seconds after the start of the game (during the first part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or 21 seconds have passed since the start of the game (during the first part).

[0412] In the case of Super Reach B, which corresponds to the first special effect B, the operation suggestion begins 24 seconds after the start of the game (during the second part), and the operation suggestion ends when the effect button device 40 is operated or 28 seconds after the start of the game (during the second part).

[0413] In the case of Super Reach B, which corresponds to the first special effect C, the operation suggestion begins 32 seconds after the start of the game (during the third part), and the operation suggestion ends when the effect button device 40 is operated or 36 seconds have passed since the start of the game (during the third part).

[0414] In the case of Super Reach B corresponding to the first special effect D, the operation suggestion starts 17 seconds after the start of the game (during the first part), and ends when the effect button device 40 is operated or when 21 seconds have passed since the start of the game (during the first part). After that, the operation suggestion starts 32 seconds after the start of the game (during the third part), and ends when the effect button device 40 is operated or when 36 seconds have passed since the start of the game (during the third part).

[0415] In the case of Super Reach B corresponding to the first special effect E, the operation suggestion starts 24 seconds after the start of the game (during the second part), and ends when the effect button device 40 is operated or when 28 seconds have passed since the start of the game (during the second part). After that, the operation suggestion starts 32 seconds after the start of the game (during the third part), and ends when the effect button device 40 is operated or when 36 seconds have passed since the start of the game (during the third part).

[0416] In the case of Super Reach B corresponding to the first special effect F, the game round ends without any operation suggestion being given during the game round, and the operation suggestion begins at the start of a specified round (specifically, the 7th round) in the special game state entered after the end of the game round, and the operation suggestion ends when the effect button device 40 is operated or 5 seconds have passed since the start of the 7th round.

[0417] (Super Reach C) As shown in Figure 61 (c), in the case of Super Reach C corresponding to the first special effect B, the operation suggestion begins 24 seconds after the start of the game (during the second part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or 28 seconds have passed since the start of the game (during the second part).

[0418] In the case of Super Reach C, which corresponds to the first special effect C, the operation suggestion begins 33 seconds after the start of the game (during the third part), and the operation suggestion ends when the effect button device 40 is operated or 37 seconds after the start of the game (during the third part).

[0419] In the case of Super Reach C corresponding to the first special effect E, the operation suggestion starts 24 seconds after the start of the game (during the first part), and ends when the effect button device 40 is operated or when 28 seconds have passed since the start of the game (during the first part). After that, the operation suggestion starts 33 seconds after the start of the game (during the third part), and ends when the effect button device 40 is operated or when 37 seconds have passed since the start of the game (during the third part).

[0420] In the case of Super Reach C corresponding to the first special effect F, the game round ends without any operation suggestion being given during the game round, and the operation suggestion begins at the start of a specified round (seventh round) in the special game state entered after the end of the game round, and the operation suggestion ends when the effect button device 40 is operated or 5 seconds have passed since the start of the seventh round.

[0421] In addition, unlike Super Reach A and Super Reach B, Super Reach C is not compatible with the first special effect A and the first special effect D (they do not occur).

[0422] Next, the relationship between the game result and the allocation of the first special effects A to F will be explained with reference to Figures 62 and 63. In Figures 62 and 63, when the effect button device 40 is operated based on the operation suggestion, the effect button device 40 is switched from the second form to the first form with a circle, and when the effect button device 40 is operated based on the operation suggestion, the effect button device 40 is maintained in the second form with a triangle.

[0423] (For Super Reach A and Super Reach B) When it is determined that the first special effect will be executed for a game in which Super Reach A to B corresponding to a miss result is executed, 50% of the time it will be the first special effect A, 30% will be the first special effect B, and 20% will be the first special effect C, as shown in Figure 62. When it is determined that the first special effect will be executed for a game in which Super Reach A to B corresponding to a normal jackpot result is executed, 10% of the time it will be the first special effect A, 15% will be the first special effect B, 60% will be the first special effect C, 5% will be the first special effect D, and 10% will be the first special effect E. When it is determined that the first special effect will be executed for a game in which Super Reach A to B corresponding to a probability jackpot result is executed, 10% of the time it will be the first special effect A, 15% will be the first special effect B, 55% will be the first special effect C, 5% will be the first special effect D, 10% will be the first special effect E, and 5% will be the first special effect F.

[0424] (Super Reach C) In contrast, when it is determined that the first special effect will be executed for a game in which a Super Reach C corresponding to a miss result is executed, 50% of the time will be the first special effect A, 30% will be the first special effect B, and 20% will be the first special effect C, as shown in Figure 63. When it is determined that the first special effect will be executed for a game in which a Super Reach C corresponding to a normal jackpot result is executed, 15% of the time will be the first special effect B, 70% will be the first special effect C, and 15% will be the first special effect E. When it is determined that the first special effect will be executed for a game in which a Super Reach C corresponding to a probability jackpot result is executed, 15% of the time will be the first special effect B, 60% will be the first special effect C, 15% will be the first special effect E, and 10% will be the first special effect F.

[0425] In other words, when Super Reach A to C are executed, the expected probability of transitioning to the special game state increases in the order of first special effect A < first special effect B < first special effect C, and for first special effects D to F, transition to the special game state is confirmed, and for first special effect F, it is confirmed that the game state after the special game state ends will be the third normal game state.

[0426] Next, with reference to the flowchart in FIG. 64, the first special effect processing executed as part of the regular processing by the MPU 912 of the notification / effect control device 143 will be described.

[0427] (First special effect processing) In the first special effect processing, first, in step S1701, it is determined whether or not the current game round is a game round compatible with the first special effect. If it is a game round compatible with the first special effect, an affirmative determination is made in step S1701 and the process proceeds to step S1702. In step S1702, it is determined whether or not the effect button device 40 has been switched to the second form. If it has not been switched to the second form, the process proceeds to step S1703. In step S1703, it is determined whether or not it is the timing to transition to a reach display. If an affirmative determination is made in step S1703, a switching process is executed to switch the effect button device 40 from the first form to the second form, and the first special effect processing ends.

[0428] Returning to the explanation of step S1703, if a negative determination is made in step S1703, i.e., if it is determined that it is not the time to transition to the reach display, the process proceeds to step S1705. In step S1705, it is determined whether the current game turn corresponds to a return to the second form. Specifically, it is determined whether the game turn corresponds to either the first special effect D or the first special effect E described above. If a negative determination is made in step S1705, the process proceeds to step S1706. In step S1706, it is determined whether it is the time to return to the second form. If a negative determination is made in step S1706, the process proceeds to step S1707. In step S1707, a return process is executed to return the effect button device 40 to the second form, and then the process for the first special effect is terminated.

[0429] Returning to the explanation of step S1702, if a positive determination is made in step S1702, the process proceeds to step S1708. In step S1708, it is determined whether or not the operation is valid during a valid operation period in which operation of the effect button device 40 is validly accepted. Specifically, it is determined whether or not an operation validation flag, which will be described later, is stored in the various flags storage area 933 of the RAM 914.

[0430] If a negative determination is made in step S1708, the process proceeds to step S1709. In step S1709, it is determined whether it is time to start suggesting operation of the effect button device 40. If a negative determination is made in step S1709, the first special effect processing is terminated. If a positive determination is made in step S1709, the process proceeds to step S1710.

[0431] In step S1710, a process is performed to set the valid operation period during which operation of the effect button device 40 is validly accepted. Specifically, a predetermined value is set in a valid operation period counter provided in the various counter area 932 of the RAM 914. The value of this valid operation period count is subtracted each time a periodic process (for example, the first special effect process) is executed by the MPU 912. Thereafter, operation of the effect button device 40 is validly accepted until the valid operation period has elapsed (until the value of the valid operation period counter becomes "0"). Also, in step S1710, an operation enable flag is set in the various flag storage area 933 of the RAM 914.

[0432] After executing the operation suggestion start process in the following step S1711, the first special effect process is terminated. In the operation suggestion start process, the speaker unit 27 is controlled to output a message prompting an operation (for example, a voice such as "Press the button") from the speaker unit 27, and an operation suggestion start command is output to the display control device 142. Based on receiving the operation suggestion start command, the MPU 952 of the display control device 142 controls the pattern display device 253 to display the operation suggestion message "Press the button", a picture imitating a button, and an indicator showing the remaining valid period on the display screen 253a of the pattern display device 253.

[0433] Returning to the explanation of step S1708, if a positive determination is made in step S1708, that is, if the valid operation period is in progress (if the operation validation flag is stored in RAM 914), the process proceeds to step S1712. In step S1712, it is determined whether the valid operation period has elapsed. Specifically, it is determined whether the value of the valid operation period counter in RAM 914 is "0".

[0434] If a negative determination is made in step S1712, the process proceeds to step S1713. In step S1713, it is determined whether or not the effect button device 40 has been operated based on the detection information from the detection sensor 791. If no operation has been performed, a negative determination is made in step S1713, and the first special effect processing is terminated. If an operation has been performed, an affirmative determination is made in step S1713, and the process proceeds to step S1714.

[0435] In step S1714, an operation acceptance notification process and an operation suggestion termination process are executed. In the operation acceptance notification process, the speaker unit 27 is controlled to output a sound effect from the speaker unit 27 indicating that the operation has been validly accepted. In the operation suggestion termination process, an operation suggestion termination command is output to the display control device 142. Based on the reception of the operation suggestion termination command, the MPU 952 of the display control device 142 controls the symbol display device 253 to terminate the display of the operation suggestion message, the button-like symbol, and the indicator indicating the remaining valid period.

[0436] In the next step S1715, an operation-responsive effect execution process is performed. As a result, when the effect button device 40 is operated in accordance with the operation suggestion in the first part, a character corresponding to the development destination is displayed stationary in the center of the display screen 253a. When the effect button device 40 is operated in accordance with the operation suggestion in the second part, an effect of a color corresponding to the current first special effect is added. When the effect button device 40 is operated in accordance with the operation suggestion in the third part, a cut-in image of a size corresponding to the current first special effect is displayed. Sound effects and background music corresponding to these various effects are output from the speaker unit 27.

[0437] In the next step S1716, a delayed switching process is executed. The delayed switching process is a process for controlling the driving of the stepping motor 753 to maintain the effect button device 40 in the first form. Specifically, if the depression amount during operation is insufficient, the stepping motor 753 is driven to compensate for this and assist in returning to the first form, but this operation is delayed until it is confirmed that the player's hand has been released from the effect button device 40 based on detection information from the detection sensor 791. Note that if the player continues to press the effect button device 40 after the initial valid period has elapsed, switching to the first form is executed when the valid period has elapsed.

[0438] After the delay switching process is executed in step S1716, the process proceeds to step S1717, where the operation enable flag stored in the various flag storage area 933 is erased, and the first special effect process is terminated.

[0439] Returning to the explanation of step S1712, if a positive determination is made in step S1712, that is, if the operation valid period has elapsed without the effect button device 40 being operated, the process proceeds to step S1718, where operation suggestion end processing is executed. In the operation suggestion end processing, an operation suggestion end command is output to the display control device 142. Based on the reception of the operation suggestion end command, the MPU 952 of the display control device 142 controls the pattern display device 253 to end the display of the operation suggestion message, the button-like pattern, and the indicator showing the remaining valid period.

[0440] In the following step S1719, a process for switching to the first form is executed. Specifically, the stepping motor 753 is driven and controlled to maintain the effect button device 40 in the first form. In other words, unlike when switching to the first form is triggered by an operation, the effect button device 40 is quickly switched to the first form if no operation is performed. Thereafter, in step S1717, the operation enable flag is cleared and the first special effect process is terminated.

[0441] Returning to the explanation of step S1701, if a negative judgment is made in step S1701, i.e., if the game is not a round compatible with the first special effect, the process proceeds to step S1720. In step S1720, it is determined whether or not the game is in a special game state compatible with the first special effect. If a negative judgment is made in step S1720, the process for the first special effect ends immediately. If a positive judgment is made in step S1720, the process proceeds to step S1721. In step S1721, it is determined whether or not it is time to start the seventh round. If a positive judgment is made in step S1721, the process proceeds to step S1710.

[0442] In step S1710, a process for setting the operation valid period during which operation of the effect button device 40 is validly accepted is performed. As a result, operation of the effect button device 40 will be validly accepted thereafter until the operation valid period has elapsed. Also in step S1710, an operation enable flag is set in the various flag storage area 933 of the RAM 914. After an operation suggestion start process is executed in the following step S1711, the first special effect process is terminated. In the operation suggestion start process, the speaker unit 27 is controlled to output a message prompting an operation (for example, a voice such as "Press the button") from the speaker unit 27, and an operation suggestion start command is output to the display control device 142. Based on receiving the operation suggestion start command, the MPU 952 of the display control device 142 controls the pattern display device 253 to display the operation suggestion message "Press the button," a picture resembling a button, and an indicator indicating the remaining valid period on the display screen 253a of the pattern display device 253.

[0443] Returning to the explanation of step S1721, if a negative determination is made in step S1721, the process proceeds to step S1712. If a negative determination is made in step S1712, the processes of steps S1713 to S1717 are executed, and if a positive determination is made in step S1712, the processes of steps S1717 to S1719 are executed, and then the first special effect process is terminated.

[0444] Next, the flow of the first special effect will be explained in more detail with reference to Figures 65 and 66. Figure 65 is a timing chart showing the flow of the game when Super Reach A corresponding to the first special effect A is executed, and Figure 66 is a timing chart showing the flow of the game when Super Reach A corresponding to the first special effect C is executed.

[0445] (Super Reach A compatible with 1st Special Performance A) At the timing of ta1, the display of changing patterns begins on the operating port display section DL of the main display section D, and the display of changing patterns begins on the display screen 253a of the pattern display device 253. At the timing of ta2, the display mode of the patterns on the display screen 253a shifts to a reach display. This game round is a game round in which a super reach A corresponding to the first special effect A is executed, and at the timing of ta2, the first part corresponding to the branching effect suggesting the development destination begins. At this timing of ta2, the form of the effect button device 40 switches from the first form to the second form, and the operation stroke of the effect button device 40 is extended. However, at this point, no operation suggestion begins.

[0446] After the start of the first part, the display screen 253a displays a teasing display encouraging a transition to Super Reach, followed by the above-mentioned branching effect, specifically, the display of the characters corresponding to Super Reach A to C, which are swapped. At the timing of ta3, which is a predetermined waiting period after the start of this swapping display, the display screen 253a and the speaker unit 27 suggest an operation of the effect button device 40, and the operation of the effect button device 40 is validated. If the effect button device 40 is operated at the timing of ta4 while the operation suggestion is continuing, more specifically, at the timing of ta4 just before the operation suggestion and the operation validity period end, the operation causes the image of a fairy corresponding to Super Reach A to be displayed stationary on the display screen 253a. In other words, the development destination is clearly indicated based on the player's operation.

[0447] Then, at the timing of ta5, the first part transitions to the second part, and at the timing of ta6, the second part transitions to the third part. After that, the third part ends at the timing of ta7, and at the following timing of ta8, the game result of the game (for example, the result of a jackpot) is clearly indicated to the player by displaying a frozen symbol combination corresponding to the game result on the pay line of the display screen 253a, and also by displaying a frozen symbol corresponding to the game result on the operation port display unit DL.

[0448] In this embodiment, the later the timing at which the operation suggestion begins after the effect button device 40 switches to the second form, the higher the expectation of transition to the special game state. When an operation suggestion occurs in the first part, the expectation of transition to the special game state decreases compared to when the operation suggestion occurs in the second or third part. However, even when an operation suggestion occurs in the first part, it is difficult to distinguish between the first special effect A and the first special effect D by visual inspection or the like at the time of the operation suggestion, which can encourage the player to look forward to the first special effect D. This is preferable in order to avoid the execution of an operation suggestion in the first part being a factor that rapidly reduces attention to the game.

[0449] (Super Reach A compatible with 1st Special Effects C) At the timing of tb1, the display of changing patterns begins on the operating port display section DL of the main display section D, and the display of changing patterns begins on the display screen 253a of the pattern display device 253. At the timing of tb2, the display mode of the patterns on the display screen 253a shifts to a reach display. This game round is a game round in which a super reach A corresponding to the first special effect C is executed, and at the timing of tb2, the first part corresponding to the branching effect suggesting the development destination begins. At the timing of this tb2, the form of the effect button device 40 switches from the first form to the second form, and the operation stroke of the effect button device 40 is extended. However, at this point, no operation suggestion begins.

[0450] After the start of the first part, the display screen 253a displays a teasing display encouraging a transition to Super Reach, followed by the above-mentioned branching effect, specifically, the display of the characters corresponding to Super Reach A to C. Unlike the example in Figure 65, in the first part, no operation suggestion is started, and the image of a fairy corresponding to Super Reach A is displayed stationary on the display screen 253a, clearly indicating to the player the direction of development.

[0451] At timing tb4, the first part transitions to the second part, and then at timing tb5, the second part transitions to the third part. In the second part, no operation suggestion of the effect button device 40 is made, and the operation suggestion is carried over to the third part and thereafter.

[0452] At the timing of tb6 after the start of the third part, the display screen 253a and the speaker unit 27 execute an operation suggestion for the effect button device 40, and the operation of the effect button device 40 is validated. If the effect button device 40 is operated at the timing of tb7 while the operation suggestion is continuing, more specifically, at the timing of tb7 just before the operation suggestion and the valid operation period end, a cut-in image for increasing the chance is displayed on the display screen 253a by the operation, so as to cover the patterns and characters displayed on the display screen 253a.

[0453] After that, the third part ends at the timing of tb8, and at the following timing of tb9, the game result of that game (for example, the result of a jackpot) is displayed in a frozen state on the active line of the display screen 253a, corresponding to the game result, and the picture corresponding to the game result is displayed in a frozen state on the operation port display section DL, in order to clearly show the game result to the player.

[0454] As described above, in this embodiment, the later the timing at which the operation suggestion starts after the effect button device 40 switches to the second form, the higher the expectation of transition to the special game state, and if no operation suggestion occurs in the first and second parts, it is determined that the operation suggestion will occur in the third part or later. With this configuration, the period during which the second form is maintained is extended, thereby publicly increasing the attention to the game.

[0455] According to the first embodiment described above in detail, the following excellent effects can be expected.

[0456] By configuring the effect button device 40 to switch between the first and second forms, the impact of the effect button device 40 can be enhanced, drawing attention to the effect button device 40 itself. When the effect button device 40 switches to the second form, a predetermined waiting period has elapsed since the switch to the second form, suggesting operation of the effect button device 40 (the operation button 721). Multiple periods of varying lengths are provided as the predetermined waiting period, and the period during which the effect button device 40 remains in the second form varies based on the results of the jackpot lottery. This configuration can draw the player's attention not only to the form change but also to the length of time the effect button device 40 remains in the second form. This is advantageous for preventing monotony in the game and increasing attention to the game. In particular, players hoping to transition to a special game state can be made to hope that the period during which the effect button device remains in the second form will be as long as possible (i.e., the second period will be reached). This configuration is advantageous for increasing attention to the switch to the second form.

[0457] If the effect button device 40 is configured to switch to the second form with the transition to the reach display, and operation suggestions are generated in the first, second, and third parts after the transition to the reach display, the player can estimate the period during which the second form is maintained from the progress of the display effect without having to measure it, etc. By clarifying the difference in the above-mentioned predetermined waiting periods in this way, the above-mentioned effect of increasing attention can be preferably exerted.

[0458] The sudden switching of the effect button device 40 to the first form while waiting for an operation suggestion can be a source of confusion for the player. Therefore, as shown in this embodiment, when the effect button device 40 switches to the second form, it is configured to remain in the second form until the predetermined waiting period has elapsed, thereby suitably suppressing the occurrence of the above-mentioned inconvenience.

[0459] As described above, if the operation stroke is configured to be larger in the second form than in the first form, the operation can be prevented from becoming complicated by changing to the second form, while making the effect button device 40 more noticeable when executing the first special effect.

[0460] In the first embodiment, the difference in time between the timing at which the operation suggestion for the first special effect is made in the first part and the timing at which the operation suggestion for the first special effect is made in the second part is configured to be greater than the period from the timing at which the switch to the second form (the timing at which the game transitions to the reach display) to the occurrence of the operation suggestion for the first special effect in the first part, and the difference in time between the timing at which the operation suggestion for the first special effect is made in the second part and the timing at which the operation suggestion for the first special effect is made in the third part is configured to be greater than the period from the timing at which the switch to the second form (the timing at which the game transitions to the reach display) to the occurrence of the operation suggestion for the first special effect in the first part. This configuration prevents the difference in the predetermined waiting period from being lost in the flow of the game, making it difficult to understand.

[0461] <Variation 1> In the first embodiment described above, the first special effect is divided into a plurality of parts (first part to third part), and an example is given of a configuration in which an operation suggestion for effect button device 40 in the second form can occur in each part, but the present invention is not limited to this. It is sufficient if a plurality of first special effects (first special effect A to first special effect F) are provided that have different waiting periods from when switching to the second form is completed until the operation suggestion occurs, and it is optional whether or not to provide a correlation between the timing of occurrence of the operation suggestion and each of the above parts.

[0462] <Variation 2> In the first embodiment, the difference between the timing at which the operation suggestion occurs when the first special effect A is executed and the timing at which the operation suggestion occurs when the first special effect B is executed is set to 7 seconds, and the difference between the timing at which the operation suggestion occurs when the first special effect B is executed and the timing at which the operation suggestion occurs when the first special effect C is executed is set to 7 seconds, but the difference in timing is arbitrary. However, in order to prevent confusion over the timing of the operation suggestion, it is preferable to make the difference in timing at which the operation suggestion occurs longer than the period from when the effect button device 40 switches to the second form to the timing at which the first operation suggestion can occur.

[0463] <Variation 3> In the first embodiment, the timing of the transition to the reach display and the timing of the transition to the second form are aligned, but this is not necessarily limited to this, and the timing of the transition to the second form is arbitrary. For example, it is possible to transition to the second form before the transition to the reach display (for example, a configuration in which the transition to the second form occurs at the start of the corresponding game round), or it is possible to transition to the second form after the transition to the reach display.

[0464] <Variation 4> In the first embodiment described above, a correlation is provided between the timing of the transition to the reach display and the timing of switching to the second form, thereby preventing a player who is gazing at the pattern display device 253 from missing the timing when the switch to the second form occurs. However, instead of or in addition to this, it is also possible to configure the pattern display device 253 or speaker unit 27 to suggest or clearly indicate the switch to the second form when the effect button device 40 switches to the second form.

[0465] For example, it is possible to display a message or image such as text indicating that the effect button device 40 will transform on the display screen 253a of the pattern display device 253, or to output a message or sound effect indicating that the effect button device 40 will transform from the speaker unit 27.

[0466] <Variation 5> In a game in which the first special effect is executed, the effect button device 40 may be configured to indicate to the player the period during which the second form is maintained. For example, when the second form is switched to, an effect may be added to the outer periphery of the display screen 253a, and the effect may change depending on the period during which the second form is maintained. For example, the effect may be configured to increase by one level when the first part (beginning) transitions to the second part (middle), and to increase by another level when the second part (middle) transitions to the third part (end). In such a configuration, the effect display may be terminated when the effect button device 40 switches to the first form.

[0467] <Variation 6> In the first embodiment, the counting of the period until the operation suggestion is executed is started when the effect button device 40 is switched to the second form, but this is not limited to this. It is sufficient if there are multiple periods from the switching to the second form to the execution of the operation suggestion in the first special effect, and it is also possible to configure the counting of the period until the execution of the operation suggestion from the start timing of the game round.

[0468] <Variation 7> In the first embodiment described above, the configuration is such that the operation is monitored based on information from the detection sensor 791, and the position of the button unit 720 (operation button 721) in the stroke direction is monitored based on information from the rotary encoder 792. However, it is also possible to omit the detection sensor 791 by configuring the rotary encoder 792 to also perform the function of the detection sensor 791. In other words, this does not deny the possibility of configuring the operation to be monitored based on information from the rotary encoder 792. In such a configuration, it is preferable that the rotation angle of the rotor 752 changes in accordance with the displacement of the operation button 721, even when the operation button 721 is displaced from the standby position to the operating position.

[0469] <Variation 8> In the first embodiment, the height position of the operation detection that triggers the start of the operation-responsive performance is configured to change in accordance with the change in the operation stroke, but this is not limited to this. It is also possible to configure the height position of the operation detection not to change even when the operation stroke changes. In other words, it is also possible to configure the stroke for moving to the detection position that triggers the start of the operation-responsive performance to change.

[0470] <Variation 9> In the first embodiment, when the effect button device 40 is in the second form and the amount of protrusion of the operation button 721 from the top surface 28a of the upper bulge 28 changes, the operation button 721 is maintained at the maximum protruding position by the holding torque of the stepping motor 753, but this is not limiting. It is also possible to maintain the operation button 721 at the maximum protruding position by the biasing force of a biasing member such as a spring.

[0471] <Modification 10> In a game in which the first special effect is executed, the time period that has elapsed since the effect button device 40 was switched to the second mode ma...

Claims

[Claim 1] An operating means operable by a player; an operation-responsive performance execution means for executing an operation-responsive performance based on an operation of the operation means during a predetermined effective period; A gaming machine comprising: The operation means is configured so that a predetermined portion of the operation means can be displaced by an operation by a player, the predetermined portion has a plurality of positions, including a first position and a second position different from the first position, as positions to which the predetermined portion can be displaced by an operation by a player; The operation-responsive performance execution means a first means for executing a first effect as the operation corresponding effect when the predetermined portion of the operation means is displaced to the first position by an operation of a player; a second means for executing a second performance, which is different from the first performance, as the operation corresponding performance when the predetermined portion of the operation means is displaced to the second position by an operation of a player; Equipped with The gaming machine is configured to be capable of setting a state in which the second performance is not executed when the predetermined part of the operation means is displaced in a direction opposite to the displacement to the second position during the predetermined effective period after the predetermined part of the operation means is displaced to the second position and the second performance is executed, A gaming machine characterized in that the second position is a position lower than the first position.