Game machine

By incorporating a transparent game board with a decorative sheet and irradiation plate in pachinko machines, the attention of players is significantly increased, leading to a more engaging gaming experience.

JP2025062033AInactive Publication Date: 2025-04-11SANYO BUSSAN KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2025016048
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-03
Publication Date
2025-04-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, struggle to maintain high levels of attention from players, indicating a need for enhanced engagement mechanisms.

Method used

The implementation of a transparent game board with a presentation means positioned behind the gaming machine, featuring a decorative sheet and an irradiation plate to create visually appealing light patterns and designs that attract player attention.

Benefits of technology

This configuration effectively increases player attention by providing a dynamic and engaging visual experience, enhancing the overall gaming experience and encouraging longer play sessions.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025062033000001_ABST
    Figure 2025062033000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of suitably enhancing an attention degree to a game.SOLUTION: A Pachinko machine 10 comprises: a transparent board on whose front surface, there is formed a game region where game balls flow down, and which has transparency; a decorative sheet which is provided on a position overlapping with the transparent board in a cross direction and which can be viewed from a front side of the game machine through the transparent board; and a radiation plate which is provided on a rear side of the decorative sheet and can radiate the decorative sheet from a rear side. The decorative sheet has a function for changing so that, when light intensity from the radiation plate is in a first state, first decoration can be viewed, and when light intensity from the radiation plate is in a second state weaker than the first state, second decoration can be viewed.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] For example, some gaming machines, such as pachinko machines, have a gaming board with a gaming area formed on the front, and the game progresses as gaming balls flow down the gaming area (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2004-81853 A Summary of the Invention [Problem to be solved by the invention]

[0004] Here, in gaming machines, it is necessary to increase the attention to the game, and there is still room for improvement in this regard.

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

[0006] The present invention relates to A transparent game board having a game area formed on the front side through which game balls can flow; A presentation means is disposed at a position behind the gaming machine on the gaming board; The present invention is characterized in that it is provided with: Effect of the Invention

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

[0008] [Figure 1] FIG. 1 is a front view showing a pachinko machine. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Diagram 5] FIG. [Figure 6] FIG. [Figure 7] FIG. [Figure 8] 13(a1) and (a2) are cross-sectional views showing an outline of the decorative sheet and the irradiation plate, and (b1) and (b2) are explanatory diagrams explaining the outline of each pattern applied to the game board. [Figure 9] FIG. 2 is a cross-sectional view showing an outline of a decorative sheet and an irradiation plate. [Figure 10] FIG. 2 is a cross-sectional view showing an outline of the game board. [Figure 11] FIG. 13 is an explanatory diagram illustrating the direction of light irradiation from the game board. [Figure 12] FIG. 2 is a cross-sectional view showing an outline of the game board. [Figure 13] FIG. 2 is a cross-sectional view showing an outline of the game board. [Figure 14] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 15] 11 is an explanatory diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 16] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 17] FIG. 13 is an explanatory diagram for explaining a win / lose table. [Figure 18] FIG. 11 is an explanatory diagram for explaining a distribution table. [Figure 19] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 20]A flowchart showing the winning process for an operating port. [Figure 21] 13 is a flowchart showing an information acquisition process. [Figure 22] 13 is a flowchart showing a normal process. [Diagram 23] 13 is a flowchart showing a game play control process. [Figure 24] 13 is a flowchart showing a data setting process. [Diagram 25] 13 is a flowchart showing a fluctuation start process. [Figure 26] 13 is a flowchart showing a game state transition process. [Figure 27] FIG. 2 is a block diagram showing the electrical configuration for performing various effects. [Figure 28] 4 is a flowchart showing various performance processing in the MPU of the performance control device. [Figure 29] 13 is a flowchart showing a light emission control process. [Diagram 30] FIG. 11 is an explanatory diagram for explaining a light emission pattern table. [Diagram 31] 1 is an explanatory diagram showing the relationship between each illumination pattern on the game board and the visible symbols. FIG. [Diagram 32] In the second embodiment, (a) is a cross-sectional view showing an outline of a game board, (b) is a flowchart showing a process for producing a bonus item, and (c) is a front view showing an outline of the game board. [Diagram 33] FIG. 11 is a cross-sectional view showing an outline of a game board in a first modified example of the second embodiment. [Diagram 34] FIG. 11 is a cross-sectional view showing an outline of a game board in a second modified example of the second embodiment. [Diagram 35] In the third embodiment, (a) is a cross-sectional view showing an outline of a game board, and (b) is a front view showing an outline of the game board. [Diagram 36] FIG. 2 is a cross-sectional view showing an outline of the game board. [Figure 37] 13(a1) and (a2) are cross-sectional views showing an outline of the game board, and (b1) and (b2) are front views showing an outline of the game board. [Figure 38] 13 is a flowchart showing a confirmation process for reservation. [Figure 39] 13 is a flowchart showing a process of setting a reserved command. [Diagram 40] 13 is a flowchart showing a hold control process. [Diagram 41] 13 is a flowchart showing the hold notice processing. [Diagram 42] FIG. 11 is a schematic diagram showing a modified example of the third embodiment. [Diagram 43] FIG. 13 is a cross-sectional view showing an outline of a game board in a fourth embodiment. [Diagram 44] In a first modified example of the fourth embodiment, (a1) and (a2) are front views showing an outline of a game board, and (b) is a cross-sectional view showing an outline of the game board. [Diagram 45] FIG. 13 is a front view showing an outline of a game board in a second modified example of the fourth embodiment. [Figure 46] FIG. 13 is a front view showing an outline of a modified example of the game board. [Figure 47] FIG. 13 is an explanatory diagram illustrating the effects of a modified game board. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] <First embodiment> Hereinafter, an embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is one type of gaming machine, will be described in detail with reference to the drawings. Fig. 1 is a front view of a 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 game area of ​​the pachinko machine 10 for the sake of convenience.

[0010] As shown in Fig. 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be rotatable forward. The outer frame 11 is made of wooden boards or the like connected to its four sides, forming a rectangular frame. The pachinko machine 10 is installed in a gaming hall by attaching and fixing the outer frame 11 to an island facility.

[0011] The gaming machine body 12 includes an inner frame 13, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.

[0012] As shown in Fig. 2, the front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side as the base end and the right side as the tip end when viewed from the front. Also, as shown in Fig. 3, the back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side as the base end and the right side as the tip end when viewed from the front.

[0013] 3, the gaming machine body 12 is provided with a locking device 16 at its rotating tip, which has the function of locking the gaming machine body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each of these locked states is released by using an unlocking key to perform an unlocking operation on a cylinder lock 17 exposed at the front of the pachinko machine 10.

[0014] Next, the configuration of the front side of the gaming machine main body 12 will be described.

[0015] The inner frame 13 is mainly composed of a resin base 21 having an outer shape substantially identical to that of the outer frame 11. A substantially elliptical window hole 23 is formed in the center of the resin base 21. A game board 24 is removably attached to the resin base 21.

[0016] Here, the configuration of the game board 24 will be described with reference to Figures 4 to 7. In Figures 5 to 7, the game board 24 is shown in a state in which various accessories that are attached to the front side of the game board 24 have been removed.

[0017] As shown in Fig. 6 and Fig. 7, the game board 24 includes a transparent board 300 made of transparent resin, an irradiation plate 400 that irradiates the transparent board 300 with light for effect from behind, and a decorative sheet 350 that is disposed between the transparent board 300 and the irradiation plate 400 and has a decorative pattern (picture) or the like. In addition, behind the irradiation plate 400, a mounting base 450 is provided for mounting the decorative sheet 350 and the irradiation plate 400 to the transparent board 300. The transparent board 300, the decorative sheet 350, the irradiation plate 400, and the mounting base 450 are all substantially rectangular, and the mounting base 450 is assembled to the transparent board 300 with the decorative sheet 350 and the irradiation plate 400 sandwiched between them.

[0018] A play area PE is formed on the front surface of the transparent board 300, and the play area PE is exposed to the front surface side of the inner frame 13 through a window hole 23 of the resin base 21 (see Figs. 2 and 4).

[0019] The configuration of the transparent plate 300 will be described in detail with reference to FIGS.

[0020] An inner rail section 51 and an outer rail section 52 are attached to the front side of the transparent board 300, and these inner rail section 51 and outer rail section 52 form a guide rail, and game balls launched from the game ball launching mechanism 53 are guided to the upper part of the game area PE. The game ball launching mechanism 53 is attached below the window hole 23 in the resin base 21, and the game balls are launched by operating a launch handle 54 provided on the front door frame 14 (see FIG. 2).

[0021] The transparent board 300 is formed with a plurality of openings of various sizes penetrating in the front-rear direction by applying a router process. In addition, in the decorative sheet 350, openings penetrating in the front-rear direction are formed by die-cutting or the like at positions corresponding to the openings of the transparent board 300. Each of these openings is provided with a general winning opening 31, a variable winning device 32, an upper operating opening (first start ball entry section or non-priority start ball entry section) 33, a lower operating opening (second start ball entry section or priority start ball entry section) 34, a through gate 35, a variable display unit 36, a main display section 43, and a display section for a gambling device 44, etc.

[0022] Regarding each opening in detail, as shown in Figure 5, an opening 31a for a general winning opening is formed at a position corresponding to the general winning opening 31, an opening 32d for a variable winning device 32 is formed at a position corresponding to the variable winning device 32, an opening 33a for an operating opening is formed at a position corresponding to the upper and lower operating openings 33, 34, an opening 35a for a through gate is formed at a position corresponding to the through gate 35, and an opening 36a for a display is formed at a position corresponding to the variable display unit 36.

[0023] When balls enter the general winning opening 31, the variable winning device 32, the upper actuation opening 33, and the lower actuation opening 34, this is detected by a detection sensor (not shown) arranged on the back side of the transparent board 300 (the back side of the game board 24), and a predetermined number of prize balls are paid out based on the detection result. In this case, when a ball enters the general winning opening 31, 10 game balls are paid out, when a ball enters the variable winning device 32, 15 game balls are paid out, when a ball enters the upper actuation opening 33, 3 game balls are paid out, and when a ball enters the lower actuation opening 34, 4 game balls are paid out.

[0024] The number of game balls to be paid out is not limited to the above. However, in order to increase the advantage of the lower actuation port 34 over the upper actuation port 33, it is preferable to set the number of balls to be paid out for the lower actuation port 34 to be greater than the number of balls to be paid out for the upper actuation port 33. In addition, in order to increase the advantage of the variable winning device 32 over each actuation port 33, 34, it is preferable to set the number of balls to be paid out for the variable winning device 32 to be greater than the number of balls to be paid out for each actuation port 33, 34.

[0025] Additionally, an outlet 37 is provided at the bottom of the transparent board 300, and game balls that do not enter the various winning holes are discharged from the game area PE through the outlet 37. Also, a large number of nails 38 are planted on the transparent board 300 to appropriately distribute and adjust the falling direction of the game balls, and various components (gimmicks) such as windmills are also provided.

[0026] Here, the term "entering" means that the game ball passes through a predetermined opening, and includes not only the mode in which the game ball is discharged from the game area PE after passing through the opening, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening. However, in the following description, in order to clearly distinguish from the game ball entering the outlet 37, the game ball entering the variable winning device 32, the upper operating port 33, the lower operating port 34, or the through gate 35 is also referred to as "winning".

[0027] The upper operating port 33 and the lower operating port 34 are unitized as an operating port device and installed on the transparent panel 300. Both the upper operating port 33 and the lower operating port 34 are open upward. In addition, both operating ports 33, 34 are lined up in the vertical direction with the upper operating port 33 facing upward. The lower operating port 34 is provided with an electric accessory 34a serving as a guide piece consisting of a pair of left and right movable pieces.

[0028] The electric device 34a will be described. The electric device 34a can be switched between a closed state (non-support state or non-guide state) in which it is difficult for the game ball to enter the lower operating port 34, and an open state (support state or guide state) in which it is easier for the game ball to enter than in the closed state.

[0029] The operating port case constituting the upper operating port 33 protrudes forward and is generally trapezoidal when viewed from the front, with the upper side length being smaller than the lower side length. At this time, the upper side length of the operating port case (i.e., the left and right width of the upper operating port 33) is made slightly longer than the diameter of the game ball, and the lower side length is made longer than the distance between the left and right electric role devices 34a when the electric role devices 34a are in the closed state. In addition, the installation interval of both operating ports 33, 34 is adjusted so that the distance between the operating port case and the upper end of the electric role device 34a is slightly shorter than the diameter of the game ball when the electric role device 34a is in the closed state.

[0030] According to the above configuration, when the electric role 34a is closed, the game ball cannot enter the lower operating port 34, but when the electric role 34a is opened, the game ball can enter the lower operating port 34. In particular, when the electric role 34a is in the middle of moving from the closed state to the open state, the operating port case of the upper operating port 33 is approximately trapezoidal as described above, which becomes an obstacle, so that the game ball cannot enter the lower operating port 34 until the electric role 34a is fully opened, and the game ball can enter only when the electric role 34a is almost fully open. In other words, the game ball that falls from above hits the side of the operating port case and bounces outward, and does not enter the lower operating port 34 directly. As a result, when the electric role 34a is opened in a very short time, it is extremely difficult to enter the lower operating port 34, and it is easy to enter the lower operating port 34 only when the electric role 34a is kept open.

[0031] In addition to the configuration in which the operating port case of the upper operating port 33 is approximately trapezoidal as described above, the operating port case of the upper operating port 33 may be configured in two stages with a narrow upper section and a wide lower section, approximately U-shaped guide pieces may be provided on both the left and right sides of the upper operating port 33, or a blocking nail may be planted diagonally below the operating port case.

[0032] The variable winning device 32 is provided with a large winning opening 32a that leads to the back side of the transparent board 300 (the back side of the game board 24), and an opening / closing door 32b that opens and closes the large winning opening 32a. The opening / closing door 32b is normally in a closed state in which game balls cannot win or do not win easily, and is switched to a predetermined open state in which game balls can win easily when an internal lottery is selected to switch to an opening / closing execution mode (opening / closing execution state). Here, the opening / closing execution mode is a mode to which the game balls are switched when a large winning or a special losing winning is won. The opening / closing execution mode will be described in detail later. The opening / closing execution mode may be repeatedly opened up to a maximum of multiple rounds (for example, 15 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 balls (for example, 10 balls).

[0033] The main display section 43 and the accessory display section 44 are provided on a decorative member 39 arranged along the outer edge of the lower side of the play area PE. The decorative member 39 extends from the surface of the play board 24 to the front of the pachinko machine 10. More specifically, the front surface of the decorative member 39 faces a window panel 62 provided in the front door frame 14 to make the play area PE visible from the front of the pachinko machine 10, and the distance between the window panel 62 and the front surface is narrower than the width of one game ball. This prevents game balls from falling in front of the front surface of the decorative member 39.

[0034] The main display section 43 and the accessory display section 44 are provided so as to be exposed from the front surface of the decorative member 39. In other words, the main display section 43 and the accessory display section 44 are visible from the front of the pachinko machine 10 through the window panel 62 of the front door frame 14, and game balls are prevented from falling in front of these display sections 43, 44. In addition, on the upper surface of the decorative member 39, some of the above-mentioned multiple general winning openings 31 are installed in an upwardly open state.

[0035] The main display unit 43 is configured with a round display unit RS for displaying the number of times the large prize opening 32a of the variable prize winning device 32 will be opened in the opening / closing execution mode when a jackpot is won and the variable prize winning device 32 enters the opening / closing execution mode (or when the opening / closing execution mode is entered), a first result display unit AS for displaying the result of an internal lottery conducted based on a win at the upper operating opening 33, and a second result display unit BS for displaying the result of an internal lottery conducted based on a win at the lower operating opening 34.

[0036] The round display unit RS starts displaying the number of openings when the opening / closing execution mode starts, and stops displaying the number of openings when the opening / closing execution mode ends.

[0037] In the first result display unit AS, the winning entry into the upper operating port 33 is used as a trigger to display the varying patterns, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning entry into the upper operating port 33 is clearly displayed. If the result of the internal lottery based on the winning entry into the upper operating port 33 is a winning result corresponding to a transition to the opening / closing execution mode, a predetermined stop result is displayed in the first result display unit AS, the varying display is stopped, and then the mode transitions to the opening / closing execution mode.

[0038] In the second result display unit BS, the winning of the winning ball into the lower operating port 34 is used as a trigger to display the varying patterns, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning ball into the lower operating port 34 is clearly displayed. If the result of the internal lottery based on the winning ball into the lower operating port 34 is a winning result corresponding to a transition to the opening / closing execution mode, a predetermined stop result is displayed in the second result display unit BS, the varying display is stopped, and then the mode transitions to the opening / closing execution mode.

[0039] Here, based on a winning entry into any of the operating ports 33, 34, a variable display is started in the corresponding result display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game round. However, one game round is not limited to the above, and for example, in a configuration in which a single result display unit is provided and the variable display is performed in that single result display unit regardless of whether a winning entry into any of the operating ports 33, 34 occurs, a variable display is started in that single result display unit, and one game round is considered to be a period from when the variable display is started to when the variable display is stopped with the predetermined stop result displayed.

[0040] The display unit 44 for the gambling device is a display unit for displaying the result of the internal lottery performed based on the winning of the through gate 35. In this case, the display unit 44 for the gambling device displays the variation of the image triggered by the winning of the through gate 35, and as a result of the stopping of the variation display, the result of the internal lottery performed based on the winning of the through gate 35 is displayed. If the result of the internal lottery based on the winning of the through gate 35 is a winning result corresponding to the transition to the electric role opening state, the display unit 44 for the gambling device displays a predetermined stop result, the variation display is stopped, and then the state transitions to the electric role opening state. In the electric role opening state, the electric gambling device 34a provided in the lower operating port 34 is opened in a predetermined manner.

[0041] The main display unit 43 and the character display unit 44 are constructed of a segment display device having a plurality of segments, but are not limited to this and other display devices such as a liquid crystal display device may also be used.

[0042] The variable display unit 36 ​​is provided with a pattern display device 41 that variably displays (or variably displays or switches between) patterns. The variable display unit 36 ​​is also provided with a center frame 42 that surrounds the pattern display device 41. The upper portion of the center frame 42 extends forward of the pachinko machine 10. This prevents game balls from falling in front of the display screen of the pattern display device 41, and is configured to prevent inconvenience such as reduced visibility of the display screen due to falling game balls.

[0043] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display contents are controlled by a display control device described later. For example, the pattern display device 41 displays patterns arranged at the top, middle, and bottom, and these patterns are scrolled left and right to display them variably. In this case, the variable display on the pattern display device 41 is started based on the winning of the upper operation port 33 or the lower operation port 34. That is, when a variable display is performed on the first result display unit AS, the variable display is performed on the pattern display device 41 accordingly, and when a variable display is performed on the second result display unit BS, the variable display is performed on the pattern display device 41 accordingly. Then, for example, in a game round that transitions to a 15-round corresponding opening and closing execution mode in which the opening of the large winning port 32a of the variable winning device 32 is performed 15 times as the opening and closing execution mode, a predetermined combination of patterns is displayed on a preset effective line on the pattern display device 41.

[0044] A first reserved light emitting unit 45 corresponding to the first result display unit AS and the symbol display unit 41 is provided in the upper left part on the front side of the center frame 42. The number of game balls that have entered the upper operation port 33 is reserved up to four, and the number of reserved balls is displayed by lighting the first reserved light emitting unit 45. In addition, a second reserved light emitting unit 46 corresponding to the second result display unit BS and the symbol display unit 41 is provided in the upper right part on the front side of the center frame 42. The number of game balls that have entered the lower operation port 34 is reserved up to four, and the number of reserved balls is displayed by lighting the second reserved light emitting unit 46. As described above, the upper part of the center frame 42 extends forward of the pachinko machine 10, so that the visibility of the first reserved light emitting unit 45 and the second reserved light emitting unit 46 is not hindered by the falling of game balls.

[0045] A third reserved light emitting unit 47 corresponding to the role display unit 44 is provided at the bottom of the center frame 42. The game balls are reserved up to four times after passing through the through gate 35, and the number of reserved balls is displayed by lighting up the third reserved light emitting unit 47. Note that each of the reserved light emitting units 45 to 47 may be configured to be displayed as a part of the symbol display device 41.

[0046] Next, the decorative sheet 350 and the irradiation plate 400 arranged on the rear side of the transparent board 300 will be described with reference to FIG. 8 in addition to FIGS.

[0047] 8, the decorative sheet 350 is composed of a plurality of sheet materials, more specifically, a first pattern sheet 351, a shielding sheet 352, and a second pattern sheet 353 are laminated in this order from the front. In the drawing, each sheet 351 to 353 is shown thicker than its actual thickness (less than 1 mm) in order to more clearly show it.

[0048] The irradiation plate 400 is disposed behind the decorative sheet 350, and a plurality of LEDs 410 are disposed on the front surface as light emitting means. The LEDs 410 are connected to the performance control device 82, and the light emission of each LED 410 is individually controlled by the MPU 242 of the performance control device 82.

[0049] As shown in FIG. 8(b1), the first symbol P1 indicating the game contents of the gaming machine is applied to the almost entire surface of the first symbol sheet 351. In the following description, a representative symbol (dolphin) among the first symbols P1 is expressed as the first decorative symbol P1a (shown at the upper left and right of the center frame 42 in the figure). In the first symbol sheet 351, the first decorative symbol P1a is applied with a low saturation dark blue color, and the area other than the first decorative symbol P1a (the background, the entire first symbol P1) in the first symbol sheet 351 is also applied with a dark blue color. Here, the symbol applied with a low saturation color has a characteristic that it becomes difficult to see (especially the boundary between symbols) when light is irradiated. Therefore, when light is irradiated to the first symbol sheet 351, the first decorative symbol P1a and its background (the first symbol P1) become difficult to see.

[0050] The shielding sheet 352 provided behind the first pattern sheet 351 has an optical property of transmitting the light irradiated from behind if the intensity of the light is equal to or greater than a predetermined intensity, and blocking the light if the intensity is less than the predetermined intensity. The light irradiated by controlling the LED 410 provided on the irradiation plate 400 to be ON is irradiated onto the shielding sheet 352 as light of a predetermined intensity or greater. The shielding sheet 352 has a property of appearing colorless and transparent when irradiated with light of a predetermined intensity or greater.

[0051] As shown in FIG. 8(b2), the second symbol sheet 353 provided behind the shielding sheet 352 is provided with a plurality of second symbols P2 (P2a, P3, P4) different from the first symbol P1. In the following description, a representative symbol (girl) among the second symbols P2 is referred to as the second decorative symbol P2a. The second symbol sheet 353 is provided with a third symbol P3 (e.g., "SUPER LUCKY") expressing the game content in letters, and a fourth symbol P4 (e.g., a star) different from the first decorative symbol P1a, the second decorative symbol P2a, and the third symbol P3 and provided in a small area. The second decorative symbol P2a is arranged in the upper left of the center frame 42, the third symbol P3 is arranged in the upper right of the center frame 42, and the fourth symbol P4 is arranged on the side (left and right) of the center frame 42. In the second pattern sheet 353, the parts different from the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 are given a low-saturation gray background color. Also, the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 are given a high-saturation primary color. Here, the pattern given a high-saturation color has a characteristic that it becomes easy to see (especially the boundary between the patterns) when light is irradiated. In particular, the difference with the low-saturation part becomes clearer and easier to see. Therefore, when light is irradiated to the second pattern sheet 353, the difference between the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 and the background becomes clear, and the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 become easy to see.

[0052] The back surface of the first pattern sheet 351 has an uneven shape and has a diffusion surface 351a that diffuses light irradiated from behind. Therefore, when the LED 410 is controlled to emit light, the light from the LED 410 is reflected and diffused by the diffusion surface 351a of the first pattern sheet 351, and the entire sheet appears bright, not just the part of the irradiation plate 400 corresponding to the LED 410 in front and behind. As described above, the first decorative pattern P1a and the background of the first pattern sheet 351 are both colored in a dark blue color with low saturation, so that when light from the irradiation plate 400 is irradiated, the first decorative pattern P1a and the first pattern sheet 351 become difficult to see. In addition, when the light from the irradiation plate 400 is irradiated to the shielding sheet 352, the shielding sheet 352 becomes colorless and transparent. And, as described above, when light is irradiated to the second pattern sheet 353, the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 become easy to see. As a result, the second pattern sheet 353 behind the shielding sheet 352 becomes visible.

[0053] Here, as shown in Fig. 8(b1) and Fig. 8(b2), the first pattern P1 on the first pattern sheet 351 and the patterns P2 to P4 on the second pattern sheet 353 are applied in areas that overlap in the front-rear direction. That is, depending on whether the LED 410 of the irradiation plate 400 is turned on or off, it is different whether the first pattern P1 or the second pattern P2, the third pattern P3, and the fourth pattern P4 are visible.

[0054] That is, as shown in FIG. 8(a1), in a situation where the LED 410 of the irradiation plate 400 is not controlled to emit light, the intensity of the light irradiated to the shielding sheet 352 is less than a predetermined intensity, and the light from the LED 410 is shielded by the shielding sheet 352. As a result, the patterns P2 to P4 of the second pattern sheet 353 cannot be seen from the front, and the first pattern P1 of the first pattern sheet 351 can be seen from the front (FIG. 8(b1)). Also, as shown in FIG. 8(a2), in a situation where the LED 410 of the irradiation plate 400 is controlled to emit light, the intensity of the light irradiated to the shielding sheet 352 becomes equal to or greater than a predetermined intensity, and the light from the LED 410 passes through the shielding sheet 352. As a result, the patterns P2 to P4 of the second pattern sheet 353 can be seen from the front, while the first pattern P1 of the first pattern sheet 351 cannot be seen from the front (FIG. 8(b2)).

[0055] The LEDs 410 of the irradiation plate 400 are grouped in correspondence with the patterns P2 to P4 applied to the front second pattern sheet 353. That is, in the irradiation plate 400, a plurality of second pattern LEDs (girl LEDs) 411 are arranged behind the second pattern P2, a plurality of third pattern LEDs (character LEDs) 412 are arranged behind the third pattern P3, and a plurality of fourth pattern LEDs (star LEDs) 413 are arranged behind the fourth pattern P4.

[0056] The positional relationship between each of the LEDs 411-413 and each of the patterns P1-P4 and each of the decorative patterns P1a and P2a will be described with reference to Fig. 9. In Fig. 9, each of the patterns P1-P4 is displayed with different dot hatch densities. In Fig. 9, the positions of each of the patterns P1-P4 and each of the decorative patterns P1a and P2a are slightly changed from other drawings to make the positional relationship between each of the LEDs 411-413 and each of the patterns P1-P4 and each of the decorative patterns P1a and P2a easier to understand.

[0057] Between the second pattern sheet 353 and the irradiation plate 400, a first space E1 is formed with a predetermined distance (about 1.5 cm in this embodiment). There is no obstruction between the second pattern LED 411 and the second pattern P2, and the light from the second pattern LED 411 is diffused in the first space E1 and irradiated to the second pattern P2. Therefore, the light from the second pattern LED 411 is evenly irradiated to substantially the entire second pattern P2, which is larger than the second pattern LED 411, and the second pattern P2 appears bright overall.

[0058] A shielding tube 360 ​​is fixed to the rear of the third pattern P3 in the first space E1 (see Figs. 6 and 7). The shielding tube 360 ​​is formed to extend from the second pattern sheet 353 to the irradiation plate 400 so as to cover the rear of the outer periphery of the third pattern P3 (more specifically, the outline of the letters of the third pattern P3) on the second pattern sheet 353 and the outer periphery of the third pattern LED 412 on the irradiation plate 400. The shielding tube 360 ​​is formed of a shielding material and has a function of shielding light. The inside of the shielding tube 360 ​​is hollow, and the inner surface of the shielding tube 360 ​​is mirror-finished. As a result, the third pattern P3 is not directly irradiated with light from the other LEDs 411, 413 on the second pattern sheet 353, and only the light from the third pattern LED 412 is irradiated with the third pattern P3. Therefore, in a situation where the third pattern LED 412 is not controlled to be ON on the irradiation plate 400, the third pattern P3 cannot be seen from the front, but the third pattern P3 can be seen by controlling the third pattern LED 412 to be ON. In addition, by making the shape of the shielding tube 360 ​​to match the letters of the third pattern P3 as described above, it is possible to project these letters more clearly.

[0059] In particular, as described later, the third symbol P3 is used as a symbol that indicates the contents of the game state, and if the third symbol P3 becomes visible even in a game state different from the game state in which the third symbol P3 is desired to be visible, the player may be confused. In addition, if the presence of the third symbol P3 is detected in advance, even if the third symbol P3 is visible, the surprise effect may not be fully exerted. Therefore, by providing the shielding tube 360 ​​as described above, the intrusion of light is suppressed, and it is possible to suitably prevent the third symbol P3 from becoming visible due to the LEDs other than the third symbol LED 412 being controlled to be ON.

[0060] A light guide section 370 is fixed in the first space E1 at the position of the back of the fourth pattern P4 on the second pattern sheet 353 (see Figs. 6 and 7). The light guide section 370 is provided extending to a position adjacent to the fourth pattern LED 413, and the fourth pattern P4 is applied over an area larger than that of the light guide section 370. Since the light from the fourth pattern LED 413 is concentrated in the center by the light guide section 370, when the fourth pattern LED 413 is irradiated toward the fourth pattern P4, the fourth pattern P4 appears to be brightest at its center and darker toward the periphery.

[0061] The light guide unit 370 is particularly disposed at the center of the star of the fourth pattern P4, and no light-shielding member is provided on the outer periphery of the light guide unit 370. Therefore, when the fourth pattern LED 413 is controlled to be ON, the center of the fourth pattern P4 where the light guide unit 370 is in contact appears to be the brightest, and the light appears to become darker toward the outside.

[0062] In addition, the light guide section 370 is provided in a plurality of types with different thicknesses. The thicker the light guide section 370, the wider the range in which the light from the fourth pattern LED 413 can be guided, and the thinner the light guide section 370, the narrower the range in which the light from the fourth pattern LED 413 can be guided. In other words, the thickness of the light guide section 370 is set according to the area in which the fourth pattern P4 is applied.

[0063] As described above, by controlling each of the LEDs 411-413 on the irradiation plate 400 to be ON, the first pattern P1 on the first pattern sheet 351 becomes invisible, and the patterns P2-P4 corresponding to the ON-controlled LEDs become visible. As described above, whether the pattern on the first pattern sheet 351 or the pattern on the second pattern sheet 353 is visible is determined by the irradiation of light from the irradiation plate 400, and by using the decorative sheet 350 having such a function, it is possible to realize an effect in which the visible patterns are different with a simple configuration such as ON / OFF control of the LEDs.

[0064] The visibility of the patterns P2 to P4 of the second pattern sheet 353 is improved by arranging the LEDs 411 to 413 and providing the first space E1, the shielding tube 360, the light guide 370, etc. Specifically, the light of the LEDs 410 is diffused by irradiating the decorative sheet 350 through the first space E1, and it is possible to irradiate the entire sheet with a small number of LEDs. The shielding tube 360 ​​is provided for the characters of the third pattern P3, so that not only is the light from the third pattern LED 412 not leaked and can be clearly seen, but also light reaching the third pattern P3 when other LEDs are controlled to be ON is suppressed, and the third pattern P3 is prevented from being visible even when the third pattern LED 412 is not controlled to be ON. Furthermore, by providing a light-guiding section 370 so that it is in contact with the center of the star of the fourth pattern P4, it is possible to create the effect of the center shining brightly by controlling the fourth pattern LED 413 to be ON.

[0065] Furthermore, in this embodiment, not only the second pattern sheet 353 but also the first pattern sheet 351 is designed to improve the visibility of the patterns. The configuration will be described with reference to Figs. 10 to 13. In Figs. 10, 12, and 13, the thickness of each sheet 350 is drawn thicker than the actual thickness. Figs. 10, 12, and 13 are schematic diagrams of the horizontal (left-right) cross section of the pachinko machine 10 seen from above, and the horizontal length is drawn shorter than the actual length due to the nature of the drawings. The same is true for other cross-sectional views.

[0066] 10, a front peripheral portion 310 that stands up toward the rear is formed on the peripheral portion of the transparent plate 300, and a rear peripheral portion 460 that stands up toward the front is formed on the peripheral portion of the mounting base 450 behind the irradiation plate 400. The decorative sheet 350 and the irradiation plate 400 are attached inside a housing that is formed by overlapping these front and rear peripheral portions 310, 460.

[0067] The rear peripheral portion 460 is formed to stand forward so as to be longer than the combined length of the decorative sheet 350 and the irradiation plate 400. The front surface of the decorative sheet 350 is disposed so as to be flush with the front end of the rear peripheral portion 460, and the rear surface of the irradiation plate 400 is disposed so as to be flush with the rear end of the rear peripheral portion 460 (the front end of the mounting surface 451 facing forward in the mounting base 450). With this arrangement, the above-mentioned first space E1 is provided between the decorative sheet 350 and the irradiation plate 400.

[0068] The amount of rearward rise of the front peripheral portion 310 is slightly shorter than the thickness of the first space E1. The rear end of the front peripheral portion 310 and the front end of the rear peripheral portion 460 are brought into contact with each other, and the transparent plate 300 and the mounting base 450 are assembled together, forming a second space E2 with a predetermined distance (approximately 1.0 cm in this embodiment) between the front end of the rear peripheral portion 460 (the front surface of the decorative sheet 350) and the rear surface of the transparent plate 300.

[0069] A side board 500 is attached to the inside (center frame 42 side) of the front peripheral portion 310, and a side LED 510 is arranged on the side board 500 facing inward. More specifically, as shown in FIG. 5, a pair of side LEDs 510 are provided on the left and right, and are arranged over the entire surface except for the ends, extending in the vertical direction. The side LED 510 irradiates light into the second space E2, and in particular, irradiates light onto the front surface of the first pattern sheet 351. The side board 500 is connected to the performance control device 82, and is controlled by the MPU 242 of the performance control device 82 to control the ON / OFF of the side LED 510.

[0070] In this embodiment, there is basically no shielding material in the second space E2 that shields the decorative sheet 350 from the front, and since the transparent plate 300 is colorless and transparent as described above, the decorative sheet 350 can be seen from the front through the transparent plate 300 and the second space E2. However, the outer portion of the outer rail portion 52 in the transparent plate 300 is opaqued so that it cannot be seen from the front. Therefore, it is difficult or impossible to see the side LEDs 510 from the front.

[0071] The visibility of the first pattern P1 is improved by irradiating the front surface of the first pattern sheet 351 with light from the side LED 510. As already explained, in a situation where light is not irradiated from the rear irradiation plate 400, the first pattern P1 of the first pattern sheet 351 is visible, not the patterns P2 to P4 of the second pattern sheet 353. However, if light is irradiated from the rear in an attempt to improve the visibility of the first pattern P1, the visibility of the first pattern P1 is reduced. However, even if light is irradiated from the front of the transparent board 300 (the front of the game board 24), there are obstacles such as the guide rails 51 and 52, the nails 38, and various other accessories 33 to 36 on the front side of the game board 24, which may block the light.

[0072] In particular, if light is irradiated in such a blocked state, the shadow of the blocking object is projected directly onto the front surface of the first pattern sheet 351, which may further reduce the visibility of the first pattern sheet 351. As described above, the first pattern sheet 351 has a low-saturation color applied to the first pattern P1 and background, so the reduction in visibility due to the shadow is more noticeable.

[0073] Therefore, by utilizing the second space E2 to irradiate light from the side LEDs 510 onto the first pattern sheet 351, the light is not blocked by an obstruction, and the occurrence of an incident in which the visibility of the first pattern sheet 351 is actually reduced by the shadow of the obstruction is avoided.

[0074] Also, a configuration in which the decorative sheet 350 is attached to the transparent plate 300 without providing the second space E2 is conceivable. In this way, the decoration of the decorative sheet 350 can be seen directly from the transparent plate 300 without passing through a space, and it is considered that the visibility of the decoration of the decorative sheet 350 can be improved. However, the decorative sheet 350 is irradiated with light from behind as described above, and there is a concern that heat will be generated. In that case, the heat from the decorative sheet 350 may be conducted to the transparent plate 300, causing thermal deformation of the transparent plate 300. Moreover, there is a concern that the adhesion of the decorative sheet 350 and the transparent plate 300 may peel off due to heat, and air bubbles may be introduced, resulting in a decrease in design. Therefore, by providing the second space E2 as described above, it is possible to solve these problems.

[0075] The distance in the front-rear direction of the second space E2 is set shorter than the distance in the front-rear direction of the first space E1. In the first space E1, where light is irradiated from behind the decorative sheet 350, the longer the distance in the front-rear direction, the more evenly the light is irradiated. On the other hand, in the second space E2, since light is irradiated from the side, the shorter the distance in the front-rear direction, the smaller the angle of incidence of light on the decorative sheet 350, and it is considered that the light reaches the decorative sheet 350 more evenly due to diffraction or the like. From the viewpoint of utilizing the limited space of the gaming machine, it is preferable that the distance in the front-rear direction of both spaces E1 and E2 is short. Therefore, taking these circumstances into consideration, the distance in the front-rear direction of the first space E1 and the distance in the front-rear direction of the second space E2 are set so that the distance in the front-rear direction of the second space E2 is shorter. This makes it possible to suitably irradiate light onto the decorative sheet 350 using both spaces E1 and E2 provided in a limited space.

[0076] 5, the side LEDs 510 are provided on both the left and right ends of the game board 24, and are also provided on the upper end of the game board 24. In the following description, these are also referred to separately as the left LED 520, the right LED 530, and the upper LED 540. Each of the LEDs 520 to 540 is separately driven and controlled by the performance control device 82.

[0077] Here, the transparent plate 300, the decorative sheet 350, and the irradiation plate 400 can be removed or attached separately. More specifically, when the mounting screws (not shown) between the transparent plate 300 and the irradiation plate 400 are removed and the irradiation plate 400 is removed backward from the transparent plate 300, the decorative sheet 350 is also removed from the transparent plate 300 together with the irradiation plate 400. Also, when the mounting screws (not shown) between the decorative sheet 350 and the irradiation plate 400 are removed, the decorative sheet 350 can be removed forward from the irradiation plate 400. Therefore, the inspection and replacement work of the transparent plate 300, the decorative sheet 350, and the irradiation plate 400 is simplified. In other words, even if, for example, some of these components break down, it is only necessary to replace the broken parts, and by replacing only the decorative sheet 350 and the irradiation plate 400, which are design elements of the game machine, it is possible to respond to a model change that changes only the design.

[0078] Furthermore, the side LEDs 510 (left LEDs 520, right LEDs 530, and upper LEDs 540) can also be removed separately from the transparent plate 300, the decorative sheet 350, and the irradiation plate 400. That is, the side LEDs 510 are provided in the second space E2, and can be easily accessed by removing the irradiation plate 400 from the transparent plate 300. Therefore, when removing the side LEDs 510, it is not necessary to replace the transparent plate 300, the decorative sheet 350, and the irradiation plate 400, which facilitates part replacement and reduces costs.

[0079] As shown in FIG. 11, when the left and right LEDs 520, 530 are irradiated onto the first symbol sheet 351, reflected light is generated on the first symbol sheet 351. As described above, the left and right LEDs 520, 530 are provided on both the left and right ends of the game board 24, and therefore the angle of incidence of the light is larger than that of a configuration in which light is irradiated substantially perpendicularly onto the first symbol sheet 351. Therefore, the angle of reflection of the light reflected from the LEDs 520, 530 is also larger, and as a result, direct irradiation of the light on the player seated in front of the game machine is suppressed. This reduces glare caused by the player directly viewing the LEDs 520, 530. In addition, while brightly illuminating the first symbol P1 to improve visibility, it is possible to reduce reflection of light by increasing the angle of incidence. The intensity of light from the symbol display device 41 arranged in the substantially central portion of the game board 24 is basically greater than the intensity of the reflected light from these LEDs 520, 530. Therefore, while the visibility of the first pattern sheet 351 is improved by the side LEDs 510, a phenomenon in which the visibility of the display screen G is reduced is avoided.

[0080] Further, as shown in FIG. 12, the light from the side LED 510 (left LED 520) is roughly divided into light that is directly irradiated to the first pattern sheet 351 in the decorative sheet 350 (hereinafter referred to as direct light W1) and light that is reflected at a predetermined portion and then irradiated to the first pattern sheet 351 (hereinafter referred to as reflected light W2). As already described, the center frame 42 is attached to the approximate center of the game board 24, and the center frame 42 is assembled to the mounting base 450 from the front. The outer peripheral surface (surface facing the side LED 510) 421 of the center frame 42 is mirror-finished, and the light from the side LED 510 is reflected by the outer peripheral surface 421 to become the above-mentioned reflected light W2. Then, as shown in an enlarged view in FIG. 11, the direct light W1 and the reflected light W2 are irradiated from opposite directions to the first pattern P1 in the first pattern sheet 351.

[0081] Here, the first pattern sheet 351 is provided with the first pattern P1 by printing the pattern from the front. Therefore, the front surface of the first pattern sheet 351 may have some unevenness. If light is irradiated vertically on such an uneven surface, no shadow will be generated, but as in this embodiment, the direct light W1 is irradiated at an angle to the first pattern sheet 351. Therefore, it is considered that some shadow may be generated depending on the degree of the unevenness. Therefore, by irradiating the reflected light W2 by the outer peripheral surface 421 from the opposite side of the direct light W1, it is possible to cancel the shadow of the light from one side by the light from the other side.

[0082] The center frame 42 is fixed (for example, screwed) from the front of the game board 24 via a flange 422. In this embodiment, the back surface of the flange 422 (the surface that abuts against the front surface of the game board 24 and the transparent board 300) is also mirror-finished. Therefore, the light from the side LED 510 is reflected not only by the outer peripheral surface 421 of the center frame 42 but also by the back surface of the flange 422 and irradiated onto the first pattern sheet 351. This not only widens the irradiation range of the light from the side LED 510, but also makes the angle of incidence on the first pattern sheet 351 larger than the light reflected from the outer peripheral surface 421, making it less likely that a shadow will be generated.

[0083] The outer peripheral surface 421 of the center frame 42 is formed to extend into the second space E2 as well. Therefore, it also has a function of reflecting and diffusing the light (light from the irradiation plate 400) irradiated in the second space E2, making it possible to integrate the functions into one member, and thus reducing the number of members and thereby reducing costs.

[0084] In particular, when using the transparent panel 300 as in this embodiment, if LEDs are provided on the periphery of the center frame 42, the wiring would be visible from the front, which could lead to a loss of design. In contrast, by using reflected light as described above, there is no need to provide LEDs on the center frame 42, and no inconvenience caused by the wiring.

[0085] As described above, by controlling the side LEDs 510 to be ON, the visibility of the first symbol P1 on the first symbol sheet 351 is improved. Furthermore, the side LEDs 510 are also irradiated through the transparent board 300 toward the front of the gaming machine.

[0086] As shown in FIG. 13, the light irradiated forward from the side LED 510 (left LED 520) can be broadly divided into light that is directly irradiated forward through the transparent panel 300 (hereinafter referred to as forward direct light W3) and light that is reflected at a specific location and then irradiated forward (hereinafter referred to as forward reflected light W4).

[0087] The front direct light W3 is emitted from the side LEDs 510 toward the inside and is also emitted at an angle toward the front. As described above, the side LEDs 510 are arranged on the left, right, and upper sides. Therefore, the front direct light W3 from the side LEDs 510 is concentrated at the center of the front of the pachinko machine 10. In this case, the irradiation angle of the side LEDs 510 is adjusted so that the focal point where the front direct light W3 is concentrated is a position behind the face of the player seated in front of the gaming machine (approximately halfway between the pachinko machine 10 and the player). Therefore, the glare caused by directly viewing the front direct light W3 is reduced.

[0088] Furthermore, in the pachinko machine 10, the result of the win / lose determination based on winning into the upper actuation port 33 or the lower actuation port 34 is displayed on the display screen G. As shown in FIG. 4, the display screen G is disposed at approximately the center of the game board 24. Therefore, it can be said that the focal point on which the front direct light W3 is concentrated is located at a position overlapping the display screen G in the front-rear direction. In this way, the display performance by the display screen G and the light performance using the side LEDs 510 can be viewed without moving the line of sight, and the two can be associated to enhance the performance effect.

[0089] As already explained, the upper actuation port 33 and the lower actuation port 34 are attached to the game board 24 as a unit. The outer peripheral surfaces (surfaces facing the side LEDs 510) 331 of the two actuation ports 33, 34 are mirror-finished like those of the center frame 42, and the light from the side LEDs 510 is reflected by the outer peripheral surfaces 331 to become the front reflected light W4. However, unlike those of the center frame 42, the flanges 332 used when attaching the two actuation ports 33, 34 are made of transparent resin, and the back surface is not mirror-finished. Therefore, the front reflected light W4 reflected by the outer peripheral surface 331 passes through the flanges 332 and is irradiated to the front of the game machine. In this way, the front reflected light W4 can draw attention to the positions of the two actuation ports 33, 34. In particular, both operation ports 33, 34 are ball entry sections that trigger a winning / losing lottery to determine whether or not to switch to the open / close execution mode, and the key to the game is how to get the ball into these ball entry sections (whether or not to receive the winning / losing lottery). In that respect, it is very significant to increase the attention paid to these operation ports 33, 34.

[0090] Here, the actuation ports 33, 34 are located at the approximate center position in the horizontal direction on the game board 24, and can be said to be located at the farthest position from the left and right side LEDs 510 (520, 530) (see FIG. 4). Therefore, the angle of incidence with respect to the outer peripheral surface 331 is larger than the position closer to the side LEDs 510 in the horizontal direction, and the position where the front reflected light W4 is irradiated onto the transparent board 300 is also located away from the actuation ports 33, 34 accordingly. Whether or not the game ball flowing down the game area PE enters the actuation ports 33, 34 may be determined immediately adjacent to the actuation ports 33, 34 on the flow path of the game ball, or may be determined further upstream. Specifically, the ball may be repelled at the entrance of the actuation ports 33, 34 and not enter the game ball, or the ball may be diverted to a path that is difficult to reach the actuation ports 33, 34 before it reaches the vicinity of the entrance of the actuation ports 33, 34 due to a shift in the flow path caused by a nail 38 or the like. Therefore, if the front reflected light W4 in this embodiment is configured to be irradiated toward a position away from the actuation ports 33, 34, it becomes possible to draw attention to the path before reaching the actuation ports 33, 34 in particular.

[0091] In addition, for those parts attached to the game board 24 as role objects such as the operating ports 33 and 34, it is possible to newly attach a light emitting means (such as an LED) to the role object, but in a flow path where no role object exists, there is no object to which a light emitting means can be attached, so it is often more difficult to light up the flow path than to light up the role object itself. And in a configuration using a transparent board 300 as in this embodiment, even if a light emitting means is provided on the back of the transparent board 300, it will be completely visible, which is not desirable from a design perspective. Therefore, if a configuration using the front reflected light W4 is used as described above, it is possible to attract attention by partially lighting up a flow path where no role object exists.

[0092] Returning to the explanation of Fig. 2, a front door frame 14 is provided so as to cover the entire front side of the inner frame 13. As shown in Fig. 1, a window portion 61 is formed in the front door frame 14 so that almost the entire area of ​​the play area can be viewed from the front. The window portion 61 has a substantially elliptical shape, and the above-mentioned window panel 62 is fitted into it. The window panel 62 is formed of glass so as to be colorless and transparent, but is not limited thereto, and may be formed of synthetic resin so as to be colorless and transparent.

[0093] Light-emitting means such as various lamps are provided around the window 61. As a part of the various light-emitting sections, a display light-emitting section 63 is provided above the window 61. In addition, on both the left and right sides of the display light-emitting section 63, speaker sections 64 are provided for outputting sound effects according to the game status.

[0094] Below the window 61 in the front door frame 14, an upper bulge 65 and a lower bulge 66 bulging toward the front are arranged vertically. An upper tray 71 opening upward is provided inside the upper bulge 65, and a lower tray 72 opening upward is provided inside the lower bulge 66. The upper tray 71 has a function of temporarily storing game balls dispensed from a payout device described later, and guiding them to the game ball launching mechanism 53 while aligning them in a row. The lower tray 72 has a function of storing game balls that are surplus in the upper tray 71. Game balls dispensed from the payout device 96 of the back pack unit 15 are discharged into the upper tray 71 and the lower tray 72 through a passage forming unit 73 provided on the back of the front door frame 14.

[0095] Next, the configuration of the rear side of the gaming machine main body 12 will be described.

[0096] As shown in FIG. 3, a main control device 81 and a performance control device 82 are mounted on the back surface of the inner frame 13 (specifically, the game board 24).

[0097] The main control device 81 is equipped with a main control board having a function of controlling the main game (main control circuit) and a function of monitoring the power supply (power failure monitoring circuit), and the main control board is housed in a board box 83 made of a transparent resin material or the like. The board box 83 is equipped with a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (back case body) covering the opening of the box base. The box base and the box cover are inseparably connected by a box joint 85 as a separation prevention means (or a connecting means), thereby sealing the board box 83. Since the box base and the box cover are inseparably connected by the box joint 85, the board box 83 is configured to require destruction or partial removal of the board box 83 when opening the internal space of the board box 83. A plurality of box joints 85 are provided on the long side of the board box 83, and at least one of them is used to perform the connecting process.

[0098] The box coupling part 85 may have any configuration as long as it couples the box base and the box cover together in an unopenable manner, but the box base and the box cover are coupled together in an unopenable manner by inserting a locking claw into the long hole that constitutes the box coupling part 85. The coupling process using the box coupling part 85 prevents unauthorized opening after the coupling, and allows early and easy detection of unauthorized opening in the unlikely event of such an occurrence. Even after the box has been once opened, the opening process can be performed again. That is, the coupling process is performed by inserting a locking claw into at least one long hole among the multiple box coupling parts 85. When the board box 83 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the box coupling part 85 into which the locking claw is inserted and the other box coupling parts 85 and the connection part between the box body are cut. This separates the box base and the box cover of the board box 83, and the main control board inside can be taken out. When the coupling process is then performed again, a locking claw is inserted into the long hole of the other box coupling part 85. If a history of the opening of the board box 83 is left in the board box 83, it is possible to easily discover that an unauthorized opening has been performed by looking at the board box 83.

[0099] A plurality of connecting pieces 86 are provided on one short side of the board box 83 so as to protrude laterally. These connecting pieces 86 correspond one-to-one to a plurality of connectable pieces 87 formed on the mounting base of the main control device 81, and the connecting pieces 86 and the connectable pieces 87 connect the board box 83 to the mounting base.

[0100] In addition, a seal may be attached across the boundary between the box base and the box cover as a trace means for detecting unauthorized opening of the board box 83. In this case, when the seal is peeled off from the attachment point, the adhesive layer of the seal remains on the board box 83, leaving a trace. Furthermore, an IC tag that transmits a response wave including identification information in response to a calling wave of a predetermined frequency may be provided on the seal, and when the seal is peeled off, the antenna of the IC tag may be cut off, making it impossible to transmit the response wave.

[0101] The performance control device 82 is equipped with a performance control board that controls audio and lamp displays, as well as a display control device (not shown) in accordance with instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.

[0102] 3, the back pack unit 15 includes a back pack 91, to which a dispensing mechanism section 92 and a control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin, and has a protective cover section 94 that protrudes rearward and has a roughly rectangular parallelepiped shape so as to cover the main control device 81, the performance control device 82, etc. from the rear.

[0103] The payout mechanism 92 is disposed so as to bypass the protective cover 94, and includes a tank 95 to which game balls are successively replenished from the island equipment of the game arcade, and a payout device 96 for paying out the game balls stored in the tank 95. The game balls paid out from the payout device 96 are discharged to the upper tray 71 or the lower tray 72 through a payout passage (not shown) provided downstream of the payout device 96. The payout mechanism 92 is also equipped with a back pack board to which a main power source of, for example, 24 volts AC is supplied and which is provided with a power switch for turning the power source on and off.

[0104] In addition, the back pack 91 is provided with an external output terminal 99 on the upper edge side of the rotation axis side of the back pack unit 15. The external output terminal 99 includes an output terminal for outputting a signal when the tank 95 or the like runs out of game balls, an output terminal for outputting a signal every time a predetermined number of prize balls are paid out, an output terminal for outputting a signal every time a predetermined number of game balls are dispensed, an output terminal for outputting a signal when the gaming machine main body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal during a state transition such as an open / close execution mode (or while the state is transitioning). Then, a signal regarding the state of the frame side is output to the management control device on the gaming hall side through these output terminals. Note that an output terminal for outputting a signal every time a predetermined number of game balls are dispensed is not necessary in a so-called cash machine.

[0105] The control device aggregate unit 93 includes a payout control device 97 and a power supply and launch control device 98. The payout control device 97 and the power supply and launch control device 98 are stacked in front and behind each other so that the payout control device 97 is located at the rear of the pachinko machine 10.

[0106] The dispensing control device 97 is configured by housing a dispensing control board that controls the dispensing device 96 in a board box. In this case, the board box of the dispensing control device 97 may be provided with the same fraud prevention means as the board box 83 of the main control device 81.

[0107] The power supply and launch control device 98 is configured by housing a power supply and launch control board in a board box, and the board generates and outputs the predetermined power required by the various control devices, etc., and also controls the launch of the game ball in response to the player's operation of the launch handle 54. In addition, 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 when the power is restored, the state at the time of the power outage can be restored.

[0108] <Electrical configuration> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0109] A main control board 201 provided in the main control device 81 is equipped with an MPU 202. The MPU 202 incorporates a ROM 203 that stores various control programs and fixed value data executed by the MPU 202, a RAM 204 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 203 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.

[0110] The MPU 202 is provided with an input port and an output port. The power failure monitoring board 205, the payout control device 97, and various detection sensors 211a to 211e, etc., provided in the main control device 81, are connected to the input side of the MPU 202. In this case, the power failure monitoring board 205 is connected to the power supply and launch control device 98, and the MPU 202 is supplied with power through the power failure monitoring board 205. In addition, as part of the various detection sensors 211a to 211e, a plurality of detection sensors provided in winning corresponding ball entry parts (payout corresponding ball entry parts) such as the general winning opening 31, the variable winning device 32, the upper operation opening 33, the lower operation opening 34, and the through gate 35 are connected, and the MPU 202 of the main control device 81 performs winning judgment (ball entry judgment) for each ball entry part. In addition, the MPU 202 executes a jackpot occurrence lottery based on winning at the upper operation opening 33 and the lower operation opening 34, and executes a support occurrence lottery based on winning at the through gate 35.

[0111] The output side of the MPU 202 is connected to the power failure monitoring board 205, the payout control device 97, and the performance control device 82. For example, a prize ball command is output to the payout control device 97 based on the winning judgment result to the winning corresponding ball entry section. In this case, when the prize ball command is output, the command information storage area 225 of the ROM 203 is referenced. Then, when a winning to the general winning port 31 is specified, a prize ball command corresponding to the payout of 10 game balls is output, when a winning to the variable winning device 32 is specified, a prize ball command corresponding to the payout of 15 game balls is output, when a winning to the upper operation port 33 is specified, a prize ball command corresponding to the payout of 3 game balls is output, and when a winning to the lower operation port 34 is specified, a prize ball command corresponding to the payout of 4 game balls is output.

[0112] Various commands such as a change command, a type command, a change end command, an opening command, and an ending command are output to the performance control device 82. In this case, when outputting these various commands, the command information storage area 225 of the ROM 203 is referenced. Details of these various commands will be explained later. Each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.

[0113] Also, connected to the output side of the MPU 202 are a variable winning drive unit 32c which opens and closes the opening and closing door 32b of the variable winning device 32, an electric role drive unit 34b which opens and closes the electric role 34a of the lower operating port 34, and a main display unit 43. Various driver circuits are provided on the main control board 201, and the MPU 202 controls the drive of various drive units through the driver circuits.

[0114] That is, in the open / close execution mode, the MPU 202 executes drive control of the variable winning drive unit 32c so that the large winning opening 32a is opened and closed. Also, when the open state of the electric role 34a is won, the MPU 202 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened and closed. Also, in each game round, the MPU 202 executes display control of the first result display unit AS or the second result display unit BS in the main display unit 43, and in the open / close execution mode of the variable winning device 32, executes display control of the round display unit RS in the main display unit 43.

[0115] Furthermore, an external output terminal 99 is connected to the output side of the MPU 202, and information on ball entry into various entry areas and lottery results such as big wins are output to a management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This makes it possible for the hall computer HC to grasp the status of the pachinko machine 10.

[0116] The power failure monitoring board 205 relays between the main control board 201 and the power supply and launch control device 98, and also monitors the voltage of 24 V DC stable, which is the maximum voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and loan balls by the payout device 96 based on the prize ball command input from the main control device 81.

[0117] The power supply and launch control device 98 is connected to a commercial power supply (external power supply) in, for example, an arcade. Based on the external power supplied from the commercial power supply, the power supply and launch control device 98 generates the operating power required for the main control board 201, the payout control device 97, etc., and supplies the generated operating power. The power supply and launch control device 98 also controls the launch of the game ball launching mechanism 53, which is driven when predetermined launch conditions are met.

[0118] Based on various commands input from the main control device 81, the performance control device 82 drives and controls each of the pending light-emitting devices 45 to 47 provided in the variable display unit 36 ​​and the display light-emitting device 63 and speaker device 64 provided in the front door frame 14, and also controls the display control device 212.

[0119] Furthermore, LEDs 410, 510 are connected to the performance control device 82 as light-emitting units for the game board, and the performance control device 82 controls the ON / OFF of these LEDs 410, 510.

[0120] The display control device 212 executes display control of the symbol display device 41 based on commands input from the performance control device 82. In this case, the performance control device 82 determines the variable display time of the symbols on the symbol display device 41 and the type of the symbol combination to be finally stopped and displayed based on various commands input from the main control device 81, and also executes a lottery to determine whether or not a reach will occur and the content of the reach performance.

[0121] Here, the display contents of the pattern display device 41 will be described with reference to Fig. 15. Fig. 15 is a diagram showing the display screen G of the pattern display device 41.

[0122] As shown in FIG. 15(a), the display screen G of the symbol display device 41 has three symbol rows Z1, Z2, and Z3, which are the upper row, the middle row, and the lower row. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are configured by 18 symbols. In contrast, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, and a main symbol "4" is additionally arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. In other words, only in the middle symbol column Z2, ten main symbols are arranged, making up a total of twenty symbols. Then, in the display screen G, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 15(b), the display screen G is configured so that three symbols are stopped and displayed for each symbol column, resulting in a total of nine symbols of 3×3 being stopped and displayed.

[0123] In addition, five effective lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5, are set on the display screen G. Then, the variable display stops in the order of the upper pattern column Z1 → the lower pattern column Z3 → the middle pattern column Z2, and when the variable display of all the pattern columns Z1 to Z3 ends in a state where a combination of patterns with the same numbers is formed on any of the effective lines, a jackpot video is displayed as the occurrence of a normal jackpot result or a 15R variable jackpot result, which will be described later.

[0124] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols", and when a 15R special jackpot result occurs, a combination of the same specific symbols is displayed. Also, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols", and when a normal jackpot result occurs, a combination of the same non-specific symbols is displayed.

[0125] In addition, when the result is a 2R specified jackpot, the display of all the symbol rows Z1 to Z3 ends with a combination of symbols with different numbers, and then the specified video is displayed. In addition, when the result is a non-specified 2R specified jackpot or a special miss, the display of all the symbol rows Z1 to Z3 ends with a combination of symbols with different numbers, and then the specified video is displayed.

[0126] In addition, the manner in which the patterns are displayed in a variable manner in the pattern display device 41 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the variable display of the patterns in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate.

[0127] A first hold display area Ga is set on the left side of the lower part of the display screen G, and a second hold display area Gb is set on the right side of the lower part of the display screen G.

[0128] The first reserve display area (non-priority reserve display area) Ga is partitioned and displayed so that unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the upper operation port 33, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the upper operation port 33 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.

[0129] For example, when the number of reserved balls when a game ball enters the upper operating port 33 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and when the number of reserved balls when a game ball enters the upper operating port 33 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.

[0130] Also, the second reserved display area (priority side reserved display area) Gb is partitioned and displayed so that the same number of unit reserved display areas Gb1 to Gb4 as the maximum reserved number when the game ball enters the lower operating port 34 are arranged side by side in the left-right direction. Specifically, the maximum reserved number when the game ball enters the lower operating port 34 is four, and corresponding to this, the first unit reserved display area Gb1, the second unit reserved display area Gb2, the third unit reserved display area Gb3, and the fourth unit reserved display area Gb4 are set in the second reserved display area Gb.

[0131] For example, if the number of reserved balls when a game ball enters the lower operating port 34 is one, a reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the lower operating port 34 is four, a reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.

[0132] <About the various counters> Next, the operation of the pachinko machine 10 configured as above will be described.

[0133] The MPU 202 uses various counter information during play to perform a lottery for a jackpot occurrence, setting the display of the main display unit 43, setting the pattern display of the pattern display unit 41, setting the display of the accessory display unit 44, etc. Specifically, as shown in Fig. 16, the MPU 202 uses a jackpot random number counter C1 used for a lottery for a jackpot occurrence, a jackpot type counter C2 used for determining the type of jackpot such as a guaranteed jackpot result or a normal jackpot result, a reach random number counter C3 used for a reach lottery when the pattern display unit 41 misses and varies, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS for determining the variation display time of the first result display unit AS and the second result display unit BS of the main display unit 43 and the pattern strings Z1 to Z3 in the pattern display unit 41. Furthermore, the MPU 202 uses an electric accessory opening counter C4 used for a lottery for whether or not the electric accessory 34a of the lower operating port 34 is in an electric accessory opening state.

[0134] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 231 set in a predetermined area of ​​the RAM 204. In the lottery counter buffer 231, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored in a reserved ball storage area 232, which serves as an acquired information storage means, when a win occurs in the upper actuation port 33 or the lower actuation port 34.

[0135] The reserved ball storage area 232 includes a reserved area RE consisting of a reserved area Ra for the first result display section and a reserved area Rb for the second result display section, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, 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 231 is stored in one of the areas as reserved information according to the winning history of the upper actuation port 33 or the lower actuation port 34. The reserved information corresponds to special information.

[0136] In this case, when winnings occur multiple times consecutively in the upper actuation port 33 or the lower actuation port 34, the first to fourth areas store each numerical information in chronological order in the order of the first area → the second area → the third area → the fourth area. By providing four areas in this way, up to four winning histories of game balls in the upper actuation port 33 or the lower actuation port 34 can be reserved and stored. In addition, the reserved ball storage area 232 is provided with a total reserved number storage area, and information for specifying the number of winning histories in the upper actuation port 33 or the lower actuation port 34 that are reserved and stored is stored in the total reserved number storage area.

[0137] The execution area AE is an area for moving each value stored in the first area of ​​the reserve area RE when the changing display of the main display unit 43 begins, and when one game round begins, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0138] Regarding each counter in detail, the jackpot random number counter C1 is configured to be incremented by 1 in sequence within the range of, for example, 0 to 599, and to return to 0 after reaching the maximum value (i.e., 599). In particular, when the jackpot random number counter C1 goes around once, 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 599). The jackpot random number counter C1 is periodically updated, and is stored in the reserved ball storage area 232 of the RAM 204 at the timing when the game ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, it is stored in the reserved area Ra for the first result display unit of the RAM 204 at the timing when the game ball enters the upper actuation port 33, and is stored in the reserved area Rb for the second result display unit of the RAM 204 at the timing when the game ball enters the lower actuation port 34.

[0139] The random number value that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 221 serving as a win / loss information group storage means in the ROM 203. Here, the contents of the win / loss table will be described with reference to FIG. 17. As shown in FIG. 17, the win / loss table is set to a win / loss table for the low probability mode (low probability win / loss information group) in FIG. 17(a) and a win / loss table for the high probability mode (high probability win / loss information group) in FIG. 17(b). In other words, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as the lottery modes in the win / loss lottery means.

[0140] In a game state where the winning / losing table for the low probability mode is referenced in the above lottery, the random number value for the jackpot is two, as shown in Fig. 17(a). On the other hand, in a game state where the winning / losing table for the high probability mode is referenced in the above lottery, the random number value for the jackpot is twenty, as shown in Fig. 17(b). Note that the number and value of the random numbers for the winning are arbitrary, as long as the winning probability is higher in the high probability mode than in the low probability mode.

[0141] In each lottery mode, the lottery result will be a losing result except for the random number value that will result in a big win, but in this pachinko machine 10, there are two types of losing results: a special losing result and a normal losing result. The difference between these will be explained later.

[0142] The big win type counter C2 is configured to be incremented by one within the range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). Here, in this embodiment, multiple big win results are set. These multiple big win results are set by providing differences in three conditions: (1) the manner of opening and closing control of the variable winning device 32 in the opening and closing execution mode, (2) the lottery mode in the winning / losing lottery means after the opening and closing execution mode ends, and (3) the support mode in the electric role 34a of the lower operating port 34 after the opening and closing execution mode ends.

[0143] Here, as the manner of opening and closing control of the variable winning device 32 in the opening and closing execution mode, a high frequency winning mode and a low frequency winning mode are set so that the frequency of winning in the variable winning device 32 is relatively high and low from the start of the opening and closing execution mode to the end of the opening and closing execution mode. Specifically, in the high frequency winning mode, the large winning opening 32a is opened and closed 15 times (high frequency number of times) from the start of the opening and closing execution mode to the end of the opening and closing execution mode, and one opening is continued until 30 seconds (high frequency time) has passed or the number of winnings in the large winning opening 32a reaches 10 (high frequency number of times). On the other hand, in the low frequency winning mode, the large winning opening 32a is opened and closed twice (low frequency number of times) from the start of the opening and closing execution mode to the end of the opening and closing execution mode, and one opening is continued until 0.2 seconds (low frequency time) has passed or the number of winnings in the large winning opening 32a reaches 6 (low frequency number of times).

[0144] In this case, in the present pachinko machine 10, when the launch handle 54 is operated by the player, the game ball launching mechanism 53 is controlled to launch one game ball into the game area every 0.6 seconds. In contrast, in the low frequency winning mode, the opening time of the large prize opening 32a is 0.2 seconds as described above. In other words, in the low frequency winning mode, the opening time of the large prize opening 32a is shorter than the game ball launching cycle. Therefore, in the opening and closing execution mode in the low frequency winning mode, the winning of the game ball does not actually occur.

[0145] In addition, the number of times the large prize opening 32a is opened and closed, the limit time for opening per opening, and the limit number of items opened per opening in the high frequency prize winning mode and the low frequency prize winning mode are not limited to the above values ​​and are arbitrary as long as the frequency of winning in the variable prize winning device 32 from the start to the end of the opening and closing execution mode is higher in the high frequency prize winning mode than in the low frequency prize winning mode. Specifically, it is sufficient that the number of times the large prize opening is opened and closed, the limit time for opening per opening is longer, or the limit number of items opened per opening is higher in the high frequency prize winning mode than in the low frequency prize winning mode.

[0146] However, in order to clarify the difference between the benefits in the high frequency winning mode and the low frequency winning mode, it is preferable to configure the opening and closing execution mode in the low frequency winning mode so that the variable winning device 32 does not substantially win a prize. For example, in the high frequency winning mode, the product of the game ball launch cycle and the opening limit number for one opening may be set shorter than the opening limit time, while in the low frequency winning mode, the product of the game ball launch cycle and the opening limit number for one opening may be set longer than the opening limit time. Even if the game ball launch interval and the opening time of the large winning port 32a are not as described above, the latter may be set shorter than the former in the low frequency winning mode, so that the variable winning device 32 does not substantially win a prize.

[0147] The support modes for the electric device 34a of the lower operating port 34 are set to a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) so that the frequency at which the electric device 34a of the lower operating port 34 is in an open state per unit time is relatively high or low when compared with a situation in which game balls are continuing to be released in a similar manner into the game area.

[0148] Specifically, in the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role open state in the electric role open lottery using the electric role open counter C4 is the same (for example, both are 1 / 2), but in the high-frequency support mode, the number of times that the electric role 34a is in the open state when the electric role open state is won is set to be greater than in the low-frequency support mode, and the opening time for one time is set to be longer. In this case, when the electric role open state is won in the high-frequency support mode and the electric role 34a is in the open state 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 one time. Furthermore, in the high-frequency support mode, the minimum time to be secured between one electric role open lottery and the next electric role open lottery is set to be shorter than in the low-frequency support mode.

[0149] As described above, in the high frequency support mode, the probability of a winning entry into the lower actuation port 34 is higher than in the low frequency support mode. In other words, in the low frequency support mode, the probability of a winning entry into the upper actuation port 33 is higher than in the lower actuation port 34, but in the high frequency support mode, the probability of a winning entry into the lower actuation port 34 is higher than in the upper actuation port 33. When a winning entry into the lower actuation port 34 occurs, a predetermined number of game balls are paid out, so in the high frequency support mode, the player can play without losing too many balls.

[0150] The configuration for increasing the frequency of the high frequency support mode becoming in the electric role open state per unit time compared to the low frequency support mode is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role open state in the electric role opening lottery. Furthermore, the high frequency support mode and the low frequency support mode may be set by making any one or any combination of the conditions of the number of times, the opening time, and the winning probability different.

[0151] The big win type counter C2 is updated periodically, and is stored in the reserved ball storage area 232 of the RAM 204 at the timing when the gaming ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, it is stored in the reserved area Ra for the first result display section of the RAM 204 at the timing when the gaming ball enters the upper actuation port 33, and it is stored in the reserved area Rb for the second result display section of the RAM 204 at the timing when the gaming ball enters the lower actuation port 34.

[0152] The allocation destination of the game result for the big win type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 222 serving as an allocation information group storage means in the ROM 203. Here, the contents of the allocation table will be explained with reference to Fig. 18. As shown in Fig. 18, an allocation table (first allocation information group) for the first result display section in Fig. 18(a) and an allocation table (second allocation information group) for the second result display section in Fig. 18(b) are set as the allocation table.

[0153] In the distribution table for the first result display section, as shown in FIG. 18(a), the distribution destinations for game results are set as normal jackpot result (special game result corresponding to low probability), non-explicit 2R special jackpot result (non-explicit high probability game result or result resulting in a latent special state), explicit 2R special jackpot result (explicit high probability game result or result resulting in a sudden special state), and 15R special jackpot result (special game result corresponding to high probability).

[0154] A normal jackpot result is a jackpot result in which the open / close execution mode becomes a high-frequency winning mode, and after the open / close execution mode ends, the win / lose selection mode becomes a low-probability mode, and the support mode becomes a high-frequency support mode. However, this high-frequency support mode transitions to a low-frequency support mode when the number of plays reaches the end reference number (specifically, 100 plays) after the transition. In other words, a normal jackpot result is a jackpot result that transitions the game state to a normal jackpot state (low-probability special game state).

[0155] The non-disclosed 2R probability variable jackpot result is a jackpot result in which the open / close execution mode becomes a low-frequency winning mode, and after the open / close execution mode ends, the winning / losing lottery mode becomes a high-probability mode, and the support mode becomes a low-frequency support mode. In other words, the non-disclosed 2R probability variable jackpot result is a jackpot result that transitions the game state to a non-disclosed 2R probability variable jackpot state (non-disclosed high-probability game state).

[0156] The explicit 2R probability variable jackpot result is a jackpot result in which the open / close execution mode becomes a low frequency winning mode, and after the open / close execution mode ends, the win / lose 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 / lose lottery becomes a jackpot state win, and the game transitions to a jackpot state accordingly. In other words, the explicit 2R probability variable jackpot result is a jackpot result that transitions the game state to an explicit 2R probability variable jackpot state (an explicit high probability game state).

[0157] The 15R probability jackpot result is a jackpot result in which the open / close execution mode becomes a high frequency winning mode, and after the open / close execution mode ends, the win / lose 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 / lose lottery becomes a jackpot state win, and the game transitions to a jackpot state. In other words, the 15R probability jackpot result is a jackpot result that transitions the game state to a 15R probability jackpot state (high probability special game state).

[0158] In relation to the above game states, the normal game state refers to a state in which the win / lose selection mode is the low probability mode and the support mode is the low frequency support mode.

[0159] In the distribution table for the first result display section, of the values ​​of the jackpot type counter C2, which are "0 to 29", "0 to 9" corresponds to a normal jackpot result, "10 to 14" corresponds to an unspecified 2R special jackpot result, "15 to 19" corresponds to an explicit 2R special jackpot result, and "20 to 29" corresponds to a 15R special jackpot result.

[0160] As described above, the non-specified 2R variable probability jackpot result and the specified 2R variable probability jackpot result are set as the variable probability jackpot result, so that the form of the variable probability jackpot result is diversified. That is, when comparing the three types of variable probability jackpot results, the degree of advantage for the player is the highest for the 15R variable probability jackpot result, which becomes a high frequency winning mode in the open / close execution mode and a high frequency support mode in the support mode, the next highest for the specified 2R variable probability jackpot result, which becomes a low frequency winning mode in the open / close execution mode but a high frequency support mode in the support mode, and the lowest for the non-specified 2R variable probability jackpot result, which becomes a low frequency winning mode in the open / close execution mode and a low frequency support mode in the support mode. This makes it possible to prevent the game from becoming monotonous and to increase the attention to the game.

[0161] In particular, in the case of the non-disclosed 2R probability variable jackpot result, after the end of the open / close execution mode, the winning / losing lottery mode transitions to the high probability mode, but the support mode becomes the low frequency support mode like the normal game state. In this way, even though the support mode of the electric role 34a is the common low frequency support mode, it is possible to create a game state in which the winning / losing lottery mode becomes the high probability mode, making it possible for the player to predict whether the winning / losing lottery mode is the high probability mode or the low probability mode, and thus making it possible to increase the attention to the game.

[0162] On the other hand, in the allocation table for the second result display section, only the normal jackpot result and the 15R variable jackpot result are set as the allocation destination of the game result, as shown in Fig. 18(b). And, among the values ​​of the jackpot type counter C2 of "0 to 29", "0 to 9" corresponds to the normal jackpot result, and "10 to 29" corresponds to the 15R variable jackpot result.

[0163] As described above, in this pachinko machine 10, the allocation of game results when a jackpot is won is different depending on whether the jackpot is won based on winning the upper operating port 33 or the jackpot is won based on winning the lower operating port 34.

[0164] Here, the probability of a jackpot result being a variable probability jackpot when a jackpot is won is the same whether the allocation table for the first result display section or the allocation table for the second result display section is used. That is, in the allocation table for the first result display section, the number of values ​​of the jackpot type counter C2 assigned to the non-specified 2R variable probability jackpot result, the specified 2R variable probability jackpot result, and the 15R variable probability jackpot result is 20. Also, in the allocation table for the second result display section, the number of values ​​of the jackpot type counter C2 assigned to the 15R variable probability jackpot result is 20. Therefore, the probability that the win / lose lottery mode becomes the high probability mode after the opening / closing execution mode ends is the same for the case where a jackpot is won based on winning the upper operation port 33 and the case where a jackpot is won based on winning the lower operation port 34 (specifically, 2 / 3).

[0165] However, when a jackpot is won based on winning the lower operation port 34 and a probability variable jackpot result occurs, the result is always a 15R probability variable jackpot result, whereas when a jackpot is won based on winning the upper operation port 33 and a probability variable jackpot result occurs, there is a 1 / 4 probability of a non-stated 2R probability variable jackpot result or an explicit 2R probability variable jackpot result, and a 1 / 2 probability of a 15R probability variable jackpot result. In other words, the probability of the 15R probability variable jackpot result, which is the most advantageous probability variable jackpot result for the player, is higher when the jackpot is won based on winning the lower operation port 34 than when the jackpot is won based on winning the upper operation port 33.

[0166] Furthermore, in the case of a non-explicit 2R special jackpot result, as described above, after the end of the open / close execution mode, the win / lose selection mode will shift to the high probability mode, but the support mode will shift to the low frequency support mode. Therefore, compared to a 15R special jackpot result and an explicit 2R special jackpot result, the electric device 34a is less likely to be in the open state, which reduces the chances of receiving a payout of game balls, and further reduces the possibility of an allocation lottery being held based on the allocation table for the second result display section.

[0167] As described above, there is a clear difference in the advantages to the player between the upper actuation port 33 and the lower actuation port 34. Therefore, the player will play in the hope that a win will occur in the lower actuation port 34 out of the upper actuation port 33 and the lower actuation port 34, and accordingly, the player will pay more attention to the high frequency support mode in which the frequency of wins in the lower actuation port 34 increases.

[0168] In addition, in the present pachinko machine 10, as described above, if the winning / losing lottery results in a loss, the result will be a normal loss or a special loss. In this case, if the winning / losing lottery results in a normal loss, which occurs with a relatively high probability, the game will not transition to the open / close execution mode, and the winning / losing lottery mode and the support mode will not change.

[0169] On the other hand, in the case of a special losing result, which occurs with a relatively low probability when a losing result occurs, the special losing state is entered. In the special losing state, if the winning / losing lottery results in a losing result, the system transitions to the opening / closing execution mode. However, the opening / closing execution mode to which the system transitions is a low-frequency winning mode. Therefore, even if a special losing result occurs, it is not possible to expect the game ball to enter the large winning port 32a. In addition, after the opening / closing execution mode ends, there is no transition to the winning / losing lottery mode or the support mode.

[0170] By setting the special failure result as described above, the opening of the large winning port 32a of the variable winning device 32 can be used as a performance. Here, when a special failure result occurs under a normal game state in which the winning / losing lottery mode is a low probability mode and the support mode is a low frequency support mode, instead of the open / close execution mode, the game only transitions to the open / close execution mode as a low frequency winning mode, and then returns to the normal game state. In contrast, when the non-expressed 2R high probability jackpot result occurs, the game transitions to the open / close execution mode, which is a low frequency winning mode, and then the winning / losing lottery mode becomes a high probability mode, although the support mode is a low frequency support mode. In this way, the occurrence of a special failure result and the occurrence of a non-expressed 2R high probability jackpot result under a normal game state are common in that they transition to the open / close execution mode as the same low frequency winning mode and then the support mode becomes a low frequency support, and the difference between the two is that in the former, the winning / losing lottery mode becomes a low probability mode, while in the latter, it becomes a high probability mode. In other words, the occurrence of a special miss result and an unspecified 2R variable jackpot result under normal game conditions is the same in the behavior of each movable object, such as the behavior of the variable winning device 32 and the behavior of the electric role 34a of the lower operating port 34, and only the internal lottery state is different. As a result, when the open / close execution mode, which is a low-frequency winning mode, occurs under normal game conditions, it becomes possible to imagine whether the win / lose lottery mode has subsequently shifted to a high probability mode, making it possible to increase attention to the game.

[0171] In addition, when the winning / losing lottery mode is the low probability mode, the random number value for the special failure result is two, as shown in FIG. 17(a), like the random number value for the jackpot winning. On the other hand, when the winning / losing lottery mode is the high probability mode, the random number value for the special failure result is one, which is less than the number of random number values ​​for the jackpot winning and the number of random number values ​​for the special failure result in the low probability mode, as shown in FIG. 17(b). In this way, by making the number of random number values ​​for the special failure result less than the number of random number values ​​for the jackpot winning in the high probability mode, the probability of the jackpot winning can be made higher than the probability of the special failure result in the high probability mode. In addition, by setting the number of random number values ​​for the special failure result to be less under the high probability mode than under the low probability mode, the probability of the special failure result in the high probability mode can be made lower than under the low probability mode.

[0172] The reach random number counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 232 of the RAM 204 at the timing when the game ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, it is stored in the reserved area Ra for the first result display unit of the RAM 204 at the timing when the game ball enters the upper actuation port 33, and is stored in the reserved area Rb for the second result display unit of the RAM 204 at the timing when the game ball enters the lower actuation port 34. Then, it is determined whether or not to generate a reach based on the reach table stored in the reach table storage area of ​​the ROM 203. However, in a game round that transitions to the open / close execution mode, the MPU 202 determines whether or not to generate a reach 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 according to each game state. For example, the number of the reach random number counter C3 corresponding to the occurrence of the reach display may be set to be larger when the support mode is the high frequency support mode than when the support mode is the low frequency support mode.

[0173] Here, the term "reach display" (reach state) refers to a display state for making 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 has started and before the variable display (or variable display) of the pattern (picture) on the pattern display device 41 is derived and displayed, in a gaming machine that is equipped with a pattern display device 41 capable of performing a variable display (or variable display) of patterns (pictures), and in which the stop display result after the variable display is a special display result during a game round in which the opening and closing execution mode of the variable winning device 32 is a high frequency winning mode.

[0174] In other words, it is a display state in which the patterns of some of the multiple pattern rows displayed on the display screen of the pattern display device 41 are stopped to display a combination of reach patterns that may result in a jackpot combination corresponding to the occurrence of a high frequency winning mode, 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 changing patterns, a reach line is formed by displaying a combination of reach patterns which has the potential to form a jackpot combination corresponding to the occurrence of a high frequency winning mode on a preset effective line within the display screen of the pattern display device 41, and while the reach line is formed, the changing display of the patterns is performed using a final stopped pattern row.

[0176] The display contents of FIG. 15 will be specifically described. First, high-speed variable display is started for all the symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol is displayed. After that, the variable display mode of the upper symbol column Z1 is switched from high-speed variable display to low-speed variable display in which the player can easily or easily recognize the displayed symbol. Then, as the variable display of the upper symbol column Z1 ends, the variable display mode of the lower symbol column Z3 is switched from high-speed variable display to low-speed variable display. After that, the variable display of the lower symbol column Z3 ends. In this case, a reach line is formed by stopping and displaying the main symbol with the same number on any of the activated lines L1 to L5. Then, when the variable display of the middle symbol column Z2 switches from high-speed variable display to low-speed variable display and the open / close execution mode occurs, the variable display of the symbols in the middle symbol column Z2 is ended by stopping and displaying the main symbol with the same number as the main symbol forming the reach line on the reach line.

[0177] The reach display includes a reach effect by displaying a predetermined character or the like as a moving image on the background screen while displaying a remaining pattern row with a combination of reach symbols as described above, and a reach effect by displaying a predetermined character or the like as a moving image on almost the entire display screen after reducing or hiding the combination of reach symbols. In addition, when the reach display is being performed or before the reach display, the reach random number counter C3 or other counters may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0178] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in determining the variation display time in the first result display section AS and the second result display section BS of the main display section 43, the variation display time of the patterns in the pattern display device 41, and the variation display time in the main display area P of the pattern display device 41 in the MPU 202. The variation type counter CS is updated once each time the normal processing described below is executed once, and is also repeatedly updated during the remaining time in the normal processing. The variation type counter CS is stored in the reserved ball storage area 232 of the RAM 204 at the timing when the game ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, when the game ball enters the upper operating port 33, it is stored in the holding area Ra for the first result display section of RAM 204, and when the game ball enters the lower operating port 34, it is stored in the holding area Rb for the second result display section of RAM 204.

[0179] The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 250, and to return to 0 after reaching the maximum value (i.e., 250). The electric role opening counter C4 is periodically updated, and is stored in the electric role reserve area 233 of the RAM 204 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, a lottery is performed to determine whether or not the electric role 34a is controlled to be in the open state based on the stored value of the electric role opening counter C4. For example, if C4=0 to 190, the electric role 34a is controlled to be in the open state, and if C4=191 to 250, the electric role 34a is not controlled to be in the open state.

[0180] As already explained, in the MPU 202, the value of the variation type counter CS stored in the execution area AE is used to determine the variation display time in the first result display section AS and the second result display section BS, and the variation display time table storage area 223 in the ROM 203 is used for the determination. Also, in the MPU 202, the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 stored in the execution area AE are used to determine the stop results in the first result display section AS and the second result display section BS, and the stop result table storage area 224 in the ROM 203 is used for the determination.

[0181] <Regarding various processes executed by the main control device 81> Next, we will explain the timer interrupt processing and normal processing executed by the MPU 202 in the main control device 81 to progress the game in each game round. In addition to the timer interrupt processing and normal processing, the MPU 202 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power failure signal to the NMI terminal (non-maskable terminal), but we will not explain these processing.

[0182] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart in Fig. 19. This process is started by the MPU 202 periodically (for example, every 2 msec).

[0183] In step S101, a process of reading various detection sensors is executed. That is, the state of various detection sensors connected to the main control device 81 is read, and the state of the detection sensor (detection information from the detection sensor) is determined to store the detection information (winning detection information). For example, when it is determined that a ball has entered the upper operation port 33, a winning detection flag for the upper operation port is stored in the various flag storage area 235 of the RAM 204, and when it is determined that a ball has entered the lower operation port 34, a winning detection flag for the lower operation port is stored in the various flag storage area 235. Also, when it is determined that a game ball has passed through the through gate 35, a winning detection flag for the through gate is stored in the various flag storage area 235 of the RAM 204.

[0184] After that, 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 the 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 of ​​the RAM 204.

[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 opening 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 opening counter C4 are each incremented by 1, and when the 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 ​​the RAM 204.

[0186] In the next step S104, a winning process for through is executed in association with a winning at the through gate 35. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in the various flag storage area 235 of the RAM 204, and if the flag is stored, the value of the electric role release counter C4 updated in the step S103 is stored in the electric role reserve area on the condition that the number of reserved roles stored in the electric role reserve area is less than 4. In addition, a process is executed for the performance control device 82 to light the reserved light emitting part 46 of the variable display unit 36 ​​corresponding to the reserved memory number. Then, if a winning detection flag for the through gate is stored in the various flag storage area 235, 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 operating ports 33, 34 is executed, and this timer interrupt process is terminated.

[0188] <Winning process for the operating port> Here, the winning process for the operating port will be described with reference to the flowcharts of FIG. 20 and FIG.

[0189] In step S201, whether or not the game ball has entered the upper operation opening 33 (start winning) is determined based on the detection state of the detection sensor corresponding to the upper operation opening 33. If it is determined that the game ball has entered the upper operation opening 33, in step S202, a prize ball command for making the payout control device 97 pay out three game balls is set. In the following step S203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the game ball has entered the upper operation opening 33. In step S204, the value stored in the reserved number storage area of ​​the first result display unit reserved area Ra is read, and the start reserved memory number RaN reserved and stored in the first result display unit reserved area Ra is set (hereinafter, also referred to as the first start reserved memory number RaN). Thereafter, in step S205, an information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS, and this winning process is terminated.

[0190] If it is determined in step S201 that the game ball has not entered the upper operating port 33, in step S206, it is determined whether the game ball has entered the lower operating port 34 (start winning) based on the detection state of the detection sensor corresponding to the lower operating port 34. If it is determined that the game ball has entered the lower operating port 34, in step S207, a prize ball command for paying out four game balls is set in the payout control device 97. In the following step S208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the game ball has entered the lower operating port 34. In step S209, the value stored in the reserved number storage area of ​​the second result display unit reserved area Rb is read, and the start reserved memory number RbN reserved and stored in the second result display unit reserved area Rb is set (hereinafter also referred to as the second start reserved memory number RbN). Thereafter, in step S205, information acquisition process is performed, and this winning process is terminated.

[0191] On the other hand, if the results of steps S201 and S206 are both NO, that is, if the gaming ball has not entered either the upper actuation port 33 or the lower actuation port 34, the winning process is terminated.

[0192] The prize ball command set in steps S202 and S207 above is sent to the payout control device 97 in the external output process S401 of the normal processing described below.

[0193] The information acquisition process in step S205 will now be described in detail with reference to the flowchart of FIG.

[0194] In the information acquisition process, first, in step S301, it is determined whether the start pending memory count N (RaN or RbN) set in the above-mentioned step S204 or step S209 is less than the upper limit value (4 in this embodiment). If the start pending memory count N is the upper limit value, the information acquisition process is terminated as is, and if it is less than the upper limit value, in step S302, the start pending memory count N in the corresponding result display section pending area is incremented by 1, and in step S303, the value stored in the total pending number memory area (hereinafter referred to as the common pending number CRN) is incremented by 1.

[0195] 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 memory area among the free memory areas of the corresponding result display section reserve area, i.e., the memory area corresponding to the reserved memory number incremented by 1 in the above step S302.

[0196] In other words, when the start pending memory number RaN for the upper operating port is set, the values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and variable type counter CS updated in step S103 are stored in the first memory area among the empty memory areas in the holding area Ra for the upper operating port, i.e., the holding area Ra corresponding to the start pending memory number RaN for the upper operating port incremented by 1 in step S302.

[0197] In addition, when the start pending memory number RbN for the lower operating port is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in the above step S103 are stored in the first memory area among the empty memory areas in the holding area Rb for the lower operating port, i.e., the holding area Rb corresponding to the start pending memory number RbN for the lower operating port incremented by 1 in the above step S302.

[0198] In the following steps S305 and S306, the production control device 82 and the display control device 212, which are the sub-side (auxiliary) control devices, are made to recognize that a win has occurred in the upper actuation port 33 or the lower actuation port 34, and a hold confirmation process and a hold command setting process are executed, which are processes for executing the hold notice described later. After that, if the above-mentioned winning detection flag is stored, the flag is erased, and the information acquisition process is terminated.

[0199] The hold command set in the hold command setting process in step S306 is sent to the performance control device 82 by the external output process of normal processing (step S401) described below. The hold command contains information as to which of the upper and lower actuation ports 33 and 34 the winning is based on, and upon receiving the hold command, the performance control device 82 executes processing to change the display in the hold display areas Ga and Gb to correspond to the increase in the number of holds.

[0200] Specifically, when the command received by the display control device 212 via the performance control device 82 corresponds to winning the upper operation port 33, a process is executed to display the reserved image in the reserved display area Ga for the upper operation port. In the reserved display area Ga, reserved images are displayed in sequence from the left side, for example, if the start reserved memory number RaN for the upper operation port is 1, a reserved image is displayed in the first unit reserved display area Ga1 at the left end, and if the start reserved memory number RaN is 4, reserved images are displayed in all reserved display areas Ga1 to Ga4. Also, when the command received by the display control device 212 via the performance control device 82 corresponds to winning the lower operation port 34, a process is executed to display reserved images in the reserved display area Gb for the lower operation port. In the reserved display area Gb, reserved images are displayed in sequence from the left side, for example, if the start reserved memory number RbN for the lower operation port is 1, a reserved image is displayed in the first unit reserved display area Gb1 at the left end, and if the start reserved memory number RbN is 4, reserved images are displayed in all reserved display areas Gb1 to Gb4.

[0201] <Normal processing> Next, the flow of normal processing will be described with reference to the flowchart in Fig. 22. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps S401 to S406 is executed as regular processing with a cycle of 4 msec, and the counter update processing of steps S408 and S409 is executed in the remaining time.

[0202] In normal processing, first, an external signal output process is executed in step S401. In the external signal output process in step S401, output data such as commands set in the timer interrupt process or the previous normal process 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 97. In addition, if a performance command such as a variation command, type command, or variation end command is set, it is sent to the performance control device 82.

[0203] 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 the 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 204.

[0204] In the next step S403, a game round control process for controlling the game in each game round is executed. In this game round control process, a jackpot determination, setting of the variable display of the symbols by the symbol display device 41, display control of the main display unit 43, etc. are performed.

[0205] After executing the game number control process in step S403, the process proceeds to step S404, where a game state transition process is executed. Although details will be described 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 number control process in step S403 and the game state transition process in step S404 will be described later.

[0206] In the next step S405, an electric role support process is executed to drive and control the electric role 34a provided in the lower operating port 34. In this electric role support process, an electric role opening lottery is executed to determine whether or not the electric role 34a is opened using numerical information acquired from the electric role opening counter C4 stored in the electric role reservation area 233 of the RAM 204, and if the electric role opening state is selected, an opening and closing process of the electric role 34a is executed. In addition, display control of the role display unit 44 is executed so as to inform the lottery result of the electric role opening lottery.

[0207] As already explained, the low-frequency support mode and the high-frequency support mode are set as the support mode by the electric role 34a, and a transition to either of the support modes is performed by the game state transition process. If the high-frequency support flag is set in the various flag storage area 235 of the RAM 204 after this process, the high-frequency support mode is selected, and if the flag is not set, the low-frequency support mode is selected.

[0208] In the electric role support process, whether or not the high frequency support mode is set is determined by determining whether or not the high frequency support flag is set in the various flag storage area 235 of the RAM 204. In the high frequency support mode, the number of times that the electric role 34a is in the open state when the electric role open state is won is set to be greater than in the low frequency support mode, and the opening time for one time is set to be longer. In addition, in the high frequency support mode, when the electric role open state is won and the electric role 34a is in the open state 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 one time.

[0209] Incidentally, when the opening / closing execution mode is entered, even if the high frequency support flag is set in the various flags storage area 235 of the RAM 204, the support mode is forcibly set to the low frequency support mode.

[0210] After that, in step S406, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 53 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply and launch control device 98. This causes the game ball to be launched toward the play area PE.

[0211] In the next step S407, it is determined whether the next execution timing of the normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the next execution timing of the normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0212] 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 ​​the RAM 204. 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 ​​the RAM 204.

[0213] Here, since the execution time of each process of steps S401 to S406 changes according to 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 executing the update of the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (i.e., the initial value of the big win random number counter C1) can be randomly updated, and similarly, the change type counter CS can also be randomly updated.

[0214] <Game Play Control Processing> Next, the game play control process in step S403 will be described with reference to the flowcharts in Figs.

[0215] In the game play control process, first, in step S501, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag (open / close execution state information) is stored (stored) in an open / close execution mode flag storage area (open / close execution state information storage means) in the various flag storage area 235 of the RAM 204. The open / close execution mode flag is stored when the game state is shifted to the open / close execution mode in the game state shift process described later, and is erased when the open / close execution mode is terminated in the game state shift process.

[0216] If the opening and closing execution mode is in progress, the game round control process is terminated without executing any of the processes after step S502, i.e., the game round start process in steps S503 to S505 and the game round progress process in steps S506 to S509. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether or not a winning has occurred in the operating ports 33 and 34.

[0217] If the opening / closing execution mode is not in effect, then in step S502 it is determined whether or not the main display unit 43 is displaying a change. Specifically, it is determined whether or not either the first result display unit AS or the second result display unit BS is displaying a change. This determination is made by determining whether or not a change display flag (change display information) is stored (stored) in a change display flag storage area (change display information storage means) in the various flag storage area 235 of the RAM 204. The change display flag is stored when change display is started for either the first result display unit AS or the second result display unit BS, and is erased when the change display ends.

[0218] If the main display unit 43 is not displaying a variable, the process proceeds to the game start process of steps S503 to S505. In the game start process, first, in step S503, it is determined whether the common reserve number CRN is "0". When the common reserve number CRN is "0", it means that the start reserve memory number RaN, RbN is "0" for both the upper operating port 33 and the lower operating port 34. Therefore, the game control process is terminated as it is. 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 Ra for the first result display unit or the reserve area Rb for the second result display unit for variable display, and further in step S505, a variable start process is executed to start the variable display in the main display unit 43 and the variable display in the pattern display unit 41, and then the game control process is terminated.

[0219] The data setting process in step S504 and the fluctuation start process in step S505 will now be described in detail.

[0220] First, the data setting process will be described with reference to the flowchart in FIG.

[0221] In the data setting process, first in step S601, it is determined whether the second start pending memory count RbN reserved and stored in the second result display unit reservation area Rb is 0. If the second start pending memory count RbN is 0, data setting processes for the first result display unit in steps S602 to S607 are executed, and if the second start pending memory count RbN is not 0, data setting processes for the second result display unit in steps S608 to S613 are executed.

[0222] Here, as already explained, the data setting process is executed when the common hold number CRN is 1 or more. In this case, the data setting process judges whether the second start hold memory number RbN is "0" or not, and if it is not "0", that is, if hold information for variable display is stored for the second result display unit BS, the data stored in the second result display unit hold area Rb is set as for variable display, regardless of whether the first start hold memory number RaN is 1 or more. As a result, when hold information is stored in both the first result display unit hold area Ra and the second result display unit hold area Rb, the hold information stored in the second result display unit hold area Rb corresponding to the lower operating port 34 is given priority.

[0223] In the data setting process for the first result display section, first in step S602, the first start pending memory number RaN in the first result display section pending area Ra is decremented by 1. In the following step S603, the common pending number CRN is decremented by 1. After that, in step S604, the data stored in the first area of ​​the first result display section pending area Ra is moved to the execution area AE.

[0224] Then, in step S605, a process is executed to shift the data stored in the storage area of ​​the first result display reserve area Ra. This data shift process is a process to shift the data stored in the first to fourth areas to the lower areas in order, and the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on.

[0225] In the next step S606, if a second result display section flag (second result display section information) is stored in the second result display section flag storage area (second result display section information storage means) provided in the other flag storage area 235 of the RAM 204, it is erased, and if not, the state is maintained. The second result display section flag is information for identifying whether the current variable display started from the first result display section AS or the second result display section BS.

[0226] In the next step S607, a shift command (shift occurrence information) is set, which is information for making the performance control device 82, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the first result display unit reserved area Ra, i.e., corresponds to the upper operating port 33, is selected from the command information storage area 225 of the ROM 203, and the selected shift command is set as a command to be sent to the performance control device 82. Then, this data setting process is terminated.

[0227] The shift command set in step S607 is sent to the performance control device 82 in step S401 in the normal processing (FIG. 22). The performance control device 82 executes a process for changing the display in the first reserved light emitting part 45 of the variable display unit 36 ​​and the display in the first reserved display area Ga of the pattern display device 41 in response to the reduction in the number of reserved items based on the received shift command.

[0228] In the data setting process for the second result display section, first in step S608, the second start pending memory number RbN in the reserve area Rb for the second result display section is decremented by 1. In the following step S609, the common reserve number CRN is decremented by 1. After that, in step S610, the data stored in the first area of ​​the reserve area Rb for the second result display section is moved to the execution area AE.

[0229] Then, in step S611, a process is executed to shift the data stored in the storage area of ​​the second result display section reserve area Rb. This data shift process is a process to shift the data stored in the first to fourth areas to the lower areas in order, and the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on.

[0230] In the following step S612, if the second result display unit flag (second result display unit information) is not stored in the second result display unit flag storage area (second result display unit information storage means) provided in the other flag storage area 235 of RAM 204, the second result display unit flag is stored, and if it is stored, that state is maintained.

[0231] In the next step S613, a shift command (shift occurrence information) is set, which is information for making the performance control device 82, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area targeted for the current data shift corresponds to the reserved area Rb for the second result display unit, i.e., information that the area corresponds to the lower operating port 34, is selected from the command information storage area 225 of the ROM 203, and the selected shift command is set as a command to be sent to the performance control device 82. Then, this data setting process is terminated.

[0232] The shift command set in step S613 is sent to the performance control device 82 in step S401 in the normal processing (FIG. 22). The performance control device 82 executes a process for changing the display in the second reserved light emitting part 46 of the variable display unit 36 ​​and the display in the second reserved display area Gb of the pattern display device 41 in response to the reduction in the number of reserved items based on the received shift command.

[0233] Next, the fluctuation start process will be described with reference to the flowchart of FIG.

[0234] In the variation start process, first, in step S701, it is determined whether the winning / losing lottery mode is the high probability mode. Specifically, it is determined whether a high probability mode flag (high probability state information) is stored (stored) in the high probability mode flag storage area (high probability state information storage means) provided in the various flag storage area 235 of the RAM 204. The high probability mode flag is stored at the end of the opening / closing execution mode related to the occurrence of a high probability jackpot result, and is erased when a normal jackpot result occurs thereafter.

[0235] If the mode is not the high probability mode, a win / loss determination is made in step S702 by referring to the win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode as shown in FIG. 17(a). On the other hand, if the mode is the high probability mode, a win / loss determination is made in step S703 by referring to the win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the high probability mode as shown in FIG. 17(b).

[0236] After the process of step S702 or step S703, in steps S704 to S712, a process for setting the game result of the current game round is executed, and a process for setting the stop result when the variable display executed in either the first result display unit AS or the second result display unit BS in the current game round is terminated is executed. In this case, when the stop result is set, various stop result tables (stop result information groups) stored in the stop result table storage area 224 as the stop result information group storage means in the ROM 203 are referenced.

[0237] Specifically, first, in step S704, it is determined whether or not the result of the lottery in step S702 or step S703 is a jackpot win. If a jackpot win is determined, in steps S705 to S711, processing for setting the game result in the case of a jackpot win and processing for setting the stop result are executed.

[0238] In step S705, it is determined whether or not the second result display section flag is stored in the RAM 204. If the second result display section flag is not stored, in step S706, the allocation determination is performed by referring to the allocation table for the first result display section (see FIG. 18(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the normal jackpot result, the numerical range of the non-expressed 2R variable probability jackpot result, the numerical range of the expressed 2R variable probability jackpot result, or the numerical range of the 15R variable probability jackpot result.

[0239] On the other hand, if the second result display section flag is stored, in step S707, the allocation table for the second result display section (see FIG. 18(b)) is referenced to perform allocation judgment. Specifically, it is judged whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the normal jackpot result or the numerical range of the 15R variable jackpot result.

[0240] After the process of step S706 or step S707, in step S708, it is determined whether the game result allocated in step S706 or step S707 is a jackpot result. If it is a jackpot result, in step S709, a stop result setting process for a jackpot is executed to set which stop result is displayed in the first result display unit AS or the second result display unit BS in the current game round in which the jackpot result occurs. Also, in step S709, information for the MPU202 to specify which jackpot result is the win / loss judgment result of the current game round is stored in the various flag storage area 235 of the RAM204. Specifically, in step S709, any one of the following is stored: an explicit 2R jackpot flag (an explicit 2R jackpot flag), an implicit 2R jackpot flag (an implicit 2R jackpot flag), or a 15R jackpot flag (a 15R jackpot flag). Then, the process proceeds to step S713.

[0241] On the other hand, if the game result allocated in step S706 or step S707 is not a guaranteed jackpot result, a negative judgment is made in step S708, and the process proceeds to step S710. In step S710, the stop result table for normal jackpots is referenced to obtain address information of the stop result data corresponding to the value of the jackpot type counter C2 stored in the execution area AE, and the address information is stored in the stop result address storage area of ​​the RAM 204. After that, in step S711, information for the MPU 202 to specify whether the win / loss judgment result of the current game is a normal jackpot result is stored in the various flag storage area 235 of the RAM 204. Specifically, in step S711, a normal flag (normal jackpot flag) is stored. Then, the process proceeds to step S713.

[0242] Also, if the result of the lottery in step S702 or step S703 is not a big win, a negative decision is made in step S704, and the process proceeds to step S712. In step S712, a stop result setting process for a loss is executed to set which stop result is displayed in the first result display unit AS or the second result display unit BS in the current game round that results in a loss, and the variable display is to end in that state. Also, in step S712, information for the MPU202 to specify that the win / loss determination result of the current game round is a loss result is stored in the various flags storage area 235 of the RAM204. Specifically, in step S712, either a normal loss flag or a special loss flag is stored. Then, the process proceeds to step S713.

[0243] After executing any one of the processes in step S709, step S711, or step S712, in step S713, a variable display time setting process is executed to set the variable display time for the current game round in the first result display unit AS or the second result display unit BS.

[0244] In the process of setting the variable display time, depending on the game result of the current game and whether or not the reach display occurs, the corresponding variable display time table is obtained from the ROM 203, and the variable display time according to the value of the current variation type counter CS is set. Specifically, in this embodiment, when the result of the winning / losing lottery is a result that transitions to the open / close execution mode (any big win result or special loss result), or when the result of the winning / losing lottery is a normal loss result and the lottery for the reach occurrence is won, the reach display is executed, and the variable display time table for the reach occurrence is referenced.

[0245] Here, the reach display is provided with a normal reach and a super reach, which have different variable display modes. Variable display time information corresponding to each of the normal reach and super reach 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 the reach display corresponding to the current value of the variable type counter CS is determined by referring to this table.

[0246] On the other hand, in the variable display time table for non-reach occurrence, the variable display time is set to be shorter as the start pending memory number N is larger.

[0247] In addition, the variable display time table for non-reach occurrence is set so that a shorter variable display time is selected in a situation where the support mode is a high-frequency support mode compared to a situation where the number of reserved information is the same, but this is not limited to this, and 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 variable display time that is likely to be selected and a variable display time that is unlikely to be selected may be different between a jackpot win and a miss reach. Also, a variable display time table for a sure-variable jackpot, a variable display time table for a normal jackpot, a variable display time table for a miss reach, and a variable display time table for a complete miss may be configured separately.

[0248] As described above, the variable display time for each game is determined using parameters such as the presence or absence of reach occurrence, the type of reach display, the number of reserved information, and the value of the variable type counter CS, etc. However, the variable display time for each game is determined without using the contents of other reserved information, specifically, the information for jackpot determination, the information for type determination, and the information for reach determination contained in other reserved information, as parameters.

[0249] Returning to the explanation of the fluctuation start process (FIG. 25), after step S713, in step S714, a fluctuation command and a type command are set. The fluctuation 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, as information on the game result, information on the 15R special jackpot result, information on the normal jackpot result, information on the explicit 2R special jackpot result, information on the implicit 2R special jackpot result, information on the special miss result, and the like.

[0250] The variation command and type command set in step S714 are sent to the performance control device 82 in step S401 in the normal processing (FIG. 22). The performance control device 82 determines the content of the performance for that game round based on the received variation command and type command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the variable display mode of the patterns on the pattern display device 41, and this determined variable display mode of the patterns is output from the performance control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 41 so that the variable display of the patterns corresponding to each game round is performed based on the display content command received from the performance control device 82.

[0251] Then, in step S715, the display of the variation of the image is started in the result display section corresponding to the current game round, out of the first result display section AS and the second result display section BS. In this case, if the second result display section flag is not stored in the RAM 204, the result display section corresponding to the current game round is identified as the first result display section AS, and if the second result display section flag is stored, the result display section corresponding to the current game round is identified as the second result display section BS. Then, this variation start process is terminated.

[0252] Returning to the explanation of the game round control process (FIG. 23), when the main display unit 43 is in the process of variable display, the game round progress process of steps S506 to S509 is executed. In the game round progress process, first, in step S506, it is determined whether or not the variable display time for the current game round has elapsed. Specifically, it is determined whether or not the value of the variable display time information stored in the variable display time counter area of ​​the RAM 204 has become "0". The value of the variable display time information is set in the variable display time setting process as described above. Furthermore, the value of this set variable display time information is decremented by 1 each time the timer interrupt process (FIG. 19) is started.

[0253] If the variable display time has not elapsed, a variable display process is executed in step S507. In the variable display process, the display control of the result display section (light emission control of each display segment) is performed so that each display segment in the result display section related to the current game round is turned on and off in a predetermined order, and the game round control process is terminated.

[0254] If the variable display time has elapsed, a variable end process is executed in step S508. In the variable end process, the information stored in the RAM 204 in any one of the processes in steps S709, S710, and S712 is specified, and the main display unit 43 is controlled so that the image corresponding to the information is stopped and displayed on the main display unit 43.

[0255] In the next 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 performance control device 82 in step S401 in the normal process (FIG. 22). The performance control device 82 sends the received variation end command to the display control device 212 while maintaining its information form. By receiving the variation end command, the display control device 212 displays the final stop pattern combination in that game round as a definite display (final stop display).

[0256] <Game state transition processing> Next, the game state transition process in step S404 will be described with reference to the flowchart of FIG.

[0257] First, in step S801, it is determined whether or not the game is in the open / close execution mode. If the game is not in the open / close execution mode, the program proceeds to step S802, where it is determined whether or not the timing for the display of the changing patterns in the first result display section AS or the second result display section BS for one game has ended. If the timing for the display of the changing patterns has not ended, the game state transition process is terminated.

[0258] If the timing is that the variable display has ended, in step S803, it is determined whether the game result of the current game corresponds to the transition to the open / close execution mode. Specifically, it is determined whether the RAM 204 stores any of the following flags: an explicit 2R probability flag, an implicit 2R probability flag, a 15R probability flag, a normal big win flag, or a special miss flag. If none of the above flags are stored, the game state transition process is terminated.

[0259] When any of the above flags is stored, the opening / closing execution mode start process is executed in step S804. In the start process, an opening waiting time (start waiting period) for waiting without starting the opening of the large winning port 32a of the variable winning device 32 for the opening of the opening / closing execution mode is set. Specifically, the waiting time information for the opening stored in advance in the ROM 203 is set in a waiting time counter area provided in the various counter areas 234 of the RAM 204. In this case, the waiting time information set is different depending on whether the opening / closing execution mode is the high frequency winning mode or not, and the waiting time information is set so that the waiting time in the low frequency winning mode is shorter than that in the high frequency winning mode. For example, in the high frequency winning mode, the count value of the waiting time information is set so that the waiting time is 1 sec, and in the low frequency winning mode, the count value of the waiting time information is set so that the waiting time is 0.2 sec. The value of the waiting time information set here is decremented by 1 each time the timer interrupt process (FIG. 19) is executed.

[0260] In the next step S805, a round display start process is executed to notify the type of the current open / close execution mode. In the round display start process, first, the address information stored in the stop result address storage area of ​​the RAM 204 is confirmed. Then, from the stop result data group stored in the ROM 203, the stop result data corresponding to the address information is identified, and the content of the number of rounds is confirmed from the identified stop result data. After that, the confirmed content of the number of rounds is output to the round display section RS in the main display unit 43. As a result, the round information related to the above output is displayed on the round display section RS.

[0261] In the next step S806, it is determined whether the current opening / closing execution mode is the high frequency winning mode. Specifically, it is determined whether the 15R probability flag or the normal big win flag is stored in the RAM 204. If it is not the high frequency winning mode, that is, if it is the low frequency winning mode, in step S807, "2" is set in the round counter area RC provided in the various counter areas 234 of the RAM 204. The round counter area RC is a counter area for counting the number of times the big winning port 32a is opened. On the other hand, if it is the high frequency winning mode, in step S808, "15" is set in the round counter area RC.

[0262] After the process of step S807 or step S808 is executed, an opening command is set in step S809. This set opening command is transmitted to the performance control device 82 in step S401 in the normal process (FIG. 22). This opening command includes information on whether the mode is the high frequency winning mode or the low frequency winning mode. The performance control device 82 determines the content of the performance corresponding to the opening and closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode in the pattern display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the current opening and closing execution mode is performed based on the display content command received from the performance control device 82.

[0263] In the next step S810, the external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, it is determined whether or not any of the explicit 2R probability variable flag, the implicit 2R probability variable flag, the 15R probability variable flag, or the normal jackpot flag is stored in the RAM 204, and if any of the flags is stored, the signal output state of the output terminal for the jackpot signal provided in the external output terminal 99 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to the management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can grasp that a jackpot has occurred in the pachinko machine 10.

[0264] In addition, in the external signal setting process, it is determined whether or not any of the explicit 2R probability flag, the implicit 2R probability flag, the 15R probability flag, the normal jackpot flag, or the special loss flag is stored in the RAM 204, and if any of the flags is stored, the signal output state of the output terminal for the jackpot and special loss signal provided in the external output terminal 99 is set to the jackpot and special loss signal output state. As a result, if the output terminal for the jackpot and special loss signal is connected to the management control device on the gaming hall side, the jackpot and special loss signal is output to the management control device, and the management control device can grasp that the opening / closing execution mode has occurred in the pachinko machine 10.

[0265] On the other hand, if the game is in the opening / closing execution mode, an affirmative decision is made in step S801, and the program proceeds to step S811. In step S811, the program determines whether the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process ends. If the waiting time for the opening has elapsed, the program executes the big prize opening opening / closing process in step S812.

[0266] In the large prize opening opening / closing process, the large prize opening 32a is switched between an open state and a closed state by controlling the driving of the variable prize driving unit 32c according to the values ​​of the round counter area RC and the timer area T. In this case, the values ​​of the round counter area RC and the timer area T that are set differ between the opening / closing execution mode, which is the high frequency prize winning mode, and the opening / closing execution mode, which is the low frequency prize winning mode, and the variable prize driving unit 32c is controlled to switch so that the number of times and the period of time that the large prize opening 32a is in the open state are greater (longer) in the high frequency prize winning mode than in the low frequency prize winning mode.

[0267] After executing the large prize opening / closing process in step S812, it is determined in step S813 whether the value of the round counter area RC is "0" or not, and in step S814 it is determined whether the waiting time for the ending has elapsed or not. If the value of the round counter area RC is not "0" or if the waiting time for the ending has not elapsed, this game state transition process is terminated.

[0268] On the other hand, if the value of the round counter area RC is "0" and the waiting time for the ending has elapsed, in step S815, a transition process for terminating the opening / closing execution mode is executed.

[0269] In the transition process at the end of the open / close execution mode, if the 15R probability flag or the explicit 2R probability flag is stored in the RAM 204, the winning / losing lottery mode is set to the high probability mode, and the support mode is set to the high frequency support mode. Note that these high probability mode and high frequency support mode are maintained at least until the next big win occurs. Also, if the implicit 2R probability flag is stored in the RAM 204, the winning / losing lottery mode is set to the high probability mode, and the support mode is set to the low frequency support mode. Note that these high probability mode and low frequency support mode are maintained at least until the next big win occurs. Furthermore, if the normal big win flag is stored in the RAM 204, the winning / losing lottery mode is set to the low probability mode, and the support mode is set to the high frequency support mode. However, the high frequency support mode is ended when the game has been played 100 times, and then the game transitions to the normal game state in which the winning / losing lottery mode is the low probability mode and the support mode is the low frequency support mode. If neither flag is stored, i.e., if the trigger for the current opening / closing execution mode was a special miss result, the game state of the game round that resulted in the special miss result is maintained after the opening / closing execution mode ends.

[0270] After the transition process at the end of the opening / closing execution mode in step S815 is completed, the end process of the round display is executed in step S816. In this process, the display control of the round display section RS in the main display section 43 is ended so that the round display section RS is turned off. That is, the round display in the round display section RS is started when the opening / closing execution mode is started, and is ended when the opening / closing execution mode is ended. In this case, when the opening / closing execution mode is the low frequency winning mode, the opening / closing frequency of the large prize opening 32a is set to be less and the opening time and closing time of the large prize opening 32a are set to be shorter than in the high frequency winning mode. Therefore, the period during which the contents of the number of rounds are displayed on the round display section RS is shorter than in the high frequency winning mode. Furthermore, the result display stopped and displayed on the first result display section AS or the second result display section BS is started when the game round ends, and continues until the next game round starts. Therefore, when the mode is switched to the opening / closing execution mode, the result display starts before the contents of the number of rounds are displayed on the round display section RS, and continues until the display of the contents of the number of rounds ends. In other words, the display of the results is maintained for a longer period of time than the display of the details of the number of rounds.

[0271] After that, in step S817, the end process of the open / close execution mode is executed, and then the game state transition process is terminated. In the end process of the open / close execution mode, if the explicit 2R probability variable flag, the non-explicit 2R probability variable flag, the 15R probability variable flag, the normal big win flag, and the special miss flag are stored, they are erased, and if they are not already stored, the state is maintained.

[0272] Next, the electrical configuration and control processing for executing various performances will be described.

[0273] <Electrical configuration of the performance control device 82 and the display control device 212> The electrical configuration of the performance control device 82 and the display control device 212 will be described below with reference to the block diagram of FIG.

[0274] The performance control board 241 provided in the performance control device 82 is equipped with an MPU 242. The MPU 242 includes a ROM 243 that stores various control programs and fixed value data executed by the MPU 242, a RAM 244 that is a memory for temporarily storing various data when the control programs stored in the ROM 243 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0275] The MPU 242 is provided with an input port and an output port. The main control device 81 is connected to the input side of the MPU 242. From the main control device 81, it receives hold display control commands (hold display control information) such as a shift command and a hold command described later. It also receives game number control commands (game number control information) such as a variation command, a type command, and a variation end command. It also receives opening / closing execution mode commands (opening / closing execution mode information) such as an opening command and an ending command.

[0276] The MPU 242 performs processing for executing various kinds of performances based on various kinds of commands received from the main control device 81. The received commands are stored in a command storage area 248 provided in the RAM 244 of the MPU 242. Then, the MPU 242 performs processing such as analyzing the stored commands to execute various kinds of performances.

[0277] The output side of the MPU 242 is connected to the LEDs 410, 510 provided on the game board 24, each of the pending light-emitting units 45-47 provided on the variable display unit 36, and the display light-emitting unit 63 and speaker unit 64 provided on the front door frame 14, as well as to the display control device 212.

[0278] The display control device 212 includes a display control board 251 on which an MPU 252 in which a program ROM 253 and a work RAM 254 are integrated into a chip, a video display processor (VDP) 255, a character ROM 256, and a video RAM 257 are mounted.

[0279] The MPU 252 receives hold display control commands (hold display control information) for controlling hold display, game number control commands (game number control information) for displaying the variation of patterns, and opening and closing execution mode commands (opening and closing execution mode information) for displaying moving images during the opening and closing execution mode from the performance control device 82. Then, the MPU 252 analyzes the received commands or performs a predetermined calculation process based on the received commands to control the VDP 255 (specifically, generates internal commands for the VDP 255).

[0280] The program ROM 253 is a memory for storing various control programs executed by the MPU 252 and fixed value data, and also stores and holds JPEG format image data for the background image.

[0281] The work RAM 254 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 252. The work data, flags, etc. are stored in various areas of the work RAM 254.

[0282] The VDP255 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP255 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP255 mediates data reading and writing by adjusting the timing of the MPU252, video RAM257, etc., and reads image data to be stored in the video RAM257 from the character ROM256 at a predetermined timing and displays it on the pattern display device 41.

[0283] The character ROM 256 serves as an image data library for storing character data such as designs to be displayed on the design display device 41. This character ROM 256 holds bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like.

[0284] It is also possible to provide a plurality of character ROMs 256 and store image data and the like in each of the character ROMs 256. It is also possible to configure the character ROM 256 to store the JPEG format image data for the background image stored in the program ROM 253.

[0285] The video RAM 257 is a memory for storing display data to be displayed on the pattern display device 41, and the display contents of the pattern display device 41 are changed by rewriting the contents of the video RAM 257.

[0286] <Processing related to various effects> Next, we will explain the processing related to various performances executed by the MPU 242 of the performance control device 82. As this processing, various performance processing is provided, and the various performance processing is periodically started by the MPU 242 at a predetermined cycle (for example, 2 msec cycle).

[0287] Various types of performance processing will be described below with reference to the flowchart of FIG.

[0288] First, in step S901, a hold control process is executed. In this process, a process for setting the presentation content (contents of hold display and hold notice) based on receiving a hold display control command (shift command or hold command) from the main control device 81 is executed. In the following step S902, a variable display control process is executed. In this process, a process for setting the presentation content (contents of a game round) based on receiving a game round control command (variation command, type command, variation end command, etc.) from the main control device 81 is executed.

[0289] In the next step S903, a light emission control process is executed. In this process, light emission control of the LEDs 410, 510 as light emitting units for the game board connected to the performance control device 82 is executed. The light emission control process will be described in detail later. In the next step S904, a demo screen process is executed. In this process, a process for displaying a demo screen on the display screen G of the pattern display device 41 is executed in cases such as when a game has not been played for a predetermined period of time, or when a game has been played but no game round has been played.

[0290] Then, in step S905, other processing for the performance is performed, and then the various performance processing is terminated. In the other processing, processing is performed for performing various settings and initialization of the various light emitting units 45 to 47, 63 and the speaker unit 64 for the performance. In a configuration in which a movable role is connected to the performance control device 82, this processing performs processing for setting the initial position of the movable role. In addition, in this other processing, processing is performed for performing a performance based on receiving a performance command in accordance with the transition of the game state (a command for the opening / closing execution mode, or a command corresponding to the transition to the support mode or the lottery mode).

[0291] <Light Emission Control Processing> The light emission control process in step S903 will be described with reference to the flowchart in FIG.

[0292] First, in step S1001, a game status grasping process is executed. In this process, a process is executed to grasp various game statuses such as the presence or absence of execution of a reserved notice set in the immediately preceding reserved control process (step S901) and its type, the presentation content for a game round set in the variable display control process (step S902), the game status, etc. For example, the presence or absence of execution of a reserved notice and its type, the presentation content for a game round, and the game status are stored in the reserved memory area 250 of the RAM 244 in steps S901 and S902, and the game status grasping process grasps these contents by referring to this reserved memory area 250.

[0293] In the next step S1002, a process of reading out the light emission number corresponding to the content grasped in step S1001 is executed, and a process of grasping the light emission control pattern corresponding to the read light emission number is executed. The light emission number and the light emission control pattern are stored as a light emission pattern table in the various table storage area 245 of the ROM 243.

[0294] In the light emission pattern table, groups of LEDs to be controlled to be turned ON / OFF in association with various game situations are defined as shown in Fig. 30. In Fig. 30, the fourth symbol LED 413 and the upper LED 540 are omitted.

[0295] In the case where the demo screen is set in step S903 as the current game status, the light emission number is set to "0", and the light emission control pattern corresponding to this "0" is set to control all of the LEDs 411, 412, 520, and 530 to be OFF.

[0296] Although a game round is not being played, when the launch handle 54 is being operated, the light emission number is set to "1", and the light emission control pattern corresponding to this "1" is set so that the LEDs 411, 412 on the irradiation plate 400 are all controlled to be OFF, but the side LEDs 520, 530 are all controlled to be ON.

[0297] After a game round has started and in a situation where no reach has occurred, the light emission numbers are set to "2" to "9", and the light emission control patterns corresponding to these light emission numbers are set so that all of the LEDs 411, 412 on the irradiation plate 400 are controlled to be turned OFF, and all of the side LEDs 520, 530 are also controlled to be turned OFF.

[0298] In a situation where a game round is being played and a reach is being achieved, the light emission numbers are set to "10" to "19", and as light emission control patterns corresponding to these light emission numbers, the second symbol LED 411 of the irradiation plate 400 is controlled to be ON and the third symbol LED 412 is controlled to be OFF. And, among the side LEDs 510, the left LED 520 on the second symbol P2 side is controlled to be OFF, and the right LED 530 on the opposite side to the second symbol P2 is controlled to be ON.

[0299] In a situation where a game round is being played and a symbol corresponding to a big win result is displayed after a reach is reached, the light emission numbers are set to "20" to "29", and as a light emission control pattern corresponding to these light emission numbers, the third symbol LED 412 of the irradiation plate 400 is controlled to be ON and the second symbol LED 411 is controlled to be OFF. And, among the side LEDs 510, the right LED 530 on the third symbol P3 side is controlled to be OFF, and the left LED 520 on the opposite side to the third symbol P3 is controlled to be ON.

[0300] In the opening period at the start of the opening / closing execution mode, the light emission numbers are set to "30" to "39", and the light emission control patterns corresponding to these light emission numbers are set so that each LED 411, 412 of the irradiation plate 400 is controlled to be ON, and both side LEDs 520, 530 are controlled to be OFF.

[0301] When each round of play is being played in the open / close execution mode, the light emission numbers are set to "40" to "49", and the light emission control patterns corresponding to these light emission numbers are set so that the LEDs 411, 412 on the irradiation plate 400 side and the side LEDs 520, 530 are alternately controlled to be turned ON / OFF.

[0302] In addition, a plurality of light-emitting numbers are set according to the game situation, and the control patterns (ON / OFF periods and switching timings) of the LEDs 411, 412 (413), 520, 530 (540) are set to be different depending on the light-emitting numbers. The number (control pattern) to be selected for these plurality of light-emitting numbers may be determined based on various commands indicating the game situation received from the main control device 81, or may be determined randomly based on a lottery counter for the light-emitting numbers obtained from the various counter area 249. In addition, by combining these two, a lottery counter and a lottery table may be set so that the number selected may differ depending on the game result even in the same game situation.

[0303] Additionally, in the light emission pattern table, test light emission numbers are assigned to each of the LEDs 411-413, 520-540 so that they can be individually controlled to be turned on and off. For example, it is preferable to make it possible to read out each test light emission number by performing a specific operation (preferably an operation that cannot be operated in a normal game state) on an operation button or the like provided on the gaming machine. By providing the operation button in a position that can be operated by unlocking a locking device on the back side of the gaming machine, it is possible to prevent a player from carelessly reading out the test light emission numbers.

[0304] Returning to the explanation of the light emission control process (FIG. 29), after the light emission number read process is performed, light emission control of the corresponding LED is executed in step S1003, and then this light emission control process is terminated.

[0305] Here, the relationship between each game status and the symbols visible from the front of the gaming machine will be described with reference to Fig. 31 in addition to Fig. 30. Fig. 31(a1) to Fig. 31(a6) show the ON / OFF control of the side LEDs 520, 530, and Fig. 31(b1) to Fig. 31(b6) show the display screen G and symbols when the gaming board 24 is viewed from the front.

[0306] In the demo screen state, as shown in Fig. 31(a1) and Fig. 31(b1), all of the LEDs 411, 412, 520, and 530 are controlled to be OFF (light emission number "0"), the game board 24 is dark overall, and since no game round is being played, the display screen G is also dark (it is set to have low brightness, darker than when a game round is being played and brighter than when the power is off). In this case, the power consumption of the game machine can be reduced, and the player can easily understand that the game machine is an empty machine.

[0307] When the player starts playing and operates the launch handle 54 to launch the game ball, as shown in Fig. 31(a2) and Fig. 31(b2), the LEDs 411, 412 on the irradiation plate 400 remain OFF, but the side LEDs 520, 530 are both ON (light emission number "1"). Since the game round has not yet started, the area on the game board 24 except for the display screen G is displayed brightly, and the first pattern P1 (P1a) on the first pattern sheet 351 is clearly visible from the front. The display screen G is set to have a low brightness like the state of the demo screen, and is darker than during the game round.

[0308] When the game ball enters the operating port 33, 34 and a game round starts, all of the LEDs 411, 412, 520, 530 are controlled to be OFF (light emission numbers "2" to "9") as shown in FIG. 31(a3) and FIG. 31(b3). Meanwhile, since a game round starts, the display screen G is displayed brightly. As a result, although the visibility of the first symbol P1 (P1a) decreases, it is considered that the player's interest shifts to the display screen G.

[0309] When a reach occurs in a game round, as shown in Fig. 31(a4) and Fig. 31(b4), the left LED 520 is controlled to be OFF, while the right LED 530 is controlled to be ON. Then, in the irradiation plate 400, the second symbol LED 411 is controlled to be ON, and the third symbol LED 412 is controlled to be OFF. As a result, the second symbol P2 (P2a) becomes visible on the left side of the game board 24, and the first symbol P1 (P1a) becomes visible on the right side.

[0310] When a jackpot result is confirmed in a game round, as shown in Fig. 31(a5) and Fig. 31(b5), the left LED 520 is controlled to be ON, while the right LED 530 is controlled to be OFF. Then, on the irradiation plate 400, the second symbol LED 411 is controlled to be OFF, and the third symbol LED 412 is controlled to be ON. As a result, the first symbol P1 (P1a) becomes visible on the left side of the game board 24, and the third symbol P3 becomes visible on the right side.

[0311] At the opening of the opening / closing execution mode, as shown in Fig. 31(a6) and Fig. 31(b6), the side LEDs 520 and 530 are both controlled to be OFF, while the LEDs 411 and 412 on the irradiation plate 400 are both controlled to be ON. As a result, the second symbol P2 (P2a) becomes visible on the left side of the game board 24, and the third symbol P3 becomes visible on the right side.

[0312] According to the present embodiment described above in detail, the following excellent effects are obtained.

[0313] A transparent board 300 with a play area PE formed on the front surface is formed of transparent resin, and a decorative sheet 350 is provided behind the transparent board 300. In the decorative sheet 350, a first pattern sheet 351 and a second pattern sheet 353 are arranged in front of and behind a shielding sheet 352 that transmits light of a predetermined intensity or more and blocks light below the predetermined intensity, and an irradiation plate 400 capable of irradiating light of a predetermined intensity or more from the rear of the decorative sheet 350 is provided. As a result, if light of a predetermined intensity or more is irradiated from the irradiation plate 400, the light passes through the shielding sheet 352 and the pattern of the second pattern sheet 353 becomes visible from the front through the transparent board 300, and if the light from the irradiation plate 400 is set to less than the predetermined intensity (OFF), the pattern of the first pattern sheet 351 becomes visible from the front through the transparent board 300 against the background of the shielding sheet 352. In this way, it is possible to separately view a plurality of types of patterns in the same area on the game board 24.

[0314] In particular, in gaming machines, it is necessary to make the presentation more flashy to attract the interest of players, and attempts have been made to make the display screen larger and to attract the interest of players through the presentation on the display screen. On the other hand, the original enjoyment of a gaming machine is to enjoy watching the game balls flow down, and it is not desirable for the game area to be compressed by making the display screen larger. From this perspective, if the game board is made of transparent resin or the like and a large display screen is provided on the back of the gaming machine, it is possible to achieve both a large display screen and a sufficient game area. However, there is a concern that the manufacturing cost of the gaming machine will increase if the display screen is made large. Moreover, the game board is provided with a center frame as an enclosing member that surrounds the display screen, and the center frame prevents the game balls from falling in front of the display screen. Furthermore, if the center frame is formed from an opaque resin or the like, it becomes possible to distinguish between the display area of ​​the display screen and other areas, but there is a possibility that the movement of the game ball flowing down the wide game area that has been carefully secured may become more difficult to see.

[0315] Therefore, as in this embodiment, by using the display screen G and the decorative sheet 350 together, and entrusting the various effects to the display screen G and the switching of the display patterns to the decorative sheet 350, it is possible to secure a large area for both the effects and the play area, reduce manufacturing costs, and diversify the effects. Therefore, it is possible to appropriately increase the attention to the game.

[0316] A second space E2 formed by a predetermined interval between the transparent board 300 and the decorative sheet 350 is provided. In the second space E2, a side LED 510 is provided as a light-emitting unit that irradiates light to the decorative sheet 350. This improves the visibility of the pattern when the light from the rear is not irradiated or the light intensity is weak in the decorative sheet 350, which can change the pattern visible from the front depending on the intensity of the light from the rear. That is, by increasing the intensity of the light from the rear, the visibility of each pattern P2 to P4 of the second pattern sheet 353 is improved, and the visibility of the pattern of the first pattern sheet 351 is improved by turning off the light from the rear and suppressing the wraparound of light from the front to the rear. Furthermore, by irradiating the side LED 510 from the front as described above, it is possible to improve the visibility of the pattern of the first pattern sheet 351.

[0317] In particular, when trying to irradiate the first symbol sheet 351 with light from the front, a configuration in which light is irradiated from the front of the game board 24 is also conceivable. However, the guide rails 51, 52, nails 38, etc. are arranged on the front side of the game board 24 (transparent board 300), and if the shadows of the role objects are projected onto the first symbol sheet 351, the visibility of the symbols may be reduced. Therefore, by providing the side LED 510 in the second space E2 behind the guide rails 51, 52 and nails 38, it is possible to avoid the shadows of the guide rails 51, 52 and nails 38 from being reflected, and to suitably improve the visibility of the symbols.

[0318] Since the side LEDs 510 irradiate light from the side of the game board 24 to the first symbol sheet 351, the angle of incidence to the first symbol sheet 351 is smaller than that of a configuration in which light is irradiated vertically to the first symbol sheet 351. Therefore, the angle of reflection of the light reflected from the first symbol sheet 351 is also smaller, and it is less likely to be directly irradiated to a player seated in front of the gaming machine. This reduces the glare caused by the player directly viewing the light from the side LEDs 510, and suppresses the reflection of the light on the first symbol sheet 351, thereby improving the visibility of the first symbol P1.

[0319] Furthermore, the light from the side LEDs 510 may be reflected by the outer peripheral surface 421 of the center frame 42 and irradiated to the first pattern sheet 351. In this way, by irradiating light with a large incident angle from both the left and right (up and down) directions, even if the first pattern sheet 351 has unevenness, the unevenness does not easily cause a shadow. In particular, since the first pattern P1 of the first pattern sheet 351 is colored with low saturation, mainly navy blue, it can be said that the visibility of the first pattern P1 may be extremely reduced if a shadow is generated. Therefore, by doing as described above, it is difficult for a shadow to be generated by the light from the side LEDs 510, and it is possible to avoid the phenomenon that the visibility is reduced even for a pattern with a low saturation color.

[0320] By performing mirror finishing on the back surface of the flange 422 used when attaching the center frame 42, the light reflected by the back surface of the flange 422 can be further irradiated onto the first pattern sheet 351. Therefore, it becomes possible to more efficiently irradiate the light of the side LED 510 onto the first pattern sheet 351.

[0321] The light of the side LED 510 is reflected not only by the outer peripheral surface 421 of the center frame 42, but also by the outer peripheral surface 331 of the mounting unit of the actuation opening 33, 34. The reflected light (front reflected light W4) reflected by the outer peripheral surface 331 is irradiated to a position on the transparent board 300 slightly away from the actuation opening 33, 34. This allows a player who is paying attention to whether the ball will enter the actuation opening 33, 34 to be interested not only in whether the ball will enter the actuation opening 33, 34, but also in the path to the actuation opening 33, 34 (the position where the front reflected light W4 is irradiated). In this way, it is possible to further increase interest in the movement of the game ball, and the effect of ensuring a wide play area PE can be more effectively improved.

[0322] As described above, in the second space E2, the side LEDs 510 are configured to illuminate the decorative sheet 350 (first pattern sheet 351), while in the first space E1, the LEDs 410 of the illumination plate 400 are configured to illuminate the decorative sheet 350 from behind. In this way, since the light is irradiated in the separate spaces E1 and E2, the illumination effects can be clearly different even if the illumination target is the same decorative sheet 350. In other words, in the first space E1, the decorative sheet 350 is illuminated from behind to make the visibility of the first pattern sheet 351 and the second pattern sheet 353 different, and in the second space E2, the decorative sheet 350 is illuminated from the side to improve the visibility of the pattern of the first pattern sheet 351. If these were to be irradiated in the same space, there would be a possibility that the two functions would interfere with each other due to diffraction of light, etc., making it difficult to obtain the respective illumination effects at different times.

[0323] In the first space E1, the longer the distance in the front-rear direction, the more evenly the light can be irradiated onto the decorative sheet 350. In the second space E2, the shorter the distance in the front-rear direction, the smaller the angle of incidence on the decorative sheet 350, and the more the light can be irradiated onto the entire decorative sheet 350. From the viewpoint of utilizing the limited space of the gaming machine, it is preferable that the distance in the front-rear direction in both spaces E1 and E2 is short. Therefore, the distance in the front-rear direction between each space E1 and E2 is set to be shorter in the first space E1 than in the second space E2. In this way, it is possible to utilize the limited space of the gaming machine and preferably irradiate light in each space E1 and E2.

[0324] <Second embodiment> In this embodiment, a predetermined effect is produced by utilizing the second space E2 between the transparent board 300 and the decorative sheet 350.

[0325] As shown in Fig. 32(a), in this embodiment, a movable accessory 600 is provided in the second space E2. The movable accessory 600 is made of an opaque resin material and is formed in a substantially disk shape, and the front surface is decorated. As shown in Fig. 32(c), the movable accessory 600 is provided in the upper left portion of the game board 24, and more specifically, is disposed in the upper left portion of the center frame 42.

[0326] The movable role 600 is connected to a movable role drive unit 610. The movable role drive unit 610 is also connected to the performance control device 82. The movable role drive unit 610 is driven and controlled by the MPU 242 of the performance control device 82, so that the movable role 600 can move to a standby position (first position) located at the upper left of the center frame 42, and a performance position (second position) that moves from the standby position to the lower right and overlaps with the display screen G of the pattern display device 41 in the front-to-back direction. More specifically, when the movable role drive unit 610 is not driven and controlled, the movable role 600 is placed at the standby position, and when the movable role drive unit 610 is driven and controlled, the movable role 600 is placed at the performance position. The area where the movable role 600 and the display screen G overlap in the front-to-back direction is larger when the movable role 600 is placed at the performance position than when the movable role 600 is placed at the standby position.

[0327] The thickness of the movable accessory 600 is formed to be thinner than the thickness of the second space E2, so that it can operate in the second space E2 without rubbing against the transparent board 300 or the decorative sheet 350. This makes it possible to avoid damage to the transparent board 300 or the decorative sheet 350.

[0328] In addition, the movable gadget driving unit 610 is stored inside the center frame 42 (at a position overlapping with the center frame 42 in the front-to-rear direction), and the movable gadget driving unit 610 cannot be seen from the front of the gaming machine.

[0329] In the second pattern sheet 353 of the decorative sheet 350, the fifth pattern P5 is applied at a position that overlaps with the movable role 600 in the front-rear direction when the movable role 600 is placed in the standby position. The fifth pattern P5 is a pattern that indicates the game result of the game round, and specifically, the character "Win" is displayed. As described in the first embodiment, when light of a predetermined intensity or more is irradiated from the irradiation plate 400 arranged behind the second pattern sheet 353, the pattern applied to the second pattern sheet 353 becomes visible from the front, and when the light is not irradiated, the pattern applied to the second pattern sheet 353 cannot be seen. Note that, when the pattern applied to the second pattern sheet 353 cannot be seen, the first decorative pattern Pa1 in the first pattern sheet 351 is visible. As described above, since the movable part 600 is made of opaque resin, when the movable part 600 is placed in the standby position, the fifth pattern P5 cannot be seen from the front even if light of a predetermined intensity or greater is irradiated from the irradiation plate 400.

[0330] The MPU 242 of the performance control device 82 executes a process for a special feature performance shown in Fig. 32(b). The process for a special feature performance is a process that is started at a predetermined cycle (for example, every 2 msec).

[0331] First, in step S1101, it is determined whether it is the timing for the operation of the role object. Incidentally, the various counter area 249 of the RAM 244 of the performance control device 82 is provided with an elapsed time counter for counting the variable display time of a game round, and when a game round starts, numerical information corresponding to the variable display time is input to the elapsed time counter. Also, the various table storage area 245 of the ROM 243 is provided with a performance pattern table in which various performance patterns corresponding to the length of the variable display time of each game round are stored. And, the MPU 242 can grasp the current performance contents by referring to the performance pattern table and the current elapsed time counter.

[0332] In step S1101, as part of the process of grasping the current performance contents, it is determined whether or not it is time to operate the movable role 600. If it is time to operate, the process proceeds to step S1102, where the drive control of the movable role drive unit 610 is started to move the movable role 600 from the standby position to the performance position. Also, in step S1102, the LED corresponding to the fifth pattern P5 on the irradiation plate 400 (located behind the fifth pattern P5) is controlled to be ON. This makes the fifth pattern P5 visible from the front.

[0333] If the determination in step S1101 is negative, or after the process in step S1102 is executed, it is determined in step S1103 whether it is the timing for returning the reel. In this process, the above-mentioned performance pattern table and the elapsed counter are also referenced. If it is the timing for returning the movable reel 600, the driving control of the movable reel drive unit 610 is terminated in step S1104, and the movable reel 600 is moved to the standby position. Also, in step S1104, the LED corresponding to the fifth pattern P5 on the irradiation plate 400 is controlled to be turned off. As a result, the fifth pattern P5 cannot be seen from the front. If the determination in step S1103 is negative, or after the process in step S1104 is executed, the reel performance process is terminated.

[0334] Detailed explanation using figures will be omitted, but when the movable part 600 moves to the performance position, effects and the like are displayed on the display screen G to inform the player that the movable part 600 has moved (and to notify the player of the game result).

[0335] In addition, in steps S1102 and S1104, the configuration for controlling the driving of the movable role drive unit 610 and controlling the light emission of the irradiation plate 400 has been described, but there are also patterns in which the driving of the movable role drive unit 610 is controlled but the light emission of the irradiation plate 400 is not controlled, and patterns in which the light emission of the irradiation plate 400 is controlled but the driving of the movable role drive unit 610 is not controlled. Which pattern is selected is determined based on the game result and the variable display time of the current game round by the variable display control process (step S902) that is started at the start of a game round.

[0336] That is, when the movable role 600 is in the standby position, the patterns of the first pattern sheet 351 and the second pattern sheet 353 cannot be seen from the front regardless of the intensity of the light from the irradiation plate 400. Even when the movable role 600 moves from the standby position to the performance position, if the intensity of the light from the irradiation plate 400 is less than a predetermined intensity (OFF control), the pattern of the first pattern sheet 351 can be seen, but the pattern of the second pattern sheet 353 (fifth pattern P5) cannot be seen. When the movable role 600 moves from the standby position to the performance position, if the intensity of the light from the irradiation plate 400 is equal to or greater than a predetermined intensity (ON control), the pattern of the first pattern sheet 351 cannot be seen, but the pattern of the second pattern sheet 353 (fifth pattern P5) can be seen.

[0337] As described above, according to this embodiment, by disposing the movable accessory 600 in the second space E2 between the transparent board 300 and the decorative sheet 350, it is possible to switch between a state in which the pattern on the decorative sheet 350 can be seen and a state in which it cannot be seen. That is, as described in the first embodiment, the decorative sheet 350 can create a two-stage state in which the pattern on the first pattern sheet 351 is visible when the light from behind is less than a predetermined intensity, and the pattern on the second pattern sheet 353 is visible when the light from behind is equal to or greater than a predetermined intensity. In addition, by switching between a state in which the decorative sheet 350 is shielded and a state in which it is not shielded by the movable accessory 600, it is possible to change the visibility of the patterns on the first pattern sheet 351 and the second pattern sheet 353.

[0338] By arranging the movable role 600 behind the transparent board 300, there is no need to compress the play area PE to ensure the movement area of ​​the movable role 600. This allows the movable role to be installed without compressing the limited play area PE. In particular, since the performance of the movable role involves actual movement, unlike the display performance, the performance effect can be tremendous. On the other hand, if the movement range is made wide, it may compress other components (especially the play area PE) in the limited area of ​​the gaming machine. Therefore, as described above, by operating the movable role 600 using the second space E2 between the transparent board 300 and the decorative sheet 350, it is possible to maximize the movement range of the role within the limited area.

[0339] In addition, by arranging the movable role 600 behind the transparent board 300, it is possible to set the operating area of ​​the movable role 600 to an area where collision with the game ball does not occur. If the operating part for performance, such as the movable role 600, is arranged in a position where it may collide with the game ball, the movement of the movable role 600 may cause a change in the flow of the game ball, and the player may feel suspicious that the flow of the game ball has been changed intentionally. Therefore, by implementing the above embodiment, there is no risk of the game ball entering the operating range of the movable role 600, and it is possible to obtain a performance effect using the movable role without causing the player to feel suspicious.

[0340] The side LEDs 510 may be controlled to be ON / OFF according to the operation of the movable role 600. Since the movable role 600 exists in the second space E2, the light from the side LEDs 510 may reach the movable role 600. Therefore, for example, if the side LEDs 510 are controlled to be ON at the timing when the movable role 600 operates or at a timing slightly before the movable role 600 operates, the operation of the movable role 600 can be grasped not only by the effect performance by the movable role 600 itself or the display screen G, but also by the light from the side LEDs 510, and the attention to the operation performance can be more effectively increased. In addition, if the light from the side LEDs 510 is irradiated onto the decorative sheet 350 after the movable role 600 moves from the standby position to the performance position, the visibility of the first pattern P1 is improved in cases where the first pattern P1 is desired to be visible instead of the fifth pattern P5. In other words, by utilizing the spotlight effect of the side LED 510, it is possible to generate more interest as to whether the fifth symbol P5 will become visible and a jackpot result will be announced, or whether the jackpot result will not be announced (i.e., there is a high possibility that it will be a losing result).

[0341] The movable part 600 and the decorative sheet 350 may be configured to irradiate light between them. Specifically, for example, an LED may be provided on the back of the movable part 600 as a light emitting means for illuminating the first pattern sheet 351, or, for example, the directionality of the light of the side LED 510 may be increased, or a light emitting means (LED) may be provided between the movable part 600 on the outer peripheral surface 421 side of the center frame 42 and the decorative sheet 350. In this way, when the movable part 600 is placed in the standby position, light leaks forward from the periphery of the movable part 600, making it look as if light is being irradiated from the irradiation plate 400 to the movable part 600. This allows the player to expect that the fifth pattern P5 will be displayed if the movable part 600 moves to the performance position without actually controlling the irradiation plate 400 to be ON, thereby increasing the attention to the operation performance.

[0342] The side of the movable part 600 may be mirror-finished like the outer circumferential surface 421 of the center frame 42. In this way, it is possible to reflect the light from the side LED 510 by the side of the movable part 600. Here, the outer circumferential surface 421 of the center frame 42 is fixed, while the movable part 600 is movable, so the position where the reflected light reflected by the side of the movable part 600 is irradiated onto the decorative sheet 350 also changes depending on the position of the movable part 600. Therefore, in addition to the effect of the reflected light from the outer circumferential surface 421 of the center frame 42, it is also possible to expect the effect of changing the irradiated position by the movement of the movable part 600, and changing the visible pattern.

[0343] <Variations in the placement of movable props> The movable accessory may be provided in the first space E1. A modified example in which the movable accessory is provided in the first space E1 will be described below.

[0344] As a first modified example, as shown in Fig. 33, a movable prop 600 similar to the above embodiment is provided in the first space E1 between the decorative sheet 350 and the irradiation plate 400. As in the above embodiment, the movable prop 600 can be moved between a standby position disposed in the first space E1 and a performance position overlapping the display screen G in the front-rear direction by controlling the driving of the movable prop driving unit 610.

[0345] This allows various performance patterns to be realized, such as, for example, (1) placing the movable part 600 in the standby position and controlling the LED 410 of the irradiation plate 400 to be turned OFF (the first pattern P1 is visible), (2) placing the movable part 600 in the performance position and controlling the LED 410 of the irradiation plate 400 to be turned OFF (the first pattern P1 is visible), (3) placing the movable part 600 in the performance position and controlling the LED 410 of the irradiation plate 400 to be turned ON (the fifth pattern is visible), and (4) placing the movable part 600 in the standby position and controlling the LED 410 of the irradiation plate 400 to be turned ON (the first pattern P1 is visible).

[0346] In particular, according to this modified example, even if the irradiation plate 400 is controlled to ON, if the movable role 600 is placed in the standby position, the fifth pattern P5 cannot be seen (pattern (4)), and even if the movable role 600 moves from the standby position to the performance position, the fifth pattern P5 cannot be seen unless the irradiation plate 400 is controlled to ON (pattern (2)). In other words, the movable role 600 can be moved behind the decorative sheet 350 in a situation where it cannot be seen, and the surprise when the irradiation plate 400 is controlled to ON and the fifth pattern P5 becomes visible can be increased.

[0347] Also, a light emitting means (LED) that shines light on the decorative sheet 350 may be provided on the front side of the movable part 600. In this way, the visibility of the fifth pattern P5 can be changed by ON / OFF control of the light emitting means on the front side of the movable part 600 without changing the position of the movable part 600. Therefore, it is possible to diversify the performance patterns.

[0348] Furthermore, only the shielding sheet 352 may be provided as the decorative sheet 350. The shielding sheet 352 has the property of becoming transparent when irradiated with light and becoming opaque when not irradiated with light, and as described above, not only the visibility of the fifth pattern P5 in front of the movable role object 600 but also the visibility of the movable role object 600 itself can be changed by controlling the light.

[0349] The positional relationship between the movable prop 600 and the display screen G may be such that the movable prop 600 is not interfered with by the display screen G, regardless of whether the movable prop 600 is placed in the standby position or the performance position. More specifically, if the display screen G is placed behind the first space E1 or the second space E2, the movable prop 600 can operate within the range of movement within the space without being interfered with by the display screen G, regardless of whether the movable prop 600 is placed in either position.

[0350] In the configuration in which the movable role is provided as described above, the movable role may be displaced based on the operation by the player. In this case, for example, an operation unit that can be operated by the player is provided in front of the front door frame 14. Then, the position is changed based on the operation of the operation unit. The change in the position of the movable role may be determined not only by the operation of the operation unit, but also by the operation according to the instructions of the gaming machine, such as a continuous tap operation or a timing operation. If the player can intervene in the displacement of the movable role in this way, it is possible to make the player feel as if the movable role has been displaced by his / her own operation, which encourages active participation in the game and makes it possible to appropriately increase the attention to the game.

[0351] As a second modified example of providing a movable accessory in the first space E1, as shown in Fig. 34, a reflector 700 that reflects light from the irradiation plate 400 is provided as the movable accessory. The reflector 700 is rotatable by a rotation shaft 701, and rotates between a first angle in Fig. 34(a) and a second angle in Fig. 34(b) by a drive unit (not shown). In the irradiation plate 400, a reflection LED 415 is provided behind the reflection plate 700, and light from the reflection LED 415 is reflected by the reflection plate 700 arranged at either the first angle or the second angle.

[0352] In the first space E1, a first fixed reflector 710 that receives reflected light from the reflector 700 arranged at the first angle is provided, and a second fixed reflector 720 that receives reflected light from the reflector 700 arranged at the second angle is provided. Both fixed reflectors 710 and 720 do not rotate and are fixed to the irradiation plate 400 (or the mounting base 450) by a mounting part not shown. In the second pattern sheet 353, the sixth pattern P6 is applied to the area in front of the first fixed reflector 710, and the seventh pattern P7 is applied to the area in front of the second fixed reflector 720. In the irradiation plate 400, no corresponding LEDs are provided behind both fixed reflectors 710 and 720.

[0353] In the above configuration, when the reflector 700 is disposed at the first angle and the reflective LED 415 is controlled to be ON, the sixth pattern P6 becomes visible on the second pattern sheet 353. On the other hand, when the reflector 700 is disposed at the second angle and the reflective LED 415 is controlled to be ON, the seventh pattern P7 becomes visible on the second pattern sheet 353. In this way, the LEDs can be shared in the irradiation plate 400, and the configuration can be simplified.

[0354] The sixth symbol P6 and the seventh symbol P7 may be symbols that indicate a change in the launch mode, for example. Specifically, the sixth symbol P6 (and the first fixed reflector 710) are arranged at the upper left of the center frame 42 on the game board 24, and the seventh symbol P7 (and the second fixed reflector 720) are arranged at the upper right of the center frame 42 on the game board 24. The sixth symbol P6 is displayed as a character such as "left hit", and the seventh symbol P7 is displayed as a character such as "right hit". In addition, as game states, a state in which it is more advantageous for the player to launch the game ball so that it flows down the left side of the center frame 42 (i.e., to hit left), and a state in which it is more advantageous for the player to launch the game ball so that it flows down the right side of the center frame 42 (i.e., to hit right) are set. Then, the angle of the reflector 700 is changed so that the symbol on the more advantageous side is displayed according to the game state. In this way, the firing position and the firing mode are related using the entire left-right direction of the game board 24, making it possible to instruct the player on the firing mode in an easier-to-understand manner than by instructing the firing mode on the display screen G.

[0355] <Third embodiment> In this embodiment, the second space E2 is used as a passage for the game balls.

[0356] In this embodiment, a special actuation port 333 is provided at the positions of the upper actuation port 33 and the lower actuation port 34 in the above-mentioned embodiments (below the center frame 42). The special actuation port 333 has a guide passage for guiding the game ball that has entered through the special actuation port 333 to the rear of the game board 24, which is different from the guide passages from the actuation ports 33 and 34 in the above-mentioned embodiments.

[0357] As shown in Fig. 35(a) and Fig. 35(b), the guide passage in this embodiment is composed of a first rear passage 334 that guides the game ball that entered from the special operation port 333 toward the rear of the game board 24, a horizontal passage 335 that branches off in the second space E2 in the horizontal direction (left direction) from the first rear passage 334, and a second rear passage 336 that guides the game ball that reaches the horizontal end (left end) of the horizontal passage 335 toward the rear. The first rear passage 334 and the second rear passage 336 are inclined downward toward the rear, and the horizontal passage is inclined downward (to the left) from the branching position toward the horizontal end, and these inclinations allow the game ball to be discharged from the first rear passage 334 or the second rear passage 336 to the rear of the game board 24. The two rear passages 334, 336 join at a discharge passage (not shown) behind the game board 24 and are discharged.

[0358] A detection sensor 338 that detects a ball entering the special operation port 333 is provided in front of the second space E2 in the special operation port 333. The detection sensor 338 is connected to the main control device 81, and a lottery is held to determine whether or not to transition to the open / close execution mode (transition lottery) based on the ball entering the special operation port 333. This is the same as the case of a ball entering the upper operation port 33 or the lower operation port 34 in the above embodiment.

[0359] In the second space E2, a movable wall portion 337 is provided at a branch portion with the horizontal passage 335 as a part of a wall portion forming a side wall of the first rear passage 334. The movable wall portion 337 is displaceable between a non-branching state in which it is flush with another wall portion (left wall portion) of the first rear passage 334 and a branching state in which it intersects with another wall portion of the first rear passage 334 and creates an opening to the horizontal passage 335. The movable wall portion 337 is connected to a drive unit (not shown), and is switched between the non-branching state and the branching state by the drive unit being driven and controlled by the performance control device 82. The switching between the non-branching state and the branching state will be described in more detail later, but the switching between the non-branching state and the branching state is performed depending on the result of a winning / losing lottery based on the entry of a game ball into the special operation port 333.

[0360] When the movable wall portion 337 is in a non-branched state, as shown in Fig. 36(a), a game ball entering through the special actuation port 333 is discharged directly to the rear of the game board 24 by the first rear passage 334. On the other hand, when the movable wall portion 337 is in a branched state, as shown in Fig. 36(b), a game ball entering through the special actuation port 333 passes through the first rear passage 334 and is guided to the horizontal passage 335 at the branched portion in the second space E2, and then is discharged to the rear of the game board 24 by the second rear passage 336.

[0361] That is, in this embodiment, the game ball that enters the special operation port 333 may be discharged to the rear of the game board 24 via the first rear passage 334, or it may branch off into the side passage 335 and then be discharged to the rear of the game board 24 via the second rear passage 336.

[0362] Here, the side wall of the first rear passage 334 is formed higher than the diameter of the game ball, and the outer surface of the passage including the movable wall 337 is mirror-finished. On the other hand, the front wall of the side passage 335 and the side wall of the second rear passage 336 are formed at approximately the same height as the radius of the game ball, and are formed of transparent resin. Therefore, as shown in FIG. 37(a1), the light from the side LED 510 is not irradiated to the game ball passing through the first rear passage 334, but is reflected by the wall of the first rear passage 334. On the other hand, as shown in FIG. 37(a2), the light from the side LED 510 is irradiated to the game ball guided from the first rear passage 334 to the side passage 335, and the light is reflected by the game ball and irradiated to the front of the gaming machine. This allows the player to know that the game ball has been guided to the side passage 335.

[0363] Furthermore, as shown in FIG. 35(a), the eighth symbol P8 (for example, the character display of "CHANCE", see FIG. 37(b2)) is applied to the second symbol sheet 353 in the decorative sheet 350 at the rear position of the horizontal passage 335. In addition, the passing LED 416 is provided at the rear position of the eighth symbol P8 on the irradiation plate 400. As in each of the above embodiments, when the passing LED 416 is controlled to be OFF, the eighth symbol P8 cannot be seen from the front, and when the passing LED 416 is controlled to be ON, the eighth symbol P8 can be seen from the front. When the game board 24 is discharged to the rear by the first rear passage 334, the passing LED 416 is not controlled to be ON (controlled to be OFF), and the eighth symbol P8 cannot be seen. On the other hand, when the game board 24 is discharged to the rear by the second rear passage 336 via the horizontal passage 335, the passing LED 416 is controlled to be ON (not controlled to be OFF), and the eighth symbol P8 can be seen.

[0364] The processes relating to these controls will be described below with reference to Fig. 38 to Fig. 41. Fig. 38 is a flowchart showing the reservation confirmation process. The reservation confirmation process is executed as one process (step S305) of the timer interrupt process (Fig. 19) in the main control device 81.

[0365] In the reserved ball confirmation process, in step S1201, the start reserved ball memory numbers RaN, RbN stored in each reserved ball storage area Ra, Rb of the reserved ball storage area 232 and the common reserved ball number CRN stored in the total reserved ball number storage area of ​​the reserved ball storage area 232 are read, and the reserved ball number information is stored in the register of the MPU 202. After that, in steps S1202 to S1206, it is confirmed whether the reserved ball information acquired by the current winning includes information on the big win.

[0366] Specifically, first, in step S1202, 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 winning entry into the special operation port 333, that is, the value of the already obtained jackpot random number counter C1.

[0367] In the next step S1203, it is determined whether or not the mode is the low probability mode. Specifically, it is determined whether or not the current win / lose lottery mode is the low probability mode by determining whether or not the high probability mode flag is stored in the various flag storage area 235 of the RAM 204. If it is the low probability mode, the process proceeds to step S1204, and it is determined whether or not the information for determining the jackpot grasped in step S1202 (the value of the jackpot random number counter C1) is included in the information group corresponding to the jackpot win, by referring to the win / lose table for the low probability mode. If it is the high probability mode, the process proceeds to step S1205, and it is determined whether or not the information for determining the jackpot grasped in step S302 (the value of the jackpot random number counter C1) is included in the information set as the jackpot win, by referring to the win / lose table for the high probability mode shown in FIG. 8(a).

[0368] After step S1204 or S1205, the process proceeds to step S1206, where it is determined whether the information for determining the big win (the value of the big win random number counter C1) grasped in step S1202 corresponds to a big win or a special miss result. If it corresponds to a big win or a special miss result, in step S1207, the big win information or special miss information is stored in the register of the MPU 202, and the confirmation process for this reservation is terminated.

[0369] On the other hand, if a negative determination is made in step S1206, the process proceeds to step S1208. In step S1208, the information for determining a reach-to-miss among the reserved information acquired in step S304 based on the current winning in the special operation port 333, that is, the value of the reach random number counter C3 that has already been acquired, is obtained.

[0370] In the following step S1209, the reach judgment table (group of information for reach judgment) stored in the reach judgment table memory area of ​​ROM 203 is referenced to determine whether the information for reach judgment grasped in step S1208 (the value of the reach random number counter C3) is included in the information set as a reach win.

[0371] After executing the process of step S1209, the process proceeds to step S1210, where it is determined whether or not the information for reach determination grasped in step S1208 (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, then in step S1211, the reach occurrence information is stored in the register of the MPU 202, 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 as it is.

[0372] Next, the setting process of the reserved command in step S306 will be described with reference to the flowchart in Fig. 39. The setting process of the reserved command is a process for making the performance control device 82 grasp the result of the judgment of the reserved information and the variable display time (whether or not a super reach occurs).

[0373] First, in step S1301, it is determined whether or not information corresponding to any of the jackpot results is stored as the information stored in the above step S1207. If information corresponding to any of the jackpot results is stored, in step S1302, a jackpot reserved command is set as a transmission target to the performance control device 82, and the setting process of this reserved command is terminated. If information corresponding to the jackpot result is not stored in step S1301, it is determined in step S1303 whether or not information corresponding to the occurrence of a super reach is stored. If information corresponding to the occurrence of a super reach is stored, in step S1304, a missed super reach reserved command is set as a transmission target to the performance control device 82, and the setting process of this reserved command is terminated. On the other hand, if a negative determination is made in step S1303, a normal missed reserved command is set as a transmission target to the performance control device 82, and the setting process of this reserved command is terminated. The reserved commands set in these steps S1302, S1304, or S1305 are transmitted to the performance control device 82 in step S401 in the normal processing (FIG. 22). Based on the received hold command, the performance control device 82 executes light emission control of the hold light emitting unit 45 and also controls the display control device 212 to execute processing to change the hold image in the hold display area Ga of the pattern display device 41.

[0374] Next, the hold control process (step S901) executed by the MPU 242 of the performance control device 82 will be described with reference to the flowchart in Fig. 40. As already explained, the hold control process is a process performed as part of various performance processes (Fig. 28) periodically executed by the performance control device 82, and executes processes for changing the display of the hold image and for issuing a hold notice based on the reception of a hold display control command.

[0375] Here, the reserved notice refers to specifying information corresponding to the result of the judgment of whether or not the reserved information becomes the subject ... Other examples of hold notices include using hold images to display a type of hold image that corresponds to the game result of the corresponding hold information (for example, if the hold information is a jackpot result, a gold or red hold image is likely to be selected, if the hold information is a miss result but results in one of the reach displays, a green hold image is likely to be selected, and if it is a miss result in which no reach display is displayed, a white hold image is likely to be selected, thereby predicting the game result of the previous game round depending on the type of hold image).

[0376] In this embodiment, as a type of reservation notice, the game balls that enter the special operation port 333 are distributed.

[0377] In the hold control process, first, in step S1401, it is determined whether or not a hold command has been received. The hold command received from the main control device 81 is stored in the command storage area 248 provided in the RAM 244 of the performance control device 82. The command storage area 248 is configured as a ring buffer capable of storing multiple commands individually and capable of reading out commands stored earlier, so that even if multiple commands are received at the same time, the processing corresponding to each command can be executed satisfactorily. In the determination in step S1401, it is determined whether or not a hold command has been received in the area of ​​the command storage area 248 that is the current read target.

[0378] If a hold command has been received, in step S1402, a process is executed to increment the secondary hold memory count SN provided in the various counter areas 249 of the RAM 244 by 1. The secondary hold memory count SN corresponds to the common hold count CRN on the main control device 81 side, and reflects the total number of holds based on winnings in the special operation port 333 (upper operation port 33 and lower operation port 34 in each of the above embodiments).

[0379] In the next step S1403, a reserved information grasping process is executed. In the reserved information grasping process, information included in the received reserved command (information on the game result, presence or absence of a super reach display, etc.) is grasped. Also, in step S1403, the grasped information is stored in the reserved storage area 260.

[0380] Then, in the next step S1404, the process for the reserved notice is executed. In the process for the reserved notice, for example, it is determined whether or not to execute the reserved notice based on the received reserved command (the reserved information acquired this time), and if the reserved notice is executed, the process for executing the reserved notice by changing the performance content for the game round based on the result is executed. This process will be described in detail later.

[0381] In the next step S1405, the process for increasing reserved items is executed. In this process, the light emission control of the reserved light emitting unit 45 is performed in response to the increase in reserved information, and a command corresponding to the increase in reserved information is output to the display control device 212. This command includes information on the number of reserved items stored on the secondary side and information on the content of the reserved notice determined in the above step S1404. Based on the received command, the display control device 212 reads out data corresponding to the reserved image corresponding to the content of the command from the reserved image data storage area stored in the character ROM 256, and controls the pattern display device 41 to display the reserved image corresponding to the reserved notice in the unit reserved display area Ga1 to Ga4 corresponding to the number of reserved items stored on the secondary side. For example, in a configuration in which the reserved notice is performed by making the reserved image different, the display control device 212 controls the pattern display device 41 to display the reserved image corresponding to the reserved notice based on the received command. As a result, the reserved notice using the reserved image is executed at a timing prior to the play of the reserved information corresponding to the reserved image. After executing the process of step S1405, the process for controlling the reserved item is terminated.

[0382] On the other hand, if the hold command is not received in step S1401, it is determined whether or not a shift command is received in step S1406. If the shift command is not received, the hold control process is terminated as it is, and if the shift command is received, the process of subtracting 1 from the secondary hold memory number SN is executed in step S1407. Then, in step S1408, the shift process is executed. In the shift process, the process of shifting data in each storage area in the hold memory area 260 to a lower hold area is executed. In addition, in the shift process, the light emission control of the hold light emitting unit 45 is performed in response to the reduction of the hold information, and a command corresponding to the reduction of the hold information is output to the display control device 212. Based on the received command, the display control device 212 controls the pattern display device 41 to change the display of the corresponding unit hold display area Ga1 to Gs4. After executing the process of step S1408, the hold control process is terminated.

[0383] Next, the pending notice process in step S1404 will be described with reference to the flowchart in FIG.

[0384] First, in step S1501, it is determined whether the reserved command read this time is a reserved command for a big win or a reserved command for a super reach that is a miss. If it is either of the reserved commands, the process proceeds to step S1502. In step S1502, a branching process is executed. In the branching process, the movable wall portion 337 is displaced to a branching state by controlling the driving unit of the movable wall portion 337. In the following step S1503, a light emission lottery process is executed. In this lottery process, a lottery table is obtained from the ROM 243, and a lottery counter is obtained from the RAM 244, and a lottery is performed as to whether or not to control the passing LED 416 to ON. The winning probability of this lottery is arbitrary, but in this embodiment, it is set so that 50% of the cases of a big win result are won and 20% of the cases of a super reach that is a miss are won, and it is set so that the winning probability of the big win result is higher.

[0385] After executing the light emission lottery process in step S1503, it is determined in step S1504 whether or not the result is a winning ticket, and if the result is a winning ticket, light emission control process is executed in step S1505 to control the passing LED 416 to be ON.

[0386] If a negative decision is made in step S1501 or step S1504, or after the process of step S1505 is executed, other processes for display are executed in step S1506, and then the reserved notice process is terminated. In this process, the type of reserved image to be displayed in the reserved display area Ga is determined based on the game result information contained in the received reserved command. For example, if the game result is any of the big win results, a reserved image with a different color or shape from the normal reserved image is displayed with a predetermined probability, or if the game result is a super reach even if it is a normal miss result, a reserved image with a different color or shape from the above normal reserved image is displayed.

[0387] As described above, in this embodiment, when the reserved information acquired based on the winning of the special operation port 333 is a predetermined result (a big win result or a miss super reach), the game ball that entered the special operation port 333 is guided to the side passage 335 as a kind of reserved notice. Since the side passage 335 is visible from the front of the gaming machine, if the player knows that the game ball will pass through the side passage 335, the player can know that there is a high expectation that the reserved information acquired by the game ball that entered this time is a big win result. This makes it possible to attract interest in the operation of the game ball even after it is discharged from the game area PE, and to increase the attention.

[0388] In addition, when the game ball is guided to the side passage 335, the light from the side LED 510 is reflected by the game ball and irradiated to the front of the gaming machine. Therefore, the player can easily notice that the game ball has been guided to the side passage 335. This makes it possible to prevent the player from overlooking the fact that the game ball has been branched.

[0389] Furthermore, when the game ball is guided to the side passage 335, if the light emission lottery in step S1503 is won, the passing LED 416 is controlled to be ON and the eighth symbol P8 becomes visible. This further increases the expectation that the reserved information acquired this time is a big win result, and further increases the attention.

[0390] In this embodiment, the branching process in step S1502 and the light emission control process in step S1505 are configured to maintain the control state (control of the movable wall portion 337 to the branching state and ON control of the passing LED 416) until a predetermined period has elapsed, but these control states may be returned to the original control state (control of the movable wall portion 337 to the non-branching state and OFF control of the passing LED 416) based on the reception of the next pending command. In this way, it is possible to prevent the subsequent game balls from being led out to the side passage 335. However, it is better to maintain the ON control of the passing LED 416 for a predetermined period (for example, 3 seconds) to prevent the eighth symbol P8 from being overlooked.

[0391] A modification of this embodiment will be described with reference to FIG.

[0392] In the above embodiment, after branching into the horizontal passage 335, the game ball is discharged directly to the rear of the game board 24 via the second rear passage 336. However, in this modified example, after branching into the horizontal passage 335, the branched game ball is held for a predetermined period of time.

[0393] That is, a shutter 340 that is movable back and forth and blocks the side passage 335 is provided midway through the side passage 335 (at the connecting position with the second rear passage 336 and upstream of the second rear passage 336). The shutter 340 is connected to a shutter drive unit 341, and by the shutter drive unit 341 being driven and controlled by the performance control device 82, the shutter 340 is displaced between a blocking state in which it is located forward and blocks the side passage 335 and a non-blocking state in which it is located rearward and does not block the side passage 335.

[0394] For example, as shown in FIG. 42(a1), when a game ball is guided to the side passage 335, the shutter driving unit 341 is driven and controlled to be in a shielded state. In this case, as in the above embodiment, the eighth symbol P8 is made visible as shown in FIG. 42(b1). Then, as shown in FIG. 42(a2), since the shutter 340 is in a shielded state, the game ball is held in a position in contact with the shutter 340 in the side passage 335. Even in this situation, as shown in FIG. 42(b2), the eighth symbol P8 is maintained in a visible state. Also, since the movable wall portion 337 returns to a non-branched state, the subsequent game ball is discharged to the rear of the game board 24 through the first rear passage 334.

[0395] Then, as a predetermined trigger, for example, at the start of a game round related to the reserved information corresponding to the game ball held by the shutter 340, the shutter 340 is returned from the covered state to the uncovered state. As a result, the game ball held in contact with the shutter 340 is discharged to the rear of the game board 24 through the second rear passage 336. In this case, as shown in FIG. 42(b3), it is preferable that the eighth symbol P8 is maintained in a visible state. Also, on the display screen G, as shown in FIG. 42(c), a character such as "super hot" is displayed to inform the player that the game round to be started this time is the game round corresponding to the reserved information of the game ball held by the shutter 340.

[0396] As described above, by using the game ball that entered the special operation port 333 to perform a reservation notice based on the ball entering the special operation port 333, it is possible to draw the player's interest in the game ball's behavior, and further, by holding the game ball in the side passage 335 until the game turn that is the subject of the reservation notice, it is possible to clearly teach the relationship with the game turn that is the subject of the reservation notice. Therefore, it is possible to further increase the player's interest in the game ball's behavior.

[0397] In particular, if a performance using a game ball is performed in the game area PE, if the game ball's flow-down behavior is changed by the performance, it may cause players to feel distrustful, so it is necessary to perform the performance within a range that does not change the flow-down behavior. On the other hand, after the ball enters the special operation port 333, the game ball can be seen through the transparent board 300, but since it has already been discharged from the game area PE, the fairness of the game can be guaranteed no matter how the game ball is used in the performance. Therefore, by using the above modified example, it is possible to create a novel performance using the game ball itself, and the attention to the game can be dramatically increased.

[0398] <Fourth embodiment> In this embodiment, the locations of the detection sensors that detect balls entering various entry points will be described in detail using the detection sensor 35b that detects balls entering the through gate 35 as an example.

[0399] As already described, the second space E2 is provided between the transparent plate 300 and the decorative sheet 350 disposed behind the transparent plate 300. Therefore, the detection sensor 35b is provided forward of the front surface of the decorative sheet 350 by utilizing the second space E2.

[0400] 43(a), the detection sensor 35b provided on the through gate 35 is installed with an opening 35c for detecting the passage of a game ball protruding into the game area PE (protruding forward from the front surface of the transparent board 300) and the opening facing upward. In this case, even if the rear end of the detection sensor 35b protrudes rearward from the rear surface of the transparent board 300, the rear end of the detection sensor 35b does not interfere with the decorative sheet 350 because the second space E2 is provided as described above.

[0401] As shown in Fig. 43(b), the opening 35c of the detection sensor 35b may be set facing forward to detect a game ball moving from the front to the rear. In this case, the installation range of the detection sensor 35b in the front-rear direction is the thickness of the detection sensor 35b, so that it is possible to further save space in the front-rear direction.

[0402] The opening 35c may be set to face the horizontal direction to detect game balls moving in the horizontal direction. Even in such a case, if the detection sensor 35b is placed at least in front of the decorative sheet 350, the detection sensor 35b can be provided within a range that does not interfere with the decorative sheet 350, and it is not necessary to provide an opening in the decorative sheet 350 for installation, for example.

[0403] In the above configuration, depending on the interval of the second space E2, the size of the detection sensor 35b, and the installation direction, it is advisable to provide at least a gap between the detection sensor 35b and the decorative sheet 350. In this way, it is possible to suppress heat conduction between the detection sensor 35b and the decorative sheet 350. If heat is conducted to the detection sensor 35b, noise may easily occur in the detection result, and if heat is conducted to the decorative sheet 350, erroneous display may easily occur. Therefore, by providing a gap as described above, it is possible to suppress the occurrence of such noise and erroneous display.

[0404] Furthermore, by providing a gap as described above, it is possible to use the gap as an area for passing wiring from the detection sensor 35b. That is, as shown in Fig. 43(a) and Fig. 43(b), the wiring from the detection sensor 35b is connected to the adjacent side substrate 500. In this way, there is no need to provide a dedicated through hole for passing the wiring behind the game board 24, which simplifies the configuration and prevents the display area of ​​the decorative sheet 350 from being eroded by the through hole.

[0405] As described above, by using the second space E2 as the installation area of ​​the detection sensor 35b, the degree of freedom of the ball discharge passage is also improved. In other words, if the game ball is detected in the game area PE or in front of the second space E2, the subsequent discharge passage can be used for presentation as in the third embodiment. Therefore, while the design is improved by installing the detection sensor 35b as described above, it is also possible to use it for presentation.

[0406] By configuring the wiring from the detection sensor 35b to be connected to the adjacent side board 500, the wiring can be made difficult to see from the front. In particular, the through gate 35 is provided on the left-right end of the game board 24, and can therefore be said to be located in an area close to the side board 500. By doing as described above, it is possible to connect to the side board 500 with short wiring, and it is possible to avoid an incident in which the wiring becomes completely visible, which would reduce the design of the game machine.

[0407] From the viewpoint of shortening the wiring, it is sufficient that the wiring can be connected to a location close to the detection sensor to be installed. For example, a specified board (e.g., a board for a retained light-emitting unit) may be provided within the center frame 42, and the wiring from the sensor may be connected to that board.

[0408] Furthermore, from the viewpoint of making the wiring less visible, a configuration may be adopted in which holes for wiring are provided in the decorative sheet 350, and the wiring is inserted into the holes and connected to a substrate (e.g., the irradiation plate 400) behind the decorative sheet 350. Since the decorative sheet 350 is normally configured to be invisible from the front (unless the light from behind is at a predetermined intensity or higher), the effect of hiding the wiring can also be achieved with the above configuration.

[0409] In the above embodiment, the side board 500 is configured to be connected to the performance control device 82, but it may be configured to be connected to the main control device 81. In this way, it becomes possible to output the detection result of the detection sensor 35b to the main control device 81 without going through the performance control device 82. Note that the side board 500 may be configured to include both a board for the performance control device 82 and a board for the main control device 81, or may be configured to be one board that can be connected to both devices 81, 82 separately.

[0410] In the above embodiment, the installation area of ​​the detection sensor 35b has been described in detail, but the second space E2 may be used as an installation area for other accessories. For example, it may be used as an area for installing the decorative member 39 having the main display unit 43 and the accessory display unit 44. Specifically, in each of the above embodiments, the decorative member 39 having the display units 43 and 44 is installed at the lower right of the play area PE, but as shown in Figures 44(a1) and 44(a2), the decorative member 39 may be installed at the rear of the play area PE. In Figure 44(a1), the decorative member 39 is installed at the rear of the transparent board 300 at the upper right of the center frame 42, and in Figure 44(a2), the decorative member 39 is installed at the rear of the transparent board 300 at the lower left of the center frame 42 (see Figure 44(b)). As already described, the decorative member 39 in each of the above embodiments is provided at a position where the fall of the game ball is restricted. In other words, it can be said that the play area PE is eroded in order to install both display units 43 and 44. In contrast to this, in the present modified example, it is possible to provide the display units 43 and 44 while ensuring a wide play area PE.

[0411] In the above modification, wiring from the display units 43 and 44 may be connected to an adjacent substrate such as the side substrate 500.

[0412] In addition, both display units 43, 44 may be provided in the first space E1 instead of the second space E2. Then, the second pattern sheet 353 is provided with patterns corresponding to both display units 43, 44. In this way, when the display units 43, 44 are illuminated, the patterns of the second pattern sheet 353 in the decorative sheet 350 become visible, and when they are not illuminated, they become invisible. For example, in a situation where a game is not being played or a demo screen is being displayed, if the display units 43, 44 are not displayed or the illumination intensity is reduced, the game results of the previous game cannot be grasped unless the display units 43, 44 are illuminated, and the act of grasping the game results of the predecessor (for example, a high probability state) and selecting a machine based on that can be suppressed, and the fairness of the game can be ensured.

[0413] As a modified example of the sensor installation area, as shown in FIG. 45, the second space E2 or the first space E1 may be used as an installation area for the fraud detection sensor 200, such as a vibration detection sensor or a magnet detection sensor. In this case, for example, the fraud detection sensor 200 is installed in the first space E1, and a character display is applied to the transparent board 300 or the decorative sheet 350 to alert users that the fraud detection sensor 200 is installed. As shown in FIG. 45(a), the fraud detection sensor 200 cannot be seen under normal circumstances. However, if the fraud detection sensor 200 is made visible by controlling the LED 410 of the rear irradiation plate 400 to be ON at a predetermined timing (during a demo display, etc.), the fraud detection sensor 200 is more likely to attract attention than if the sensor itself is simply displayed as a character display or is visible from the front. This can further enhance the effect of preventing fraudulent acts.

[0414] In addition, as shown in FIG. 45(b), the fraud detection sensor 200 can be installed in the second space E2 and the side LED 510 can be configured to illuminate the fraud detection sensor 200 at a predetermined timing, which can also achieve the effect of raising awareness.

[0415] In this case, for example, if a configuration is used that enhances the directivity of light, such as laser light, it becomes possible to make the illuminated fraud detection sensor 200 shine more locally, thereby enhancing the effect of calling attention. If a light diffusion section is provided in the illuminated area (the area of ​​the fraud detection sensor 200 that is directly illuminated with light or the area where the reflected light is illuminated onto the transparent panel 300), the illuminated light becomes more visible because the illuminated light is diffused even if highly directional light is illuminated. The same effect can be achieved by applying these configurations to other configurations that illuminate direct light or reflected light forward, such as the side LEDs 510.

[0416] The irradiated area may be a target such as the variable winning device 32. If the irradiated area is applied to a gauge configuration in which the winning rate differs between right-handed and left-handed hits, the irradiated area may also be used as a configuration that suggests the launch mode.

[0417] <Other embodiments> The present invention is not limited to the contents of the above-mentioned embodiments, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to each of the above-mentioned embodiments, or may be applied in combination with some or all of the following configurations to each of the above-mentioned embodiments. It is also possible to arbitrarily combine all or some of the various configurations shown in each of the above-mentioned embodiments. In this case, it is preferable that the technical significance (effects exerted) of each of the configurations to be combined is guaranteed. Each of the following configurations may be applied individually to a new configuration consisting of a combination of the embodiments, or may be applied in combination with some or all of the following configurations.

[0418] (1) The pattern applied to the decorative sheet 350 may be associated with the pattern displayed on the display screen G. For example, as shown in Fig. 46, on the second pattern sheet 353 of the decorative sheet 350, school of fish patterns (P9, P10) are provided on the left and right of the center frame 42, respectively. Then, on the illumination plate 400, LEDs corresponding to the rear of these patterns P9 and P10 are provided. On the display screen G, a school of fish effect is set in which a school of fish approximately equivalent to the pattern P9 or the pattern P10 crosses in the left and right direction at a predetermined timing of a game round.

[0419] As shown in the flow chart of FIG. 47(b), a process for school of fish presentation is provided as a process of the MPU 242 in the presentation control device 82. In the process for school of fish presentation, in step S1601, it is determined whether it is the timing to start presentation, and if it is the timing to start, in step S1602, the lighting control of the LED corresponding to the right school of fish P9 is performed, and then this process is terminated. In this case, as shown in FIG. 47(a), the school of fish P9 is displayed on the right side of the center frame 42. If the determination in step S1601 is negative, it is determined whether it is the timing to start the school of fish presentation on the display screen G, and if it is the timing to start, in step S1604, the LED corresponding to the right school of fish P9 is controlled to be turned off, and the display control device 212 is controlled to execute the school of fish presentation on the display screen G, and then this process is terminated. In this case, as shown in FIG. 47(a2), the school of fish presentation is executed on the display screen G. If the determination in step S1603 is negative, it is determined whether it is the timing to end the school of fish presentation on the display screen G in step S1605. If it is time to end the display, the fish school presentation on the display screen G ends in step S1606, and the LED corresponding to the left school of fish P10 is turned on, and then this process ends. If a negative judgment is made in step S1605, this process ends. In this case, the school of fish P10 is displayed on the left side of the center frame 42, as shown in FIG. 47(a3).

[0420] By doing as described above, it is possible to achieve a dynamic presentation in which the display on the decorative sheet 350 and the display on the display screen G are linked together, without enlarging the size of the display screen G. Here, since the center frame 42 is interposed at the boundary between the decorative sheet 350 and the display screen G, even if the left and right schools of fish P9, P10 and the schools of fish displayed on the display screen G appear to pass through the center frame 42 (become temporarily invisible), it is less likely that a sense of incongruity will be caused by the difference in appearance, even if they appear slightly different.

[0421] (2) In the above modified example of (1), an RTC (real-time clock) or the like may be used to perform a performance linked to the entire island of the gaming hall or adjacent gaming machines. In other words, a more dynamic performance can be achieved by performing a performance in which a school of fish flows sideways between adjacent gaming machines one after another. As described above, the decorative sheet 350 extends to both the left and right ends of the gaming board 24, so that it can be said that the decorative sheet 350 extends to a position closer to the adjacent gaming machines than the display screen G. Therefore, if such a performance linked to the adjacent gaming machines is performed using the decorative sheet 350, it is possible to achieve a performance with a much higher degree of linkage than a linked performance using the display screen, and the performance effect can be dramatically improved.

[0422] (3) In each of the above embodiments, the transparent plate 300, the decorative sheet 350, and the irradiation plate 400 may be abutted without providing either the first space E1 or the second space E2, or both. However, by providing the second space E2 between the transparent plate 300 and the decorative sheet 350, it is possible to improve the visibility of the first pattern sheet 351 and to make it difficult for bubbles to occur due to thermal deformation, and by providing the first space E1 between the decorative sheet 350 and the irradiation plate 400, it is possible to irradiate the decorative sheet 350 with the LEDs 410 in a somewhat diffused state, which can suppress localized brightness and reduce the number of LEDs. In order to achieve these effects, a configuration with the spaces E1 and E2 is more preferable.

[0423] Furthermore, the front-to-rear widths of both spaces E1 and E2 are not limited to those described above. In the case of the first space E1, it is sufficient that it has a light diffusion function. In the case of the second space E2, it is sufficient that it has a width that allows the side LEDs 510 to be installed. Furthermore, if the directivity of the light from the side LEDs 510 is increased, it is possible to make it narrower. However, in a configuration in which a ball passage, props, sensors, etc. are installed, it is preferable that the width is sufficient to allow these to be installed.

[0424] (4) The location of the side LEDs 510 is not limited to the end of the game board 24, and they may be installed on the outer circumferential surface 421 of the center frame 42, for example.

[0425] (5) The content and color scheme of the designs applied to the first design sheet 351 and the second design sheet 353 of the decorative sheet 350 are not limited to those described above.

[0426] (6) Each sheet 351 to 353 is not limited to the above as long as the visibility of the design (decoration) of the first design sheet 351 and the design (decoration) of the second design sheet 353 can be switched. For example, the visibility of the design of each sheet may be switched by changing the directivity by turning on / off the voltage like a liquid crystal element.

[0427] (7) In the configuration in which the movable props are operated in the first space E1 or the second space E2 as in the second embodiment, the direction of operation is not limited to the above. Specifically, the movable props may be configured to operate not only in a direction substantially parallel to the surface of the transparent board 300, but also in a direction intersecting the surface (front-rear direction). In this case, the movable props may be configured to operate within the range of the front-rear width of the first space E1 or the second space E2, or may be a movable prop that can move between the first space E1 and the second space E2.

[0428] (8) In the second embodiment, the movable prop is normally housed inside the center frame 42, and may be configured to move to the first space E1 or the second space E2 at a predetermined timing. Even in such a case, the performance can be made more diverse by linking the movement with the decorative sheet 350.

[0429] (9) In the second embodiment, a display screen may be provided in front of the movable gadget. This makes it difficult to tell whether the pattern is the decorative sheet 350 or the display screen of the movable gadget, and creates a novel presentation by linking the two.

[0430] (10) The number of movable props is not limited to one, but may be multiple. The more movable props there are, the more diverse the presentation patterns can be.

[0431] (11) In the configuration in which the game ball discharged from the game area PE is used for the performance as in the third embodiment, for example, the winning / losing lottery itself is performed when the ball enters the operating port (when it passes through the sensor), and the ball may pass through a predetermined passage part (for example, V zone) different from the normal time when a predetermined result (for example, a jackpot result) is reached. In this way, it is possible to make it look as if the ball passes through the predetermined passage part to result in a jackpot result, which can increase the interest.

[0432] (12) In the third embodiment, if the game ball is detected by a detection sensor at least when it is discharged from the play area PE, the game ball can be treated as a game ball discharged from the play area PE. Therefore, the game ball may be distributed not by a movable device or the like in a visible area behind the play area PE, but by an invisible area.

[0433] For example, if the game balls corresponding to a jackpot result are stored behind the game board 24 and the manager of the amusement hall counts the number of stored game balls, the number of times the jackpot signal is output from the external output terminal 99 can be matched with the actual number of jackpots, making it possible to more thoroughly check for any cheating.

[0434] (13) In the fourth embodiment, the sensors and the like are provided in the first space E1 and the second space E2. However, the substrate may be provided in the first space E1 and the second space E2 together with the sensors.

[0435] (14) In a configuration in which light is irradiated onto an irradiation target, if the first space E1 or the second space E2 is an unsealed space rather than an enclosed space, the light is diffused by dust or the like in the space, and the path of the irradiated light can be seen from the front. In this way, it is possible to more clearly see how the light is being irradiated onto the irradiation target.

[0436] (15) The present invention can also be applied to other types of pachinko machines different from the above-described embodiments, such as pachinko machines in which an electric device opens a predetermined number of times when a gaming ball enters a specific area of ​​a special device, pachinko machines in which a right is generated and a jackpot is awarded when a gaming ball enters a specific area of ​​a special device, pachinko machines equipped with other devices, arrange ball machines, mahjong ball machines, and other gaming machines.

[0437] The present invention can also be applied to gaming machines that are not of the pinball type, such as slot machines, which have multiple reels with multiple types of patterns printed around them, and in which the rotation of the reels begins when a medal is inserted and a start lever is operated, and after the reels stop when a stop switch is operated or a predetermined time has passed, the player is given a special privilege, such as the payout of medals, if a specific pattern or combination of specific patterns is formed on a winning line visible through a display window.

[0438] Furthermore, the present invention can also be applied to a gaming machine that combines a pachinko machine and a slot machine, in which the gaming machine main body is supported on an outer frame so that it can be opened and closed, is equipped with a storage section and an intake device, and the reels begin to rotate when the start lever is operated after a predetermined number of gaming balls stored in the storage section have been taken in by the intake device.

[0439] <Inventions extracted from the above embodiments> The following describes the features of the inventions extracted from each of the above-mentioned embodiments, while indicating, as necessary, the effects, etc. In the following, for ease of understanding, the corresponding configurations in each of the above-mentioned embodiments are appropriately indicated in parentheses, but the present invention is not limited to the specific configurations indicated in parentheses.

[0440] The inventions described in each of the following feature groups have been made with a problem to be solved by the invention, which relates to the background technology that states, "For example, in gaming machines such as pachinko machines, there are gaming boards with a gaming area formed on the front, and the game progresses as gaming balls flow down the gaming area (see, for example, JP 2004-81853 A)." The problem is, "In gaming machines, it is necessary to increase attention to the game, and in this regard there is still room for improvement."

[0441] <Features Group A> Feature A1. A transparent game board (transparent board 300) having a game area (game area PE) on the front where game balls can flow down; A decorative means (decorative sheet 350) is arranged at a position behind the gaming machine of the gaming board and is visible from the front of the gaming machine through the gaming board; A positioning means (front peripheral portion 310) for positioning the game board and the decorative means so as to form a space portion (second space E2) between the game board and the decorative means at a predetermined interval in the front-rear direction; A light-emitting means (side LED 510) that is disposed between the game board and the decorative means when viewed in the front-rear direction and is capable of illuminating the decorative means; A gaming machine comprising:

[0442] According to the above configuration, since the decorative means is disposed behind the game board, the decorative means will not be soiled or damaged by the game balls flowing down the game area. On the other hand, since the decorative means is disposed behind the game board, it may be difficult for light from the game hall to reach the decorative means. Therefore, by providing a space to irradiate light onto the decorative means, it is possible to brighten the decorative means and improve the design while preventing damage to the decorative means. Therefore, it is possible to increase interest in the game and contribute to increasing the level of attention.

[0443] Feature A2. The front surface of the game board is provided with nails (nails 38, etc.) that can change the flow direction of the game ball flowing down the game area, The gaming machine described in feature A1 is characterized in that the nails are arranged so as not to protrude into the space.

[0444] According to the above-mentioned configuration, the light from the light-emitting means using the space is not obstructed by accessories, etc. Therefore, it is possible to more suitably irradiate the light to the decorative means.

[0445] In particular, if the decorative means is illuminated with light, it is thought that the decorative means will be easier to see and the design will be improved, but if the light is illuminated from the front of the game board, the nails on the front of the game board will cast shadows, which may make it more difficult to see the decorative means. Therefore, as described in feature A1, by providing the light-emitting means in the space, it is possible to illuminate the decorative means without being obstructed by the nails.

[0446] In addition, the "nail capable of changing the direction in which the game ball flows" can also be rephrased as "a course changing means capable of changing the direction in which the game ball flows."

[0447] Feature A3. The gaming machine according to Feature A1 or Feature A2, wherein the decorative means is a decorative sheet having a decorative pattern.

[0448] As in the above configuration, when the decorative means is a decorative sheet, it is possible to easily print the decorative pattern, and the decorative means itself becomes thinner, which prevents the thickness of the game board components, including the game board, from increasing. On the other hand, since it is in a sheet form, the decoration tends to be flat, which may reduce the design. In particular, in a configuration in which the sheet is attached to a plate-shaped game board, even if the decorative pattern is printed so as to appear three-dimensional, the decorative pattern tends to appear flat due to the shape of the plate-shaped game board. In this regard, as described in feature A1, by providing the decorative sheet at a space between the game board and the decorative sheet, the decorative pattern can be made easy to see regardless of the shape of the game board.

[0449] Feature A4. A reflecting portion (outer peripheral surface 421, 331) that receives and reflects light from the light emitting means is provided in the space portion, The gaming machine described in any one of features A1 to A3, characterized in that the reflected light from the reflecting portion is irradiated onto the decorative means.

[0450] According to the above-mentioned configuration, the decorative means is illuminated not only by the direct light from the light emitting means but also by the light reflected from the reflecting portion, thereby further improving the visibility and design of the decorative means.

[0451] Feature A5. The game board is provided with a display device (pattern display device 41) having a display screen (display screen G) and a surrounding member (center frame 42) surrounding the display device. The surrounding member is formed to extend into the space, The gaming machine described in feature A4, wherein the reflecting portion is formed in a portion of the surrounding member that extends into the space portion.

[0452] According to the above configuration, the effect of feature A3 can be achieved by utilizing an existing configuration, such as an enclosing member that encloses the display screen.

[0453] Although the surrounding member is configured to extend into the space, the same effect can be obtained even if the surrounding member is configured to extend forward from the space (or from the rear of the space). In short, it is sufficient that a part of the surrounding member is formed to be present in the space.

[0454] Also, the reflecting portion in the space may be formed by a part for mounting the enclosing member to the game board, which makes it easier to perform mirror finishing for reflection.

[0455] Feature A6. The surrounding member is attached to the game board by a mounting portion (flange 422) that is attached to the game board from the front by overlapping it. The gaming machine described in feature A5 is characterized in that the reflective portion is also formed on the mating surface of the mounting portion relative to the gaming board.

[0456] According to the above-mentioned configuration, the light reflected through the attachment portion can also be irradiated onto the decorative means, so that the irradiated light can be utilized without leakage, and the light presentation can be realized more suitably.

[0457] Feature A7. The light emitting means irradiates the decorative means with light at an obtuse angle of incidence; A gaming machine described in any one of features A1 to A6, characterized in that light from one light-emitting means and light from another light-emitting means or reflected light from the one light-emitting means are configured to illuminate both ends of the decorative means.

[0458] If the incident angle is an obtuse angle as in the above configuration, the distance from the light emitting means to the object of illumination of the decorative means can be longer than in a configuration in which the incident angle is an acute angle, and the degree of freedom in the positioning of the light emitting means is improved accordingly. On the other hand, if the incident angle is an obtuse angle, shadows are more likely to appear on the decorative means. In this regard, in the above configuration, the decorative means is illuminated from both directions (for example, both left and right), so that the shadows that may be generated by one light can be obscured by the other light. This makes it possible to make the decorative means easier to see.

[0459] Feature A8. The light emitting means is disposed at a position corresponding to the peripheral portion of the game board (front peripheral portion 310); A gaming machine described in any one of features A1 to A7, characterized in that a shielding portion is formed on the peripheral portion to make the light-emitting means difficult or impossible to see from the front of the gaming machine.

[0460] According to the above-mentioned configuration, it becomes difficult to see the light emitting means itself from the front of the gaming machine, and only the light shining onto the decorative means can be seen, thereby further improving the design of the gaming machine.

[0461] <Characteristics Group B> Feature B1. A transparent game board (transparent board 300) having a game area (game area PE) on the front side where game balls can flow down; A rail (inner rail portion 51, outer rail portion 52) is arranged on the front surface of the game board and capable of guiding a game ball to the game area; A plurality of nails (nails 38) protruding from the surface of the game board toward the front of the game machine in the game area; A pattern forming body (decorative sheet 350, particularly a first pattern sheet 351) is disposed at a position behind the game machine of the game board, a pattern is formed, and the pattern is made visible from the front of the game machine through the game board; A gaming machine equipped with the above.

[0462] According to the above configuration, the object on which the rails and nails are provided (the game board) and the object on which the pattern is applied (the pattern forming body) are separated and arranged in front and behind each other, so that it is possible to avoid the problem of the pattern being crushed and looking bad by embedding the rails and nails in the part on which the pattern is applied. Therefore, it is possible to improve the design of the components of the game machine and attract interest in the game.

[0463] Feature B2. The gaming machine according to Feature B1, wherein the picture forming body can be removed from the gaming machine separately from the gaming board.

[0464] According to the above configuration, parts replacement in amusement halls is facilitated, and, for example, it becomes possible to replace only the decorative parts (the picture forming body) of the machine, which not only reduces the cost required for changing the machine but also the number of discarded parts generated during replacement.

[0465] Feature B3. The game board is provided with an illumination means (illumination plate 400, side LED 510) that is disposed at a position behind the game machine and illuminates the picture forming body with light; The gaming machine according to feature B1 or B2, wherein the illumination means is removable separately from the gaming board and the picture forming body.

[0466] According to the above configuration, the light is irradiated onto the picture formation body, improving the visibility of the picture. In such a configuration, if the irradiating means is separately removable, even if the illumination of the irradiating means breaks down, it is only necessary to replace it, and there is no need to replace the game board or the picture formation body. Therefore, it is possible to improve the visibility of the picture while facilitating maintenance.

[0467] Feature B4. A gaming machine described in any one of Features B1 to B3, characterized in that it is provided with a second pattern forming body (decorative sheet 350) that is arranged at a position behind the gaming machine of the picture forming body, a pattern is formed thereon, and the pattern can be seen from the front of the gaming machine through the gaming board and the picture forming body.

[0468] According to the above configuration, the picture formation body and the second picture formation body are each visible from the front of the gaming machine. In other words, the picture formation body and the second picture formation body are stacked, and each picture of the stacked formation bodies is visible through the game board. In this way, the degree of freedom of the picture configuration can be improved by combining the pictures of each formation body.

[0469] In addition, in relation to the second picture-forming body, the picture-forming body may be expressed as a first picture-forming body.

[0470] Feature B5. A gaming machine described in any one of Features B1 to B4, characterized in that it is provided with a positioning means (front peripheral portion 310) for positioning the gaming board and the picture forming body so as to form a space with a predetermined distance in the front-to-rear direction between the gaming board and the picture forming body.

[0471] According to the above configuration, a space is formed between the game board and the picture formation body, so even if the rails or nails on the game board and the picture on the picture formation body are arranged in a position where they overlap in the front-to-back direction, if the player tilts his / her line of sight (looking from an oblique angle), they do not appear to overlap in the front-to-back direction. This makes it possible to avoid the situation where the picture on the picture formation body (part of it) becomes invisible no matter what.

[0472] <Feature C Group> Feature C1. A transparent game board (transparent board 300) having a game area (game area PE) on the front side where game balls can flow down; A rail (inner rail portion 51, outer rail portion 52) is arranged on the front surface of the game board and capable of guiding a game ball to the game area; A decorative means (decorative sheet 350) is arranged at a position behind the gaming machine of the gaming board and is visible from the front of the gaming machine through the gaming board; A light-emitting means (side LED 510) that is arranged behind the game board when viewed in the front-rear direction and is capable of illuminating the decorative means; Equipped with The light emitting means is disposed outside the rail when viewed from the front.

[0473] According to the above configuration, since the decorative means is disposed behind the game board, the decorative means will not be soiled or damaged by the game balls flowing down the game area. On the other hand, since the decorative means is disposed behind the game board, it may be difficult for light from the game hall to reach the decorative means. Therefore, since the decorative means is configured to be irradiated with light by the light-emitting means disposed behind the game board, the decorative means does not become dim and can be easily seen.

[0474] Moreover, since the light emitting means is arranged on the outside of the rail, it does not interfere with the decorative means, and the playing area behind the playing area can be fully utilized for decorative purposes. Also, since the light emitting means is arranged on the outside of the rail, it is possible to make the light emitting means itself invisible from the front of the gaming machine. And, since the light emitting means is located behind the gaming board, even if it is arranged on the outside of the rail, there is no need to take the trouble of forming light holes in the rail.

[0475] As a result of the above, the visibility of the decorative means can be preferably improved, making it possible to attract interest in the game.

[0476] Feature C2. The gaming machine described in Feature C1, characterized in that the light-emitting means shines light onto the decorative means at an obtuse angle of incidence, and is configured to be able to shine light onto the decorative means that is located in approximately the center of the gaming board when viewed from the front.

[0477] As in the above configuration, if the light can be emitted from the outside of the rails on the edge of the play area toward the approximate center, it can be said that the light can be emitted to the entire play area. Therefore, the degree of freedom in arranging the decorative means and the illumination target can be improved, and the effect of feature C1 can be more effectively achieved.

[0478] Feature C3. A gaming machine as described in Feature C1 or Feature C2, characterized in that, in the gaming board, the outer portion of the rail when viewed from the front is formed with a shielding portion that makes it impossible or difficult to see behind.

[0479] According to the above-mentioned configuration, it is possible to make the light-emitting means arranged outside the rail less visible. In particular, even if the visibility of the decorative means is reduced by making it impossible or difficult to see behind the rail outside, the design is less likely to be reduced compared to the game area inside the rail. Therefore, by adopting the above-mentioned configuration, it is possible to improve the design of the game machine and increase interest in the game.

[0480] Feature C4. The peripheral portion (front peripheral portion 310) of the game board is formed toward the rear, A gaming machine described in any one of features C1 to C3, characterized in that the light-emitting means is provided on the peripheral portion.

[0481] According to the above configuration, if the peripheral edge of the game board is made thick toward the rear, it is possible to install the light emitting means at that position without preparing a new mounting portion for the light emitting means. This simplifies the configuration. In particular, the peripheral edge of the game board needs to have a certain length in the thickness direction to ensure the strength of the game board. Therefore, the configuration for ensuring the strength can be used at the mounting position of the light emitting means, and the number of parts can be reduced by consolidating the functions.

[0482] Feature C5. A gaming machine as described in Feature C4, characterized in that the peripheral portion is formed so as to be able to determine the placement position of gaming machine components placed behind the gaming board.

[0483] According to the above configuration, the peripheral portion can serve both as a positioning function for the gaming machine components arranged at the rear and as a position for arranging the light emitting means described in the above feature C5.

[0484] The gaming machine component may be a decorative means or another plate material (illumination plate 400).

[0485] Feature C6. A gaming machine described in any one of features C1 to C5, characterized in that a transparent space (second space E2) capable of transmitting light is formed from the light-emitting means to the target of illumination in the decorative means.

[0486] According to the above configuration, the light from the light emitting means is transmitted and irradiated onto the irradiation target, so that the light path is unobstructed and the light can be delivered more directly to the irradiation target, thereby improving the visibility of the irradiation target.

[0487] The above configuration can also be rephrased as "light from the light-emitting means reaches the illumination target in the decorative means without being blocked."

[0488] Feature C7: A positioning means (front peripheral portion 310) is provided to position the game board and the decorative means so as to form a space portion (second space E2) at a predetermined interval in the front-rear direction between the game board and the decorative means; The gaming machine described in feature C6 is characterized in that the transparent space is formed by the space portion.

[0489] According to the above configuration, by providing a space with a predetermined distance between the game board and the decorative means, it is possible to secure a path of light from the light emitting means, and the visibility of the decorative means can be improved. Here, by separating the space, the light from the game hole, etc., is less likely to reach the decorative means, compared to a configuration in which the decorative means directly contacts the game board. In contrast, since the light emitting means is provided, by providing the space, it is possible to make the decorative means easier to see, and unlike indirect light such as the light from the game hole, it is possible to realize a light effect that matches the game situation, etc., by irradiating light for game performance. Therefore, it is possible to preferably increase the attention to the game.

[0490] <Feature D group> Feature D1. A transparent game board (transparent board 300) having a game area (game area PE) on the front side where game balls can flow down; A decorative means (decorative sheet 350) is arranged in a position overlapping the game board in the front-rear direction and is visible from the front of the game machine through the game board; A light-emitting means (illumination plate 400) is arranged at a position behind the decorative means of the gaming machine and capable of illuminating the decorative means from behind; Equipped with The decorative means has a function of changing so that when the intensity of light reaching the decorative means from the light-emitting means is in a first state, a first decoration (second pattern P2, etc.) is visible from the front of the gaming machine, and when the intensity of the light is weaker than in the first state or is in a second state in which the light does not reach, a second decoration (first pattern P1) different from the first decoration is visible from the front of the gaming machine.

[0491] According to the above configuration, the decoration projected becomes the first decoration or the second decoration depending on the state of the light reaching the decoration means, so that by switching the light emitting means (or by moving the decoration means relative to each other), it is possible to impart a plurality of decorative effects to the same decoration means. This makes it possible to increase interest in the game and to help increase attention.

[0492] Feature D2. The gaming machine described in Feature D1, characterized in that the decorative means is configured to be less transparent to light when the intensity of light from the light-emitting means is in the second state than when it is in the first state.

[0493] According to the above configuration, the transmittance of the light from the light emitting means can be used to differentiate between the first decoration and the second decoration. This makes it possible to show ...

Claims

[Claim 1] A transparent game board having a game area formed on the front side through which game balls can flow; A presentation means is disposed at a position behind the gaming machine on the gaming board; A gaming machine comprising:

Citation Information

Patent Citations

  • Game machine

    JP2007054140A

  • Pachinko game machine

    JP2009153853A

  • Gaming Machines

    JP7592317B2

  • Game machine

    JP2004081853A