Game machine
The gaming machine addresses the issue of low player attention by incorporating dynamic effect execution and privilege granting mechanisms, which adjust game settings and provide advantages based on player interactions, thereby enhancing engagement.
Patent Information
- Application Number
- JP2023201410
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-29
- Publication Date
- 2025-06-10
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack effective mechanisms to increase player attention and engagement.
A gaming machine equipped with effect execution means, privilege granting means, operation means, and effect setting means. The effect setting means includes an execution control mechanism that varies settings based on player operations, with specific conditions determining whether to accept or delay these variations.
The solution effectively increases player attention and engagement by dynamically adjusting game elements and providing privileges based on specific conditions, enhancing the overall gaming experience.
Smart Images

Figure 2025087041000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko machine.
Background Art
[0002] For example, in gaming machines such as pachinko machines, there are a normal gaming state and a gaming state that is more advantageous for the player, and control is performed such as switching the gaming state based on the establishment of predetermined conditions, and various switches related to the progress of the game are known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in such types of gaming machines, there may still be room for improvement in their configuration in order to increase the attention level to the game.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably increasing the attention level to the game.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine according to the present invention has effect execution means capable of executing an effect, privilege granting means capable of granting a privilege advantageous to the player when a specific effect is executed by the effect execution means, operation means operable by the player, A gaming machine comprising: an effect setting means capable of varying settings related to the effect based on an operation of the operation means. The effect setting means has an effect setting execution control means that, when a predetermined condition is satisfied, does not accept an input of an operation on the operation means, or delays the execution of the variation of the settings related to the effect corresponding to the operation of the operation means by a predetermined time. The operation means is provided with a first operation means and a second operation means different from the first operation means. The effect setting execution control means When the predetermined condition is satisfied when the first operation means is operated, controls not to accept an input of an operation on the first operation means, or to delay the execution of the variation of the settings corresponding to the operation of the first operation means by a predetermined time. When the predetermined condition is satisfied when the second operation means is operated, controls to accept an input of an operation on the second operation means and execute the variation of the settings corresponding to the operation of the second operation means without delay.
Advantages of the Invention
[0007] In the gaming machine according to the present invention, the degree of attention to the game can be suitably increased.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] Regarding the embodiment of the gaming machine according to the present invention, the pachinko machine 100 as an example of a ball game machine, which is a type of gaming machine, will be described, and then modifications and other types of gaming machines will be described. First, regarding the embodiment of the pachinko machine 100, the structural configuration, electrical configuration, and various control processes will be described in order.
[0010] <Structural Configuration> First, with reference mainly to FIGS. 1 to 9, the configuration of the structural parts of the pachinko machine 100 will be described. FIGS. 1 to 4 are perspective views showing various states of the pachinko machine 100. FIG. 1 shows the closed state of the pachinko machine 100, FIG. 2 shows a state in which the front block 102 and the intermediate block 103 are integrally opened with respect to the outer frame 101, FIG. 3 shows a state in which the front block 102 is opened with respect to the intermediate block 103, and FIG. 4 shows a state in which the rear block 104 is opened with respect to the intermediate block 103. Further, FIG. 5 is a front view of the pachinko machine 100, and FIG. 6 shows a state in which the front block 102 of the pachinko machine 100 is removed from the state of FIG. 5. In each figure, various wirings are omitted, and in FIGS. 3 and 6, a part of the configuration of the game board 400 is omitted.
[0011] As shown in FIGS. 1 to 4, for example, the pachinko machine 100 includes an outer frame 101, a front block 102, an intermediate block 103, and a rear block 104, and these parts are configured to be relatively displaceable by a predetermined operation.
[0012] The outer frame 101 has a function as a main body support means for supporting the main body part of the pachinko machine 100. The outer frame 101 is, for example, as shown in FIG. 2, a substantially quadrilateral frame body to which a top plate portion 111, a bottom plate portion 112, a left side plate portion 113, and a right side plate portion 114 are assembled, and is fitted into a game machine installation facility (island facility) provided in a game hall where the pachinko machine 100 is installed and is firmly fixed by a fixing tool (not shown). Note that the outer frame 101 is not an essential configuration in the pachinko machine 100, and it may be configured such that a support mechanism having the same inner shape as the outer frame 101 or the outer frame 101 and supporting a main body part corresponding to the configuration of the pachinko machine 100 excluding the outer frame 101, and a part of a locking mechanism for locking the main body part are provided in the island facility.
[0013] On one side in the left - right direction (the left - side plate portion 113 side) of the outer frame 101, intermediate block support mechanisms 121 and 122 are provided. By these intermediate block support mechanisms 121 and 122, the outer frame 101 and the intermediate block 103 are connected (linked), and the main body portion of the pachinko machine 100 is configured to be rotatable forward with one end side (left side) in the left - right direction in the front view of the pachinko machine 100 as the rotation base end side and the other end side (right side) as the rotation tip end side.
[0014] The intermediate block support mechanisms 121 and 122 are, for example, as shown in FIG. 1, provided separately at the upper end portion and the lower end portion of the outer frame 101. Each of the intermediate block support mechanisms 121 and 122 is configured to be rotatable, for example, by a shaft portion provided on the intermediate block 103 being supported from below by a shaft support portion provided on the outer frame 101 and the shaft portion being inserted into a shaft hole provided in the shaft support portion. Note that the configuration for making the main body portion of the pachinko machine 100 including the intermediate block 103 rotatable is not limited to the above configuration, and other configurations such as providing a shaft hole on the intermediate block 103 side and forming a shaft portion on the outer frame 101 side may also be used.
[0015] The intermediate block support mechanisms 121 and 122 are provided with a function of releasing the connection state between the outer frame 101 and the intermediate block 103 by a predetermined removal operation, and the main body portion of the pachinko machine 100 including the intermediate block 103 is detachably attached to the outer frame 101. For example, by performing a predetermined removal operation of opening the intermediate block 103 with respect to the outer frame 101 by a certain amount or more and moving it upward by a certain amount, the connection state of the intermediate block 103 with respect to the outer frame 101 is released. Thereby, the main body portion of the pachinko machine 100 is made detachable from the outer frame 101.
[0016] On the front side of the intermediate block 103, the front block 102 is arranged so as to overlap, and the intermediate block 103 and the front block 102 are connected by front block support mechanisms 131 and 132 provided on the left side in the front view. The front block support mechanisms 131 and 132 have the same configuration as the intermediate block support mechanisms 121 and 122, support the front block 102 so as to be rotatable forward with respect to the intermediate block 103, and are configured to be removable by a predetermined removal operation.
[0017] On the rear side of the intermediate block 103, the rear block 104 is arranged so as to overlap, and the intermediate block 103 and the rear block 104 are connected by rear block support mechanisms 136 and 137 (see FIG. 8) provided on the left side in the front view. The rear block support mechanisms 136 and 137 have the same configuration as the intermediate block support mechanisms 121 and 122 and the front block support mechanisms 131 and 132, support the rear block 104 so as to be rotatable rearward with respect to the intermediate block 103, and are configured to be removably supported by a predetermined removal operation.
[0018] In addition, the pachinko machine 100 is provided with an intermediate block locking mechanism for restricting the opening and closing of the intermediate block 103 with respect to the outer frame 101, a front block locking mechanism for restricting the opening and closing of the front block 102 with respect to the intermediate block 103, and a key operation mechanism that is operated to unlock and lock the intermediate block locking mechanism and the front block locking mechanism. Further, as shown in FIG. 3, a key cylinder 141 as a key operation mechanism that is exposed to the front side of the pachinko machine 100 through the opening of the front block 102 is provided on the intermediate block 103.
[0019] As a predetermined operation on the key cylinder 141, when a right rotation operation is performed by an operation key (not shown), a movable part 143 of the intermediate block locking mechanism provided on the intermediate block 103 operates. As a result, the engagement between the engaged part 142 provided on the outer frame 101 and the movable part 143 as a part of the intermediate block locking mechanism is released, and the intermediate block 103 is in a state where opening and closing are permitted with respect to the outer frame 101.
[0020] On one hand, in response to a left rotation operation by a predetermined operation key on the key cylinder 141, the movable part 144 of the front block locking mechanism provided on the intermediate block 103 operates. As a result, the engagement between the engaged part 145 provided on the front block 102 and the movable part 144, which is a part of the front block locking mechanism, is released, and the front block 102 becomes in a state where it can be opened and closed with respect to the intermediate block 103.
[0021] In addition, the pachinko machine 100 is provided with a rear block opening / closing regulation mechanism that regulates the opening and closing of the rear block 104 with respect to the intermediate block 103. By this rear block opening / closing regulation mechanism, the rear block 104 can be switched between a state where opening and closing are prohibited (opening / closing prohibited state) and a state where opening and closing are permitted (opening / closing permitted state) with respect to the intermediate block 103 by a predetermined operation.
[0022] The rear block opening / closing regulation mechanism is constituted by, for example, as shown in FIG. 4, two opening / closing regulation parts 150A and 150B provided on the intermediate block 103 and one opening / closing regulation part 150C provided on the rear block 104. Rotatable rotating pieces 151A to 151C are provided on these three opening / closing regulation parts 150A to 150C. The rotating pieces 151A to 151C change the engagement state with an opening part arranged to overlap front and back in the closed state of the rear block 104 by a rotation operation. Thereby, it is possible to switch between an opening / closing prohibited posture corresponding to the opening / closing prohibited state and an opening / closing permitted posture corresponding to the opening / closing permitted state. When all the rotating pieces 151A to 151C are in the opening / closing permitted posture, each of the rotating pieces 151A to 151C can pass through the opening, and the rear block 104 becomes in a state where it can be opened and closed with respect to the intermediate block 103. Note that as the opening / closing prohibited posture and the opening / closing permitted posture, it is only necessary that the opening / closing prohibited state and the opening / closing permitted state can be switched by at least any change in the position and orientation of the rotating pieces 151A to 151C. It may be configured to only rotate at a fixed position, or may be configured to move in a fixed direction, or may be configured to operate by a combination of movement and rotation. Hereinafter, the same shall apply to the change in posture when the constituent members in each device shift between a plurality of postures.
[0023] Of the three rotating pieces 151A to 151C, two rotating pieces 151A and 151B corresponding to a part of them are exposed to the back side of the pachinko machine 100 through the opening formed in the rear block 104 in the closed state of the rear block 104 as shown in FIG. 2, and one rotating piece 151C corresponding to the remaining part is exposed to the front side of the intermediate block 103 as shown in FIG. 6. For this reason, it is impossible to switch all the rotating pieces 151A to 151C to the openable / closable posture only by an operation from one side such as the back side of the pachinko machine 100 or the front side of the intermediate block 103, and thereby, the crime prevention performance is enhanced.
[0024] In addition, the pachinko machine 100 is provided with a game ball movement restricting mechanism for restricting the movement of the game balls from the intermediate block 103 to the front block 102. The game ball movement restricting mechanism is constituted by, for example, a combination of a downward flow restricting piece 161 provided in the intermediate block 103 and a restricting change part 162 provided in the front block 102 as shown in FIGS. 3 and 6, and the downward flow restricting piece 161 is biased by a coil spring (not shown) toward the front side where the front block 102 is located.
[0025] In a state where the front block 102 is closed with respect to the intermediate block 103 (the closed state of the front block 102), the downward flow restricting piece 161 is in a movement allowing state that allows the downward flow of the game balls. Specifically, it is pressed and pushed rearward of the intermediate block 103 by the restricting change part 162. The downward flow restricting piece 161 is displaced rearward with respect to a guiding passage (not shown) for guiding the game balls from the intermediate block 103 to the front block 102 in the movement allowing state. Thereby, in the closed state of the front block 102, the movement of the game balls from the intermediate block 103 to the front block 102 is allowed.
[0026] On the other hand, in a state where the front block 102 is open with respect to the intermediate block 103 (the open state of the front block 102), the pressing of the flow-down regulating piece 161 by the regulation changing part 162 is released, and the flow-down regulating piece 161 is in a movement-prohibited state of protruding toward the front block 102 side as compared with the closed state of the front block 102. The flow-down regulating piece 161 protrudes into the guiding passage in the movement-prohibited state and blocks the flow-down of the game balls to the downstream side. Thereby, the movement of the game balls from the intermediate block 103 to the front block 102 is prohibited.
[0027] Further, as shown in FIG. 2, for example, an opening / closing detection switch 108 for detecting whether or not the intermediate block 103 is closed with respect to the outer frame 101 is provided at the lower end portion on the rear side of the intermediate block 103 and on the rotation tip side (left side when viewed from the back). Also, as shown in FIG. 3, for example, an opening / closing detection switch 109 for detecting whether or not the front block 102 is closed with respect to the intermediate block 103 is provided at the lower end portion on the front side of the intermediate block 103 and on the rotation tip side (right side when viewed from the front).
[0028] Next, the configurations of the front block 102, the intermediate block 103, and the rear block 104 will be described in order.
[0029] As shown in FIGS. 1 and 3, the front block 102 forms substantially the entire front surface of the pachinko machine 100 and is a substantially rectangular member having a thickness in the front-rear direction, and has a function as front decoration means for decorating the front surface portion of the pachinko machine 100. The front block 102 is mainly composed of a base frame 201 made of synthetic resin, and a plurality of functional components are attached to the front and rear of the base frame 201. On the front side of the base frame 201, a front decoration body 210 forming the front surface of the pachinko machine 100 is attached in a state of surrounding an opening 210A along the outer edge of the opening 210A formed including the central portion in the front view of the front block 102. In a state where the base frame 201 and the front decoration body 210 constituting the front block 102 are combined, the opening 210A is formed to penetrate in the front-rear direction over a wide range excluding the outer peripheral portion to which the front decoration body 210 is attached. Through this opening 210A, an intermediate block 103 including a game board 400 located on the rear side of the front block 102 is configured to be visible to the player.
[0030] Also, as shown in FIGS. 1 and 3, the front block 102 is provided with a central panel 220 provided on the back side of the base frame 201 so as to close the opening 210A, a main storage mechanism 230 for storing game balls, an auxiliary storage mechanism 240 for storing game balls, and a firing operation device 250 operated by a player to fire the game balls stored in the main storage mechanism 230.
[0031] Also, as shown in FIGS. 1 and 5, as a part of the front decoration body 210, the front block 102 is formed with an opening peripheral portion 211 surrounding the periphery of the opening 210A, an upper protruding portion 217 protruding forward on the lower side with respect to the opening 210A, a lower protruding portion 218 protruding forward and located on the lower side with respect to the upper protruding portion 217, and a flat portion 219 which is on the right side of the lower protruding portion 218 and is located deeper than the upper protruding portion 217 and the lower protruding portion 218 and is substantially flat and on which the firing operation device 250 is arranged. The main storage mechanism 230 is arranged on the upper protruding portion 217, and the auxiliary storage mechanism 240 is arranged on the lower protruding portion 218.
[0032] The center panel 220 functions as a cover body that enables the rear side to be visible while closing the opening 210A formed through in the front-rear direction in a state where the base frame 201 and the front decorative body 210 are combined. The center panel 220 includes, for example, as shown in FIGS. 1 and 3, a panel frame 221 (see FIG. 3) attached from the rear side of the base frame 201, a light-transmissive front plate 222 (see FIG. 1) fitted on the front side of the panel frame 221, and a light-transmissive rear plate 223 (see FIG. 3) fitted substantially parallel to the front plate 222 with a predetermined gap on the rear side of the panel frame 221.
[0033] The main storage mechanism 230 has a function of storing game balls acquired according to the progress of the game and game balls lent out from the game hall. The main storage mechanism 230 includes, for example, as shown in FIG. 1, a storage unit 231, a ball extraction mechanism (not shown), and a ball extraction operation member 232 for operating the ball extraction mechanism. The storage unit 231 is provided with an inlet 231A for allowing game balls to flow into the storage unit 231 from the inside of the pachinko machine 100, an outlet (not shown) for allowing game balls to flow out from the storage unit 231 to the inside of the pachinko machine 100, and a discharge port (not shown) formed upstream of the outlet. When this discharge port is opened, the game balls are discharged to the player side without being taken into the pachinko machine 100 from the storage unit 231. The ball extraction mechanism has a function of switching the discharge destination of the game balls between the outlet and the discharge port.
[0034] Game balls acquired according to the progress of the game and game balls lent out according to a lending operation for a lending operation device 292 described later mainly flow into the storage unit 231 through the inlet 231A. Further, the storage unit 231 has an opening formed on the upper side, and through this opening portion, game balls owned by the player are manually input or game balls lent out at the game hall are supplied.
[0035] The game balls that have flowed into the storage unit 231 are sequentially guided to the side where the outlet and the discharge port are formed (the upper right side in FIG. 1) while being aligned in a row. When a ball extraction operation (for example, a pressing operation) on the ball extraction operation member 232 is not performed, the game balls are guided to a launching device 330 (see FIG. 3) described later through the outlet. On the other hand, when a ball extraction operation on the ball extraction operation member 232 is being performed, the game balls are guided to the auxiliary storage mechanism 240 (see FIG. 1) through the discharge port.
[0036] As shown in FIGS. 1 and 5, the auxiliary storage mechanism 240 includes a storage unit 241 having inlets 241A and 241C (see FIG. 5) and an outlet 241B (see FIG. 1) for game balls, a ball extraction mechanism 243 for opening and closing the outlet 241B, and a ball extraction operation member 242 for operating the ball extraction mechanism 243. Game balls and the like obtained according to the progress of the game mainly flow into the main storage mechanism 230, but if the storage unit 231 is full, they flow into the storage unit 241 through the inlet 241A. Also, according to the ball extraction operation on the ball extraction operation member 232, the game balls flow from the storage unit 231 into the storage unit 241 through the inlet 241C.
[0037] The bottom surface of the storage unit 241 slopes downward toward the outlet 241B. When the outlet 241B is opened by a ball extraction operation (for example, a pressing operation) on the ball extraction operation member 242, all the game balls stored in the storage unit 241 can be sequentially discharged to the outside of the pachinko machine 100. When the outlet 241B is completely opened by the ball extraction operation on the ball extraction operation member 242, it is maintained in the open state until a return operation (for example, another pressing operation) on the ball extraction operation member 242 is performed. A ball overflow switch 249 (see FIG. 10) for detecting whether an excessive number of game balls are stored in the storage unit 241 is provided deep inside the inlet 241A.
[0038] As shown in FIGS. 1 and 5, the launch operation device 250 includes a pedestal 251 that protrudes forward from the flat portion 219 of the front decorative body 210, a rotatable launch handle 252 provided around the pedestal 251, a variable resistor 253 (see FIG. 10) that detects the amount of rotational operation of the launch handle 252, a contact sensor 254 (see FIG. 10) that detects that a player is in contact with the launch handle 252, and a launch stop switch 255 (see FIG. 5) that invalidates the ejection of the game ball accompanying the rotational operation of the launch handle 252 by the player's operation. When the launch handle 252 is rotationally operated by the player, the game ball is ejected from the launch device 330 (see FIG. 3) toward the game board 400 (see FIG. 3) with an intensity corresponding to the amount of rotational operation. Note that when the contact sensor 254 does not detect contact between the launch handle 252 and the player, or when the launch operation is invalidated by the operation of the launch stop switch 255, the game ball is not ejected from the launch device 330 even if the launch handle 252 is rotationally operated.
[0039] Also, behind the front decorative body 210 in the previous block 102, frame lighting devices 271 to 275 (see FIG. 10) are provided. The frame lighting devices 271 to 275 are arranged so as to overlap the opening peripheral edge portion 211 of the front decorative body 210 on the back side and are attached to the base frame 201. As shown in FIG. 5, the opening peripheral edge portion 211 has an upper central edge portion 211A, an upper left edge portion 211B and an upper right edge portion 211C located on both the left and right sides with respect to the upper central edge portion 211A, a left edge portion 211D located below the upper left edge portion 211B, and a right edge portion 211E located below the upper right edge portion 211C as light emitting portions, and the frame lighting devices 271 to 275 are installed corresponding to the respective light emitting portions.
[0040] The frame light-emitting devices 271 to 275 are composed of an upper center frame light-emitting device 271 corresponding to the upper central edge portion 211A, an upper left frame light-emitting device 272 corresponding to the upper left edge portion 211B, an upper right frame light-emitting device 273 corresponding to the upper right edge portion 211C, a left frame light-emitting device 274 corresponding to the left edge portion 211D, and a right frame light-emitting device 275 corresponding to the right edge portion 211E (see FIG. 10). Each of the frame light-emitting devices 271 to 275 has a light-emitting diode (LED) as one or a plurality of light-emitting means, electronic components such as a resistor for controlling the LED, and a printed circuit board that integrally and electrically connects these electronic components.
[0041] Further, as shown in FIG. 5, in the previous block 102, for example, an upper left acoustic output port 211F and an upper right acoustic output port 211G are provided at the upper part of the opening peripheral edge portion 211, and an upper left acoustic device 281 and an upper right acoustic device 282 (see FIGS. 3 and 10) are provided corresponding to each of the upper left acoustic output port 211F and the upper right acoustic output port 211G. The upper left acoustic device 281 and the upper right acoustic device 282 are attached to the base frame 201 so as to be located behind (rearward) the opening peripheral edge portion 211 of the front decorative body 210.
[0042] Further, as shown in FIG. 1, a game ball lending device 290 is provided, for example, at the upper right portion of the upper surface of the upper protruding portion 217 in the front block 102. The game ball lending device 290 includes a frequency display device 291 that displays a numerical value corresponding to the balance of bills, cards, etc. inserted into a card unit (not shown) arranged side by side with the pachinko machine 100, a lending operation device 292 operated by a player when receiving the lending of game balls, and a return operation device 293 operated by a player when returning bills, cards, etc. inserted into the card unit. When a lending operation is performed on the lending operation device 292 in an active state where bills, cards, etc. are inserted into the card unit and a numerical value corresponding to their amount is displayed on the frequency display device 291, a predetermined number of game balls are lent from the payout device 540 (see FIG. 8) of the rear block 104 according to the lending operation, and the display on the frequency display device 291 is updated as the game balls are lent. On the other hand, when a return operation is performed on the return operation device 293 in the active state, an equivalent of bills corresponding to the balance or a card recording the balance is returned from the card unit according to the return operation.
[0043] In addition, as shown in FIG. 1, the front block 102 is provided with an input operation device 260 that enables an input operation different from the shooting operation by the player. The input operation device 260 includes, for example, a pressing operation device 261 that enables a pressing operation, a rotating operation device 262 that enables a rotating operation, and a selection operation device 263 that enables a direction operation in the up, down, left, and right directions. With these operation devices 261 to 263, an effect selection operation for selecting an effect executed in the pachinko machine 100, a device setting operation for setting the volume and light amount of each device that executes the effect of the pachinko machine 100, or an effect setting operation for inputting information about the player and enabling the execution of the effect of the pachinko machine 100 according to the game before the previous game can be executed. These operations can be executed by the player or the game hall manager as needed. Note that the input operation unit (for example, the annular rotation operation unit in the rotation operation device 262) that the player contacts in the input operation device 260 is preferably configured to be able to execute operations such as rotation, vertical movement, or vibration by input operation unit driving means such as a motor or a solenoid under the control of the pachinko machine 100 (for example, the control of the sub-control board 940 (see FIG. 10)). By operating the input part at any one or a plurality of timings before, after, or during the input operation, it is possible to diversify the effects involving the input operation, such as actively promoting the input operation.
[0044] Next, the intermediate block 103 will be described. The intermediate block 103 is a member having a substantially rectangular shape with substantially the same size as the front block 102, and has a function of integrating the main body portion of the pachinko machine 100 when the front block 102 and the rear block 104 are attached. The intermediate block 103 is configured by attaching a plurality of functional components including the game board 400 to the base frame 301.
[0045] As shown in FIGS. 3 and 4, the intermediate block 103 includes a base frame 301 having an opening, a game board 400 (see FIG. 3) attached from the front side while covering the opening of the base frame 301, a game board support mechanism that rotatably and detachably supports the game board 400 with respect to the base frame 301, a game board fixing mechanism that fixes the position of the game board 400 with respect to the base frame 301, a launching device 330 (see FIG. 3) that launches game balls onto the game board 400, a main control device 370 (see FIG. 4) attached to the back side of the game board 400 that comprehensively controls the progress of the game, and a sub-control device 390 (see FIG. 4) that controls game effects and status notifications based on commands from the main control device 370.
[0046] As shown in FIG. 3, the base frame 301 is provided with a guiding passage portion 301A in which a guiding passage for guiding game balls discharged from a payout device 540 (see FIG. 8) described later to the front block 102 is formed inside, and an opening 301B in which a plurality of wirings (not shown) and a signal relay device 311 are located. The opening 301B has a shape that penetrates in the front-rear direction below the game board 400, and the plurality of wirings inserted through the opening 301B include wirings for electrically connecting various devices provided in the front block 102 (for example, frame lighting devices 271 to 275, upper left acoustic device 281, and upper right acoustic device 282) and devices provided on the back side of the intermediate block 103 and the rear block 104 (for example, the main control device 370 and the sub-control device 390). The signal relay device 311 functions as a relay board that relays a part of the wiring.
[0047] As shown in FIG. 3, the game board 400 includes a flat substrate 401 having through-holes through which game balls such as the discharge port 401A can pass back and forth, an outer rail 402 that smoothly curves from the lower left to the upper right of the substrate 401, an inner rail 403 that smoothly curves from the lower right to the upper left of the substrate 401, a return ball prevention mechanism 404 attached to the tip on the upper left side of the inner rail 403, and a rebound prevention member 405 attached to the tip on the upper right side of the outer rail 402. The outer rail 402 guides the game balls launched from the launch device 330 described later into the game area. The return ball prevention mechanism 404 prevents the game balls once discharged into the game area from the launch passage 401B formed in the portion where the outer rail 402 and the inner rail 403 face each other in parallel from returning to the launch passage 401B. The rebound prevention member 405 has shock absorbency to prevent a significant rebound of the game ball such that the game ball moving to the right beyond the upper center of the game board 400 returns to the left via the upper center again, and is formed of a material such as damping rubber, for example.
[0048] As shown in FIG. 3, a return ball passage portion 163 is formed at the lower part on the back side of the front block 102. There is a gap between the guide member 335 that guides the game ball from the launch device 330 toward the launch passage 401B and the outer rail 402. The game balls launched from the launch device 330 but not reaching beyond the return ball prevention mechanism 404 and moving backward through the launch passage 401B are returned to the auxiliary storage mechanism 240 (see FIG. 5) from the inflow port 241A (see FIG. 5) via the return ball passage portion 163 disposed below this gap.
[0049] The game balls that have advanced beyond the return ball prevention mechanism 404 reach the game area and move (flow down) while falling by their own weight within the game area. The game area has a substantially circular outer peripheral shape and is partitioned into a shape that mostly has a front-rear width slightly larger than the diameter of the game ball. The game area is generally partitioned by the outer rail 402 and the inner rail 403 at the outer peripheral portion, the front side is partitioned in a substantially planar shape by the rear plate 223 of the center panel 220, and the rear side is partitioned in a substantially planar shape by the substrate 401 of the game board 400. Various structures provided in the game area will be described later.
[0050] As shown in FIG. 3, the launching device 330 includes a ball feeding mechanism 331 that sequentially sends out the game balls stored in the main storage mechanism 230 to the launching position, a ball feeding solenoid 332 (see FIG. 10) that drives the ball feeding mechanism 331, a launching mechanism 333 that launches the game balls arranged at the launching position, a launching solenoid 334 (see FIG. 10) that drives the launching mechanism 333, and a guiding member 335 that guides the game balls launched from the launching mechanism 333 to the launching passage 401B of the game board 400. The launching device 330 operates in response to the launching operation on the launching operation device 250 as described above, and the drive control of the launching solenoid 334 changes according to the launching operation on the launching operation device 250, and the launching force is adjusted.
[0051] As shown in FIG. 4, the main control device 370 includes a main control board 920 (see FIG. 10) and a substrate case 371 having a two-part structure that houses the main control board 920. The main control board 920 is housed inside the light-transmissive substrate case 371 that is sealed so that it cannot be opened without leaving a trace.
[0052] Further, the main control device 370 is rotatably attached to the back side of the game board 400. Specifically, an attachment portion 372 is rotatably connected and fixed to the back side of the base body 401 of the game board 400, and the main control device 370 is attached to the attachment portion 372. Thus, not only the back side (front side) of the main control device 370 but also the front side (back side) of the main control device 370 can be easily confirmed while the main control device 370 is attached to the game board 400 by rotating the attachment portion 372. The main control device 370 may be connected to the attachment portion 372 so that it cannot be removed without leaving a trace, or the removal status of the main control device 370 may be made easier to manage.
[0053] The sub-control device 390 includes a sub-control board 940 (see FIG. 10) and a substrate case 391 with a two-part structure that houses the sub-control board 940. The sub-control board 940 is, for example, housed inside a light-transmissive substrate case 391 that is sealed so that it cannot be opened without leaving a trace, similar to the main control board 920, and is attached to the back side of the game board 400.
[0054] Here, regarding various structures arranged in the game area on the game board 400, an explanation will be given mainly with reference to FIG. 7. FIG. 7 is a front view of the game board 400.
[0055] As shown in FIG. 7, the game board 400 includes a base 401, flow change members such as nails 411 and windmills 412 that give changes to the flow direction and flow speed of the game balls, a central structure 420 arranged approximately at the center of the base 401, starting devices related to the first special symbol arranged below the central structure 420 (specifically, the upper middle starting winning device 431A and the lower middle starting winning device 431B), starting devices related to the second special symbol arranged at the lower right of the central structure 420 (specifically, the right starting winning device 432), large winning devices 433, 434 arranged below the right starting winning device 432 (specifically, the lower large winning device 433 and the upper large winning device 434), a starting device 436 related to the normal symbol arranged above (upstream side) the right starting winning device 432, a role-linked operating device 435 arranged at the upper right of the game board 400 and above (upstream side) the upper and lower large winning devices 433, 434, and general winning devices 439A, 439B arranged on both the left and right sides of the lower middle starting winning device 431B.
[0056] In addition, the game board 400 is provided with a plurality of switches as detection means for detecting the passage of game balls corresponding to the above-described upper middle start winning device 431A, etc. (see FIG. 10), and the entry of game balls into a predetermined area corresponding to each switch can be detected. For example, a middle start winning switch (upper middle start winning switch 441A) for detecting a game ball that has entered the upper middle start winning device 431A, a middle start winning switch (lower middle start winning switch 441B) for detecting a game ball that has entered the lower middle start winning device 431B, a right start winning switch 442 for detecting a game ball that has entered the right start winning device 432, a lower large winning switch 443 for detecting a game ball that has entered the lower large winning device 433, an upper large winning switch 444 for detecting a game ball that has entered the upper large winning device 434, a combination operation switch 445 for detecting a game ball that has entered the combination operation device 435, a start switch 446 for detecting a game ball that has entered the start device 436, a non-specific passage switch 447 for detecting a game ball that has entered a non-specific passage (not shown) formed inside the lower large winning device 433, a specific passage switch 448 for detecting a game ball that has entered a specific passage (not shown) formed inside the lower large winning device 433, general winning switches 449A, 449B, etc. for detecting game balls that have entered the general winning devices 439A, 439B are installed on the game board 400.
[0057] In addition, the game board 400 is provided with various sensors for preventing fraud (see FIG. 10), and it is possible to detect abnormalities occurring in the pachinko machine 100. For example, a magnetic sensor 491, a vibration sensor 492, a radio wave sensor 493, etc. are installed on the game board 400.
[0058] The entrance portions of the game balls of the central structure 420 and the starting device 436 constitute the ball entry ports, and the game balls that enter each ball entry port are discharged into the game area. The entrance portions of the game balls of each winning device, specifically, the upper middle starting winning device 431A, the lower middle starting winning device 431B, the right starting winning device 432, the lower large winning device 433, the upper large winning device 434, and the general winning devices 439A and 439B, constitute the winning ports, and the game balls that enter each winning port are guided through the through holes formed in the base 401 to a recovery and discharge passage (not shown) formed on the back side of the base 401. In addition, the game balls that did not enter each winning device are guided to the recovery and discharge passage through the discharge port 401A provided at the most downstream portion of the game area. The game balls guided to the recovery and discharge passage are discharged from the pachinko machine 100 to a game ball circulation device (not shown) provided in the game hall. When a game ball enters any of the winning devices, a predetermined number of game balls corresponding to the type of the winning device are paid out from the payout device 540 (see FIGS. 8 and 9).
[0059] Note that each winning device may be configured separately from other winning devices, or the winning device may be configured by an integrated device of two or more winning devices (for example, the upper middle starting winning device 431A and the lower middle starting winning device 431B). Also, for starting devices such as the upper middle starting winning device 431A, it is not necessarily required to be a winning port where a predetermined number of game balls are paid out when a game ball enters, and it may be a ball entry port where the game ball is discharged again into the game area without being paid out.
[0060] For each of the upper middle start winning device 431A, the lower middle start winning device 431B, the general winning device 439A, and the general winning device 439B related to the first special symbol, without changing the entry probability of the game balls thereto, the entered game balls are guided to the back side of the base 401. Further, the right start winning device 432 related to the second special symbol has a mechanism for changing the entry probability of the game balls into it. Note that the mechanism for changing the entry probability of the game balls does not necessarily need to be provided only in the start device related to the second special symbol, and instead of or in addition to that, it may be provided in any one or a plurality of the start devices related to the first special symbol, the general winning devices 439A and 439B. Also, the mechanism for changing the entry probability of the game balls may be constituted by driving means such as a solenoid that is electrically driven, or may be constituted by a mechanically operating mechanism typified by a mechanism that operates by the own weight of the game balls that have entered a predetermined area.
[0061] The right start winning device 432 related to the second special symbol includes a right entry restriction mechanism 452 that changes the entry probability of the game balls into it by shifting between an entry allowable posture and an entry prohibited posture, and a right entry restriction solenoid 462 (see FIG. 10) that drives the right entry restriction mechanism 452. The right entry restriction mechanism 452 includes two movable pieces that are driven by the right entry restriction solenoid 462. When the right entry restriction mechanism 452 is in the entry prohibited posture, the two movable pieces narrow (or close) the entry port (winning port), so that the game balls cannot enter the right start winning device 432. However, when the right entry restriction mechanism 452 is in the entry allowable posture, the two movable pieces are arranged such that the interval between their tip portions expands, so that the game balls can enter the right start winning device 432. The right entry restriction mechanism 452 shifts to the entry allowable posture for a predetermined number of times and a predetermined time in response to the drive by the right entry restriction solenoid 462 when winning in a lottery (hereinafter also referred to as "ordinary symbol lottery") based on the detection of the game balls that have entered the start device 436 related to the ordinary symbol by the start switch 446.
[0062] As shown in FIG. 7, the lower large winning device 433 is provided with a lower entry restriction mechanism 453 that restricts the entry of game balls into its interior by shifting between an entry-permitted posture and an entry-prohibited posture, a lower entry restriction solenoid 463 (see FIG. 10) that changes the posture of the lower entry restriction mechanism 453, a sorting mechanism (not shown) that sorts game balls that have entered the lower large winning device 433 into a non-specific passage or a specific passage by shifting between a non-guiding posture and a guiding posture, and a switching solenoid 465 (see FIG. 10) that changes the posture of the sorting mechanism to switch the guiding destination of the game balls. When the lower entry restriction mechanism 453 of the lower large winning device 433 is in the entry-prohibited posture, the lower entry restriction mechanism 453 closes the entry port (winning port), and thus game balls cannot enter the lower large winning device 433. However, when the lower entry restriction mechanism 453 is in the entry-permitted posture, the lower entry restriction mechanism 453 opens the entry port, and thus game balls can enter the lower large winning device 433. Further, game balls that have entered the lower large winning device 433 are guided to the non-specific passage when the sorting mechanism is in the non-guiding posture where it protrudes forward, and are guided to the specific passage when the sorting mechanism is in the guiding posture where it sinks backward. The specific passage, the non-specific passage, and the sorting mechanism are provided to diversify the transition of the game state. When a game ball enters the specific passage, a game state advantageous to the player as a privilege is imparted.
[0063] As shown in FIG. 7, the upper large winning device 434 is provided with an upper entry restriction mechanism 454 that restricts the entry of game balls into its interior by shifting between an entry-permitted posture and an entry-prohibited posture, and an upper entry restriction solenoid 464 (see FIG. 10) that changes the posture of the upper entry restriction mechanism 454. When the upper entry restriction mechanism 454 is in the entry-prohibited posture, the upper entry restriction mechanism 454 closes the entry port (winning port), and thus game balls cannot enter the upper large winning device 434. However, when the upper entry restriction mechanism 454 is in the entry-permitted posture, the upper entry restriction mechanism 454 opens the entry port, and thus game balls can enter the upper large winning device 434.
[0064] Note that, as mechanisms for changing the entry probability of game balls into the interior of the right entry restriction mechanism 452 or the like, the allowable entry posture and the prohibited entry posture only need to correspond to the change in the posture of the operating member that switches between a special state in which game balls can enter the winning opening (or the ball entry opening) of each device constituting each mechanism and a normal state in which game balls cannot enter, and at least one of the position and orientation of the operating member differs according to each posture. Further, as a mechanism for changing the entry probability of game balls in the right entry restriction mechanism 452 or the like, it is not always necessary to set the state in which game balls cannot enter as the normal state. It may also be configured such that game balls are allowed to enter even in the normal state, and the posture of the operating member changes to a state in which game balls are more likely to enter than in the normal state in the special state.
[0065] When the lower large winning device 433 and the upper large winning device 434 win the jackpot lottery, game balls can enter. Specifically, when winning the lottery (hereinafter also referred to as the "first special symbol lottery") based on the detection of a game ball that has entered the upper middle start winning device 431A or the lower middle start winning device 431B related to the first special symbol by the upper middle start winning switch 441A or the lower middle start winning switch 441B, or when winning the lottery (hereinafter also referred to as the "second special symbol lottery") based on the detection of a game ball that has entered the right start winning device 432 related to the second special symbol by the right start winning switch 442, at least one of the lower entry restriction solenoid 463 or the upper entry restriction solenoid 464 operates. By this operation, at least one of the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 takes the allowable entry posture for a predetermined number of times for a predetermined period. Further, the distribution mechanism shifts to the guiding posture in response to the operation of the switching solenoid 465 a predetermined time after the shift to the allowable entry posture of the lower entry restriction mechanism 453, and returns to the non-guiding posture in response to the stop of the switching solenoid 465 a predetermined time after the shift to the guiding posture.
[0066] The combination operation device 435 is a device for setting the conditions necessary for the lower big winning device 433 and the upper big winning device 434 to start operating. After winning the jackpot lottery, either the lower big winning device 433 or the upper big winning device 434 starts operating on the condition that the game ball passes through the combination operation device 435. Therefore, when a player wins the jackpot, the player can start the special game state at the timing of their own intention. Note that it is not necessarily configured such that either the lower big winning device 433 or the upper big winning device 434 starts operating on the condition that the game ball passes through the combination operation device 435. Instead of this, or in addition to this, it may be configured such that either the lower big winning device 433 or the upper big winning device 434 starts operating after a predetermined time has elapsed.
[0067] Also, as shown in FIG. 7, the game board 400 is provided in the lower left part corresponding to a part of the game board 400 with a display having a plurality of light emitting parts in which display devices 471 to 473 for variably displaying symbols and displaying lottery results and display devices 476 to 478 for displaying the number of suspended games are integrated. The plurality of light emitting parts are partitioned in advance into light emitting areas corresponding to each device, and the state of each device is displayed by the light emitting state.
[0068] Specifically, on the game board 400, there are a special symbol display device 471 related to the first special symbol that variably displays the first special symbol or fixedly displays the first special symbol as a stop symbol according to the lottery result along with the first special symbol lottery, a special symbol display device 472 related to the second special symbol that variably displays the second special symbol or fixedly displays the second special symbol as a stop symbol according to the lottery result along with the second special symbol lottery, a special symbol hold display device 476 that displays the number of holds of the unit game related to the first special symbol, and a special symbol hold display device 477 that displays the number of holds of the unit game related to the second special symbol. The rights of the unit game related to the first special symbol and the rights of the unit game related to the second special symbol can each be held up to a maximum of 4 times. Here, a unit game is a single game executed based on one start winning, and refers to a series of games including the start of the variable display from the start of the lottery win or loss determination executed based on one start winning to the end of the variable display that displays the lottery result based on the win or loss determination.
[0069] When the right to the unit game related to the first special symbol is held up to the maximum number of times, even if the game ball that has entered the start winning device 431 is detected by the upper middle start winning switch 441A (see FIG. 10) or the lower middle start winning switch 441B (see FIG. 10), the right to the unit game related to the first special symbol is not added. Similarly, when the right to the unit game related to the second special symbol is held up to the maximum number of times, even if the game ball that has entered the right start winning device 432 is detected by the right start winning switch 442 (see FIG. 10), the right to the unit game related to the second special symbol is not added.
[0070] Each of the special symbol display device 471 related to the first special symbol and the special symbol display device 472 related to the second special symbol is composed of a plurality of light emitting parts and is controlled by the main control board 920 (see FIG. 10). Each of the display of the first special symbol and the display of the second special symbol is expressed by the light emission pattern of the plurality of light emitting parts (a combination of light emission states (extinguishing, lighting, flashing) including the light emission color). The special symbol hold display device 476 related to the first special symbol and the special symbol hold display device 477 related to the second special symbol display the number of holds by the combination of the light emission states (extinguishing, lighting, flashing) of two single-color light emitting parts.
[0071] In addition, on the game board 400, there are provided a normal symbol display device 473 that variably displays normal symbols or fixedly displays normal symbols as stop symbols according to lottery results along with normal symbol lottery, and a normal symbol hold display device 478 that displays the number of times of holding the right to a unit game related to normal symbols. The right to a unit game related to normal symbols can be held up to a maximum of 4 times. When the right to a unit game related to normal symbols has been held up to the maximum number of times, even if a game ball that has entered the start device 436 is detected by the start switch 446, the right to a unit game related to normal symbols will not be added.
[0072] The normal symbol display device 473 is composed of a plurality of light-emitting parts and is controlled by the main control board 920 (see FIG. 10). Normal symbols are represented by the light-emitting patterns of the plurality of light-emitting parts. In addition, the normal symbol hold display device 478 displays the number of holds by the combination of the light-emitting states (extinguishing, lighting, flashing) of two single-color light-emitting parts.
[0073] In addition, on the game board 400, a decorative symbol display device 479 is provided so as to overlap the rear of the central structure 420, which variably displays decorative symbols or fixedly displays decorative symbols in unit games related to the first special symbol and the second special symbol. The variable display and fixed display of the decorative symbols are controlled by the sub-control board 940 and are synchronized with the variable display and fixed display of the first special symbol and the second special symbol by the main control board 920. In the variable display of the decorative symbols, effects that are more complex and diverse than the variable display of the first special symbol and the second special symbol are executed. Note that the variable display and fixed display of the first special symbol and the second special symbol and the variable display and fixed display of the decorative symbols do not necessarily need to start varying or stop displaying as fixed displays at exactly the same timing. It is also possible to set them to start varying at approximately the same timing with a slight time difference at each timing and to perform fixed displays at approximately the same timing.
[0074] In addition, the game board 400 includes a board surface lighting device 490 (see FIG. 10) provided on the back side of various structures, and the board surface lighting device 490 executes various lighting effects associated with the progress of the game and state notifications by lighting based on the control by the sub-control board 940.
[0075] Here, various game states and transitions between game states will be described. The normal game state (hereinafter also abbreviated as "normal game state") corresponds to a state where the variable display times of the first special symbol, the second special symbol, and the normal symbol are long (hereinafter also referred to as "non-time-short state").
[0076] When winning a big hit in the first special symbol lottery or the second special symbol lottery, depending on whether or not the game ball enters a specific passage (the internal passage of the lower big winning device 433) during the special game state that is shifted based on the winning, the game state shifted to after the special game state is different. When the game ball does not enter the specific passage during the special game state, it is a state where the variable display times of the first special symbol lottery, the second special symbol, and the normal symbol are shorter than the non-time-short state (hereinafter also referred to as "time-short state"), and the winning probability of the big hit in the first special symbol lottery and the second special symbol lottery is the same as that in the normal game state (hereinafter also referred to as "low probability state") (hereinafter also referred to as "time-short game state"). On the other hand, when the game ball enters the specific passage during the special game state, it is a state of the time-short state, and the winning probability of the big hit in the first special symbol lottery and the second special symbol lottery is higher than that in the normal game state (hereinafter also referred to as "high probability state") (hereinafter also referred to as "probability-variable game state").
[0077] The time-short game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number of times (for example, 50 times), but then returns to the normal game state. Also, the probability-variable game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number of times (for example, 100 times), but then returns to the normal game state.
[0078] Note that the gaming state and the transition between gaming states do not necessarily have to be configured as described above. For example, the high-probability state may continue until the next jackpot winning is selected, or at least one of the above gaming states may be configured with other content, or the configuration may further include a gaming state different from each of the above-described gaming states, or the gaming states may transition based on conditions different from the above-described conditions.
[0079] In addition, the trigger for the special gaming state does not necessarily have to be limited to the case of winning in the special symbol lottery (the first special symbol lottery, the second special symbol lottery). In addition to or instead of this configuration, a configuration may be such that the special gaming state occurs when a game ball enters a predetermined specific area (so-called V area) within the game area in the normal gaming state.
[0080] For example, in a pachinko machine equipped with a big winning device such as the lower big winning device 433 having a non-specific passage and a specific passage inside, when a predetermined small winning, which is a type of non-winning in the special symbol lottery, is selected, the big winning device is opened in the normal gaming state, and when the game ball that has entered the big winning device is guided to the specific passage by a sorting mechanism that distributes the game ball between the non-specific passage and the specific passage and enters the specific passage, a special gaming state may occur.
[0081] In addition, in a pachinko machine in which a non-specific passage and a specific passage are provided inside a device having an openable entrance, when a game ball enters a predetermined winning port or when winning a small winning in the special symbol lottery, the entrance of the device is opened, and when the game ball that has entered the device through the opened entrance is guided to the specific passage by a sorting mechanism that distributes the game ball between the non-specific passage and the specific passage and enters the specific passage, a special gaming state may occur.
[0082] Also, a pachinko machine is provided with a passage (common passage) that functions as either an unspecified passage or a specified passage inside a device having an openable and closable entrance. When a game ball enters a predetermined winning opening or wins a small winning in a special symbol lottery, the entrance of the device is opened, and the game ball that enters the device through the opened entrance can pass through the common passage. The number of balls passing through this common passage (for example, the second ball), the number of rounds (for example, the second round), or a combination of these (for example, the first ball in the second round) is set as passing through the specified passage, and the rest is set as passing through the unspecified passage. Even in a configuration where a special game state occurs when a game ball enters the specified passage (specified area).
[0083] That is, it is also possible to adopt a configuration in which a dedicated passage such as a specified passage is not provided inside a device having an openable and closable entrance (for example, the lower large winning device 433, etc.), and a common passage through which a game ball that enters from the entrance of the device can surely pass is provided. In the configuration where the common passage is provided, when a game ball that satisfies a predetermined entry condition enters the entrance of the device opened by the establishment of a predetermined condition such as the entry of a game ball into a predetermined winning opening or winning a small winning in a special symbol lottery (that is, when a game ball that satisfies a predetermined entry condition passes through the common passage), it is also possible to adopt a configuration in which a special game state occurs assuming that the game ball enters a specific area (so-called V area).
[0084] In addition, as the "game ball that satisfies a predetermined entry condition" in this case, for example, a game ball that enters the entrance with a predetermined number of balls (for example, the second ball), a game ball that enters the entrance in a predetermined round (for example, the second round), or a game ball that enters the entrance satisfying the conditions by a combination of these (for example, the first ball in the second round) may be used. In a configuration where the entrance of the device is opened a plurality of times (for example, 16 times) during one round, a game ball that enters the entrance during the predetermined number of times in the predetermined round (for example, the second time in the first round) may also be used.
[0085] Next, the operations of the main devices of the game board 400 will be generally described in chronological order. On the main control board 920, winning random numbers related to special symbols (common to the first special symbol and the second special symbol), jackpot symbol random numbers, stop pattern random numbers, and various variation pattern random numbers are generated. When a game ball that has entered either of the start winning devices 431A, 431B related to the first special symbol is detected by either of the middle start winning switches 441A, 441B (see FIG. 10) in various game states, it becomes a start winning of the first special symbol. At the time of the start winning of the first special symbol, if the right to a unit game related to the first special symbol has not been reserved up to the maximum number of times, the winning random numbers, jackpot symbol random numbers, and stop pattern random numbers related to the special symbols are acquired and stored in a predetermined area of the RAM of the main control board 920.
[0086] A unit game based on the random numbers acquired based on the start winning of the first special symbol starts immediately after the storage of those random numbers when it is not in a special game state, not in a unit game related to the first special symbol or the second special symbol, and the right to a unit game related to the first special symbol has not been reserved. Also, even when not in a special game state, during a unit game related to the first special symbol or the second special symbol or when the right to a unit game related to the first special symbol or the second special symbol has been reserved, after the end of all unit games related to all special symbols (the first special symbol and the second special symbol) reserved before this winning, the unit game based on this start winning starts. When each random number is acquired based on the start winning of the first special symbol during the special game state, the unit game based on that random number starts after all unit games related to all special symbols reserved before this start winning after the special game state.
[0087] In addition, the unit game based on the random number obtained based on the start winning of the first special symbol is started after all the unit games related to the second special symbol are completed. That is, when each random number is obtained based on the start winning of the second special symbol after this start winning, the unit game based on the start winning of the second special symbol is preferentially executed. Note that it is not necessarily required to have a configuration in which the unit game based on the start winning of the second special symbol is preferentially executed over the unit game related to the first special symbol, and a configuration in which the unit game priority control related to the first special symbol and the second special symbol is executed in the order of start winning may be used, or a configuration in which the two special symbols are not alternative and can be changed simultaneously may be used.
[0088] When winning a jackpot in the first special symbol lottery based on the start winning of the first special symbol, furthermore, the type of stop symbol (jackpot symbol) corresponding to the jackpot win in the first special symbol lottery is determined based on the obtained jackpot symbol random number. The type of this stop symbol corresponds to the type of jackpot, and for example, the number of rounds (e.g., 6 rounds and 16 rounds) corresponding to the number of times the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 takes the entry allowable posture, or the type of game state to shift to after the special game state (whether to shift to the sure change game state or not), a plurality of types of jackpots are set corresponding to the type of game state, and jackpot symbols are set for each type. When not winning a jackpot in the first special symbol lottery, a losing symbol different from the jackpot symbol is set as the stop symbol.
[0089] After the first special symbol lottery, based on the current game state, lottery result, value of the stop pattern random number, values of various variation pattern random numbers, and the number of times the right to the unit game related to the first special symbol is reserved, the variation display time of the first special symbol is determined and the variation pattern of the decorative symbol is selected. The variation patterns of the decorative symbol are roughly classified into a variation pattern (hereinafter also referred to as "reach variation pattern") in which a reach display is made before the decorative symbol corresponding to the stop symbol (jackpot symbol or losing symbol) related to the first special symbol is definitely displayed, and a variation pattern in which a reach display is not made before the decorative symbol corresponding to the case where the stop symbol related to the first special symbol is a losing symbol is definitely displayed.
[0090] Note that the "reach display" is a display that suggests to the player that in the unit game related to the special symbols (the first special symbol and the second special symbol), after the variable display of the decorative symbols starts, the combination of the decorative symbols fixedly displayed in each symbol column (for example, each of the left and right symbol columns) except for one symbol column satisfies the condition for becoming the jackpot symbol, and thereafter, depending on the display result (i.e., the stopped symbols) when the decorative symbols in the remaining symbol columns (for example, the middle symbol column) where the variable display continues are fixedly displayed, there is a possibility of becoming the jackpot symbol.
[0091] The reach display includes a normal reach which is a reach display with a relatively short variable display time (for example, approximately 15 seconds to approximately 30 seconds), and a super reach which is a reach display with a variable display time longer than that of the normal reach (for example, approximately 30 seconds to approximately 60 seconds). Note that the types of reach display are not limited to two types, namely normal reach and super reach, and may include three or more types such as a premier reach which is a reach display with a variable display time longer than that of the super reach.
[0092] After the variable display time of the first special symbol is determined and the variable pattern of the decorative symbols corresponding to the variable display time is selected, the variable display of the first special symbol in the special symbol display device 471 related to the first special symbol and the variable display (variable effect) of the decorative symbols in the decorative symbol display device 479 are started. For the first special symbol, the variable display continues in a certain pattern over the variable display time, and for the decorative symbols, the variable display continues according to the variable pattern over the variable display time. Thereafter, as the variable display time elapses, the stopped symbols related to the first special symbol are fixedly displayed, and also, the symbols corresponding to the stopped symbols of the first special symbol are fixedly displayed as the decorative symbols. The fixed display of the first special symbol and the decorative symbols continues for at least a predetermined fixed time.
[0093] When the stop symbol related to the first special symbol is a jackpot symbol, after the first special symbol is definitely displayed, the game state shifts to a special game state. In the special game state, the lower entry restriction mechanism 453 of the lower big winning device 433 and the upper entry restriction mechanism 454 of the upper big winning device 434 assume an entry-permitted posture a predetermined number of times in a predetermined order according to the type of jackpot. During each entry-permitted posture of the lower entry restriction mechanism 453 and the upper entry restriction mechanism 454, when a predetermined number (for example, 8) of game balls are detected by the big winning switches 443, 444, or when a predetermined maximum entry-permitted time (for example, 29.5 seconds) has elapsed, the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 shifts to an entry-prohibited posture. Then, after a predetermined entry-prohibited time has elapsed, either the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 returns to the entry-permitted posture again. This entry restriction operation is repeated a predetermined number of times in a predetermined order corresponding to the type of jackpot.
[0094] The lower entry restriction mechanism 453 and the upper entry restriction mechanism 454 are configured such that only one of them assumes an entry-permitted posture during the special game state. After a predetermined waiting time (after the opening period) has elapsed since the start of the special game state, one of them shifts to the first entry-permitted posture. Also, after a predetermined entry-prohibited time has elapsed since the return to the final entry-prohibited posture, and further after a predetermined waiting time has elapsed (after the ending period), the special game state ends. After the special game state ends, as described above, it shifts to the time-saving game state or the probability-variable game state.
[0095] In various gaming states, when a game ball that has entered the right start winning device 432 related to the second special symbol is detected by the right start winning switch 442, it becomes a start winning of the second special symbol. The control of the unit game based on the start winning of the second special symbol is executed in the same manner as the control related to the first special symbol described above. That is, if the right to the unit game related to the second special symbol has not been reserved up to the maximum number of times at the time of the start winning of the second special symbol, each random number related to the special symbol is acquired, and the unit game based on this start winning is executed. Also, regarding the determination of the stop symbol according to the second special symbol lottery, the selection of the variation pattern of the decorative symbol, the execution of the variation display, and the transition control of the gaming state, etc., are also executed in the same manner as the control related to the first special symbol.
[0096] In various gaming states, when a game ball that has entered the start device 436 is detected by the start switch 446, if the right to the unit game related to the normal symbol has not been reserved up to the maximum number of times, the winning random number related to the normal symbol is acquired and stored in a predetermined area of the RAM of the main control board 920. At this time, if it is not during the unit game related to the normal symbol, immediately after the storage, the acquired unit game related to the normal symbol is started. On the other hand, if it is during the unit game related to the normal symbol, after the end of the unit game based on the right to the existing unit game related to the normal symbol, the acquired unit game related to the normal symbol is started.
[0097] In the unit game related to the normal symbol, it is determined whether or not a win has occurred based on the value of the winning random number. If a win occurs, a predetermined winning symbol is set as the stop symbol. On the other hand, if no win occurs in the normal symbol lottery, a predetermined losing symbol is set as the stop symbol. After the normal symbol lottery, the variation display of the normal symbol is started on the normal symbol display device 473. In the non-time-saving state, the variation display continues in a certain pattern for a predetermined variation display time, and in the time-saving state, the variation display continues in a certain pattern for a predetermined variation display time shorter than the non-time-saving state. As a predetermined time elapses according to the gaming state, the stop symbol related to the normal symbol is fixedly displayed for a certain time.
[0098] When the stop symbol related to the normal symbol is a winning symbol, after the definite display of the normal symbol, the right entry restriction mechanism 452 of the right start winning device 432 shifts to the entry allowable posture at least once. Specifically, when winning in the non-time-short state (normal game state and special game state), the right start winning device 432 shifts to the entry allowable state for a predetermined maximum entry allowable time (for example, approximately 0.1 second). When winning in the time-short state (time-short game state and probability-variable game state), the right start winning device 432 intermittently (for example, in three parts) shifts to the entry allowable posture for a predetermined maximum entry allowable time (for example, approximately 4.8 seconds), which is longer than that in the non-time-short state. However, when a predetermined number (for example, 10) of game balls are detected by the right start winning switch 442, the right entry restriction mechanism 452 shifts to the entry prohibited posture without waiting for the elapse of the maximum entry allowable time. Also, even if the number of shifts to the entry allowable posture has not reached the predetermined number, the operation of the right start winning device 432 in the unit game related to the current normal symbol ends.
[0099] Next, the game performance of the pachinko machine 100 will be described. In order to receive the second special symbol lottery, first, it is necessary to win in the normal symbol lottery. Furthermore, in the entry allowable state of the right start winning device 432 based on that winning, the game ball must enter the right start winning device 432. The winning probability of a win related to the normal symbol in the normal game state is the same as that in the time-short game state. However, since the staying time (for example, approximately 0.1 second) of the entry allowable state of the right start winning device 432 based on a win in the normal game state is set to be extremely short compared to the staying time (for example, approximately 4.8 seconds) in the time-short state, in the normal game state, the opportunity per unit time to receive the second special symbol lottery is significantly smaller than the opportunity per unit time to receive the first special symbol lottery. Conversely, in the time-short state such as the time-short game state and the probability-variable game state, the opportunity per unit time to receive the second special symbol lottery is significantly larger than the opportunity per unit time to receive the first special symbol lottery.
[0100] Therefore, the player plays the game aiming to win the big hit in the first special symbol lottery and then shift to the probability-variable game state by causing the game ball to enter a specific passage in the subsequent special game state. On the other hand, in the time-saving game state and the probability-variable game state, the player plays the game aiming to win the big hit in the second special symbol lottery before each game state ends.
[0101] Specifically, on the game board 400, a central structure 420 is provided at the center of the game area where the game balls flow down. A game method (left-shot game method) of causing the game balls to flow down mainly from the left side of the central structure 420 and a game method (right-shot game method) of causing the game balls to flow down mainly from the right side of the central structure 420 can be selectively performed. In the normal game state, the player plays the game by the left-shot game method, and in the time-saving game state and the probability-variable game state, the player plays the game by the right-shot game method. Also, since the lower big winning device 433 and the upper big winning device 434 are arranged on the right side of the central structure 420, the game is played by the right-shot game method even in the special game state.
[0102] Next, the rear block 104 will be described. FIGS. 8 and 9 are a rear-side perspective view and a rear view showing the pachinko machine 100, respectively. In FIG. 8, for ease of understanding, the outer frame 101 is omitted.
[0103] As shown in FIGS. 8 and 9, the rear block 104 is configured by attaching other members and devices to a base body 501. The base body 501 and the intermediate block 103 are connected by rear block support mechanisms 136 and 137, whereby the rear block 104 is supported by the intermediate block 103 so as to be openable and closable.
[0104] The rear block 104 includes a game ball tank 510 as a ball storage section for storing game balls, a tank rail 520 as a ball alignment section for rectifying (for example, in a single row) and aligning the game balls continuously on the downstream side of the game ball tank 510, a case rail 530 as a ball guiding section for guiding the game balls flowing in from the tank rail 520 on the downstream side of the tank rail 520, a payout device 540 for executing payout or lending out of the game balls on the downstream side of the case rail 530, a guiding member 550 as a ball guiding section for guiding the game balls flowing out from the payout device 540 to a guiding passage (not shown) formed in the base body 501 on the downstream side of the payout device 540, a payout control device 560 for controlling the payout or lending out of the game balls by the payout device 540, a power supply means for converting external power into power of a predetermined voltage required by various devices and the like and outputting it, and a function as a launch control means for controlling the ejection of the game balls based on the launch operation of the launch operation device 250 in cooperation with the main control board 920. It also includes a relay device 950 for relaying signals between the payout control device 560, the game ball lending device 290 (see FIG. 1), and a card unit (not shown) arranged on the side of the pachinko machine 100.
[0105] The base body 501 is integrally formed of resin (for example, ABS resin), and includes a base portion 502 corresponding to the front portion and a protective cover portion 503 located behind the base portion 502. The upper portion of the base portion 502 is formed in a substantially frame shape along the outer shape of the rear block 104, and the lower portion is formed in a substantially flat shape having a thickness in the front-rear direction, and has a function as a mounted portion for mounting other devices.
[0106] The protective cover part 503 is formed in a substantially plate shape having a thickness in the front-rear direction. Also, the protective cover part 503 is not shaped to cover the entire back surface of the intermediate block 103, but is sized to form a window part for exposing a part of the back surface of the intermediate block 103, such as a part of the main control device 370, which requires frequent inspection and confirmation, to the back surface of the pachinko machine 100. A large number of ventilation holes 503A having a function of improving the heat dissipation of heat generation in the main control device 370 and the sub-control device 390 are formed on the back surface of the protective cover part 503.
[0107] The game ball tank 510 is a horizontally long box-shaped container that opens upward, and game balls supplied from a ball circulation device (not shown) of the island facility are sequentially replenished at one end side in the longitudinal direction thereof. An opening (not shown) is formed at one end side in the longitudinal direction different from the side where the game balls are supplied in the game ball tank 510. The bottom surface of the game ball tank 510 is gently inclined in the longitudinal direction, and the game balls supplied to the game ball tank 510 move by their own weight toward the opening side. Also, the bottom surface of the game ball tank 510 is inclined in the direction (front-rear direction) orthogonal to the longitudinal direction as compared with the longitudinal direction, and preferentially guides the game balls to the side where the opening is provided (for example, the front side). Further, an antistatic plate (not shown) made of metal is attached to the bottom surface of the game ball tank 510 so as to overlap thereon, and the antistatic plate is connected to the ground potential to remove static electricity of the game balls in the game ball tank 510 and on the downstream side thereof.
[0108] The tank rail 520 is attached to the side where the opening of the game ball tank 510 is formed, and game balls flow in through the opening of the game ball tank 510. The tank rail 520 includes a passage forming member 521 that forms a substantially gutter-shaped passage for game balls having a width through which the game balls pass in a row, and a rectifying member 522 that has a top surface portion whose height gradually decreases as the upper surface of the passage formed by the passage forming member 521, and rectifies the game balls flowing down through the passage from a height where the game balls overlap vertically to a height of one step gradually. The passage formed by the tank rail 520 is gently inclined toward the downstream side, and guides the game balls to the side opposite to the game ball tank 510.
[0109] The case rail 530 is formed vertically so as to be continuous below the tank rail 520, and the game balls from the tank rail 520 flow in. The case rail 530 curves left and right while continuously extending downward so that the game balls do not flow vigorously. Also, a ball break detection unit 539 for detecting a ball break is provided in the middle part of the ball passage in the case rail 530. The ball break detection unit 539 incorporates a stored ball switch 591 (see FIG. 10), and the stored ball switch 591 detects a ball break state in which a ball jam or the like occurs in the case rail 530 or its upstream side and the game balls are not properly replenished into the case rail 530.
[0110] The payout device 540 includes a sending mechanism for sending out game balls, a payout motor 542 (see FIG. 10) as driving means for driving the sending mechanism, and a payout counting switch 592 (see FIG. 10). In response to the operation of the payout motor 542 based on the control by the payout control device 560, the game balls stored in the ball passage are discharged to the downstream side. The passage of the discharged game balls through the ball passage is detected by the payout counting switch 592, and thereby, the payout control device 560 (payout control board 930) counts the number of game balls paid out.
[0111] As shown in FIGS. 8 and 9, the payout control device 560 and the power supply / firing control device 570 are attached so as to overlap the lower back surface of the base portion 502 of the base body 501 so as to be located at the lower back surface of the rear block 104. The rear block 104 including these payout control device 560 and power supply / firing control device 570 is designed to be continuously usable even when the game board 400 is replaced with another game board in the case of model change or the like.
[0112] The payout control device 560 includes a payout control board 930 (see FIG. 10) and a board case for housing the payout control board 930. The payout control board 930 is housed inside the board case sealed so that it cannot be opened without leaving a trace of opening, similar to the main control board 920.
[0113] The power supply and emission control device 570 includes a power supply and emission control circuit board 900 (see FIG. 10) and a circuit board case for housing the power supply and emission control circuit board 900. Similar to the main control circuit board 920, the power supply and emission control circuit board 900 is housed inside a sealed circuit board case.
[0114] Also, as shown in FIG. 9, a back setting switch 905 is provided on the back side of the pachinko machine 100. The back setting switch 905 is a setting enabling device for enabling a setting operation for setting the ball launch rate of the pachinko machine 100 to any one of a plurality of predetermined levels (for example, 6 levels, 9 levels, etc.).
[0115] By inserting a predetermined key (not shown) into the back setting switch 905 and rotating it to a predetermined position (for example, a position rotated approximately 90° clockwise from the initial position), it is possible to enable (permit) the setting change of the ball launch rate. By performing a predetermined setting operation (for example, pressing the initialization switch 907) in a state where the setting change of the ball launch rate is thus enabled, the setting change of the ball launch rate is effectively performed.
[0116] When the setting change of the ball launch rate is effectively performed, a predetermined game mode is changed according to each set level. That is, it can be said that the setting change of the ball launch rate by operating the back setting switch 905 and the initialization switch 907 is also a setting change of the game mode.
[0117] In the pachinko machine 100, according to each stage set by changing the setting of the ball payout rate (i.e., changing the setting of the game mode), for example, a combination of the initial winning probability (e.g., the winning probability of the first special symbol lottery) and the probability of continuous probability variation (e.g., when shifting to the special game state via the second special symbol lottery in the probability variation game state, the probability of shifting to the probability variation game state after the special game state) can be selected from any of nine different game modes. Therefore, when the setting of the ball payout rate (changing the setting of the game mode) is effectively performed, the winning probabilities of the first special symbol lottery and the second special symbol lottery are changed so as to be the initial winning probability and the continuous probability according to the set stage (i.e., probability lottery data corresponding to each winning probability is used), thereby adjusting the ball payout rate.
[0118] Specifically, in the pachinko machine 100, a top type with a significantly low initial winning probability but a significantly high probability of continuous probability variation, a middle type with a medium initial winning probability and a medium probability of continuous probability variation, and a bottom type with a significantly low initial winning probability but a significantly high probability of continuous probability variation can be selected. Further, in each of these types, the initial winning probability of each type is subdivided into three probability states (hereinafter also referred to as probability setting states) with a smaller width than the width of the initial winning probabilities between the types, that is, the first-stage probability with the lowest initial winning probability among the three stages, the second-stage probability with the second lowest initial winning probability, and the third-stage probability with the highest initial winning probability can be selected.
[0119] In the top type, the number of prize balls associated with winning in the upper and lower middle start winning devices 431A and 431B and the right start winning device 432 is less than that of other types, but the number of prize balls associated with winning in the lower large winning device 433 and the upper large winning device 434 is more than that of other types. On the other hand, in the bottom type, the number of prize balls associated with winning in the middle start winning devices 431A and 431B and the right start winning device 432 is more than that of other types, but the number of prize balls associated with winning in the lower large winning device 433 and the upper large winning device 434 is less than that of other types.
[0120] Here, the number of bonus balls for any of the top type, middle type, and bottom type may be set to the same number. This makes it impossible for the player to determine which of the top type, middle type, and bottom type the setting is based on the number of bonus balls, and the playability of guessing which type it is can be added over a long period of time.
[0121] Also, although the profit rate for the player changes according to the stage of the probability setting state for any of the top type, middle type, and bottom type, if the stage of the probability setting state is the same for any type, the profit rate for the player is set to be substantially the same. For this reason, even if the probability setting is changed by changing the type, the profit per certain period (for example, one day) obtained by the casino side is easy to predict, and the management of the casino can be made easier.
[0122] Note that the gaming mode changed by changing the setting of the ball payout rate does not necessarily have to be limited to the combination of the initial hit probability and the probability of entering the probability variation state as described above. For example, it may be either the initial hit probability or the probability of entering the probability variation state. Also, lottery probabilities other than the initial hit probability and the probability of entering the probability variation state, such as the winning probability of the first special symbol lottery or the second special symbol lottery, the winning probability of the normal symbol lottery, the probability that a minor win is selected in the first special symbol lottery or the second special symbol lottery, the probability of entering the probability variation gaming state (for example, the rate of entering the probability variation gaming state via winning in the second special symbol lottery), the probability that the probability variation gaming state that has shifted after the special gaming state ends (for example, the probability that the end of the probability variation gaming state is selected in the fall lottery conducted every time the symbol variation display is executed during the probability variation gaming state), etc. may be used, or a combination of two or more of these gaming modes may be used.
[0123] Above the back setting switch 905, a setting display device 906 is provided. When the setting change of the ball launch rate (the setting change of the game mode) is effectively performed by operating the back setting switch 905, the setting display information corresponding to the currently set game mode is displayed on the setting display device 906. The setting display information is composed of a combination of an alphabet representing the type and a number representing the probability setting state. In the pachinko machine 100, each of the top type, middle type, and bottom type is represented by the alphabets "T", "M", and "B", respectively. Also, for the probability setting state of each type, the first-stage probability is represented by "1", the second-stage probability is represented by "2", and the third-stage probability is represented by "3".
[0124] Therefore, for example, the setting display information displayed on the setting display device 906 when it is the game mode of the first-stage probability of the top type is "T1", the setting display information displayed on the setting display device 906 when it is the game mode of the third-stage probability of the middle type is "M3", and the setting display information displayed on the setting display device 906 when it is the game mode of the second-stage probability of the bottom type is "B2".
[0125] <Electrical Configuration> Next, the electrical configuration of the pachinko machine 100 will be described. FIG. 10 is a block diagram showing the electrical configuration of the pachinko machine 100. As shown in FIG. 10, the pachinko machine 100 includes control circuit devices such as a power supply and launch control board 900, a power supply monitoring board 910, a main control board 920, a payout control board 930, and a sub-control board 940. In FIG. 10, relay circuit devices that only relay various signals are omitted. These main control circuit devices will be individually described in detail below.
[0126] The power supply and launch control board 900 includes a power supply unit 901 that supplies power of a predetermined voltage to each part of the pachinko machine 100 via a power supply path (broken line in the figure), a launch control unit 902 that controls the drive of the launch device 330 according to the operation of the launch operation device 250, and a signal relay unit 903 that relays an initialization signal from the initialization switch 907 and a ball overflow signal from the ball overflow switch 249.
[0127] The power supply unit 901 takes in external power supplied from the outside (for example, AC 24 volts), converts it into internal power (for example, DC 24 volts), and generates various types of power from the internal power. The power generated by the power supply unit 901 includes power for a drive voltage (for example, DC 12 volts) to drive devices such as various solenoids and various motors, power for a control voltage (for example, DC 5 volts) to drive various switches and execute control processes, power for a backup voltage to hold the contents of the RAM on the main control board 920, and the like.
[0128] The power supply unit 901 supplies various types of power generated from the internal power to the power supply monitoring board 910, the main control board 920, the payout control board 930, the sub-control board 940, and the like. Specifically, power for the internal power, the drive voltage, the control voltage, and the backup voltage is supplied to the power supply monitoring board 910. Power for the drive voltage, the control voltage, and the backup voltage is supplied to the main control board 920, and these powers are supplied via the power supply monitoring unit 911 of the power supply monitoring board 910. Power for the drive voltage and the control voltage is supplied to the payout control board 930. Power for the drive voltage and the control voltage is supplied to the sub-control board 940. Power for the drive voltage and the control voltage is supplied to the emission control unit 902 and the signal relay unit 903.
[0129] A power switch 909 is connected to the power supply unit 901, and when the power switch 909 is in the off state, the intake of external power is stopped. Note that the state where the supply of power to the inside of the pachinko machine 100 is stopped by turning off the power switch 909 or removing a power plug (not shown) connected to the power supply unit 901 via the power switch 909 from an external power supply outlet (not shown), or the state where the supply of the external power itself is stopped is collectively referred to as a "power outage state."
[0130] The power supply unit 901 is configured to normally output the power of the control voltage for a predetermined period even after the transition to the power failure state. As a result, the main control board 920 can save the state so as to be able to return to the current control state and end the control.
[0131] The emission control unit 902 controls the driving of the ball feed solenoid 332 and the emission solenoid 334 of the emission device 330 in cooperation with the main control board 920. The ball feed solenoid 332 and the emission solenoid 334 are permitted to operate when predetermined conditions are met. Specifically, based on the contact sensor signal from the contact sensor 254, it is detected that the player is touching the emission handle 252 (see FIG. 1), and the emission control unit 902 outputs an on-state emission permission signal to the main control board 920 on the condition that the emission stop switch 255 for stopping the emission is not operated. Further, based on the emission permission signal and the emission abnormality signal, the main control board 920 outputs an emission solenoid control signal and a ball feed solenoid control signal to the emission control unit 902. The emission control unit 902 operates the ball feed solenoid 332 based on the on-state ball feed control signal, and operates the emission solenoid 334 based on the reception of the on-state emission solenoid control signal and the resistance value of the variable resistor 253. As a result, the game balls are sequentially emitted from the emission device 330 with a strength corresponding to the resistance value of the variable resistor 253 (the rotation operation amount of the emission handle 252).
[0132] When the initialization switch 907 is pressed, the signal relay unit 903 outputs an on-state initialization signal to the main control board 920. In the main control board 920, the stored information stored in the RAM of the main control board 920 is initialized in response to the reception of the on-state initialization signal. Note that the initialization switch 907 does not necessarily need to be configured to output a signal to the main control board 920 via the signal relay unit 903. For example, the initialization switch 907 may be directly mounted on the main control board 920, etc., so that the initialization switch 907 is accommodated in the board case 371, whereby unauthorized signal input aimed at the signal transmission section can be suppressed.
[0133] In addition, when the ball overflow switch 249 detects a game ball, the signal relay unit 903 outputs an on-state ball overflow signal to the main control board 920. Based on the detection of the on-state ball overflow signal, the main control board 920 outputs a low-speed payout signal to the payout control board 930. The payout control board 930 that receives the low-speed payout signal reduces the rotation speed of the payout motor 542 (the payout speed of the game balls from the payout device 540). Also, based on the detection of an off-state ball overflow signal, the main control board 920 outputs a high-speed payout signal to the payout control board 930. The payout control board 930 that receives the high-speed payout signal increases the rotation speed of the payout motor 542.
[0134] Also, as shown in FIG. 10, a back setting switch 905 and a setting display device 906 are connected to the signal relay unit 903. The signal relay unit 903 relays an on-state setting signal output to the main control board 920 when the back setting switch 905 is rotated clockwise by approximately 90° by a predetermined key (not shown). In the main control board 920, the change of the game mode is permitted in response to receiving the on-state setting signal from the back setting switch 905. Also, the signal relay unit 903 relays the setting display signal output from the main control board 920 to the setting display device 906. The setting display device 906 displays setting display information corresponding to the received setting display signal.
[0135] The power supply monitoring board 910 includes a power supply monitoring unit 911 that monitors the power supply state from the power supply and emission control board 900, and a signal relay unit 912 that relays the power supply and the transmission of various signals between the power supply and emission control board 900 and the main control board 920. The power supply monitoring unit 911 also outputs a power failure signal to the main control board 920 in response to the transition to a power failure state. It monitors the voltage of the DC stabilized 24 volts, which is the maximum voltage output from the power supply unit 901. When the state where this voltage is less than 22 volts continues for a predetermined time, it determines that it is in a power failure state and outputs an on-state power failure signal to the main control board 920. The main control board 920 recognizes the transition to a power failure state by receiving the on-state power failure signal.
[0136] The main control board 920 comprehensively controls the operation of the pachinko machine 100. An MPU (not shown) as a one-chip microcomputer is mounted on the main control board 920. The MPU includes a CPU (not shown) as an arithmetic processing unit, a ROM (not shown) that stores various control programs and fixed data executed by the CPU, and a RAM (not shown) that temporarily stores various data and the like when executing the control program. Various circuits such as a timer circuit (not shown), a counter circuit (not shown), a clock generation circuit (not shown), and a signal transmission / reception circuit (not shown) are also mounted on the main control board 920. The RAM of the main control board 920 is configured to maintain (backup) internal data by power supply of backup voltage from the power supply and emission control board 900 even after shifting to a power-off state.
[0137] The payout control board 930 controls the payout operation of game balls by the payout device 540 according to an instruction from the main control board 920 and the lending operation of game balls by the payout device 540 according to the operation of the game ball lending device 290. Similar to the main control board 920, the payout control board 930 is equipped with an MPU (not shown) as a one-chip microcomputer including a CPU (not shown), a ROM (not shown), and a RAM (not shown), and various circuits such as a timer circuit (not shown), a counter circuit (not shown), a clock generation circuit (not shown), and a signal transmission / reception circuit (not shown).
[0138] The dispensing control board 930 is equipped with an input / output port as a connection means for communicating information with other devices. For example, it is connected to the main control board 920 and the relay device 950 so as to enable two-way information input / output communication. The opening / closing detection switches 108 and 109, the storage sphere switch 591, and the dispensing count switch 592 are connected so as to enable only one-way information input communication, and the dispensing motor 542 is connected so as to enable only one-way information output communication. Note that the RAM of the dispensing control board 930 may be configured to have a backup function that can maintain internal data for a certain period in the power-off state, similar to the RAM of the main control board 920, or may be configured not to maintain internal data in the power-off state, different from the RAM of the main control board 920.
[0139] The sub-control board 940 controls the operations of various effect devices, various light-emitting devices, various acoustic devices, etc., based on instructions from the main control board 920. The sub-control board 940 is equipped with an input / output port as a connection means for communicating information with other devices. For example, it is connected to the main control board 920 so as to enable only one-way information input communication, and is connected to the input operation device 260 so as to enable two-way information communication, and is connected to the decorative pattern display device 479, etc., so as to enable only one-way information output communication.
[0140] <Various control processes> Next, various control processes executed by the main control board 920 will be described. The control processes in the main control board 920 are roughly classified into a main process that is activated when resuming from the power-off state, and a timer interrupt process that periodically (at a cycle of 2 ms (milliseconds) in this embodiment) interrupts the main process and is executed.
[0141] First, with reference to FIG. 11, the main process executed by the main control board 920 will be described. FIG. 11 is a flowchart showing the main process of the main control board 920 (abbreviated as "main control main process" in FIG. 11).
[0142] In the main processing of the main control board 920, first, a series of control start processes (program start process S1001 to random number initial setting process S1019) for starting up the main control board 920 and initializing various types of information are executed only once. After that, an interrupt prohibition process S1020 for prohibiting interrupts, a random number initial value update process S1021 for updating the values of the winning random number initial value counters (partial areas of the RAM) related to special symbols, the big win symbol random number initial value counters (partial areas of the RAM), and the winning random number initial value counters (partial areas of the RAM) related to normal symbols, a variable counter update process S1022 for updating the values of the first to fourth variable type counters (partial areas of the RAM) for determining the variable time, variable pattern, etc., and an interrupt permission process S1023 for permitting interrupts are repeatedly executed. When a timer interrupt request occurs before the interrupt permission process S1023, the timer interrupt process is executed immediately after the interrupt permission process S1023.
[0143] In the series of control start processes, a program start process S1001 for setting an initial value in the stack pointer (partial area of the RAM) that controls the execution of the program, an interrupt mode setting process S1002 for setting the interrupt mode, and a startup standby process S1003 for waiting for a predetermined time until the payout control board 930, the sub-control board 940, etc. start up are executed.
[0144] After the standing-by process S1003, a determination process S2001 of the output state of the setting signal from the back setting switch 905 of the power supply and emission control board 900 is performed. In the determination process S2001, when it is determined that the setting signal from the back setting switch 905 is in the off state (S2001: N), a determination process S1004 of the output state of the initialization signal from the initialization switch 907 of the power supply and emission control board 900, a determination process S1005 of the value of the power failure information (a part of the area of the RAM), and a determination process S1007 of the storage state of the saved information are performed, and based on these determination results, it is determined whether to erase the saved information in the RAM. Here, the saved information is information necessary to return to the state of the game before the power failure, corresponding to a part of the area of the RAM that was updated according to the progress of the game before the power failure, and examples include the value of the counter related to the unit game being executed and the value of the counter stored by the start winning.
[0145] The storage state of the saved information is determined as follows. First, a checksum value for a storage area in a predetermined range of the RAM is calculated (checksum calculation process S1006), and it is determined whether the exclusive logical sum of the current checksum value and the RAM determination value, which is the two's complement of the checksum value calculated in the power failure monitoring process S1202 (see FIG. 12) when shifting to the previous power failure state, is "0" (determination process S1007). Thereby, it is determined whether the current checksum value is the same as the checksum value at the time of shifting to the power failure state.
[0146] When the initialization signal is in the on state (S1004: Y), when the power failure information is not a predetermined power failure value indicating that the saved information was saved and ended when shifting to the power failure state (S1005: N), or when the saved information is not normally held (S1007: N), a RAM clear process S1008 for erasing the saved information in the RAM is executed. After it is determined that the saved information is normally held (S1007: Y), or after the RAM clear process S1008 is executed, a hardware initialization process S1009 for initializing various devices connected to the main control board 920 is executed.
[0147] After the hardware initialization process S1009, a determination process S1010 is executed to determine whether the power failure information is the power failure value. If the power failure information is the power failure value (S1010: N), a RAM return setting process S1011 for initializing various types of information including the return of the held information is performed, and a return command indicating the completion of the setting is set (return command output process S1012). By returning the held information in the RAM return setting process S1011, the control state of the main control board 920 returns to the control state immediately before the transition to the previous power failure state.
[0148] On the other hand, if the power failure information is not the power failure value (S1010: Y), various types of information are initialized without returning the held information (RAM initialization process S1013), and an initialization command indicating the completion of the setting is output (initialization command output process S1014).
[0149] In the RAM return setting process S1011 and the RAM initialization process S1013, the power failure information is set to a predetermined energized value different from the power failure value, and even if various error states such as an illegal detection error occur immediately before the transition to the previous power failure state, all those error states are cleared. Also, either a return command or an initialization command is output from the main control board 920 to both the payout control board 930 and the sub-control board 940, and a predetermined initialization process is also executed in each of the payout control board 930 and the sub-control board 940 that has received the return command or the initialization command.
[0150] After the initial setting of the RAM according to the startup situation (determination process S1004 to initialization command output process S1014), if the conditional device was operating when transitioning to the previous power failure state, preparations are made to return to the special game state (special game state return preparation process S1015). Specifically, in the special game state return preparation process S1015, the operating states of the conditional device and the accessory continuous operation device are determined, and processing corresponding to the game situation during the power failure state is executed on the sub-control board 940.
[0151] After the special game state return preparation process S1015, it is determined whether it is a time-saving state or a non-time-saving state by determining whether the time-saving state flag is set (determination process S1016). If it is a time-saving state (S1016: Y), a time-saving command is output (time-saving command output process S1017). On the other hand, if it is a non-time-saving state (S1016: N), a non-time-saving command is output (non-time-saving command output process S1018). Thereafter, the value of the winning random number counter (a part of the RAM area) related to the special symbol is initialized (random number initial setting process S1019).
[0152] On the other hand, in the determination process S2001, when it is determined that the setting signal from the back setting switch 905 is in an on state indicating that the back setting switch 905 is operated by a predetermined key (S2001: Y), a RAM clear process S2002 for erasing information in substantially all areas of the RAM922 is executed. Specifically, in the RAM clear process S2002, information in substantially all areas except the setting correspondence information stored in the RAM922 is erased.
[0153] The setting correspondence information is information corresponding to each of a plurality of predetermined stages (for example, 9 types) of game modes, and the setting mode information corresponding to the game mode being set is stored in the RAM922. Therefore, by the RAM clear process S2002, information in substantially all areas of the RAM922 on the main control board 920 except the storage area of the setting correspondence information is erased, and a state allowing setting changes is established.
[0154] When a state allowing setting changes is established, a setting display signal for identifying the game mode corresponding to the setting correspondence information stored in the RAM922 is output to the setting display device 906. The setting display device 906 displays the setting display information corresponding to the setting display signal received from the main control board 920. That is, the setting display information corresponding to the setting correspondence information stored in the RAM922 is displayed on the setting display device 906.
[0155] Next, a setting change process S2003 for changing the setting of the game mode is executed until the setting signal from the back setting switch 905 becomes the off state. Note that the setting signal from the back setting switch 905 becomes the off state when the back setting switch 905 is not operated by a predetermined key.
[0156] The setting change of the game mode is performed by pressing the initialization switch 907 while the back setting switch 905 is operated by a predetermined key. Specifically, in this state, each time the main control board 920 receives an initialization signal based on the pressing of the initialization switch 907, the setting correspondence information is sequentially changed. Specifically, a predetermined order for cyclically selecting nine types of game modes (for example, ···→T1→T2→T3→M1→M2→M3→B1→B2→B3→T1→T2→···) is determined in advance, and the selected game mode is sequentially changed according to this order each time the initialization switch 907 is pressed.
[0157] Each time such a change is made, the value corresponding to the selected game mode is stored in the RAM 922 as the setting correspondence information. Each time the setting correspondence information stored in the RAM 922 is changed, a setting display signal corresponding to the setting correspondence information is output to the setting display device 906, and the setting display information corresponding to the changed setting correspondence information is displayed on the setting display device 906.
[0158] Therefore, the setting changer such as the game hall administrator repeatedly presses the initialization switch 907 until the desired game mode is selected for the pachinko machine 100 while the back setting switch 905 is operated by a predetermined key, and then makes a game ball win in the upper middle start winning device 431A or the lower middle start winning device 431B, thereby completing the selection of the game mode. Therefore, the setting change process S2003 ends when a game ball wins in the middle start winning devices 431A and 431B after the selection of the game mode by pressing the initialization switch 907.
[0159] When the setting signal from the back setting switch 905 becomes OFF (S2004: Y), a RAM change setting process S2005 is executed to newly initialize various types of information other than the information related to the setting of the game mode (that is, the setting corresponding information) in the RAM 922. As a result, the startup of the main control board 920 is substantially completed, and it is determined that the game will proceed in the game mode corresponding to the setting corresponding information stored in the RAM 922.
[0160] After the RAM change setting process S2005, a set command output process S2006 for outputting a set command indicating the completion of the setting of the RAM 922 to the payout control board 930 is executed. When the payout control board 930 receives the set command output from the main control board 920, it can recognize that the main control board 920 has shifted to the normal game process and can recognize in which game mode it operates. After the set command output process S2006, the processes after the special game state return preparation process S1015 are executed.
[0161] Next, with reference to FIG. 12, the timer interrupt process executed by the main control board 920 will be described. FIG. 12 is a flowchart showing the timer interrupt process (abbreviated as "main control interrupt process" in the figure) executed by the main control board 920.
[0162] In the timer interrupt process of the main control board 920, first, an interrupt start process S1201 for starting the timer interrupt is executed. Specifically, a predetermined value is set in the interrupt control register. As a result, interrupts other than this timer interrupt are prohibited. Thereafter, power failure monitoring processes S1202 to external information output processes S1221 related to substantial control such as the progress control of the game of the pachinko machine 100 and the monitoring of various sensors are sequentially executed. However, when the game progress has been stopped based on the detection of various types of fraud (S1207: Y), the control signal output process S1208 to the external information output process S1221 are not executed. Finally, an interrupt permission process S1222 for permitting the next timer interrupt is executed, and the current timer interrupt process ends. Hereinafter, various main processes will be individually described.
[0163] In the power failure monitoring process S1202, the value of the power failure information (a part of the area of the RAM) is updated based on the output state of the power failure signal output from the power monitoring unit 911 of the power supply monitoring board 910. Specifically, the output state of the power failure signal is confirmed three times, and when the on state is detected all three times, it is determined that the power failure state exists. If it is not determined to be in the power failure state in this determination, the power failure information is maintained at the energized value.
[0164] On the other hand, when it is determined to be in the power failure state in the power failure monitoring process S1202, the following processes are executed. First, the value of the power failure information is changed from the energized value set in the RAM return setting process S1011 or the RAM initial setting process S1013 (see FIG. 11) to a predetermined power failure value. Also, a checksum value for a storage area in a predetermined range of the RAM is calculated, and the two's complement of the checksum value is set as the RAM determination value. As a result, the pachinko machine 100 enters an infinite loop in which it does not perform substantial control such as the progress of the game and the monitoring of various sensors, and the state of the RAM after the RAM determination value is set is held based on the backup power. Note that since the output state of the power failure signal is confirmed three times, each process of the timer interrupt is executed twice after the reception of the power failure signal is first detected.
[0165] In the random number update process S1203, the winning random number counter related to the special symbol, the big win symbol random number counter, the stop pattern selection counter, and the winning random number counter related to the normal symbol are updated. Specifically, when the value of the winning random number counter related to the special symbol is a value different from the specified maximum value (for example, "576"), it is changed to a value "1" larger than the current value, and when the value of the winning random number counter related to the special symbol is the specified maximum value, it is changed to the specified minimum value ("0"). However, when the changed value becomes the same as the cyclic initial value for the winning random number counter related to the special symbol, the value of the winning random number counter related to the special symbol is set to the same value as the winning random number initial value counter for the special symbol, and the cyclic initial value is also set to the same value as the winning random number initial value counter.
[0166] The jackpot symbol random number counter, stop pattern selection counter, and winning random number counter related to the normal symbol are updated in the same manner as the winning random number counter related to the special symbol. However, as the update range determined by the specified maximum value and specified minimum value of each counter, a value unique to each counter is set, and a configuration is adopted in which a plurality of counters are updated asynchronously. For the cycle initial value of each counter, an initial value counter unique to each counter is referred to. For example, the winning random number counter related to the special symbol and the winning random number initial value counter related to the special symbol have the same value range, the jackpot symbol random number counter and the jackpot symbol random number initial value counter have the same value range, and the winning random number counter related to the normal symbol and the winning random number initial value counter related to the normal symbol have the same value range.
[0167] In the random number initial value update process S1204, the winning random number initial value counter related to the special symbol, the jackpot symbol random number initial value counter, and the winning random number initial value counter related to the normal symbol are updated. Specifically, when the value of the winning random number initial value counter related to the special symbol is different from the specified maximum value (for example, "576"), it is changed to a value that is "1" greater than the current value, and when the value of the winning random number initial value counter related to the special symbol is the specified maximum value, it is changed to the specified minimum value ("0"). For the symbol random number initial value counter related to the special symbol and the winning random number initial value counter related to the normal symbol, except that the specified maximum value and specified minimum value are values unique to those counters, they are updated in the same manner as the winning random number initial value counter related to the special symbol.
[0168] In the variable counter update process S1205, the values of the first variable type counter to the fourth variable type counter for determining the variable time, variable pattern, etc. are updated. Specifically, when the value of the first variable type counter is different from the specified maximum value (for example, "187"), it is changed to a value that is "1" greater than the current value, and when the value of the first variable type counter is the specified maximum value, it is changed to the specified minimum value ("0"). For the second variable type counter to the fourth variable type counter, except that the specified maximum value and specified minimum value are values unique to those counters, they are updated in the same manner as the first variable type counter.
[0169] Note that each winning random number counter, big win symbol random number counter, stop pattern selection counter, and each variation type counter related to the special symbol and the normal symbol do not necessarily have to be configured as described above. At least a part of the above counters may be configured differently. For example, it may be configured to update from a certain initial value without using an initial value counter, or it may be configured by a random number generation IC without using a program and refer to the value as needed.
[0170] In the game stop determination process S1206, when the fraud detection information is a fraud detection value, it is updated to the game stop value, and various types of information for stopping the game progress are set. On the other hand, when the fraud detection information is not a fraud detection value or is already a game stop value, the game stop determination process S1206 ends without executing each process for stopping the game progress. Note that the fraud detection information is set to the fraud detection value when various types of fraud are detected in the fraud detection process S1211. Also, in the determination process S1207, it is determined whether the game is stopped based on whether the fraud detection information is the game stop value.
[0171] In the control signal output process S1208, based on the control data stored in the output buffer, signals for controlling various notification devices such as the special symbol display device 471 related to the first special symbol, the special symbol display device 472 related to the second special symbol, and the normal symbol display device 473 related to the normal symbol are output. Also, based on the control data stored in the output buffer, signals for controlling various actuators such as the ball feed solenoid 332, the launch solenoid 334, the right entry restriction solenoid 462, the lower entry restriction solenoid 463, the upper entry restriction solenoid 464, and the switching solenoid 465 are output.
[0172] In the switch reading process S1209, the signal states from the middle start winning switches 441A and 441B, the right start winning switch 442, the lower big winning switch 443, the upper big winning switch 444, the combination operation switch 445, the start switch 446, the non-specific passage switch 447, the specific passage switch 448, and the general winning switches 449A and 449B are read, and changes in the detection state of the game balls by various switches are detected.
[0173] Specifically, in the switch reading process S1209, the signal states from various switches are read into the input buffer (a partial area of the RAM) twice at predetermined time intervals. For each signal from various switches, based on the signal state read for the first time (hereinafter abbreviated as the "first signal state"), the signal state read for the second time (hereinafter abbreviated as the "second signal state"), and the detection state detected in the previous timer interrupt (hereinafter abbreviated as the "previous detection state"), changes in the detection states of various switches are detected. And for each switch, when the previous detection state is in the off state, if the first signal state is in the on state and the second signal state is in the on state, it is determined as a transition to the on state, and a detection flag (a partial area of the RAM) corresponding to the type of switch is set. As described in the power failure monitoring process S1202, even if the power supply stops, since each process of the timer interrupt is executed twice, even if the on state of various switches starts immediately after the power supply stops, the detection flags of various switches can be set accurately.
[0174] In the timer update process S1210, various timers (predetermined areas of the RAM) used for the variable display of special symbols and normal symbols, the control of each game state, and fraud monitoring are updated.
[0175] In the cheating detection process S1211, cheating behaviors such as forcibly making a game ball enter various winning devices or forcibly operating various winning devices are detected. Specifically, the movement of the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 to a forced entry allowable posture, the induction of the game ball into a specific passage of the lower large winning device 433 by vibration, the induction of forced malfunction of the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 by radio waves, the induction of the game ball into various winning devices by magnetic adsorption, the induction of the game ball at abnormal timings into the upper middle start winning device 431A, the lower middle start winning device 431B, the right start winning device 432, the lower large winning device 433, and the upper large winning device 434, etc. are detected, which are situations with a high possibility of such cheating behaviors occurring.
[0176] In the winning detection response process S1212, control based on the detection of the game ball by various switches provided on the game board 400 is executed. Specifically, when the middle start winning switch detection flag is set based on the detection of the game ball by the upper middle start winning switch 441A (see FIG. 10) and the lower middle start winning switch 441B (see FIG. 10), the middle start winning counter (a predetermined area of the RAM) and the first payout counter (a predetermined area of the RAM) are updated. Also, when the right start winning switch detection flag is set based on the detection of the game ball by the right start winning switch 442 (see FIG. 10), the first payout counter is updated. Further, when the lower large winning switch detection flag is set based on the detection of the game ball by the lower large winning switch 443 (see FIG. 10) or when the upper large winning switch detection flag is set based on the detection of the game ball by the upper large winning switch 444 (see FIG. 10), the large winning counter (a predetermined area of the RAM) and the second payout counter (a predetermined area of the RAM) are updated.
[0177] In the launch control process S1213, the launch related information for controlling the launch of the game ball by the launch device 330 is updated. Specifically, the operation flag of the ball feed solenoid 332 that drives the ball feed mechanism 331 and the operation flag of the launch solenoid 334 that drives the launch mechanism 333 are updated.
[0178] In the input signal monitoring process S1214, based on the output state of the signal from the open / close detection switch 108 (see FIG. 10) via the payout control board 930, it is detected whether or not the intermediate block 103 (see FIGS. 1 and 2) is closed with respect to the outer frame 101 (see FIGS. 1 and 2). Also, based on the output state of the signal from the open / close detection switch 109 via the payout control board 930 (see FIG. 10), it is detected whether or not the front block 102 (see FIGS. 2 and 3) is closed with respect to the intermediate block 103 (see FIGS. 2 and 3).
[0179] In the payout state monitoring process S1215, information indicating the payout control state output from the payout control board 930 is monitored, and various payout state commands corresponding to the payout control state are set as necessary. Note that the sub-control board 940 that has received the payout state command causes the decoration pattern display device 479, the upper left acoustic device 281, the upper right acoustic device 282, etc. to execute notifications corresponding to the type of the payout state command.
[0180] In the payout signal output process S1216, various prize ball commands are set based on the values of the first payout counter and the second payout counter as necessary, and are output to the payout control board 930. Note that the first payout counter and the second payout counter are updated according to the setting of the prize ball command. For example, the first payout counter is incremented by 1 each time a game ball corresponding to one winning is detected, and is decremented by 1 each time a prize ball command based on that winning is set. In the payout control board 930, each time control is executed to pay out a corresponding number (for example, 3) of game balls for that winning (specifically, shortly before the payout is completed), a prize ball command is requested from the main control board 920, and in a situation where the payout of prize balls continues, a further prize ball command is output from the main control board 920. The second payout counter is a counter that is updated corresponding to a winning with a different number of prize balls (for example, 13) from the first payout counter, and when the payout control board 930 receives a prize ball command based on the value of the second payout counter, the payout control board 930 executes control to pay out game balls for the number corresponding to that prize ball command.
[0181] In the special symbol related process S1217, the right reservation control of the unit game related to the first special symbol and the control of the unit game related to the first special symbol are executed. Specifically, in the right reservation control of the unit game related to the first special symbol, the operation control of the special symbol reservation display device 476 related to the first special symbol is executed. Also, in the control of the unit game related to the first special symbol, the operation control of the special symbol display device 471 related to the first special symbol is executed, and when winning a big hit in the first special symbol lottery, the operation control of the lower big winning device 433 and the upper big winning device 434 is further executed.
[0182] Also, in the special symbol related process S1217, the right reservation control of the unit game related to the second special symbol and the control of the unit game related to the second special symbol are executed. Specifically, in the right reservation control of the unit game related to the second special symbol, the operation control of the special symbol reservation display device 477 related to the second special symbol is executed. Also, in the control of the unit game related to the second special symbol, the operation control of the special symbol display device 472 related to the second special symbol is executed, and when winning a big hit in the second special symbol lottery, the operation control of the lower big winning device 433 and the upper big winning device 434 is further executed.
[0183] In the normal symbol related process S1218, the right reservation control of the unit game related to the normal symbol and the control of the unit game related to the normal symbol are executed. Specifically, in the right reservation control of the unit game related to the normal symbol, the operation control of the normal symbol reservation display device 478 is executed. Also, in the control of the unit game related to the normal symbol, the operation control of the normal symbol display device 473 related to the normal symbol is executed, and when winning the normal symbol lottery, the operation control of the right start winning device 432 is further executed.
[0184] In the display control process S1219, output data for specifically operating the devices such as the special symbol display device 471 related to the first special symbol, the special symbol display device 472 related to the second special symbol, the special symbol hold display device 476 related to the first special symbol, and the special symbol hold display device 477 related to the second special symbol in the special symbol related process S1217 is synthesized based on various pieces of information updated to control the operations of these devices. The synthesized output data is output to each device in the control signal output process S1208 based on the next timer interrupt.
[0185] In the motor control process S1220, the operation control of various motors is executed. In the external information output process S1221, output data to be output to external devices such as a data display device (not shown) and a management device (not shown) electrically connected to the pachinko machine 100 is set.
[0186] <Mode change display function> Next, with reference to FIGS. 13 to 19, the mode change display function will be exemplified and described by the variable display of the decorative symbol 610 performed by the decorative symbol display device 479 of the pachinko machine 100. FIG. 13 is a front view of the decorative symbol 610.
[0187] More specifically, FIGS. 13(A) and 13(C) are front views of the decorative symbol 610 displayed in the first display mode, and FIGS. 13(B) and 13(D) are front views of the decorative symbol 610 displayed in the second display mode. Although details will be described later, in FIGS. 13 and FIGS. 14 to 19 described later, the hatching applied to the characters constituting the first identification information portion 612 represents each color for coloring the character.
[0188] As shown in FIG. 13, the decorative symbol 610 includes a pedestal portion 611 disposed on the lower side in the decorative symbol 610, a first identification information portion 612 disposed on the upper side with respect to the pedestal portion 611, and a second identification information portion 613 disposed on the front side with respect to the pedestal portion 611.
[0189] The pedestal portion 611 is the pattern of the pedestal on which the character as the first identification information portion 612 is placed, and is a portion configured with common (identical) display contents regardless of the type of the decorative pattern 610. In FIGS. 13 and FIGS. 14 to 19 described later, for easy understanding of the drawings, hatching representing coloring like the first identification information portion 612 is not performed on the pedestal portion 611.
[0190] The first identification information portion 612 is a portion that constitutes the identification information of the decorative pattern 610. In the pachinko machine 100, the first identification information portion 612 is constituted by a character of seafood as identification information, and the type of the decorative pattern 610 can be identified according to the type of the character of seafood that constitutes the first identification information portion 612. Therefore, the display content of the first identification information portion 612 differs according to the type of the decorative pattern 610.
[0191] In the pachinko machine 100, nine types of characters such as octopus and pipefish are set as the characters (more specifically, characters of seafood) that constitute the first identification information portion 612. For example, FIGS. 13(A) and 13(B) illustrate the decorative pattern 610 in which the first identification information portion 612 is constituted by the character of octopus as identification information, and FIGS. 13(C) and 13(D) illustrate the decorative pattern 610 in which the first identification information portion 612 is constituted by the character of pipefish as identification information.
[0192] That is, in the pachinko machine 100, nine types of patterns corresponding to the types of the characters that constitute the first identification information portion 612 are prepared as the decorative pattern 610, and these nine types of decorative patterns 610 can be identified (distinguished) from each other by the display content (that is, the type of the character) of the characters that constitute the first identification information portion 612.
[0193] The second identification information section 613 is also a part that constitutes the identification information of the decorative pattern 610, similar to the first identification information section 612, and its display content varies according to the type of the decorative pattern 610. The second identification information section 613 is composed of numerical values (numbers) as identification information. In the pachinko machine 100, nine types of numerical values from "1" to "9" are set as the numerical values that constitute the second identification information section 613.
[0194] Note that the second identification information section 613 does not necessarily have to be composed only of identification information such as numerical values, and may be a configuration including at least identification information, for example, a configuration composed of a combination of identification information and a drawing section in which content unrelated to the identification information is drawn. For example, in the example shown in FIG. 13, the second identification information section 613 may be a configuration composed of a combination of various numerical values as identification information such as "1" and "2", and circular drawing sections decoratively arranged on the rear side of each numerical value without depending on the numerical values.
[0195] Each numerical value that constitutes the second identification information section 613 is associated one-to-one with the type of character that constitutes the first identification information section 612. For example, as shown in FIGS. 13(A) and 13(B), "1" is associated with the octopus character that constitutes the first identification information section 612 as the second identification information section 613. Also, as shown in FIGS. 13(C) and 13(D), "2" is associated with the umbrella character that constitutes the first identification information section 612 as the second identification information section 613 (see FIGS. 13(C) and 13(D)). Similarly, for each of the seven types of characters other than the octopus and the umbrella among the characters that constitute the first identification information section 612, each number from "3" to "9" is associated one-to-one.
[0196] That is, in the pachinko machine 100, the identification information of the decorative pattern 610 is constituted by a combination of the identification information (that is, the type of character) that constitutes the first identification information section 612 and the identification information (that is, the numerical value) that constitutes the second identification information section 613.
[0197] Note that the identification information of the decorative pattern 610 does not necessarily have to be a combination of the type of character and a numerical value, and may be constituted only by the type of character or only by a numerical value. That is, the decorative pattern 610 does not necessarily have to include both the first identification information part 612 and the second identification information part 613 as identification information, and may have a configuration including only the first identification information part 612 or a configuration including only the second identification information part 613.
[0198] In the pachinko machine 100 having a mode change display function, as the display mode of the decorative pattern 610 in the variable display of the decorative pattern 610 performed by the decorative pattern display device 497, a configuration including a first display mode and a second display mode can be adopted.
[0199] Between the decorative pattern 610 in the first display mode and the decorative pattern 610 in the second display mode, the display mode of the first identification information part 612 is different. More specifically, the decorative pattern 610 in the second display mode is displayed in a mode in which the first identification information part 612 is simplified compared to the decorative pattern 610 in the first display mode. Note that in the pachinko machine 100 having a mode change display function, regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode, a configuration can be adopted in which there is no change in the display mode of the pedestal part 611 and the second identification information part.
[0200] The first identification information part 612 in the decorative pattern 610 in the first display mode is displayed in a multicolor mode with the display content of the first identification information part 612 (for example, a character of seafood).
[0201] The octopus character (see Fig. 13(A)) constituting the first identification information part 612 in the decorative pattern 610 in the first display mode has a specific area PA constituted by the main part of the octopus character, an area PB11 on the outer peripheral side of the eye of the character, an area PB12 inside the area PB11 of the eye, and an area PB13 inside the area PB12 of the eye, and each of these areas PA, PB11, PB12, PB13 is colored with a different color.
[0202] Note that the specific area PA is not limited to the octopus character, but is an area composed of the main parts of each character constituting the first identification information section 612, and is an area provided for all characters constituting the first identification information section 612. For example, the specific area PA in the octopus character as the first identification information section 612 is the area other than the eyes in the octopus character.
[0203] Therefore, the specific area PA in the octopus character is an area that occupies most of the character, but the specific area PA does not necessarily have to be the widest area in the character, and may be a predetermined part of the area (for example, the head of the character, etc.) regardless of the occupancy rate within the character.
[0204] In addition, the squid character (see FIG. 13(C)) constituting the first identification information section 612 in the decorative pattern 610 of the first display mode has a specific area PA composed of the main part of the squid character, an area PB21 on the ventral side of the character, an area PB22 on the outer peripheral side of the eyes in the character, an area PB23 inside the area PB22 in the eyes, and an area PB24 of the lips in the character, and these areas PA, PB21, PB22, PB23, PB24 are colored with different colors respectively.
[0205] In FIGS. 13(A) and 13(C), the case where the first identification information section 612 in the decorative pattern 610 of the first display mode is an octopus or squid character is illustrated. However, in the decorative pattern 610 of the first display mode, for each of the seven types of characters other than the octopus and squid in which the characters constituting the first identification information section 612 are located, the display content of the first identification information section 612 is also displayed in a multicolor mode, similar to the cases of the octopus and squid described above.
[0206] In FIGS. 13(A) and 13(C), the difference in color included in the first identification information portion 612 of the decorative design 610 in the first display mode is represented by the difference in hatching.
[0207] For example, in the example shown in FIG. 13(A), the color (e.g., red) of the specific region PA in the octopus character is represented by hatching with parallel single solid lines (hereinafter, this hatching is also referred to as "normal hatching"), and the colors of the regions other than the specific region PA in the character (i.e., regions PB11, PB12, PB13) are represented by hatching other than normal hatching.
[0208] Specifically, in the example shown in FIG. 13(A), the color (e.g., white) of the region PB11 is represented by dot (point) hatching, the color (e.g., brown) of the region PB12 is represented by hatching with dots of a smaller scale than that of the region PB11, and the color (e.g., black) of the region PB13 is represented by solid filling hatching.
[0209] Also in the example shown in FIG. 13(C), the color (e.g., blue) of the specific region PA in the character of the pipefish constituting the first identification information portion 612 is represented by normal hatching, and the colors of the regions other than the specific region PA in the character (i.e., regions PB21, PB22, PB23, PB24) are represented by hatching other than normal hatching.
[0210] Specifically, in the example shown in FIG. 13(C), the color (e.g., gray) of the region PB21 is represented by dot hatching, the color (e.g., white) of the region PB22 is represented by hatching with dots of a larger scale than that of the region PB21, the color (e.g., black) of the region PB23 is represented by solid filling hatching, and the region PB24 (e.g., pink) is represented by hatching with dots of a smaller scale than that of the region PB21 or the region PB22.
[0211] In FIGS. 13 and FIGS. 14 to 19 described later, the normal hatching applied to each specific area PA of each character constituting the first identification information section 612 is drawn at an angle corresponding to the color of each specific area PA regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0212] Therefore, for example, as shown in FIG. 13, while the normal hatching applied to the specific area PA in the octopus character is upward-right normal hatching (see FIG. 13(A)), the normal hatching applied to the specific area PA in the shrimp character is downward-right normal hatching (see FIG. 13(C)), indicating that the color of the specific area PA in the octopus character is different from the color of the specific area PA in the shrimp character.
[0213] The color characterizing the character, that is, the color that characterizes the character (the color that can identify each character), is set for the specific area PA (that is, the area of the main part in the character). For example, red is set for the specific area PA of the octopus character, and blue is set for the specific area PA of the shrimp character. That is, each specific area PA of each character constituting the first identification information section 612 is colored with each color that can identify each character.
[0214] Note that the color used to color the specific area PA, that is, the color that characterizes the character (the color that can identify each character), may be composed of a single hue color without shading, or may be composed of a single hue color with shading (that is, at least one of lightness or chroma is different). That is, regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode, the specific area PA may be configured to be filled monotonously with a color of a predetermined hue without shading, or may be configured to be colored with a color of a predetermined hue with shading.
[0215] Further, the color for coloring the specific area PA may be composed of a plurality of colors with different hues included in a predetermined continuous range on the color wheel. For example, in the octopus character shown in FIG. 13(A), the specific area PA may be colored using colors in the range from red to orange on the color wheel.
[0216] Regarding each area other than the specific area PA (for example, areas PB11, PB12, and PB13 in the octopus character), similar to the specific area PA described above, the color for coloring each of these areas may be composed of a single hue color without shading, may be composed of a single hue color with shading, or may be composed of a plurality of colors with different hues included in a predetermined continuous range on the color wheel.
[0217] The color of the specific area PA does not necessarily have to be different for each type of character (that is, the type of the decorative pattern 610), and a configuration may be adopted in which the same color is set for some characters. The numerical values constituting the second identification information unit 613 may be colored with the color of the specific area PA of the character corresponding to each numerical value.
[0218] In the pachinko machine 100, the first identification information unit 612 in the decorative pattern 610 in the second display mode may be displayed in a mode with a smaller number of colors in the display content (for example, a character of seafood) of the first identification information unit 612 than in the first identification information unit 612 in the decorative pattern 610 in the first display mode. For example, it can be configured as follows.
[0219] The octopus character (see FIG. 13(B)) constituting the first identification information unit 612 in the decorative pattern 610 in the second display mode is colored with the same color that is common to the specific area PA, the area PB11, the area PB12, and the area PB13.
[0220] More specifically, in the octopus character that constitutes the first identification information section 612 in the decorative pattern 610 of the second display mode, the entire area consisting of the specific area PA, the areas PB11, PB12, and PB13 is colored with the color (for example, red) of the specific area PA of the octopus character in the decorative pattern 610 of the first display mode.
[0221] In the example shown in FIG. 13(B), by applying common hatching to the specific area PA, the areas PB11, PB12, and PB13 in the octopus character that constitutes the first identification information section 612 of the decorative pattern 610 of the second display mode, it is indicated that these areas are colored with the same color.
[0222] Also, in the example shown in FIG. 13(B), by making the common hatching the same as the normal hatching at the same angle as the specific area PA (see FIG. 13(A)) in the decorative pattern 610 of the first display mode, it is indicated that these areas PA, PB11, PB12, and PB13 in the decorative pattern 610 of the second display mode are colored with the same color as the color of the specific area PA in the decorative pattern 610 of the first display mode.
[0223] Therefore, in the decorative pattern 610 of the second display mode, the color of the entire octopus character (that is, the specific area PA, the areas PB11, PB12, and PB13) that constitutes the first identification information section 612 is aggregated (commonized) to the color of the specific area PA in the decorative pattern 610 of the first display mode, so the number of colors of the character is reduced compared to the number of colors of the octopus character (see FIG. 13(A)) displayed in a multicolor mode in the decorative pattern 610 of the first display mode.
[0224] Also, the shrimp character (see FIG. 13(D)) that constitutes the first identification information section 612 in the decorative pattern 610 of the second display mode has the specific area PA, the area PB21, the area PB22, the area PB23, and the area PB24 colored with the same color.
[0225] More specifically, the character of the octopus in the decoration pattern 610 of the second display mode that constitutes the first identification information section 612 is such that the entire area consisting of the specific area PA, area PB21, area PB22, area P23, and area PB24 is colored with the color (for example, blue) of the specific area PA of the character of the octopus in the decoration pattern 610 of the first display mode.
[0226] In the example shown in FIG. 13(D), by applying normal hatching common to the specific area PA, area PB21, area PB22, area PB23, and area PB24 in the character of the octopus that constitutes the first identification information section 612 of the decoration pattern 610 of the second display mode, it is shown that these areas are colored with the same color.
[0227] Also, in the example shown in FIG. 13(D), by making the common normal hatching the same as the normal hatching at the same angle as the specific area PA (see FIG. 13(C)) in the decoration pattern 610 of the first display mode, it is shown that these areas PA, PB21, PB22, PB23, PB24 in the decoration pattern 610 of the second display mode are colored with the same color as the color of the specific area PA in the decoration pattern 610 of the first display mode.
[0228] Therefore, in the decoration pattern 610 of the second display mode, regarding the character of the octopus that constitutes the first identification information section 612, similar to the case of the character of the octopus described above, the color of its entirety (that is, the specific area PA, area PB21, area PB22, area PB23, and area PB24) is aggregated to the color of the specific area PA in the decoration pattern 610 of the first display mode, so the number of colors of the character is reduced compared to the number of colors of the character of the octopus displayed in a multicolor mode in the decoration pattern 610 of the first display mode (see FIG. 13(C)).
[0229] In FIGS. 13(B) and 13(D), the case where the first identification information part 612 in the decorative pattern 610 of the second display mode is a character of an octopus or a squid has been exemplified. However, in the decorative pattern 610 of the second display mode, for each of the seven types of characters other than an octopus and a squid that constitute the first identification information part 612, similar to the cases of the octopus and the squid described above, each character is displayed in a smaller number of colors than the number of colors of the corresponding character in the decorative pattern 610 of the first display mode.
[0230] Therefore, in the pachinko machine 100, the display content (for example, a character of seafood) of the first identification information part 612 in the decorative pattern 610 of the first display mode is displayed in a multicolor mode, whereas the display content of the first identification information part 612 in the decorative pattern 610 of the second display mode can be configured to be displayed in a mode with a smaller number of colors than that of the decorative pattern 610 of the first display mode. That is, in the pachinko machine 100, the decorative pattern 610 of the second display mode can be configured to be displayed in a simplified mode compared to the decorative pattern 610 of the first display mode in terms of the number of colors for displaying the first identification information part 612.
[0231] Also, in the pachinko machine 100, the display content (for example, a character of seafood) of the first identification information part 612 in the decorative pattern 610 of the first display mode is displayed in a mode with a low transmittance (that is, low transparency or opaque), whereas the display content of the first identification information part 612 in the decorative pattern 610 of the second display mode can be configured to be displayed with a higher transmittance than that of the decorative pattern 610 of the first display mode.
[0232] In the decorative pattern 610 in the second display mode, a configuration may be adopted in which the transmittance of the area inside the contour is increased while leaving the contour of the display content of the first identification information section 612. Thereby, it is possible to make it easier to recognize the outer shape (contour) of the display content of the first identification information section 612 in the decorative pattern 610 in the second display mode. Therefore, for example, when the decorative pattern 610 in the second display mode is variably displayed (scrolled) in the downward direction from above, it is easier for the player to recognize the contour of the display content (character) of the first identification information section 612, and thereby it is easier for the player to identify the type of the first identification information section 612.
[0233] In the decorative pattern 610 in the second display mode, since the transmittance of the display content of the first identification information section 612 is higher than that of the decorative pattern 610 in the first display mode, the portion of the background image that is seen through with respect to the decorative pattern 610 increases. That is, in the pachinko machine 100, the decorative pattern 610 in the second display mode can be configured to be displayed in a simplified manner compared to the decorative pattern 610 in the first display mode in terms of the fact that the portion through which the background is seen through increases by increasing the transmittance (that is, the point of being made transparent or translucent).
[0234] Note that in FIG. 13 and FIGS. 14 to 19 described later, the difference between the transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode and the transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is represented by the difference in the thickness of the drawing line for drawing the first identification information section 612 and the scale of normal hatching.
[0235] More specifically, by making the drawing line thinner as the transmittance increases and applying normal hatching of a larger scale (that is, widening the interval between the lines constituting the hatching) as the transmittance increases, it is shown that the transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is higher than the transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode.
[0236] In the following description, for the transparency of the first identification information section 612, for convenience, the transparency of the first identification information section 612 in the decorative pattern 610 in the first display mode is also referred to as "opaque", and the transparency of the first identification information section 612 in the decorative pattern 610 in the second display mode is also referred to as "semi-transparent".
[0237] FIGS. 14 to 19 are screen diagrams showing an example of screen transition of the variable display of the decorative pattern 610 executed by the decorative pattern display device 479. In each of FIGS. 14 to 19, for ease of understanding of the drawings, for each decorative pattern 610 displayed on the decorative pattern display device 479, when a plurality of the same components are included in the figure, the reference numerals (for example, the decorative pattern 610 and the first identification information section 612) attached to some of these plurality of components may not be attached to the remaining components.
[0238] FIGS. 14 and 15 are examples of the display content of the decorative pattern display device 479 before the variable display of the special pattern and the decorative pattern 610 is started.
[0239] In the pachinko machine 100, a case is exemplified in which the variable display of the decorative pattern 610 is performed by three symbol columns 620L, 620M, and 620R arranged side by side in the left-right direction on the display screen of the decorative pattern display device 479.
[0240] More specifically, the variable display of the decorative pattern is performed by scrolling (moving) a plurality of types (more specifically, nine types) of decorative patterns 610 arranged in ascending or descending order in the vertical direction in each symbol column 620L, 620M, and 620R from top to bottom.
[0241] In the following description, among the three symbol columns 620L, 620M, and 620R, the symbol column 620L arranged on the leftmost side is also referred to as the left symbol column 620L, the symbol column 620R arranged on the rightmost side is also referred to as the right symbol column 620R, and the symbol column 620M arranged in the middle is also referred to as the middle symbol column 620M.
[0242] On the display screen of the decorative symbol display device 479, preset active lines are provided. The "active line" is a line on which the game state transitions to a special game state when the jackpot symbol by the decorative symbol 610 is displayed as a stop symbol on the line.
[0243] In the pachinko machine 100, an example where five active lines are set is illustrated. Specifically, as shown in FIG. 14(A), three rows of active lines L1, L2, and L3 extending in the vertical direction (horizontal direction) intersecting the scroll direction of the decorative symbol 610, an active line L4 extending in the upper right direction, and an active line L5 extending in the lower right direction are set.
[0244] Note that the number of active lines to be set does not necessarily have to be five, and one or a plurality of appropriate numbers can be set. For example, a configuration in which three lines, an upper line, a lower line, and a middle line, are set as active lines may be used, or a configuration in which one active line, such as a middle line, is set may be used.
[0245] When winning a jackpot in the special symbol lottery (the first special symbol lottery, the second special symbol lottery), the decorative symbols 610 in each symbol column 620L, 620M, 620R stop and are displayed in a predetermined combination (for example, a combination of the same decorative symbol 610) corresponding to the jackpot symbol on any of the set active lines.
[0246] Note that in the example shown in FIG. 14(A), it shows that the decorative symbol 610 that is about to change and is in a stopped state does not stop as a jackpot symbol on any of the active lines L1, L2, L3, L4, L5. That is, in this example, it shows that the player did not win the jackpot in the first special symbol lottery or the second special symbol lottery in the unit game related to the special symbol (the first special symbol, the second special symbol) performed last time.
[0247] As shown in FIG. 14(A), before the start of the variable display of the special symbol and the decorative symbol 610, the decorative symbols 610 in each symbol column 620L, 620M, 620R are all displayed in the first display mode.
[0248] That is, before the start of the variable display of the decorative symbol 610, the display content of the first identification information part 612 in the decorative symbol 610 (specifically, the character of seafood) is displayed in an opaque and multicolor mode. The specific area PA of each character constituting the first identification information part 612 in each decorative symbol 610 is colored with the color characterizing the character.
[0249] Also, as shown in FIG. 14(A), before the start of the variable display of the special symbol and the decorative symbol 610, each character constituting the first identification information part 612 in each decorative symbol 610 is in a state of sitting on the upper surface of the pedestal part 611 in a state of being in overall contact therewith. In the following description, the posture of each character in a state of being in overall contact with the upper surface of the pedestal part 611 is also referred to as the "sitting posture".
[0250] As shown in FIG. 14(B), before starting the variable display (scroll display) in the downward direction from top to bottom, each decorative symbol 610 displayed in each symbol column 620L, 620M, 620R moves upward so that the first identification information part 612 moves away from the pedestal part 611 while maintaining the first display mode without the pedestal part 611 changing its position. In the following description, the posture of each character in a state of being separated from the pedestal part 611 by the upward movement is also referred to as the "jumping posture".
[0251] In this way, in the pachinko machine 100, the decorative symbol 610 can be configured such that before starting the variable display in the downward direction from top to bottom, the first identification information part 612 moves upward from bottom to top, which is the direction opposite to the variable display direction of the decorative symbol 610 (hereinafter also simply referred to as the "variable direction"). Therefore, the variable direction of the decorative symbol 610 can be suggested to the player by its moving direction.
[0252] In addition, when the character (first identification information section 612) in the sitting posture before the start of the variable display of the decorative symbol 610 shifts to the jumping posture, the upward movement distance H1 of the character may be a predetermined fixed distance, or may be a variable distance that changes according to the state of the game such as the expected value for the special symbol lottery or the state of the pachinko machine 100 such as the value (setting corresponding information) set by the back setting switch 905.
[0253] After the characters of the decorative symbols 610 displayed in each symbol column 620L, 620M, 620R shift to the jumping posture, as shown in FIGS. 15(A) and 15(B), a water surface 615 is displayed for each decorative symbol 610 on the decorative symbol display device 479. The water surface 615 gradually moves (rises) upward relative to the character from below the character (first identification information section 612) in each decorative symbol 610.
[0254] As shown in FIGS. 15(A) and 15(B), for the character constituting the first identification information section 612 in the decorative symbol 610, the portion above the water surface 615 is displayed in an opaque and multicolored manner, and the portion below the water surface 615 is displayed in a translucent and low-color (color-reduced) manner.
[0255] As the water surface 615 rises relative to the character, the portion of the character that is above the water surface 615 and is displayed in an opaque and multicolored manner gradually decreases, and the portion that is below the water surface 615 and is displayed in a translucent and low-color manner gradually increases. That is, the decorative symbol 610 that was displayed in the first display mode before the water surface 615 is displayed gradually switches to the second display mode from the bottom as the water surface 615 rises.
[0256] Thus, in the pachinko machine 100, before starting the variable display in the downward direction from above, the decorative pattern 610 can be configured such that the decorative pattern 610 gradually switches from the first display mode to the second display mode in the upward direction from below, which is the direction opposite to the variable direction of the decorative pattern 610. Therefore, the variable direction of the decorative pattern 610 can be suggested to the player by the direction in which the display mode of the decorative pattern 610 switches.
[0257] In the pachinko machine 100, even when the water surface 615 rises, the display modes of the pedestal portion 611 and the second identification information portion 613 can be configured not to change. However, similar to the first identification information portion 612, when the water surface 615 gradually rises, the display mode of the portion below the water surface 615 in the pedestal portion 611 and the second identification information portion 613 may change to a different mode.
[0258] As shown in FIG. 15(C), when the water surface 615 rises above the first identification information portion 612, the decorative patterns 610 of each pattern column 620L, 620M, 620R will all be displayed in the completely second display mode. That is, when the water surface 615 rises above the first identification information portion 612, the display content of the first identification information portion 612 in the decorative pattern 610 is displayed in a semi-transparent state and with fewer colors (color-reduced) compared to the case where the decorative pattern 610 is in the first display mode.
[0259] As shown in FIGS. 15(A) to 15(C), while the decorative pattern 610 switches from the first display mode to the second display mode due to the rise of the water surface 615, the character (first identification information portion 612) of each decorative pattern 610 is maintained in the jumping posture.
[0260] When the decorative pattern 610 switches to the second display mode due to the rise of the water surface 615, the variable display of the decorative pattern 610 is started, and each decorative pattern 610 displayed in each pattern column 620L, 620M, 620R performs a high-speed variable display (scroll display) in the downward direction from above. In the following description, the high-speed variable display of the decorative pattern 610 performed in the downward direction from above is also referred to as "high-speed variation".
[0261] Therefore, in the pachinko machine 100, as a preparation stage before the start of the variable display of the decorative pattern 610, the movement of the character from the sitting posture to the jumping posture and the simplification of the display mode of the decorative pattern 610 (that is, the display in the second display mode) can be configured to be performed. Therefore, the player can be made aware of the subsequent variable direction of the decorative pattern 610 by the direction of the character movement and the direction in which the display is simplified in the preparation stage, and thereby, the start of the variable display of the decorative pattern 610 can be expected.
[0262] FIG. 16(A) is an example of the display content of the decorative pattern display device 479 when the decorative pattern 610 varies at high speed. In FIG. 16(A) and each of the subsequent FIGS. 16(B) and later, the decorative pattern 610 that varies at high speed is schematically represented by three thick downward arrow lines arranged in the left-right direction.
[0263] Although not shown, when the decorative pattern 610 varies at high speed, the player can faintly recognize the decorative pattern 610 in which the character (the first identification information unit 612) is in the jumping posture. That is, after the decorative pattern 610 in each of the pattern columns 620L, 620M, and 620R switches from the first display mode to the second display mode, the high-speed variation starts while the character constituting the first identification information unit 612 maintains the jumping posture.
[0264] During the high-speed variation, the decorative pattern 610 displayed in the second display mode can be visually recognized. That is, in the decorative pattern 610 that varies at high speed, since the first identification information unit 612 is displayed in a simplified display mode, the identification of the type of the character (the first identification information unit 612) of each decorative pattern 610 is made possible by the reduction in the amount of information due to the simplification. For example, since the number of colors is reduced by the simplification of the first identification information unit 612, the character of the decorative pattern 610 that varies at high speed can be recognized as a mass of colors moving at high speed, and thereby, the type of the character can be identified by the difference in colors that is also recognized during the high-speed variation.
[0265] In addition, the fast-changing decorative pattern 610 is displayed in a second display mode in which the first identification information section 612 is simplified, and as an effect of the fast change, the transparency of the display of the decorative pattern 610 is increased (the display becomes thinner). Therefore, when the decorative pattern 610 changes rapidly, the background image (not shown) displayed on the rear side of the decorative pattern 610 can be seen through.
[0266] When a predetermined time (for example, 3 seconds) has elapsed since the start of the variable display of the decorative pattern 610 in each of the pattern columns 620L, 620M, and 620R, the variable speed of the left pattern column 620L decreases, and the variable display is performed at a low speed. In the following description, the variable display of the decorative pattern 610 performed at a low speed after the high-speed change is also referred to as "low-speed change".
[0267] FIG. 16(B) and FIG. 17 are examples of the display content of the decorative pattern display device 479 when the decorative pattern 610 in the left pattern column 620L changes at a low speed. In FIG. 16(B) and each of the figures after FIG. 16(C) described later, a single thin downward arrow line is added to indicate that the decorative pattern 610 changes at a low speed.
[0268] As shown in FIG. 16(B), the decorative pattern 610 that changes at a low speed is displayed in the second display mode. That is, the display content of the first identification information section 612 in the decorative pattern 610 that changes at a low speed is displayed in a mode in which the color is reduced (the number of colors is reduced) and in a semi-transparent mode compared to the case where the decorative pattern 610 is in the first display mode.
[0269] Further, as shown in FIG. 16(B), in the decorative pattern 610 that changes at a low speed, the character (first identification information section 612) of each decorative pattern 610 is in a sitting posture. That is, when the variable display of the decorative pattern 610 shifts from high-speed change to low-speed change, accordingly, the character of each decorative pattern 610 shifts from a jumping posture to a sitting posture.
[0270] After the decorative pattern 610 in the left handle column 620L has shifted to slow variation, as shown in FIGS. 17(A) and 17(B), the water surface 615 is again displayed for each decorative pattern 610 on the decorative pattern display device 479. The water surface 615 gradually moves (rises) upward relative to the character (first identification information section 612) in each decorative pattern 610 from below the character as the decorative pattern 610 slowly moves downward from top to bottom.
[0271] As shown in FIGS. 17(A) and 17(B), when the water surface 615 is displayed when the decorative pattern 610 varies slowly, unlike the case where the water surface 615 is displayed before the start of the variable display of the decorative pattern 610 (see FIGS. 15(A) and 15(B)), the character constituting the first identification information section 612 in the decorative pattern 610 is displayed in a semi-transparent and low-color (color-reduced) mode for the portion above the water surface 615, and in an opaque and multi-color mode for the portion below the water surface 615.
[0272] As the water surface 615 rises relative to the character, the semi-transparent and low-color mode above the water surface 615 in the character gradually decreases, and the portion displayed in the opaque and multi-color mode below the water surface 615 gradually increases. That is, the decorative pattern 610 that was displayed in the second display mode before the water surface 615 is displayed gradually switches to the first display mode from the bottom as the water surface 615 rises. That is, after shifting to slow variation, the decorative pattern 610 gradually switches from the second display mode to the first display mode in a direction opposite to the variation direction of the decorative pattern 610.
[0273] As shown in FIG. 17(C), when the water surface 615 rises above the first identification information section 612, the decorative pattern 610 in the left pattern column 620L will be completely displayed in the first display mode. The decorative pattern 610 in the left pattern column 620L stops moving (scrolling) downward from top to bottom after the water surface 615 has risen above the first identification information section 612 and the display mode of the decorative pattern 610 has completely become the first display mode.
[0274] That is, the water surface 615 rises above the first identification information section 612, whereby the display content of the first identification information section 612 in the decorative symbol 610 of the left symbol column 620L changes in transmittance from semi-transparent to opaque, and after being displayed in a mode where the number of colors increases and becomes multi-colored, the decorative symbol 610 of the left symbol column 620L stops being displayed.
[0275] Therefore, in the pachinko machine 100, before the decorative symbol 610 of the left symbol column 620L stops being displayed, the display mode of the decorative symbol 610 can be configured to be displayed in a mode that is more complex than the decorative symbol 610 in the second display mode in terms of the transmittance and the number of colors for displaying the first identification information section 612.
[0276] Also, before the decorative symbol 610 that fluctuates at a low speed stops being displayed, the decorative symbol 610 gradually switches from the second display mode to the first display mode in a direction opposite to the fluctuation direction of the decorative symbol 610 (that is, from bottom to top). Therefore, depending on the direction in which the display mode of the decorative symbol 610 switches, it is possible to suggest to the player that the variable display of the decorative symbol 610 that moves in a predetermined variable direction (that is, from top to bottom) stops.
[0277] Here, as shown in FIGS. 17(A) to 17(C), while the decorative symbol 610 of the left symbol column 620L switches from the second display mode to the first display mode due to the rise of the water surface 615, the character (first identification information section 612) of each decorative symbol 610 is maintained in a sitting posture.
[0278] Note that at a predetermined time during the period from when the decorative symbol 610 of the left symbol column 620L shifts from high-speed fluctuation to low-speed fluctuation until the decorative symbol 610 of the left symbol column 620L stops being displayed, for example, as shown in FIG. 17(B), the decorative symbol 610 of the right symbol column 620R shifts from high-speed fluctuation to low-speed fluctuation. When the decorative symbol 610 of the right symbol column 620R fluctuates at a low speed, similar to the case of the decorative symbol 610 of the left symbol column 620L described above, the decorative symbol 610 is displayed in the second display mode, and the character constituting the first identification information section 612 assumes a sitting posture.
[0279] FIG. 18 is an example of the display content of the decorative symbol display device 479 after the decorative symbol 610 in the left symbol column 620L has stopped being displayed.
[0280] After the decorative symbol 610 in the left symbol column 620L has stopped being displayed, as shown in FIG. 18(A), the decorative symbol 610 in the left symbol column 620L maintains the first display mode while increasing the size of the character (first identification information section 612) and changing the posture of the character from a sitting posture to a jumping posture.
[0281] When the character (first identification information section 612) that was in the sitting posture after the decorative symbol 610 has stopped being displayed changes to the jumping posture, the upward movement distance H2 of the character may be a predetermined fixed distance, or a variable distance that changes according to the state of the game such as the expected value (degree of expectation) for the special symbol lottery or the state of the pachinko machine 100 such as the value (setting correspondence information) set by the back setting switch 905. The expected value (degree of expectation) is a numerical expression of the probability (ratio) when the probability (ratio) of winning the symbol lottery or shifting to a predetermined game state is different when a predetermined effect is executed compared to when the predetermined effect is not executed. The expected value (degree of expectation) of the predetermined effect can be controlled by making the execution ratio of the predetermined effect different for winning and non-winning and the presence or absence of a game state transition under the control of the main control board 920 and the sub-control board 940.
[0282] The value of the moving distance H2 may be different from the above-described moving distance H1 or may be the same value. Further, in a configuration where the moving distance H1 is a variable distance according to the game or the state of the pachinko machine 100, the moving distance H1 may be a variable distance according to the state, or the moving distance H2 may be a distance independent of the state. Further, in a configuration where the moving distance H1 and the moving distance H2 are variable distances according to the game or the state of the pachinko machine 100, the moving distance H1 and the moving distance H2 may both correspond to the same state or may correspond to different states.
[0283] As shown in FIG. 18(A), when the posture of the character constituting the first identification information unit 612 of the decorative symbol 610 of the left symbol column 620L switches to the jump posture, the numerical value constituting the second identification information unit 613 also increases in size in the same manner as the character. At this time, the enlarged numerical value (second identification information unit 613) may be configured to perform a predetermined operation, such as rotating once about a vertical axis passing through the approximate center of the numerical value.
[0284] In addition, in a configuration where the second identification information unit 613 is composed of a combination of an identification information and a drawing unit on which content unrelated to the identification information is drawn, the size of the drawing unit (for example, a circular drawing unit decoratively arranged on the rear side of each numerical value) may increase along with the size of the numerical value as the identification information, or the size of the drawing unit may not change even if the size of the numerical value increases.
[0285] After the decorative symbol 610 of the left symbol column 620L stops displaying and the character (first identification information unit 612) shifts to the jump posture while increasing in size (see FIG. 18(A)), subsequently, as shown in FIG. 18(B), while maintaining the first display mode, the size of the character is reduced to the original size (reference size), and the posture of the character is shifted from the jump posture to the sitting posture.
[0286] At this time, the numerical value (second identification information part 613) that has been enlarged like the character after the decorative pattern 610 stops displaying also has its size reduced and returns to the original size. When the character constituting the first identification information part 612 returns to the original size and the transition to the sitting posture is completed, the variable display of the decorative pattern 610 in the left pattern column 620L completely stops.
[0287] After the variable display of the decorative pattern 610 in the left pattern column 620L completely stops, the decorative pattern 610 that has been slowly varying in the right pattern column 620R stops displaying after transitioning to the first display mode, and then, via the enlargement of the character constituting the first identification information part 612 and the transition to the jumping posture, it completely stops as shown in FIG. 18(C).
[0288] In this way, in the pachinko machine 100, before the variable display of the decorative pattern 610 completely stops, the first identification information part 612 can be configured to move upward from the bottom, which is the direction opposite to the variable direction of the decorative pattern 610. Thus, depending on the moving direction, it is possible to suggest to the player that the decorative pattern 610 that has been moving in a predetermined variable direction (i.e., from top to bottom) completely stops. Also, before the variable display of the decorative pattern 610 completely stops, the size of the character, which is the first identification information part 612, changes, so the player can recognize that the decorative pattern 610 that has stopped in the left pattern column 620L constitutes part of the fixed display.
[0289] Note that the illustration of the process in which the decorative pattern 610 in the right pattern column 620R transitions from the second display mode to the first display mode and the process in which the character (first identification information part 612) enlarges and transitions to the jumping posture after stopping displaying are omitted, but it is performed in the same manner as in the case of the left pattern column 620L described with reference to FIGS. 17 and 18(A).
[0290] Also, after the variable display of the decorative symbol 610 in the left symbol column 620L has completely stopped, and at a predetermined time before the variable display of the decorative symbol 610 in the left symbol column 620L completely stops, for example, as shown in FIG. 18(C), the decorative symbol 610 in the middle symbol column 620M shifts from high-speed variation to low-speed variation. Even when the decorative symbol 610 in the middle symbol column 620M is in low-speed variation, similar to the case of the decorative symbol 610 in the above-described left symbol column 620L, the decorative symbol 610 is displayed in the second display mode, and the character constituting the first identification information section 612 assumes a sitting posture.
[0291] FIG. 19 is an example of the display content of the decorative symbol display device 479 after the decorative symbol 610 in the right symbol column 620R has stopped being displayed.
[0292] After the variable display of the decorative symbol 610 in the right symbol column 620R has completely stopped, the decorative symbol 610 that has been in low-speed variation in the middle symbol column 620M shifts from the second display mode to the first display mode and then stops being displayed as shown in FIG. 19(A). Although illustration of the process in which the decorative symbol 610 in the middle symbol column 620M shifts from the second display mode to the first display mode is omitted, it is performed in the same manner as in the case of the left symbol column 620L described with reference to FIG. 17.
[0293] After the decorative symbol 610 in the middle symbol column 620M has stopped being displayed, as shown in FIG. 19(B), the decorative symbol 610 in the middle symbol column 620M, similar to the case of the above-described left symbol column 620L, while maintaining the first display mode, increases the size of the character (first identification information section 612) and shifts the posture of the character from the sitting posture to the jumping posture.
[0294] When the decorative symbol 610 in the middle symbol column 620M increases in size and shifts to the jumping posture, unlike the cases of the above-described left symbol column 620L and right symbol column 620R, as shown in FIG. 19(B), substantially concentric ripples 618 are displayed on the rear side with respect to the decorative symbol 610. Thereby, the player can recognize that a final display by each of the decorative symbols 610 in the three symbol columns 620L, 620M, and 620R occurs when the ripples 618 are displayed.
[0295] In the decorative symbol 610 of the middle symbol column 620M, when the character (first identification information section 612) enlarges and then shifts to a jumping posture after the stop display (see Fig. 19(B)), as shown in Fig. 19(C), while maintaining the first display mode, similar to the case of the left symbol column 620L described above, the size of the character is reduced to its original size while the posture of the character shifts from the jumping posture to a sitting posture. When the shift of the character to the sitting posture is completed, the variable display of the decorative symbol 610 in the middle symbol column 620M completely stops.
[0296] In the pachinko machine 100, before starting the variable display of the decorative symbol 610, the entire first identification information section 612 (seafood character) in each decorative symbol 610 can be simplified in terms of the number of colors and the transmittance (i.e., changed to a semi-transparent and few-color mode). However, the area to be simplified in the first identification information section 612 before starting the variable display of the decorative symbol 610 does not necessarily have to be the entire first identification information section 612, and a configuration in which at least a part of the area in the first identification information section 612 is simplified may also be acceptable.
[0297] Also, in the pachinko machine 100, before stopping the variable display of the decorative symbol 610, the entire first identification information section 612 (seafood character) in each decorative symbol 610 can be complicated in terms of the number of colors and the transmittance (i.e., changed to an opaque and multi-color mode). However, the area to be complicated in the first identification information section 612 before stopping the variable display of the decorative symbol 610 does not necessarily have to be the entire first identification information section 612, and a configuration in which at least a part of the area in the first identification information section 612 is complicated may also be acceptable.
[0298] Here, the operation and effect of the pachinko machine 100 equipped with the mode change display function will be described.
[0299] In the pachinko machine 100 having a mode change display function, a sub-control board 940 as control means for controlling the display content (for example, the decorative symbol 610) displayed by the decorative symbol display device 479 displays the first identification information portion 612 of the decorative symbol 610 as a predetermined display target on the decorative symbol display device 479. As control for this, movement display control for moving the display target (that is, the first identification information portion 612) downward in the downward direction, which is a predetermined direction side, and before the movement display control, the display target is moved in the direction opposite to the predetermined direction side (that is, upward from below), and after the movement in the opposite direction side, movement preparation control for starting the movement in the predetermined direction side is at least performed. At the same time, in the movement preparation control, the control means can be configured to perform display control for simplifying the display mode in at least a part of a predetermined display target, for example, in terms of the number of colors or the transmittance of the display target.
[0300] In this case, the first identification information portion 612 as a predetermined display target is once moved in the direction opposite to the predetermined direction side by the movement preparation control before being moved in the predetermined direction side (that is, downward from above) by the movement display control. Therefore, before the decorative symbol 610 including the predetermined display target (the first identification information portion 612) is moved in the predetermined direction side, the movement direction of the decorative symbol 610 (that is, the predetermined direction side) can be suggested by the movement direction of the first identification information portion 612 (that is, the direction opposite to the predetermined direction side) by the movement preparation control performed as a preparation stage before the movement is performed.
[0301] In addition, before the first identification information section 612 as a predetermined display target is moved to a predetermined direction side by movement display control, the display mode in at least a part of the display target is simplified in the movement preparation control of the predetermined display target (that is, before being moved downward from above). Therefore, the occurrence of this simplification can suggest to the player that the decorative pattern 610 including the predetermined display target (first identification information section 612) will move to the predetermined direction side thereafter. As a result, the player can be made to recognize this simplification as a preparation stage for the movement of the decorative pattern 610 to the predetermined direction side. Thus, when the player recognizes this simplification, the player can be made to expect the start of the movement of the decorative pattern 610 to the predetermined direction side.
[0302] As described above, before the first identification information section 612 as a predetermined display target is moved to a predetermined direction side, the predetermined display target moves to the direction opposite to the predetermined direction side, and the display mode in at least a part of the predetermined display target is simplified. Therefore, it is possible to easily impress the player with the start of the movement of the decorative pattern 610 including the first identification information section 612 to the predetermined direction side. Thereby, the interest of the game can be improved by the display content in the decorative pattern display device 479 that performs the variable display of the identification information such as the decorative pattern 610.
[0303] In the pachinko machine 100, the sub-control board 940 as a control means for controlling the display content (for example, the decorative pattern 610) displayed by the decorative pattern display device 479, as control for displaying the first identification information section 612 of the decorative pattern 610 as a predetermined display target on the decorative pattern display device 479, performs at least the first display control for moving and displaying the display target (that is, the first identification information section 612) in a first display mode (specifically, an opaque and multicolor mode) to a predetermined direction side, and the second display control for moving and displaying (high-speed variation) at a speed higher than the movement in the first display control in a second display mode (specifically, a semi-transparent and few-color mode) in which the display mode in at least a part of the predetermined display target is simplified with respect to the first display control.
[0304] In this case, the first identification information section 612, which is a predetermined display object to be moved and displayed in a predetermined direction, is displayed in a second display mode in which the display mode in at least a part thereof is simplified when the display object is moved and displayed at a higher speed than when it is moved and displayed in the first display mode. As a result, the change in the speed of the movement display of the predetermined display object in the predetermined direction can be emphasized (given a sense of rhythm) by the difference in the display mode of the predetermined display object, so that the interest of the game can be improved by the display content on the decorative pattern display device 479 that performs the variable display of identification information such as the decorative pattern 610.
[0305] Also, since the predetermined display object is displayed in the second display mode in which the display mode in at least a part thereof is simplified in the faster movement display, it is possible to identify the predetermined display object even in the faster movement display for the amount of information reduced by the simplification. Further, since the display mode in at least a part of the predetermined display object is simplified in the faster movement display, the load of display control when performing the faster movement display can be reduced.
[0306] In the pachinko machine 100, the sub-control board 940 as control means for controlling the display content (for example, the decorative pattern 610) displayed by the decorative pattern display device 479, as control for displaying the first identification information section 612 of the decorative pattern 610 as a predetermined display object on the decorative pattern display device 479, performs at least movement display control for moving the display object (that is, the first identification information section 612) downward from above in a predetermined direction, and after the movement display control, moves the display object to a direction side different from the predetermined direction side (for example, the direction side opposite to the predetermined direction side or the direction side intersecting the predetermined direction side), and movement stop control for stopping the movement in the predetermined direction side after the movement to the other direction side, and the control means can be configured to perform display control for complicating the display mode in at least a part of the predetermined display object in terms of, for example, the transmittance or the number of colors of the display object in the movement stop control.
[0307] In this case, the first identification information section 612 as a predetermined display target is moved once in a direction different from the predetermined direction side (i.e., the downward direction from above) after the movement in the predetermined direction side and before the movement stops. Therefore, the movement direction can suggest to the player that the movement of the predetermined display target that has been moving in the predetermined variation direction stops.
[0308] Also, in the first identification information section 612 as a predetermined display target, the display mode in at least a part of the predetermined display target is complicated in the movement stop control of the predetermined display target (i.e., before the movement in the predetermined direction side stops). Therefore, the occurrence of this complication can suggest to the player that the movement of the predetermined display target stops thereafter.
[0309] In this way, before the movement of the first identification information section 612 as a predetermined display target in the predetermined direction side stops, the predetermined display target can be moved in the direction opposite to the predetermined direction side, and the display mode in at least a part of the predetermined display target can be complicated. Therefore, it is possible to easily impress the player that the movement of the decorative pattern 610 including the first identification information section 612 in the predetermined direction side stops. Thereby, the interest of the game can be improved by the display content on the decorative pattern display device 479 that performs the variable display of the identification information such as the decorative pattern 610.
[0310] In the pachinko machine 100, a sub-control board 940 as control means for controlling the display content (for example, the decorative design 610) displayed by a decorative design display device 479 that performs variable display using a plurality of decorative designs 610, each provided with a pedestal part 611 that is a common part with common display content and a first identification information part 612 that is a different part with different display content, controls the display content so as to perform at least a first display control for displaying the plurality of decorative designs 610 in a first display mode, and a second display control for displaying the plurality of decorative designs 610 in a second display mode in which the display mode of at least a part of the different part (the first identification information part 612) is simplified, for example, in terms of the number of colors or transmittance of the display target, without changing the display mode of the common part (the pedestal part 611) with respect to the first display control.
[0311] In this case, the display modes of the different parts (that is, the first identification information parts 612) in the plurality of decorative designs 610 can be made different between the first display mode and the second display mode. Thereby, since it is possible to easily impress the player with the different parts that can characterize each decorative design 610 among the plurality of decorative designs 610, the interest of the game can be improved by the display content on the decorative design display device 479 that performs variable display of identification information such as the decorative design 610.
[0312] <Variable effect progress function> Next, with reference to FIGS. 20 to 116, the variable effect progress function will be described. In the pachinko machine 100 having the variable effect progress function, a case is exemplified in which a plurality of types of stages can be set by devising so that the degree of attention to the pachinko machine 100 can be suitably improved by the progress of the variable effect.
[0313] In the following description, components identical to those in the pachinko machine 100 equipped with the above-described display function (mode change display function) are denoted by the same reference numerals, and the description thereof is omitted. Further, the configuration described below as the variable effect progression function may be added to the configuration of the pachinko machine 100 in combination with the above-described mode change display function, or may be provided in place of a part of the configuration of the pachinko machine 100 equipped with the above-described mode change display function.
[0314] Of a plurality of types of stages prepared in advance as a stage for a display effect (hereinafter, also referred to as the "variable effect") including a variable display of a decorative symbol that can be displayed on the decorative symbol display device 479 of the pachinko machine 100, one stage can be configured to be displayable on the decorative symbol display device 479. Hereinafter, the stage of the variable effect is simply referred to as a "stage", and in particular, the stage displayed on the decorative symbol display device 479 is also referred to as a "display target stage".
[0315] The control for setting one stage as the display target stage corresponds to the control for storing information corresponding to the display target stage in a storage area for storing information corresponding to the display target stage by the sub-control board 940. As an example of a stage that can be set as the display target stage, a pachinko machine 100 in which four types of stages, namely stage A, stage B, stage C, and stage D, are prepared will be described.
[0316] Note that a "stage" includes components such as the type of decorative symbols 610, 1610 (see FIGS. 13 and 21) displayed in the variable effect, the type of background 1630 (see FIG. 21) that serves as the background image of the decorative symbol 1610 in the variable effect, the melody of the variable sound output in synchronization with the variable effect, the specifications of the pressing operation device 261 (for example, the hardness of the operation feeling, etc.), and the patterns (for example, characters, etc.) that appear during the variable effect. One stage is configured by one component or a combination of a plurality of components. The difference between stages is created by a difference in at least a part of one or a plurality of components that make up the stage.
[0317] FIG. 20(A) is a screen diagram showing an example of a variable effect screen displayed on the decorative symbol display device 479, and FIG. 20(B) is an explanatory diagram for explaining the characteristics of each of the four types of stages. FIG. 21 is an explanatory diagram for explaining the variable effects executed in each stage.
[0318] As shown in FIG. 20(A), in the variable effect, the decorative symbols 1610 arranged in the left-right direction so as to be able to display the lottery results of the special symbol lottery (first special symbol lottery, second special symbol lottery), and the background 1630 serving as the background image of the decorative symbol 1610 are displayed. Each data of the decorative symbol 1610 and the background 1630 is stored in a predetermined area of the ROM of the sub-control board 940, and the sub-control board 940 combines the decorative symbol 1610 and the background 1630 and causes them to be displayed on the decorative symbol display device 479.
[0319] In the pachinko machine 100, only one row of the decorative symbols 1610 in each of the three symbol rows arranged in the left-right direction is displayed, and the variable display (a part of the variable effect) of the decorative symbol 1610 is executed by sequentially switching the decorative symbols 1610 in a predetermined order in that row. Note that the variable display of the decorative symbol 1610 may be configured to be scrolled vertically in each symbol row in the same manner as the above-described mode change display function.
[0320] As shown in FIG. 20(B), the four types of stages (stages A to D) prepared so that the display target stage can be set have different symbol types of the decorative symbols 610 and 1610 appearing in each stage, and different background types of the backgrounds 1630 appearing.
[0321] Specifically, the decorative symbol appearing in the variable effect of stage A is a decorative symbol 1610 including a character (for example, an octopus) as the identification information 1612 similar to the first identification information section 612 (see FIG. 13) and a numerical value (for example, 1) as the identification information 1613 similar to the second identification information section 613 (see FIG. 13) as shown in FIG. 21(A). Let the decorative symbol 1610 appearing in stage A be the symbol type A.
[0322] The background 1630 that appears in the variable performance of stage A is a background image of "daytime" where the sun has risen in the sky, as shown in FIG. 21(B). The background 1630 that appears on stage A is defined as background type A.
[0323] The decorative pattern that appears in the variable performance of stage B is a decorative pattern 1610 that includes a numerical value (for example, 1) as identification information 1613, as shown in FIG. 21(C). That is, on stage B, a pattern that looks different from the pattern of pattern type A set on stage A is set. The decorative pattern 1610 that appears on stage B is defined as pattern type B.
[0324] The background 1630 that appears in the variable performance of stage B is configured as a background image of "evening" where the sun is about to set on the horizon, as shown in FIG. 21(D). That is, on stage B, the background 1630, which is a display part not related to the appearance of the decorative pattern 1610 in the variable performance, is set to a type of content different from the content of background type A set on stage A. The background 1630 that appears on stage B is defined as background type B.
[0325] The decorative pattern that appears in the variable performance of stage C is a decorative pattern 1610 that includes a character (for example, an octopus) as identification information 1612, as shown in FIG. 21(E). That is, on stage C, a pattern that looks different from both the pattern of pattern type A and the pattern of pattern type B is set. The decorative pattern 1610 that appears on stage C is defined as pattern type C.
[0326] The background 1630 that appears in the variable performance of stage C is configured as a background image of "night" where the moon has risen in the sky, as shown in FIG. 21(F). That is, on stage C, the background 1630, which is a display part not related to the appearance of the decorative pattern 1610 in the variable performance, is set to a type of content different from both the content of background type A and the content of background type B. The background 1630 that appears on stage C is defined as background type C.
[0327] In the pachinko machine 100, among the stages A to D prepared so as to be settable as the display target stage, for the above three types of stages A to C, although details will be described later, every time a predetermined condition (hereinafter, this condition is also referred to as the "switching condition of the display target stage") is satisfied, the display target stage can be configured to be sequentially switched by the control of the pachinko machine 100 (more specifically, the control of the sub-control board 940).
[0328] Examples of the switching condition of the display target stage include when a special symbol variable display is executed a predetermined number of times (for example, 20 times) in the current display target stage, and when winning in a predetermined lottery (hereinafter, this lottery is also referred to as the "stage end lottery") executed in the sub-control board 940 every time the special symbol variable display is executed (that is, when the end of the current display target stage is selected), and when a predetermined variable effect (for example, a variable effect using variable sounds X, Y, Z described later as background sounds) is executed.
[0329] Note that as the switching condition of the display target stage, it is not always necessary that the number of executions of the special symbol variable display (hereinafter, also simply referred to as the "number of executions of the variable display") is the same in all stages, and the number of executions of the variable display as this condition may be different for each stage. Also, the winning probability by the stage end lottery may be different for each stage.
[0330] In addition to, or instead of, a configuration in which the display target stage is sequentially switched and set from among stages A to C when the switching condition of the display target stage is satisfied as the game progresses, a configuration may be adopted in which the display target stage is sequentially switched and set from among stages A to C when the player operates the pressing operation device 261 during a predetermined period (for example, during standby in a non-game state and during variable display).
[0331] Stage D is a special stage that temporarily appears through an interrupt effect that occurs when a predetermined condition is met (for example, when winning a lottery set at a low probability (e.g., 3%) in a predetermined lottery) if the stage to be displayed is any of Stages A to C.
[0332] The decorative pattern that appears in Stage D is the decorative pattern 610 described in the aspect change display function described above (see Fig. 21(G)). More specifically, the decorative pattern that appears in Stage D includes a character (e.g., an octopus) as the first identification information part 612 and a numerical value (e.g., 1) as the second identification information part 613, and is configured as a pattern in which the character takes a sitting posture on the pedestal part 611. That is, in Stage D, a pattern that looks different from any of the patterns of pattern types A to C is set. The decorative pattern 610 that appears in Stage D is defined as pattern type D.
[0333] The background 1630 that appears in the variation effect of Stage D is configured as a background image of "under the sea" (see Fig. 21(H)). In Fig. 21(H), the background image of "under the sea" is represented by downward diagonal hatching. That is, in Stage D, the background 1630, which is a display part not related to the appearance of the decorative pattern 610 in the variation effect, is set to a type of content different from any of the contents of background types A to C. The background 1630 that appears in Stage D is defined as background type D.
[0334] As shown in Fig. 20(B), for Stages A, B, C, and D, the music (musical sounds) output as the background music of the variation effects displayed in each stage is set to different music according to the image of each stage. In the following, the music output as the background music of the variation effects (variation display) is also referred to as "variation sound".
[0335] Specifically, the variation sounds used in the variation effect of Stage A include variation sound A (more specifically, variation sounds A1 to A3), which is music with a melody that matches the "daytime" image shown by background pattern A, and variation sound X.
[0336] The variable sounds used in the variable performance of Stage B are variable sound B (more specifically, variable sounds B1 to B3) and variable sound Y, which are music with a melody that matches the image of "evening" shown by background pattern B. Variable sound B and variable sound Y are music with a different mood from the variable sounds (variable sound A, variable sound X) used in Stage A.
[0337] The variable sounds used in the variable performance of Stage C are variable sound C (more specifically, variable sounds C1 to C3) and variable sound Z, which are music with a melody that matches the image of "night" shown by background pattern C. That is, variable sound C and variable sound Z are music with a different mood from both the variable sounds (variable sound A, variable sound X) used in Stage A and the variable sounds (variable sound B, variable sound Y) used in Stage B.
[0338] The variable sound used in the variable performance of Stage D is variable sound D, which is music with a melody that matches the image of "under the sea" shown by background pattern D.
[0339] In the pachinko machine 100, the variable sounds used in the variable performance of each stage (Stages A to D) can be composed of a plurality of types of variable sounds that have the same image melody for each stage but different atmospheres due to differences in timbre, melody, etc.
[0340] Specifically, variable sound A is composed of three types of variable sounds (variable sound A1, variable sound A2, and variable sound A3) that have different atmospheres while having a melody of the image of "daytime" shown by background pattern A (for example, a bright samba-like sound). Each musical tone data of variable sound A (variable sounds A1 to A3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0341] The fluctuating sounds A1, A2, and A3 are all composed of musical sounds with common content regardless of whether the fluctuating performance in which they flow as background sounds has started (i.e., after the start of the fluctuating display of the decorative pattern 1610), that is, whether the fluctuating performance is a fluctuating performance with a reach display or a fluctuating performance without a reach display (hereinafter, the fluctuating performance is also referred to as a "losing fluctuation"). The part after the predetermined period in the fluctuating sound is composed of musical sounds corresponding to the type of the fluctuating performance (i.e., the type of the fluctuating display of the decorative pattern 1610). Therefore, it is impossible or difficult to determine whether the fluctuating performance is a losing fluctuation or a fluctuating display with a reach display based on the fluctuating sounds A1, A2, and A3 immediately after the start of the fluctuating performance.
[0342] Similar to the fluctuating sounds A1, A2, and A3, the fluctuating sound X has a melody of the "daytime" image shown by the background pattern A on the stage A, and is a fluctuating sound with an atmosphere different from any of the fluctuating sounds A1, A2, and A3. The musical sound data of the fluctuating sound X is stored in a predetermined area of the ROM of the sub-control board 940.
[0343] Note that in the fluctuating sound X, the part during the predetermined period after the start of the fluctuating performance may be composed of musical sounds with the same content as the part during the predetermined period in the above-mentioned fluctuating sounds A1, A2, and A3, or may be composed of musical sounds with different content.
[0344] When the part during the predetermined period in the fluctuating sound X is composed of musical sounds with the same content as the part during the predetermined period in the above-mentioned fluctuating sounds A1, A2, and A3, it is impossible or difficult to determine whether the background sound flowing in the fluctuating performance is the fluctuating sound A (more specifically, which of the fluctuating sounds A1 to A3) or the fluctuating sound X immediately after the start of the fluctuating performance.
[0345] When the part during the predetermined period in the fluctuating sound X is composed of musical sounds with different content from the part during the predetermined period in the above-mentioned fluctuating sounds A1, A2, and A3, it is possible to determine whether the background sound flowing in the fluctuating performance is the fluctuating sound A or the fluctuating sound X immediately after the start of the fluctuating performance.
[0346] The variable sound B consists of three types of variable sounds (variable sound B1, variable sound B2, and variable sound B3) with different atmospheres while having the melody (for example, a bright jazz-like sound) of the "evening" image indicated by the background pattern B. Each musical sound data of the variable sound B (variable sounds B1 to B3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0347] For all of the variable sounds B1, B2, and B3, the part during a predetermined period (for example, the period until the reach display) after the start of the variable effect in which they flow as background sound (that is, after the start of the variable display of the decorative pattern 1610) is composed of musical sounds with common content regardless of whether the variable effect is a variable effect with a reach display or a miss variable effect. The part after the said predetermined period in the variable sound is composed of musical sounds corresponding to the type of the variable effect (that is, the type of the variable display of the decorative pattern 1610). Therefore, it is impossible or difficult to determine whether the variable effect is a miss variable effect or a variable display with a reach display by the variable sounds B1, B2, and B3 immediately after the start of the variable effect.
[0348] Similar to the variable sounds B1, B2, and B3, the variable sound Y has the melody of the "evening" image indicated by the background pattern B on the stage B and is a variable sound with a different atmosphere from any of the variable sounds B1, B2, and B3. The musical sound data of the variable sound Y is stored in a predetermined area of the ROM of the sub-control board 940.
[0349] Note that for the variable sound Y, the part during the said predetermined period after the start of the variable effect may be composed of musical sounds with the same content as the part during the said predetermined period in the above-mentioned variable sounds B1, B2, and B3, or may be composed of musical sounds with different content.
[0350] When the part during the said predetermined period in the variable sound Y is composed of musical sounds with the same content as the part during the said predetermined period in the above-mentioned variable sounds B1, B2, and B3, it is impossible or difficult to determine whether the background sound flowing in the variable effect is the variable sound B (more specifically, which of the variable sounds B1 to B3) or the variable sound Y immediately after the start of the variable effect.
[0351] When the part of the predetermined period in the variable sound Y is a musical sound with content different from the part of the predetermined period in the above-described variable sounds B1, B2, and B3, it is possible to determine whether the background sound flowing in the variable performance is the variable sound B or the variable sound Y immediately after the start of the variable performance.
[0352] The variable sound C is composed of three types of variable sounds (variable sound C1, variable sound C2, and variable sound C3) with different atmospheres while having the melody of the "night" image indicated by the background pattern C (for example, the sound of a dark minor key). Each musical sound data of the variable sound C (variable sounds C1 to C3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0353] For all of the variable sounds C1, C2, and C3, the part of a predetermined period (for example, the period until the reach display) after the start of the variable performance in which they flow as the background sound is composed of musical sounds with common content regardless of whether the variable performance is a variable performance with a reach display or a miss variable. The part after the predetermined period in the variable sound is composed of musical sounds according to the type of the variable performance (that is, the type of the variable display of the decorative pattern 1610). Therefore, it is impossible or difficult to determine whether the variable performance is a miss variable or a variable display with a reach display immediately after the start of the variable performance by the variable sounds C1, C2, and C3.
[0354] Similar to the variable sounds C1, C2, and C3, the variable sound Z has the melody of the "night" image indicated by the background pattern C on the stage C, and is a variable sound with an atmosphere different from any of the variable sounds C1, C2, and C3. The musical sound data of the variable sound Z is stored in a predetermined area of the ROM of the sub-control board 940.
[0355] Note that, for the variable sound Z, the part of the predetermined period after the start of the variable performance may be musical sounds with the same content as the part of the predetermined period in the above-described variable sounds C1, C2, and C3, or may be musical sounds with different content.
[0356] When the part of the predetermined period in the variable sound Z is a musical sound having the same content as the part of the predetermined period in the above-described variable sounds C1, C2, and C3, it is impossible or difficult to determine whether the background sound flowing in the variable performance is the variable sound C (more specifically, which one of the variable sounds C1 to C3) or the variable sound Z immediately after the start of the variable performance.
[0357] When the part of the predetermined period in the variable sound Z is a musical sound having a content different from the part of the predetermined period in the above-described variable sounds C1, C2, and C3, it is possible to determine whether the background sound flowing in the variable performance is the variable sound C or the variable sound Z from immediately after the start of the variable performance.
[0358] The variable sound D is composed of the melody of the "under the sea" image indicated by the background pattern D (for example, a bright pop sound). Each musical sound data of the variable sound D is stored in a predetermined area of the ROM of the sub-control board 940.
[0359] When the sub-control board 940 executes a variable performance on the stage set as the display target stage, a sound based on the musical sound data corresponding to one of the plurality of types of variable sounds prepared for each stage is output from the sound devices 281 and 282 (see FIG. 10) in synchronization with the variable performance. Thereby, every time the display target stage is switched, the variable sound corresponding to the switched stage is output in synchronization with the corresponding variable performance.
[0360] Also, in the pachinko machine 100, the hardness of the operation feeling in the pressing operation device 261 (that is, the reaction force against the pressing operation into the pressing operation device 261) can be configured to be changeable by the control of the sub-control board 940, and the sub-control board 940 executes control to change the hardness of the operation feeling in the pressing operation device 261 when one stage is set as the display target stage. More specifically, the sub-control board 940 can control so that the hardness of the operation feeling in the pressing operation device 261 is different for each variable sound in each stage.
[0361] For example, in stage A, as shown in FIG. 21(B), in the variable effect where the variable sound A1 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 1, and in the variable effect where the variable sound A2 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 2, which is harder than hardness level 1. In the variable effect where the variable sound A3 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 3, which is harder than hardness level 2. In the variable effect where the variable sound X flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 4, which is harder than hardness level 3.
[0362] In stage B, as shown in FIG. 21(B), in the variable effect where the variable sound B1 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 1, and in the variable effect where the variable sound B2 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 2, which is harder than hardness level 1. In the variable effect where the variable sound B3 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 3, which is harder than hardness level 2. In the variable effect where the variable sound Y flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 4, which is harder than hardness level 3.
[0363] In stage C, as shown in FIG. 21(B), in the variable effect where the variable sound C1 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 1, and in the variable effect where the variable sound C2 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 2, which is harder than hardness level 1. In the variable effect where the variable sound C3 flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 3, which is harder than hardness level 2. In the variable effect where the variable sound Z flows as background sound, the hardness of the operation feeling in the pressing operation device 261 is set to hardness level 4, which is harder than hardness level 3.
[0364] In stage D, as shown in Fig. 21(B), in the variable effect where the variable sound D flows as background sound, the hardness of the operating feeling in the pressing operation device 261 is set to hardness level 4.
[0365] Note that although a configuration is adopted in which each level from hardness level 1 to 4 is assigned to each variable sound of each stage, that is, a configuration in which the range of hardness levels that can be set in each stage is common, the range of hardness levels that can be set may be different for each stage.
[0366] In the pachinko machine 100, in a plurality of types of stages (more specifically, stages A to C) that are sequentially switched by the establishment of the switching conditions of the display target stage described above, the transition state of the variable effect (that is, the transition state of the variable sound flowing as the background sound of the variable effect) in each stage set as the display target stage can be configured to be explained to the player in real time.
[0367] Note that since the variable effects of each stage are distinguishable by the variable sounds output as the background sounds of the variable effects, the transition state of the variable effect in each stage set as the display target stage is also the transition state of the variable effect in each stage set as the display target stage. That is, it is also a configuration in which the transition state of the variable effect in each stage set as the display target stage is explained to the player in real time.
[0368] Fig. 22(A) is a schematic diagram showing an example of the display screen of the decorative symbol display device 479, and Fig. 22(B) is an enlarged view of the area NE part in Fig. 22(A). In Fig. 22(A), the illustration of the display content in the area NE is omitted for easy understanding of the drawing.
[0369] In a part of the display screen of the decorative symbol display device 479, as shown in Fig. 22(A), an area NE is provided. The area NE is an area that can map and show the transition flow of the variable effect displayed on the display screen of the decorative symbol display device 479 corresponding to the variable display of the special symbol. The display of this area NE may have a selection function that allows the player to operate the input operation device 260 to select the presence or absence of the display, or it may be configured to be displayed during the variable display without the player's selection operation under the control of the sub-control board 940.
[0370] On the sub-control board 940, a dedicated layer for displaying the map 1801 and the arrow 1802 (see Fig. 22(B)) within the area NE is prepared separately from other layers that display each element constituting the variable effect, such as the decorative symbol 1610 and the background 1630. The map 1801 and the arrow 1802 displayed within the area NE are displayed semi-transparently, ensuring the visibility of each element constituting the variable effect. For this reason, the available range for the variable effect is set to the same size as when there is no map 1801 even when the map 1801 is displayed in the area NE, enabling the display of symbols in a large size, and the size of the characters displayed along with the variable effect is also configured not to be restricted by the map 1801. Note that the area NE does not necessarily have to be configured to be displayed semi-transparently, and it may be configured such that the display portion on the back side cannot be seen through when it is displayed in front of the symbols and characters constituting the variable effect.
[0371] The area NE is arranged at a corner (specifically, the lower right corner) that is unlikely to impair the visibility of each element (such as the decorative symbol 1610 and the background 1630) constituting the variable effect on the display screen of the decorative symbol display device 479. Also in this regard, the visibility of each element constituting the variable effect is preferably ensured even in a situation where the map 1801, the arrow 1802, etc. are displayed within the area NE. Note that it is not necessarily required to arrange the area NE at a corner outside each element constituting the variable effect, and it may be arranged to largely overlap in front of each element (for example, overlap more than half of each element constituting the variable effect).
[0372] As shown in FIG. 22(B), in the area NE, a map 1801 showing the transition flow of the variable effect corresponding to the variable display of the special symbol is displayed on the upper side, the middle stage side, and the lower side in the area NE, respectively.
[0373] The map 1801 is a map of the branch pattern of the transition of the variable effect (variable sound) in each stage set as the display target stage. As shown in FIG. 22(B), it is composed of a tag with each state such as "start" and "end (1)" entered, a tag with each information capable of specifying a variable sound (that is, a variable effect) such as "variable sound A1", and a dotted line showing a path connecting these tags. Note that in the initial state, the entire map 1801 (all tags and paths) is displayed in a predetermined initial color (for example, blue).
[0374] Here, referring to such a map 1801, the transition flow of the variable effect in the pachinko machine 100 will be described. After the variable effect in which the variable sound A1 flows as the background sound is started at the stage A, depending on the establishment of the switching condition of the display target stage (specifically, when the variable display of the special symbol is executed a predetermined number of times, or when winning in the stage end lottery), the stage A ends, or a variable effect in which the variable sound A2 flows as the background sound is executed, or a variable effect in which the variable sound X flows as the background sound is executed, and it branches.
[0375] In the pachinko machine 100, the variable sound X can be configured to be the variable sound used as the background sound of the variable effect that can be selected with a relatively low probability (for example, 3%) after each variable display with the variable sounds A1 to A3 in the stage A as the background sound. Also, since the switching condition is established by the execution of the variable effect with the variable sound X as the background sound, the stage A always ends after the end of the variable effect in which the variable sound X flows as the background sound. Therefore, the variable sound X is a rare variable sound that can be heard only at a low probability in the stage A.
[0376] When the switching condition of the display target stage is not satisfied after the start of the variable effect in which the variable sound A1 flows as the background sound, the sub-control board 940 conducts a lottery to select either the variable sound A2 or the variable sound X.
[0377] After the start of the variable effect in which the variable sound A2 flows as the background sound, depending on whether the switching condition of the display target stage is satisfied, it branches into ending stage A, executing the variable effect in which the variable sound A2 flows as the background sound, or executing the variable effect in which the variable sound X flows as the background sound.
[0378] When the switching condition of the display target stage is not satisfied after the start of the variable effect in which the variable sound A2 flows as the background sound, the sub-control board 940 conducts a lottery to select either the variable sound A3 or the variable sound X.
[0379] After the start of the variable effect in which the variable sound A3 flows as the background sound, depending on whether the switching condition of the display target stage is satisfied, it branches into ending stage A, executing the variable effect in which the variable sound A1 flows as the background sound, or executing the variable effect in which the variable sound X flows as the background sound.
[0380] When the switching condition of the display target stage is not satisfied after the start of the variable effect in which the variable sound A3 flows as the background sound, the sub-control board 940 conducts a lottery to select either the variable sound A1 or the variable sound X.
[0381] After the end of stage A, the display target stage switches to stage B. In stage B, after the start of the variable effect in which the variable sound B1 flows as the background sound, depending on whether the switching condition of the display target stage is satisfied, it branches into ending stage B or executing the variable effect in which the variable sound B2 flows as the background sound.
[0382] After the start of the variable effect in which the variable sound B2 flows as background sound, depending on whether the switching condition for the display target stage is satisfied, the process branches into ending stage B, executing the variable effect in which the variable sound B2 flows as background sound, or executing the variable effect in which the variable sound Y flows as background sound.
[0383] In the pachinko machine 100, the variable sound Y can be configured to be the variable sound used as the background sound for a variable effect that is selected at a relatively low probability (for example, 3%) after each variable display using the variable sound B2 or the variable sound B3 in stage B as the background sound. Also, since the configuration is such that the switching condition is satisfied by the execution of the variable effect using the variable sound Y as the background sound, stage B always ends after the end of the variable effect in which the variable sound Y flows as the background sound.
[0384] Therefore, the variable sound Y is a rare variable sound that can be heard only at a low probability in stage A. Also, since the variable sound Y does not appear after the variable display using the variable sound B1 as the background sound, it is a more rare variable sound than the variable sound X in stage A.
[0385] When the switching condition for the display target stage is not satisfied after the start of the variable effect in which the variable sound B2 flows as the background sound, the sub-control board 940 conducts a lottery to determine whether the variable sound B3 or the variable sound Y is selected.
[0386] After the start of the variable effect in which the variable sound B3 flows as background sound, depending on whether the switching condition for the display target stage is satisfied, the process branches into ending stage B, executing the variable effect in which the variable sound B1 flows as background sound, or executing the variable effect in which the variable sound Y flows as background sound.
[0387] When the switching condition for the display target stage is not satisfied after the start of the variable effect in which the variable sound B3 flows as the background sound, the sub-control board 940 conducts a lottery to determine whether the variable sound B1 or the variable sound Y is selected.
[0388] After the end of Stage B, the display target stage switches to Stage C. After the start of a variation performance in which variation sound C1 flows as background music in Stage C, it branches into either ending Stage C when the switching condition of the display target stage is satisfied, or executing a variation performance in which variation sound C2 flows as background music.
[0389] After the start of a variation performance in which variation sound C2 flows as background music, it branches into either ending Stage C when the switching condition of the display target stage is satisfied, or executing a variation performance in which variation sound C3 flows as background music.
[0390] After the start of a variation performance in which variation sound C3 flows as background music, it branches into either ending Stage C when the switching condition of the display target stage is satisfied, or executing a variation performance in which variation sound C1 flows as background music, or executing a variation performance in which variation sound Z flows as background music.
[0391] In the pachinko machine 100, the variation sound Z can be configured to be a variation sound used as the background music of a variation performance that can be selected with a relatively low probability (for example, 3%) only after a variation display using the variation sound C3 in Stage C as the background music. Also, since the switching condition is satisfied by executing the variation performance using the variation sound Z as the background music, Stage C always ends after the end of the variation performance in which the variation sound Z flows as the background music.
[0392] Therefore, the variation sound Z is a rare variation sound that can be heard with a low probability only in Stage C. Also, since the variation sound Z does not appear after each variation display using the variation sound C1 or the variation sound C2 as the background music, it is a more rare variation sound than the variation sound X in Stage A and the variation sound Y in Stage B.
[0393] In addition, when displaying a jackpot winning result in a variable display that can be heard with a low probability compared to other variable sounds such as variable sounds X, Y, and Z, in the subsequent special game state, a privilege different from that when winning a jackpot with other variable sounds may be given to the player. For example, in a model using animation, as a privilege, a live-action video may be displayed during the special game state, or the degree of expectation of transitioning to the probability-variable game state may be suggested by the variable sound when the jackpot winning result is displayed, etc., so as to suggest the degree of expectation of the privilege given to the player thereafter.
[0394] When the switching condition of the display target stage is not satisfied after the start of the variable effect in which the variable sound C3 flows as background sound, the lottery as to whether the variable sound C1 is selected or the variable sound Z is selected is performed by the sub-control board 940.
[0395] As shown in FIG. 22(B), in the region NE, frames 1803, 1804, and 1805 surrounding the respective tags and paths corresponding to the respective stages A to C in the map 1801 are displayed. Inside each of the frames 1803, 1804, and 1805, stage display portions 1806, 1807, and 1808 capable of specifying the stages corresponding to the respective tags and paths included in the frame are displayed. Note that each of the frames 1803, 1804, and 1805, and each of the stage display portions 1806, 1807, and 1808 are displayed in a predetermined initial color (for example, blue) in the initial state.
[0396] An arrow 1802 extending rightward is displayed below the map 1801 in the region NE. The arrow 1802 indicates that the operation feeling by the pressing operation device 261, which is a push button, becomes harder (that is, the reaction force to the pushing operation to the pressing operation device 261 becomes larger) as it goes to the right (that is, as it approaches the tip side of the arrow). Note that the arrow 1802 is displayed in a predetermined initial color (for example, blue) in the initial state.
[0397] In the pachinko machine 100, the map 1801 and the arrow 1802 can be configured to be displayed during a period excluding the period during a special game state during a game (that is, a period other than during a non-game state (standby)), on the condition that a mode of displaying the map 1801 and the arrow 1802 within the area NE (hereinafter, also referred to as the "map display mode") is selected. Note that the map 1801 and the arrow 1802 may also be displayed during the special game state.
[0398] The map display mode and the map non-display mode (a mode in which the map 1801 and the arrow 1802 are not displayed) can be arbitrarily selected (switched) by the player performing a predetermined operation on the pachinko machine 100 (for example, a predetermined operation on the input operation device 260).
[0399] Note that the map display mode and the map non-display mode may be configured to be switched at a predetermined timing under the control of the sub-control board 940. For example, a configuration in which each of the above modes is switched according to the lottery result of a predetermined lottery executed by the sub-control board 940 every time a variable display of a special symbol is executed, or a configuration in which each of the above modes is switched according to the lottery result of a predetermined lottery executed by the sub-control board 940 when a start winning related to a special symbol is established may be used. Also, a configuration in which the map display mode is always selected (that is, the map 1801 and the arrow 1802 are always displayed) without providing the map non-display mode may be used.
[0400] The display control of the map 1801 and the arrow 1802 is performed by the sub-control board 940. Specifically, when the map display mode is set (selected), the sub-control board 940 draws the map 1801 and the arrow 1802 on a dedicated layer for displaying the map 1801 and the arrow 1802, and overlaps them with other layers for displaying each element constituting the variable effect, thereby displaying the map 1801 and the arrow 1802 within the area NE.
[0401] During a period other than during a special game state during the game, the sub-control board 940 sequentially updates the display modes of the map 1801 and the arrow 1802 according to the transition situation of the variable effect. When the special game state starts (that is, when the variable effect corresponding to the special game state starts), the sub-control board 940 makes the map 1801 and the arrow 1802 non-displayed. When the special game state ends, the sub-control board 940 redisplays the map 1801 and the arrow 1802 in the state before the start of the special game state, and sequentially updates the display modes according to the subsequent transition situation of the variable effect.
[0402] Here, an example of the change in the display modes of the map 1801 and the arrow 1802 displayed in the area NE will be described. FIGS. 23 to 28 are schematic diagrams showing an example of the change in the display mode within the area NE as the variable effect progresses (as the game progresses).
[0403] For example, when stage A is set as the display target stage, as shown in FIG. 23(A), the stage display section 1806 marked with "Stage A" changes from the initial color to a predetermined stage display color (for example, green), and the frame 1803 changes from the initial color to a predetermined frame display color (for example, dark blue). Thereby, the player can grasp that stage A is about to start.
[0404] In addition, on each drawing, each stage display section such as the stage display section 1806 colored with the stage display color is hatched with upward diagonal lines, and each frame such as the frame 1803 colored with the predetermined frame display color is represented by a thick solid line.
[0405] Also, as shown in FIG. 23(A), the "Start" tag on the map 1801 changes from the initial color to a predetermined tag display color (for example, red). In addition, on each drawing, each tag of the map 1801 colored with the tag display color is hatched with dots.
[0406] Also, the path from the "start" tag to the "variable sound A1" tag corresponding to the background sound of the first variable effect in stage A changes from a dotted line of the initial color to a solid line of a predetermined path display color (for example, red). As a result, the player can grasp that the background sound of the next variable effect to be executed is variable sound A1. Note that on each drawing, the solid line colored with the path display color is represented by a thick solid line.
[0407] When the first variable effect in stage A is started (that is, when the variable display of the decorative symbol 1610 is started), as shown in FIG. 23(B), the tag of "variable sound A1" changes from the initial color to the tag display color.
[0408] Also, the path portion extending downward from the "variable sound A1" tag to the immediately following branch point changes to a solid line of the path display color. As a result, the player can grasp that after the execution of the variable effect in progress (specifically, the variable effect with variable sound A1 as the background sound), stage A is about to end, or stage A will continue and shift to variable sound A2, or shift to variable sound X.
[0409] Also, as shown in FIG. 23(B), with the change of the tag of "variable sound A1" to the tag display color, a predetermined area on the base end side of the arrow 1802 changes from the initial color to a predetermined arrow display color (for example, red). More specifically, from the base end of the arrow 1802, the area corresponding to the hardness level 1 (see FIG. 21(B)) toward the tip side is colored with the arrow display color.
[0410] As a result, the player can grasp that the operation feeling of the push button (that is, the pressing operation device 261) in the variable effect with variable sound A1 as the background sound is at the hardness level 1, which is one level harder than the initial state. Note that on each drawing, the area colored with the arrow display color in the arrow 1802 is hatched with solid filling.
[0411] When a variable effect with variable sound A2 as the background sound starts after the end of a variable effect with variable sound A1 as the background sound, as shown in Fig. 24(A), the path from the tag of "variable sound A1" to the tag of "variable sound A2" changes to a solid line of the path display color, and the tag of "variable sound A2" changes to the tag display color.
[0412] Also, the path portion from the tag of "variable sound A2" to the immediately following branch point changes to a solid line of the path display color. As a result, the player can grasp that after the end of the variable effect with variable sound A2 as the background sound, the player is about to reach a branch where stage A ends, stage A continues and transitions to variable sound A3, or transitions to variable sound X.
[0413] As the tag of "variable sound A2" changes to the tag display color, the area in the range corresponding to hardness level 2 (see Fig. 21(B)) from the base end of arrow 1802 toward the tip side is colored with the arrow display color. In such a case, as shown in Fig. 24(A), the area of the arrow display color in arrow 1802 expands more toward the tip side than when the variable effect with variable sound A1 as the background sound starts. As a result, the player can grasp that the operating feeling of the push button in the variable effect with variable sound A2 as the background sound is harder than that in the variable effect with variable sound A1 as the background sound.
[0414] When a variable effect with variable sound A3 as the background sound starts after the end of a variable effect with variable sound A2 as the background sound, as shown in Fig. 24(B), the path from the tag of "variable sound A2" to the tag of "variable sound A3" changes to a solid line of the path display color, and the tag of "variable sound A3" changes to the tag display color.
[0415] Also, the path portion from the tag of "variable sound A3" to the immediately following branch point changes to a solid line of the path display color. As a result, the player can grasp that after the end of the variable effect with variable sound A3 as the background sound, the player is about to reach a branch where stage A ends, stage A continues and transitions to variable sound A1, or transitions to variable sound X.
[0416] As the tag of "Variable Sound A3" changes to the tag display color, an area within the range corresponding to hardness level 3 (see Fig. 21(B)) is colored in the arrow display color from the base end of arrow 1802 towards the tip side. In such a case, as shown in Fig. 24(B), the area of the arrow display color in arrow 1802 expands further towards the tip side than when the variable effect with Variable Sound A2 as the background sound is started. Thereby, the player can grasp that the operating feeling of the push button in the variable effect with Variable Sound A3 as the background sound is harder than that in the variable effects with Variable Sound A1 or Variable Sound A2 as the background sound.
[0417] When a variable effect with Variable Sound X as the background sound is started after the variable effect with Variable Sound A3 as the background sound ends, as shown in Fig. 25(A), the path from the tag of "Variable Sound A3" to the tag of "Variable Sound X" changes to a solid line of the path display color, and the tag of "Variable Sound X" changes to the tag display color. Also, the path from the tag of "Variable Sound X" to the tag of "End (6)" changes to a solid line of the path display color. Thereby, the player can grasp that Stage A ends after the variable effect with Variable Sound X as the background sound ends.
[0418] As the tag of "Variable Sound X" changes to the tag display color, an area within the range corresponding to hardness level 4 (see Fig. 21(B)) is colored in the arrow display color from the base end of arrow 1802 towards the tip side. For example, the colored area of arrow 1802 corresponding to hardness level 4 is the entire area from the base end to the tip of arrow 1802 as shown in Fig. 25(A). Thereby, the player can grasp that the operating feeling of the push button in the variable effect with Variable Sound X as the background sound is harder than that in the variable effects with any of Variable Sounds A1 to A3 as the background sound, and that this hardness is the maximum.
[0419] When the variable performance with the variable sound X as the background sound ends, as shown in FIG. 25(B), the tag of "End (6)" changes to the tag display color, and the path from the tag of "End (6)" to the tag of "Variable Sound B1" changes to a solid line of the path display color. As a result, the player can grasp that Stage A ends here and that the background sound of the next variable performance to be executed is Variable Sound B1.
[0420] Next, as shown in FIG. 26(A), the stage display unit 1806 returns to the initial color, the stage display unit 1807 marked with "Stage B" changes to the stage display color, the frame 1803 returns to the initial color, and the frame 1804 changes to the frame display color. As a result, the player can grasp that Stage B is about to start.
[0421] When the first variable performance (i.e., the variable performance with Variable Sound B1 as the background sound) starts in Stage B, as shown in FIG. 26(B), the tag of "Variable Sound B1" changes to the tag display color, and the path portion extending downward from the tag of "Variable Sound B1" to the immediately following branch point changes to a solid line of the path display color. As a result, the player can grasp that after the completion of the currently executing variable performance (specifically, the variable performance with Variable Sound B1 as the background sound), it is about to reach a branch as to whether Stage B ends or Stage B continues and transitions to Variable Sound B2. That is, the player can grasp that in Stage B as well, similar to the case of Stage A described above, after the completion of the currently executing variable performance, it branches to one of a plurality of variable performances.
[0422] In Stage B and Stage C that follows Stage B, each display mode such as the map 1801 and the arrow 1802 within the area NE changes as the variable performance progresses, similar to the case of Stage A described above.
[0423] In the pachinko machine 100, when the display target stage is switched from stage A to stage B, as shown in FIG. 26(B), the display modes of the respective tags and paths corresponding to the previous stage A (that is, the respective tags and paths within the frame 1803) can be configured to be maintained even after the switch to stage B.
[0424] Similarly, when the display target stage is switched from stage B to stage C, the display modes of the respective tags and paths corresponding to the previous stage B, and the display modes of the respective tags and paths corresponding to the stage A before the stage B are both maintained.
[0425] However, when the display target stage is switched from stage C to stage A, the entire map 1801 (all tags and paths) returns to the initial state. That is, the display mode of the map 1801 is configured to return to the initial state every one interval, with the switching of the display target stage from stage A to stage C as one interval.
[0426] Alternatively, instead of this, each time the display target stage is switched, the display modes of the respective tags and paths corresponding to the previous stage may be initialized. For example, when the display target stage is switched from stage A to stage B, the display modes of the respective tags and paths corresponding to stage A (that is, the respective tags and paths within the frame 1803) may be configured to return to the initial state.
[0427] Here, in stage A, after a variable effect with variable sound A1 as the background sound, a variable effect with variable sound A2 as the background sound, and a variable effect with variable sound A3 as the background sound are each executed once (that is, after passing through the states shown in FIGS. 23 and 24 described above), stage A continu...
Claims
Claim 1 performance execution means capable of executing a performance; privilege granting means capable of granting a privilege advantageous to a player when a specific performance is executed by the performance execution means; operation means operable by the player; In a gaming machine comprising performance setting means capable of varying settings related to the performance based on an operation of the operation means, the performance setting means has performance setting execution control means for not accepting an input of an operation on the operation means when a predetermined condition is satisfied, or for delaying the execution of variation of settings related to a performance corresponding to the operation of the operation means by a predetermined time when the operation means is operated; the operation means is provided with a first operation means and a second operation means different from the first operation means; the performance setting execution control means when the predetermined condition is satisfied when the first operation means is operated, controls not to accept an input of an operation on the first operation means, or to delay the execution of variation of settings corresponding to the operation of the first operation means by a predetermined time; A gaming machine, characterized in that when the predetermined condition is satisfied when the second operation means is operated, it controls to accept an input of an operation on the second operation means and execute variation of settings corresponding to the operation of the second operation means without delaying by a predetermined time.
Citation Information
Patent Citations
Game machine
JP2004081853A