Game machine
The gaming machine addresses the need for enhanced player interest by integrating a lottery system and movable accessory control, creating immersive experiences through dynamic lighting and movement effects, thereby improving player engagement.
Patent Information
- Application Number
- JP2025049566
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-25
- Publication Date
- 2025-06-12
AI Technical Summary
Existing gaming machines lack the capability to enhance player interest through more impactful and engaging accessory productions.
The gaming machine incorporates a lottery system, movable accessories, and light emission control mechanisms to create an immersive experience by controlling the movement and lighting of secondary movable accessories behind primary ones, allowing for enhanced visual effects and information display.
This configuration enables the gaming machine to provide a more engaging and impactful experience for players, enhancing their interest and enjoyment through dynamic visual effects and clear information display.
Smart Images

Figure 2025089457000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine, for example.
Background Art
[0002] Conventionally, in a gaming machine such as a pachinko machine, when a game ball is received at a start port, an internal lottery is performed, and based on the result of the internal lottery, a production image is displayed on, for example, a liquid crystal display. Then, if the result of the internal lottery is a big win, a big win game is executed.
[0003] As this type of gaming machine, there is known a gaming machine in which, based on the result of an internal lottery, a movable accessory advances in front of a liquid crystal display, for example, to give an expectation to the result of the internal lottery (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] When an accessory production in which a movable accessory advances in front of a liquid crystal display is performed as in the gaming machine described in Patent Document 1, it is possible to give an expectation to the player.
[0006] However, in recent years, there has been a demand for a gaming machine capable of enhancing the interest by performing an accessory production that can give a further impact.
[0007] The present invention has been made in view of such points, and an object thereof is to preferably provide a gaming machine capable of enhancing the interest.
Means for Solving the Problems
[0008] The gaming machine according to the present invention is a lottery means (for example, main CPU 721) that conducts a lottery, a movable accessory (for example, large accessory 232) that can operate based on the result of the lottery, and a second movable accessory (for example, front light guide plate 234) disposed behind the first movable accessory, and includes a movable accessory (for example, large accessory main body 230), a movable control means (for example, accessory control circuit 739) that controls the operation of the movable accessory, a light emission control means (for example, lamp control circuit 738) that can execute control regarding the light emission of the second movable accessory, a first display area (for example, upper rear screen 2902) that can display specific information (for example, the result of an internal lottery) including an effect image by a character based on the result of the lottery to the player, a second display area (for example, lower rear screen 2904) provided on the front side of the second movable accessory and further provided at a position shifted in the front-rear direction and in the vertical direction from the central part of the first display area, and includes a gaming machine in which the game progresses based on the result of the lottery, the movable control means can control the movement of the second movable accessory that can perform an effect at a position behind the first movable accessory, the second movable accessory includes at least a first area (for example, the area of the opening 2344 of the front light guide plate 234) that is a central area of the second movable accessory and can be located behind the first movable accessory, and a second area (for example, the peripheral area of the front light guide plate 234) that is an area on the peripheral side of the first area, the first display area has a case where it becomes difficult or impossible to grasp the specific information by the movable accessory, even when the display part of the specific information becomes difficult or impossible to grasp, the specific information can be displayed without including the effect image by the character by the second display area that is not obstructed by the movable accessory, The specific information displayed in the first display area can be further displayed in a display area different from the first display area at a position different from a predetermined position (for example, the front screen 512) and with a display size different from that in the first display area for the same information. The second display area not obstructed by the movable accessory is controlled by a display control means different from the first display area (for example, the second rear projector 124 (or the second rear projector control circuit 736)). It is characterized by this.
Effect of the Invention
[0009] According to the present invention, it is possible to preferably provide a gaming machine capable of enhancing the interest.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] Hereinafter, the gaming machine 1 according to an embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and design changes can be made as appropriate within the scope of the present invention.
[0012] FIG. 1 is an example of a front view showing the appearance of the pachinko gaming machine 1 according to an embodiment of the present invention. FIG. 2 is an example of an exploded perspective view of the pachinko gaming machine 1 according to an embodiment of the present invention.
[0013] In this embodiment, an embodiment in which the present invention is applied to a pachinko gaming machine 1 (for example, see FIG. 1) capable of performing various games by rolling down a game ball as a game medium in a game area will be described.
[0014] In the following description, unless otherwise specified, when viewing the pachinko gaming machine 1 (hereinafter referred to as "gaming machine 1") (see FIG. 1) from the player, the front side is defined as the front side and the back side is defined as the back side, and the front-rear direction is defined. Also, when viewing the gaming machine 1 from the player, the left side is defined as the left side and the right side is defined as the right side, and the left-right direction is defined. Further, the side surface that can be visually recognized when viewed from the player side is defined as the front surface, and the side surface that can be visually recognized when viewed from the opposite side of the player is defined as the back surface.
[0015] As shown in FIG. 2, the gaming machine 1 according to this embodiment includes a rear unit 100, a game effect unit 200, and a front door unit 500. Among these, the rear unit 100 is the most rear side, and from the rear side to the front side, the rear unit 100, the game effect unit 200, and the front door unit 500 are arranged in this order. Hereinafter, each component will be described in detail.
[0016] [1. Rear Unit] With reference to FIGS. 3 and 4, the configuration of the rear unit 100 will be described. FIG. 3 is an example of a perspective view showing the rear unit 100 of the gaming machine 1 according to an embodiment of the present invention. FIG. 4 is an example of a longitudinal sectional view showing the rear unit 100 of the gaming machine 1 according to an embodiment of the present invention.
[0017] As shown in FIGS. 3 and 4, the rear unit 100 includes a housing 110 and a rear projection device 120.
[0018] [1-1. Housing] The housing 110 is a box-shaped member that can accommodate the rear projection device 120 and has an open front side and extends in the vertical direction.
[0019] [1-2. Rear Projection Device] The rear projection device 120 includes a first rear projector 122, a second rear projector 124, and a rear mirror 126.
[0020] The first rear projector 122 is a projector disposed at the upper part within the housing 110. The first rear projector 122 is arranged so as to be able to project image light forward. The image light projected from the first rear projector 122 is projected onto a rear screen unit 290 described later. More specifically, the first rear projector 122 is arranged such that the image light is projected onto the upper rear screen 2902 (for example, refer to FIG. 29 described later) and the intermediate rear screen 2906 (for example, refer to FIG. 29 described later) which are the rear screen unit 290 described later.
[0021] Note that there is no particular limitation on how the first rear projector 122 is arranged so that the image light is projected toward any region of the rear screen unit 290 (for example, refer to FIG. 2). For example, it may be arranged such that the image light is projected only toward the upper rear screen 2902 (for example, refer to FIG. 29 described later), or it may be arranged such that the image light is projected toward substantially the entire region of the rear screen unit 290.
[0022] The second rear projector 124 is a projector disposed below the first rear projector 122 within the housing 110. The second rear projector 124 projects image light toward the rear mirror 126, and is arranged such that the reflected light reflected by the rear mirror 126 is projected onto a rear screen unit 290 described later. More specifically, the second rear projector 124 is arranged such that the image light reflected by the rear mirror 126 is projected onto the lower rear screen 2904 (see, for example, FIG. 29 described later) and the intermediate rear screen 2906 (see, for example, FIG. 29 described later) of the rear screen unit 290 described later. Note that there is no particular limitation on the region of the rear screen unit 290 toward which the second rear projector 124 projects image light. For example, the second rear projector 124 may be arranged to project image light only toward the lower rear screen 2904, or may be arranged to project image light toward substantially the entire region of the rear screen unit 290.
[0023] The rear mirror 126 is a member that reflects the image light projected from the second rear projector 124 toward the rear screen unit 290 described later. In the rear screen unit 290, an image is projected by this reflected image light. The rear mirror 126 is disposed below the second rear projector 124.
[0024] In addition, in the present embodiment, with regard to the video light projected from the first rear projector 122, it is projected forward without being reflected, and with regard to the video light projected from the second rear projector 124, it is reflected forward by the rear mirror 126. However, the present invention is not limited to this. For example, both the video light projected from the first rear projector 122 and the video light projected from the second rear projector 124 may be reflected forward by a reflecting member (e.g., a mirror). Also, both the video light projected from the first rear projector 122 and the video light projected from the second rear projector 124 may be projected forward without being reflected. Further, with regard to the video light projected from the first rear projector 122, it may be reflected forward by a reflecting member (e.g., a mirror), and with regard to the video light projected from the second rear projector 124, it may be projected forward without being reflected.
[0025] [2. Game effect unit] FIG. 5 is an example of a perspective view showing a game effect unit 200 of a gaming machine 1 according to an embodiment of the present invention. FIG. 6 is an example of a front view showing the game effect unit 200 of the gaming machine 1 according to an embodiment of the present invention. FIG. 7 is an example of a perspective view showing the game effect unit 200 of the gaming machine 1 according to an embodiment of the present invention. In FIGS. 5 and 6, the game area partition glass 520 provided in the front door unit 500 is also shown, but in FIG. 7, the game area partition glass 520 is not shown.
[0026] Referring to FIGS. 2 and 5 to 7, the configuration of the game effect unit 200 will be described. As shown in FIG. 2, the game effect unit 200 includes a main body frame portion 210, a large accessory unit 220 that is configured to be operable while being a large and heavy accessory, and a rear screen unit 290 on which an image visible in a front view is projected by the image light projected forward from the above-described rear projection device 120 (the first rear projector 122 and the second rear projector 124), and a game panel 300 having a game area 320 described later. The main body frame portion 210 is a vertically long rectangular frame portion, and the large accessory unit 220, the rear screen unit 290, and the game panel 300 are attached to the main body frame portion 210.
[0027] In the gaming machine 1 of the present embodiment, the size of the game panel 300 is smaller than that of conventional gaming machines, and the diameter of the game area 320 (see, for example, FIG. 31) described later is approximately 300 mm. Further, a game area partition glass 520 (see, for example, FIG. 33 described later) is disposed on the front surface of the game panel 300, and the front side of the game area 320 is partitioned from other areas by the game area partition glass 520.
[0028] [2-1. Main body frame portion] Referring to FIGS. 8 and 9, the configuration of the main body frame portion 210 will be described. FIG. 8 is an example of a perspective view showing a state in which the large accessory unit 220 is attached to the main body frame portion 210 of the game effect unit 200 (see, for example, FIG. 2) of the gaming machine 1 according to an embodiment of the present invention. FIG. 9 is an example of a perspective view showing a state in which the left vertical cover 2130 and the right vertical cover 2132 described later are removed from the main body frame portion 210 shown in FIG. 8.
[0029] The main body frame part 210 is mainly composed of the main body frame 212. Mounting brackets 214 are attached to the front sides of the upper and lower ends on the left side of the main body frame part 210. This mounting bracket 214 is a bracket for attaching the front door unit 500 (see, for example, FIG. 2), and for example, a hinge is used. In addition, side members 216 that close the space between the large component 232 and the main body frame 212 are provided on both the left and right sides of the large component 232 described later. However, in FIG. 9, only the side member 216 provided on the left side of the large component 232 is shown, and the illustration of the side member 216 provided on the right side of the large component 232 is omitted.
[0030] As shown in FIGS. 8 and 9, the main body frame 212 is, for example, formed into a rectangular frame shape with a longer length in the vertical direction than in the horizontal direction by integrally combining a left vertical frame 2122, a right vertical frame 2124, an upper horizontal frame 2126, a lower horizontal frame 2128, a left vertical cover 2130, and a right vertical cover 2132 with each other, and is configured in a frame shape having an opening in the central part. This central opening functions as a performance area where a performance of the large component unit 220 operates based on the result of an internal lottery described later, and a display performance where an image as a performance is projected onto the rear screen unit 290 (see, for example, FIG. 29) based on the result of the internal lottery.
[0031] The upper front region of the left vertical frame 2122 is cut out, and the large component left drive mechanism 240 described later can be accommodated in the cut-out region.
[0032] The upper front region of the right vertical frame 2124 is cut out, and the large component right drive mechanism 260 described later can be accommodated in the cut-out region.
[0033] The upper horizontal frame 2126 connects the upper end portions of the left vertical frame 2122 and the right vertical frame 2124, and the lower horizontal frame 2128 connects the lower end portions of the left vertical frame 2122 and the right vertical frame 2124.
[0034] The left vertical cover 2130 covers the front side of the left vertical frame 2122 and closes the large component left drive mechanism 240 provided on the upper part of the left vertical frame 2122 from the front side.
[0035] The right vertical cover 2132 covers the front side of the right vertical frame 2124 and closes the large component right drive mechanism 260 provided on the upper part of the right vertical frame 2124 from the front side.
[0036] [2-2. Large Component Unit] With reference to FIGS. 10 and 11, the configuration of the large component unit 220 will be described. FIG. 10 is an example of a perspective view showing the large component unit 220 in an embodiment of the present invention. FIG. 11 is an example of a perspective view of the large component unit 220 in an embodiment of the present invention as viewed from the rear side.
[0037] The large component unit 220 includes a large component main body 230 having a sense of weight, a large component support arm 238 that is long in the left-right direction and supports the large component main body 230 at a substantially central portion in the left-right direction, and a large component drive mechanism (large component left drive mechanism 240, large component right drive mechanism 260) that supports the large component support arm 238.
[0038] The large component left drive mechanism 240 supports the large component support arm 238 on the left side of the large component support arm 238, and together with the large component right drive mechanism 260, can move the large component 232 up and down via the large component support arm 238. Further, the large component right drive mechanism 260 supports the large component support arm 238 on the right side of the large component support arm 238 and can move the large component support arm 238 up and down. Since the large component main body 230 is supported by the large component support arm 238 as described above, the large component main body 230 is supported in a two-sided manner by the large component left drive mechanism 240 and the large component right drive mechanism 260 and is moved up and down.
[0039] On the front surface of the large-sized workpiece support arm 238, motors 2384 and 2392 (see, for example, FIG. 14), which are drive sources of the light guide plate vertical drive mechanisms 239 and 270 (see, for example, FIG. 23) described later, are provided on both the left and right sides of the large-sized workpiece 232. These motors 2384 and 2392 are blocked from the front by cover members 2384 and 2386.
[0040] At the upper end portions of the cover members 2384 and 2386, rollers 280 and 284 that rotate in the vertical direction are respectively provided. These rollers 280 and 284 are biased forward by a biasing member (not shown). On both the left and right sides of the rollers 280 and 284, a pair of pressing members 282 and 286 that press the roller 280 biased forward toward the rear are provided. These pressing members 282 and 286 support the shafts of the rollers 280 and 284 so that the roller surfaces are on the front side within a certain range from the front surface of the cover members 2384 and 2386.
[0041] The front surfaces of the cover members 2384 and 2385 face the rear surface of the side member 216 at the upper position. At this time, since the above rollers 280 and 286 abut against the rear surface of the side member 216 (see, for example, FIG. 9), when the large-sized workpiece main body portion 230 descends from the upper position, contact between the front surfaces of the cover members 2384 and 2385 and the rear surface of the side member 216 can be prevented, and smooth descent of the large-sized workpiece main body portion 230 can be achieved. Also, when the large-sized workpiece main body portion 230 descends to a position where the front surfaces of the cover members 2384 and 2385 do not face the rear surface of the side member 216, and then ascends to a position where the front surfaces of the cover members 2384 and 2385 face the rear surface of the side member 216, first, the front surface of the cover member 2384 abuts against the rear surface of the side member 216. Therefore, contact between the front surfaces of the cover members 2384 and 2385 and the rear surface of the side member 216 can be prevented, and smooth ascent of the large-sized workpiece main body portion 230 can be achieved. In this way, smooth lifting and lowering of the large-sized workpiece main body portion 230 can be realized.
[0042] [2-2-1. Large-sized workpiece main body portion] Referring to FIGS. 12 and 13, the configuration of the large game object main body 230 will be described schematically. FIG. 12 is an example of a perspective view of the large game object main body 230 supported by the large game object support arm 238. FIG. 13 is an example of a front view of the large game object main body 230 supported by the large game object support arm 238.
[0043] The large game object main body 230 includes a large game object 232, a light guide plate (front light guide plate 234 and rear light guide plate 236) disposed on the back side of the large game object 232, a rotation drive mechanism capable of rotationally driving the light guide plate (front light guide plate rotation drive mechanism 2340 capable of rotationally driving the front light guide plate 234 and rear light guide plate rotation drive mechanism 2360 capable of rotationally driving the rear light guide plate 236 (see FIG. 19 described later)), and a light guide plate vertical drive mechanism 239, 270 capable of vertically moving both the front light guide plate 234 and the rear light guide plate 236 (see FIG. 23 described later).
[0044] [2-2-1-1. Large Game Object] The large game object 232 is a light-transmissive member imitating a pattern such as "7", and is attached and fixed to the large game object support arm 238 extending in the left-right direction. Further, the large game object 232 can advance in front of the upper rear screen 2902 (see, for example, FIG. 29) as described later, and has a size that occupies most of the region visible in the front view of the upper rear screen 2902 so that an impactful game object effect can be performed. Also, the large game object 232 is configured such that the thickness in the front-rear direction of the peripheral portion (outer peripheral portion) 2322 (see FIG. 15 described later) is larger than the thickness of the game panel 300 described later so as to create a sense of weight, but the inside thereof has an accommodation space 2324 (see FIG. 15 described later) is formed. Also, the rear surface of the large game object 232 is a flat plane.
[0045] As shown in FIGS. 12 to 15 (particularly FIG. 15), the front light guide plate 234 is a plate-shaped member that is substantially similar in shape to the shape of the large object 232 when viewed from the front, and is arranged so as to face the rear plane of the large object 232. Further, the front light guide plate 234 has a size that slightly protrudes outward from the peripheral edge of the large object 232 at substantially the entire circumference of the peripheral edge of the large object 232. Although details will be described later, the front light guide plate 234 is configured to be capable of performing both a rotational motion by a front light guide plate rotation drive mechanism 2340 (see, for example, FIG. 19) and a vertical motion by light guide plate vertical drive mechanisms 239 and 270 on the back surface of the large object 232. As a result, when viewed from the front, on the back surface of the large object 232, in a state of being arranged so as to face the large object 232 in close proximity, the rotational motion by the front light guide plate rotation drive mechanism 2340 and the vertical motion by the light guide plate vertical drive mechanisms 239 and 270 (see, for example, FIG. 23) can be visually recognized as a combined (combined) motion.
[0046] Note that FIG. 14 is an example of a perspective view of the large object main body portion 230 supported by the large object support arm 238, and is an example of a perspective view when the cover member 2382 (see, for example, FIG. 12) on the front side of the large object main body portion 230 is removed. FIG. 15 is an example of an exploded perspective view of the large object main body portion 230 and the large object support arm 238.
[0047] [2-2-1-2. Light guide plate] Referring to FIGS. 16 and 17, the light guide plates (front light guide plate 234, rear light guide plate 236) will be described. FIG. 16 is a perspective view showing a state in which the LED substrate 237 is assembled to the rear light guide plate 236. FIG. 17 is a perspective view showing a state in which the LED substrate 237 is separated from the rear light guide plate 236.
[0048] Since the front light guide plate 234 and the rear light guide plate 236 are substantially the same in shape and size, the description of the front light guide plate 234 will be omitted, and only the rear light guide plate 236 will be described.
[0049] The rear light guide plate 236 is a plate-shaped member that is substantially similar in shape to the shape of the large-sized member 232 in a front view, similar to the front light guide plate 234, and is disposed behind the rear light guide plate 236 so as to face the rear light guide plate 236. Further, the rear light guide plate 236 has a size that slightly protrudes outward from the peripheral edge portion of the large-sized member 232 in substantially the entire periphery of the peripheral edge portion (see, for example, FIG. 13). This rear light guide plate 236 is configured to be capable of performing both a rotational movement by a rear light guide plate rotation drive mechanism 2360, which will be described later, and a vertical movement by light guide plate vertical drive mechanisms 239 and 270, which will be described later, on the back surface of the large-sized member 232. Thereby, in a front view, on the back surface of the large-sized member 232, in a state of being disposed so as to face close to the front light guide plate 234, it is possible to visually recognize a movement obtained by synthesizing a rotational movement by the rear light guide plate rotation drive mechanism 2360 and a vertical movement by the light guide plate vertical drive mechanisms 239 and 270.
[0050] Note that the front light guide plate 234 and the rear light guide plate 236 are substantially the same in shape and size, but may be slightly different in shape, or either one may be larger than the other as long as it can be visually recognized at least when operating.
[0051] Also, the front light guide plate 234 and the rear light guide plate 236 perform rotational movements by different drive mechanisms (the front light guide plate 234 is driven by a front light guide plate rotation drive mechanism 2340 (see, for example, FIG. 15), and the rear light guide plate 236 is driven by a rear light guide plate rotation drive mechanism 2360 (see, for example, FIG. 15)), but the vertical movement is performed by the same drive mechanism (light guide plate vertical drive mechanisms 239 and 270 (see, for example, FIG. 23)).
[0052] Also, the light guide plates disposed on the back surface of the large-sized member 232 do not necessarily have to be two (the front light guide plate 234 and the rear light guide plate 236) as in this embodiment, and may be one, or may be three or more.
[0053] In addition, an opening 2361 is formed in the rear light guide plate 236. An LED substrate 237 is fitted into this opening 2361 so that light is transmitted along the surface of the rear light guide plate 236 from the inside of the opening 2361. The LED substrate 237 fitted into the opening 2361 is sandwiched by a pressing plate 2375 on the front surface side and a pressing plate 2376 on the back surface side.
[0054] A plurality of LEDs 2372 are provided along the outer periphery of the LED substrate 237. In the example shown in FIG. 17, the plurality of LEDs 2372 are provided at substantially equal intervals along the entire outer periphery of the LED substrate 237. When the LEDs 2372 emit light in a state where the LED substrate 237 is fitted into the opening 2361 of the rear light guide plate 236, light is transmitted along the surface of the rear light guide plate 236 from the entire inner circumference of the opening 2361 toward the outside in the radial direction, and the rear light guide plate 236 emits surface light.
[0055] Note that an opening is also formed in the front light guide plate 234 in the same manner as the rear light guide plate 236. Although not shown, an LED substrate is fitted into this opening so that light is transmitted along the surface of the front light guide plate 234 from the inside of the opening.
[0056] In addition, an opening 2374 is formed in the LED substrate 237. This opening 2374 is formed to have a size through which the rear light guide plate rotation drive mechanism 2360 can be inserted. Specifically, the opening 2374 is sized such that when the LED substrate 237 (rear light guide plate 236) makes a predetermined movement combining rotation and vertical movement with respect to the large-sized object 232, the LED substrate 237 and the rear light guide plate rotation drive mechanism 2360 do not interfere with each other. The same applies to the LED substrate fitted into the opening of the front light guide plate 234.
[0057] [2-2-1-3. Light Guide Plate Rotation Drive Mechanism] Referring to FIGS. 18 to 21, the light guide plate rotation drive mechanism (front light guide plate rotation drive mechanism 2340, rear light guide plate rotation drive mechanism 2360) will be described. FIG. 18 is an example of an exploded perspective view when the rear light guide plate rotation drive mechanism 2360 and the large component support arm 238 are viewed from the rear. FIG. 19 is an example of a perspective view when the front light guide plate rotation drive mechanism 2340 and the rear light guide plate rotation drive mechanism 2360 are viewed from the front. FIG. 20 is an example of a side view when the large component main body 230 is viewed from the right side. FIG. 21 is a rear view of the large component main body 230 when the rear light guide plate 236 is at the origin position in the rotation direction.
[0058] Note that although the front light guide plate rotation drive mechanism 2340 and the rear light guide plate rotation drive mechanism 2360 drive different light guide plates, their structures and operations are substantially the same. Therefore, the description of the front light guide plate rotation drive mechanism 2340 will be omitted, and only the rear light guide plate rotation drive mechanism 2360 will be described.
[0059] The rear light guide plate rotation drive mechanism 2360 is a mechanism that rotates the rear light guide plate 236 with respect to the large component 232.
[0060] As shown in FIGS. 18, 19, and 21, the rear light guide plate rotation drive mechanism 2360 includes a drive mechanism mounting plate 23601, a drive motor 23602 (see FIG. 21), a drive gear 23604 to which the rotational force of the drive motor 23602 is transmitted, each driven gear (first driven gear 23606, second driven gear 23608, third driven gear 23610, fourth driven gear 23612, fifth driven gear 23614, sixth driven gear 23616) to which the rotational force of this drive gear 23604 is transmitted, a link connection gear 23622 to which the rotational force of the second driven gear 23608 is transmitted, a link member 23620 coaxially connected to the link connection gear 23622, a link connection gear 23632 to which the rotational force of the sixth driven gear 23616 is transmitted, and a link member 23630 coaxially connected to the link connection gear 23632.
[0061] The drive mechanism mounting plate 23601 is a plate-shaped member for mounting various members constituting the rear light guide plate rotation drive mechanism 2360, and is attached to the large-sized accessory support arm 238 so as to be vertically movable via a light guide plate vertical drive mechanism 239 (see, for example, FIG. 24 described later). The light guide plate vertical drive mechanism 239 will be described later. A guide plate 2707 described later extends leftward from the left end of the drive mechanism mounting plate 23601, and a guide plate 2397 described later extends rightward from the right end of the drive mechanism mounting plate 23601.
[0062] The drive motor 23602 (see FIG. 21) is, for example, a stepping motor and is fixed to the front surface of the drive mechanism mounting plate 23601. In FIG. 21, for the sake of convenience, the illustration of the drive mechanism mounting plate 23601 is omitted so that the members attached to the front surface side of the drive mechanism mounting plate 23601 can be visually recognized.
[0063] The drive gear 23604 is a gear coaxially connected to the output shaft of the drive motor 23602 (see FIG. 21) and is disposed on the rear surface side of the drive mechanism mounting plate 23601.
[0064] The first driven gear 23606 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the drive gear 23604. The second driven gear 23608 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the first driven gear 23606. The third driven gear 23610 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the second driven gear 23608. The fourth driven gear 23612 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the third driven gear 23610. The fifth driven gear 23614 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the fourth driven gear 23612. The sixth driven gear 23616 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the fifth driven gear 23614.
[0065] The link connecting gear 23622 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the second driven gear 23608.
[0066] The link member 23620 is coaxially connected at one end with the link connecting gear 23622 on the right side of the rear light guide plate 236 in a front view, and the other end is rotatably attached to the front surface side of the rear light guide plate 236. The link member 23630 is coaxially connected at one end with the link connecting gear 23632 on the left side of the rear light guide plate 236 in a front view, and the other end is rotatably attached to the rear surface side of the rear light guide plate 236.
[0067] The link connecting gear 23632 is disposed on the rear surface side of the drive mechanism mounting plate 23601 in a state of meshing with the sixth driven gear 23616.
[0068] The link member 23630 is disposed on the front surface side of the drive mechanism mounting plate 23601 in a state where one end of the link member 23630 is coaxially connected with the link connecting gear 23632.
[0069] As shown in FIG. 19, the drive mechanism mounting plate 23601 to which various members constituting the rear light guide plate rotation drive mechanism 2360 are attached and the drive mechanism mounting plate 23401 to which various members constituting the front light guide plate rotation drive mechanism 2340 are attached are integrally configured in a manner of facing each other with a predetermined space therebetween.
[0070] As shown in FIG. 15, in a predetermined space between a drive mechanism mounting plate 23601 to which a rear light guide plate 236 is attached and a drive mechanism mounting plate 23401 to which a front light guide plate 234 is attached, there are arranged a drive motor 23402 which is a drive source of the front light guide plate rotation drive mechanism 2340, a drive motor 23602 (see FIG. 21) which is a drive source of the rear light guide plate rotation drive mechanism 2360, the front light guide plate 234, and the rear light guide plate 236. At this time, the drive motor 23402 which is a drive source of the front light guide plate 234 and the drive motor 23602 which is a drive source of the rear light guide plate 236 are arranged side by side in the left-right direction and on substantially the same plane. After the drive motors 23402 and 23602 are arranged in the above-mentioned predetermined space, the drive mechanism mounting plate 23401 and the drive mechanism mounting plate 23601 are attached through openings 2344 and 2374 formed in the light guide plates 234 and 236 (specifically, the LED substrates) and integrated. Note that the drive mechanism mounting plate 23401 and the front light guide plate 234 are connected by link members 23420 and 23440, and the drive mechanism mounting plate 23601 and the rear light guide plate 236 are connected by link members 23620 and 23630 (for example, see FIG. 19).
[0071] In this way, the front light guide plate rotation drive mechanism 2340, the drive mechanism mounting plate 23401, the rear light guide plate rotation drive mechanism 2360, the drive mechanism mounting plate 23601, the front light guide plate 234, and the rear light guide plate 236 are integrally configured. And since a part of such an integral configuration is accommodated in the accommodation space 2324 of the large component 232, the size in the depth direction occupied by the light guide plate rotation drive mechanisms 2340 and 2360 can be suppressed, and the front light guide plate 234 and the rear light guide plate 236 can be brought close to each other to make it compact.
[0072] In addition, the front light guide plate rotation drive mechanism 2340 is disposed on the front side of the front light guide plate 234, and a part thereof is accommodated in the accommodation space 2324 described above. On the other hand, the rear light guide plate rotation drive mechanism 2360 is disposed on the rear side of the rear light guide plate 236. That is, the front light guide plate 234 is driven by the front light guide plate rotation drive mechanism 2340 disposed on the front side of the front light guide plate 234, while the rear light guide plate 236 is driven by the rear light guide plate rotation drive mechanism 2360 disposed on the rear side of the rear light guide plate 236. Moreover, a part of the front light guide plate rotation drive mechanism 2340 is accommodated in the accommodation space 2340. Therefore, the flat surface on the rear side of the large component 232 and the front light guide plate 234 can be disposed in close proximity to each other, and after the front light guide plate 234 and the rear light guide plate 236 are disposed in close proximity to each other, the front light guide plate 234 and the rear light guide plate 236 can be operated behind the large component 232.
[0073] (Explanation of the operation of the rear light guide plate by the rear light guide plate rotation drive mechanism) With reference to FIGS. 21 and 22, the movement of the rear light guide plate 236 by the rear light guide plate rotation drive mechanism 2360 will be described. FIG. 22 is a rear view of the main body portion 230 of the large component in a state where the rear light guide plate 236 has moved from the origin position in the rotation direction by a rotational movement.
[0074] When the drive motor 23602 rotates, the drive gear 23604, the first driven gear 23606, the second driven gear 23608, the third driven gear 23610, the fourth driven gear 23612, the fifth driven gear 23614, the sixth driven gear 23616, the link connection gear 23622, and the link connection gear 23632 rotate along with the rotation. When the link connection gear 23622 rotates, the link member 23620 rotates about one end thereof coaxially connected to the link connection gear 23622 as a rotation center. Further, when the link connection gear 23632 rotates, the link member 23630 rotates about one end thereof coaxially connected to the link connection gear 23632 as a rotation center. When the drive motor 23602 rotates, the link member 23620 and the link member 23630 rotate synchronously, and the rear light guide plate 236 can be rotated.
[0075] Here, as described above, the large-sized fixture 232 is fixedly attached to the large-sized fixture support arm 238. Also, although not shown in FIG. 21, the drive mechanism mounting plate 23601 to which the rear light guide plate rotation drive mechanism 2360 is attached is attached to the large-sized fixture support arm 238 as described above. Therefore, when the link members 23620 and 23630 rotate due to the drive of the drive motor 23602, for example, as shown in FIG. 22, the large-sized fixture 232 (see, for example, FIG. 121) will rotate the rear light guide plate 236. As a result, the large-sized fixture 232 can be made to appear larger than its actual size, and even if the large-sized fixture 232 is stationary with respect to the large-sized fixture support arm 238, it can be made to appear as if the large-sized fixture 232 is moving.
[0076] Note that the front light guide plate rotation drive mechanism 2340 rotates the front light guide plate 234 with respect to the large-sized fixture 232. Since the front light guide plate rotation drive mechanism 2340 has the same operation as the rear light guide plate rotation drive mechanism 2360, the description of its operation is omitted.
[0077] Also, the movement of the front light guide plate 234 by the front light guide plate rotation drive mechanism 2340 is the same as the movement of the rear light guide plate 236 by the rear light guide plate rotation drive mechanism 2360. When the drive motor 23402 of the front light guide plate rotation drive mechanism 2340 rotates, the driven gears, link connection gears, and link members rotate accordingly, and the front light guide plate 234 rotates with respect to the large-sized fixture 232.
[0078] However, in this embodiment, when the driving start conditions for the light guide plates (the front light guide plate 234 and the rear light guide plate 236) are satisfied (for example, when it is determined to advance the large prop main body 230 into the production space 700 described later), the sub-CPU 731 described later starts the driving of the front light guide plate rotation driving mechanism 2340 and the driving of the rear light guide plate rotation driving mechanism 2360 at different timings. Specifically, the sub-CPU 731 first starts the driving of the front light guide plate rotation driving mechanism 2340, and after a predetermined time has elapsed since the start of the driving of the front light guide plate rotation driving mechanism 2340, starts the driving of the rear light guide plate rotation driving mechanism 2360. Here, since the rotational movement of the front light guide plate 234 by the front light guide plate rotation driving mechanism 2340 and the rotational movement of the rear light guide plate 236 by the rear light guide plate rotation driving mechanism 2360 are performed in the same manner, the rotation trajectory of the front light guide plate 234 and the rotation trajectory of the rear light guide plate 236 are the same.
[0079] Also, the drive motor 23402 and the drive motor 23602 rotate at substantially the same rotational speed, and the reduction ratios of the front light guide plate rotation driving mechanism 2340 and the rear light guide plate rotation driving mechanism 2360 are the same. Therefore, the front light guide plate 234 and the rear light guide plate 236 rotate at substantially the same speed with a predetermined phase difference so that the rear light guide plate 236 chases the front light guide plate 234 arranged adjacent and opposite thereto. In other words, the front light guide plate 234 and the rear light guide plate 236 rotate at substantially the same speed while drawing substantially the same trajectory with a predetermined time difference.
[0080] In this embodiment, the front light guide plate 234 and the rear light guide plate 236 rotate while tracing substantially the same trajectory, but it is not necessarily limited to this. The front light guide plate 234 and the rear light guide plate 236 may rotate while tracing different trajectories. Further, the movements of the front light guide plate 234 and the rear light guide plate 236 are not limited to rotational movements. Moreover, when the front light guide plate 234 and the rear light guide plate 236 operate so as to trace different trajectories, the timing of starting the drive of the front light guide plate rotation drive mechanism 2340 and the timing of starting the drive of the rear light guide plate rotation drive mechanism 2360 may be substantially the same. Also, the rotation speed may be changed by making the timing of starting the drive of the front light guide plate rotation drive mechanism 2340 and the timing of starting the drive of the rear light guide plate rotation drive mechanism 2360 substantially the same.
[0081] Incidentally, the vertical movements of the light guide plates 234 and 236 are both performed by the same drive mechanism (light guide plate vertical drive mechanisms 239 and 270). Moreover, as described above, the light guide plates 234 and 236 are both configured to emit surface light. Therefore, the light guide plates 234 and 236 perform an effect of performing a combined movement of a rotational movement of rotating at substantially the same speed while tracing substantially the same trajectory with a predetermined phase difference while emitting surface light and a vertical movement of moving up and down at the same speed. As a result, not only can the large prop 232 be made to appear larger than its actual size, but it is also possible to perform an impactful effect as a whole for the large prop main body 230 while making the thickness compact.
[0082] [2-2-1-4. Light guide plate vertical drive mechanism] Referring to FIGS. 23 and 24, the light guide plate vertical drive mechanisms 239 and 270 will be described. FIG. 23 is a rear view of the large fixture main body 230 when the light guide plates 234 and 236 are at the origin position (uppermost position) in the vertical direction. FIG. 24 is a rear view of the large fixture main body 230 when the light guide plates 234 and 236 are at the lowermost position in the vertical direction. Although the light guide plate vertical drive mechanisms 239 and 270 are attached to the large fixture support arm 238 as shown in FIGS. 23 and 24, originally, as shown in FIGS. 21 and 22, a cover member (not shown) is provided on the rear side of the light guide plate vertical drive mechanisms 239 and 270. However, in FIGS. 23 and 24, for the sake of convenience of explanation, the illustration of the cover member is omitted so that the light guide plate vertical drive mechanisms 239 and 270 can be visually recognized.
[0083] The light guide plate vertical drive mechanism 239 is a mechanism that reciprocates the light guide plates 234 and 236 in the vertical direction to the left in a rear view (left in FIG. 23). The light guide plate vertical drive mechanism 270 is a mechanism that reciprocates the light guide plates 234 and 236 in the vertical direction to the right in a rear view (right in FIG. 23). Although the light guide plate vertical drive mechanism 239 and the light guide plate vertical drive mechanism 270 are different in terms of whether the light guide plates 234 and 236 are actuated to the left or to the right in a rear view, their configurations and operations are substantially the same. Therefore, hereinafter, the light guide plate vertical drive mechanism 239 will be described, and the details of the light guide plate vertical drive mechanism 270 will be omitted.
[0084] The light guide plate vertical drive mechanism 239 includes a drive motor 2392 (see, for example, FIG. 14), a drive gear 2393, a first driven gear 2394, a second driven gear 2395, a third driven gear 2396, a guide plate 2397, and a guide 2398.
[0085] As shown in FIG. 14, the drive motor 2392 is a stepping motor and is disposed on the front side to the right of the large fixture 232 in the large fixture support arm 238.
[0086] The drive gear 2393 is a gear coaxially connected to the output shaft of the drive motor 2392 (see, for example, FIG. 14). When the drive motor 2392 rotates, this rotational force is transmitted.
[0087] The first driven gear 2394 is arranged in mesh with the drive gear 2393, the second driven gear 2395 is arranged in mesh with the first driven gear 2394, and the third driven gear 2396 is arranged in mesh with the second driven gear 2395.
[0088] Note that a link portion 23960 extending radially outward is formed on the third driven gear 2396. A boss 23961 is provided at the tip of this link portion 23960. Therefore, when the third driven gear 2396 rotates, the boss 23961 orbits around the center of the third driven gear 2396.
[0089] As described above, the guide plate 2397 extends integrally to the right from the right end of the drive mechanism mounting plate 23601. A long hole 23970 extending in the left - right direction is formed in the guide plate 2397. The above - mentioned boss 23961 is slidably arranged in this long hole 23970. Further, a guide hole 2399 (see, for example, FIG. 18) for inserting the guide 2398 is formed in the guide plate 2397.
[0090] The guide 2398 is a long rod - shaped member provided on the large - scale component support arm 238 and is inserted into the guide hole 2399 as described above. The guide 2398 and the guide hole 2399 are slidable so that the guide plate 2397 can move up and down by the drive of the light guide plate vertical drive mechanism 239.
[0091] (Explanation of the operation of the light guide plate vertical drive mechanism) The vertical movement of the light guide plates 234 and 236 with respect to the large tool support arm 238 (i.e., the large tool 232) can be achieved by the synchronous driving of the light guide plate vertical drive mechanism 239 and the light guide plate vertical drive mechanism 270. However, since the operations of the light guide plate vertical drive mechanism 239 and the light guide plate vertical drive mechanism 270 are substantially the same, the operation of the light guide plate vertical drive mechanism 239 will be described here, and the description of the operation of the light guide plate vertical drive mechanism 270 will be omitted.
[0092] When the drive motor 2392 (see, for example, FIG. 14) rotates, the first driven gear 2394, the second driven gear 2395, and the third driven gear 2396 rotate accordingly. Then, with the rotation of the third driven gear 2396, the boss 23961 provided at the tip of the link portion 23960 orbits around the rotation center of the third driven gear 2396 and slides within the long hole 23970. Along with this sliding, a force that moves the guide plate 2397 in the vertical direction acts, and as the guide hole 2399 slides with respect to the guide 2398, the guide plate 2397 operates in the vertical direction. Here, as described above, the front light guide plate rotation drive mechanism 2340, the drive mechanism mounting plate 23401, the rear light guide plate rotation drive mechanism 2360, the drive mechanism mounting plate 23601, the front light guide plate 234, and the rear light guide plate 236 are integrally configured. Therefore, when the guide plate 2397, which is integrally configured with the drive mechanism mounting plate 23601, operates in the vertical direction, the guide plate 2397, the drive mechanism mounting plate 23601, the front light guide plate rotation drive mechanism 2340, the drive mechanism mounting plate 23401, the rear light guide plate rotation drive mechanism 2360, the front light guide plate 234, and the rear light guide plate 236 will operate integrally in the vertical direction.
[0093] As described above, since the upper and lower driving mechanism 270 of the light guide plate operates in synchronization with the upper and lower driving mechanism 239 of the light guide plate, the front light guide plate 234 and the rear light guide plate 236 can be reciprocally moved in the vertical direction with respect to the large object support arm 238 by the driving of the upper and lower driving mechanism 239 of the light guide plate and the upper and lower driving mechanism 270 of the light guide plate. Since the large object 232 is fixedly attached to the large object support arm 238, when the front light guide plate 234 and the rear light guide plate 236 move in the vertical direction by the upper and lower driving mechanism 239 of the light guide plate and the upper and lower driving mechanism 270 of the light guide plate, the front light guide plate 234 and the rear light guide plate 236 will move in the vertical direction with respect to the large object 232 as shown in FIG. 25. FIG. 25 is a front view of the large object main body 230 and shows the mode in which the light guide plates 234 and 236 operate with respect to the large object 232.
[0094] [2-2-2. Large Object Driving Mechanism] Referring to FIG. 26, the large object driving mechanism (the large object left driving mechanism 240, the large object right driving mechanism 260) will be described. FIG. 26 is an exploded perspective view of the large object left driving mechanism 240.
[0095] Although the large object left driving mechanism 240 and the large object right driving mechanism 260 are different in terms of whether they support the large object support arm 238 on the left or on the right, since their structures and operations are substantially the same, the description of the large object right driving mechanism 260 will be omitted and only the large object left driving mechanism 240 will be described.
[0096] The large-sized work left drive mechanism 240 includes a left drive mechanism mounting base member 241 to which various members constituting the large-sized work left drive mechanism 240 are attached, a drive motor 242 as a drive source, a drive gear 243 coaxially connected to the output shaft of the drive motor 242 and to which the rotational force of the drive motor 242 is transmitted, a ball screw 245 to which the rotational force of the drive gear 243 is transmitted, a pedestal 252 that moves in the vertical direction when the ball screw 245 rotates and supports the large-sized work support arm 238 (see, for example, FIG. 25) from below, a rod-shaped guide 246 that extends in the vertical direction substantially parallel to the ball screw 245 and guides the movement of the pedestal 252 in the vertical direction, an arm support guide 247 that prevents the large-sized work support arm 238 from falling from the pedestal 252, an arm support groove member 254 that supports the arm support guide 247, a guide support portion 248 that supports the guide 246, a lock mechanism 250 that holds the large-sized work support arm 238 from below, and a lock mechanism support portion 249 that supports the lock mechanism 250.
[0097] [2-2-2-1. Various members such as the drive mechanism mounting base member] As shown in FIG. 26, the left drive mechanism mounting base member 241 is a rectangular member that extends along the vertical direction and is attached to a notched region (see, for example, FIG. 9) on the upper side of the left vertical frame 2122 of the main body frame portion 210.
[0098] The drive motor 242 is, for example, a stepping motor. The drive gear 243 is a gear coaxially connected to the output shaft of the drive motor 242. The driven gear (not shown) is a gear that meshes with the drive motor 242.
[0099] The ball screw 245 is connected to a driven gear (not shown) and rotates. The ball screw 245 is constituted by screwing together a male screw member 2450 and a female screw member 2451. The female screw member 2451 moves in the vertical direction as the male screw member 2450 rotates.
[0100] A pedestal 252 on which a large component support arm 238 can be placed is attached and fixed to the female screw member 2451. The large component support arm 238 is placed on this pedestal 252 via an elastic buffer member 256 (see, for example, FIG. 10 or FIG. 11) while maintaining freedom of movement without being fixed upward. Therefore, when the female screw member 2451 moves in the vertical direction, the large component main body 230 moves in the vertical direction via the large component support arm 238 accordingly.
[0101] The guide support portion 248 is fixed to the left drive mechanism mounting base member 241. The guide support portion 248 supports the guide 246 and rotatably supports the male screw member 2450. Further, the lock mechanism support portion 249 is fixed to the left drive mechanism mounting base member 241 via the guide support portion 248.
[0102] The arm support guide 247 is slidably inserted into a guide hole formed in an arm support groove member 254 provided in the large component support arm 238 (see, for example, FIG. 11). By inserting the arm support guide 247 into the guide hole formed in the arm support groove member 254, the movement of the large component support arm 238 in the front-rear direction is restricted. Thereby, the large component support arm 238 is prevented from falling off the pedestal 252.
[0103] The guide 246 is slidably inserted into a guide hole formed in the female screw member 2451. The guide 246 guides the vertical movement of the female screw member 2451.
[0104] Here, as described above, the large-scale accessory support arm 238 (see, for example, FIG. 10) is supported in the front-rear direction by the above-described arm support guide 247, but in the vertical direction, it is not fixed by, for example, screws or the like and is only placed on the pedestal 252, so it has a large degree of freedom in the upward direction. In the present embodiment, as described above, since the large-scale accessory main body 230 (more specifically, the large-scale accessory support arm 238) is supported in a two-sided manner by the large-scale accessory left drive mechanism 240 and the large-scale accessory right drive mechanism 260, if the lifting speed by the large-scale accessory left drive mechanism 240 and the lifting speed by the large-scale accessory right drive mechanism 260 do not match, not only can smooth lifting not be achieved, but in some cases, a situation where lifting cannot be performed may also occur. In particular, since the large-scale accessory main body 230 of the present embodiment is large and heavy, this tendency is prominent. The mismatch between the lifting speed by the large-scale accessory left drive mechanism 240 and the lifting speed by the large-scale accessory right drive mechanism 260 may occur due to a trivial matter such as foreign matter being caught. In this regard, according to the gaming machine 1 of the present embodiment, the large-scale accessory support arm 238 is placed on the pedestal 252 so as not to be fixed upward on the left and right sides, so that the degree of freedom in the upward direction is increased. Therefore, even if the lifting speed by the large-scale accessory left drive mechanism 240 and the lifting speed by the large-scale accessory right drive mechanism 260 do not necessarily match, it is possible to maintain smooth lifting as much as possible. As a result, it is possible to increase the size of the large-scale accessory main body 230 and execute an accessory effect that can give a great impact.
[0105] In the present embodiment, the large-scale accessory support arm 238 is placed on the pedestal 252 so as not to be fixed upward on both the left and right sides. However, it is not necessarily limited to this. Even if only one of the left and right sides has a large degree of freedom in the upward direction, as long as it is within a certain range, smooth lifting can be maintained.
[0106] In addition, in this embodiment, the large-sized prop support arm 238 is placed on the pedestal 252 (that is, the large-sized prop support arm 238 is supported from below by the pedestal 252). Instead, the large-sized prop support arm 238 may be suspended and supported from above to increase the degree of freedom in the downward direction.
[0107] Also, as described above, the large-sized prop support arm 238 of this embodiment (see FIG. 10 for example) is only placed on the pedestal 252 in the vertical direction. Therefore, when the large-sized prop support arm 238 moves up and down, there is a risk of lack of stability of the large-sized prop support arm 238. That is, when the large-sized prop support arm 238 moves up and down, it may not slide smoothly between the guide 246 and the guide hole formed in the female screw member, or may not slide smoothly between the arm support guide 247 and the guide hole formed in the arm support groove member 254.
[0108] Therefore, in this embodiment, in order to suppress the instability when the large-sized prop support arm 238 moves up and down, a tension applying member 258 that applies tension to the left side of the large-sized prop support arm 238 and a tension applying member 278 (see FIG. 10 for example) that applies tension to the right side of the large-sized prop support arm 238 are provided. The tension applying member 258 and the tension applying member 278 have different mounting positions in the left-right direction, but are the same in terms of configuration and operation. Therefore, the tension applying member 258 will be described below, and the description of the tension applying member 278 will be omitted.
[0109] The tension applying member 258 includes a rotating member (not shown) that can rotate about an axis as a rotation center, a ribbon-shaped member (not shown) made of metal with one end fixedly attached to the axis of this rotating member, and a biasing member (not shown) that applies a biasing force to the rotating member so that the ribbon-shaped member is wound in a coil shape around the axis. The other end of the ribbon-shaped member is attached to the large-sized prop support arm 238.
[0110] The tension applying member 258 is attached and fixed to the lock mechanism support portion 249 so as to rotate in the vertical direction in a front view. Since the lock mechanism support portion 249 is fixed to the left drive mechanism mounting base member 241 via the guide support portion 248 as described above, the tension applying member 258 will also be fixed to the left drive mechanism mounting base member 241. When the large fixture support arm 238 moves up and down, the large fixture support arm 238 moves relative to the left drive mechanism mounting base member 241. Therefore, when the large fixture support arm 238 moves downward, tension acts in the reverse direction (upward) by the tension applying member 258. Similarly, since tension also acts in the reverse direction by the tension applying member 278, it is possible to suppress the instability of the large fixture support arm 238 when the large fixture support arm 238 moves up and down, and enable the smooth movement up and down of the large fixture support arm 238.
[0111] Further, since the tension applying members 258 and 278 act an upward force on the large fixture support arm 238, they also have a function of assisting the upward movement when moving the large fixture support arm 238 upward. Thereby, it is possible to further enable the smooth movement of the large fixture support arm 238 upward.
[0112] [2-2-2-2. Lock Mechanism] With reference to FIGS. 27 and 28, the configuration and operation of the lock mechanism 250 will be described. Note that FIG. 27 is an example of a perspective view showing the lock mechanism and its support structure in an embodiment of the present invention, and is a view showing an example of a holding state of holding the large fixture support arm 238 from below. FIG. 28 is a perspective view showing the lock mechanism and its support structure in an embodiment of the present invention, and is a view showing an example of a released state in which the holding state of holding the large fixture support arm 238 from below is released.
[0113] The lock mechanism 250 is attached and fixed to the left drive mechanism mounting base member 241 (for example, refer to FIG. 26) via the lock mechanism support portion 249 and the guide support portion 248 (for example, refer to FIG. 26).
[0114] As shown in FIG. 27, the lock mechanism 250 can hold the large component main body 230 in an upward holding state by holding the large component main body 230 from below via the large component support arm 238.
[0115] Also, as shown in FIG. 28, when the above-described holding mode is released, the lock mechanism 250 retracts from the downward movement locus (orbit) of the large component main body 230 so as not to interfere with the large component main body 230 when the large component main body 230 moves downward. At this time, it is configured to retract by rotational movement, rather than by sliding movement with respect to the lower surface of the large component support arm 238.
[0116] Specifically, the lock mechanism 250 includes a lock mechanism mounting base member 2502 (see, for example, FIG. 26), a locking motor 2504 (see, for example, FIG. 26), a locking drive gear 2506, a locking driven gear 2508, a pin 25082, a cylindrical roller 2510, a slider 2512, a stopper 2514, and a stopper support shaft 2516.
[0117] The lock mechanism mounting base member 2502 is fixed to the lock mechanism support portion 249 (see, for example, FIG. 26). The locking motor 2504 (see, for example, FIG. 26) is a stepping motor and is fixed to the lock mechanism mounting base member 2502. The locking drive gear 2506 is a gear coaxially connected to the output shaft of the locking motor 2504. The locking driven gear 2508 is a gear that meshes with the locking drive gear 2506.
[0118] The pin 25082 is a columnar member protruding from the locking driven gear 2508. The cylindrical roller 2510 is provided so as to cover the outer periphery of the pin 25082 and is a member rotatably provided on the outer peripheral surface of the pin 25802.
[0119] The slider 2512 converts the rotational force from the locking motor 2504 into a force in the vertical direction and transmits it to the stopper 2514.
[0120] The slider 2512 includes a pin insertion hole 25122 through which the pin 25082 is inserted and a locking rack 25124.
[0121] The stopper 2514 is a member bent in a substantially L shape. A support hole 25142 is formed at one end of the stopper 2514, and a stopper support shaft 2516 is inserted through the support hole 25142. The stopper 2514 is rotatably attached to the lock mechanism mounting base member 2502 via the stopper support shaft 2516. Further, a locking pinion 25144 is formed at the one end of the stopper 2514. The locking pinion 25144 meshes with the locking rack 25124 of the slider 2512.
[0122] (Description of the operation of the locking mechanism) The operation of the locking mechanism 250 will be described. When the locking motor 2504 (see, for example, FIG. 26) is rotated, the locking drive gear 2506 rotates with the rotation, and further the locking driven gear 2508 rotates. As the locking driven gear 2508 rotates, the pin 25082 rotates. When the pin 25082 rotates, the pin 25082 slides within the pin insertion hole 25122 of the slider 2512 with the rotation, and the slider 2512 moves in the vertical direction. When the slider 2512 moves in the vertical direction, the stopper 2514 rotates. By this rotation, the slider 2512 holds the large component support arm 238 from below in a holding state (see, for example, FIG. 27) and a released state in which the holding state of the large component support arm 238 is released (see, for example, FIG. 28), and can selectively adopt two states.
[0123] In this way, by enabling the large-sized accessory support arm 238 to be held from below, even if the weight increases due to the enlargement of the large-sized accessory support arm 238 (large-sized accessory 232), it is possible to prevent the large-sized accessory support arm 238 from falling naturally due to the action of gravity. Therefore, it becomes possible to execute an accessory effect that gives a large impact with the enlarged large-sized accessory 232.
[0124] By the way, when supporting and holding the large-sized accessory support arm 238 from below, if an attempt is made to release such holding by sliding (sliding) the locking mechanism 250 with respect to the lower surface of the large-sized accessory main body 230 (large-sized accessory support arm 238), a considerable amount of force is required due to the weight of the large-sized accessory main body 230. In this regard, according to the present embodiment, since the holding state and the released state can be switched by the rotational movement of the locking mechanism 250 without sliding, it is possible to switch the locking mechanism 250 from the holding state to the released state with respect to the lower surface of the large-sized accessory main body 230 without requiring as much force.
[0125] [2-3. Rear Screen Unit] With reference to FIG. 29, the configuration of the rear screen unit 290 will be described. FIG. 29 is a perspective view showing the rear screen unit in an embodiment of the present invention.
[0126] The rear screen unit 290 includes an upper rear screen 2902, a lower rear screen 2904, and an intermediate rear screen 2906.
[0127] As described above, on the upper rear screen 2902, an image is projected by the image light projected forward from the first rear projector 122 (see, for example, FIG. 3). On the lower rear screen 2904, an image is projected by the image light projected from the second rear projector 124 (see, for example, FIG. 3) although it is reflected by the rear mirror 126. On the intermediate rear screen 2906, an image is projected by both the image light projected forward from the first rear projector 122 and the image light projected from the second rear projector 124. The image light projected forward from the first rear projector 122 and the image light projected forward from the second rear projector 124 include the image reflected by a reflecting member (for example, a mirror).
[0128] Thus, since the image is projected on the rear screen unit 290 by the image light projected from a plurality of rear projectors (the first rear projector 122 and the second rear projector 124, both of which are shown in FIG. 3, for example), it is possible to project a clear image over a wide area on the rear screen unit 290 while minimizing the distance between the rear screen unit 290 and the rear projector.
[0129] Note that the image may be projected on the intermediate rear screen 2906 only by the image light projected forward from the first rear projector 122, or may be projected only by the image light projected from the second rear projector 124.
[0130] Also, the number of projectors that project image light toward the rear screen unit 290 may be one as long as a clear image can be projected over a wide area without increasing the distance between the rear screen unit 290 and the rear projector more than necessary, or may be three or more if there are no problems in terms of installation space and cost.
[0131] The upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906 are each formed, for example, in a substantially rectangular shape. The upper rear screen 2902 and the lower rear screen 2904 are arranged along a substantially vertical direction with a shift in the front-rear direction from each other. More specifically, the upper rear screen 2902 and the lower rear screen 2904 are arranged such that the upper rear screen 2902 is located on the rear side with respect to the lower rear screen 2904 so as not to overlap in a front view. Thereby, while forming a space in front of the upper rear screen 2902 (above the lower rear screen 2904), it is possible to view both the image projected on the upper rear screen 2902 and the image projected on the lower rear screen 2904 in a front view.
[0132] The space formed in front of the upper rear screen 2902 (above the lower rear screen 2904) can be used as an effect space 700 where various effects are performed (see, for example, FIG. 47 described later). In the present embodiment, the above-described large and heavy prop main body 230 (see, for example, FIG. 8) is held above (for example, at a position behind the later-described decorative prop 560), and based on the result of an internal lottery described later, the large prop left drive mechanism 240 and the large prop right drive mechanism 260 (see, for example, FIG. 10) are driven by control by a sub-CPU 731 (see, for example, FIG. 48) described later, so that the large prop main body 230 (see, for example, FIG. 10) advances into the above space.
[0133] In addition, the intermediate rear screen 2906 is arranged to fill the gap between the upper rear screen 2902 and the lower rear screen 2904. Specifically, as shown in FIG. 30, the lower side of the upper rear screen 2902 and the upper side of the intermediate rear screen 2906 are connected by, for example, a transparent connecting member 2908, and the upper side of the lower rear screen 2904 and the lower side of the intermediate rear screen 2906 are connected. FIG. 30 is an example of a perspective view of a cross-section of the rear screen unit 290 cut in the vertical direction as viewed from the rear. The lower rear screen 2904 and the intermediate rear screen 2906 are joined at their end faces without using the above-mentioned connecting member 2908, but this is not the only way, and the lower rear screen 2904 and the intermediate rear screen 2906 may also be connected by a member similar to the above-mentioned transparent connecting member 2908.
[0134] The intermediate rear screen 2906 is inclined upward from the front to the rear. Therefore, the image projected on the intermediate rear screen 2906 can also be visually recognized in a front view. In this way, the rear screen unit 290 forms one surface with the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906, and while functioning as a single projection area capable of projecting a continuous image, it is possible to project an image with a sense of depth.
[0135] In this way, the rear screen unit 290 can function as a production space 700 (see, for example, FIG. 47 described later) in front of the upper rear screen 2902 (above the lower rear screen 2904), and project a continuous image onto a wide production area, enabling the execution of a new production that has never been done before.
[0136] Note that even if the upper rear screen 2902 and the lower rear screen 2904 are shifted in the front-rear direction, the intermediate rear screen 2906 is not necessarily an essential component. For example, if they are arranged while being shifted in the front-rear direction so that no gap is generated between the upper rear screen 2902 and the lower rear screen 2904 when viewed from the front, even if a continuous video is projected onto the rear screen unit 290, the player can view such a continuous video. However, depending on the viewing angle of the rear screen unit 290, there is a possibility that the above gap may be visible and the continuous video may not be visible, so it is preferable that the gap is filled by the intermediate rear screen 2906.
[0137] Also, even if the upper rear screen 2902 and the lower rear screen 2904 are shifted in the front-rear direction, if either one of the upper rear screen 2902 and the lower rear screen 2904 is curved and connected to the other screen, it is possible to prevent a gap from occurring between the upper rear screen 2902 and the lower rear screen 2904 without using the intermediate rear screen 2906.
[0138] In this embodiment, the upper rear screen 2902 is arranged to be located on the rear side with respect to the lower rear screen 2904, but it is not limited to this. For example, the upper rear screen 2902 may be arranged to be located in front of the lower rear screen 2904 so that an effect space is created in front of the lower rear screen 2904 (below the upper rear screen 2902). Also, instead of dividing the screen vertically, it may be divided horizontally, and either the left screen or the right screen may be arranged behind the other screen so that an effect space is created in front of the one screen (lateral to the other screen).
[0139] Further, the rear screen unit 290 is composed of a plurality of members such as an upper rear screen 2902, a lower rear screen 2904, and an intermediate rear screen 2906, but it may be composed of a single member using a member that can be bent or curved.
[0140] [2-4. Game Panel] Referring to FIG. 31, the configuration of the game panel 300 will be described. FIG. 31 is a perspective view showing the game panel 300 in an embodiment of the present invention.
[0141] The game panel 300 is disposed in front of the lower rear screen 2904 (see, for example, FIG. 29). Therefore, the above-described effect space 700 (see, for example, FIG. 47 described later) will be located above the game panel 300.
[0142] The game panel 300 in the present embodiment is composed of a rectangular transparent member and has a substantially circular game area 320 configured such that game balls as game media launched from a launch handle 588 (see, for example, FIG. 32) described later can flow down. This game area 320 is demarcated by a rail 310. In addition, various accessory devices (for example, center accessory devices) and various receiving ports (for example, start ports, big winning ports, passing gates) are provided in the game area 320, and guide pins are implanted. A symbol display area 330 is provided at a substantially central portion of the game area 320. That is, symbol display is performed in the symbol display area 330 by projecting symbol display onto the lower rear screen 2904 (see, for example, FIG. 29) at a position corresponding to the symbol display area 330.
[0143] In addition, various accessory devices including the rails provided in the game area 320 and various inlets are preferably composed of a colorless and transparent member so that the images projected on the lower rear screen 2904 (see, for example, FIG. 29) disposed behind the game panel 300 can be visually recognized. When it is desired to draw the player's attention to the game in the game area 320 rather than the images projected on the lower rear screen 2904, for example, colored images are projected along the various accessory devices and various inlets at positions corresponding to the various accessory devices and various inlets under the control of the sub-CPU (see, for example, FIG. 48), making it easier to visually recognize the various accessory devices and various inlets. Thereby, when the importance of the effects projected on the lower rear screen 2904 is higher than that of the game in the game area 320, images that can eliminate the presence of the various accessory devices and various inlets are projected, and when the importance of the game in the game area 320 is higher than that of the effects projected on the lower rear screen 2904, images that can bring out the presence of the various accessory devices and various inlets are preferably projected.
[0144] In addition, various accessory devices including the rail 310 provided in the game area 320 and various inlets are not shown because they are not significantly different from the various accessory devices and various inlets provided in the game area of a general pachinko machine. The control for conducting an internal lottery and advancing the game based on the winning of a game ball in the start port will be described later.
[0145] Here, the positional relationship between the game panel 300 of the present embodiment and the lower rear screen 2904 will be described with reference to FIGS. 29 and 31. The peripheral portion along the upper side of the game panel 300 substantially coincides with the connection portion between the lower rear screen 2904 and the middle rear screen 2906 (that is, the upper side of the lower rear screen 2904 (the lower side of the middle rear screen 2906)) in a front view. Thereby, it is possible to make it difficult for the player to visually recognize the boundary (connection portion) between the lower rear screen 2904 and the middle rear screen 2906. However, whether the peripheral portion along the upper side of the game panel 300 and the above-described connection portion (the connection portion between the lower rear screen 2904 and the middle rear screen 2906) are substantially on the same straight line in a front view also varies depending on the viewing angle from the front. Therefore, it is preferable that, in a state where the player is seated facing the gaming machine 1, the peripheral portion along the upper side of the game panel 300 and the above-described connection portion are configured to be substantially on the same straight line in the player's line of sight. For example, in a case where the line of sight of the player viewing the upper side of the game panel 300 (a line connecting the player's eyes and the upper side of the game panel 300) is substantially horizontal in a state where the player is seated facing the gaming machine, it is sufficient that the peripheral portion along the upper side of the game panel 300 and the above-described connection portion are substantially on the same straight line in a substantially horizontal direction.
[0146] Note that the game panel 300 may be configured such that the peripheral portion along the upper side substantially coincides with the connection portion between the upper rear screen 2902 and the middle rear screen 2906 (that is, the lower side of the upper rear screen 2902 (the upper side of the middle rear screen 2906)) in a front view.
[0147] Alternatively, instead of arranging the game panel 300 in front of the lower rear screen 2904 (see, for example, FIG. 29), it may be arranged in front of the upper rear screen 2902. In this case, it is preferable to make the peripheral portion along the lower side of the game panel 300 substantially coincide with the connection portion between the upper rear screen 2902 and the middle rear screen 2906 (that is, the lower side of the upper rear screen 2902 (the upper side of the middle rear screen 2906)) in a front view, or to make it substantially coincide with the connection portion between the lower rear screen 2904 and the middle rear screen 2906 (that is, the lower side of the middle rear screen 2906 (the upper side of the lower rear screen 2904)) in a front view.
[0148] Since the game panel 300 of the present embodiment is made of a transparent resin member, for example, the image projected on the lower rear screen 2904 can be visually recognized through the game panel 300 in a front view. Therefore, the player can visually recognize, in a front view, all of the game balls flowing down in the game area 320, the image projected on the rear screen unit 290 including the lower rear screen 2904 located behind the game panel 300, and, for example, the movable performance by the large accessory main body 230 in the effect space 700 (see, for example, FIG. 47 described later) in front of the upper rear screen 2902 (above the game panel 300 and the lower rear screen 2904). Thus, it is possible to provide a novel gaming machine that has never been available before, allowing the player to visually recognize all of the above.
[0149] The rail 310 includes an outer rail 312 formed in a ring shape and an inner rail 314 disposed along the outer rail 312 inside the outer rail 312. When a later-described firing handle 588 (see, for example, FIG. 32) is operated, the game ball is fired by a firing device (not shown), passes between the outer rail 312 and the inner rail 314, and is driven into the game area 320. When the game ball driven into the game area 320 in this way wins a prize at a start port disposed in the game area 320, an internal lottery described later is performed. Video light is projected from the rear projection device 120 toward the lower rear screen 2904 (see, for example, FIG. 29) so that a symbol effect based on the result of this internal lottery is projected onto the lower rear screen 2904 corresponding to the symbol effect area 330 described above.
[0150] [3. Front Door Unit] With reference to FIGS. 32 and 33, the configuration of the front door unit 500 will be described. FIG. 32 is a perspective view showing a state in which the front door unit 500 in an embodiment of the present invention is viewed from obliquely forward. FIG. 33 is a perspective view showing a state in which the front door unit 500 in an embodiment of the present invention is viewed from obliquely rearward.
[0151] The front door unit 500 includes a front screen unit 510, various members (game area partition glass 520, spacer 522, holding frame 540), and a front decorative frame 550.
[0152] [3-1. Front Screen Unit] With reference to FIGS. 34 to 36, the configuration of the front screen unit 510 will be described. FIG. 34 is an exploded perspective view showing a part of the components of the front door unit 500 in an embodiment of the present invention. FIG. 35 is a perspective view showing the front screen 512 in an embodiment of the present invention. FIG. 36 is a cross-sectional view of the front screen unit 510 in an embodiment of the present invention.
[0153] As shown in FIG. 34, the front screen unit 510 includes a front screen 512 and a front screen pressing plate 514. When video light is projected from the front toward the rear, the front screen 512 functions as a projection member on which an image is projected by the projected video light, and is a light-transmissive projection member through which the rear of the front screen 512 can also be visually recognized.
[0154] In this embodiment, an image for an effect can be projected onto the front screen 512 by the video light projected from a front projection device 600 (see, for example, FIG. 39) described later.
[0155] However, as long as it can be visually recognized through transmission to the rear (for example, transmissive liquid crystal, etc.), it is not necessarily limited to a member on which an image is projected by the video light projected from a projector.
[0156] Also, although the game panel 300 (see, for example, FIG. 31) and the lower rear screen 2904 (see, for example, FIG. 29) are arranged behind the front screen 512, the front screen 512 is a light-transmissive projection member as described above. Therefore, the player can simultaneously visually recognize not only the effect projected on the front screen 512 but also the game balls flowing down in the game area 320 of the game panel 300 and the effect projected on the lower rear screen 2904.
[0157] As shown in FIGS. 35 and 36, the front screen 512 has a mesh sheet 5124 attached to substantially the entire area of the front surface of the front panel 5122, thereby functioning as a light-transmissive projection member.
[0158] Note that the area where the mesh sheet 5124 is attached to the front panel 5122 is not limited to substantially the entire area, and it may be attached to the area where an image is desired to be projected by the image light projected from the front projection device 600 (see, for example, FIG. 39). The area on the front panel 5122 to which the mesh sheet 5124 is attached becomes the projection area where an image is projected by the image light projected from the front projection device 600.
[0159] Also, the surface of the front panel 5122 to which the mesh sheet 5124 is attached is not limited to the front surface, and it may be the back surface.
[0160] The material of the front panel 5122 is not particularly limited as long as it is a transparent plate-like member, and examples thereof include a glass plate and a synthetic resin plate (for example, a polycarbonate plate, an acrylic plate).
[0161] The mesh sheet 5124 is a sheet having minute meshes (gaps between meshes), and is a sheet that can reflect light with the mesh and allow light to pass through the meshes. Examples of the mesh sheet 5124 include a mesh sheet used for a screen door (for example, an amid sheet). By changing the ratio of the area of the mesh that reflects light to the meshes that allow light to pass through, the light transmittance can be changed.
[0162] In the gaming machine 1 of the present embodiment, the light transmittance in the upper region above the front screen 512 is the highest, and is configured such that the light transmittance gradually decreases toward the lower region. That is, the sharpness (shading) of the video projected onto the front screen 512 appears as a gradation that is highest in the upper region and gradually decreases in tone toward the lower region. That is, the video projected onto the front screen 512 appears clearly in the upper region close to the player's line of sight, and the sharpness decreases in the lower region where the game panel 300 is arranged. Therefore, while viewing the video projected onto the front screen 512, it is also possible to view the game balls flowing down in the game area 320 of the game panel 300 (see, for example, FIG. 31), and the images projected onto the lower rear screen 2904 (for example, an image imitating the liquid crystal display area described later, or an image of a symbol variation effect based on the result of an internal lottery described later), and it becomes possible to execute an unprecedented effect.
[0163] The front screen pressing member 514 is a frame-shaped member into which the front screen 512 can be fitted, and is held by the holding frame 540 of the front door unit 500 in a state where the front screen 512 is fitted.
[0164] Note that, instead of the mesh sheet 5124, a sheet in which a plurality of minute dot-shaped light-shielding members are arranged in a planar manner at minute intervals (hereinafter referred to as a "dot sheet") may be adopted as the sheet attached to the front panel 5122. When light is projected toward the dot sheet, the dot-shaped light-shielding members reflect the light, and the light can pass through the gaps between the light-shielding members. This dot sheet can change the light transmittance by changing the ratio between the region that reflects light and the region that allows light to pass through.
[0165] Also, in this embodiment, a structure in which a mesh sheet 5124 or a dot sheet is attached to the front panel 5122 is used as the light-transmissive projection member. However, if it is possible to visually recognize from the front both the video projected onto the front screen 512 and the effects performed behind this front screen 512 (for example, the video projected onto the rear screen unit 290, the prop effects by the large prop 232, the game area 320 where game balls flow down, etc.), it is not necessarily required to attach the mesh sheet 5124 or the dot sheet to the front panel 5122. For example, if the mesh sheet 5124 or the dot sheet can be supported so as to allow the projected video light to be projected, even without attaching it to the front panel 5122, the supported mesh sheet 5124 or dot sheet can function as a light-transmissive projection member. Further, it is not limited to attaching the mesh sheet 5124 or the dot sheet to the front panel 5122. For example, the front panel 5122 may be directly processed so that a mesh or dot shape is formed on the surface of the front panel 5122. Furthermore, it is not limited to making the surface shape of the front panel 5122 mesh or dot-shaped. Even if a smoke treatment is performed to reduce the transparency of the front panel 5122, it can function as a light-transmissive projection member.
[0166] In this way, in the gaming machine 1 of this embodiment, it is possible to provide a novel gaming machine that has never existed before, such that the game balls flowing down in the game area 320 of the game panel 300 and the effects being executed among various effects (the display effects projected onto the front panel 5122, the display effects projected onto the rear screen unit 290, and the prop effects performed in the effect space 700 in front of the upper rear screen 2902 (above the lower rear screen 2904 and the game panel 300) (see, for example, FIG. 47 described later)) can be visually recognized simultaneously in a front view.
[0167] In addition, in the present embodiment, it is possible to execute a novel prop effect that has never been seen before, such as the large prop main body 230 advancing between the video projected on the front panel 5122 and the video projected on the upper rear screen 2902.
[0168] [3-2. Various members of the front door unit] Referring to FIG. 34, various members (the game area partition glass 520, the spacer 522, and the holding frame 540) of the above-described front door unit 500 will be described. FIG. 34 is an example of an exploded perspective view of the above-described various members (the game area partition glass 520, the spacer 522, and the holding frame 540) and the front screen unit 510.
[0169] The game area partition glass 520 is a member disposed on the front surface of the game panel 300 (see, for example, FIG. 7) and partitions the game area 320 (see, for example, FIG. 31) from the external space. The game area partition glass 520 is composed of a transparent plate-like member (for example, a glass plate or a resin member).
[0170] The spacer 522 is interposed between the game area partition glass 520 and the game panel 300 (see, for example, FIG. 7) and is a member that secures a certain space so that game balls can flow down into the game area 320 (see, for example, FIG. 31) between the game area partition glass 520 and the game panel 300. The spacer 522 is formed in a U-shape with an open top.
[0171] The holding frame 540 is a frame-like member that holds the front screen unit 510, the game area partition glass 520, and the spacer 522. A recess for accommodating these members is formed on the rear surface side of the holding frame 540. In addition, an opening window 5402 is formed in the holding frame 540. Through this opening window 5402, a player can view the video projected on the front screen unit 510. Note that an opening window corresponding to the opening window 5402 is also formed in the front decorative frame 550, and the opening window formed in the front decorative frame 550 and the opening window 5402 formed in the holding frame 540 constitute the opening window 5002 (see, for example, FIG. 32) of the front door unit 500.
[0172] Also, on the back side of the holding frame 540, at positions corresponding to the mounting brackets 214 (see, for example, FIG. 8) provided at the upper and lower ends on the left side of the main body frame 212 (see, for example, FIG. 8), a bracket 542 (see, for example, FIG. 33) is provided. This bracket 542 is an intermediate member provided between the holding frame 540 and the main body frame 212, and by engaging with the mounting bracket 214, it is a hinge member for attaching the holding frame 540 to the main body frame 212. The front door unit 500 (holding frame 540) can be rotated with respect to the main body frame 212 via the mounting bracket 214 and the bracket 542.
[0173] [3-3. Front decorative frame] As shown in FIG. 32, the front decorative frame 550 includes a front door frame 552, side decorative members (right side decorative member 580, left side decorative member 586), a firing handle 588, a storage portion 590, a decorative member 560, a decorative member drive mechanism 570 (see, for example, FIG. 39) capable of operating the decorative member 560 in the vertical direction, and a front projection device 600 (see, for example, FIG. 39).
[0174] [3-3-1. Front door frame] The front door frame 552 is a substantially rectangular frame body, and includes an upper frame, a lower frame, a left frame, and a right frame. The thickness in the front-rear direction of each of the left frame and the right frame gradually increases from the central portion in the vertical direction upward, and an overhanging portion 5520 with the maximum thickness is formed at the upper end portion. The decorative member 560 and the front projection device 600 (see, for example, FIG. 39) are arranged on this overhanging portion 5520.
[0175] [3-3-2. Side decorative members] A right side decorative member 580 is provided on the right side in the front view of the front decorative frame 550, and a left side decorative member 586 is provided on the left side in the front view of the front decorative frame 550. The right side decorative member 580 has a right side upper decorative member 582 and a right side lower decorative member 584.
[0176] The form of the right-side upper decorative member 582 is not particularly limited. For example, in the example shown in FIG. 32, it is shaped like the left half of a soaring vulture in three dimensions. The vulture of the right-side upper decorative member 582 and the snake decoration 5866 of the left-side decorative member 586 (see FIG. 37 for example) are arranged in a posture as if they are glaring at each other.
[0177] Also, the form of the right-side lower decorative member 584 is not particularly limited. For example, in the example shown in FIG. 32, a substantially triangular member is curved to the left while protruding forward as a whole with one vertex facing forward.
[0178] As shown in FIG. 37, the left-side decorative member 586 includes a decorative lens 5862, a transparent cover member 5864 that covers the decorative lens 5862 from the outside, a snake decoration 5866 that is three-dimensionally formed on the transparent cover member 5864 so that a snake is spirally wound around it, and an LED substrate 5868. Also, a storage portion 590 is arranged below the left-side decorative member 586. Note that FIG. 37 is an example of a perspective view of the left-side decorative member 586.
[0179] Here, referring to FIG. 38, the lens effect of the above-described decorative lens 5862 will be described. FIG. 38 is an example of a plan view of only the decorative lens 5862 and the LED substrate 5868. The uppermost surface of the decorative lens 5862 is a flat surface, and this flat surface is hatched with shading for convenience of explanation.
[0180] The decorative lens 5862 has a vertically long shape (see FIG. 37), and the back side is diamond-cut. This decorative lens 5862 is attached to the LED substrate 5868 by a rod-shaped support member 5872 extending in the front-rear direction so that the LED arrangement surface 58680 of the LED substrate 5868 arranged on the back side faces the diamond-cut side. A large number of LEDs 5870 are arranged on the LED arrangement surface 58680 of the LED substrate 5868 so as to face substantially the entire back side of the decorative lens 5862 in a manner of emitting light forward.
[0181] Note that the back side of the decorative lens 5862 is diamond-cut to diffuse the light emitted from the LED 5870 by the diamond cut. Therefore, the back side of the decorative lens 5862 does not necessarily have to be diamond-cut as long as it can diffuse the light emitted from the LED 5870, and it may be formed in, for example, an uneven shape.
[0182] Also, the left side of the decorative lens 5862 has an uneven wavy shape. For example, taking the cross-section shown in FIG. 37 as an example, on the left side of the decorative lens 5862, there are points A, B, C, and D as the vertices of the convex portions that bulge out most on the outer side (left side). And a concave portion is formed between the vertex of one convex portion and the adjacent convex portion. The concave portion between points A and B has a vertex a of the concave portion that is recessed most on the inner side (right side). Also, the concave portion between points B and C has a vertex b of the concave portion that is recessed most on the inner side (right side). Similarly, the concave portion between points C and D has a vertex c of the concave portion that is recessed most on the inner side (right side). The light that has been diffused by the diamond cut and travels inside the decorative lens 5862 is focused on each of the points a, b, and c. Due to such a focusing effect, even if the light source is only the LED 5870, it is possible to make it appear to the player that there are light sources at points a, b, and c in addition to the LED 5870.
[0183] Note that in this embodiment, the focusing points inside the decorative lens 5862 are set to three points, a, b, and c, but it goes without saying that the number of focusing points is not limited to this.
[0184] [3-3-3. Emission Handle] As shown in FIG. 32, the launch handle 588 is fixed to the lower right of the front door frame 552. The launch handle 588 is electrically connected to a game ball launch device (not shown). When an operation of rotating the launch handle 588 is performed, a game ball is launched from the game ball launch device toward the game area 320 (see, for example, FIG. 31). The launch intensity of the game ball toward the game area 320 is determined according to the operation amount of the launch handle.
[0185] [3-3-4. Storage section] The storage section 590 is located to the left of the front door frame 552 and below the left side decorative member 586. The storage section 590 is configured to be able to store game balls.
[0186] [3-3-5. Decorative member] With reference to FIGS. 39 to 45, the configuration of the decorative member 560 will be described. FIG. 39 is an example of a longitudinal sectional view of the upper part of the front door unit 500. FIG. 40 is an example of a perspective view of the decorative member cover 562 when viewed from the front, and FIG. 41 is an example of a perspective view of the decorative member cover 562 when viewed from the rear. FIG. 42 is an example of a perspective view of the LED substrate 564 when viewed from the front. FIG. 43 is an example of a perspective view of the LED substrate 564 when viewed from the rear. FIG. 44 is an example of a front view of the decorative member drive mechanism 570. Note that the position of the decorative member drive mechanism 570 shown in FIG. 44 is the origin position (the uppermost position). FIG. 45 is an example of a rear view of the decorative member drive mechanism 570.
[0187] The decorative member 560 includes a frontmost decorative member cover 562 (see FIG. 41), an LED substrate 564 (see FIG. 42) that is fixedly attached to the decorative member cover 562 on the back surface of the decorative member cover 562, and LEDs 566 (see FIG. 42) that are arranged substantially uniformly over the entire front surface of the LED substrate 564. Note that the decorative member 560 is located in front of the front projection device 600 described later.
[0188] [3-3-5-1. Decorative member cover] The decorative accessory cover 562 is made of a material with light transmissivity and is adorned with a predetermined logo or the like (see FIGS. 40 and 41).
[0189] As shown in FIG. 41, a light diffusing portion 5622 is formed on the rear surface of the decorative accessory cover 562. The light diffusing portion 5622 is a portion capable of diffusing light when irradiated with light, and is formed by the surface having a predetermined uneven shape.
[0190] [3-3-5-2. LED Substrate] As shown in FIG. 42, the LED substrate 564 is a substrate with LEDs 566 arranged on the front surface, and is arranged on the back side of the decorative accessory cover 562 (see, for example, FIG. 40). Also, although the LED substrate 564 does not protrude from the decorative accessory cover 562 when viewed from the front, it is sized to be able to emit light over substantially the entire surface of the decorative accessory cover 562. The LED 566 may be a single-color LED or a full-color RGB type LED.
[0191] As shown in FIG. 43, a plurality of bosses 568 are formed on the rear surface of the LED substrate 564. These bosses 568 are bosses for fixing the LED substrate 564 to a decorative accessory drive mechanism 570 described later. By screwing screws into these bosses 568, the LED substrate 564 can be fixed to the decorative accessory drive mechanism 570 (see, for example, FIG. 44).
[0192] [3-3-5-3. Decorative Accessory Drive Mechanism] As shown in FIG. 39, the decorative accessory drive mechanism 570 is arranged on the overhanging portion 5520 at the upper part of the front door frame 552 (more specifically, on the rear side of the LED substrate 564 (see, for example, FIG. 43)). The decorative accessory drive mechanism 570 moves only the LED substrate 564 in the vertical direction while maintaining the position of the front projection device 600, among the front projection device 600 and the LED substrate 564. When the LED substrate 564 moves in the vertical direction, accordingly, the entire decorative accessory 560 including the outermost front decorative accessory cover 562 (see, for example, FIG. 42) moves in the vertical direction.
[0193] Of the front projection device 600 and the LED substrate 564, only the LED substrate 564 is moved vertically by the ornament drive mechanism 570 so that a clear image can be projected onto the front screen 512 (if the position of the front projection device 600 changes, there is a risk of defocus in the image projected onto the front screen 512), and the ornament 560 can be advanced toward the front position of the front screen 512 on which the image is projected.
[0194] As shown in FIGS. 44 and 45, the ornament drive mechanism 570 includes a substantially rectangular base plate 5702 that is long in the left-right direction, a left drive mechanism 5703, a right drive mechanism 5723, an ornament mounting hole 5745, and a fixing hole 5744.
[0195] The left drive mechanism 5703 is a mechanism that moves the left side of the LED substrate 564 (see, for example, FIG. 42) in the vertical direction when viewed from the front, and includes a left slider 5704, an extension portion 5706, a guide hole 5708, a guide 5710, a motor 5712, a drive gear 5714, a first driven gear 5716, a second driven gear 5718, a third driven gear 5720, and an optical sensor 5722.
[0196] The left slider 5704 is guided by the guide 5710 and can slide in the vertical direction.
[0197] The extension portion 5706 is a portion that extends to the left from the left side surface of the left slider 5704. A long hole-shaped guide hole 5708 that extends in the left-right direction is formed in the extension portion 5706.
[0198] The guide 5710 is fixed to the front surface of the base plate 5702 and is arranged to extend in the vertical direction at the left side portion of the base plate 5702. The guide 5710 supports the left slider 5704 so as to be slidable in the vertical direction.
[0199] The motor 5712 is a stepping motor and is fixed to the left part of the rear surface of the base plate 5702 when viewed from the front.
[0200] The drive gear 5714 is a gear coaxially connected to the output shaft of the motor 5712 and is arranged on the front side of the base plate 5702.
[0201] The first driven gear 5716 meshes with the drive gear 5714 and is arranged on the front side of the base plate 5702.
[0202] The second driven gear 5718 meshes with the first driven gear 5716 and is arranged on the front side of the base plate 5702. A detection piece 57182 is formed on the second driven gear 5718. The detection piece 57182 is a part that can be detected by the optical sensor 5722. This detection piece 57182 is provided at a position where it can be detected by the optical sensor 5722 when the left slider 5704 reaches the uppermost position in the vertical movement range.
[0203] The third driven gear 5720 meshes with the second driven gear 5718 and is arranged on the front side of the base plate 5702. A boss 57202 protrudes from the third driven gear 5720. This boss 57202 is inserted into the guide hole 5708 and is slidable with respect to the inner peripheral surface of the guide hole 5708.
[0204] The optical sensor 5722 is a sensor that detects the detection piece 57182. As described above, the detection piece 57182 is provided at a position where it can be detected by the optical sensor 5722 when the left slider 5704 reaches the uppermost position in the vertical movement range. Note that the time when the left slider 5704 is at the uppermost position in the vertical movement range is the origin position of the LED substrate 564 (i.e., the decorative item 560).
[0205] The spring 5746 is a tension coil spring. The spring 5746 is arranged along the vertical direction on the front side of the base plate 5702. The upper end of the spring 5746 is fixed to the upper end of the base plate 5702, and the lower end of the spring 5746 is fixed to the lower end of the left slider 5704. The spring 5746 exerts an elastic force in the direction of pulling up the left slider 5704 upward.
[0206] The right drive mechanism 5723 is provided in a pair with the left drive mechanism 5703 in the left-right direction, and is a mechanism for moving the right side of the LED substrate 564 in the vertical direction when viewed from the front. The right drive mechanism 5723 includes a right slider 5724, an extension portion 5726, a guide hole 5728, a guide 5730, a motor 5732, a drive gear 5734, a first driven gear 5736, a second driven gear 5738, a third driven gear 5740, and an optical sensor 5742.
[0207] Although there is a difference in whether the right drive mechanism 5723 moves the LED substrate 564 up and down on the left side or the right side, each component functions in the same way as each component of the left drive mechanism 5703. Therefore, the details of each component of the right drive mechanism 5723 will be omitted from the description.
[0208] (Explanation of the operation of the left drive mechanism) With reference to FIGS. 44 and 46, the operation of the left drive mechanism 5703 will be described. FIG. 46 is an example of a front view of the decorative object drive mechanism 570, and shows the state when the LED substrate 564 (i.e., the decorative object 560) shown in FIG. 42 described above has descended to the lowest end.
[0209] The left drive mechanism 5703 operates in synchronization with the right drive mechanism 5723 to move the LED substrate 564 (for example, see FIG. 42) up and down. Although the rotation direction of the motor 5740 when the right drive mechanism 5723 moves the LED substrate 564 up and down is opposite to the rotation direction of the motor 5720 of the left drive mechanism 5703, the operating principle is the same as that of the left drive mechanism 5703, so the description will be omitted.
[0210] When the motor 5712 of the left drive mechanism 5703 rotates, the drive gear 5714, the first driven gear 5716, the second driven gear 5718, and the third driven gear 5720 rotate sequentially along with the rotation. When the third driven gear 5720 rotates, the boss 57202 orbits around the center of the third driven gear 5720. When the boss 57202 orbits around the center of the third driven gear 5720, the boss 57202 moves up and down while sliding in the left - right direction within the guide hole 5708. Then, as the boss 57202 moves up and down, the left slider 5704 moves up and down along the guide 5710.
[0211] In this way, by driving the left drive mechanism 5703 and the right drive mechanism 5723, the LED substrate 564 can be moved in the vertical direction, and thus, the decorative accessory cover 562 can be actuated in the vertical direction. Note that the left drive mechanism 5703 and the right drive mechanism 5723 are driven based on the result of an internal lottery described later. That is, the accessory performance in which the decorative accessory 560 operates downward (the accessory performance in which the decorative accessory 560 advances toward the front position of the front screen 512 on which the video is projected) is performed based on the result of the internal lottery.
[0212] [3 - 3 - 6. Front Projection Device] Referring to FIGS. 39 and 47, the front projection device 600 will be described. FIG. 47 is a schematic side view showing an example of a mode in which images are projected onto the rear screen unit 290 and the front screen 512 respectively by the image light projected from each of the rear projection device 120 and the front projection device 600. Note that since FIG. 47 is a schematic diagram, there are some differences from the actual ones, such as the installation angles of the projectors 122, 126, 622.
[0213] The front projection device 600 is housed in a region surrounded by the upper frame 5501, the left frame (not shown), and the right frame (not shown), and is located behind the decorative accessory 560. Also, the front projection device 600 is arranged at substantially the same height position as the decorative accessory 560 and the large accessory main body 230.
[0214] The front projection device 600 includes a front projector 622 capable of projecting image light, and a front mirror 624 that reflects the image light projected from the front projector 622.
[0215] [3-3-6-1. Front Projector] As shown in FIG. 39, the front projector 622 is fixedly disposed forward within a region surrounded by an upper frame 5501, a left frame (not shown), and a right frame (not shown).
[0216] The front projector 622 projects image light toward a front mirror 624 disposed in front of the front projector 622. The image light projected toward the front mirror 624 is reflected by the front mirror 624. The reflected light (image light) reflected by the front mirror 624 is projected onto an upper region of the front screen 512 and not onto a lower region (for example, refer to the image light A in FIG. 47) of the front surface region of the gaming area 320.
[0217] The reason for not projecting an image onto the lower region of the front screen 512 is to ensure the visibility of the game balls flowing down in the gaming area 320. However, as long as it is a mode capable of ensuring the visibility of the game balls flowing down in the gaming area 320, the image may be projected to include the lower region of the front screen 512 as shown by the image light B in FIG. 47, for example.
[0218] In the present embodiment, the front projector 622 is disposed such that the image light reflected by the front mirror 624 is projected mainly onto a substantially upper half region of the front screen 512.
[0219] Note that the area on the front screen 512 onto which the video light projected from the front projector 622 is projected is not particularly limited. For example, it may be projected onto substantially the entire area of the front screen 512, or it may be projected onto a partial area (for example, only the upper area). When the video light projected from the front projector 622 is projected onto substantially the entire area of the front screen 512, there is a possibility that the video will not be projected as clearly in the lower area of the front screen 512, which is farther from the front projector 622, than in the upper area. Therefore, when it is desired to project substantially the entire area of the front screen 512 in a substantially uniform manner with the video light projected from the front projector 622, it is preferable that the transmittance of the front screen 512 be lower in the lower area than in the upper area.
[0220] [3-3-6-2. Front Mirror] As shown in FIG. 39, the front mirror 624 is fixed in a state where the reflecting surface faces rearward within the area surrounded by the upper frame 5501, the left frame (not shown), and the right frame (not shown). More specifically, the front mirror 624 is arranged to reflect the video light projected from the front projector 622 and project the reflected video light onto the front screen 512.
[0221] Further, when the above-described LED substrate 564 and the decorative article 560 operate downward from the origin position, the front surface, which is the surface opposite to the reflecting surface, of the front mirror 624 is exposed. Therefore, the front surface of the front mirror 624 has a decorative portion with decoration so that the aesthetics are not impaired even when the front surface of the front mirror 624 is exposed.
[0222] Incidentally, this decorative part may be combined with the decorative item cover 562 to form a specific form. Thereby, while ensuring the aesthetic appearance when the movable item operates, it becomes possible to suitably perform a novel item operation effect that has never been seen before. In particular, the decorative part on the front surface of the front mirror 624 cannot be visually recognized in a front view when the LED substrate 564 and the decorative item cover 562 are at the origin position, and it becomes visually recognizable only after the item operation effect in which the LED substrate 564 and the decorative item cover 562 move downward is performed. Therefore, it is possible to attract the interest of the player with respect to the item operation effect in which the LED substrate 564 and the decorative item cover 562 operate. The above "specific form" corresponds to a specific character, a specific logo, etc.
[0223] As described above, in the gaming machine 1 of the present embodiment, the decorative item 560 that performs an item operation effect advancing toward the front position of the front screen 512 based on the result of an internal lottery described later is disposed above the front screen 512. The front screen 512 can be regarded as corresponding to, for example, a liquid crystal display in a conventional gaming machine (for example, a pachinko machine), and the decorative item 560 can be regarded as corresponding to a movable item disposed above, for example, a center item in a conventional gaming machine. That is, in the gaming machine 1 of the present embodiment, both the video projected on the front screen 512 and the item operation effect by the decorative item 560 advancing toward the front position of the front screen 512 are performed at a position closer to the player than in a conventional gaming machine. Further, in the front door unit 500, a firing handle 588 capable of firing a game ball as a game medium toward the game area 320 is disposed below the front screen 512. Therefore, in the gaming machine 1 of the present embodiment, it becomes possible to provide a novel gaming machine 1 that can give the player a feeling as if firing a game ball from a firing handle disposed below the game board in a conventional pachinko machine.
[0224] [4. Electrical Configuration of Gaming Machine] Next, the control circuit of the gaming machine 1 will be described with reference to FIG. 48.
[0225] As shown in FIG. 48, the gaming machine 1 mainly includes a main control circuit 720 that controls the game and a sub-control circuit 730 that controls the effects according to the progress of the game.
[0226] The main control circuit 720 includes a main CPU 721, a main ROM 722 (read-only memory), a main RAM 723 (read-write memory), and the like.
[0227] The main CPU 721 is connected to the main ROM 722, the main RAM 723, and the like. The main CPU 721 has a function of executing various processes according to the program stored in the main ROM 722.
[0228] The main ROM 722 stores a program for controlling the operation of the gaming machine 1 by the main CPU 721, various tables, and the like.
[0229] The main RAM 723 has a function of storing values of various flags and variables as a temporary storage area of the main CPU 721. In this embodiment, the main RAM 723 is used as the temporary storage area of the main CPU 721, but it is not limited to this, and any readable and writable storage medium may be used.
[0230] In the main RAM 723, a storage area for storing information on the special symbol game as startup memory is provided. Specifically, in the main RAM 723, there are a first special symbol startup storage area (0) for storing information on the special symbol game corresponding to the first special symbol in variation as startup memory, and a first special symbol startup storage area (1) to a first special symbol startup storage area (4) for storing information on the special symbol game corresponding to the first special symbol up to four times as startup memory. Similarly, in the main RAM 723, there are a second special symbol startup storage area (0) for storing information on the special symbol game corresponding to the second special symbol in variation as startup memory, and a second special symbol startup storage area (1) to a second special symbol startup storage area (4) for storing information on the special symbol game corresponding to the second special symbol up to four times as startup memory.
[0231] In addition, the main control circuit 720 includes an initial reset circuit 724 that generates a reset signal at power-on, an I / O port 725, a command output port 726, a backup capacitor 727, and the like. The initial reset circuit 724 is connected to the main CPU 721. The I / O port 725 transmits input signals from various devices to the main CPU 721 or transmits output signals from the main CPU 721 to various devices. The command output port 726 transmits commands from the main CPU 721 to the sub-control circuit 730. The backup capacitor 727 holds various data stored in the main RAM 723 by quickly supplying power to the main RAM 723, for example, at power-off.
[0232] Also, various devices (members) are connected to the main control circuit 720.
[0233] For example, the main control circuit 720 is connected to a normal symbol display unit 701, a normal symbol hold display unit 702, a first special symbol display unit 703, a second special symbol display unit 704, a first special symbol hold display unit 705, a second special symbol hold display unit 706, a start port solenoid 707 that drives a blade member (not shown) of a normal electric accessory (not shown), a big winning port solenoid 708 that drives a shutter (not shown), and the like. The main control circuit 720 can control the operations of these devices (members) by transmitting signals. Further, the main control circuit 720 is connected to a calling device (not shown) having a function of calling a croupier and a function of displaying the number of wins, and an external terminal board (not shown) used for transmitting data to a hall computer that manages the pachinko machines in the entire hall.
[0234] Also, the main control circuit 720 is connected to a first start port switch 709, a second start port switch 710, a passing gate switch 711, a count switch 712, a general winning port switch 713, and the like. When a game ball is detected by these members, a predetermined detection signal is supplied from the member to the main control circuit 720. Further, the main control circuit 720 is connected to a backup clear switch 754 that clears backup data at the time of power-off according to the operation of the game hall manager.
[0235] Also, a payout / firing control circuit 750 is connected to the main control circuit 720. The payout / firing control circuit 750 is connected to a payout device 751 that pays out game balls, a firing device 752 that fires game balls, a card unit 755, and the like. The payout device 751 is provided in a payout unit (not shown). A ball lending operation panel 756 is connected to the card unit 755, and a signal corresponding to the operation of the player on the ball lending operation panel 756 is supplied.
[0236] When the payout / firing control circuit 750 receives a prize ball control command supplied from the main control circuit 720 or a loan ball control signal supplied from the card unit 755, it transmits a predetermined signal to the payout device 751 to control the payout device 751 to pay out game balls. Further, when the firing handle 588 is held by the player and rotated in the clockwise direction, the payout / firing control circuit 750 supplies power to the firing solenoid according to the rotation angle (rotation amount) to control the firing of game balls.
[0237] Furthermore, a sub-control circuit 730 is connected to the command output port 726. The sub-control circuit 730 performs projection control for the front projector 622, the first rear projector 122, and the second rear projector 124, control related to the sound generated from the speaker 740, control related to the light of the lamp 25, etc. according to various commands supplied from the main control circuit 720.
[0238] In this embodiment, while commands are supplied from the main control circuit 720 to the sub-control circuit 730, the sub-control circuit 730 is configured not to supply signals to the main control circuit 720. However, the present invention is not limited to this, and the sub-control circuit 730 may be configured to be able to transmit signals to the main control circuit 720.
[0239] The sub-control circuit 730 includes a sub-CPU 731, a program ROM 202, a work RAM 203, a front projector control circuit 734, a first rear projector control circuit 735, a second rear projector control circuit 736, a sound control circuit 737, a lamp control circuit 738, an accessory control circuit 739, etc. The sub-control circuit 730 executes an effect according to the progress of the game in response to a command from the main control circuit 720. Further, an effect button switch 742 that is turned on and off by operating an effect button (not shown in the figure) is connected to the sub-control circuit 730.
[0240] The sub-CPU 731 has a function of executing various processes according to the programs stored in the program ROM 202. In particular, the sub-CPU 731 controls the sub-control circuit 730 according to various commands supplied from the main control circuit 720.
[0241] The program ROM 202 stores programs for controlling the game effects of the pachinko machine 1 by the sub-CPU 731, various tables, and the like.
[0242] In this embodiment, the main ROM 102 and the program ROM 202 are configured to be used as the storage means for storing programs, tables, etc. However, the present invention is not limited to this, and any storage medium readable by a computer provided with control means may be used in other modes. For example, as the storage means, a hard disk device, a storage medium such as a CD-ROM, a DVD-ROM, or a ROM cartridge may be used. Further, the programs, tables, etc. may not be pre-recorded, but may be downloaded after the power is turned on and recorded in the work RAM 203 or the like. Furthermore, the programs, tables, etc. may be recorded on different storage media.
[0243] The work RAM 203 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 731. In this embodiment, the work RAM 203 is used as the temporary storage area of the sub-CPU 731. However, the present invention is not limited to this, and any readable and writable storage medium may be used.
[0244] The front projector control circuit 734 is a circuit for controlling the projection of video light in the front projector 622. The front projector control circuit 734 includes a video data processor (hereinafter referred to as VDP), a video data ROM in which data for generating various video data is stored, a frame buffer for buffering video data, a D / A converter for converting video data into a video signal, and the like.
[0245] The front projector control circuit 734 can perform various processes for projecting video light onto the front screen 512 according to the data supplied from the sub CPU 731. The front projector control circuit 734 temporarily stores, in the frame buffer, video data for projecting video light onto the front projector 622 in response to a video light projection command supplied from the sub CPU 731. Note that the video data for projecting video light onto the front projector 622 includes various types of video data related to the game, such as identification symbol video data indicating an identification symbol, background video data, and effect video data.
[0246] Then, the front projector control circuit 734 supplies the video data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the video data into a video signal and supplies the converted video signal to the front projector 622 at a predetermined timing. When the video signal is supplied to the front projector 622, the front projector 622 projects video light related to the video signal. Thus, the front projector control device 734 can control the front projector 622 to project a video related to the game.
[0247] The first rear projector control circuit 735 is a circuit for performing projection control in the first rear projector 122. Also, the second rear projector control circuit 736 is a circuit for performing projection control in the second rear projector 124. Since the configurations of the first rear projector control circuit 735 and the second rear projector control circuit 736 are the same as that of the front projector control circuit 734, detailed descriptions thereof are omitted.
[0248] The audio control circuit 737 is a circuit for performing control related to the audio generated from the speaker 740. The audio control circuit 737 includes a sound source IC for performing control related to the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0249] The audio source IC controls the audio generated from the speaker 740. The audio source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command supplied from the sub-CPU 731. Further, the audio source IC reads out the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies the audio signal and generates audio from the speaker 740.
[0250] The lamp control circuit 738 is a circuit for controlling the lamp 25 including a decorative lamp and the like. The lamp control circuit 738 includes a drive circuit for supplying a lamp control signal, a decorative data ROM in which a plurality of types of lamp decoration patterns are stored, and the like.
[0251] The accessory control circuit 739 is a circuit for controlling movable accessories such as the large accessory main body 230, the light guide plates 234 and 236, and the decorative accessory 560. The accessory control circuit 739 includes a drive circuit for supplying a drive signal to each accessory 230 and 560, a lighting circuit for supplying a lighting control signal, an accessory data ROM in which an operation pattern and a lighting pattern are stored, and the like.
[0252] Further, the drive circuit selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM according to the accessory operation command supplied from the sub-CPU 731. Then, the selected operation pattern is read from the accessory data ROM, and by supplying a drive signal corresponding to the read operation pattern, the large accessory drive mechanisms 240 and 260, the light guide plate rotation drive mechanisms 2340 and 2360, the light guide plate vertical drive mechanisms 239 and 270, and the drive mechanisms 5703 and 5723 of the decorative accessory 560 are used to control the mechanical operations of each accessory (the large accessory main body 230, the light guide plates 234 and 236, and the decorative accessory 560). Further, the lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on the lighting command supplied from the sub-CPU 731. Then, the selected lighting pattern is read from the accessory data ROM, and by supplying a lighting control signal corresponding to the read lighting pattern, the lighting operations of each accessory (the large accessory main body 230, the light guide plates 234 and 236, and the decorative accessory 560) are controlled.
[0253] [5. Function Flow] Next, with reference to FIG. 49, the function flow of the pachinko game machine according to an embodiment of the present invention will be described. FIG. 49 is a diagram showing the function flow of the pachinko game machine according to an embodiment of the present invention.
[0254] As shown in FIG. 49, the pachinko game is a game in which a game ball is launched by a user's operation, and when the game ball wins various prizes, a payout control process for the game ball is performed. Further, the pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols.
[0255] When a "big win" occurs in the special symbol game or a "win" occurs in the normal symbol game, relatively, the possibility of the game ball winning a prize increases, and the payout control process for the game ball is likely to be performed.
[0256] In addition, various winning combinations include a special symbol start winning combination, which is one of the conditions for the variable display of special symbols in the special symbol game, and a normal symbol start winning combination, which is one of the conditions for the variable display of normal symbols in the normal symbol game.
[0257] Note that the "variable display" as used in this specification is a concept in which the identification symbols are variably displayed from the start to the end of one special symbol game. For example, it enables the variable display effect and the stop effect of the identification symbols in one variable display. The variable display effect and the stop effect of the identification symbols may be performed multiple times in one variable display. Note that the variable display effect is merely an effect that appears visually, and has a different meaning from the variable display of the variable display.
[0258] In addition, in the "variable display", for example, a "derived display" in which special symbols (identification symbols) are displayed as a result of the special symbol game can be performed. That is, in this specification, the operation from the start of the "variable display" to the "derived display" is referred to as one "variable display".
[0259] Hereinafter, the outlines of the processing flows of the special symbol game and the normal symbol game will be described. The special symbol game and the normal symbol game are executed as control processes by the main CPU 721.
[0260] (1) When there is a special symbol start winning combination in the special symbol game, random values (a big win determination random value and a symbol determination random value) are extracted from the big win determination counter and the symbol determination counter, respectively, and each extracted random value is stored (see the flow of the special symbol start winning combination process during the special symbol game shown in FIG. 49).
[0261] Also, as shown in FIG. 49, in the special symbol control process during the special symbol game, first, it is determined whether or not the condition for starting the variable display of the special symbol is satisfied. In this determination process, it is referred to whether or not various data such as random values are stored by the special symbol start winning combination, and it is determined that the condition for starting the variable display of the special symbol is satisfied on the condition that various data such as random values are stored.
[0262] Next, when starting the variable display of the special symbol, the jackpot determination random number value extracted from the jackpot determination counter is referred to, and a jackpot determination is made as to whether it is a "jackpot". Thereafter, a stop symbol determination process is performed. In this process, the symbol determination random number value extracted from the symbol determination counter and the result of the above-described jackpot determination are referred to, and the special symbol to be stopped and displayed is determined.
[0263] Next, a variation pattern determination process is performed. In this process, a random number value is extracted from the variation pattern determination counter, and the random number value, the result of the above-described jackpot determination, and the special symbol to be stopped and displayed described above are referred to, and the variation pattern of the special symbol is determined.
[0264] Next, an effect pattern determination process is performed. In this process, a random number value is extracted from the effect pattern determination counter, and the random number value, the result of the above-described jackpot determination, the special symbol to be stopped and displayed described above, and the variation pattern of the special symbol described above are referred to, and the effect pattern to be executed along with the variable display of the special symbol is determined.
[0265] Next, the result of the determined jackpot determination, the special symbol to be stopped and displayed, the variation pattern of the special symbol, and the effect pattern associated with the variable display of the special symbol are referred to, and a variable display control process for controlling the variable display of the special symbol and an effect control process for performing a predetermined effect are executed.
[0266] Then, when the variable display control process and the effect display control process are completed, it is determined whether it is a "jackpot". In this determination process, if it is determined that it is a "jackpot", a jackpot game control process for performing a jackpot game is executed. In the jackpot game, the possibilities of the various winnings described above are increased. On the other hand, if it is determined that it is not a "jackpot", the jackpot game control process is not executed.
[0267] When it is determined that a "big win" has not occurred, or when the big win game control process has ended, a game state transition control process for shifting the game state is performed. In this game state transition control process, the management of the normal game state different from the big win game state is carried out.
[0268] Examples of the normal game state include, for example, a game state in which the probability of determining a "big win" increases in the above-described big win determination (hereinafter referred to as a "high probability game state"), and a game state in which it is easier to obtain a special symbol start winning (hereinafter referred to as a "time shortening game state"). Thereafter, a determination process of whether to start the variable display of the special symbol is performed again, and then, various processes of the above-described special symbol control process are repeated.
[0269] In the pachinko game machine of the present embodiment, when a game ball wins a start prize during the variable display of the special symbol, various data (big win determination random number values, symbol determination random number values, etc.) obtained at the time of the start prize are stored until the condition for starting the variable display of the special symbol is satisfied. In this way, storing various data until the condition for starting the variable display of the special symbol is satisfied is called "holding", and the various data held are called start storage.
[0270] That is, when a game ball wins a start prize during the variable display of the special symbol, the variable display (variable display) of the special symbol corresponding to the start prize is held, and the variable display of the special symbol held after the end of the currently executed variable display of the special symbol is started. Hereinafter, the variable display of the special symbol held is also referred to as a "held ball".
[0271] In addition, in the pachinko game machine of the present embodiment, as will be described later, two types of special symbol start winning (the first start port win and the second start port win) are provided, and a maximum of 4 held balls can be obtained for each special symbol start win. That is, in the present embodiment, a maximum of 8 held balls can be obtained.
[0272] Although not shown in Fig. 49, the pachinko machine of this embodiment has a function of determining the winning or losing of the held balls (the presence or absence of winning a "big win") based on the information of the held balls described above, and further performing a predetermined effect based on the determination result, that is, a prediction effect function.
[0273] (2) When there is a normal symbol start winning in the normal symbol game, a random value is extracted from the winning determination counter and stored (refer to the flow of the normal symbol start winning process during the normal symbol game shown in Fig. 49).
[0274] Also, as shown in Fig. 49, in the normal symbol control process during the normal symbol game, first, it is determined whether the condition for starting the variable display of the normal symbol is satisfied. In this determination process, it is referred to whether a random value is stored by the normal symbol start winning, and taking the fact that a random value is stored as one condition, it is determined that the condition for starting the variable display of the normal symbol is satisfied.
[0275] Next, when starting the variable display of the normal symbol, the random value extracted from the winning determination counter is referred to, and a winning determination of whether it is a "win" is made. Then, a variation pattern determination process is performed. In this process, the result of the winning determination is referred to, and the variation pattern of the normal symbol is determined.
[0276] Next, the determined result of the winning determination and the variation pattern of the normal symbol are referred to, and a variable display control process for controlling the variable display of the normal symbol and an effect control process for performing a predetermined effect are executed.
[0277] When the variable display control process and the effect display control process are completed, it is determined whether it is a "win". In this determination process, if it is determined that it is a "win", a winning game control process for performing a winning game is executed.
[0278] In the winning game control process, the possibilities of various winnings described above increase, particularly the possibility of a special symbol start winning of the game ball in the special symbol game. On the other hand, if it is determined that it is not a "win", the winning game control process is not executed. Thereafter, the discrimination process of whether to start the variable display of the normal symbol is performed again, and then, various processes of the normal symbol control process described above are repeated.
[0279] As described above, in the pachinko game, depending on conditions such as whether a "big win" occurs in the special symbol game, the transition situation of the game state, and whether a "win" occurs in the normal symbol game, the ease of performing the payout control process of the game ball changes.
[0280] In the present embodiment, as a method for extracting various random number values, a software random number method for generating random number values by executing a program is used. However, the present invention is not limited to this. For example, when a pachinko gaming machine is provided with a random number generator in which random numbers are updated at a predetermined cycle, a hard random number method for extracting random number values from a counter (so-called ring counter) in the random number generator may be adopted as the method for extracting various random number values described above.
[0281] When using the hard random number method, it is possible to prevent the same random number value from being extracted at a predetermined cycle by determining the initial value of the random number value at a timing different from the predetermined cycle.
[0282] [6. Effects by Sub CPU 731] The sub CPU 731 (each projector control circuit 734, 735, 736)) controls the video light projected from each projector and projects a video as an effect onto each screen. The first rear projector 122 projects video light onto the upper rear screen 2902, the second rear projector 124 projects video light onto the lower rear screen 2904 and the middle rear screen 2906, respectively, and various effect displays are performed in the rear screen unit 290. In addition, the front projector 622 projects video light onto the front screen 512, and various effects are performed on the front screen 512.
[0283] Specifically, in this embodiment, video light is projected from the first rear projector 122 so that an effect based on the result of the internal lottery is projected onto the upper rear screen 2902. Also, video light is projected from the second rear projector 124 so that a video simulating the cell images or the liquid crystal display area of the game board is projected onto the lower rear screen 2904. In the area where the video simulating the liquid crystal display area is projected, video light is projected from the second rear projector 124 so that a video of a symbol variation effect based on the result of the internal lottery is projected. Also, an effect based on the result of the internal lottery is projected onto the front screen 512.
[0284] Note that the effect based on the result of the internal lottery may be projected onto all the screens of the upper rear screen 2902, the lower rear screen 2904, the intermediate rear screen 2906, and the front screen 512, or it may be projected only onto a specific screen during normal times and projected onto all the screens at a specific time (for example, when the result of the internal lottery is a big win or there is a possibility of a big win). Which screen among these screens is used to project what kind of video can be selected as appropriate.
[0285] Also, in the area where the video simulating the liquid crystal display area is projected (the area where the video of the symbol variation effect is projected), an effect video corresponding to the special symbol displayed on the special symbol display section (the first special symbol display section 703, the second special symbol display section 704) described later is projected. At this time, for example, when the special symbol is being variably displayed in the special symbol section (the first special symbol display section 703, the second special symbol display section 704), except for specific cases, a variable display of a plurality of identification symbols for effect (decorative symbols) composed of numbers from 1 to 8, various characters, etc. is projected.
[0286] Then, when the special symbol stops being displayed in the special symbol section (the first special symbol display section 703, the second special symbol display section 704), a plurality of identification symbols corresponding to the special symbol also stop being displayed in the area of the lower rear screen 2904 where the video simulating the liquid crystal display area is projected.
[0287] When the special symbols stopped and displayed in the special symbol part (the first special symbol display part 703 and the second special symbol display part 704) are in a specific mode (the result of the stop display is "big win"), a video of the production image for allowing the player to recognize that it is a "big win" is projected onto the rear screen unit 290 or / and the front screen 512.
[0288] As an effect for allowing the player to recognize that it is a "big win", for example, first, a plurality of identification symbols stopped and displayed are in a specific mode (for example, a mode in which the same identification symbols are arranged along a predetermined direction), and then, an effect such as displaying an image for notifying a "big win" can be mentioned.
[0289] Also, in the present embodiment, by projecting the video light by the second rear projector 124, a production image related to the display contents of the first special symbol holding display part 705 and the second special symbol holding display part 706, which will be described later, is projected onto the lower region below the lower rear screen 2904. Note that the region where the production image is projected is not limited to the lower rear screen 2904, and any of the upper rear screen 2902, the intermediate rear screen 2906, and the front screen 512 may be used.
[0290] Also, in the present embodiment, when the normal symbols stopped and displayed in the normal symbol display part 701, which will be described later, are in a predetermined mode, a function of projecting a production video for allowing the player to recognize the information onto any of the screens 512, 2902, 2904, 2906 may be further provided.
[0291] [7. Display part] [7-1. Special symbol display part] The special symbol display part (the first special symbol display part 703 and the second special symbol display part 704) is a display device that variably displays (fluctuates and stops) special symbols in a special symbol game, although not shown in the figure. In the present embodiment, the special symbol display part (the first special symbol display part 703 and the second special symbol display part 704) is configured by a 7-segment display that displays special symbols with symbols such as numbers and symbols.
[0292] Note that the present invention is not limited to this, and the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) may be configured by, for example, a plurality of LEDs. In this case, a display pattern formed by lighting and extinguishing the plurality of LEDs is represented as a special symbol.
[0293] When a game ball wins a prize in a first start port or a second start port (special symbol start winning) (not shown), the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) perform a variable display of a special symbol (identification information). Then, after performing the variable display of the special symbol for a predetermined time, the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) perform a stop display of the special symbol.
[0294] Hereinafter, a special symbol that is variably displayed when a game ball wins a prize in the first start port is referred to as a first special symbol. In addition, a special symbol that is variably displayed when a game ball wins a prize in the second start port is referred to as a second special symbol.
[0295] In the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704), when the stopped-displayed first special symbol or second special symbol is in a specific mode (the "big win" mode), the game state shifts from the normal game state to a big win game state that is advantageous to the player.
[0296] That is, in the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704), when the first special symbol or the second special symbol is stopped and displayed in a mode that shifts to the big win game state, it is a "big win".
[0297] In the big win game state, since the big winning port is opened in a predetermined mode, it becomes easier for a game ball to win a prize, and a large number of prize balls can be obtained. Specifically, in the present embodiment, when a game ball wins a prize in the first start port and the first special symbol is stopped and displayed in a specific mode in the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704), the big winning port becomes an open state.
[0298] The open state of each big winning opening is maintained until a predetermined number of game balls are won or until a certain period (e.g., 30 seconds) has elapsed. When either of these conditions is met, the big winning opening that was in the open state becomes closed.
[0299] Hereinafter, a game in which the big winning opening is in a state where it is easy to accept game balls (open state) is called a round game. Between round games, the big winning opening is in a closed state.
[0300] Also, round games are counted as the number of rounds such as 1 round, 2 rounds, etc. For example, the first round game is called the first round, and the second round game is called the second round.
[0301] Note that in the special symbol display section (the first special symbol display section 703, the second special symbol display section 704), when the stopped special symbol is in a mode other than a specific mode (the mode of "losing"), the game state does not shift except when winning the fall lottery.
[0302] That is, the special symbol game is a game in which the special symbol is variably displayed by the special symbol display section (the first special symbol display section 703, the second special symbol display section 704), and then the special symbol is stopped and displayed, and the game state shifts or is maintained according to the result.
[0303] Also, in the pachinko gaming machine 1 of the present embodiment, when a game ball wins the first start opening during the variable display of the first special symbol or the second special symbol, the variable display (hold ball) of the first special symbol corresponding to the winning is held.
[0304] Then, when the first special symbol or the second special symbol that is currently being variably displayed stops being displayed, the variable display of the first special symbol that was held starts. In the present embodiment, the number of variable displays of the first special symbol to be held (so-called "number of holds (number of hold balls)") is defined as a maximum of 4 times (pieces).
[0305] Furthermore, in this embodiment, if a game ball enters the second starting hole during the variable display of the first special pattern or the second special pattern, the variable display (reserved ball) of the second special pattern corresponding to the winning is reserved.
[0306] Then, when the first special symbol or the second special symbol that is currently being displayed is stopped, the display of the reserved second special symbol starts. In this embodiment, the number of reserved variable displays of the reserved second special symbol (reserved number) is set to a maximum of four times (pieces). Therefore, in this embodiment, the total number of reserved variable displays of the special symbols is a maximum of eight.
[0307] In addition, in this embodiment, when the reserved balls of the first special pattern and the reserved balls of the second special pattern are mixed, the display of the variation of one special pattern is executed in priority over the display of the variation of the other special pattern. Specifically, the reserved balls of the second special pattern are consumed in priority over the reserved balls of the first special pattern. Note that the present invention is not limited to this, and when the reserved balls of the first special pattern and the reserved balls of the second special pattern are mixed, the display of the variation of the special patterns may be executed in the order in which they were reserved.
[0308] [7-2. Ordinary pattern display unit placement] The normal symbol display unit 701 is a display device that variably displays (variably displays and stops displays) normal symbols in a normal symbol game that is played based on the game ball passing through a gate provided in the game area 320, although this is not shown, and is composed of multiple LEDs (normal symbol display LEDs). In the normal symbol display unit 701, a display pattern formed by the lighting / extinguishing of each normal symbol display LED is displayed as a normal symbol.
[0309] When the game ball passes through the ball passage detector, the normal symbol display unit 701 alternately lights and turns off two normal symbol display LEDs to display the normal symbol in a variable manner. Then, the normal symbol display unit 701 displays the normal symbol in a variable manner for a predetermined period of time, and then displays the normal symbol in a stationary manner.
[0310] In the normal symbol display section 701, when the stopped normal symbol is in a predetermined mode (the "win" mode), the normal electric accessory will change from the closed state to the open state for a predetermined period. On the other hand, when the stopped normal symbol is in a mode other than the predetermined mode (the "loss" mode), the normal electric accessory will maintain the closed state.
[0311] That is, the normal symbol game is a game in which the normal symbol display section 701 variably displays the normal symbol, and then the normal symbol is stopped and displayed, and the normal electric accessory operates according to the result.
[0312] When a game ball passes through the ball passage detector during the variable display of the normal symbol, the variable display of the normal symbol is suspended. Then, when the currently variably displayed normal symbol is stopped and displayed, the suspended variable display of the normal symbol is started. In this embodiment, the number of variable displays of the normal symbol to be suspended (that is, the "suspension number") is defined as a maximum of 4 times (pieces).
[0313] [7-3. Normal Symbol Suspension Display Device] The normal symbol suspension display device, although not shown in the figure, is a device that displays the suspension number of the variable display of the normal symbol, and is equipped with a plurality of normal symbol suspension display LEDs. In the normal symbol suspension display device, the suspension number of the variable display of the normal symbol is displayed by turning on and off each normal symbol suspension display LED.
[0314] Specifically, in the normal symbol suspension display device, the normal symbol suspension display LEDs are displayed according to the suspension number of the variable display of the normal symbol, and up to 4 normal symbol suspension display LEDs are lit according to the suspension number of the variable display of the normal symbol.
[0315] [7-4. First Special Symbol Suspension Display Device] The first special symbol suspension display section 705 is arranged at the lower right part of the display area of the liquid crystal display device 16.
[0316] The first special symbol holding display unit 705 is a device that displays information regarding the variable display of the held first special symbol (the held balls of the first special symbol). In the present embodiment, the first special symbol holding display unit 705 includes a plurality of first special symbol holding display LEDs.
[0317] Specifically, the first special symbol holding display LEDs of the first special symbol holding display unit 705 are displayed according to the number of held variable displays of the first special symbol, and up to four of the first special symbol holding display LEDs are lit according to the number of held variable displays of the first special symbol.
[0318] [7-5. Second special symbol holding display device] The second special symbol holding display unit 706 is arranged at the lower right part of the display area of the liquid crystal display device 16.
[0319] The second special symbol holding display unit 706 is a device that displays information regarding the variable display of the held second special symbol (the held balls of the second special symbol), and the second special symbol holding display unit 706 includes a plurality of second special symbol holding display LEDs.
[0320] Specifically, the second special symbol holding display LEDs of the second special symbol holding display unit 706 are displayed according to the number of held variable displays of the second special symbol, and up to four of the second special symbol holding display LEDs are lit according to the number of held variable displays of the second special symbol.
[0321] Next, with reference to FIGS. 50 to 52, the data configuration and the like of the main control circuit 720 will be described.
[0322] [8. Various tables] [8-1. Winning random number determination table] FIG. 50 is a diagram showing a winning random number determination table (first start port, second start port) stored in the main ROM 722 of the main control circuit 720. The winning random number determination table (first start port) is referred to in order to determine either "big win", "small win", or "loss" by lottery based on the big win determination random number value obtained when a game ball wins the first start port. The winning random number determination table (second start port) is referred to when determining either "big win" or "loss" by lottery based on the big win determination random number value obtained when a game ball wins the second start port.
[0323] The big win determination random number value is a random number value for determining the lottery result triggered by the start port win. More specifically, the big win determination random number value is a value indicating the lottery result of the special symbols (first special symbol and second special symbol). In the present embodiment, the big win determination random number value is selected from 0 to 65535 (65536 types).
[0324] In the present embodiment, when a game ball wins the first start port, either "big win", "small win", or "loss" is determined by lottery. Therefore, in the winning random number determination table (when winning the first start port), for each value of the probability variation flag ("0 (= off)" or "1 (= on)"), the range (width) of the big win determination random number values for which each of "big win", "small win", and "loss" winning is determined, and the relationship with the corresponding determination value data ("big win determination value data", "small win determination value data", and "loss determination value data") are defined. The probability variation flag is one of the management flags stored in the main RAM 723, and is a flag for managing whether the game state is a "high probability game state" or not. When the game state is a "high probability game state", the probability variation flag becomes "1", and when it is a "low probability game state", the probability variation flag becomes "0".
[0325] In the present embodiment, when winning the first start port, if the probability variation flag is "0" and the winning determination random number value is any of "0" to "204", "big win" wins and the "big win determination value data" is determined. That is, the winning probability of "big win" in this case (big win probability (The selection rate) is 205 / 65536 (≈ 1 / 319).
[0326] Also, when winning at the first start port 5442, if the probability variation flag is "0" and the random number value for winning determination is any one of "205" to "409", "small win" is selected and "small win determination value data" is determined. That is, the winning probability of "small win" in this case is 205 / 65536 (≈ 1 / 319).
[0327] Furthermore, when winning at the first start port 5442, if the probability variation flag is "0" and the random number value for winning determination is not any of "0" to "409", "loss" is selected and "loss determination value data" is determined.
[0328] On the other hand, when winning at the first start port, if the probability variation flag is "1" and the random number value for winning determination is any one of "0" to "1637", "big win" is selected and "big win determination value data" is determined. That is, the winning probability (big win probability (selection rate)) of "big win" in this case is 1638 / 65536 (≈ 1 / 40), which is higher than that when the probability variation flag is "0".
[0329] Also, when winning at the first start port, if the probability variation flag is "1" and the random number value for winning determination is any one of "1638" to "1842", "small win" is selected and "small win determination value data" is determined. That is, the winning probability of "small win" in this case is 205 / 65536 (≈ 1 / 319), which is the same as that when the probability variation flag is "0".
[0330] Furthermore, when winning at the first start port 5442, if the probability variation flag is "1" and the random number value for winning determination is not any of "0" to "1842", "loss" is selected and "loss determination value data" is determined.
[0331] As described above, in the present embodiment, when a game ball wins a prize at the first start port, the jackpot probability varies depending on whether the game state at the time of winning is a "high probability game state" or not. Specifically, when a game ball wins a prize at the first start port when the game state is a "high probability game state", the jackpot probability is approximately eight times higher than when the game state is not a "high probability game state".
[0332] Similarly, when a prize is won at the second start port, if the probability change flag is "0" and the random number value for win determination is any one of "0" to "204", a "jackpot" is selected and "jackpot determination value data" is determined. That is, the winning probability (jackpot probability (selection rate)) of the "jackpot" in this case is 205 / 65536 (≈1 / 319).
[0333] Also, when a prize is won at the second start port, if the probability change flag is "0" and the random number value for win determination is not any one of "0" to "204", a "loss" is selected and "loss determination value data" is determined.
[0334] On the other hand, when a prize is won at the second start port, if the probability change flag is "1" and the random number value for win determination is any one of "0" to "1637", a "jackpot" is selected and "jackpot determination value data" is determined. That is, the winning probability (jackpot probability (selection rate)) of the "jackpot" in this case is 1638 / 65536 (≈1 / 40), which is higher than that when the probability change flag is "0".
[0335] Also, when a prize is won at the second start port, if the probability change flag is "1" and the random number value for win determination is not any one of "0" to "1637", a "loss" is selected and "loss determination value data" is determined.
[0336] As described above, in the present embodiment, when a game ball wins a prize at the second start port, without winning a "small jackpot", the jackpot probability varies depending on whether the game state at the time of winning is a "high probability game state" or not, and the jackpot probability when the game state is a "high probability game state" is approximately eight times higher than when it is a "low probability game state".
[0337] [8-2. Symbol Judgment Table] FIG. 51 shows a symbol judgment table stored in the main ROM 722 of the main control circuit 720 (First start port, second start port). The symbol judgment table (first start port, second start port) is based on the symbol random number value obtained when a game ball wins in the first start port or the second start port and the above-described judgment value data, and determines the stop symbol. It is referred to for selecting the "winning selection symbol command" and the "symbol designation command". The "winning selection symbol command" is a command for designating a winning symbol determined according to the type of win at the time of winning, and the "symbol designation command" is a command for designating a symbol displayed at the time of variable stop of a special symbol. The symbol random number value is extracted from, for example, 0 to 99 (100 types).
[0338] According to the symbol determination table (first start port) of this embodiment, when the jackpot determination value data is obtained and the symbol random number value is any one of "0" to "9", "z0" is selected as the winning selection symbol command with a probability of 10 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is any one of "10" to "19", "z1" is selected as the winning selection symbol command with a probability of 10 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is any one of "20" to "29", "z2" is selected as the winning selection symbol command with a probability of 10 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is any one of "30" to "39", "z3" is selected as the winning selection symbol command with a probability of 10 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is any one of "40" to "49", "z4" is selected as the winning selection symbol command with a probability of 10 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is any one of "50" to "95", "z5" is selected as the winning selection symbol command with a probability of 46 / 100, and "zA1" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is "96" or "97", "z6" is selected as the winning selection symbol command with a probability of 2 / 100, and "zA4" is selected as the symbol designation command. Also, when the jackpot determination value data is obtained and the symbol random number value is "98" or "99", "z7" is selected as the winning selection symbol command with a probability of 2 / 100, and "zA5" is selected as the symbol designation command. Also, when the minor jackpot determination value data is obtained and the symbol random number value is any one of "0" to "99", "z8" is selected as the winning selection symbol command, and "zA6" is selected as the symbol designation command.On the other hand, when losing determination value data is obtained and the symbol random number value is any one of "0" to "99", the winning selection symbol command is not selected, and "zA7" is selected as the symbol designation command.
[0339] Also, according to the symbol determination table (second start port) of the present embodiment, when jackpot determination value data is obtained and the symbol random number value is any one of "0" to "24", "z9" is selected as the winning selection symbol command with a probability of 25 / 100, and "zA8" is selected as the symbol designation command. Also, when jackpot determination value data is obtained and the symbol random number value is any one of "25" to "49", "z10" is selected as the winning selection symbol command with a probability of 25 / 100, and "zA8" is selected as the symbol designation command. Also, when jackpot determination value data is obtained and the symbol random number value is any one of "55" to "99", "z11" is selected as the winning selection symbol command with a probability of 50 / 100, and "zA9" is selected as the symbol designation command. On the other hand, when losing determination value data is obtained and the symbol random number value is any one of "0" to "99", the winning selection symbol command is not selected, and "zA10" is selected as the symbol designation command.
[0340] [8-3. Jackpot Type Determination Table] FIG. 52 is a diagram showing a jackpot type determination table stored in the main ROM 722 of the main control circuit 720. The jackpot type determination table is referred to in order to determine the type of jackpot, such as the number of rounds, whether to turn on the probability variation flag, and whether to turn on the time shortening flag, according to the winning selection symbol command related to the jackpot. In the present embodiment, if a jackpot is won regardless of the type of jackpot, the time shortening flag is set to "1". The number of time shortening times at this time is determined to be one of 24 times, 30 times, 36 times, 42 times, 48 times, and 100 times, and the determined number of time shortening times is set. The probability variation flag is one of the management flags stored in the main RAM 723, and is a flag for managing whether the game state is a "high probability game state". When the game state is a "high probability game state", the probability variation flag becomes "1", and when it is a "low probability game state", the probability variation flag becomes "0". Similarly, the time shortening flag is one of the management flags stored in the main RAM 723, and is a flag for managing whether the game state is a "time shortening game state". When the game state is a "time shortening game state", the time shortening flag becomes "1", and when it is a "non-time shortening game state", the time shortening flag becomes "0". The number of time shortening times is the number of variations of the special symbol game in which the time shortening game state can continue. That is, when the special symbol variation (special symbol lottery) is performed for the number of time shortening times (100 times) without winning a jackpot in the time shortening game state, the time shortening game state ends and shifts to the non-time shortening game state. In the present embodiment, the high probability game state continues until the next jackpot is won. However, it may be configured such that when the special symbol variation (special symbol lottery) is performed for a predetermined number of times without winning a jackpot, the high probability game state ends and shifts to the low probability game state.
[0341] According to the jackpot type determination table of this embodiment, when the winning selection symbol command is "z0", the round number is "8", and a jackpot with the probability variation flag off and the time shortening flag on is determined. When the winning selection symbol command is "z1", the round number is "8", and a jackpot with the probability variation flag off and the time shortening flag on is determined. When the winning selection symbol command is "z3", the round number is "8", and a jackpot with the probability variation flag off and the time shortening flag on is determined. When the winning selection symbol command is "z4", the round number is "8", and a jackpot with the probability variation flag off and the time shortening flag on is determined. When the winning selection symbol command is "z5", the round number is "8", and a jackpot with the probability variation flag on and the time shortening flag on is determined. When the winning selection symbol command is "z6", the round number is "5", and a jackpot with the probability variation flag on and the time shortening flag on is determined. When the winning selection symbol command is "z7", the round number is "16", and a jackpot with the probability variation flag on and the time shortening flag on is determined. When the winning selection symbol command is "z9", the round number is "5", and a jackpot with the probability variation flag off and the time shortening flag on is determined. When the winning selection symbol command is "z10", the round number is "5", and a jackpot with the probability variation flag on and the time shortening flag on is determined. When the winning selection symbol command is "z11", the round number is "16", and a jackpot with the probability variation flag on and the time shortening flag on is determined.
[0342] In this embodiment, regardless of the winning selection symbol command (i.e., the jackpot determination value data), a jackpot with the time shortening flag on is determined. However, it is not necessarily limited to this, and a jackpot with the time shortening flag off may be determined according to the jackpot determination value data.
[0343] Also, in this embodiment, the sub-CPU 731 is configured to determine the time shortening count to be one of 24, 30, 36, 42, 48, and 100. However, it is not necessarily limited to this, and the time shortening game state may be controlled to continue until winning the next jackpot, or the time shortening game state may be controlled to continue as long as the high probability game state continues.
[0344] Also, in this embodiment, the sub-CPU 731 controls so that the high-probability gaming state continues until the next jackpot is won. However, it is not necessarily limited to this. It may be controlled so that the high-probability gaming state continues until a predetermined number of times (for example, 100 times) (after that, it shifts to the low-probability gaming state), or in relation to the winning probability of the jackpot, it may be controlled so that the high-probability gaming state continues substantially until the next jackpot is won (for example, until 10,000 times), or it may be controlled so that the high-probability gaming state continues until the next jackpot is won.
[0345] Various processes executed by the main CPU 721 of the pachinko gaming machine 1 are shown in FIGS. 53 to 71 below.
[0346] [9. Control by Main CPU] [9-1. Power-On Processing] FIG. 53 shows the power-on processing by the main CPU 721. When the power of the gaming machine 1 is turned on, as shown in the figure, the main CPU 721 sets an initial value to the stack pointer (step S11).
[0347] Next, the main CPU 721 determines whether the power-off detection signal is ON or not (step S12). The power-off detection signal becomes ON, for example, when the voltage drops to a predetermined level. When the power-off detection signal is ON, the main CPU 721 determines that it is in the power-off detection state and repeats the process of S12 until the power-off detection signal becomes OFF. When the power-off detection signal is OFF, the main CPU 721 determines that it is not in the power-off detection state and proceeds to the process of step S13.
[0348] In step S13, the main CPU 721 permits access to the RWM (main RAM 723).
[0349] Next, the main CPU 721 performs sub-control reception acceptance wait processing to wait until the sub-control circuit 730 becomes capable of receiving signals (step S14).
[0350] Next, the main CPU 721 performs initialization processing on various devices built into the CPU (step S15).
[0351] Next, the main CPU 721 determines whether the backup clear signal is ON (step S16). The backup clear signal is a signal for instructing the clearing of the backup contents of the main RAM 723 provided in the main CPU 721 that constitutes the main control circuit 720 and the RAM (not shown) that constitutes the payout / launch control circuit 750. When the backup clear signal is ON, the main CPU 721 proceeds to the process of step S23. When the backup clear signal is OFF, the main CPU 721 proceeds to the process of step S17.
[0352] In step S17, the main CPU 721 determines whether the power failure detection flag is set ON. The power failure detection flag is a flag indicating that power failure processing has been executed in response to the occurrence of a power failure. When the power failure detection flag is set ON, the main CPU 721 proceeds to the process of step S18. When the power failure detection flag is set OFF, the main CPU 721 proceeds to the process of step S23.
[0353] In step S18, the main CPU 721 performs a work area damage check on the main RAM 723 using, for example, a checksum.
[0354] Next, the main CPU 721 determines whether the work area is normal (step S19). When the work area is normal, the main CPU 721 proceeds to the process of step S20. When the work area is not normal, the main CPU 721 proceeds to the process of step S23.
[0355] In step S20, the main CPU 721 performs an initial setting of the work area that requires an initial value at the time of power failure recovery.
[0356] Next, the main CPU 721 performs notification setting for the high-probability game state (certain-variable game state) at the time of power failure recovery (step S21).
[0357] Next, the main CPU 721 performs a process of transmitting a command at power failure recovery (power failure recovery command) to the sub-control circuit 730 (step S22). When this process ends, the main CPU 721 ends the power-on process.
[0358] In step S23, the main CPU 721 performs a process of clearing the work area of the main RAM 723.
[0359] Next, the main CPU 721 performs initial setting of work areas that require initial values at the time of RWM (main RAM 723) initialization (step S24).
[0360] Next, the main CPU 721 performs a process of transmitting a command at the time of RWM initialization (initialization command) to the sub-control circuit 730 (step S25).
[0361] [9-2. System Timer Interrupt Processing] FIG. 54 shows the system timer interrupt processing by the main CPU 721. The system timer interrupt processing is executed, for example, every 2 ms. As shown in the figure, the main CPU 721 saves the values of each register in the stack area of the main RAM 723 (step S31).
[0362] Next, the main CPU 721 performs a random number update process for updating various random number values (step S32).
[0363] Next, the main CPU 721 executes a switch input detection process for detecting input signals from various switches (step S33). The switch input detection process will be described later with reference to FIG. 55.
[0364] Next, the main CPU 721 performs a timer update process for updating the values of various timers (step S34).
[0365] Next, the main CPU 721 performs a command output process of outputting (transmitting) various commands to the sub-control circuit 730 (step S35).
[0366] Next, the main CPU 721 performs a game information output process of outputting (transmitting) various game information to the sub-control circuit 730 (step S36). The game information is information related to the game processed in the main control circuit 70, the sub-control circuit 730, the payout / firing control circuit 750, etc., and is transmitted to the sub-control circuit 730, the payout / firing control circuit 750, and the hall computer.
[0367] Next, the main CPU 721 performs a process of restoring the values of the registers that have been saved (step S37). When this process is completed, the main CPU 721 ends the system timer interrupt process.
[0368] [9-3. Switch Input Detection Process] FIG. 55 shows the switch input detection process by the main CPU 721. The switch input detection process is called as a subroutine during the execution of the above-described system timer interrupt process. As shown in the figure, the main CPU 721 executes a start port winning detection process (step S41). The start port winning detection process will be described later with reference to FIG. 56.
[0369] Next, the main CPU 721 performs a general winning port passing detection process (step S42). In the general winning port passing detection process, for example, payout information indicating the number of payouts, etc. is set when winning at the general winning port.
[0370] Next, the main CPU 721 performs a big winning port passing detection process (step S43). In the big winning port passing detection process, for example, payout information indicating the number of payouts, etc. is set when winning at the big winning port.
[0371] Next, the main CPU 721 performs a ball passing detector passing detection process (step S44). In the ball passing detector passing detection process, the lottery result (random number value) of the normal symbol game is acquired according to the detection of the passing of the game ball by the ball passing detector. When this process is completed, the main CPU 721 ends the system timer interrupt process.
[0372] [9-4. Start Port Winning Detection Process] FIG. 56 shows the start port winning detection process by the main CPU 721. The start port winning detection process is called as a subroutine during the execution of the switch input detection process described above. As shown in the figure, first, the main CPU 721 determines whether a game ball has been detected by the first start port switch 709 (step S51). If a game ball has been detected by the first start port switch 709, the main CPU 721 proceeds to the process of step S52. If a game ball has not been detected by the first start port switch 709, the main CPU 721 proceeds to the process of step S59.
[0373] In step S52, the main CPU 721 performs a process of setting payout information corresponding to the first start port win.
[0374] Next, the main CPU 721 determines whether the number of holds for the first start port win (the number of holds for the first special symbol) is less than 4 (step S53). If the number of holds is less than 4, the main CPU 721 proceeds to the process of step S54. If the number of holds is 4, the main CPU 721 proceeds to the process of step S59.
[0375] In step S54, the main CPU 721 performs a process of incrementing the number of holds for the first start port win by 1.
[0376] Next, the main CPU 721 obtains a hit determination random value and a symbol random value, and stores these random values in the main RAM 723 (step S55).
[0377] Next, the main CPU 721 performs the first special stop symbol determination process (step S56). In the first special stop symbol determination process, based on the hit determination random value and the symbol random value, the hit random determination table (first start port), the symbol determination table (first start port), and the big win type determination table are referred to, and a symbol designation command, a hit time selection symbol command, etc. related to the first special symbol to be stopped and displayed are determined.
[0378] Next, the main CPU 721 executes variable pattern determination processing (step S57). In the variable pattern determination processing, based on the symbol designation command, determination value data, game state, and table pattern, the game state transition table and the variable pattern selection table are referred to, and the variable pattern related to the first special symbol is determined. The variable pattern determination processing will be described later with reference to FIG. 57.
[0379] Next, the main CPU 721 performs processing to set an increase command for the number of held first start port winnings (step S58). The increase command for the number of held first start port winnings is a command indicating an increase of 1 in the number of held first special symbols, and is transmitted to the sub-control circuit 730 together with a command indicating the variable pattern determined in the processing of step S57.
[0380] Next, the main CPU 721 determines whether a game ball has been detected by the second start port switch 710 (step S59). If a game ball has been detected by the second start port switch 710, the main CPU 721 proceeds to the processing of step S60. If a game ball has not been detected by the second start port switch 710, the main CPU 721 ends the start port winning detection processing.
[0381] In step S60, the main CPU 721 performs processing to set payout information corresponding to the second start port winning.
[0382] Next, the main CPU 721 determines whether the number of held second start port winnings (the number of held second special symbols) is less than 4 (step S61). If the number of held winnings is less than 4, the main CPU 721 proceeds to the processing of step S62. If the number of held winnings is 4, the main CPU 721 ends the start port winning detection processing.
[0383] In step S62, the main CPU 721 performs processing to add 1 to the number of held second start port winnings.
[0384] Next, the main CPU 721 acquires the random value for winning determination and the symbol random value, and stores these random values in the main RAM 723 (step S63).
[0385] Next, the main CPU 721 performs the second special stop symbol determination process (step S64). Similar to the first special stop symbol determination process, the second special stop symbol determination process refers to the random value determination table for winning (second start port), the symbol determination table (second start port), and the big win type determination table based on the random value for winning determination and the symbol random value, and determines the symbol designation command and the winning selection symbol command related to the second special symbol to be stopped and displayed.
[0386] Next, the main CPU 721 executes the variable pattern determination process (step S65). This variable pattern determination process also refers to the game state transition table and the variable pattern selection table based on the symbol designation command, the determination value data, the game state, and the table pattern, and determines the variable pattern related to the second special symbol. The variable pattern determination process will be described later with reference to FIG. 57.
[0387] Next, the main CPU 721 performs a process of setting the command for increasing the number of holds for winning at the second start port (step S66). The command for increasing the number of holds for winning at the second start port is a command indicating that the number of holds for the second special symbol is increased by 1, and is transmitted to the sub-control circuit 730 together with the command indicating the variable pattern determined in the process of step S65. When this process is completed, the main CPU 721 ends the start port winning detection process.
[0388] [9-5. Variable Pattern Determination Process] FIG. 57 shows the variable pattern determination process by the main CPU 721. The variable pattern determination process is called as a subroutine during the execution of the start port winning detection process described above. As shown in the figure, the main CPU 721 refers to the game state transition table and the variable pattern selection table based on the table pattern, the random value for winning determination, and the symbol random value to be described later, and performs a process of selecting the variable pattern type (step S71).
[0389] Next, the main CPU 721 performs a process of selecting the first half and second half variable patterns based on a predetermined lottery probability from among the selected variable pattern types (step S72). When this process ends, the main CPU 721 ends the variable pattern determination process.
[0390] Note that since the variable display time of the identification symbol is stored in association with the variable pattern, the variable pattern determined in the above variable pattern determination process can substantially be information representing the variable time.
[0391] [9-6. Main control main process] FIG. 58 shows the main control main process by the main CPU 721. When the power of the gaming machine 1 is turned on, as shown in the figure, the main CPU 721 performs an initial setting process (step S81). In this process, the main CPU 721 performs processes such as the above-described power-on process.
[0392] Next, the main CPU 721 performs an initial value random number update process (step S82). In this process, the main CPU 721 performs a process of updating the initial value random number counter.
[0393] Next, the main CPU 721 performs a special symbol control process (step S83). The special symbol control process will be described later with reference to FIG. 59.
[0394] Next, the main CPU 721 performs a normal symbol control process (step S84). The normal symbol control process will be described later with reference to FIG. 65.
[0395] Next, the main CPU 721 performs symbol display unit control processing (step S85). In this processing, the main CPU 721 stores in the main RAM 723 control signals for driving the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) and the normal symbol display unit 701 according to the results of the special symbol control processing and the normal symbol control processing stored in the main RAM 723 in steps S83 and S84. Thereby, the main CPU 721 transmits the control signals to the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) and the normal symbol display unit 701, and the special symbol display units (the first special symbol display unit 703 and the second special symbol display unit 704) and the normal symbol display unit 701 perform variable display and stop display for the special symbols and the normal symbols based on the received control signals.
[0396] Next, the main CPU 721 performs game information data generation processing (step S86). In this processing, the main CPU 721 generates game state commands regarding game information data to be transmitted to the sub-control circuit 730, the payout / firing control circuit 750, and the hall computer, and stores them in the main RAM 723.
[0397] Next, the main CPU 721 performs storage / game state data generation processing (step S87). In this processing, the main CPU 721 generates storage / game state data to be transmitted to the sub-control circuit 730 based on the values of the probability variation flag and the time shortening flag, and stores the storage / game state data in the main RAM 723. When this processing is completed, the main CPU 721 proceeds to the processing of step S82.
[0398] [9-7. Special Symbol Control Processing] FIG. 59 shows the special symbol control process by the main CPU 721. The special symbol control process is called as a subroutine during the execution of the main control main process described above. Note that the numerical values ("00" to "08") described in parentheses to the left of each process shown in the figure indicate the values of the control state flags. This control state flag is stored in a predetermined storage area in the main RAM 723. The main CPU 721 advances the special symbol game by executing processes according to the numerical values of the control state flags.
[0399] As shown in FIG. 59, the main CPU 721 performs a process of loading the control state flag (step S91). In this process, the main CPU 721 reads the value of the control state flag stored in the main RAM 723. The main CPU 721 determines whether to execute each of the processes in steps S92 to S100 described later based on the read value of the control state flag. This control state flag indicates the state of the special symbol game and enables the execution of any of the processes in steps S92 to S100. Also, the main CPU 721 executes each process at a predetermined timing determined according to the waiting time set for each of the processes in steps S92 to S100 and the like. Note that before reaching this predetermined timing, other processes related to other subroutines are executed without executing each process. Of course, the above-described system timer interrupt process (see FIG. 54) is also executed at a predetermined cycle.
[0400] Next, the main CPU 721 performs a special symbol memory check process (step S92). In this process, when the control state flag has a value indicating the special symbol memory check process ("00"), the main CPU 721 checks the number of suspended variable displays of the special symbol. If the number of suspensions is not "0" (when there are suspended balls), it acquires the winning determination result obtained in the start port winning detection process, the determination result of the special symbol, the determination result of the variation pattern of the special symbol, and the like. Also, in this process, the main CPU 721 sets the control state flag to a value ("01") indicating the special symbol variable display time management process described later, and sets the variable display time of the special symbol corresponding to the variation pattern acquired in this process to the waiting time timer. That is, after the variable display time of the special symbol corresponding to the variation pattern determined in the start port winning detection process has elapsed, the special symbol variable display time management process described later is set to be executed. On the other hand, when the number of suspensions is "0" (when there are no suspended balls), the main CPU 721 performs a demo display process for displaying a demo screen. This special symbol memory check process will be described in detail with reference to FIG. 60.
[0401] Next, the main CPU 721 performs a special symbol variable display time management process (step S93). In this process, when the control state flag has a value indicating the special symbol variable display time management process ("01") and the variable display time of the special symbol has elapsed, the main CPU 721 sets the control state flag to a value ("02") indicating the special symbol display time management process described later, and sets the waiting time after determination to the waiting time timer. That is, after the waiting time after determination set in the process of step S93 has elapsed, the special symbol display time management process described later is set to be executed.
[0402] Next, the main CPU 721 performs special symbol display time management processing (step S94). In this processing, when the control state flag has a value indicating special symbol display time management processing ("02") and the determined waiting time set in the processing of step S93 has elapsed, the main CPU 721 determines whether the result of the winning determination is "big win" or "small win". If the result of the winning determination is "big win" or "small win", the main CPU 721 sets a value indicating the big win start interval management processing (step S95) described later ("03") in the control state flag, and sets the time corresponding to the big win start interval in the waiting time timer. That is, after the time corresponding to the big win start interval set in the processing of step S94 has elapsed, the big win start interval management processing described later is set to be executed. On the other hand, if the result of the winning determination is not "big win" or "small win", the main CPU 721 sets a value indicating the special symbol game end processing (step S100) described later ("08") in the control state flag. That is, in this case, the special symbol game end processing described later is set to be executed. This special symbol display time management processing will be described later with reference to FIG. 61. The main CPU 721 sets the value ("03") indicating the big win start interval management processing described later in the control state flag, and sets the time corresponding to the big win start interval in the waiting time timer. That is, after the time corresponding to the big win start interval set in the processing of step S94 has elapsed, the big win start interval management processing described later is set to be executed. On the other hand, if the result of the winning determination is not "big win" or "small win", the main CPU 721 sets a value indicating the special symbol game end processing (step S100) described later ("08") in the control state flag. That is, in this case, the special symbol game end processing described later is set to be executed. This special symbol display time management processing will be described later with reference to FIG. 61.
[0403] Next, the main CPU 721 performs big win start interval management processing (step S95). In this processing, when the control state flag has a value indicating big win start interval management processing ("03") and the time corresponding to the big win start interval set in the processing of step S94 has elapsed, in order to open the big winning opening, the main CPU 721 updates the variable located in the main RAM 723 based on the data read from the main ROM 722. Also, in this processing, the main CPU 721 sets a value indicating the big winning opening in - progress processing (step S96) described later ("04") in the control state flag, and sets the opening upper - limit time of the big winning opening (for example, 30 seconds) in the big winning opening time timer. That is, by this processing, the big winning opening in - progress processing described later is set to be executed.
[0404] Next, the main CPU 721 performs the jackpot opening process (step S96). In this process, first, when the control state flag has a value indicating the jackpot opening process ("04"), the main CPU 721 determines whether one of the conditions that the jackpot winning counter is equal to or greater than a predetermined number and that the opening upper limit time has elapsed (the jackpot opening time timer is "0") is satisfied (a predetermined closing condition is established). If one of the conditions is satisfied, the main CPU 721 updates the variable located in the main RAM 723 to close the jackpot. Then, the main CPU 721 sets a value ("05") indicating the jackpot inner remaining ball monitoring process (step S97) described later in the control state flag and sets the jackpot inner remaining ball monitoring time in the waiting time timer. That is, by this process, after the jackpot inner remaining ball monitoring time set in step S97 has elapsed, the jackpot inner remaining ball monitoring process described later is set to be executed. Note that immediately before the end of this jackpot opening process, an inter-round display command is transmitted to the sub-control circuit 730.
[0405] Next, the main CPU 721 performs a monitoring process for the remaining balls in the big winning opening (step S97). In this process, when the control state flag has a value indicating the monitoring process for the remaining balls in the big winning opening ("05") and the monitoring time for the remaining balls in the big winning opening has elapsed, the main CPU 721 determines whether the condition that the value of the big winning opening reopening count counter is equal to or greater than the maximum value of the big winning opening reopening count (i.e., it is the final round) is satisfied. If it is determined that the above condition is not satisfied, the main CPU 721 sets a value indicating the waiting time management process for reopening the big winning opening ("06") in the control state flag. Also, the main CPU 721 sets the time corresponding to the interval between rounds in the waiting time timer. That is, by this process, after the time corresponding to the interval between rounds has elapsed, the waiting time management process before reopening the big winning opening, which will be described later, is set to be executed. On the other hand, in step S97, if it is determined that the above condition is satisfied, the main CPU 721 sets a value indicating the jackpot end interval process ("07") in the control state flag and sets the time corresponding to the jackpot end interval (jackpot end interval time) in the waiting time timer. That is, after the time corresponding to the jackpot end interval set by this process has elapsed, the jackpot end interval process, which will be described later, is set to be executed.
[0406] Next, when the main CPU 721 determines that the value of the big winning opening count counter is not greater than or equal to the maximum value of the big winning opening count, it performs the waiting time management process before reopening the big winning opening (step S98). In this process, when the control status flag is a value indicating the waiting time management process before reopening the big winning opening ("06") and the time corresponding to the interval between rounds has elapsed, the main CPU 721 updates the memory to increase the value of the big winning opening count counter by "1". Also, the main CPU 721 sets a value indicating the process during the big winning opening ("04") in the control status flag. Then, the main CPU 721 sets the opening upper limit time (for example, 30 seconds) in the big winning opening time timer. That is, this process is set to execute the above-mentioned process during the big winning opening (step S96) again. Note that immediately before the end of the waiting time management process before reopening the big winning opening, a big winning opening display command is sent to the sub-control circuit 730.
[0407] Also, when the main CPU 721 determines that the value of the big winning opening count counter is greater than or equal to the maximum value of the big winning opening count, it performs the jackpot end interval process (step S99). In this process, when the control status flag is a value indicating the jackpot end interval process ("07") and the time corresponding to the jackpot end interval has elapsed, the main CPU 721 sets a value indicating the special symbol game end process ("08") in the control status flag. That is, this process is set to execute the special symbol game end process described later after the process of step S99. Note that when the above-mentioned winning-time selected symbol command is any one of "z5", "z6", "z7", "z10", and "z11", the main CPU 721 performs control to shift the game state to the probability-variable game state, and when the above-mentioned winning-time selected symbol command is any one of "z0", "z1", "z2", "z3", "z4", and "z9", it performs control to set the game state to the non-probability-variable game state. Note that when the lottery result of the special symbol is a small win (when the jackpot determination random number value is the "small win determination value data"), the main CPU 721 performs control to maintain the game state.
[0408] Next, when the jackpot game state or small win game state ends, or when the player loses the lottery, the main CPU 721 performs a special symbol game end process (step S100). In this process, when the control state flag has a value indicating the special symbol game end process ("08"), the main CPU 721 updates the memory so that the data indicating the number of holds (start memory information) is decreased by "1". Also, the main CPU 721 updates the special symbol storage area in order to perform the variable display of the special symbol next time. Further, the main CPU 721 sets a value indicating the special symbol storage check process ("00") in the control state flag. That is, by this process, after the process of step S100, the above-described special symbol storage check process (step S92) is set to be executed. When this special symbol game end process ends, the main CPU 721 ends the special symbol control process.
[0409] As described above, in the gaming machine 1 of the present embodiment, the special symbol game is advanced by sequentially setting various values in the control state flag. Specifically, when the gaming state is neither the jackpot game state nor the small win game state and the result of the winning determination is "loss", the main CPU 721 sets the control state flag in the order of "00", "01", "02", "08". Thereby, the main CPU 721 executes the above-described special symbol storage check process (step S92), special symbol variable display time management process (step S93), special symbol display time management process (step S94), and special symbol game end process (step S100) in this order at a predetermined timing.
[0410] Also, when the game state is neither the big win game state nor the small win game state, and the result of the win determination is "big win" or "small win", the main CPU 721 sets the control state flag in the order of "00", "01", "02", "03". Thereby, the main CPU 721 executes the above-described special symbol memory check process (step S92), special symbol variable display time management process (step S93), special symbol display time management process (step S94), and big win start interval management process (step S95) in this order at a predetermined timing, and executes the transition control to the big win game state or the small win game state.
[0411] Furthermore, when the transition control to the big win game state or the small win game state is executed, the main CPU 721 sets the control state flag in the order of "04", "05", "06". Thereby, the main CPU 721 executes the above-described big winning opening in-process (step S96), big winning opening remaining ball monitoring process (step S57), and big winning opening reopening waiting time management process (step S98) in this order at a predetermined timing, and executes the big win game or the small win game.
[0412] During the big win game state, when the end condition of the big win game state is satisfied, the main CPU 721 sets the control state flag in the order of "04", "05", "07", "08". Thereby, the main CPU 721 executes the above-described big winning opening in-process (step S96), big winning opening remaining ball monitoring process (step S97), big win end interval process (step S99), and special symbol game end process (step S100) in this order at a predetermined timing, and ends the big win game state.
[0413] As described above, in the special symbol control process, the processing flow is branched according to the status. Also, the normal symbol control process (see FIG. 65 described later) in step S84 in the main control main process shown in FIG. 58 also branches the processing flow according to the status in the same manner as the special symbol control process.
[0414] The processing program of this embodiment is programmed such that, when performing processing by branching according to the status, a call instruction enables pure return processing from a small module to a parent module. As a result, compared to the case of arranging a jump table to execute the above processing, the program capacity can be reduced in this embodiment.
[0415] [9-8. Special Symbol Storage Check Processing] FIG. 60 shows the special symbol storage check processing by the main CPU 721. The special symbol storage check processing is called as a subroutine during the execution of the above-described special symbol control processing. As shown in the figure, first, the main CPU 721 reads a control status flag from a predetermined storage area in the main RAM 723 by a load process (step S111).
[0416] Next, the main CPU 721 determines whether or not the read control status flag is a value indicating special symbol storage check processing ("00") (step S112). If it is determined that the control status flag is not "00", the main CPU 721 ends the special symbol storage check processing. On the other hand, if it is determined that the control status flag is "00", the main CPU 721 proceeds to the processing of step S113.
[0417] In step S113, the main CPU 721 determines whether or not the reserved number (second start memory number) of second start port winnings (variable display of the second special symbol) is "0". If it is determined that the reserved number of second start port winnings is not "0", the main CPU 721 proceeds to the processing of step S114. If it is determined that the reserved number of second start port winnings is "0", the main CPU 721 proceeds to the processing of step S119.
[0418] In step S114, the main CPU 721 subtracts "1" from the value of the second start memory count corresponding to the number of second start port winning holds. In the present embodiment, the main CPU 721 determines whether data is stored in the second special symbol start memory areas (0) to (4) provided in the main RAM 723, and determines whether there is start memory for the special symbol game corresponding to the variable display of the second special symbol during variable display or on hold. In the second special symbol start memory area (0), data (information) of the special symbol game corresponding to the variable display of the second special symbol during variable display is stored as start memory information. Then, in the second special symbol start memory areas (1) to (4), data (information) of the special symbol games corresponding to the variable displays (hold balls) of the second special symbol held four times are stored as start memory information. Note that the start memory information in each second special symbol start memory area includes data indicating, for example, a hit determination random number value, a symbol random number value, a determined variation pattern, etc. obtained at the time of winning at the second start port 440.
[0419] Next, the main CPU 721 performs special symbol memory transfer processing based on the second start port win (step S115). In this process, the main CPU 721 shifts the data in the second special symbol start memory areas (1) to (4) to the second special symbol start memory areas (0) to (3) respectively. At this time, the main CPU 721 also sends a hold subtraction command to the sub-control circuit 730. Then, the main CPU 721 proceeds to the process of step S116.
[0420] In step S116, the main CPU 721 performs a process of setting a value ("01") indicating special symbol variable display time management processing in the control state flag. At this time, the main CPU 721 also sends a special symbol effect start command to the sub-control circuit 730.
[0421] Next, the main CPU 721 performs a big win or small win determination process (step S117). In this process, the main CPU 721 refers to the win determination table corresponding to the type of winning start port (see FIG. 50) based on the big win determination random number value extracted at the time of starting port winning and previously set in the first special symbol start storage area (0) or the second special symbol start storage area (0), and acquires determination value data. Then, based on the acquired determination value data, the main CPU 721 determines which of "big win", "small win", and "loss" it has won (win determination).
[0422] Next, the main CPU 721 sets the variable display time corresponding to the determined variable pattern of the special symbol in the wait time timer (step S118). When this process ends, the main CPU 721 ends the special symbol memory check process.
[0423] In step S119, the main CPU 721 determines whether the number of holds (the number of second start memories) of the first start port winning (variable display of the first special symbol) is "0". If it is determined that the number of holds of the first start port winning is not "0", the main CPU 721 proceeds to the process of step S120. If it is determined that the number of holds of the first start port winning is "0", the main CPU 721 proceeds to the process of step S122.
[0424] In step S120, the main CPU 721 subtracts "1" from the value of the first start memory count corresponding to the number of first start port winning holds. In the present embodiment, the main CPU 721 determines whether data is stored in the first special symbol start memory areas (0) to (4) provided in the main RAM 723, and determines whether there is a start memory for the special symbol game corresponding to the variable display of the first special symbol during variable display or on hold. In the first special symbol start memory area (0), data (information) of the special symbol game corresponding to the variable display of the first special symbol during variable display is stored as start memory information. In the first special symbol start memory areas (1) to (4), data (information) of the special symbol games corresponding to the variable displays (hold balls) of the first special symbol held four times are stored as start memory information. Note that the start memory information of each first special symbol start memory area includes data indicating, for example, the random number value for win determination, the symbol random number value, and the determined variation pattern obtained at the time of winning the first start port.
[0425] Next, a special symbol memory transfer process is performed based on the first start port win (step S121). In this process, the main CPU 721 shifts the data in the first special symbol start memory areas (1) to (4) to the first special symbol start memory areas (0) to (3), respectively. At this time, the main CPU 721 also sends a hold subtraction command to the sub-control circuit 730. After that, the main CPU 721 proceeds to the process of step S116.
[0426] In step S122, the main CPU 721 performs a demo display process for displaying a demo screen. In this process, the main CPU 721 sends a demo display command to the sub-control circuit 730. When this process ends, the main CPU 721 ends the special symbol memory check process.
[0427] [9-9. Special Symbol Display Time Management Process] FIG. 61 shows the special symbol display time management process by the main CPU 721. The special symbol display time management process is called as a subroutine during the execution of the above-described special symbol control process. As shown in the figure, the main CPU 721 determines whether the control state flag is a value indicating the special symbol display time management process ("02") (step S131). If it is determined that the control state flag is not a value indicating the special symbol display time management process ("02"), the main CPU 721 ends the special symbol display time management process. On the other hand, if it is determined that the control state flag is a value indicating the special symbol display time management process ("02"), the main CPU 721 proceeds to the process of step S132.
[0428] In step S132, the main CPU 721 determines whether the value of the waiting time timer (waiting time) is "0". In this process, the main CPU 721 determines whether the waiting time (variable display start waiting time) after the variable display is determined and set in the waiting time timer has elapsed. If it is determined that the value of the waiting time timer is not "0", the main CPU 721 ends the special symbol display time management process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 721 proceeds to the process of step S133.
[0429] In step S133, the main CPU 721 determines whether the special symbol game is a "big win". If it is determined that the special symbol game is a "big win", the main CPU 721 proceeds to the process of step S142. On the other hand, if it is determined that the special symbol game is not a "big win", the main CPU 721 proceeds to the process of step S134.
[0430] In step S134, the main CPU 721 further determines whether the special symbol game is a "small win". If it is determined that the special symbol game is a "small win", the main CPU 721 proceeds to the process of step S137. On the other hand, if it is determined that the special symbol game is not a "small win", that is, if the special symbol game is a "loss", the main CPU 721 proceeds to the process of step S135.
[0431] In step S135, the main CPU 721 performs a time-saving count subtraction process. This time-saving count subtraction process will be described later with reference to FIG. 62.
[0432] Next, the main CPU 721 performs a process of setting a value ("08") indicating a special symbol game end process in the control state flag (step S136). When this process ends, the main CPU 721 ends the special symbol display time management process.
[0433] In step S137, the main CPU 721 performs a process of setting a small hit flag indicating a small hit. When this process ends, the main CPU 721 proceeds to the process of step S138.
[0434] In step S138, the main CPU 721 performs a process of setting a value ("03") indicating a big hit start interval management process in the control state flag.
[0435] Next, the main CPU 721 performs a process of setting a big hit start interval time (for example, 5000 ms) corresponding to a special symbol (the first special symbol or the second special symbol) in the waiting time timer (step S139).
[0436] Next, the main CPU 721 performs a process of setting a big hit start command or a small hit start command corresponding to the special symbol in the main RAM 723 (step S140). As a result, the big hit start command or the small hit start command is transmitted to the sub-control circuit 730.
[0437] Next, the main CPU 721 refers to the big hit type determination table (see FIG. 52), sets the upper limit value of the number of rounds (the upper limit value of the number of times the big winning opening is opened) corresponding to the special symbol (the type of the symbol designation command) in the main RAM 723, and sets the round number display LED pattern flag. (Step S141). The round number display LED pattern flag is a flag indicating whether to display the remaining number of rounds in a predetermined pattern. When this process ends, the main CPU 721 ends the special symbol display time management process.
[0438] In step S142, the main CPU 721 performs a process of setting a jackpot flag indicating a jackpot. When this process ends, the main CPU 721 proceeds to the process of step S143.
[0439] In step S143, the main CPU 721 performs a process of clearing the short-time count counter, as well as the short-time flag and the probability variation flag. When this process ends, the main CPU 721 proceeds to the process of step S138.
[0440] [9-10. Short-time count subtraction process] FIG. 62 shows the short-time count subtraction process by the main CPU 721. The short-time count subtraction process is called as a subroutine during the execution of the above-described special symbol display time management process or the jackpot end interval process described later. As shown in the figure, the main CPU 721 determines whether the value of the short-time count counter is 0 (step S151). The short-time count counter is a subtraction counter that counts until the set short-time count (determined to be one of 24 times, 30 times, 36 times, 42 times, 48 times, and 100 times in this embodiment) becomes 0. If the value of the short-time count counter is 0, the main CPU 721 proceeds to the process of step S154. If the value of the short-time count counter is not 0, the main CPU 721 ends the short-time count subtraction process.
[0441] In step S152, the main CPU 721 performs a process of subtracting 1 from the value of the short-time count counter.
[0442] Next, the main CPU 721 determines again whether the value of the short-time count counter is 0 (Step S153). When the value of the time-saving count counter is 0, the main CPU 721 proceeds to the process of Step S154. When the value of the time-saving count counter is not 0, the main CPU 721 ends the time-saving count subtraction process.
[0443] In Step S154, the main CPU 721 performs a process of setting "0" as the time-saving flag. After ending this process, the main CPU 721 ends the time-saving count subtraction process.
[0444] [9-11. Jackpot End Interval Process] FIG. 63 shows the jackpot end interval process by the main CPU 721. The jackpot end interval process is called as a subroutine during the execution of the above-described special symbol control process. As shown in the figure, the main CPU 721 determines whether or not the control state flag is a value indicating the jackpot end interval process ("07") (Step S161). When it is determined that the control state flag is not a value indicating the jackpot end interval process ("07") (Step S161: NO), the main CPU 721 ends the jackpot end interval process. On the other hand, when it is determined that the control state flag is a value indicating the jackpot end interval process ("07"), the main CPU 721 proceeds to the process of Step S162.
[0445] In Step S162, the main CPU 721 determines whether or not the value of the waiting time timer is "0". In this process, the main CPU 721 determines whether or not the jackpot end interval time set in the waiting time timer has elapsed. When it is determined that the value of the waiting time timer is not "0", the main CPU 721 ends the jackpot end interval process. On the other hand, when it is determined that the value of the waiting time timer is "0", the main CPU 721 proceeds to the process of Step S163.
[0446] In step S163, the main CPU 721 clears the jackpot opening count display LED pattern flag. The jackpot opening count display LED pattern flag is used as a management flag indicating whether to display the number of rounds at the time of a big win by the light emission pattern of the LED.
[0447] Next, the main CPU 721 clears the round number allocation flag (step S164). This round number allocation flag is one of the management flags stored in the main RAM 723 and is a flag for indicating whether to periodically open and close the jackpot opening a predetermined number of times even within one round. When the jackpot opening is periodically opened and closed even within one round, the round number allocation flag becomes "1". At this time, the main CPU 721 also sends a special symbol win end display command to the sub-control circuit 730.
[0448] Next, the main CPU 721 performs a process of setting a value ("08") indicating special symbol game end processing in the control state flag (step S165).
[0449] Next, the main CPU 721 determines whether the special symbol game is a "big win" (step S166). If it is determined that the special symbol game is a "big win", the main CPU 721 proceeds to the process of step S167. On the other hand, if it is determined that the special symbol game is not a "big win", the main CPU 721 proceeds to the process of step S174.
[0450] In step S167, the main CPU 721 performs a process of setting a big win flag in a predetermined area of the main RAM 34.
[0451] Next, the main CPU 721 determines whether it is a certain probability big win (step S168). If it is a certain probability big win, the main CPU 721 proceeds to the process of step S169. If it is not a certain probability big win, the main CPU 721 proceeds to the process of step S171.
[0452] In step S169, the main CPU 721 performs a process of setting "1" as the probability variation flag.
[0453] Next, the main CPU 721 performs a process of setting "1" as the time shortening flag (step S171).
[0454] Next, the main CPU 721 performs a process of setting a specified time shortening count (100 times as an example in this embodiment) in the time shortening counter (step S172).
[0455] Next, the main CPU 721 executes variable pattern table setting processing (step S173). The variable pattern table setting processing will be described later with reference to FIG. 64. When this process ends, the main CPU 721 ends the jackpot end interval process.
[0456] In step S174, the main CPU 721 performs a process of clearing the value of the small win flag.
[0457] Next, the main CPU 721 executes the above-described time shortening count subtraction process (step S175). When this process ends, the main CPU 721 ends the jackpot end interval process.
[0458] [9-12. Variable Pattern Table Setting Processing] FIG. 64 shows the variable pattern table setting processing by the main CPU 721. The variable pattern table setting processing is called as a subroutine during the execution of the above-described power-on processing or jackpot end interval processing. As shown in the figure, the main CPU 721 determines whether it is the power-on time (step S181). If it is the power-on time, the main CPU 721 proceeds to the process of step S182. If it is not the power-on time, the main CPU 721 proceeds to the process of step S183.
[0459] In step S182, the main CPU 721 performs a process of setting table pattern 1 as the table pattern when referring to the game state transition table.
[0460] Next, the main CPU 721 determines whether the value of the probability variation flag is "1" (step S183). If the value of the probability variation flag is "1", the main CPU 721 proceeds to the process of step S184. If the value of the probability variation flag is "0", the main CPU 721 proceeds to the process of step S185.
[0461] In step S184, the main CPU 721 performs a process of setting table pattern 2 as the table pattern when referring to the game state transition table. When this process ends, the main CPU 721 ends the variable pattern table setting process.
[0462] In step S185, the main CPU 721 performs a process of setting table pattern 3 as the table pattern when referring to the game state transition table. When this process ends, the main CPU 721 ends the variable pattern table setting process.
[0463] [9-13. Normal symbol control process] FIG. 65 shows the normal symbol control process by the main CPU 721. The normal symbol control process is called as a subroutine during the execution of the main control main process described above. Note that the numerical values ("00" to "04") described in parentheses to the left of each process in the flowchart shown in FIG. 65 indicate the normal symbol control state flag, and this normal symbol control state flag is stored in a predetermined storage area in the main RAM 723. The main CPU 721 advances the normal symbol game by executing each process corresponding to the numerical value of the normal symbol control state flag.
[0464] As shown in FIG. 65, the main CPU 721 performs a process of loading the normal symbol control state flag (step S191). In this process, the main CPU 721 reads out the normal symbol control state flag stored in the main RAM 723. The main CPU 721 determines whether to execute various processes in steps S192 to S196 described later based on the value of the read normal symbol control state flag. This normal symbol control state flag indicates the state of the game of the normal symbol game and enables the execution of any of the processes in steps S162 to S166. Further, the main CPU 721 executes each process at a predetermined timing determined according to the waiting time set for each process in steps S162 to S166. Before reaching this predetermined timing, other subroutine processes are executed without executing each process. Of course, the above-described system timer interrupt process (see FIG. 54) is also executed at a predetermined cycle.
[0465] Next, the main CPU 721 performs a normal symbol memory check process (step S192). In this process, when the normal symbol control state flag has a value ("00") indicating the normal symbol memory check process, the main CPU 721 checks the number of suspended variable displays of the normal symbol, and when the number of suspensions is not "0", performs processes such as a winning determination. Also, in this process, the main CPU 721 sets a value ("01") indicating the following normal symbol variable display time monitoring process (step S193) in the normal symbol control state flag, and sets the variable time determined in this process in the waiting time timer. That is, after the variable time of the normal symbol determined by the process of step S192 has elapsed, the following normal symbol variable time monitoring process is set to be executed.
[0466] Next, the main CPU 721 performs a normal symbol variable display time monitoring process (step S193). In this process, when the normal symbol control state flag has a value ("01") indicating the normal symbol variable time monitoring process and the variable time of the normal symbol has elapsed, the main CPU 721 sets a value in the normal symbol control state flag indicating the following normal symbol display time monitoring process (step S194) Set (「02」), and set the waiting time after determination (for example, 0.5 seconds) to the waiting time timer. That is, by the process of step S193, after the set waiting time after determination has elapsed, it is set so that the normal symbol display time monitoring process described later is executed.
[0467] Next, the main CPU 721 performs the normal symbol display time monitoring process (step S194). In this process, when the normal symbol control state flag is a value indicating the normal symbol display time monitoring process (「02」) and the waiting time after determination set in the process of step S193 has elapsed, the main CPU 721 determines whether the result of the winning determination is "win". If the result of the winning determination is "win", the main CPU 721 performs the normal electric accessory release setting process and sets a value (「03」) indicating the normal electric accessory release process (step S195) described later to the normal symbol control state flag. That is, by this process, it is set so that the normal electric accessory release process described later is executed. On the other hand, if the result of the winning determination is not "win", the main CPU 721 sets a value (「04」) indicating the normal symbol game end process (step S196) described later to the normal symbol control state flag. That is, in this case, it is set so that the normal symbol game end process described later is executed.
[0468] Next, when it is determined in step S194 that the result of the hit determination is "hit", the main CPU 721 performs a normal electric accessory release process (step S195). In this process, when the normal symbol control state flag has a value indicating the normal electric accessory release process ("03"), the main CPU 721 determines whether one of the conditions that there have been a predetermined number of winnings during the release of the normal electric accessory 460 and that the upper limit time for the release of the normal electric accessory 460 has elapsed (the normal electric accessory release time timer is "0") is satisfied. When one of the above conditions is satisfied, the main CPU 721 updates a variable located in the main RAM 723 in order to close the blade member of the normal electric accessory. Then, the main CPU 721 sets a value ("04") indicating the normal symbol game end process (step S196) described later in the normal symbol control state flag. That is, by this process, it is set so that the normal symbol game end process described later is executed.
[0469] Next, the main CPU 721 performs a normal symbol game end process (step S196). In this process, when the normal symbol control state flag has a value indicating the normal symbol game end process ("04"), the main CPU 721 updates the memory so as to decrease by "1" the data indicating the number of reserved variable displays of the normal symbol. Also, the main CPU 721 updates the normal symbol storage area in order to perform the next variable fluctuation display of the normal symbol. Further, the main CPU 721 sets a value ("00") indicating the normal symbol storage check process in the normal symbol control state flag. That is, after the process of step S196, it is set so that the above-described normal symbol storage check process (step S192) is executed. When this process ends, the main CPU 721 ends the normal symbol control process.
[0470] [10. Control by Sub CPU] [10-1. Main Process of Sub Control Circuit] On the other hand, the sub CPU 731 will execute the main process of the sub control circuit. This main process of the sub control circuit will be described with reference to FIG. 66. Note that this main process of the sub control circuit is a process that starts when the power is turned on.
[0471] As shown in FIG. 66, the sub-CPU 731 performs initialization processing such as RAM access permission, initialization of the work area, hardware initialization, device initialization, application initialization, backup restoration initialization, etc. (step S201).
[0472] Next, the sub-CPU 731 performs a process of clearing the counter value of the watchdog timer (step S202). The watchdog timer is set with a reset time (for example, 2000 ms) at startup, and a power-off process is executed when the service pulse is not written (at timeout).
[0473] Next, the sub-CPU 731 executes operation means input processing (step S203).
[0474] Next, the sub-CPU 731 executes command analysis processing (step S204). The command analysis processing will be described later with reference to FIG. 67.
[0475] Next, the sub-CPU 731 executes production mode determination processing (step S205). The production mode determination processing is composed of subroutines such as scenario pre-setting processing, production determination processing (confidential A stage 2002), pre-reading production selection processing (high probability stage 2004), background change control processing (high probability stage 2004), background change continuous possible number determination processing (high probability stage 2004), variable scenario determination processing (high probability stage 2004), chance up control processing (high probability stage 2004), hold change determination processing (high probability stage 2004), character lamp production control processing, full screen production control processing, control processing of character lamp production, etc.
[0476] Next, the sub-CPU 731 executes command transmission processing (step S206). The command transmission processing will be described later with reference to FIG. 68.
[0477] Next, each projector control circuit (front projector control circuit 734, first rear projector control circuit 735, and second rear projector control circuit 736) executes drawing control processing (step S207). In this processing, the front projector control circuit 734, the first rear projector control circuit 735, and the second rear projector control circuit 736 perform drawing control for projecting video light onto the front projector 622, the first rear projector 122, and the second rear projector 124, respectively, based on the message (production designation information) transmitted from the sub CPU 731.
[0478] Next, the audio control circuit 737 executes audio control processing (step S208). In this processing, the audio control circuit 737 performs audio control for outputting audio to the speaker 740 based on the message (production designation information) transmitted from the sub CPU 731.
[0479] Next, the lamp control circuit 738 executes lamp control processing (step S209). In this processing, the lamp control circuit 738 performs light emission control for turning on or flashing the lamp 25 based on the message (production designation information) transmitted from the sub CPU 731.
[0480] Next, the accessory control circuit 739 executes accessory control processing (step S210). In this processing, the accessory control circuit 739 performs drive control for operating the drive motor for the production use for operating the movable accessory unit based on the message (production designation information) transmitted from the sub CPU 731. In such sub control circuit main processing, after the initialization processing in step S201 is completed, the processes in steps S202 to S210 are repeatedly executed.
[0481] [10-2. Command Analysis Processing] FIG. 67 shows the command analysis process by the sub-CPU 731. The command analysis process is called as a subroutine during the execution of the above-described sub-control circuit main process. As shown in the figure, after receiving from the main control circuit 720 (main CPU 721), the sub-CPU 731 performs a process of analyzing the command stored in the reception buffer of the work RAM 733 (step S241).
[0482] Next, the sub-CPU 731 performs a consistency check on the received command (step S242). The consistency check is performed to verify that the target data exists when receiving the command and that there are no errors or omissions in the data.
[0483] Next, the sub-CPU 731 performs a sub-selection process (step S243). In this process, when the received command is a variation pattern specification command, the sub-CPU 731 selects a production pattern by lottery based on the variation pattern specification command. When this process ends, the sub-CPU 731 ends the command analysis process. In the sub-selection process, all matters related to the production including the production pattern may be selected by lottery, or only the type of production (such as the presence or absence of a line preview or the presence or absence of an SU preview) as the production pattern may be selected by lottery, and the production content (such as the type of effect or the type of cut-in) executed in the production may be selected as production information by other processes subroutinized separately. In the present embodiment, a production pattern indicating the type of production is selected in the sub-selection process, and then the production content executed based on the production pattern is selected as production information by the production mode determination process described later.
[0484] [10-3. Command Transmission Process] Figure 68 shows the command transmission process by the sub-CPU 731. The command transmission process is called as a subroutine during the execution of the above-described sub-control circuit main process. As shown in the figure, when the sub-CPU 731 transmits a control command (message) to each of the control circuits 204 to 207, it executes a message setting process (step S251). In this process, the sub-CPU 731 generates a message (production designation information) based on the production information obtained in the production mode determination process, and stores the message temporarily in the direct buffer of the work RAM 203. This message setting process will be described later with reference to Figure 69.
[0485] Next, the sub-CPU 731 executes a direct table registration process (step S252). In this process, the sub-CPU 731 sets a direct table corresponding to the message and production information stored in the direct buffer in a predetermined area of the work RAM 733. This direct table registration process will be described later with reference to Figure 70.
[0486] Next, the sub-CPU 731 executes a message transmission process (step S253). In this process, the sub-CPU 731 reads out the message stored in the direct buffer at a predetermined timing based on the direct table, and transmits the message to the predetermined control circuits 204 to 207. When this process is completed, the sub-CPU 731 ends the command transmission process. This message transmission process will be described later with reference to Figure 71.
[0487] [10-4. Message Setting Process] Figure 69 shows the message setting process by the sub-CPU 731. The message setting process is called as a subroutine during the execution of the above-described command transmission process. As shown in the figure, the sub-CPU 731 sets the device (control circuits 204 to 207) to be transmitted based on the production information (step S261).
[0488] Next, the sub-CPU 731 performs a process of setting the presence or absence of system operation (step S262).
[0489] Next, the sub-CPU 731 sets the stage information and each production information (step S263).
[0490] Next, the sub-CPU 731 sets a preview pattern (step S264). As a result, messages indicating the destination devices (control circuits 204 to 207), the presence or absence of system operation, the stage information, each production information, and the preview pattern are stored in the direct buffer. When this process ends, the sub-CPU 731 ends the message setting process.
[0491] [10-5. Direct Table Registration Process] FIG. 70 shows the direct table registration process by the sub-CPU 731. The direct table registration process is called as a subroutine during the execution of the command transmission process described above. As shown in the figure, the sub-CPU 731 performs a process of registering a single table (step S271).
[0492] Next, the sub-CPU 731 performs a process of registering a master table based on the production information determined in the production mode determination process (step S272).
[0493] Next, the sub-CPU 731 performs a process of registering a slave table used in the master table (step S273).
[0494] Next, the sub-CPU 731 performs a process of registering the direct table corresponding to the message set in the direct buffer as a slave table. When this process ends, the sub-CPU 731 ends the direct table registration process.
[0495] [10-6. Message Transmission Process] FIG. 71 shows the message transmission process by the sub-CPU 731. The message transmission process is called as a subroutine during the execution of the command transmission process described above. As shown in the figure, if a message is registered in the direct buffer corresponding to the direct table, the sub-CPU 731 performs a process of transmitting the message to each device (control circuits 204 to 207) according to the "destination device" set in the message (step S281).
[0496] Next, after the transmission of the message is completed, the sub-CPU 731 performs a process of discarding unnecessary direct tables (step S282). When this process ends, the sub-CPU 731 ends the message transmission process.
[0497] [11. Production example] Referring to FIGS. 72 to 77, examples of effects executed by the sub-CPU 731 (see, for example, FIG. 48), such as display effects projected onto each screen (rear screen unit 290, front screen unit 510) by video light projected from each projection device (rear projection device 120, front projection device 600), and prop effects in which a large prop 232 is advanced into the effect space 700 based on the result of an internal lottery, will be described. FIG. 72 is a schematic perspective view showing an example of a mode in which images are projected onto both the rear screen unit 290 and the front screen unit 510. FIG. 73 is a diagram showing an example of an effect in which different images are projected onto the upper rear screen 2902, the middle rear screen 2906, and the lower rear screen 2904. FIG. 74 is a diagram showing an example of an effect in which different images are projected onto the upper rear screen 2902 and the lower rear screen 2904, and an image that is difficult to grasp the boundary of each screen is projected. FIG. 75 is a diagram showing an example of an effect in which one projection surface is formed by the upper rear screen 2902, the middle rear screen 2906, and the lower rear screen 2904, and a continuous image is projected onto this one projection surface. In FIGS. 73 to 75, no image is projected onto the front screen 512. FIG. 76 is a front view of the gaming machine 1 showing an example of an effect projected when the result of an internal lottery described later is a big win. FIG. 77 is a front view of the gaming machine 1 showing an example of an effect in which an image emphasizing the large prop 232 is projected onto the front screen 512 and the upper rear screen 2902 when the large prop main body 230 advances into the effect space 700. Although the rear projection device 120, the first rear projector 122, the second rear projector 124, the second rear projector 124 (see, for example, FIG. 4 for all), the front projection device 600 (see, for example, FIG. 39), the rear screen unit 290, the upper rear screen 2902, the lower rear screen 2904, the middle rear screen 2906 (see, for example, FIG. 29 for all), the front screen unit 510, and the front screen 512 (see, for example, FIG. 35 for all) are not shown in FIGS. 72 to 77, the description of the reference drawings is omitted.
[0498] As shown in FIG. 47 described above, the video light projected from the first rear projector 122 is projected onto the upper rear screen 2902 in the following described presentation example. Further, the video light projected from the second rear projector 124 and reflected by the rear mirror 126 is projected onto the lower rear screen 2904 and the intermediate rear screen 2906. The video light projected from the front projector 622 and reflected by the front mirror 624 is projected in a region approximately in the upper half of the front screen 512. The first rear projector 122, the second rear projector 124, and the front projector 622 are configured such that video light is projected only from the lower half region of the lens. However, which region of the lens the video light is projected from also varies depending on the placement position and placement angle of the projector. For example, the video light may be projected only from the upper half region of the lens, or the video light may be projected from the entire region of the lens.
[0499] Alternatively, the video light projected from the first rear projector 122 may be projected onto the upper rear screen 2902 and the intermediate rear screen 2906, and the video light projected from the second rear projector 124 and reflected by the rear mirror 126 may be projected onto the lower rear screen 2904. Further, the video light projected from the first rear projector 122 may be projected onto the upper rear screen 2902 and the intermediate rear screen 2906, and the video light projected from the second rear projector 124 and reflected by the rear mirror 126 may be projected onto the lower rear screen 2904 and the intermediate rear screen 2906.
[0500] Also, the video light projected from the front projector 622 and reflected by the front mirror 624 may be projected in a region approximately in the upper half of the front screen 512, or may be projected in a region approximately covering the entire front screen 512.
[0501] [11-1. Presentation Example 1] In the production example 1 shown in FIG. 72, different images are projected on the rear screen unit 290 and the front screen 512. Specifically, an image of clouds and an image of thunder are projected on the rear screen unit 290, and an image of the moon is projected on the front screen 512. Therefore, since the image of the moon that can be visually recognized on the front side and the images of clouds and thunder that can be visually recognized on the back side can be visually recognized with a displacement in the front-rear direction within the same region in a front view, these images can be seen as three-dimensional images. Moreover, a novel prop effect is also performed in which the large prop main body 230 as a real image, rather than an image, advances (falls) from the origin position toward the production space 700 (see, for example, FIG. 72) between the front screen 512 and the rear screen unit 290. As a result, it is possible to visually recognize both the game in the game area 320 and the image projected on the rear screen unit 290, and also the image projected in front of the game area 320. Furthermore, it becomes possible to perform a new effect that has never been done before, such as advancing (falling) the large prop main body 230 as a real image, rather than an image, into the production space 700 between the front screen 512 and the rear screen unit 290.
[0502] In FIG. 72, different images are projected on the rear screen unit 290 and the front screen 512. Instead, the same image may be projected on the rear screen unit 290 and the front screen 512. In this case, the projected image is preferably an effect based on the result of an internal lottery. Further, as the projected image, it is preferable that only a still image is projected, both a still image and a moving image effect are projected, or only a moving image effect is projected. Furthermore, the same image may be projected on the image projected on the rear screen unit 290 and the image projected on the front screen 512. Thereby, even if a situation occurs in which one of the images projected on the rear screen unit 290 and the image projected on the front screen 512 cannot be visually recognized, the other image can be visually recognized, so that not only does it not hinder the progress of the game, but it is also possible to suppress a decrease in interest. For example, if a player holds their hand, for example, at a position that blocks the image light projected from the front projection device 600, a shadow appears on the front screen 512, which may interfere with the visual recognition of the image projected on the front screen 512. Even in such a case, the visibility of the image projected on the rear screen unit 290 is maintained. Here, the "same image" preferably has the same shape, size, color tone, movement, etc., but any of these may be different as long as it is within a range that can be recognized as the same by the player.
[0503] Also, in the production example 1 of FIG. 72, the video light projected from the rear projection device 120 is projected onto the rear screen unit 290, and the video light projected from the front projection device 600 is projected onto the front screen 512. However, from the perspective of avoiding a situation where the video projected by the video light projected from either one becomes unviewable, the video light projected from the rear projection device 120 and the video light projected from the front projection device 600 may be projected onto the same screen. For example, the video light projected from the rear projection device 120 may be projected onto the back surface of the screen (it is necessary to adopt a screen that allows the video projected on the back surface to be viewed from the front), and a video similar to the video projected on the back surface may be projected onto the front surface of the screen by the video light projected from the front projection device 600. In this case, even if a situation occurs where one of the videos projected on the back surface of the screen and the video projected on the front surface of the screen becomes unviewable, the other video can be viewed, so it is possible to suppress a decrease in interest without hindering the progress of the game.
[0504] Furthermore, as shown in FIG. 72, when there is a prop (the large prop main body 230 of this embodiment) in the production space 700 between the front screen 512 and the rear screen unit 290, if such a prop is not transparent, there is a risk that the video behind the prop cannot be viewed. However, when the video projected by the video light projected from the front projection device 600 and the video projected by the video light projected from the rear projection device 120 are similar videos, even if a prop advances into the above-mentioned production space 700, the video projected by the video light projected from the front projection device 600 can be viewed, so it is possible to suppress a decrease in interest without hindering the progress of the game.
[0505] In this embodiment, the distance from the first rear projector 122 to the upper rear screen 2902 is different from the distances from the second rear projector 124 to the lower rear screen 2904 and the intermediate rear screen 2906. Therefore, if the image light is projected without considering the distances from the projectors 122, 124 to the respective screens 2902, 2904, 2906 that are the projection surfaces, distortion may occur in the overall image projected on the entire screen, giving a sense of discomfort (the image will not appear continuous). Thus, the scale of the image projected from each projector is changed according to the distance to the screen on which it is projected, so that the overall image projected on the entire screen is projected as a continuous image.
[0506] [11-2. Production Example 2] In the production example 2 shown in FIG. 73, an image of the main character of the gaming machine 1 is projected onto the upper rear screen 2902, and an image imitating the cell picture of the game board and an image imitating the liquid crystal display of a conventional pachinko machine are projected onto the lower rear screen 2904 at approximately the center of the game area 320. An image imitating the reel stop operation button of pachislot is projected onto the middle rear screen 2906. In the image imitating the liquid crystal display projected onto the lower rear screen 2904, a symbol variation image like that of a conventional pachinko machine can be projected. In this way, by projecting images that utilize the boundary portions between the respective screens, such as projecting different images onto the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906, it is possible to project a variety of images while making it difficult for the player to be aware of the boundary portions, thereby enhancing the amusement. In particular, in the production example 2 shown in FIG. 73, for example, an image as if different types of gaming machines such as a pachinko machine and a pachislot are seamlessly integrated is projected, so that a gaming machine with an unprecedented level of interest can be provided. The control for projecting different images onto the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906 is performed by the sub CPU 731, and the sub CPU that executes this control corresponds to the "independent projection control means" of the sixth gaming machine described later. Needless to say, in addition to the above production, a prop production in which a large prop main body 230 as a real image rather than an image is advanced (dropped) into the production space 700 between the front screen 512 and the rear screen unit 290 may be performed.
[0507] [11-3. Production Example 3] In the production example 3 shown in FIG. 74, an image of the main character of the gaming machine 1 is projected onto the upper rear screen 2902, and an image imitating a gaming area having a liquid crystal display of a conventional pachinko machine at approximately the center is projected onto the lower rear screen 2904. An image is projected onto the intermediate rear screen 2906 so as to overlap the image projected onto the upper rear screen 2902 and the image projected onto the lower rear screen 2904. A symbol variation image such as that of a conventional pachinko machine can be projected onto the image portion imitating the liquid crystal display of the lower rear screen 2904. Moreover, in FIG. 74, although the images projected onto the upper rear screen 2902 and the lower rear screen 2904 are separate images, an image that fuses these images is projected onto the intermediate rear screen 2906, so that a novel image that has never existed before, such as a continuous image being projected onto the entire rear screen unit 290, can be projected. Also in this case, needless to say, a prop effect in which the large prop main body 230 as a real image rather than an image is advanced (dropped) into the effect space 700 between the front screen 512 and the rear screen unit 290 may be performed.
[0508] [11-4. Production Example 4] In the production example 4 shown in FIG. 75, the rear screen unit 290 is a screen formed by joining separate screens such as the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906, but functions as a single projection surface where it is difficult to grasp each boundary. Moreover, since images are projected using a plurality of rear projection devices 120 (the first rear projector 122 and the second rear projector 124) from behind the rear screen unit 290, it is possible to project continuous images over a wide area on this rear screen unit 290. Thus, in production example 4, it is possible to project impactful images using substantially the entire area of the rear screen unit 290. Control for projecting continuous images over the wide area formed by the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906 is performed by the sub-CPU 731, and the sub-CPU that executes this control corresponds to the "cooperative projection control means" of the sixth gaming machine described later. Needless to say, in this case as well, it is possible to perform an accessory production in which the large accessory main body 230 as a real image rather than an image advances (falls) into the production space 700 between the front screen 512 and the rear screen unit 290.
[0509] Note that for the production examples 2 to 4 shown in FIGS. 73 to 75, only one of these production examples may be adopted for the gaming machine, or they may be adopted in a mode where a plurality of these production examples can be switched and displayed as video. Further, when adopting a plurality of production examples shown in FIGS. 73 to 75 for the gaming machine in a mode where they can be switched and displayed as video, for example, if switching is performed so that the production examples adopted vary according to the gaming state or the like, effective display production can be performed. For example, in the normal gaming state, while projecting the video of production example 2 shown in FIG. 73 or production example 3 shown in FIG. 74 to attract the player's attention to the symbol variation production, when the result of the internal lottery is highly likely to be a big win, the large accessory main body 230 as a real image rather than a video may advance (drop) from the origin position toward the production space 700. And, for example, in the probability-variable gaming state, by adopting production example 4 shown in FIG. 75 to show a powerful video using substantially the entire area of the rear screen unit 290 rather than the symbol variation production, a video corresponding to the gaming situation can be projected.
[0510] [11-5. Production Example 5]
[0511] In production example 5 shown in FIG. 76, when the result of the internal lottery described later becomes a big win while the video is being projected onto the rear screen unit 290, a large video showing the result of the internal lottery is projected onto the front screen 512 while the projection of the video onto the rear screen unit 290 is maintained. The video projected onto the front screen 512 (the video of the stacked "7" symbol indicating a big win) may be a video as if the video of the symbol variation production that was performed within the video imitating the liquid crystal display of a conventional pachinko machine has suddenly jumped out of the video imitating the liquid crystal display. By projecting such a video, a new gaming machine that has never existed before can be provided.
[0512] In addition, in production example 5, a large video showing the result of the internal lottery is projected onto the front screen 512. Needless to say, the video projected onto the front screen 512 is not limited to this. For example, a video as an effect based on the result of the internal lottery may be projected onto the front screen 512.
[0513] [11-6. Production Example 6] In production example 6 shown in FIG. 77, when the large prop 232 advances into the production space 700, the first video 5120 outlining the outer shape of the large prop 232 is projected onto the front screen 512. By projecting a video outlining the outer shape of the large prop 232 onto the front screen 512 in this way, the large prop 232 can be emphasized, and it becomes possible to execute an impactful production in combination with the prop production in which the large prop 232 advances into the production space 700.
[0514] Furthermore, in FIG. 77, when the large prop 232 advances into the production space 700, in addition to the first video 5120 being projected onto the front screen 512, the second video 2920 outlining the outer shape of the large prop 232 is projected onto the upper rear screen 2902. In FIG. 77, the video that faintly appears along the outer edge of the large prop 232 imitating the "7" pattern is the first video 5120, and the double-line contour that appears along the outer edge of the large prop 232 imitating the "7" is the second video 2920. In this way, when the large prop 232 advances into the production space 700, the large prop 232 can be further emphasized by the first video 5120 projected onto the front screen 512 and the second video 2920 projected onto the upper rear screen 2902. In particular, when the large prop 232 is viewed not from the front but from an oblique direction, the large prop 232 as a real object can be visually recognized as being sandwiched between the first video 5120 and the second video 2920, and the large prop 232 can be further emphasized.
[0515] Note that for any of the upper rear screen 2902, lower rear screen 2904, intermediate rear screen 2906, and front screen 512, not only the video as an effect based on the result of the internal lottery but also a demo effect projected when the game is not being played, a jackpot effect projected during the jackpot game, etc. may be projected. [12. Operational effects]
[0516] As described above, in the gaming machine 1 of this embodiment, the upper rear screen 2902 on which the video is projected by the video light projected from the first rear projector 122 and the lower rear screen 2904 on which the video is projected by the video light projected from the second rear projector 124 are connected via the intermediate rear screen 2906. Therefore, while minimizing the distance between each projection means (the first rear projector 122, the second rear projector 124) and each projection member (the upper rear screen 2902, the lower rear screen 2904, the intermediate rear screen 2906), a continuous video can be projected onto the rear screen unit 290 as a wide-area single projection area. For example, in a liquid crystal display that has been commonly used in the past, when the display area is increased, the cost becomes high. Even if a plurality of liquid crystal displays are arranged side by side, an image is not displayed at the boundary with other liquid crystal displays, so the continuity of the video cannot be maintained. In this regard, according to the gaming machine of this embodiment, since the video is also projected at the connection part between the screens, it is possible to maintain the continuity of the video.
[0517] In addition, in the gaming machine 1 of the present embodiment, the upper rear screen 2902 and the lower rear screen 2904 are arranged at positions shifted in the vertical direction so that images are projected onto different regions when viewed from the front. And on top of that, the upper rear screen 2902 is arranged behind the lower rear screen 2904 so that a production space 700 is formed in front of the upper rear screen 2902 (above the lower rear screen 2904 and the game panel 300). As a result, various effects can be performed using the production space 700 formed in front of the upper rear screen 2902, and it becomes possible to provide an expandable gaming machine. In particular, images can be projected using a wide projection area formed by the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906. Moreover, it is possible to execute an expandable game in which both the game in the game area 320 and the images projected on the upper rear screen 2902 and the lower rear screen 2904 can be visually recognized, and while maintaining the visual recognition of the game in the game area 320 and the image projected on the lower rear screen 2904, it is possible to execute a movable effect by the large accessory main body 230, enabling a new effect that has never been seen before, and enhancing the interest.
[0518] Also, in the gaming machine 1 of the present embodiment, both the image projected onto the rear screen unit 290 arranged behind the game panel 300 and the image projected onto the front screen 512 arranged in front of the game panel 300 can be visually recognized when viewed from the front. Moreover, the large accessory main body 230 is configured to advance based on the result of an internal lottery between the image projected onto the upper rear screen 2902 and the image projected onto the front screen 512. Also, between the image projected onto the lower rear screen 2904 and the image projected onto the front screen 512, a game panel 300 having a game area 320 is arranged. In this way, it becomes possible to perform a new effect with a sense of depth, such as a game in which a physical object that is not an image intervenes between the rear image and the front image, enhancing the interest.
[0519] In addition, in the gaming machine 1 of the present embodiment, a front screen 512 on which an image as an effect based on the result of an internal lottery is projected is provided in the opening window 5402 of the front door unit 500, and a decorative accessory 560 that performs an accessory effect that operates toward the front position of the front screen 512 based on the result of the internal lottery is arranged above the front screen 512. The above-mentioned front screen 512 and the decorative accessory 560 can each exhibit a presence like that of, for example, a liquid crystal display and a movable accessory arranged above the center accessory in the conventional pachinko machine 1. That is, in the gaming machine 1 of the present embodiment, both the image as an effect based on the result of the internal lottery and the accessory effect in which the decorative accessory 560 operates toward the front of the front screen 512 are performed at a position closer to the player than the conventional pachinko machine 1. Further, in the front door unit 500, a firing handle 588 capable of firing a game ball toward the game area 320 is arranged below the front screen 512. Therefore, it is possible to give the player who plays the game on the gaming machine 1 of the present embodiment a feeling as if they are firing a game ball from a firing handle arranged below the game board in the conventional pachinko machine, and it is possible to provide a novel gaming machine that has never existed before.
[0520] Also, in the gaming machine 1 of the present embodiment, a light guide plate (front light guide plate 234, rear light guide plate 236) is arranged behind a large accessory 232 having a weighty feeling imitating the "7" symbol, and these light guide plates are made to go around along the peripheral edge of the outer shape of the large accessory 232. Therefore, not only can an impactful accessory effect be performed, but the large accessory 232 can be made to appear larger than its actual size. Moreover, when the large accessory 232 is large and heavy, it is difficult to easily operate the large accessory 232, and even if it is operated, there is a possibility that only small movements can be made. However, even in such a case, in addition to being able to make it appear as if the large accessory 232 is moving, it is possible to perform an effective accessory effect that gives a large impact due to the enlargement of the movable accessory and makes it seem as if it is making a larger movement than the actual movement of the movable accessory.
[0521] In addition, in the gaming machine 1 of the present embodiment, the light guide plates (front light guide plate 234 and rear light guide plate 236) arranged behind the large-sized accessory 232 are substantially similar in size to protrude outside the peripheral edge of the large-sized accessory 232 when viewed from the front. Then, these light guide plates are configured to be able to be rotated along the peripheral edge of the outer shape of the large-sized accessory 232 while being moved up and down by a rotation mechanism (front light guide plate rotation drive mechanism 2340 and rear light guide plate rotation drive mechanism 2360) and a vertical movement mechanism (light guide plate vertical drive mechanisms 239 and 270). In this way, it is possible to make the large-sized accessory 232 appear larger than its actual size while not making the player aware that the light guide plates are arranged as separate members behind the large-sized accessory 232. In a conventional pachinko machine, when the movable accessory is enlarged, it becomes possible to execute an accessory effect that can give a great impact. However, on the other hand, the movable accessory becomes heavy, and it becomes difficult to perform an accessory effect that gives movement to the movable accessory. In this regard, according to the gaming machine 1 of the present embodiment, in addition to being able to make the large-sized accessory 232 appear large, it is possible to perform an effective accessory effect that gives a great impact due to the enlargement of the large-sized accessory 232 and makes the large-sized accessory 232 move more greatly than its actual movement.
[0522] Note that in the present embodiment, the light guide plates are "rotated along the peripheral edge of the outer shape of the large-sized accessory 232" or "rotated while being moved up and down along the peripheral edge of the outer shape of the large-sized accessory 232", but it is not limited to this. For example, if the rear accessory (in the present embodiment, the front light guide plate 234 and the rear light guide plate 236) arranged behind the large-sized accessory 232 facing the large-sized accessory 232 can be rotated while being opposed in a visible manner when viewed from the front, the large-sized accessory 232 can be emphasized, and even when the large-sized accessory 232 is, for example, stopped or making only small movements, it is possible to make it appear as if the large-sized accessory 232 is moving more greatly than its actual movement. Note that the number of rear accessories may be one or two, and the number is not limited.
[0523] "Rotating while facing the rear of the large-sized component 232 in a manner visible in a front view" does not require the entire outer shape of the rear component to be visible; it is sufficient if a part (for example, the outer peripheral part) of the rear component is visible.
[0524] Also, "rotation" is not necessarily limited to rotation passing through the operation start position; furthermore, for example, it may rotate while changing the rotation direction like a figure-eight.
[0525] Also, the rear component is preferably a plate-like member rather than a three-dimensional object. If the rear component is a plate-like member, it can be rotated while being opposed to and approaching the large-sized component 232 so as to overlap in the front-rear direction, which can emphasize the large-sized component 232 more. From this perspective, it is also preferable that the surface of the large-sized component 232 on the side facing the rear component is planar.
[0526] Also, it is not necessarily required that the rear member is larger than the large-sized component 232. Even if the rear member is smaller than the large-sized component 232, if it rotates in an orbit large enough to be visible in the front view, it can be visually recognized that the rear component is rotating behind the large-sized component 232 in the front view.
[0527] Also, in this embodiment, the rear component is moved up and down while being rotated behind the large-sized component 232, but the movement separate from the rotation is not necessarily limited to the up-and-down movement; any linear movement is acceptable. For example, it may linearly reciprocate in the left-right direction or linearly reciprocate in the diagonal direction.
[0528] In addition, in the present embodiment, the front light guide plate 234 and the rear light guide plate 236 are provided as rear accessories. Behind the large accessory 232, the rear light guide plate 236 rotates at substantially the same speed so as to follow the front light guide plate 234 disposed adjacent and opposite thereto. However, the relative movement between the front light guide plate 234 and the rear light guide plate 236 is not limited to this. For example, although the orbit in which the front light guide plate 234 operates and the orbit in which the rear light guide plate 236 operates are substantially the same orbit when viewed from the front, the operating directions of both may be opposite. Also, although the orbit in which the front light guide plate 234 operates and the orbit in which the rear light guide plate 236 operates are the same and the operating directions of both are also the same, the operating speeds of both may be different. Further, the sizes of the orbits around the rear of the large accessory 232 may be different between the front light guide plate 234 and the rear light guide plate 236. Also, only one of the front light guide plate 234 and the rear light guide plate 236 may emit light forward and the other may not emit light.
[0529] In addition, in the gaming machine 1 of the present embodiment, the main body 230 of the large-sized accessory is supported by the left large-sized accessory drive mechanism 240 on the left via the large-sized accessory support arm 238, and is supported by the right large-sized accessory drive mechanism 260 on the right. In this way, when the main body 230 of the large-sized accessory is supported on both the left and right sides (i.e., in the case of being supported on both sides), if the lifting speed by the left large-sized accessory drive mechanism 240 and the lifting speed by the right large-sized accessory drive mechanism 260 do not match, not only smooth lifting cannot be achieved, but in some cases, a situation where lifting cannot be performed may also occur. In particular, this tendency is prominent in the case of a large and heavy accessory such as the large-sized accessory 232. The mismatch between the lifting speed by the left large-sized accessory drive mechanism 240 and the lifting speed by the right large-sized accessory drive mechanism 260 may occur due to a trivial matter such as foreign matter getting caught. In this regard, according to the gaming machine 1 of the present embodiment, the main body 230 of the large-sized accessory (more specifically, the large-sized accessory support arm 238) is placed on the pedestal 252 so that it is not fixed upward on either the left or the right, so that the degree of freedom in the upward direction is increased. Therefore, even if the lifting speed by the left large-sized accessory drive mechanism 240 and the lifting speed by the right large-sized accessory drive mechanism 260 do not necessarily match, it is possible to maintain smooth lifting as much as possible. As a result, it is possible to increase the size of the large-sized accessory 232 as a movable accessory, and it is possible to execute an accessory effect that can give a great impact.
[0530] In addition, in the gaming machine 1 of the present embodiment, when the large accessory 232 is located at the origin position, the large accessory main body 230 (more specifically, the large accessory support arm 238) can be held by the locking mechanism 250 at the origin position. Therefore, even if the size of the large accessory 232 is increased, it is possible to prevent it from falling naturally due to the action of gravity, and it is possible to execute an accessory effect that can give a large impact. By the way, when the large accessory main body 230 is supported and held from below, if an attempt is made to release such holding by sliding the locking mechanism 250 with respect to the lower surface of the large accessory support arm 238, a considerable force is required due to the weight of the large accessory main body 230. In this regard, according to the present embodiment, since the holding state and the released state can be switched by the rotational movement of the locking mechanism 250 without sliding, it is possible to switch the locking mechanism 250 from the holding state to the released state with respect to the lower surface of the large accessory main body 230 without requiring a large amount of force.
[0531] In addition, in the gaming machine 1 of the present embodiment, in addition to the fact that an image is projected onto the front screen 512 by the image light projected from the front projection device 600 disposed on the overhanging portion 5520 of the front decorative frame 550, a large accessory 232 that can be operated based on the result of an internal lottery is provided on the overhanging portion 5520 of the front decorative frame 550. Therefore, it is possible to perform a new effect that has never been done before. In particular, with respect to the decorative accessory 560, it is possible to perform an accessory effect that operates at a position closer to the player than in the past. By the way, the front projection device 600 and the decorative accessory 560 are disposed on the overhanging portion 5520 of the front decorative frame 550. However, in order to project an image onto the front screen 512 appropriately, it is necessary to always fix the front projection device 600 regardless of the operation of the decorative accessory 560. Therefore, by providing a decorative accessory drive mechanism 570 that can operate only the decorative accessory 560 among the front projection device 600 and the decorative accessory 560 disposed on the overhanging portion 5520 of the front decorative frame 550, it is possible to move the movable accessory forward toward the front position of the upper rear screen 2902 in a state where a clear image is projected, and it is possible to preferably perform a new effect that has never been done before.
[0532] In addition, in the gaming machine 1 of the present embodiment, in addition to the video being projected onto the front screen 512 by the video light projected from the front projection device 600 disposed on the overhanging portion 5520 of the front decorative frame 550, a decorative accessory 560 that can be operated based on the result of an internal lottery is provided on the overhanging portion 5520 of the front decorative frame 550. Therefore, it is possible to perform a novel effect that has never been achieved before. In particular, for the decorative accessory 560, it is possible to perform an accessory effect that operates at a position closer to the player than before. Also, although the front projection device 600 and the decorative accessory 560 are disposed on the overhanging portion 5520 of the front decorative frame 550, in order to properly project the video onto the front screen 512, it is necessary to always fix the front projector 622 and the front mirror 624 regardless of the operation of the decorative accessory 560. Therefore, a decorative accessory drive mechanism 570 is provided that can operate only the decorative accessory 560 among the front projector 622, the front mirror 624, and the decorative accessory 560 disposed on the overhanging portion 5520 of the front decorative frame 550. By the way, when only the decorative accessory 560 is operated among the front projector 622, the front mirror 624, and the decorative accessory 560, the front side of the front mirror 624 disposed behind the decorative accessory 560 is exposed. Therefore, in the present invention, a decorative portion with decoration is provided on the exposed portion of the front mirror 624 that is exposed when the decorative accessory 560 operates. Thereby, while ensuring the aesthetic appearance when the decorative accessory 560 operates, it is possible to preferably perform a novel effect that has never been achieved before.
[0533] [13. Expandability of the gaming machine according to the present embodiment] In the gaming machine 1 of this embodiment, the video light projected from the front projection device 600 and the video light projected from the rear projection device 120 are projected onto different screens (the video light projected from the front projection device 600 is projected onto the front screen 512, and the video light projected from the rear projection device 120 is projected onto the rear screen unit 290). The positional relationship between the front screen 512 onto which the video light projected from the front projection device 600 is projected and the rear screen unit 290 onto which the video light projected from the rear projection device 120 is projected is such that the two screens are shifted in the front-rear direction and the images projected onto both screens overlap in the region visible in a front view. However, from the perspective of ensuring that the progress of the game is not hindered even if a situation occurs where one of the images projected by the video light from the front projection device 600 and the image projected by the video light from the rear projection device 120 cannot be viewed, it is not always necessary to provide two screens (the front screen 512 and the rear screen unit 290). For example, on the back surface of a single screen, an image that can be viewed in a front view by the video light projected from the rear to the front may be projected, and on the front surface of the single screen, an image that can be viewed in a front view by the video light projected from the front to the rear may be projected. In such a case, even if a situation occurs where one o...
Claims
[Claim 1] A lottery means for conducting a lottery; A movable part that can be operated based on the result of the lottery and includes a first movable part and a second movable part disposed behind the first movable part; A movable control means for controlling the operation of the movable part; A light emission control means capable of executing control regarding the light emission of the second movable part; a first display area capable of displaying specific information including a performance image of a character to a player based on a result of the lottery; A second display area is provided on the front side of the second movable part and is further provided at a position shifted in the front-rear direction from the first display area and in the vertical direction from the center of the first display area; Equipped with A gaming machine in which a game proceeds based on the result of the lottery, The movement control means is capable of controlling the movement of the second movable part capable of performing a performance at a position behind the first movable part, The second movable part includes at least a first area that is a central area of the second movable part and may be located behind the first movable part, and a second area that is a peripheral area of the first area; The first display area may be such that the specific information is difficult or impossible to grasp due to the movable part, Even if the display portion of the specific information becomes difficult or impossible to grasp, the specific information can be displayed without including the performance image of the character in the second display area that is not obstructed by the movable prop; The specific information displayed in the first display area can be displayed in a display area different from the first display area at a position different from a predetermined position and with a display size different from that of the first display area, The second display area that is not obstructed by the movable prop is controlled by a display control means different from that of the first display area. A gaming machine characterized by:
Citation Information
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