Game machine

The gaming machine addresses noise interference in audio signal transmission by enabling wireless connectivity to external music devices, enhancing sound quality.

JP2025183105APending Publication Date: 2025-12-16SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024091033
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-04
Publication Date
2025-12-16

AI Technical Summary

Technical Problem

Existing gaming machines face significant noise interference due to long audio signal wiring when connecting to external music devices, which affects sound quality.

Method used

A gaming machine with a wireless connection capability to external music devices, incorporating a frame side substrate and a connection device that reduces noise interference by transmitting audio signals wirelessly.

Benefits of technology

The solution effectively minimizes noise interference, ensuring high-quality sound output from external music devices.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025183105000001_ABST
    Figure 2025183105000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of reducing the influence of noise.SOLUTION: A Pachinko game machine PY1 is provided, including: an openable / closable game machine frame 2; a game board 1 to be disposed inside the game machine frame 2; a presentation control board 120 having a sound source IC 125; a frame-periphery board 150 capable of being inputted audio signals transmitted from a sound source IC 125 provided in the game machine frame 2; and a wireless connection module 26 provided in the game machine frame 2. The frame-periphery board 150 can transmit inputted audio signals to the wireless connection module 26. The wireless connection module 26 is configured to be able to establish a wireless contact with a wireless earphone ISP so that audio sound can be outputted from the wireless earphone ISP provided outside the game machine.SELECTED DRAWING: Figure 18
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] For example, the gaming machine described in Patent Document 1 below is configured to connect to an external music device provided outside the gaming machine via a wired connection, so that sound is output from the external music device. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7430016 Summary of the Invention [Problem to be solved by the invention]

[0004] In order to output sound from an external music device, a connection device that can be connected to the external music device via wire or wirelessly must be installed on the gaming machine, and an audio signal must be transmitted to the connection device. However, if the wiring that transmits the audio signal to the connection device is long, the influence of noise acting on this wiring becomes significant.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can reduce the influence of noise. [Means for solving the problem]

[0006] The gaming machine of the present invention comprises: An openable and closable gaming machine frame; a gaming board disposed inside the gaming machine frame; a performance board having a sound source IC; A frame side substrate provided in the gaming machine frame and capable of receiving an audio signal transmitted from the sound source IC; a connection device capable of inputting an audio signal transmitted from the frame side substrate, The connection device is a gaming machine that is configured to be wirelessly connectable to an external music device provided outside the gaming machine so that sound can be output from the external music device. [Effects of the Invention]

[0007] According to the gaming machine of the present invention, it is possible to reduce the influence of noise. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a perspective view of a gaming machine according to a first embodiment. [Figure 2] This is an exploded oblique view of the upper decorative unit and front frame provided on the gaming machine. [Figure 3] FIG. 2 is a front view of the gaming board of the gaming machine. [Figure 4] FIG. 4 is an enlarged view of part A shown in FIG. 3, showing displays provided on the gaming machine. [Figure 5] 10A is a front view showing the movable body unit when the board movable body is at the origin position, and FIG. 10B is a front view showing the movable body unit when the board movable body is at the performance position. [Figure 6] FIG. 4 is a front view showing the left guide mechanism and the left drive mechanism. [Figure 7] FIG. 10 is a perspective view showing the left drive mechanism and the receiving mechanism. [Figure 8] FIG. 10 is a perspective view showing the locking mechanism when the movable plate body is at the origin position. [Figure 9] FIG. 10 is a front view showing the initial operation of the movable board body in the amusement park. [Figure 10] FIG. 10 is a front view showing the initial operation of the movable platen body during mass production. [Figure 11] This is an oblique view showing the left side of the upper decorative unit of this embodiment. [Figure 12] An oblique view showing the left side of the upper decorative unit of the comparative example. [Figure 13]10 is a perspective view showing the relationship between the lens member and the inner connecting member in a state where the rear cover member is removed. FIG. [Figure 14] FIG. 14 is a cross-sectional view taken along the line AA in FIG. [Figure 15] 10 is a cross-sectional view showing the relationship between the lens member, the inner connecting member, and the rear cover member. FIG. [Figure 16] 2 is a block diagram showing the electrical configuration of the game control board side of the gaming machine. FIG. [Figure 17] 2 is a block diagram showing the electrical configuration of the performance control board side of the gaming machine. FIG. [Figure 18] A block diagram showing the electrical configuration of the performance control board and frame peripheral board of the gaming machine. [Figure 19] (A) is a diagram showing the electrical circuit when the headphone connection terminal is not inserted into the earphone jack, and (B) is a diagram showing the electrical circuit when the headphone connection terminal is inserted into the earphone jack. [Figure 20] 10 is a hit type determination table. [Figure 21] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 22] (A) is a jackpot determination table, (B) is a reach determination table, (C) is a normal symbol hit determination table, and (D) is a normal symbol variation pattern selection table. [Figure 23] (A) is a normal special chart fluctuation pattern determination table, and (B) is a special special chart fluctuation pattern determination table. [Figure 24] This is a table for determining the opening pattern of the electric chute. [Figure 25] 10 is a flowchart of a main control process. [Figure 26] 10 is a flowchart of a main-side timer interrupt process. [Figure 27] 10 is a flowchart of a sensor detection process. [Figure 28] 10 is a flowchart of a gate passing process. [Figure 29] 10 is a flowchart of a normal operation process. [Figure 30] 10 is a flowchart of a special action process. [Figure 31] 10 is a flowchart of a special symbol waiting process. [Figure 32] 10 is a flowchart of a jackpot determination process. [Figure 33] 10 is a flowchart of a variation pattern selection process. [Figure 34] 10 is a flowchart of a variation pattern selection process. [Figure 35] 10 is a flowchart of a variation pattern selection process. [Figure 36] This is a flowchart of processing during special pattern change. [Figure 37] 10 is a flowchart of a special symbol determination process. [Figure 38] 10 is a flowchart of a game status management process. [Figure 39] 10 is a flowchart of special electric device processing. [Figure 40] 10 is a flowchart of a game status setting process. [Figure 41] 10 is a flowchart of a sub-control main process. [Figure 42] 10 is a flowchart of a reception interrupt process. [Figure 43] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 44] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 45] 10 is a flowchart of a received command analysis process. [Figure 46] A figure showing a first performance example. [Figure 47] A figure showing a first performance example. [Figure 48] A figure showing a second performance example. [Figure 49] A figure showing a second performance example. [Figure 50] A figure showing a second performance example. [Figure 51]A block diagram showing the electrical configuration of the performance control board, the first frame peripheral board, and the second frame peripheral board in the first modified example. [Figure 52] A block diagram showing the electrical configuration of the performance control board, amplifier board, and frame peripheral board in the second modified example. [Figure 53] A block diagram showing the electrical configuration of the performance control board and frame peripheral board in the third modified example. [Figure 54] FIG. 13 is a diagram showing a connection explanation presentation in the fourth modified example. [Figure 55] A block diagram showing the electrical configuration of the performance control board, the first frame peripheral board, and the second frame peripheral board in the fifth modified example. [Figure 56] A block diagram showing the electrical configuration of the performance control board, amplifier board, and frame peripheral board in the sixth modified example. [Figure 57] A block diagram showing the electrical configuration of the performance control board and frame peripheral board in the seventh modified example. [Figure 58] FIG. 10 is a front view of the gaming machine according to the second embodiment. [Figure 59] FIG. 10 is a front view of a game board unit according to a second embodiment. [Figure 60] A front view showing in detail the second large prize winning device etc. according to the second embodiment. [Figure 61] FIG. 10 is a front view of the display devices according to the second embodiment. [Figure 62] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device in the second embodiment are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 63] FIG. 10 is a block diagram showing the electrical configuration of the main control board according to the second embodiment. [Figure 64] FIG. 10 is a block diagram showing the electrical configuration of the sub-control board according to the second embodiment. [Figure 65] (A) is a table showing the general map-related random numbers according to the second embodiment, and (B) is a table showing the special map-related random numbers. [Figure 66](A) is a winning determination table according to the second embodiment, (B) is a normal game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 67] (A) is a jackpot determination table according to the second embodiment, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 68] This is a special chart 1 variation pattern determination table relating to the second embodiment. [Figure 69] This is a special chart 2 variation pattern determination table related to the second embodiment. [Figure 70] 10 is a read-ahead determination table according to the second embodiment. [Figure 71] 10 is a jackpot game control table according to the second embodiment. [Figure 72] FIG. 10 is an explanatory diagram of a gaming state according to the second embodiment. [Figure 73] 10 is an explanatory diagram showing a specific example of a rendering mode according to the second embodiment. FIG. [Figure 74] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation presentation related to the second embodiment. [Figure 75] An explanatory diagram showing a specific example of N reach in the special chart change performance related to the second embodiment. [Figure 76] An explanatory diagram showing a specific example of an SP reach in the special chart change presentation related to the second embodiment. [Figure 77] An explanatory diagram showing a specific example of a hold effect related to the second embodiment. [Figure 78] An explanatory diagram showing a specific example of a movable body effect according to the second embodiment. [Figure 79] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation according to the second embodiment. [Figure 80] 10 is a flowchart of a main control process according to the second embodiment. [Figure 81] 10 is a flowchart of a main-side timer interrupt process according to the second embodiment. [Figure 82] 10 is a flowchart of a sub-control main process according to the second embodiment. [Figure 83] 10 is a flowchart of a sub-side timer interrupt process according to the second embodiment. [Figure 84] FIG. 10 is a perspective view of the rear side of the pachinko gaming machine according to the second embodiment. [Figure 85] FIG. 10 is an enlarged view of a perspective view of the rear side of a pachinko gaming machine including a relay board according to a second embodiment. [Figure 86] FIG. 10 is a perspective view of a relay substrate according to a second embodiment. [Figure 87] FIG. 10 is a perspective view of a relay substrate according to a second embodiment. [Figure 88] 10 is an enlarged view of B of a perspective view of the rear side of a pachinko gaming machine including a harness hook according to a second embodiment. FIG. [Figure 89] FIG. 10 is an explanatory diagram of a harness hook according to a second embodiment. [Figure 90] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device in the second embodiment are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 91] FIG. 10 is an explanatory diagram of an on-board movable body according to a second embodiment. [Figure 92] FIG. 10 is an explanatory diagram of an on-board movable body according to a second embodiment. [Figure 93] 10A to 10C are explanatory views showing a manufacturing method of an on-board movable body according to a second embodiment. [Figure 94] 10A to 10C are explanatory views showing a manufacturing method of an on-board movable body according to a second embodiment. [Figure 95] 10A to 10C are explanatory views showing a manufacturing method of an on-board movable body according to a second embodiment. [Figure 96] 10A to 10C are explanatory views showing a manufacturing method of an on-board movable body according to a second embodiment. [Figure 97] FIG. 10 is an explanatory diagram of a modified example. [Figure 98] FIG. 10 is an explanatory diagram of a modified example. [Figure 99] FIG. 10 is an explanatory diagram of a modified example. [Figure 100] FIG. 10 is an explanatory diagram of a modified example. [Figure 101] FIG. 10 is an explanatory diagram of a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 according to a first embodiment of the present invention will be described with reference to the drawings. In the following description, the left-right direction of each part of the pachinko gaming machine PY1 will be described as being the left-right direction as seen by a player facing the pachinko gaming machine PY1. In addition, the forward direction of each part of the pachinko gaming machine PY1 will be described as being the direction approaching the player facing the pachinko gaming machine PY1, and the rearward direction of each part of the pachinko gaming machine PY1 will be described as being the direction away from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 of the first embodiment includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 (base frame portion), an inner frame 21 (base frame portion), and a front frame 23 (front frame portion). The outer frame 22 is a vertically rectangular frame body that forms the outer shell of the pachinko gaming machine PY1. The inner frame 21 is a vertically rectangular frame body that is disposed inside the outer frame 22 and that mounts a gaming board 1 (described later). The front frame 23 is a vertically rectangular frame body that is disposed in front of the outer frame 22 and the inner frame 21 and protects the gaming board 1. The front frame 23 is the part that faces the player and is decorated with various ornaments.

[0011] The gaming machine frame 2 is configured with a hinge portion 24 on its left end. This hinge portion 24 allows the front frame 23 to rotate freely relative to the outer frame 22 and the inner frame 21, and the inner frame 21 to rotate freely relative to the outer frame 22 and the front frame 23. As shown in FIG. 2, an opening 23a is formed in the center of the front frame 23, and a transparent plate is attached to the opening 23a so that the player can see the game area 6 (described below). In this embodiment, the transparent plate 23t is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate 23t should be something that allows the game area 6 to be seen from the front.

[0012] As shown in FIG. 2, the front frame 23 is configured with a front frame main body 180 and an upper decorative unit 200. The upper decorative unit 200 is a unit that decorates the upper part of the front frame 23 and is detachable from the upper part of the front frame main body 180. As shown in FIGS. 1 and 2, the lower part of the front frame main body 180 (front frame 23) is provided with a handle 72k (game ball shooting means) for firing game balls with a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 34 for storing game balls, and a surplus ball receiving tray (lower tray) 35 for storing game balls that cannot be accommodated in the ball supply tray 34. The front frame main body 180 (front frame 23) also has an effect button (input unit) 40k and a select button 42k that can be operated by the player during effects that are executed as the game progresses. The select button (directional pad) 42k is composed of an up button, a down button, a left button, and a right button. The front frame main body 180 (front frame 23) is also provided with a decorative frame lamp 56 and speakers 43R and 43L (not shown in FIG. 1) that output sound. The speaker 43R is located on the right side, and the speaker 43L is located on the left side.

[0013] A gaming board 1 shown in Figure 3 is attached to the gaming machine frame 2. As shown in Figure 3, the gaming board 1 has a gaming area 6, in which gaming balls launched by operating a handle 72k flow down, surrounded by a rail member 62. The gaming board 1 is also provided with a number of decorative board lamps 54. The gaming area 6 also has a number of protruding gaming nails for guiding the gaming balls. The gaming board 1 is an integrated unit consisting of a plate-like member disposed on the front side and a back unit (a unit for mounting various control boards, an image display device 50, harnesses, etc., described below) disposed on the rear side.

[0014] Near the center of the game area 6, an image display device 50 (effect display means, image display means) which is a liquid crystal display device is provided. The image display device may be another image display device such as an organic EL display device. The display screen 50a (display unit) of the image display device 50 has an effect pattern display area which displays a variable effect pattern EZ (decorative pattern) synchronized with the variable display of the first special pattern and second special pattern described below. The effect which displays the effect pattern EZ is called an effect pattern change effect. The effect pattern change effect is sometimes called a "decorative pattern change effect" or simply a "change effect".

[0015] The effect symbol display area consists of three effect symbol display areas, for example, "left," "center," and "right." The left effect symbol EZ1 is displayed in the left effect symbol display area, the center effect symbol EZ2 is displayed in the center effect symbol display area, and the right effect symbol EZ3 is displayed in the right effect symbol display area. Each effect symbol EZ consists of multiple symbols representing numbers, for example, from "1" to "8." The image display device 50 clearly displays the results of the variable display of the first special symbol and the second special symbol displayed on the first special symbol display device 81a and the second special symbol display device 81b (described below) (i.e., the results of the jackpot lottery) by combining the left effect symbol EZ1, the center effect symbol EZ2, and the right effect symbol EZ3.

[0016] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a static display of a random number such as "637" is displayed. This makes it easier for the player to grasp the progress of the game. In other words, the player generally grasps the results of the jackpot lottery on the image display device 50, rather than on the first special symbol display device 81a or the second special symbol display device 81b. The position of the display area for the dynamic symbol does not have to be fixed. In addition, the dynamic display of the dynamic symbol can be, for example, scrolled up and down.

[0017] The image display device 50 displays on the display screen 50a not only the effect symbol variation effect using the effect symbol EZ as described above, but also the jackpot effect performed in parallel with the jackpot game, demo effect for waiting for customers (customer waiting effect), etc. In the effect symbol variation effect, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as background images and character images, are also displayed.

[0018] The display screen 50a of the image display device 50 also has a reserve icon display area that displays a reserve icon HA (effect reserve image) according to the number of first special chart reserves and second special chart reserves described below. By displaying the reserve icon HA, the number of first special chart reserves displayed on the first special chart reserve display device 83a described below and the number of second special chart reserves displayed on the second special chart reserve display device 83b described below can be clearly shown to the player.

[0019] A center frame 61 (inner wall portion) is disposed near the center of the game area 6 and in front of the image display device 50. A stage 61s is formed at the bottom of the center frame 61, which can guide game balls rolling on the upper surface to a first starting opening 11, which will be described later. A warp 61w is provided at the left side of the center frame 61, which allows game balls to flow in from an entrance and out to the stage 61s from an exit. A vertically movable board body 55k is provided at the top of the center frame 61. The board body 55k can move from an origin position (position shown in FIG. 5(A)) above the display screen 50a to a performance position (position shown in FIG. 5(B)) that overlaps with the center of the display screen 50a in the front-to-rear direction.

[0020] Below the image display device 50 in the game area 6, a first start winning device 11D is provided, which includes a first start opening 11 that always allows a game ball to enter. The first start opening 11 is also referred to as a first ball opening, a fixed ball opening, a first start winning opening, or a first start area. The first start winning device 11D is also referred to as a first ball opening means, a fixed ball opening means, or a first start winning device. The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).

[0021] In addition, below the first starting hole 11 in the gaming area 6, there is provided a normal variable winning device (normal electric device, so-called electric chute) 12D equipped with a second starting hole 12. The second starting hole 12 is also referred to as a second ball entry hole, a variable ball entry hole, a second starting winning hole, or a second starting area. The electric chute 12D is also referred to as a second ball entry means, a variable ball entry means, or a second starting winning device. The entry of a gaming ball into the second starting hole 12 triggers a lottery for a second special symbol (a jackpot lottery).

[0022] The electric chute 12D is equipped with an electric chute opening / closing member 12k (ball entrance opening / closing member) that can be in an open or closed state, and the second start opening 12 is opened and closed by the operation of the electric chute opening / closing member 12k. The electric chute opening / closing member 12k is driven by an electric chute solenoid 12s, which will be described later. When the electric chute opening / closing member 12k is in the open state, game balls can enter the second start opening 12, and when it is in the closed state, game balls cannot enter the second start opening 12. In other words, the second start opening 12 is a start opening whose ease of game ball entry can be changed. Note that the electric chute does not have to be one that makes it easier for the ball to enter the second start opening when the electric chute opening / closing member is in the open state than when it is in the closed state.

[0023] In addition, a large prize device (special electric device) 14D equipped with a large prize opening 14 is provided to the right of the first starting opening 11 in the game area 6. The large prize opening 14 is also referred to as a special prize opening. The large prize opening 14D is also referred to as an attacker (AT), special prize means, or special variable prize opening device. The large prize opening 14D is equipped with an AT opening / closing member 14k (special prize opening opening / closing member) that can be opened or closed, and the large prize opening 14 is opened or closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by an AT solenoid 14s, which will be described later. A gaming ball can enter the large prize opening 14 only when the AT opening / closing member 14k is in the open state.

[0024] Also, to the right of the center frame 61, there is provided a gate 13 through which gaming balls can pass. The gate 13 is also referred to as a passage opening or a passage area. The passage of a gaming ball through the gate 13 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 12D will open. Furthermore, at the bottom of the gaming area 6, there are provided a plurality of general winning openings 10. At the bottom of the gaming area 6, there is also provided an outlet 19 that discharges gaming balls that have been shot into the gaming area 6 but have not won at any of the winning openings out of the gaming area 6.

[0025] The game area 6, in which various winning slots and the like are arranged, has a left game area 6L (first game area) on the left side of the center in the horizontal direction, and a right game area 6R (second game area) on the right side. A hitting method in which game balls are shot so that they flow down the left game area 6L is called a left hit. On the other hand, a hitting method in which game balls are shot so that they flow down the right game area 6R is called a right hit. In this form of pachinko game machine PY1, the flow path through which game balls flow down when played with a left hit is called a first flow path R1, and the flow path through which game balls flow down when played with a right hit is called a second flow path R2.

[0026] On the first flow path R1, there are provided a first start opening 11, a general winning opening 10, an electric chute 12D, and an outlet 19. By hitting a game ball so that it flows down the first flow path R1, a player can aim to win a prize in the first start opening 11 or the general winning opening 10. Note that, since there is no gate on the first flow path R1, the electric chute 12D will not open when hitting from the left.

[0027] On the other hand, the second flow path R2 is provided with a gate 13, a general winning opening 10, a special winning device 14D, an electric chute 12D, and an outlet 19. By hitting a game ball so that it flows down the second flow path R2, a player can aim to pass through the gate 13 or win a prize in the general winning opening 10, the second starting opening 12, or the special winning opening 14.

[0028] As shown in Fig. 3, indicators 8 are arranged in the lower right corner of the gaming board 1. As shown in Fig. 5, the indicators 8 include a first special symbol indicator 81a that variably displays the first special symbol, a second special symbol indicator 81b that variably displays the second special symbol, and a regular symbol indicator 82 that variably displays the regular symbol (regular symbol). The first special symbol is also referred to as the first special symbol or special symbol 1, and the second special symbol is also referred to as the second special symbol or special symbol 2. The regular symbol is also referred to as the regular symbol.

[0029] The displays 8 also include a first special chart hold display 83a that displays the number of activation hold memories (first special chart hold memories) of the first special chart display 81a, a second special chart hold display 83b that displays the number of activation hold memories (second special chart hold memories) of the second special chart display 81b, and a regular chart hold display 84 that displays the number of activation hold memories (regular chart hold memories) of the regular chart display 82.

[0030] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 11. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 12. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Furthermore, the first special symbol display 81a and the second special symbol display 81b may be collectively referred to as the special symbol display 81. Furthermore, the first special symbol reserve display 83a and the second special symbol reserve display 83b may be collectively referred to as the special symbol reserve display 83. Furthermore, the first special symbol reserve and the second special symbol reserve may be collectively referred to as the special symbol reserve.

[0031] The special symbol display 81 displays a special symbol in a variable manner (variable display) and then stops to notify the result of a lottery (special symbol lottery, jackpot lottery) based on a win at the first start slot 11 or the second start slot 12. The special symbol displayed in a variable manner (stopped symbol, special symbol derived and displayed as a display result of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a predetermined specific special symbol (a special symbol with a specific stopping mode, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slot 14 is opened in an opening pattern corresponding to the type of specific special symbol displayed in a fixed manner (i.e., the type of jackpot that has been won). The opening pattern of the jackpot slot in the special game will be described later.

[0032] Specifically, the special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and the lighting patterns of these LEDs display a special symbol corresponding to the result of the jackpot lottery. For example, if a jackpot (one of the multiple types of jackpots described below) is won, the jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Note that a losing symbol is not a specific special symbol. Before the special symbol is displayed, a variable special symbol is displayed for a predetermined period of time. The variable display is displayed, for example, with each LED lit to create a repeated flow of light from left to right. The manner of the variable display may be anything, such as all LEDs flashing at once, as long as each LED is not displayed as stopped (illuminated in a specific manner).

[0033] In this pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, the values ​​(numerical information, judgment information) of various random numbers such as a jackpot random number obtained for that entry are temporarily stored in a special symbol reserve memory unit 105 described later. In detail, if the game ball enters the first start hole 11, it is stored as a first special symbol reserve in a first special symbol reserve memory unit 105a described later, and if the game ball enters the second start hole 12, it is stored as a second special symbol reserve in a second special symbol reserve memory unit 105b described later. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory unit 105, and in this embodiment, the upper limit is "4".

[0034] The reserved special symbols stored in the reserved special symbol memory unit 105 are consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the determination result. Therefore, in this pachinko gaming machine PY1, even if the variable display of the special symbol based on the winning of the game ball into the first starting hole 11 or the second starting hole 12 cannot be executed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the playing of a special game, the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number.

[0035] The number of such reserved special drawings is displayed on the reserved special drawing display 83. Specifically, each reserved special drawing display 83 is composed of, for example, four LEDs, and displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.

[0036] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 13. The normal symbol display 82 displays the normal symbol variably (variably) and then stops, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 13. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which the second start hole 12 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 12 will be described later.

[0037] Specifically, the normal symbol display 82 is composed of, for example, two LEDs (see FIG. 4), and displays the normal symbol according to the result of the normal symbol lottery by the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Note that a normal losing symbol is not a specific normal symbol. Before the normal symbol is displayed as a static symbol, a normal symbol is displayed as a variable symbol for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode may be any mode, such as all LEDs flashing simultaneously, as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode).

[0038] In this pachinko game machine PY1, when a game ball passes through the gate 13, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory unit 106 described below. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 106, and in this embodiment the upper limit is "4".

[0039] The reserved normal symbols stored in the reserved normal symbol memory unit 106 are consumed when the variable display of the normal symbol based on that reserved normal symbol becomes possible. The consumption of the reserved normal symbol means determining the normal symbol random number (winning random number) corresponding to that reserved normal symbol and executing the variable display of the normal symbol to show the result of the determination. Therefore, in this pachinko gaming machine PY1, even if the variable display of the normal symbol based on the passage of the game ball through the gate 13 cannot be performed immediately after the passage, that is, even if a prize is won while the variable display of the normal symbol is being executed or while the auxiliary game is being executed, the right to draw the normal symbol for that passage can be reserved up to a predetermined number.

[0040] The number of such reserved general maps is displayed on the reserved general map display 84. Specifically, the reserved general map display 84 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0041] Next, the configuration of the movable body unit 300 of this embodiment will be described. As shown in Figures 5(A) and (B), the movable body unit 300 is a unit equipped with the board movable body 55k described above, and is attached to the game board 1. Specifically, the movable body unit 300 is disposed behind the plate-like member of the game board 1 and in front of the image display device 50. Figure 5(A) shows the board movable body 55k at its origin position, and Figure 5(B) shows the board movable body 55k at its performance position.

[0042] The movable body unit 300 comprises an attachment member 310 that extends in the left-right direction and attaches the movable board body 55k, a left-side guide mechanism 320 that extends in the up-down direction and guides the left side of the attachment member 310, a left-side drive mechanism 330 that is provided below the left-side guide mechanism 320, a right-side guide mechanism 340 that extends in the up-down direction and guides the right side of the attachment member 310, a right-side drive mechanism 350 that is provided below the right-side guide mechanism 340, and a fixing member 360 that extends in the left-right direction and fixes the upper part of the left-side guide mechanism 320 and the upper part of the right-side guide mechanism 340.

[0043] The configurations of the left guide mechanism 320 and the left drive mechanism 330 are symmetrical and similar to the configurations of the right guide mechanism 340 and the right drive mechanism 350. Therefore, the following describes the configurations of the left guide mechanism 320 and the left drive mechanism 330, and a description of the configurations of the right guide mechanism 340 and the right drive mechanism 350 is omitted.

[0044] 6 and 7, the left guide mechanism 320 includes a support plate 321, an outer guide pole 322, and an inner guide pole 323. The outer guide pole 322 is fixed to the left side of the support plate 321 so as to extend in the vertical direction. The inner guide pole 323 is fixed to the right side of the support plate 321 so as to extend in the vertical direction. A connecting member 311 attached to the left end of the mounting member 310 is connected to the outer guide pole 322 and the inner guide pole 323 so as to be movable in the vertical direction. This allows the movable board body 55k, the mounting member 310, and the connecting member 311 to move in the vertical direction relative to the outer guide pole 322 and the inner guide pole 323.

[0045] The left-side drive mechanism 330 includes a first gear 331, a second gear 332, a third gear 333, a fourth gear 334, a belt member 335, a lift member 336, and a drive motor 337. The first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 are rotatably mounted to the lower end of the support plate 321.

[0046] The first gear 331 is rotatable by being driven by a drive motor 337 attached to the rear surface of the lower end of the support plate 321. The second gear 332 meshes with the first gear 331. The third gear 333 meshes with the second gear 332. The fourth gear 334 meshes with the third gear 333. The belt member 335 is rotatably attached to the support plate 321, and is rotated by the rotation of the fourth gear 334. The lift member 336 (holding member) is attached to the outer guide pole 322 so as to be movable in the up and down direction, and is attached to the belt member 335 so as to be movable integrally. The drive of the drive motor 337 is controlled by the performance control microcomputer 121.

[0047] When the drive motor 337 is driven to rotate in the forward direction, the first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 rotate, and the rotation of the fourth gear 334 rotates the belt member 335 in the clockwise direction (to the right in FIG. 6). As a result, the lift member 336 can move upward along the outer guide pole 322 as the belt member 335 rotates in the clockwise direction.

[0048] On the other hand, when the drive motor 337 is driven to rotate in the reverse direction, the first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 rotate, and the rotation of the fourth gear 334 rotates the belt member 335 in the counterclockwise direction (leftward in FIG. 6). As a result, the lift member 336 can move downward along the outer guide pole 322 as the belt member 335 rotates in the counterclockwise direction.

[0049] Here, in FIG. 6, the position of the board movable body 55k indicated by a solid line is the origin position, and the position of the board movable body 55k indicated by a two-dot chain line is the performance position. As shown in FIGS. 6 and 7, when the board movable body 55k is in the performance position, the lift member 336 is disposed below the lower left end of the connecting member 311. Therefore, when the drive motor 337 rotates in the forward direction from when the board movable body 55k is in the performance position (see the two-dot chain line in FIG. 6), the lift member 336 moves upward along the outer guide pole 322. As a result, the lower left end of the connecting member 311 is lifted upward by the lift member 336, and the connecting member 311, the mounting member 310, and the board movable body 55k move upward. In this way, the upward movement of the lift member 336 allows the board movable body 55k to move from the performance position shown in FIG. 5(B) to the origin position shown in FIG. 5(A).

[0050] In the movable body unit 300, when the board movable body 55k is in the origin position, the locking mechanism 370 keeps the board movable body 55k at the origin position. The locking mechanisms 370 are provided on the left and right sides of the fixed member 360, but the locking mechanism 370 provided on the left side of the fixed member 360 and the locking mechanism 370 provided on the right side of the fixed member 360 have the same configuration. Therefore, hereinafter, the locking mechanism 370 provided on the left side of the fixed member 360 will be described as a representative with reference to FIG. 8.

[0051] FIG. 8 shows the state of the locking mechanism 370 when the movable board body 55k is in the home position. As shown in FIG. 20, the locking mechanism 370 includes a lock solenoid 371, a biasing member 372, and a locking member 373. The operation of the locking solenoid 371 is controlled by the performance control microcomputer 121, and the biasing member 372 is connected to the biasing member 372. The biasing member 372 biases the locking member 373 forward (in the direction toward the lower right of the arrow in FIG. 20). The locking member 373 is movable in the front-rear direction (in the direction indicated by the arrow in FIG. 8), and its tip 373a is engaged with the tip 312a of the locking hook 312 provided on the left side of the mounting member 310. In other words, as shown in FIG. 8, when the movable board body 55k is in the home position, the tip 312a of the locking hook 312 is engaged by riding on the tip 373a of the locking member 373. In this way, the movable board body 55k can be kept at the original position shown in FIG. 8 by the engagement between the tip 373a of the locking member 373 and the tip 312a of the locking hook 312.

[0052] Here, when the lock solenoid 371 is activated from the state shown in FIG. 8, the biasing force of the biasing member is reduced. As a result, the locking member 373 moves rearward (toward the upper left as indicated by the arrow in FIG. 8) against the biasing force of the biasing member 372. This releases the engagement between the tip 373a of the locking member 373 and the tip 312a of the locking hook 312. As a result, the connecting member 311 connected to the locking hook 312 moves downward along the outer guide pole 322 and the inner guide pole 323. In other words, when the lock solenoid 371 is activated, the locking hook 312 is no longer locked by the locking member 373, and the movable platen body 55k falls freely due to gravity from the origin position shown in FIG. 6(A).

[0053] When the movable board body 55k falls from the origin position shown in FIG. 5(A), it is received by a receiving mechanism 380 (see FIG. 7) provided at the lower end of the support plate 321, and stops at the performance position shown in FIG. 5(B). The receiving mechanisms 380 are provided at the lower end of the support plate 321 of the left guide mechanism 320 and at the lower end of the support plate of the right guide mechanism 340, respectively, but the receiving mechanisms 380 provided on the support plate 321 of the left guide mechanism 320 and the receiving mechanisms provided on the support plates of the right guide mechanism 340 have the same configuration. Therefore, hereinafter, the receiving mechanism 380 provided on the support plate 321 of the left guide mechanism 320 will be described as a representative with reference to FIG. 7.

[0054] 7, the receiving mechanism 380 includes a cylinder member 381, a cylinder rod 382, ​​and a buffer member 383. The cylinder member 381 is fixed to the lower end of the support plate 321. The cylinder rod 382 extends in the vertical direction, with its tip protruding from the cylinder member 381. The cylinder rod 382 is attached to the cylinder member 381 so as to be slidable in the vertical direction, and is biased upward by a biasing member provided inside the cylinder member 381. The buffer member 383 is made of a material capable of absorbing impact force, such as rubber, resin, or sponge, and is attached to the tip of the cylinder rod 382.

[0055] In this way, when the movable board body 55k falls from the origin position shown in Fig. 5(A), the lower end of the mounting member 310 comes into contact with the buffer member 383 of the receiving mechanism 380, as shown by the two-dot chain line in Fig. 6. As a result, the buffer member 383 and the cylinder rod 382 of the receiving mechanism 380 move downward against the biasing force of the biasing member, and the movable board body 55k stops at the performance position shown in Fig. 5(B). In this way, even if the mounting member 310 collides with the buffer member 383 of the receiving mechanism 380 due to the fall of the movable board body 55k, the collision between the mounting member 310 and the buffer member 383 can be absorbed.

[0056] Next, the position of the lift member 336 when the movable board body drive effect is executed will be described. The movable board body drive effect is an effect that suggests to the player the likelihood of winning a jackpot by moving the movable board body 55k from the origin position shown in FIG. 5(A) to the effect position shown in FIG. 5(B) during play. Before the movable board body drive effect is executed during play, the lift member 336 is in the lowered position shown in FIG. 5(B). In other words, by having the lift member 336 in the lowered position shown in FIG. 5(B) rather than the raised position shown in FIG. 5(A), the movable board body 55k and the connecting member 311 can move downward along the outer guide pole 322 and the inner guide pole 323.

[0057] When the moving board driving performance starts, the lock solenoid 371 is turned on from the state shown in FIG. As a result, the locking hook 312 (see FIG. 8) is no longer locked by the locking member 373, and the board movable body 55k, the attachment member 310, and the connecting member 311 fall freely due to gravity. Then, as shown in FIG. 5(B), the attachment member 310 collides with the buffer member 383, causing the board movable body 55k to stop at the performance position. In this way, the board movable body driving performance is executed.

[0058] Thereafter, in order to return the board movable body 55k to the origin position, the drive motor 337 is driven to rotate in the forward direction, and the belt member 335 rotates clockwise (to the right in FIG. 6). As a result, the lift member 336 moves from the lowered position shown in FIG. 5(B) to the raised position shown in FIG. 5(A), thereby lifting the connecting member 311. In this way, the connecting member 311 is lifted by the lift member 336, and the board movable body 55k moves from the performance position shown in FIG. 5(B) toward the origin position shown in FIG. 5(A). Then, as shown in FIG. 8, the tip 312a of the locking hook 312 is locked onto the tip 373a of the locking member 373. As a result, the locking hook 312, the connecting member 311, the mounting member 310, and the board movable body 55k are prevented from free falling from the state shown in FIG. 8.

[0059] Next, in order to enable the next board movable body driving performance to be executed, the drive motor 337 rotates in the reverse direction, and the belt member 335 rotates counterclockwise (leftward in FIG. 6). As a result, the lift member 336 moves from the raised position shown in FIG. 5(A) to the lowered position shown in FIG. 5(B). Thus, while the board movable body 55k is in the origin position shown in FIG. 5(A), the lift member 336 is in the lowered position shown in FIG. 5(B), and the board movable body driving performance is ready to be executed (a state in which the board movable body driving performance can be executed). In other words, simply by operating the lock solenoid 371, the board movable body driving performance can be executed at any time.

[0060] However, the movable body unit 300 configured as described above has the following problem: In recent years, with pachinko gaming machines, manufacturers do not send the assembled pachinko gaming machines to the gaming parlor (hall), but rather send each unit (game board 1, gaming machine frame 2) to the gaming parlor (hall), and an employee of the gaming parlor assembles the units therein to complete the pachinko gaming machine.

[0061] In such a case, after the movable body units 300 are mass-produced, when the game board 1 to which each movable body unit 300 is assembled is transported, there is a risk that the engagement between the locking member 373 and the locking hook 312 (see FIG. 8) may be released due to vibrations during transportation. This could cause the board movable body 55k, the attachment member 310, and the connecting member 311 to fall forcefully, potentially damaging the board movable body 55k and other components. In response to this issue, a buffer material KN was conventionally provided, as shown by the dashed dotted line in FIG. 6, to prevent the board movable body 55k, the attachment member 310, and the connecting member 311 from moving even if the engagement between the locking member 373 and the locking hook 312 (see FIG. 8) were released. However, providing the buffer material KN during transportation increases costs.

[0062] Therefore, in this embodiment, to address the above-mentioned problem, the lift member 336 is moved from the lowered position shown in Fig. 5(B) to the raised position shown in Fig. 5(A) to move the movable board body 55k to the home position shown in Fig. 5(A), and then the lift member 336 is made to wait in the raised position shown in Fig. 5(A). In other words, after the movable board body 55k returns to the raised position shown in Fig. 5(A), the lift member 336 is made to remain in the raised position shown in Fig. 5(A), preventing the movable board body 55k from moving downward from the home position shown in Fig. 5(A). In this way, during transportation, the lift member 336 is in the raised position, and not only is the locking member 373 and the locking hook 312 engaged, but the waiting of the lift member 336 in the raised position doubly locks the movable board body 55k in the raised position. As a result, the movable board body 55k can be fixed so as to be immovable without disposing the buffer material KN during transportation, and damage to the movable board body 55k and the like can be avoided.

[0063] Next, the difference between the initial operation of the board movable body 55k in an amusement parlor and the initial operation of the board movable body 55k during mass production will be explained with reference to Figures 9 and 10. The initial operation of the board movable body 55k is to check whether the board movable body 55k operates normally. First, the initial operation of the board movable body 55k in an amusement parlor will be explained with reference to Figure 9. The initial operation of the board movable body 55k in an amusement parlor is started by the performance control microcomputer 121 when the power is turned on in a state where the entire pachinko gaming machine PY1 is assembled (a state where the gaming board 1 is installed inside the gaming machine frame 2).

[0064] Here, when the initial operation of the board movable body 55k is performed in the gaming parlor, the entire pachinko gaming machine PY1 is assembled, so the upper decorative unit 200 (see FIG. 2) is attached to the front frame body 180. In this embodiment, a connection detection sensor 201 (not shown) is provided that can detect that the upper decorative unit 200 is attached to the front frame body 180. Therefore, when the initial operation of the board movable body 55k is performed in the gaming parlor, a detection signal from the connection detection sensor is input to the performance control microcomputer 121. Therefore, when the performance control microcomputer 121 receives a detection signal from the connection detection sensor upon power-on (when it receives a power-on command from the gaming control board 100), it determines that the initial operation of the board movable body 55k in the gaming parlor is to be performed, and executes the initial operation of the board movable body 55k as shown in FIG.

[0065] Specifically, in the initial operation of the board movable body 55k in an amusement facility, as shown in Fig. 9(A), first, the board movable body 55k is in the origin position and the lift member 336 is in the lowered position. Then, when the performance control microcomputer 121 activates the lock solenoid 371, the engagement between the locking member 373 and the locking hook 312 is released, and the board movable body 55k moves (falls) from the origin position shown in Fig. 9(A) to the performance position shown in Fig. 9(B). Next, when the performance control microcomputer 121 rotates the drive motor 337 in the forward direction, the lift member 336 moves from the lowered position shown in Fig. 9(B) to the raised position shown in Fig. 9(C), and the board movable body 55k rises from the performance position shown in Fig. 9(B) to the origin position shown in Fig. 9(C). As a result, the locking hook 312 is locked by the locking member 373 (see FIG. 8), preventing the movable board body 55k from falling. Finally, when the performance control microcomputer 121 rotates the drive motor 337 in the reverse direction, the lift member 336 moves from the raised position shown in FIG. 9(C) to the lowered position shown in FIG. 9(D). After the movable board body 55k moves from the origin position to the performance position to the origin position, the lift member 336 moves to the lowered position, enabling the movable board body drive performance to be executed, and the initial operation of the movable board body 55k in the game arcade is completed.

[0066] Next, the initial operation of the board movable body 55k during mass production will be described with reference to Fig. 10. The initial operation of the board movable body 55k during mass production is started by the performance control microcomputer 121 when the power is turned on in a situation where only the game board 1 is present before the movable body unit 300 is transported to the game center (hall).

[0067] Here, when the initial operation of the mass-produced board movable body 55k is performed, only the game board 1 is present, and therefore the upper decorative unit 200 (see FIG. 2) is not attached to the front frame body 180. Therefore, when the initial operation of the mass-produced board movable body 55k is performed, the detection signal of the connection detection sensor that can detect that the upper decorative unit 200 is attached to the front frame body 180 is not input to the performance control microcomputer 121. Therefore, when the power is turned on (when the power-on command is received from the game control board 100), if the detection signal of the connection detection sensor is not input, the performance control microcomputer 121 determines that the initial operation of the mass-produced board movable body 55k is to be performed, and performs the initial operation of the board movable body 55k as shown in FIG.

[0068] Specifically, in the initial operation of the mass-produced movable board body 55k, as shown in Fig. 10(A), the movable board body 55k is initially in the origin position and the lift member 336 is in the lowered position. When the performance control microcomputer 121 activates the lock solenoid 371, the engagement between the locking member 373 and the locking hook 312 is released, causing the movable board body 55k to move (fall) from the origin position shown in Fig. 10(A) to the performance position shown in Fig. 10(B). Next, when the performance control microcomputer 121 rotates the drive motor 337 in the forward direction, the lift member 336 moves from the lowered position shown in Fig. 10(B) to the raised position shown in Fig. 10(C), causing the movable board body 55k to rise from the performance position shown in Fig. 10(B) to the origin position shown in Fig. 10(C). As a result, the locking hook 312 is locked by the locking member 373 (see FIG. 8), preventing the board movable body 55k from falling. Thereafter, unlike the initial operation of the board movable body 55k in an amusement arcade, the performance control microcomputer 121 does not drive the drive motor 337 to rotate in the reverse direction. Therefore, the lift member 336 remains on standby in the raised position shown in FIG. 10(C). In this way, after the board movable body 55k has moved from the origin position to the performance position to the origin position, the lift member 336 remains in the raised position, and the initial operation of the mass-produced board movable body 55k is completed.

[0069] As described above, immediately after the initial operation of the board movable body 55k during mass production is completed, the board movable body 55k can be fixed immovably by both the engagement between the locking member 373 and the locking hook 312 and the standby of the lift member 336 at the raised position. Therefore, after the game board 1 is mass-produced, when the game board 1 (movable body unit 300) is transported, even if the engagement between the locking member 373 and the locking hook 312 is released, the board movable body 55k can be fixed immovably by the standby of the lift member 336 at the raised position. Therefore, when the game board 1 is transported, it is not necessary to place the buffer material KN shown by the dashed line in FIG. 6. As a result, the board movable body 55k can be fixed immovably without increasing costs, and damage to the board movable body 55k, etc. can be avoided.

[0070] Next, the configuration of the right side of the upper decorative unit 200 (see Figure 2) will be described with reference to Figures 11 to 15. As shown in Figure 11, the right side of the upper decorative unit 200 is provided with a lens member 210, a rear cover member 220, and a rear connecting member 240. As shown in Figure 2, the rear connecting member 240 is a part that connects to the front side of the upper part of the front frame main body 180.

[0071] The lens member 210 is made of a transparent member, and has a front wall 211 (design wall) that stands upright on the front side, and an upper side wall 212 (side wall) that extends slightly rearward from the upper side of the front wall 211. The front surface of the front wall 211 is a design surface that is designed to enhance the decorative effect. Therefore, when LEDs 251 mounted on an LED board 250 (see FIG. 14 ), which will be described later, emit light, the lens member 210 can show the design surface (the front surface of the front wall 211) in an illuminated state.

[0072] The rear cover member 220 (cover member) is disposed on the rear side of the lens member 210 and on the front side of the rear connecting member 240. The rear cover member 220 has a cover wall portion 221 on the upper side. The rear cover member 220 is disposed so that the outer surface (top surface) of the cover wall portion 221 and the outer surface (top surface) of the upper side wall portion 212 of the lens member 210 are flush with each other.

[0073] Here, the configuration of the upper decorative unit 200A of the comparative example will be described based on Figure 12. In Figure 12, among the parts of the upper decorative unit 200A of the comparative example, parts similar to those of the upper decorative unit 200 described above (see Figure 11) are marked with the letter "A" and detailed description will be omitted. As shown in Figure 12, the upper side wall portion 212A of the lens member 210A is formed with a protrusion 212B that protrudes upward. In addition, the cover wall portion 221 of the rear cover member 220 is formed with a protrusion 221B that protrudes upward.

[0074] Protrusion 212B of upper sidewall 212A of lens member 210A and protrusion 221B of cover wall 221A of rear cover member 220A are configured to overlap in the front-to-rear direction, and each has an insertion hole extending in the front-to-rear direction. Connecting screws 290 are inserted through the insertion holes of protrusion 212B of upper sidewall 212A and protrusion 221B of cover wall 221A. This allows lens member 210A to be attached to rear cover member 220A.

[0075] However, in a structure in which lens member 210A is attached by connecting protrusions 212B and 221B to each other using connecting screws 290, the outer surface of cover wall 221A of rear cover member 220A and the outer surface of upper side wall 212A of lens member 210A are not flat planes, which impairs the design of lens member 210A. In other words, the provision of protrusions 212B and 221B that protrude upward causes the appearance of lens member 210A to differ from the appearance intended by the developer.

[0076] Therefore, in this embodiment, to address the above-mentioned problems, the lens member 210 is attached as follows. Figure 13 shows the state in which the rear cover member 220 has been removed on the right side of the upper decorative unit 200. Figure 14 shows a cross-sectional view taken along line AA in Figure 13. As shown in Figures 13 and 14, the inner connecting member 230 is positioned inside (rearward) the design surface of the front wall portion 211 of the lens member 210 and inside (lower) the outer surface of the upper side wall portion 212 of the lens member 210.

[0077] 14, the inner connecting member 230 has an upright portion 231 extending in the vertical direction and a bent portion 232 bent rearward from the upper end of the upright portion 231. An LED board 250 having a plurality of LEDs 251 mounted thereon is disposed behind the upright portion 231 of the inner connecting member 230. Therefore, each LED 251 on the LED board 250 emits light toward the front wall portion 211 of the lens member 210.

[0078] As shown in Fig. 13, the upper sidewall 212 of the lens member 210 and the inner connecting member 230 are engaged via an engagement mechanism KG. That is, a U-shaped portion 213 (insertion hole) extending rearward in a U-shape is formed in the center of the upper sidewall 212 of the lens member 210 in the left-right direction. Also, as shown in Figs. 13 and 14, an inclined protrusion 233 (protrusion) that protrudes rearward at an angle is formed at the upper end of the bent portion 232 of the inner connecting member 230. Thus, in the engagement mechanism KG, the inclined protrusion 233 is inserted vertically into the U-shaped portion 213, thereby engaging the upper sidewall 212 of the lens member 210 and the bent portion 232 of the inner connecting member 230. In other words, the lens member 210 is arranged so that the U-shaped portion 213 of the upper sidewall portion 212 is inserted into the inclined protruding portion 233 of the bent portion 232 of the inner connecting member 230 .

[0079] However, as shown in Fig. 13, simply inserting the U-shaped portion 213 into the inclined protruding portion 233 is not enough to secure the lens member 210. Therefore, in this embodiment, as shown in Fig. 14, when the upper sidewall portion 212 of the lens member 210 and the bent portion 232 of the inner connecting member 230 are engaged with each other (the U-shaped portion 213 is inserted into the inclined protruding portion 233), the rear cover member 220 is arranged so that the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230 sandwich the engagement mechanism KG. As a result, the upper sidewall portion 212 (U-shaped portion 213) of the lens member 210 not only engages with the bent portion 232 of the inner connecting member 230 but is also sandwiched between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230, thereby enabling the lens member 210 to be securely secured.

[0080] 14, a recessed portion 212a recessed inward (downward) is provided on the rear end side of the upper sidewall portion 212 of the lens member 210. This recessed portion 212a is a portion on which a front end portion 221a (on the lens member 210 side) of the cover wall portion 221 of the rear cover member 220 is placed. In this manner, when the front end portion 221a of the cover wall portion 221 of the rear cover member 220 is placed on (in contact with) the recessed portion 212a of the upper sidewall portion 212 of the lens member 210, the outer surface of the cover wall portion 221 of the rear cover member 220 and the outer surface of the upper sidewall portion 212 of the lens member 210 are flush with each other. As a result, when the rear cover member 220 is attached from the state shown in Figure 13 and the engagement mechanism KG is sandwiched between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230 as shown in Figure 14, the recessed portion 212a makes it easier to determine the position of the rear cover member 220.

[0081] 15, the rear cover member 220 has an inclined wall portion 222 that inclines downward toward the rear from the rear end of the cover wall portion 221. The rear cover member 220, the inclined wall portion 222, and the upright portion 231 of the inner connecting member 230 are connected to one another via bolts 223, with the engagement mechanism KG sandwiched between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230.

[0082] Thus, in this embodiment, lens member 210 is attached not only as a two-member relationship with rear cover member 220, but also as a three-member relationship with rear cover member 220 and inner connecting member 230. That is, lens member 210 engages with inner connecting member 230 via engagement mechanism KG, and is attached by being sandwiched between rear cover member 220 and inner connecting member 230. Therefore, in this embodiment, lens member 210 can be fixed without providing protrusion 212B on upper side wall portion 212A of lens member 210A, as in the comparative example shown in FIG.

[0083] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 16 to 18. As shown in Figures 16 and 17, the pachinko gaming machine PY1 is equipped with a game control board 100 (main control board) that controls game profits such as jackpot lottery draws and game state transitions, a performance control board 120 (sub-control board) that controls performances executed as the game progresses, a payout control board 170 that controls payouts of game balls, etc. The game control board 100 constitutes the main control unit, and the performance control board 120 constitutes the sub-control unit together with a frame peripheral board 150, which will be described later.

[0084] The sub-control unit is required to have at least a presentation control board 120 and be capable of controlling game presentations using presentation means (image display device 50, speakers 43R, 43R, board lamp 54, board movable body 55k, frame lamp 56, etc.).

[0085] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply unit) receives AC 24V power from an external source and generates various voltages (DC 5V, DC 12V, DC 18V, DC 24V, DC 37V) required for the operation of the pachinko gaming machine PY1 based on the AC 24V power supply. The power supply board 190 supplies the generated power to the game control board 100, the performance control board 120, and the payout control board 170, and also supplies power to other devices via these boards.

[0086] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to a gaming RAM (Random Access Memory) 104 of the gaming control board 100 and a presentation RAM 124 of the presentation control board 120, which will be described later. Therefore, information stored in the gaming RAM 104 of the gaming control board 100 and the presentation RAM 124 of the presentation control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. A backup power supply circuit for the gaming RAM 104 of the gaming control board 100 may be provided in the gaming control board 100, and a backup power supply circuit for the presentation RAM 124 of the presentation control board 120 may be provided in the presentation control board 120.

[0087] As shown in FIG. 16, a game control board 100 is equipped with a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101, which controls the progress of the game on the pachinko game machine PY1 according to a program. The game control microcomputer 101 (game control means) includes a game ROM (Read Only Memory) 103 storing programs for controlling the progress of the game, a game RAM 104 used as work memory, a game CPU (Central Processing Unit) 102 executing the programs stored in the game ROM 103, and a game I / O (Input / Output) port 118 for inputting and outputting data and signals. The game RAM 104 includes the special symbol reservation memory 105 (first special symbol reservation memory 105a and second special symbol reservation memory 105b) and a regular symbol reservation memory 106. The game ROM 103 may be external.

[0088] Various sensors and solenoids are connected to the game control board 100 via a relay board 110. Therefore, signals are input from each sensor to the game control board 100, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors connected include a first start opening sensor 11a, a second start opening sensor 12a, a gate sensor 13a, a special prize opening sensor 14a, and a general prize opening sensor 10a.

[0089] The first start opening sensor 11a is provided in the first start opening 11 and detects game balls that have entered the first start opening 11. The second start opening sensor 12a is provided in the second start opening 12 and detects game balls that have entered the second start opening 12. The gate sensor 13a is provided in the gate 13 and detects game balls that have passed through the gate 13. The special prize opening sensor 14a is provided in the special prize opening 14 and detects game balls that have entered the special prize opening 14. The general prize opening sensor 10a is provided in the general prize opening 10 and detects game balls that have entered the general prize opening 10.

[0090] In addition, the solenoids connected include an electric chute solenoid 12s and an automatic transmission solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The automatic transmission solenoid 14s drives an automatic transmission opening / closing member 14k of the special prize device 14D.

[0091] Furthermore, the game control board 100 is connected to a special symbol display 81 (first special symbol display 81a and second special symbol display 81b), a normal symbol display 82, a special symbol reserve display 83 (first special symbol reserve display 83a and second special symbol reserve display 83b), and a normal symbol reserve display 84. That is, the display control of these displays 8 is performed by the game control microcomputer 101.

[0092] The game control board 100 also transmits various commands and signals to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko game machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0093] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PY1. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0094] When the player operates the handle 72k (see FIG. 1) of the launcher 72, the touch switch 72a detects contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. The launch solenoid 72s is then driven to launch a game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 72b. In this pachinko gaming machine PY1, one game ball is launched in approximately 0.6 seconds.

[0095] The game control board 100 also transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that only allows signals to be sent from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the game control board 100 and the performance control board 120 as a means for restricting the direction of communication.

[0096] 17, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the performance control board 120. The performance control microcomputer 121 (performance control means) includes a performance ROM 123 that stores programs and the like for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and a performance I / O port 138 for inputting and outputting data and signals. The performance ROM 123 may be external.

[0097] As shown in Figure 17, the performance control board 120 is connected to an image display device 50, a frame lamp 56, a board lamp 54, a drive motor 337, a lock solenoid 371, speakers 43R, 43L, a connection detection sensor 201, an input section detection sensor 40a, and a select button detection sensor 42a.

[0098] 17, the performance control microcomputer 121 (performance control means) of the performance control board 120 controls the display of the image display device 50 based on commands received from the game control board 100. The performance ROM 123 stores still image data and video data to be displayed on the image display device 50, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.

[0099] Furthermore, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speakers 43R and 43L based on commands received from the game control board 100. The audio data of the voices, etc. output from the speakers 43R and 43L is stored in the performance ROM 123 of the performance control board 120.

[0100] 17, the performance control microcomputer 121 controls the lighting of lamps such as the frame lamp 56 and the board lamp 54 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, light color, etc., also called lamp drive data) that determines the light-emitting mode of each lamp, and controls the lighting of each lamp according to the light-emitting pattern data. Note that the light-emitting pattern data is created using data stored in the performance ROM 123 of the performance control board 120.

[0101] Furthermore, the performance control microcomputer 121 controls the drive of the board movable body 55k based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 55k, and controls the drive of the drive motor 337 and lock solenoid 371 to drive the board movable body 55k according to the operation pattern data. Data stored in the performance ROM 123 of the performance control board 120 is used to create the operation pattern data.

[0102] In addition, an input unit detection sensor (effect button detection sensor) 40a and a select button detection sensor 42a are connected to the performance control board 120. The input unit detection sensor 40a detects that the performance button 40k (see FIG. 1) has been pressed. When the performance button 40k is pressed, a detection signal is output from the input unit detection sensor 40a to the performance control board 120. The select button detection sensor 42a detects that the select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.

[0103] 6 and 7 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine PY1, and are not limited to the boards shown in Fig. 6 and 7. Except for the game control board 100, any of the boards shown in Fig. 6 and 7 may be configured as one board, and the one board shown in Fig. 6 and 7 may be configured as multiple boards.

[0104] Incidentally, the present pachinko gaming machine PY1 is configured so that an external music device (music player) can be connected and a player can listen to the sound output from the pachinko gaming machine PY1 through the external music device. Examples of external music devices include headphones HPJ (wired music device, external music device) that are connected to the pachinko gaming machine PY1 by wire, and wireless earphones ISP (wireless music device, external music device) that are connected wirelessly, as shown in Fig. 18. Fig. 18 shows the electrical configuration of the present pachinko gaming machine PY1 for connecting to the headphones HPJ and the wireless earphones ISP.

[0105] 18, the performance control board 120 is provided with a performance control microcomputer 121, as well as a sound source IC 125, a buffer IC 126, and a digital amplifier IC 127. The pachinko gaming machine PY1 is also provided with a frame peripheral board 150 (frame side board), an earphone jack 25 (connection device, wired connection device), and a wireless connection module 26 (connection device, wireless connection device). The frame peripheral board 150, the earphone jack 25, and the wireless connection module 26 are each provided near the front frame 23, particularly the upper tray 34.

[0106] The sound source IC 125 receives an audio selection signal from the performance control microcomputer 121 and reads audio data corresponding to the audio selection signal from the performance ROM 123 as a digital audio signal. The sound source IC 125 then outputs the read audio data to signal line sn1 using the I2S (Inter IC Sound) transmission method. The I2S transmission method is composed of three signal lines. The first signal line is used as an "L / R clock" to transmit information for distinguishing between left and right audio. The second signal line is used as a "bit clock" to transmit the sampling frequency of the audio data, etc. The third signal line outputs the audio data read from the performance ROM 123 as a serial signal. In this way, the audio data output from the sound source IC 125 to signal line sn1 can also be called an I2S signal.

[0107] The audio data (I2S signal) output to signal line sn1 passes through buffer IC126 and then signal line sn2. Buffer IC126 is a buffer circuit that compensates for input voltage drops caused by electrical resistance. In other words, buffer IC126 prevents voltage drops due to long wiring by passing a large amount of current to prevent the voltage from dropping. The audio data (I2S signal) that passes through signal line sn2 branches at branch point bn1 into one that is sent to signal line sn3 and one that is sent to signal line sn4. The audio data (I2S signal) that passes through signal line sn3 is then sent to digital amplifier IC127.

[0108] The digital amplifier IC 127 amplifies audio data (I2S signal), which is a digital audio signal. The digital amplifier IC has an ADC (analog-to-digital converter) and converts the amplified audio data into an analog signal. The audio data converted into an analog signal is transmitted from the performance control board 120 to the speaker 43L via the wiring hn6, and is also transmitted from the performance control board 120 to the speaker 43R via the wiring hn7. As a result, audio corresponding to the performance is output from the speakers 43R, 43R.

[0109] Meanwhile, the audio data (I2S signal) that branches from branch point bn1 and is transmitted to signal line sn4 is output from the performance control board 120. The performance control board 120 and the frame peripheral board 150 are connected via wiring hn1. As a result, the audio data (IS2 signal) output from the performance control board 120 passes through wiring hn1 and is input to the frame peripheral board 150.

[0110] Here, the frame peripheral board 150 is provided with a photoMOS relay 151 (isolation element) and a digital amplifier IC 152. The photoMOS relay 151 is provided to insulate the frame peripheral board 150 from the performance control board 120 and is a semiconductor relay having an LED as an input element and a MOSFET as an output element. In this way, when no signal current flows to the input side of the photoMOS relay 151, the LED as the input element does not emit light, and the MOSFET as the output element is in a non-conductive state (insulated state). On the other hand, when a signal current flows to the input side, the LED as the input element emits light, and the MOSFET as the output element is in a conductive state (non-insulated state). In this way, the photoMOS relay 151 insulates the frame peripheral board 150 from the performance control board 120, thereby electrically blocking the frame peripheral board 150 from the performance control board 120 and preventing unauthorized signals from being input from the performance control board 120 to the frame peripheral board 150. Furthermore, even if weak noise is input to the photoMOS relay 151, it is possible to remove the weak noise and output a signal.

[0111] In this way, audio data (I2S signal) input to frame peripheral board 150 can pass through signal line sn5 via photoMOS relay 151. That is, signal line sn5 is provided with photoMOS relay 151, and in photoMOS relay 151, the light emission of the LED of the input element is controlled by performance control microcomputer 121. Therefore, only while performance control microcomputer 121 keeps photoMOS relay 151 in a conductive state (non-insulated state), the audio data (I2S signal) that passed through signal line sn5 branches at branch point bn2 into one that is sent to signal line sn6 and one that is sent to signal line sn7. Then, the audio data (I2S signal) that passes through signal line sn6 is sent to digital amplifier IC 152.

[0112] The digital amplifier IC152, like the digital amplifier IC152 provided for the speakers 43R and 43L described above, amplifies audio data (I2S signals), which are digital audio signals. The digital amplifier IC152 has an ADC (analog-to-digital converter) and converts the amplified audio data into an analog signal. The audio data converted into an analog signal is then transmitted from the frame peripheral substrate 150 to the earphone jack 25 via the wiring hn2. As a result, when the connection terminal HP1 of the headphones HPJ is wired to the earphone jack 25, audio corresponding to the performance is output from the headphones HPJ.

[0113] Meanwhile, the audio data (I2S signal) branched from branch point bn2 to signal line sn7 is output from the frame peripheral board 150. The frame peripheral board 150 and the wireless connection module 26 are connected by wiring hn3. As a result, the audio data (IS2 signal) output from the performance control board 120 passes through wiring hn3 and is input to the wireless connection module 26.

[0114] The wireless connection module 26 is a wireless digital audio module that wirelessly transmits audio data to a remote location. This wireless connection module can communicate wirelessly with the wireless earphone ISP using Bluetooth (registered trademark). It can transmit audio data to the wireless earphone ISP as digital data, enabling high-quality audio playback from the wireless earphone ISP. The wireless earphone ISP (another external music device) has an ADC (analog-to-digital converter) and an amplifier. The ADC converts the transmitted audio data (I2S signal) into analog data, which is then amplified by the amplifier. When the wireless earphone ISP is wirelessly connected to the wireless connection module via pairing, audio corresponding to the performance is output from the wireless earphone ISP.

[0115] As shown in Figure 1, the earphone jack 25 is provided near the upper tray 34 (ball supply tray) on the front frame 23 so that a player can easily insert the connection terminal HP1 of the headphones HPJ. The wireless connection module 26 is also provided near the upper tray 34 on the front frame 23. In particular, the wireless connection module 26 is provided below the play area 6 of the game board 1 (see Figure 3). This is to prevent, as much as possible, the metal game pegs provided in the play area 6 from adversely affecting the radio waves (audio data) sent from the wireless connection module 26.

[0116] Here, the reason why the frame peripheral board 150 is provided on the front frame 23 will be explained. Unlike the first embodiment, as a comparative example, it is conceivable to provide a digital amplifier IC corresponding to the earphone jack 25 on the performance control board 120. In this comparative example, it is conceivable to directly connect the performance control board 120 and the earphone jack 25 with a wire, and transmit analog audio data from the digital amplifier IC on the performance control board 120 to the earphone jack 25 via the wire. However, in this comparative example, the wiring between the performance control board 120 provided on the game board 1 and the earphone jack 25 provided on the front frame 23 becomes long. In this case, the audio data, which is analog data that is easily affected by noise, becomes even more susceptible to noise due to the long wiring length, and there is a risk that accurate audio data cannot be transmitted.

[0117] Therefore, in this embodiment, by providing a frame peripheral substrate 150 (digital amplifier substrate) having a digital amplifier IC 152 on the front frame 23, it is possible to shorten the wiring hn2 between the frame peripheral substrate 150 and the earphone jack 25. In other words, by providing both the frame peripheral substrate 150 and the earphone jack 25 on the front frame 23, it is possible to shorten the wiring length of the wiring hn2 that transmits analog audio data. As a result, even if analog data that is easily affected by noise is transmitted over the wiring hn2, it is possible to facilitate accurate transmission of audio data.

[0118] In this embodiment, the wiring hn3 between the frame peripheral substrate 150 and the wireless connection module 26 is also short. Here, the wiring hn3 transmits audio data (I2S signals), which is digital data that is less susceptible to noise than analog data. However, even digital data can be easily affected by noise if the wiring length is long. Therefore, by shortening the wiring hn3 as in this embodiment, it is possible to facilitate the transmission of accurate audio data (I2S signals) over the wiring hn3.

[0119] Here, providing the frame peripheral substrate 150, earphone jack 25, and wireless connection module 26 on the front frame 23 (gaming machine frame 2) rather than on the gaming board 1 offers the following advantages. That is, when constructing a pachinko gaming machine, the gaming machine frame 2 may be reused as is, and only the gaming board 1 may be replaced. In this case, if the frame peripheral substrate 150, earphone jack 25, and wireless connection module 26 were provided on the gaming board 1, replacing the gaming board 1 would also require replacing the frame peripheral substrate 150, earphone jack 25, and wireless connection module 26, which would increase costs. In contrast, if the earphone jack 25 and wireless connection module 26 are provided on the gaming machine frame 2, as in this embodiment, the earphone jack 25 and wireless connection module 26 can be reused as is, even when replacing the gaming board 1, thereby reducing costs.

[0120] In this embodiment, no sound is output from the speakers 43R, 43L after the headphones HPJ are wired to the earphone jack 25. This is because if the sound corresponding to the effect is also output from the speakers 43R, 43L even though the player is listening to the sound corresponding to the effect through the headphones HPJ, the player will not be able to concentrate on the sound corresponding to the effect heard from the headphones HPJ.

[0121] However, if no sound is output from the speakers 43R and 43L when the headphones HPJ are connected to the earphone jack 25 via a wired connection, the following problem occurs. That is, if no sound is output from the speakers 43R and 43L, amusement parlor employees may mistakenly believe that there is a malfunction. Therefore, when the headphones HPJ are connected to the earphone jack 25 via a wired connection, it is preferable that a wired connection notification sound (a special sound such as "Beep beep! Music player connected via a wired connection," as shown in FIG. 46(B)) be output from the speakers 43R and 43L. Therefore, in this embodiment, when the headphones HPJ are connected to the earphone jack 25 via a wired connection, first the wired connection notification sound is output from the speakers 43R and 43L, and then the speakers 43R and 43L enter an output-disabled state in which no sound is output from them.

[0122] Next, a case where the connection terminal HP1 of the headphones HPJ is inserted into the earphone jack 25 will be described using Fig. 19. Fig. 19(A) is a diagram showing the electrical circuit when the connection terminal HP1 of the headphones HPJ is not inserted into the earphone jack 25, and Fig. 19(B) is a diagram showing the electrical circuit when the connection terminal HP1 of the headphones HPJ is inserted into the earphone jack 25.

[0123] As shown in Fig. 19(A), the connection terminal HP1 has a small-diameter portion HPa with a small diameter at the tip end and a large-diameter portion HPb with a large diameter at the base end. The earphone jack 25 is also provided with a connecting fitting 25a, which has an insertion hole 25b through which the large-diameter portion HPb of the connection terminal HP1 can be inserted. In the state shown in Fig. 19(A), the contacts st1 and st2 are connected, resulting in a normally closed state. Meanwhile, the contacts st3 and st4 are not connected. Thus, when the connection terminal HP1 of the headphones HPJ is not inserted into the earphone jack 25, the contacts st1 and st2 are connected, preventing the earphone jack 25 from outputting an "H" level wired connection signal.

[0124] 18, earphone jack 25 and performance control board 120 are connected via wire hn4. Then, as shown in Fig. 19(A), when connection terminal HP1 of headphones HPJ is not inserted into earphone jack 25, an "H" level wired connection signal is not output from earphone jack 25 to wire h4. Therefore, in the state shown in Fig. 19(A), performance control microcomputer 121 of performance control board 120 does not input an "H" level wired connection signal from earphone jack 25.

[0125] In contrast, as shown in FIG. 19(B), when the connection terminal HP1 of the headphones HPJ is inserted into the earphone jack 25, the small-diameter portion HPa of the connection terminal HP1 presses down on the movable piece KD1. This causes the contacts st1 and st2 to become disconnected. At this time, the large-diameter portion HPb of the connection terminal HP1 is inserted into the insertion hole 25b of the connecting fitting 25a while in contact with it, and the contacts st3 and st4 are connected via the large-diameter portion HPb and the connecting fitting 25a. This causes an "H" level wired connection signal (specific signal) to be output from the earphone jack 25. In other words, as shown in FIG. 19(B), when the connection terminal HP1 of the headphones HPJ is inserted into the earphone jack 25, an "H" level wired connection signal is output from the earphone jack 25 to the wire h4. Therefore, in the state shown in Figure 19 (B), the performance control microcomputer 121 of the performance control board 120 receives an "H" level wired connection signal from the earphone jack 25, and is able to determine that the wired music device (headphones HPJ) is connected via a wired connection.

[0126] As a result, if the performance control microcomputer 121 does not receive an "H" level wired connection signal, it determines that a wired music device (headphones HPJ) is not connected to the earphone jack 25 via a wired connection, and sets the speakers 43R and 43L to an output-enabled state in which sound can be output normally. In contrast, if the performance control microcomputer 121 receives an "H" level wired connection signal, it determines that a wired music device (headphones HPJ) is connected to the earphone jack 25 via a wired connection, and first controls the speakers 43R and 43L to output a wired connection notification sound (see FIG. 46(B)). After the wired connection notification sound is output from the speakers 43R and 43L, the performance control microcomputer 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127. As a result, when the digital amplifier IC 127 receives the mute information, it controls the internal mute terminal to put the speakers 43R and 43L into an output disabled state in which no sound is output at all.

[0127] As shown in FIG. 19(A), when the connection terminal HP1 of the headphones HPJ is inserted into the earphone jack 25, a method can be considered in which the "H" level wired connection signal output from the earphone jack 25 is directly transmitted to the digital amplifier IC 127. However, in this method, the digital amplifier IC 127 controls an internal mute terminal at the timing when the wired connection signal is input, thereby causing an output-disabled state in which no sound is output from the speakers 43R and 43L. In this case, the wired connection notification sound (see FIG. 46(B)) cannot be output from the speakers 43R and 43L. Therefore, in this embodiment, the "H" level wired connection signal output from the earphone jack 25 is input to the performance control microcomputer 121. This allows the performance control microcomputer 121 to recognize that the wired music device (headphones HPJ) has been connected via a wired connection, and after outputting a wired connection notification sound (see Figure 45 (B)) from the speakers 43R and 43L, it can put the speakers 43R and 43L into an output-disabled state in which no sound is output at all.

[0128] Next, a case where the wireless earphone ISP and the wireless connection module 26 are wirelessly connected will be described. As shown in Fig. 18, the wireless connection module 26 and the performance control board 120 are connected via the wiring hn5. When the wireless earphone ISP and the wireless connection module 26 are not wirelessly connected, the wireless connection module 26 does not output an "H" level wireless connection signal to the wiring hn5. Therefore, in this case, the performance control microcomputer 121 of the performance control board 120 does not input an "H" level wireless connection signal from the wireless connection module 26.

[0129] On the other hand, when the wireless earphone ISP and the wireless connection module 26 are wirelessly connected, an "H" level wireless connection signal is output from the wireless connection module 26 to the wiring hn5. In this case, the performance control microcomputer 121 of the performance control board 120 inputs an "H" level wireless connection signal from the wireless connection module 26. This allows the performance control microcomputer 121 to know that the wireless music device (wireless earphone ISP) has been wirelessly connected.

[0130] As described above, similar to the case where a wired music device (headphones HPJ) is connected to earphone jack 25 via a wired connection, unless the performance control microcomputer 121 receives an "H" level wireless connection signal, it determines that a wireless music device (wireless earphones ISP) is not wirelessly connected to wireless connection module 26 and sets speakers 43R and 43L to an output-enabled state in which sound can be output normally. In contrast, if the performance control microcomputer 121 receives an "H" level wireless connection signal, it determines that a wireless music device (wireless earphones ISP) is wirelessly connected to wireless connection module 26 and first controls speakers 43R and 43L to output a wireless connection notification sound (a special sound, such as "beep beep! Music player wirelessly connected," as shown in FIG. 48(D)). After the wireless connection notification sound is output from speakers 43R and 43L, performance control microcomputer 121 includes mute information in the audio data (I2S signal) output from sound source IC 125 to digital amplifier IC 127. As a result, when the digital amplifier IC 127 receives the mute information, it controls the internal mute terminal to put the speakers 43R and 43L into an output disabled state in which no sound is output at all.

[0131] 3. Explanation of jackpots etc. In this form of pachinko gaming machine PY1, the results of the jackpot lottery (special symbol lottery) are either a "jackpot" or a "loss." When a "jackpot" occurs, a "jackpot symbol" is displayed frozen on the special symbol display 81. When a "loss" occurs, a "loss symbol" is displayed frozen on the special symbol display 81. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening 14 is opened in an opening pattern according to the type of special symbol (type of jackpot) that has been frozen. The jackpot game is also called a special game.

[0132] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.

[0133] There are multiple types of jackpots. The types of jackpots are as shown in Figure 20. As shown in Figure 20, in this form, there are roughly two types: a special jackpot and a normal jackpot. A special jackpot is a jackpot that controls the game state after a jackpot game to a high probability state, which will be described later. A normal jackpot is a jackpot that controls the game state after a jackpot game to a normal probability state (low probability state), which will be described later.

[0134] More specifically, the probability variable jackpot and normal jackpot that can be won in the lottery for Special Design 1 (lottery for the first special symbol) are jackpots in which the jackpot entry slot 14 is open for a maximum of 29.5 seconds per round from Round 1 to Round 8, and for a maximum of 0.1 seconds per round from Round 9 to Round 10. In other words, although the total number of rounds for these jackpots is 10 rounds, the actual number of rounds is 8 rounds. The actual number of rounds refers to the number of rounds in which game balls can enter up to the maximum number of prizes per round (8 balls in this version). In these jackpots, the opening time of the jackpot entry slot 14 is extremely short from Round 9 to Round 10, making it a round in which no prize balls are expected to be awarded. In addition, if the "Special Big Win" is won by the lottery of Special Chart 1, the "Special Chart 1_Special Big Win Pattern" will be displayed on the first special chart display 81a, and if the "Normal Big Win" is won, the "Special Chart 1_Normal Pattern" will be displayed on the first special chart display 81a.

[0135] In addition, the probability variable jackpot and normal jackpot that can be won in the lottery for special chart 2 (lottery for the second special symbol) are jackpots that open the jackpot entry port 14 for a maximum of 29.5 seconds per round from 1R to 10R. In other words, the actual number of rounds for these jackpots is also 10R. If a "probability variable jackpot" is won in the lottery for special chart 2, the "special chart 2 probability variable symbol" is displayed on the second special chart display 81b, and if a "normal jackpot" is won, the "special chart 2 normal symbol" is displayed on the second special chart display 81b.

[0136] Regardless of which jackpot is won, after the jackpot game, the machine will be controlled to the electric support control state (high base state) described below. If the electric support control state is controlled in accordance with the high probability state, it will continue until the next jackpot is won. On the other hand, if it is controlled in accordance with the normal probability state (low probability state), the electric support count (time-saving count) is set to 100. The electric support count is the maximum number of times that the special symbol variable display will be executed in the electric support control state.

[0137] As shown in Figure 20, the distribution rate of jackpots in both the Special Chart 1 lottery and the Special Chart 2 lottery is 65% for probability jackpots and 35% for regular jackpots. However, if a jackpot is won based on the Special Chart 1 lottery, a jackpot game with an effective number of rounds will be played, while if a jackpot is won based on the Special Chart 2 lottery, a jackpot game with an effective number of rounds will be played, so the Special Chart 2 lottery is set to be more advantageous for players than the Special Chart 1 lottery.

[0138] In this pachinko gaming machine PY1, the lottery to determine whether or not a jackpot has been won is based on a "jackpot random number," and the lottery to determine the type of jackpot won is based on a "win type random number." As shown in FIG. 21(A), the jackpot random number ranges from 0 to 65535. The win type random number ranges from 0 to 99. The random numbers obtained based on winning at the first start port 11 or the second start port 12 include a "reach random number" and a "variation pattern random number" in addition to the jackpot random number and win type random number.

[0139] The reach random number is a random number that determines whether or not a reach will occur in the effect symbol variation effect that indicates a jackpot result when the result of the jackpot determination is a miss. A reach is a state in which there is only one effect symbol remaining among the multiple effect symbols that are being displayed in a variable manner, and depending on which of the effect symbols that are displayed in a variable manner stop, a combination of effect symbols that indicates a jackpot win (for example, a "7↓7" state) will be formed. Note that the effect symbol that is displayed in a stopped state in the reach state may be displayed as if it is slightly shaking on the display screen 50a, or may be displayed as if it is repeatedly expanding and contracting. This reach random number takes a value in the range of 0 to 255.

[0140] The fluctuation pattern random number is a random number used to determine the fluctuation pattern, including the fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random numbers obtained based on passing through gate 13 include the normal symbol random number (winning random number) shown in Figure 21 (B). The normal symbol random number is a random number used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens electric chute 12D. The normal symbol random number takes a value in the range of 0 to 65535.

[0141] 4. Explanation of game status Next, the gaming state of the pachinko gaming machine PY1 of this embodiment will be explained. The special symbol display 81 and the regular symbol display 82 of the pachinko gaming machine PY1 each have a probability fluctuation function and a fluctuation time reduction function. The state in which the probability fluctuation function of the special symbol display 81 is activated is called the "high probability state," and the state in which it is not activated is called the "normal probability state (non-high probability state)." In the high probability state, the probability of a jackpot is higher than in the normal probability state. That is, a jackpot is determined using a jackpot determination table in which the value of the jackpot random number that determines a jackpot is higher than the jackpot determination table used in the normal probability state (see Figure 22(A)). In other words, when the probability fluctuation function of the special symbol display 81 is activated, the probability that the display result of the variable display of the special symbol by the special symbol display 81 (i.e., the stopped symbol) will be a jackpot symbol is higher than when it is not activated.

[0142] The state in which the time-saving function of the special symbol display 81 is activated is referred to as the "time-saving state," while the state in which it is not activated is referred to as the "non-time-saving state." In the time-saving state, the special symbol fluctuation time (the time from the start of the fluctuation display to the derivation of the display result) is shorter than in the non-time-saving state. That is, the fluctuation pattern is determined using a fluctuation pattern table (the normal special symbol fluctuation pattern determination table shown in Figure 23(A) and the special special symbol fluctuation pattern determination table shown in Figure 23(B)) that is determined so that a fluctuation pattern with a short fluctuation time is selected more frequently than in the non-time-saving state. In other words, when the time-saving function of the special symbol display 81 is activated, a short fluctuation time is more likely to be selected as the fluctuation time for the variable display of the special symbol compared to when it is not activated. As a result, in the time-saving state, the pace of consumption of reserved special symbols is accelerated, making it easier to win a valid prize in the starting slot (a prize that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.

[0143] The probability variation function and the time-shortening function of the special symbol display 81 may operate simultaneously, or only one of them may operate. The probability variation function and time-shortening function of the regular symbol display 82 operate in synchronization with the time-shortening function of the special symbol display 81. That is, the probability variation function and time-shortening function of the regular symbol display 82 operate in the time-shortening state and do not operate in the non-time-shortening state. Therefore, in the time-shortening state, the probability of winning in the regular symbol lottery is higher than in the non-time-shortening state. That is, a regular symbol hit determination table in which the value of the regular symbol random number (winning random number) determined to be a win is higher than the regular symbol hit determination table used in the non-time-shortening state (see Figure 22(C)). In other words, when the probability variation function of the regular symbol display 82 is activated, the probability that the display result of the variable display of the regular symbol by the regular symbol display 82 will be a regular winning symbol is higher than when it is not activated.

[0144] Also, in the time-shortened state, the time it takes for the normal symbols to fluctuate is shorter than in the non-time-shortened state. In this mode, the time it takes for the normal symbols to fluctuate is 7 seconds in the non-time-shortened state, but 1 second in the time-shortened state (see Figure 22(D)). Furthermore, in the time-shortened state, the time the electric chute 12D is open during auxiliary play is longer than in the non-time-shortened state (see Figure 24). In other words, the function to extend the opening time of the electric chute 12D is activated. Additionally, in the time-shortened state, the number of times the electric chute 12D is opened during auxiliary play is greater than in the non-time-shortened state (see Figure 24). In other words, the function to increase the number of times the electric chute 12D is opened is activated.

[0145] When the probability variation function and variation time reduction function of the normal display 82, and the opening time extension function and opening count increase function of the electric chute 12D, are activated, the electric chute 12D opens more frequently, and game balls land more frequently in the second starting hole 12 than when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of balls fired, becomes higher. Therefore, a state in which these functions are activated is called a "high base state," and a state in which they are not activated is called a "low base state." In a high base state, players can aim for a jackpot without significantly reducing their available game balls. Note that the high base state is a state in which so-called electric support control (control that supports the electric chute 12D in landing in the second starting hole 12) is activated. Therefore, the high base state is also referred to as an electric support control state or an easy-to-enter state. In contrast, the low base state is also referred to as a non-electric support control state or a non-easy-to-enter state.

[0146] The high base state does not have to activate all of the above functions. In other words, it is sufficient if the activation of one or more of the following functions makes it easier for the electric chute 12D to open than when the function is not activated: the probability variation function of the normal map display 82, the variation time reduction function of the normal map display 82, the opening time extension function of the electric chute 12D, and the opening count increase function of the electric chute 12D. Also, the high base state may be controlled independently of the time-saving state.

[0147] In the pachinko gaming machine PY1 of this embodiment, the gaming state after a jackpot game due to winning a probability variable jackpot is a high probability state, a time-saving state, and a high base state. This gaming state is particularly referred to as a "high probability high base state." The high probability high base state ends when the variable display of special symbols is executed a predetermined number of times (10,000 times in this embodiment), or when a jackpot is won and the jackpot game is executed. In other words, in this embodiment, the high probability high base state essentially continues until the next jackpot is won. Note that the condition for ending the high probability high base state may be simply that a jackpot is won and the jackpot game is executed.

[0148] Furthermore, the game state after a jackpot game due to a normal jackpot win is a normal probability state (a non-high probability state, i.e., a low probability state), a time-saving state, and a high base state. This game state is particularly referred to as a "low probability, high base state." The low probability, high base state ends when the variable display of special symbols is executed a predetermined number of times (100 times in this embodiment), or when a jackpot is won and the jackpot game is executed.

[0149] When playing the pachinko gaming machine PY1 for the first time, the gaming state after powering on is a normal probability state, a non-time-saving state, and a low base state. This gaming state is specifically referred to as a "low probability low base state." The low probability low base state will be referred to as a "normal gaming state." Furthermore, the state during which a special game (jackpot game) is being played will be referred to as a "special gaming state (jackpot gaming state)." Furthermore, the state controlled to at least one of the high probability state and the high base state will be referred to as a "bonus gaming state."

[0150] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, it is more advantageous to play by hitting the ball to the right to enter the right play area 6R (see Figure 4). This is because the electric support control makes the electric chute 12D more likely to open than in a low-base state, making it easier to win in the second start gate 12 than in the first start gate 11. Therefore, a right-handed hit is performed to have the game ball enter the second start gate 12 while passing through gate 13, which triggers the normal symbol lottery. This allows for more start wins (wins in the start gate) than a left-handed hit. In this pachinko game machine PY1, play is performed by hitting the ball to the right even during jackpot play.

[0151] In contrast, in the low base state, it is more advantageous to hit the ball from the left to enter the left game area 6L (see Figure 4). Because the electric support control is not being executed, the electric chute 12D is less likely to open than in the high base state, making it easier to win in the first start hole 11 than in the second start hole 12. Therefore, the left hit is made to make the game ball enter the first start hole 11. This allows for more start wins than hitting from the right.

[0152] 5. Operation of the gaming control microcomputer 101 [Main Control Main Processing] Next, the operation of the game control microcomputer 101 will be described with reference to Figures 25 to 40. The counters, timers, flags, statuses, buffers, and the like that appear in the description of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power to the pachinko gaming machine PY1 is turned on, the game control microcomputer 101 provided in the game control board 100 reads and executes the main control main processing program shown in Figure 25 from the game ROM 103. As shown in the figure, the main control main processing begins with initial settings (step S001). The initial settings include, for example, stack settings, constant settings, interrupt time settings, game CPU 102 settings, SIO, PIO, and CTC (a circuit for managing interrupt time), and resetting various flags, statuses, counters, and the like. The initial value of a flag is "0" (i.e., "OFF"), the initial value of a status is "1," and the initial value of a counter is "0." The initial setting (S001) is executed only once after power-on and will not be executed thereafter.

[0153] Following the initial setting (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 21 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0154] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the time the main timer interrupt process (S005) is completed until the next main timer interrupt process (S005) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0155] [Main timer interrupt processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Fig. 26, in the main timer interrupt processing (S005), output processing (S101) is first executed. In the output processing (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the gaming control board 100 in each processing described below are output to the performance control board 120, the payout control board 170, etc.

[0156] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (first start gate sensor 11a, second start gate sensor 12a, gate sensor 13a, special prize gate sensor 14a, general prize gate sensor 10a, etc. (see Figure 6)) that are mainly attached to the pachinko game machine PY1 are read and stored (set) as prize ball information in the output buffer of the gaming RAM 104. In addition, a detection signal from a lower tray full switch that detects whether the lower tray 35 is full is also taken in and stored as lower tray full data in the output buffer of the gaming RAM 104.

[0157] The normal and special symbol main random number update process (S103) that is carried out next is the same as the normal and special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 25. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 21 is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) until the start of the next main side timer interrupt process (S005)).

[0158] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), and special operation process (S106), which will be described later. Then, other processes (S107) are executed, and the main timer interrupt process (S005) is terminated. The other processes (S107) include controlling the second special symbol reserved indicator 83b to display the number of reserved balls based on the number of reserved balls for the special symbol 2 (described later), and controlling the first special symbol reserved indicator 83a to display the number of reserved balls based on the number of reserved balls for the special symbol 1 (described later). The main control main process steps S002 to S004 are then repeatedly executed (see FIG. 25) until the next interrupt pulse is input to the gaming CPU 102. When the interrupt pulse is input (approximately 4 msec later), the main timer interrupt process (S005) is executed again. In the output process (S101) of the main timer interrupt process (S005) that is executed again, the commands etc. that were set in the output buffer of the gaming RAM 104 in the previous main timer interrupt process (S005) are output.

[0159] [Sensor detection process] As shown in Fig. 27, in the sensor detection process (S104), first, it is determined whether or not a gaming ball has passed through the gate 13, i.e., whether or not a gaming ball has been detected by the gate sensor 13a (S201). If the gaming ball has passed through the gate 13 (YES in S201), the gate passing process described below is performed (S202). On the other hand, if the gaming ball has not passed through the gate 13 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.

[0160] In step S203, it is determined whether a game ball has entered the second starting hole 12, that is, whether a game ball has been detected by the second starting hole sensor 12a (S203). If a game ball has not entered the second starting hole 12 (NO in S203), the process proceeds to step S207. However, if a game ball has entered the second starting hole 12 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the gaming RAM 104) has reached "4" (upper limit memory number) (S204). If the number of reserved balls for special symbol 2 has reached "4" (YES in S204), the process proceeds to step S207. However, if the number of reserved balls for special symbol 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205).

[0161] Next, a special chart 2 related random number acquisition process is performed (S206). In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 21(A) is acquired), and these acquired random number values ​​are stored in a memory area of ​​the second special chart reservation memory unit 105b corresponding to the current number of special chart 2 reserved balls in the second special chart reservation memory unit 105b.

[0162] Next, in the sensor detection process (S104), it is determined whether a gaming ball has entered the first starting hole 11, i.e., whether a gaming ball has been detected by the first starting hole sensor 11a (S207). If a gaming ball has not entered the first starting hole 11 (NO in S207), the process is terminated. However, if a gaming ball has entered the first starting hole 11 (YES in S207), it is determined whether the number of reserved balls for special symbol 1 (the number of reserved first symbols, specifically, the value of a counter that counts the number of reserved first symbols provided in the gaming RAM 104) has reached "4" (upper limit memory number) (S208). Then, if the number of reserved balls for special symbol 1 has reached "4" (YES in S208), the process is terminated. However, if the number of reserved balls for special symbol 1 is less than "4" (NO in S208), "1" is added to the number of reserved balls for special symbol 1 (S209).

[0163] Next, the special chart 1 related random number acquisition process (S210) is performed, and this process is completed. In the special chart 1 related random number acquisition process (S210), as in the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 21 (A) is acquired), and these acquired random number values ​​are stored in the memory area of ​​the first special chart reserved memory unit 105a according to the current number of special chart 1 reserved balls in the first special chart reserved memory unit 105a.

[0164] [Gate Passing Process] As shown in FIG. 28, in the gate passing process (S202), it is determined whether the number of reserved normal symbol balls (the number of reserved normal symbols, specifically the value of the counter that counts the number of reserved normal symbols provided in the gaming RAM 104) is 4 or more (S301), and if the number of reserved normal symbol balls is 4 or more (YES in S301), the process ends. On the other hand, if the number of reserved normal symbol balls is not 4 or more (NO in S301), "1" is added to the number of reserved normal symbol balls (S302), and a normal symbol random number acquisition process is performed (S303). In the normal symbol random number acquisition process (S303), the normal symbol random number counter value (value of label -TRND-H, see FIG. 21(B)) is acquired, and the acquired random number value is stored in a memory area in the normal symbol reserve memory unit 106 of the gaming RAM 104 that corresponds to the current number of reserved normal symbol balls.

[0165] [Normal Operation Processing] The game control microcomputer 101 performs the normal operation processing (S105) following the sensor detection processing (S104) (see FIG. 26). As shown in FIG. 29, in the normal operation processing (S105), first, it determines whether the electric chute 12D is in operation (S401). If the electric chute 12D is not in operation (NO in S401), it then determines whether a stopped normal symbol is being displayed (S402). If a stopped normal symbol is not being displayed (NO in S402), it then determines whether a variable normal symbol is being displayed (S403). If a variable normal symbol is not being displayed (NO in S403), it then determines whether the number of reserved balls for the normal symbol is "0" (S404). If the number of reserved balls for the normal symbol is "0" (YES in S404), this processing ends.

[0166] In step S404, if the number of reserved balls for the normal symbol is not "0" (NO in S404), a win determination process is performed (S405). In the win determination process (S405), the normal symbol random number counter value (value of label -TRND-H) stored in the normal symbol reserved memory unit 106 is read out, and it is determined whether or not there is a win based on the normal symbol win determination table shown in FIG. 22(C). Then, a pattern determination process is performed (S406) in which normal symbol stop symbol data according to the result of the win determination is set in a predetermined memory area of ​​the gaming RAM 104. That is, in the pattern determination process (S406), if there is a "miss", data according to a "normal symbol miss symbol" is set, and if there is a "win", data according to a "normal symbol win symbol" is set.

[0167] Next, the game control microcomputer 101 performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), by referring to the normal symbol variation pattern selection table shown in Fig. 22 (D), if the game state is in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 7 seconds is selected.

[0168] Next, the game control microcomputer 101 decrements the number of reserved normal symbol balls by one (S408). Then, the storage location (memory area) of each reserved normal symbol in the normal symbol reserve memory unit 106 is shifted one position from the current position toward the side from which the symbol is read, and the memory area corresponding to the fourth reserved symbol in the normal symbol reserve memory unit 106 (the memory area farthest from the side from which the symbol is read) is cleared (S409). In this way, the reserved normal symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 101 begins displaying the normal symbol variations using the normal symbol variation pattern selected in step S407 (S410). In conjunction with this, a normal symbol variation start command is set to notify the performance control board 120 that the normal symbol variations have begun.

[0169] If the normal symbol variation display is in progress in step S403 (YES in S403), it is then determined whether the normal symbol variation time has elapsed (S411), and if not, the process ends. On the other hand, if the time has elapsed (YES in S411), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S412). Then, a normal symbol variation stop command is set to the performance control board 120 to notify the stop of the normal symbol variation (S413), and the normal symbol stop time is set (S414), and the process ends.

[0170] Also, if a normal symbol is currently displayed in the stopped state in step S402 (YES in S402), it is then determined whether the stop time for the normal symbol set in step S414 has elapsed (S415), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S415), it is determined whether normal symbol stop symbol data for a normal winning symbol has been set (S416), and if it is not data for a normal winning symbol (i.e., if there is no win (NO in S416)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if there is a win (YES in S416)), the opening pattern of the electric chute 12D is set (S417). In detail, if the time-shortening state is in effect, the opening pattern for the electric chute 12D is set to the opening pattern during the time-shortening state (see electric chute opening TBL2 in FIG. 24). On the other hand, if the game is in a non-time-shortening state, the opening pattern of the electric chute 12D is set to the opening pattern during the non-time-shortening state (see electric chute opening TBL1 in FIG. 24). Then, the electric chute 12D is operated according to the opening pattern set in step S417 (S418).

[0171] If the electric chute 12D is in operation in step S401 (YES in S401), it is then determined whether the operation time of the electric chute 12D has elapsed (S419), and if not, the process ends. On the other hand, if the time has elapsed (YES in S419), the operation of the electric chute 12D is terminated (S420).

[0172] [Special Operation Processing] The game control microcomputer 101 performs the normal operation processing (S105) followed by the special operation processing (S106) (see FIG. 26). As shown in FIG. 30, in the special operation processing (S106), the processing related to the special symbol display 81 and the big prize device 14D is divided into four stages, and each stage is assigned a "special operation status 1, 2, 3, 4." Then, if the "special operation status" is "1" (YES in S1301), the game control microcomputer 101 performs special symbol standby processing (S1302); if the "special operation status" is "2" (NO in S1301, YES in S1303), it performs special symbol changing processing (S1304); if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), it performs special symbol determination processing (S1306); and if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305), it performs special electric accessory processing (S1307). The special operation status is initially set to "1".

[0173] [Special Symbol Waiting Process] As shown in FIG. 31, in the special symbol waiting process (S1302), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in special symbol 2) is "0" (S1401). If the number of reserved balls in special symbol 2 is "0" (YES in S1401), that is, if there is no memory of a random number counter value group acquired as a result of winning at the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in special symbol 1) is "0" (S1407). Then, if the number of reserved balls in special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of a random number counter value group acquired as a result of winning at the first starting port 11, it is determined whether the customer waiting flag is ON (S1415). If it is ON (YES in S1415), this process is terminated; if it is not ON (NO in S1415), the customer waiting command is set in the output buffer of the gaming RAM 104 (S1416), the customer waiting flag is set ON (S1417), and this process is terminated.

[0174] If the number of reserved balls for special symbol 2 is not "0" in step S1401 (NO in S1401), that is, if there is one or more stored random number counter values ​​(reserved information for special symbol 2) acquired as a result of winning the second starting hole 12, the game control microcomputer 101 performs the special symbol 2 jackpot determination process (S1402) and the special symbol 2 variation pattern selection process (S1403), which will be described later. The game control microcomputer 101 then decrements the number of reserved balls for special symbol 2 by 1 (S1404). The storage location (memory area) of the various counter values ​​in the second special symbol reservation memory unit 105b is then shifted one position toward the read side from the current position, and the memory area corresponding to the first reserved ball in the second special symbol reservation memory unit 105b is cleared (S1405). The game control microcomputer 101 then executes the special symbol 2 variation start process (S1406) and proceeds to step S1413. In the special symbol 2 variation start processing (S1406), the special operation status is set to "2" and a variation start command is set in the output buffer of the gaming RAM 104 to start the variable display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start processing (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination processing (S1402) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (S1403) (information including information on the variation time).

[0175] Furthermore, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1401 and NO in S1407), i.e., there is no reserved information for special symbol 2, but there is one or more stored random number counter values ​​(reserved information for special symbol 1) acquired as a result of winning at the first starting hole 11, the game control microcomputer 101 performs the special symbol 1 jackpot determination process (S1408) and the special symbol 1 variation pattern selection process (S1409), which will be described later. The game control microcomputer 101 then decrements the number of reserved balls for special symbol 1 by 1 (S1410). The storage location (memory area) for various counter values ​​in the first special symbol reservation memory unit 105a is shifted one position toward the side from which the counter values ​​are read, and the memory area corresponding to the fourth reserved ball in the first special symbol reservation memory unit 105a (the memory area farthest from the side from which the counter values ​​are read) is cleared (S1411). In this way, the first special symbol reservations are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1412) and proceeds to step S1413. In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104, and the variation display of the first special symbol begins. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1408) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1409) (information including variation time information).

[0176] When the process proceeds to step S1413, it is determined whether the customer waiting flag is ON, and if it is ON, the customer waiting flag is turned OFF (S1414), and the process ends. As described above, in this embodiment, the variable display of the special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1401). In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation.

[0177] [Special chart 2 jackpot determination process (special chart 1 jackpot determination process)] The special chart 2 jackpot determination process (S1402) and the special chart 1 jackpot determination process (S1408) have the same processing flow, so they will be explained together based on Figure 32. As shown in Figure 32, in the special chart 2 jackpot determination process (S1402) or the special chart 1 jackpot determination process (S1408), first, the jackpot random number counter value (value of label -TRND-A) is read as the determination value (S1501). In detail, in the special chart 2 jackpot determination process (S1402), the jackpot random number counter value stored in the first memory area (i.e., the memory area corresponding to the first of the second special chart reservations) of the second special chart reservation memory unit 105b of the gaming RAM 104 is read. In addition, in the special chart 1 jackpot determination process (S1408), the jackpot random number counter value stored in the first memory area (i.e., the memory area corresponding to the first of the first special chart reserves) of the first special chart reserve memory unit 105a of the gaming RAM 104 is read out.

[0178] Next, the jackpot determination table (Fig. 22(A)) is set (S1502). Next, it is determined whether or not the probability variable flag is ON, i.e., whether or not the state is high probability (S1503). If the state is not high probability (NO in S1503), i.e., if the state is normal probability state (non-high probability state), it is determined whether or not there is a jackpot based on the table for non-high probability state (jackpot determination value is "1" to "210") in the jackpot determination table (Fig. 22(A)) (S1504). On the other hand, if the state is high probability state (YES in S1503), it is determined whether or not there is a jackpot based on the table for high probability state (jackpot determination value is "1" to "1660") in the jackpot determination table (Fig. 22(A)) (S1505).

[0179] If the result of the jackpot determination (S1504, S1505) is a "jackpot," the win type random number counter value (value of label-TRND-AS) is read out, and the win type is determined based on the win type determination table shown in Figure 20 (S1506). After determining the win type (S1506), the jackpot flag is turned ON (S1507), and special symbol stop pattern data corresponding to the win type (see Figure 20) is set in the win type buffer provided in the gaming RAM 104 (S1508), and the process is terminated. On the other hand, if the result of the jackpot determination (S1504, S1505) is a "miss," special symbol stop pattern data (01H) corresponding to the miss pattern is set (S1508), and the process is terminated.

[0180] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1403) and the special chart 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figures 33 to 35. As shown in Figure 33, in the special chart 2 variation pattern selection process (S1403) or the special chart 1 variation pattern selection process (S1409), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1601).

[0181] If it is not in the time-saving state (NO in S1601), that is, if it is in the non-time-saving state, it is then determined whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (value of label-TRND-T1) by referring to the jackpot normal table during non-time-saving state (the part of the normal special chart fluctuation pattern determination table shown in Figure 23 (A) that corresponds to the non-time-saving state and jackpot) (S1603). As shown in Figures 23 (A) and (B), once the fluctuation pattern is determined, the fluctuation time is also determined.

[0182] In the variable effects of this pachinko gaming machine PY1, in addition to Dohazure and normal reach, SP (Super Reach) can be executed. Dohazure is a variable effect in which the combination of effect symbols EZ1, EZ2, and EZ3 is stopped and displayed as a barrage (for example, "458"). Normal reach is a variable effect in which, after the formation of the above-mentioned reach, no development effect is executed and the remaining effect symbol that continues to be displayed is stopped and displayed. SP reach is a variable effect in which, after the formation of the above-mentioned reach, a development effect is executed and the variable time after the reach is longer than that of normal reach. In this way, in this form, the variation pattern is selected so that Dohazure, normal reach, and SP reach can be executed.

[0183] In SP Reach, the allocation rates for various fluctuation patterns are set so that the winning expectation rate (expectation of winning the jackpot, possibility of playing the jackpot) is higher than in normal Reach (see Figures 23(A)(B)). Therefore, by looking at an SP Reach with a long fluctuation time, a player can understand that the winning expectation rate is higher than in normal Reach. Here, the SP Reach is divided into three types: Weak SP Reach A, Weak SP Reach B, and Strong SP Reach. The allocation rates for various fluctuation patterns are set so that the winning expectation rate increases in the order of Weak SP Reach A ⇒ Weak SP Reach B ⇒ Strong SP Reach.

[0184] In step S1602 shown in FIG. 33, if the jackpot flag is not ON, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1604). As shown in FIG. 22(B), the reach establishment random number value is "1" to "30" in the non-time-shortened state, and "1" to "10" in the time-shortened state. In other words, in the time-shortened state, it is more difficult to reach when missing than in the non-time-shortened state. This is because in the time-shortened state, by selecting more no-reach misses with short variable times, the speed at which the reserved special chart is consumed is increased.

[0185] If the reach random number counter value is a reach establishment random number value (YES in S1604), that is, if there is a reach but a miss, a reach but a miss table during non-time-shortened state (the part of the normal special chart fluctuation pattern determination table shown in Figure 23 (A) that corresponds to the non-time-shortened state and reach but a miss) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1605).

[0186] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1604), that is, in the case of a no-reach miss, a no-reach miss table during non-time-saving state (the part of the normal special symbol fluctuation pattern determination table shown in Figure 23 (A) that corresponds to the non-time-saving state and no-reach miss) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1606). In this no-reach miss, a shortened fluctuation function according to the number of reserved balls is activated. In other words, when the number of reserved balls for the special symbol is "3" or "4", a fluctuation pattern with a shorter fluctuation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2" (see Figure 23).

[0187] Also, in step S1601, if it is determined that the game state is in the time-saving state (YES in S1601), the process proceeds to step S1612 shown in FIG. 34. In step S1612, it is determined whether the number of times the special symbol has changed (the number of times the change has been displayed) since the high probability state was entered. The game control microcomputer 101 determines whether the number of times the special symbol has changed is 101 or more based on the value of the set probability change counter (whether it is "9899" or less). If it is not 101 or more (NO in S1612), the process proceeds to step S1607. From step S1607 onwards, the process (S1607 to S1611) is carried out in the same manner as steps S1602 to S1606, except that the normal special symbol change pattern determination table to be referenced is the table in the time-saving state (the portion of the normal special symbol change pattern determination table shown in FIG. 23(A) that corresponds to the time-saving state).

[0188] That is, if it is a jackpot, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part of Fig. 23(A) that is in the time-saving state and corresponds to the jackpot (S1608). Also, if it is a miss with reach, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part of Fig. 23(A) that is in the time-saving state and corresponds to the miss with reach (S1610). Also, if it is a miss without reach, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part of Fig. 23(A) that is in the time-saving state and corresponds to the miss without reach (S1611).

[0189] In addition, in the normal special chart fluctuation pattern determination table during the time-saving state (the part of the normal special chart fluctuation pattern determination table shown in Figure 23 (A) that corresponds to the time-saving state), the function of shortening fluctuation according to the number of reserved balls when there is no reach and a miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than in the non-time-saving state. Also, the fluctuation time for shortening fluctuation is shorter during the time-saving state than during the non-time-saving state. In other words, the special chart fluctuation pattern determination table during the time-saving state is a table in which the fluctuation time is shorter than the special chart fluctuation pattern determination table during the non-time-saving state.

[0190] Also, in step S1612, if it is determined that the number of times the special symbol has changed since being controlled to the high probability state is 101 or more (YES in S1612), the process proceeds to step S1613 shown in Fig. 35. From step S1613 onwards, processing (S1614 to S1617) is carried out in the same manner as steps S1602 to S1606 above, except that the special symbol change pattern determination table to be referenced is the special special symbol change pattern determination table shown in Fig. 23(B).

[0191] That is, if it is a jackpot, the part corresponding to the jackpot in Fig. 23(B) is referenced and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1614). Also, if it is a close miss, the part corresponding to the close miss in Fig. 23(B) is referenced and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1616). Also, if it is a no-reach miss, the part corresponding to the no-reach miss in Fig. 23(B) is referenced and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1617).

[0192] After selecting the variation pattern as described above, the selected variation pattern is set (S1618) as shown in Fig. 33, and this process ends. The information on the variation pattern set in step S1618 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the performance control board 120 by the output process (S101).

[0193] [Special Symbol Variation Processing] As shown in Figure 36, in the special symbol variation processing (S1304), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1403 or S1409, see Figures 23(A)(B)) has elapsed (S1801). If it has not elapsed (NO in S1801), this processing is immediately ended. This allows the variation display of the special symbol to continue.

[0194] On the other hand, if the fluctuation time has elapsed (YES in S1801), a fluctuation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (jackpot symbol or losing symbol) according to the set special symbol stop symbol data (S1804), and this processing ends.

[0195] [Special Symbol Determination Process] As shown in FIG. 37, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (the stop time determined according to the variation pattern selected in step S1403 or S1409, see FIG. 23(A)(B)) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. This allows the stopped display of the special symbol to continue. On the other hand, if the stop time has elapsed (YES in S1901), the game status management process described below is performed (S1902).

[0196] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 20 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of jackpot won. The setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.

[0197] Following step S1904, the game control microcomputer 101 performs a game state reset process (S1905). In the game state reset process (S1905), first, if the probability variable flag is ON, the probability variable flag is turned OFF, and if the time-saving flag is ON, the flag is turned OFF. In other words, during execution of a jackpot game, the game is controlled to a non-high probability state and a non-time-saving state. The probability variable counter value and the time-saving counter value are also set to "0." After that, to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special action status is set to "4" (S1908), and this process ends.

[0198] Also, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special action status is set to "1" (S1909) and this process ends.

[0199] [Game Status Management Process] As shown in FIG. 38, in the game status management process (S1902), first, it is determined whether the probability variable flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variable counter, which counts the number of times the special symbol has changed during the high probability state, is decremented by 1 (S2002), and it is determined whether the value of the probability variable counter is "0" (S2003). If it is "0" (YES in S2003), the probability variable flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2009.

[0200] In step S2005, it is determined whether the time-saving flag is ON. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times the special symbol has changed during the time-saving state, is decremented by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the determination result in step S2005 or S2007 is NO, the process immediately proceeds to step S2009. In step S2009, a game state designation command including information on the current game state (information on whether the probability variable flag and the time-saving flag are ON or OFF), the probability variable counter value, and the time-saving counter value is set in the output buffer of the game RAM 104, and the process ends.

[0201] [Special Electric Device Processing (Jackpot Game)] As shown in Figure 39, in the special electric device processing (S1307), first, it is determined whether the jackpot end flag is ON (S2201). The jackpot end flag is a flag that indicates that all of the jackpot openings 14 have been opened in the ongoing jackpot game.

[0202] If the jackpot end flag is not ON (NO in S2201), it is determined whether the large prize opening 14 is currently open (S2202). If it is not currently open (NO in S2202), it is determined whether the time to open the large prize opening 14 has arrived, that is, whether the opening time for the large prize opening 14 has elapsed and the time to start opening for the first round of play has arrived, or whether the interval time (closing time) until the large prize opening 14 that was once closed has elapsed and the time to start opening has arrived (S2203).

[0203] If the determination result in step S2203 is NO, the process ends. On the other hand, if the determination result in step S2203 is YES, the big prize opening 14 is opened according to the opening pattern (see FIG. 20) corresponding to the type of big win (S2204).

[0204] In the next step S2205, a round designation command transmission determination process is performed. In the round designation command transmission determination process (S2205), it is determined whether the opening of the jackpot opening 14 in step S2204 is the first opening during one round of play, and if so, a round designation command including information on the number of rounds of the jackpot game currently being played is set in the output buffer of the game RAM 104. Note that in this embodiment, the jackpot opening 14 is not performed multiple times during one round of play. Therefore, in this step S2205, a round designation command is always set.

[0205] In step S2202 of the special electric device processing (S1307), if the large prize opening 14 is open (YES in S2202), it is determined whether or not the closing condition for the large prize opening 14 is met (S2206). In this embodiment, the closing condition is met when either the number of prizes won into the large prize opening 14 in that round of play reaches the specified maximum number of prizes (8 prizes per round in this embodiment), or the time for closing the large prize opening 14 has arrived (i.e., a specified opening time (see FIG. 20) has elapsed since the large prize opening 14 was opened). If the closing condition for the large prize opening 14 is not met (NO in S2206), the processing ends.

[0206] On the other hand, if the closing condition for the special prize opening 14 is met (YES in S2206), the special prize opening 14 is closed (blocked) (S2207). Then, it is determined whether or not one round of play has ended due to the closure in step S2207 (S2208). If one round of play has not ended (NO in S2208), this processing is terminated. On the other hand, if one round of play has ended (YES in S2208), the value of the round counter is decremented by 1 (S2209), and it is determined whether or not the value of the round counter is "0" (S2210). If it is not "0" (NO in S2210), the processing is terminated as is to start the next round of play.

[0207] On the other hand, if it is "0" (YES in S2210), the jackpot ending command is set (S2211) and the jackpot ending is started (S2212) as the jackpot ending process to end the jackpot game. Then, the jackpot ending flag is set (S2213) and the process ends.

[0208] Also, if the jackpot end flag is ON in step S2201 (YES in S2201), the final round has ended, so it is determined whether the jackpot ending time has elapsed (S2214). If the ending time has not elapsed (NO in S2214), the process ends. On the other hand, if the ending time has elapsed (YES in S2214), the jackpot end flag is turned OFF (S2215), the jackpot flag is turned OFF (S2216), and the special action status is set to "1" (S2217). As a result, in the next main timer interrupt process (S005), the special symbol standby process (S1302) is executed again as the special action process (see FIG. 30). Thereafter, the game status setting process (S2218), described below, is performed, and this process ends.

[0209] [Game Status Setting Process] As shown in FIG. 40, the game status setting process (S2218) first determines whether the type of jackpot is a probability variable jackpot (the stopped symbol is either Special Symbol 1_Jackpot Symbol 1 or Special Symbol 2_Jackpot Symbol 1; see FIG. 20) (S2301). If it is not a probability variable jackpot (NO in S2301), the time-saving flag is turned ON (S2306), the time-saving counter is set to "100" (S2307), and the process proceeds to step S2308. This places the game status after this jackpot in a normal probability state, time-saving state, and high base state (i.e., low-probability, high-base state). This low-probability, high-base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0210] On the other hand, if a probability variable jackpot is determined in step S2301, the probability variable flag is turned ON (S2302) and the time-saving flag is turned ON (S2303). The probability variable counter is then set to "10000" (S2304), and the time-saving counter is set to "10000" (S2305), and the process proceeds to step S2308. This places the game state after the current jackpot in a high-probability state, time-saving state, and high-base state (i.e., a high-probability, high-base state). This high-probability, high-base state essentially continues until the next jackpot is won. Because it is highly unlikely that the special symbol will change display until the probability variable counter and time-saving counter values ​​change from "10000" to "0," the probability variable flag and time-saving flag will not be turned OFF until the next jackpot game begins. It is also possible to use only the probability variable flag without providing a probability variable counter, and to maintain the high-probability state until the next jackpot is won.

[0211] In step S2308, a game state designation command including information on the current game state (information on whether the special rate flag and time-saving flag are ON or OFF), the value of the special rate counter and the value of the time-saving counter, etc. is set in the output buffer of the game RAM 104, and this process is terminated.

[0212] 6. Operation of the performance control microcomputer 121 [Sub-control main processing] Next, the operation of the performance control microcomputer 121 will be described with reference to Figures 41 to 43. The counters, timers, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 121 are provided in the performance RAM 124. When the power to the pachinko gaming machine PY1 is turned on, the performance control microcomputer 121 provided on the performance control board 120 reads out and executes the program for the sub-control main processing shown in Figure 41 from the performance ROM 123. As shown in the figure, in the sub-control main processing, first, a CPU initialization process is performed (S4001). In the CPU initialization process (S4001), stack setting, constant setting, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed. Also, at this time, if the performance control microcomputer 121 receives a detection signal from the connection detection sensor 201, it executes the initial operation of the board movable body 55k at the amusement park (see Figure 9), and if it does not receive a detection signal from the connection detection sensor 201, it executes the initial operation of the board movable body 55k at the time of mass production (see Figure 10).

[0213] Next, it is determined whether the power-off signal is ON and the contents of the presentation RAM 124 are normal (S4002). If the result of this determination is NO, the presentation RAM 124 is initialized (S4003), and the process proceeds to step S4004. On the other hand, if the result of the determination is YES (YES in S4002), the presentation RAM 124 is not initialized and the process proceeds to step S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the presentation RAM 124 are not normal (NO in S4002), the presentation RAM 124 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the presentation RAM 124 are maintained normal (YES in S4002), the presentation RAM 124 is not initialized. Note that initializing the presentation RAM 124 resets the values ​​of various flags, statuses, counters, and the like. Steps S4001 to S4003 are executed only once after power is turned on and are not executed thereafter.

[0214] In step S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. Note that the random numbers for determining effects include random numbers for determining effect patterns, random numbers for selecting variable effect patterns, and random numbers for determining preview effects. The method for updating the random numbers can be the same as the random number update process performed by the game control board 100 described above. When updating, the random number value may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the game control board 100 described above.

[0215] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process (S4006), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image display device 50. Upon receiving the commands, the image display device 50 executes various performances (variation performances, opening performances associated with a jackpot game, round performances, ending performances, etc.) in accordance with the commands. As will be described later, in accordance with the execution of various performances, the performance control board 120 outputs sound from the speakers 43R and 43L, illuminates the board lamp 54 and the frame lamp 56, and drives the board movable body 55k. The performance control microcomputer 121 then permits interrupts (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are enabled, it is possible to execute the receive interrupt process (S4008), the 1 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010).

[0216] [Reception Interrupt Processing] The reception interrupt processing (S4008) is performed based on the strobe signal (STB signal) sent from the game control board 100 being input to the external INT input section of the performance control microcomputer 121. In other words, if a strobe signal is not input to the external INT input section of the performance control microcomputer 121, the reception interrupt processing (S4008) will not be performed. As shown in FIG. 42, in the reception interrupt processing (S4008), various commands sent from the game control board 100 are stored in the reception buffer of the performance RAM 124 (S4101). This reception interrupt processing (S4008) is executed with priority over other interrupt processing (S4009, S4010).

[0217] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a 1 ms period is input to the performance control board 120. As shown in Figure 43, the 1 ms timer interrupt processing (S4009) first performs input processing (S4201). In the input processing (S4201), switch data (edge ​​data and level data) is created based on detection signals from the input section detection sensor 40a (see Figure 7) and the select button detection sensor 42a.

[0218] Next, lamp data output processing (S4202) is performed. In the lamp data output processing (S4202), the board lamp 54 and the frame lamp 56 are caused to emit light in a predetermined light emission mode based on the lamp data created in other processing (S4305) in the 10 ms timer interrupt processing (S4010) described later, in order to emit light from the board lamp 54 and the frame lamp 56 at a timing that suits the performance.

[0219] Next, a drive control process is performed (S4203). In the drive control process (S4203), drive data (board movable body drive data) is created to drive the board movable body 55k at a timing that matches the performance of the SP reach or the big win performance, and the lock solenoid 371 and the drive motor 337 are driven according to the drive data.

[0220] After the drive control process (S4203), a watchdog timer process (S4204) is performed to reset the watchdog timer, and then this process is completed.

[0221] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4010) is executed each time an interrupt pulse with a 10 ms period is input to the performance control board 120. As shown in Figure 44, the 10 ms timer interrupt processing (S4010) first performs a received command analysis process (S4301) which will be described later.

[0222] Next, a switch state acquisition process (S4302) is performed to store the switch data created in the input process (S4201) of the 1 ms timer interrupt process (S4009) in the performance RAM 124 as switch data for the 10 ms timer interrupt process. Then, a switch process (S4303) is performed to set the display contents, etc. of the display screen 50a based on the switch data stored in the switch state acquisition process (S4302).

[0223] Next, audio control processing (S4304) is performed. In audio control processing (S4304), audio data (data for controlling audio output from speaker 610) is created, audio data is output from sound source IC 125, and audio performance time management is performed. As a result, audio appropriate for the performance being executed is output from speakers 43R, 43L. In this audio control processing (S4304), performance control microcomputer 121 determines whether or not an "H" level wired connection signal has been input. If not, speakers 43R, 43L are set to an output-enabled state in which audio can be output normally. On the other hand, if it determines that an "H" level wired connection signal has been input, control is performed so that a wired connection notification sound (see FIG. 46(B)) is output from speakers 43R, 43L. Thereafter, mute information is included in the audio data (I2S signal) output from the sound source IC125 to the digital amplifier IC127, thereby putting the speakers 43R and 43L into an output-disabled state in which no audio is output at all.

[0224] In this audio control process (S4304), the performance control microcomputer 121 determines whether an "H" level wireless connection signal has been input. If not, the performance control microcomputer 121 places the speakers 43R and 43L in an output-enabled state, allowing audio to be output as normal. On the other hand, if it determines that an "H" level wireless connection signal has been input, the performance control microcomputer 121 controls the speakers 43R and 43L to output a wireless connection notification sound (see FIG. 48(E)). Thereafter, the performance control microcomputer 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127, thereby placing the speakers 43R and 43L in an output-disabled state, preventing any audio from being output at all. After the audio control process (S4304), the performance control microcomputer 121 performs other processes, such as updating random numbers for various effects (S4305), and then ends this process.

[0225] [Received Command Analysis Process] As shown in FIG. 45, in the received command analysis process (S4301), the presentation control microcomputer 121 first determines whether a game state designation command has been received from the game control board 100 (S4401), and if so, performs mode status setting process (S4402). In the mode status setting process (S4402), the received game state designation command is analyzed and the mode status value is set based on the game state information contained in the game state designation command. The mode status value is set to "1" if the game is in a normal game state, "2" if the game is in a high-probability, high-base state, and "3" if the game is in a low-probability, time-shortened state. In this way, the presentation control microcomputer 121 can grasp the current game state. In addition, since the game state designation command includes information on the value of the probability variable counter and the value of the time-saving counter, the performance control microcomputer 121 can determine, based on this information on the value of the probability variable counter and the value of the time-saving counter, how many times the variable display of the special pattern has been executed since being controlled to a high-probability time-saving state (high probability state and time-saving state) or a low-probability time-saving state (normal probability state and time-saving state).

[0226] Next, the presentation control microcomputer 121 determines whether or not it has received a variation start command (special chart 1 variation start command or special chart 2 variation start command) from the game control board 100 (S4403), and if it has received it performs variation presentation start processing to start the variation presentation (S4404).

[0227] Next, the performance control microcomputer 121 determines whether or not a fluctuation stop command (special chart 1 fluctuation stop command or special chart 2 fluctuation stop command) has been received from the game control board 100 (S4405), and if so, performs a fluctuation performance end process (S4406). In the fluctuation performance end process (S4406), the fluctuation stop command is analyzed, and based on the analysis result, a fluctuation performance end command for ending the fluctuation performance is set in the output buffer of the performance RAM 124.

[0228] Next, the effect control microcomputer 121 determines whether an opening command has been received from the game control board 100 (S4407), and if so, performs opening effect selection processing (S4408). In the opening effect selection processing (S4408), the opening command is analyzed, and based on the analysis results, a pattern (content) of the opening effect to be executed during the opening of the jackpot game is selected. Then, an opening effect start command for starting the opening effect with the selected opening effect pattern is set in the output buffer of the effect RAM 124.

[0229] Next, the effect control microcomputer 121 determines whether or not a round designation command has been received from the game control board 100 (S4409), and if so, performs a round effect selection process (S4410). In the round effect selection process (S4410), the round designation command is analyzed, and a round effect pattern (contents) to be executed during the round play of the jackpot game is selected based on the analysis result. Then, a round effect start command for starting the round effect with the selected round effect pattern is set in the output buffer of the effect RAM 124.

[0230] Next, the effect control microcomputer 121 determines whether an ending command has been received from the game control board 100 (S4411), and if so, performs an ending effect selection process (S4412). In the ending effect selection process (S4412), the ending command is analyzed, and based on the analysis results, an ending effect pattern (content) to be executed during the ending of the jackpot game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of the effect RAM 124.

[0231] Next, the performance control microcomputer 121 performs other processing (S4413) based on received commands other than the above commands (for example, processing to perform a customer waiting performance based on receiving a customer waiting command, or processing to perform a normal pattern change performance based on receiving a normal pattern change start command), and then completes the received command analysis processing (S4301).

[0232] 7.Example of performance Next, an example of the effect when the headphones HPJ are wired to the earphone jack 25 and an example of the effect when the wireless earphone ISP is wirelessly connected to the wireless connection module 26 will be described. First, an example of the effect when the headphones HPJ are wired to the earphone jack 25 will be described with reference to Figures 46 and 47. As a prerequisite, it is assumed that the game is controlled to a normal gaming state and a variable effect is being executed based on the lottery of special chart 1.

[0233] In this case, as shown in Figure 46(A), the display screen 50a displays the effect symbols EZ1, EZ2, and EZ3 in a variable manner, and displays a daytime background image Ha indicating that the game is in the normal gaming state. The speakers 43R and 43L output the normal BGM selected when the effect control microcomputer 121 is in the normal gaming state. Assume that the player inserts the connection terminal HP1 of the headphones HPJ into the insertion hole 25b of the earphone jack 25 to establish a wired connection between the headphones HPJ and the earphone jack 25.

[0234] As a result, a "H" level wired connection signal is output from the earphone jack 25 to the performance control board 120 via the wiring hn4, and the performance control microcomputer 121 inputs the "H" level wired connection signal. The performance control microcomputer 121 then determines that the wired music device (headphones HPJ) has been connected via a wired connection and, as shown in FIG. 46(B), outputs a wired connection notification sound ("Beep, the music player is connected via a wired connection") from the speakers 43R and 43L. At this time, the audio data (I2S signal) transmitted from the performance control board 120 to the frame peripheral board 150 is amplified and converted to an analog signal by the digital amplifier IC 152 and output from the earphone jack 25. As a result, the player can hear normal background music via the headphones HPJ, as shown in FIG. 46(B).

[0235] Furthermore, when the headphones HPJ and the earphone jack 25 are connected via a wired connection, the performance control microcomputer 121 displays a wired connection notification image YS1 indicating "The music player has been connected via a wired connection" at the top of the display screen 50a, as shown in Fig. 46(B). In this way, a wired connection notification sound is output from the speakers 43R, 43L, and the wired connection notification image YS1 is displayed, making it easier for game parlor staff and players to understand that the wired music device (headphones HPJ) has been connected via a wired connection.

[0236] After that, the performance control microcomputer 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127, thereby disabling the output of the speakers 43R and 43L, as shown in Figure 46(C). This allows the player to concentrate on the audio coming from the headphones HPJ.

[0237] At this time, the performance control microcomputer 121 also displays a wired connection icon IC1 at the top of the display screen 50a, indicating that the wired music device is now connected via a wired connection. This wired connection icon IC1 basically remains displayed until the wired connection of the wired music device (headphones HPJ) is released (until the connection terminal HP1 of the headphones HPJ is unplugged from the earphone jack 25). Therefore, arcade staff who see the wired connection icon IC1 can always be aware that the wired music device (headphones HPJ) is connected via a wired connection.

[0238] Next, as shown in Figure 46(D), it is assumed that the effect symbols EZ1, EZ2, and EZ3 are in a "7↓7" reach mode. Then, as shown in Figure 47(A), when the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a "767" reach miss mode, the wired connection icon IC1 that was displayed at the top of the display screen 50a is hidden. In this way, when the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed, the wired connection icon IC1 is hidden, which makes it possible to prevent the wired connection icon IC1 from interfering with the visibility of the stopped display of the effect symbols EZ1, EZ2, and EZ3.

[0239] After that, when the stopped display (stop time) of the effect symbols EZ1, EZ2, and EZ3 ends, the wired connection icon IC1 is displayed again at the top of the display screen 50a, as shown in Figure 47 (B). At this time, the variable display of the effect symbols EZ1, EZ2, and EZ3 has begun. Here, when the player unplugs the connection terminal HP1 of the headphones HPJ from the earphone jack 25, the wired connection between the headphones HPJ and the earphone jack 25 is released.

[0240] In this case, the performance control microcomputer 121 recognizes that the wired connection between the wired music device (headphones HPJ) and earphone jack 25 has been released by no longer receiving an "H" level wired connection signal from earphone jack 25. As a result, the performance control microcomputer 121 switches from an output-disabled state in which no sound is output from speakers 43R, 43L to an output-enabled state in which sound can be output normally from speakers 43R, 43L, and outputs a wired connection release sound (a sound saying "beep beep, the wired connection of the music player has been released") from speakers 43R, 43L, as shown in Fig. 47(C).

[0241] At this time, the performance control microcomputer 121 also displays a wired connection disconnection image YS2 at the top of the display screen 50a, indicating that "The wired connection of the music player has been disconnected." In this way, the wired connection disconnection sound is output from the speakers 43R, 43L, and the wired connection disconnection image YS2 is displayed, making it easier for game parlor staff and players to understand that the wired connection of the wired music device (headphones HPJ) has been disconnected. Since the wired connection of the headphones HPJ has been disconnected, normal background music is no longer output from the headphones HPJ, as shown in FIG. 47(C).

[0242] 47(D), the wired connection icon IC1 is not displayed at the top of the display screen 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed variably. Then, normal background music is output from the speakers 43R and 43L.

[0243] Next, an example of the effect when the wireless earphone ISP is wirelessly connected to the wireless connection module 26 will be described with reference to Figures 48 to 50. In this embodiment, the wireless connection between the wireless music device (wireless earphone ISP) and the wireless connection module 26 is set by the player in a waiting state (a gaming state in which the variable display of special symbols is not being executed).

[0244] In the waiting state, as shown in Fig. 48(A), a setting image KM1 for making various settings is displayed on the display screen 50a as one of the waiting state effects. This setting image KM1 has a "Volume Setting" column for setting the volume of the sound output from the speakers 43R, 43L and the music devices (wired music devices, wireless music devices), a "Light Intensity Setting" column for setting the light intensity of the light output from the frame lamp 56 and the board lamp 54, and a "Wireless Connection" column for wireless connection with the wireless music devices. In the waiting state, background music for waiting customers is output from the speakers 43R, 43L to indicate that the station is in the waiting state.

[0245] Here, when the setting image KM1 shown in FIG. 48(A) is displayed, the player operates the select button 42k to move the cursor to the "Wireless Connection" field and then presses the effect button 40k. As a result, as shown in FIG. 48(B), a wireless connection setting image MS1 indicating "Wireless Connection" is displayed at the top of the display screen 50a, and a wireless connection explanation image MS2 indicating "Turn on the music player to enable wireless connection" is displayed in the center of the display screen 50a. This wireless connection explanation image MS2 explains how to wirelessly connect a wireless music device. In this way, the player turns on the wireless earphone ISP (wireless music device) to enable wireless connection (pairing).

[0246] In this way, the wireless connection module 26 acquires authentication information from the wireless music device and transmits the information about the wireless music device to the effect control board 120. Based on the input information about the wireless music device, the effect control microcomputer 121 displays a wireless connection status image MS3 on the display screen 50a, indicating the name of the wireless music device and its connection status ("Not Connected" or "Connected"), as shown in FIG. 48(C). The effect control microcomputer 121 also displays a connection operation instruction image SM1 on the display screen 50a, indicating, "Select the music player you want to connect and press the effect button." The connection operation instruction image SM1 and the wireless connection status image MS3 explain how to wirelessly connect a wireless music device. The player then operates the select button 42k to position the cursor over the "Not Connected" field and press the effect button 40k.

[0247] As a result, as shown in FIG. 48(D), a code input image CO1 indicating "Please enter the code" is displayed on the display screen 50a. This indicates that the player has operated the effect button 40k and the select button 42k to enter the code for the wireless earphone ISP. This initiates wireless connection (pairing) between the wireless connection module 26 and the wireless earphone ISP. At this time, a "H" level wireless connection signal is output from the wireless connection module 26 to the effect control board 120 via the wiring hn5, and the effect control microcomputer 121 inputs the "H" level wireless connection signal. This causes the effect control microcomputer 121 to recognize that the wireless music device (wireless earphone ISP) has been wirelessly connected, and as shown in FIG. 48(E), it outputs a wireless connection notification sound ("Beep, music player wirelessly connected") from the speakers 43R and 43L.

[0248] At this time, the audio data (I2S signal) transmitted from the performance control board 120 to the wireless connection module 26 via the frame peripheral board 150 is transmitted to the wireless earphone ISP via the wireless connection between the wireless connection module 26 and the wireless earphone ISP. As a result, the wireless earphone ISP converts the transmitted audio data (I2S signal) into analog data and amplifies the analog data with an amplifier. As a result, as shown in Figure 48(E), players can hear background music for waiting customers via the wireless earphone ISP.

[0249] As described above, when a wireless music device (wireless earphones ISP) is connected wirelessly, just as when a wired music device (headphones HPJ) is connected wired, after a wireless connection notification sound is output from the speakers 43R, 43L, the performance control microcomputer 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127. This puts the speakers 43R, 43L into an output disabled state where no audio is output at all, allowing the player to concentrate on the audio coming from the wireless earphones ISP (see Figure 49(A)).

[0250] Furthermore, when the performance control microcomputer 121 determines that the wireless earphone ISP has been wirelessly connected, it switches the "Not connected" column displayed in the wireless connection status image MS on the display screen 50a to "Connected" as shown in Fig. 48(E). The performance control microcomputer 121 also displays a disconnection explanation image SM2 on the display screen 50a, which reads, "Select the music player you want to disconnect and press the performance button."

[0251] Thus, in this embodiment, when the wireless connection status image MS is displayed in the waiting state for customers, by selecting the field of the wireless music device from which the player wishes to disconnect the wireless connection and pressing the effect button 40k, the player can disconnect the wireless connection between the selected wireless music device and the wireless connection module 26. As described above, the display of the disconnection explanation image SM2 shown in Fig. 48(E) allows the player to easily understand how to disconnect the wireless connection of the wireless music device.

[0252] In this embodiment, even when not in a waiting state but during the variable display of special symbols (during the variable effect) or during a jackpot game, the wireless connection between the wireless music device (wireless earphone ISP) and the wireless connection module 26 can be disconnected. Specifically, when the up button of the select button 42k is pressed three times in succession, the effect control microcomputer 121 can disconnect the wireless connection between the wireless music device and the wireless connection module 26. In this way, the player can switch from audio output from the wireless music device to audio output from the speakers 43R and 43L even during the variable effect or jackpot game.

[0253] Therefore, in this embodiment, when the wireless music device is wirelessly connected and the customer waiting state (customer waiting effect) ends, the display screen 50a shows that the up button of the select button 42k is highlighted, and a connection disconnection method image MS4 indicating "You can disconnect the wireless connection by pressing the up button three times" is displayed, as shown in Fig. 49(A). This allows the player to understand that the wireless connection of the wireless music device can be disconnected by simply pressing the up button of the select button 42k three times, even when the game is not in the customer waiting state.

[0254] Furthermore, when the wireless music device (wireless earphone ISP) is wirelessly connected, the performance control microcomputer 121 displays a wireless connection icon IC2, indicating that the wireless music device is wirelessly connected, at the top of the display screen 50a, as shown in Fig. 49(A). This wireless connection icon IC2 basically remains displayed until the wireless connection of the wireless music device (wireless earphone ISP) is released. Therefore, it is possible for an amusement facility employee who sees the wireless connection icon IC2 to always be aware of the wireless connection status of the wireless music device (wireless earphone ISP).

[0255] As a result of the above, when the waiting state for customers ends, as shown in Figure 49(B), the display of the effect symbols EZ1, EZ2, and EZ3 begins to change, and the wireless connection icon IC2 is displayed at the top of the display screen 50a. Then, normal background music is output from the wireless earphone ISP. Next, as shown in Figure 49(C), the effect symbols EZ1, EZ2, and EZ3 assume a "7↓7" reach pattern. Then, as shown in Figure 49(D), the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a "777" jackpot pattern (double number). At this time, the wired connection icon IC1 is hidden at the top of the display screen 50a. In this way, just as when the wired music device (headphones HPJ) is connected via a wired connection as described above, when the performance patterns EZ1, EZ2, and EZ3 are displayed in a stopped state, the wireless connection icon IC2 is hidden, thereby preventing the wireless connection icon IC2 from obstructing the visibility of the stopped display of the performance patterns EZ1, EZ2, and EZ3.

[0256] Next, when the jackpot game starts, an opening effect image OP is displayed as an opening effect, as shown in FIG. 50(A). Also, opening background music (BGM) is output from the wireless earphones ISP, indicating that the opening effect is being executed. Here, the player decides to enjoy the jackpot game by listening to powerful audio from the speakers 43R and 43L, rather than listening to audio from the wireless earphones ISP. Therefore, in this case, the player presses the up button of the select button 42k three times in succession.

[0257] This causes the performance control microcomputer 121 to cause the wireless connection module 26 to disconnect the wireless connection with the wireless earphone ISP. Then, the performance control microcomputer 121 switches from an output-disabled state in which no sound is output from the speakers 43R, 43L to an output-enabled state in which sound can be output normally from the speakers 43R, 43L, and causes the speakers 43R, 43L to output a wireless connection disconnection sound (a sound saying "beep beep, the wireless connection of the music player has been disconnected") as shown in Fig. 50(B).

[0258] At this time, the performance control microcomputer 121 also displays a wireless connection disconnection image MS5 indicating "wireless player wired connection has been disconnected" at the top of the display screen 50a. In this way, the wireless connection disconnection sound is output from the speakers 43R, 43L, and the wireless connection disconnection image MS5 is displayed, making it easier for game parlor staff and players to understand that the wireless connection of the wireless music device (wireless earphone ISP) has been disconnected. Since the wireless connection of the wireless earphone ISP has been disconnected, the opening background music is not output from the wireless earphone ISP, as shown in FIG. 50(C).

[0259] Thus, after the wireless connection disconnection sound is output from the speakers 43R, 43L, opening BGM is output. Then, as shown in FIG. 50(D), a round effect image RU is displayed on the display screen 50a as a round effect. At this time, round BGM indicating that a round effect is being executed is output from the speakers 43R, 43L. Thus, during the execution of a jackpot game, the player can enjoy the powerful sound from the speakers 43R, 43L, rather than from the wireless earphones ISP.

[0260] In addition, while the wireless earphones ISP are connected wirelessly, the player may operate the wireless earphones ISP to disconnect the wireless connection. In this case, the effect control microcomputer 121 determines that the wireless connection between the wireless music device (wireless earphones ISP) and the wireless connection module 26 has been disconnected by stopping the input of the "H" level wireless connection signal from the wireless connection module 26. As a result, the effect control microcomputer 121 switches from an output-disabled state, in which no sound is output from the speakers 43R and 43L, to an output-enabled state, in which sound is output normally from the speakers 43R and 43L, and causes the speakers 43R and 43L to output a wireless connection disconnection sound ("Beep, the wireless connection of the music player has been disconnected") (see Figure 50(B)). The effect control microcomputer 121 also displays a wireless connection disconnection image MS5 at the top of the display screen 50a, indicating that "The wired connection of the wireless player has been disconnected" (see Figure 50(B)).

[0261] When a normal wireless connection module and a wireless music device are wirelessly connected, the normal wireless connection module stores connection information indicating which wireless music device has been wirelessly connected. Therefore, even after the wireless connection of the wireless music device is terminated, the normal wireless connection module still stores the connection information indicating which wireless music device has been wirelessly connected. The next time a wireless connection with a wireless music device is initiated, the display unit displays information about the wireless music device that was previously wirelessly connected as a history. This allows for automatic and easy wireless connection with wireless music devices that have been wirelessly connected before.

[0262] However, in a gaming machine where an unspecified number of players play, connection information indicating which wireless music device has been wirelessly connected is stored in the wireless connection module 26, and when information about a wireless music device that was previously wirelessly connected is displayed on the display screen 50a of the image display device 50, information about the possessions of the player who played the previous game is displayed. In other words, it is not desirable for information about personal possessions to remain as history on the gaming machine.

[0263] Therefore, in this embodiment, when the wireless connection module 26 disconnects the wireless connection with the wireless music device (wireless earphone ISP), the connection information indicating that the wireless music device (wireless earphone ISP) was wirelessly connected is erased. Therefore, even if an attempt is made to wirelessly connect a wireless music device next time, the performance control microcomputer 121 will not display information about the previously wirelessly connected wireless music device (wireless earphone ISP) on the display screen 50a of the image display device 50. In other words, the wireless connection status image MS3 shown in FIG. 48(C) does not display the name of the previously wirelessly connected wireless music device. In this way, it is possible to prevent information about personal belongings from remaining as a history on the display screen 50a of the pachinko gaming machine PY1.

[0264] 8.Effects of this form As described above in detail, according to the pachinko gaming machine PY1 of this embodiment, when the lift member 336 is in the lowered position as shown in FIG. 9(A), the board movable body 55k can be moved from the origin position to the performance position as shown in FIG. 9(B). Then, as shown in FIG. 9(C), the lift member 336, which is in the lowered position, moves to the raised position as shown in FIG. 9(B). Based on this premise, as shown in FIG. 9(B), (C), and (D), after the lift member 336 moves from the lowered position to the raised position, the board movable body 55k, which is in the performance position, enters a movable state in which it can be moved to the performance position. 10(B)(C), after the lift member 336 moves from the lowered position to the raised position, by maintaining the lift member 336 in the raised position, the board movable body 55k at the origin position is placed in an immobile state, where it cannot move to the performance position. Therefore, during a game, by moving the board movable body 55k from the performance position to the origin position and then placing it in a movable state, it is possible to perform a performance in which the board movable body 55k at the origin position is moved to the performance position. On the other hand, when transporting the movable body unit 300 (game board 1) having the board movable body 55k, by moving the board movable body 55k from the performance position to the origin position and then placing it in an immobile state, the board movable body 55k at the origin position can be safely transported without being moved to the performance position, and damage to the board movable body 55k can be prevented.

[0265] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the board movable body 55k is in the origin position, the locking mechanism 370 is in a locked state (see FIG. 8), so that the board movable body 55k in the origin position cannot be moved to the performance position. However, when transporting the movable body unit 300 having the board movable body 55k, the locking mechanism 370 may change from the locked state to the unlocked state due to an impact or the like. However, even in this case, by keeping the locking mechanism 370 in an immovable state, the board movable body 55k in the origin position can be safely transported without being moved to the performance position.

[0266] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the movable board body 55k is in the origin position and the lift member 336 is in the lowered position, if the locking mechanism 370 is switched from the locked state to the unlocked state, the movable board body 55k falls from the origin position to the performance position. Here, if the movable body unit 300 having the movable board body 55k is switched from the locked state to the unlocked state due to an impact or the like during transportation, the movable board body 55k may fall forcefully and be damaged. However, by immobilizing the movable board body 55k during transportation, it is possible to prevent the movable board body 55k from falling and to prevent damage to the movable board body 55k even if the locking mechanism 370 is switched to the unlocked state.

[0267] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the upper decorative unit 200 is connected to the front frame body 180 during play. In other words, the pachinko gaming machine PY1 is assembled in a completed state. Therefore, the performance control microcomputer 121 moves the board movable body 55k from the performance position to the origin position and then makes it movable. Therefore, during play, it is possible to execute a performance in which the board movable body 55k, which is at the origin position, is moved to the performance position. On the other hand, during mass production of the movable body unit 300 before the transport of the movable body unit 300 having the board movable body 55k, the upper decorative unit 200 is not connected to the front frame body 180. In other words, the pachinko gaming machine PY1 is not assembled in a completed state. Therefore, during operation inspection during mass production, the performance control microcomputer 121 moves the board movable body 55k from the performance position to the origin position and then makes it immobile. Therefore, when transporting the mass-produced movable body unit 300, it is possible to transport it safely without moving the board movable body 55k at the origin position to the performance position.

[0268] In addition, according to the pachinko gaming machine PY1 of this embodiment, as shown in FIG. 13 , the upper sidewall portion 212 of the lens member 210 and the inner connecting member 230 disposed inside the upper sidewall portion 212 are engaged with each other via an engagement mechanism KG. However, the lens member 210 is not firmly fixed with the engagement mechanism KG alone. Therefore, as shown in FIG. 14 , the lens member 210 is attached by sandwiching the rear cover member 220 and the inner connecting member 230 with the engagement mechanism KG so that the outer surface of the upper sidewall portion 212 and the outer surface of the cover wall portion 221 of the rear cover member 220 are flush with each other. In this way, the lens member 210 can be fixed without using screws and without using the space outside the lens member 210. Therefore, the lens member 210 can be attached while maintaining a good appearance.

[0269] 14, the tip portion 221a of the rear cover member 220 on the lens member 210 side (front side) comes into contact with the recessed portion 212a provided in the upper side wall portion 212 of the lens member 210, so that the outer surface of the upper side wall portion 212 and the outer surface of the cover wall portion 221 of the rear cover member 220 become flush with each other. In this way, when the rear cover member 220 and the inner connecting member 230 sandwich the engagement mechanism KG, the recessed portion 212a of the upper side wall portion 212 of the lens member 210 makes it easier to determine the position of the rear cover member 220.

[0270] 13, the engagement mechanism KG for engaging the upper sidewall portion 212 of the lens member 210 with the inner connecting member 230 is composed of the inclined protruding portion 233 of the inner connecting member 230 and the U-shaped portion 213 inserted into the inclined protruding portion 233. Therefore, it is possible to engage the upper sidewall portion 212 of the lens member 210 with the inner connecting member 230 with a simple and inexpensive configuration.

[0271] Furthermore, with the pachinko gaming machine PY1 of this embodiment, a player can listen to the sound output from the headphones HPJ by connecting them via a wired connection, as shown in Fig. 18. Furthermore, because the frame peripheral board 150 is separate from the performance control board 120 that has the sound source IC 125, the frame peripheral board 150 can be located close to the earphone jack 25. This allows the wiring hn2 between the frame peripheral board 150 and the earphone jack 25 to be shortened, thereby reducing the effects of noise acting on this wiring hn2.

[0272] 1, the pachinko gaming machine PY1 of this embodiment allows the player to easily connect headphones HPJ via a wire to the earphone jack 25 provided on the front frame 23. Furthermore, because the frame peripheral board 150 is also provided on the front frame 23, the wiring between the frame peripheral board 150 and the earphone jack 25 can be made shorter, further reducing the effects of noise.

[0273] Furthermore, in the pachinko gaming machine PY1 of this embodiment, the audio signal transmitted from the frame peripheral substrate 150 to the earphone jack 25 is an analog signal, and therefore is susceptible to the influence of noise. Therefore, as described above, since the frame peripheral substrate 150 and the earphone jack 25 are both provided on the front frame 23, it is possible to reduce the influence of noise as much as possible by shortening the wiring hn2 that transmits the audio signal (analog signal) between the frame peripheral substrate 150 and the earphone jack 25.

[0274] Furthermore, with the pachinko gaming machine PY1 of this embodiment, as shown in Fig. 18, a player can connect the wireless earphone ISP wirelessly and listen to the sound output from the wireless earphone. Furthermore, since the wireless connection module 26, which can be wirelessly connected to the wireless earphone ISP, is provided on the front frame 23, the wiring hn3 between the frame peripheral board 150 and the wireless connection module 26 can be shortened. Furthermore, since one frame peripheral board 150 transmits audio signals to both the earphone jack 25 and the wireless connection module 26, this configuration can be implemented more inexpensively than a configuration in which two boards transmit audio signals to the earphone jack 25 and the wireless connection module 26, respectively (see Fig. 51).

[0275] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when transmitting an audio signal (I2S signal) from the performance control board 120 to the frame peripheral board 150, a voltage drop may occur, making it impossible to properly transmit the audio signal. Therefore, the performance control board 120 outputs the audio signal from the sound source IC 125 via the buffer IC 126 to the frame peripheral board 150, thereby suppressing the voltage drop and enabling proper transmission of the audio signal.

[0276] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the photoMOS relay 151 provided on the frame peripheral board 150 insulates the frame peripheral board 150 from the performance control board 120, making it difficult to transmit unauthorized signals between the frame peripheral board 150 and the performance control board 120. The frame peripheral board 150 transmits the audio signal (I2S signal) input from the sound source IC 125 via the photoMOS relay 151, so that the photoMOS relay 151 can remove weak noise.

[0277] Furthermore, with the pachinko gaming machine PY1 of this embodiment, a player can listen to the sound output from the headphones HPJ by connecting the headphones HPJ via a wired connection. When the headphones HPJ are connected to the earphone jack 25 via a wired connection, an output-disabled state is established in which sound is not output from the speakers 43R and 43L, as shown in FIG. 46(C). This allows the player to concentrate on the sound heard from the headphones HPJ without hearing the sound from the speakers 43R and 43L. Even when the wireless earphones ISP and the wireless connection module 26 are wirelessly connected, an output-disabled state is established in which sound is not output from the speakers 43R and 43L, as shown in FIG. 49(A). This allows the player to concentrate on the sound heard from the wireless earphones ISP without hearing the sound from the speakers 43R and 43L.

[0278] Furthermore, with the pachinko gaming machine PY1 of this embodiment, if the output-disabled state occurs immediately after the music device (headphones HPJ, wireless earphones ISP) is connected (wired or wireless), it is difficult for the player to determine whether the music device is properly connected. Therefore, after the music device (headphones HPJ, wireless earphones ISP) is connected and before the output-disabled state occurs, a wired connection sound such as "Beep, music player is wired connected" is output from the speakers 43R and 43L, as shown in FIG. 46(B), or a wireless connection sound such as "Beep, music player is wirelessly connected" is output from the speakers 43R and 43L, as shown in FIG. 48(E). This allows the player to determine whether the music device is properly connected before the output-disabled state occurs.

[0279] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the headphones HPJ and the earphone jack 25 are connected via a wired connection, a wired connection notification image YS1 indicating that the headphones HPJ are connected via a wired connection is displayed on the image display device 50, as shown in Fig. 46(B). Furthermore, when the wireless earphones ISP and the wireless connection module 26 are connected wirelessly, the image display device 50 switches from displaying "Not Connected" in the wireless connection status image MS to display "Connected" as shown in Fig. 48(E). In this way, when a music device is connected (wired connection, wireless connection), not only is wired connection audio and wireless connection audio output from the speakers 43R, 43L, but the wired connection notification image YS1 and wireless connection status image MS are also displayed, allowing the player to understand that the music device is properly connected.

[0280] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when headphones HPJ are connected to the earphone jack 25 via a wired connection, the connection state of each of the contacts st1 to st4 provided on the earphone jack 25 switches from the state shown in FIG. 19(A) to that shown in FIG. 19(B). This causes an "H" level wired connection signal (specific signal) to be output from the earphone jack 25 to the performance control board 120. As a result, the performance control microcomputer 121 enters an output-disabled state based on the input of the "H" level wired connection signal. In this way, by utilizing the movable piece KD1 provided on the earphone jack 25, it is possible to switch to the output-disabled state without adding any new hardware components.

[0281] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the wired connection between the headphones HPJ and the earphone jack 25 is released, the state changes from an output-disabled state to an output-enabled state in which sound can be output from the speakers 43R and 43L, as shown in Fig. 47(C). Furthermore, when the wireless connection between the wireless earphones ISP and the wireless connection module 26 is released, the state changes from an output-disabled state to an output-enabled state in which sound can be output from the speakers 43R and 43L, as shown in Fig. 50(B). In this way, by releasing the connection of the music device (headphones HPJ, wireless earphones ISP), it is possible to automatically switch to a state in which the sound of the pachinko gaming machine PY1 is heard from the speakers 43R and 43L.

[0282] Furthermore, with the pachinko gaming machine PY1 of this embodiment, a player can listen to the sound output from the wireless earphones ISP by wirelessly connecting them. However, older players may not know how to connect the wireless earphones ISP and may not use them. Therefore, as shown in FIG. 48(B), a wireless connection instruction image MS2 is displayed in the center of the display screen 50a, indicating, "Please turn on the music player to enable wireless connection." When the player then turns on the wireless earphones ISP (wireless music device) and enables wireless connection (pairing), a wireless connection status image MS3 is displayed on the display screen 50a, indicating the name of the wireless music device that can be wirelessly connected and its connection status ("Not Connected" or "Connected"), as shown in FIG. 48(C). At this time, a connection operation instruction image SM1 is also displayed on the display screen 50a, indicating, "Please select the music player you want to connect and press the effect button." In this way, the step-by-step display (step-by-step connection explanation presentation) of the wireless connection explanation image MS2, wireless connection status image MS3, and connection operation explanation image SM1 makes it possible for the player to easily understand how to connect the wireless earphone ISP.

[0283] According to the pachinko gaming machine PY1 of this embodiment, after the wireless earphones IS are wirelessly connected, a disconnection instruction image SM2 stating, "Select the music player you want to disconnect and press the effect button," is displayed on the display screen 50a as shown in FIG. 48(E). After the wireless earphones IS are wirelessly connected, when the customer waiting state ends, a disconnection method image MS4 is displayed on the display screen 50a as shown in FIG. 49(A), indicating that the up button of the select button 42k is highlighted and stating, "Press the up button three times to disconnect the wireless connection." In this way, the display of the disconnection instruction image SM2 and the disconnection method image MS4 (disconnection instruction effect) allows the player to easily understand how to disconnect the wireless connection of the wireless earphones ISP.

[0284] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the wireless earphone ISP is wirelessly connected, the player can cancel the wireless connection between the wireless earphone ISP and the wireless connection module 26 by pressing the up button of the select button 42k (operation means) three times (specific operation) as shown in Fig. 50(B) from the state shown in Fig. 50(A). In this way, the player can easily cancel the wireless connection of the wireless earphone ISP without operating the wireless earphone ISP.

[0285] 9. Example of changes Modified examples will be described below. In the description of the modified examples, the same components as those in the pachinko gaming machine PY1 of the above embodiment will be assigned the same reference numerals and will not be described again. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the modified examples below may be appropriately deleted unless they are described as essential in this specification.

[0286] In the above embodiment (first embodiment), as shown in Fig. 18, earphone jack 25 and wireless connection module 26 were connected to one frame peripheral board 150. In contrast, in the first modified example, as shown in Fig. 51, earphone jack 25 is connected to first frame peripheral board 150A, and wireless connection module 26 is connected to second frame peripheral board 150B. The first modified example will be described below.

[0287] In the first modified example, the first frame peripheral board 150A is disposed on the front frame 23 near the upper tray 34 and is connected to the earphone jack 25 via wiring hn2. The first frame peripheral board 150A is also connected to the performance control board 120 via wiring hn11 and has a photoMOS relay 151A. The photoMOS relay 151A and the digital amplifier IC 152 are connected via signal line sn8.

[0288] The second frame peripheral board 150B is disposed around (near) the upper tray 34 of the front frame 23, and is connected to the wireless connection module 26 via wiring hn3. The second frame peripheral board 150B is also connected to the performance control board 120 via wiring hn12, and has a photoMOS relay 151B.

[0289] Here, in the performance control board 120, audio data (I2S signal) output from sound source IC 125 via buffer IC 126 passes through signal line s2, branch point bn1, and signal line sn4, and branches at branch point bn3. One of the audio data (I2S signal) branched at branch point bn3 passes through wiring hn11 and is input to the first frame peripheral board 150A, and the other passes through wiring hn12 and is input to the second frame peripheral board 150B.

[0290] The photoMOS relay 151A insulates the first frame peripheral board 150A from the performance control board 120, electrically blocking the first frame peripheral board 150A from the performance control board 120 and preventing unauthorized signals from being input from the performance control board 120 to the first frame peripheral board 150A. Even if weak noise is input to the photoMOS relay 151A, it is possible to remove the weak noise and output the signal. In the first frame peripheral board 150A, the audio data (I2S signal) input via the photoMOS relay 151A is supplied to the digital amplifier IC 152 through signal line sn8.

[0291] The photoMOS relay 151B insulates the second frame peripheral board 150B from the performance control board 120, electrically blocking the second frame peripheral board 150B from the performance control board 120 and preventing unauthorized signals from being input from the performance control board 120 to the second frame peripheral board 150B. Even if weak noise is input to the photoMOS relay 151B, it is possible to remove the weak noise and output the signal. In the second frame peripheral board 150B, the audio data (I2S signal) input via the photoMOS relay 151B is transmitted to the wireless connection module 26 via signal line sn9 and wiring hn3.

[0292] As described above, the first modified example shown in Figure 51 includes two substrates, a first frame peripheral substrate 150A and a second frame peripheral substrate 150B, which increases costs compared to the first embodiment (see Figure 18) which includes a single frame peripheral substrate 150. Furthermore, the two substrates, the first frame peripheral substrate 150A and the second frame peripheral substrate 150B, make the wiring more complex and more susceptible to noise. On the other hand, in the first modified example, the first frame peripheral substrate 150A and the second frame peripheral substrate 150B are smaller in size than a single frame peripheral substrate 150, making them easier to arrange in places where space is limited (for example, near the upper tray 34 of the front frame 23).

[0293] In the above embodiment (first embodiment), as shown in Fig. 18, the performance control board 120 has digital amplifier ICs 127 corresponding to the speakers 43R and 43L. In contrast, in the second modified embodiment, as shown in Fig. 52, an amplifier board 160 having digital amplifier ICs 127 corresponding to the speakers 43R and 43L is provided separately from the performance control board 120. The second modified embodiment will be described below.

[0294] In the second modified example, as shown in Fig. 52, the performance control board 120 and the amplifier board 160 are connected via wiring hn8. The amplifier board 160 is disposed near the speakers 43R and 43L on the front frame 23. The speaker 43L is connected to the amplifier board 160 via wiring h6, and the speaker 43R is connected to the amplifier board 160 via wiring h7.

[0295] In the performance control board 120, audio data (I2S signal) output from the sound source IC 125 via the buffer IC 126 is input to the amplifier board 160 via signal line s2 and wiring hn8. The audio data (I2S signal) input to the amplifier board 160 then passes through signal line sn10 and branches at branch point bn4. One of the branched audio data (I2S signal) branched at branch point bn4 is sent to the digital amplifier IC 127 via signal line sn11, and the other is input to the second frame peripheral board 150B via signal line sn12 and wiring hn1.

[0296] The digital amplifier IC 127 amplifies the audio data (I2S signal) input from the signal line sn11 and converts the amplified audio data into an analog signal using an ADC (analog-digital converter). The audio data converted into an analog signal is then transmitted from the performance control board 120 to the speaker 43L via the wiring hn6, and also transmitted from the performance control board 120 to the speaker 43R via the wiring hn7. This causes the speakers 43R, 43R to output audio according to the performance.

[0297] As described above, in the second modified example shown in Fig. 52, the amplifier board 160 and the speakers 43R, 43L are arranged on the front frame 23, and therefore the wiring h6, h7 between the amplifier board 160 and the speakers 43R, 43L can be made shorter than in the first embodiment shown in Fig. 18. Therefore, even if analog data that is easily affected by noise is transmitted over the wiring h6, h7, it is possible to facilitate the transmission of accurate audio data.

[0298] In the above embodiment (first embodiment), as shown in Fig. 18, frame peripheral substrate 150 has digital amplifier IC152 corresponding to earphone jack 25, but does not have digital amplifier IC127 corresponding to speakers 43R, 43L. In contrast, in the third modified embodiment, as shown in Fig. 53, frame peripheral substrate 150X has digital amplifier IC152 corresponding to earphone jack 25, and also has digital amplifier IC127 corresponding to speakers 43R, 43L.

[0299] In the third modified example, as shown in FIG. 53, the performance control board 120 and the frame peripheral board 150X are connected via wiring hn9, and the frame peripheral board 150X is disposed near the upper tray 34 of the front frame 23. In the performance control board 120, audio data (I2S signals) output from the sound source IC 125 via the buffer IC 126 is input to the frame peripheral board 150X via signal line s2 and wiring hn9. The audio data (I2S signals) input to the frame peripheral board 150X then passes through signal line sn2 and branches at branch point bn1. One of the branched audio data (I2S signals) branched at branch point bn1 is sent to the digital amplifier IC 127 via signal line sn3, and the other is sent to the photoMOS relay 151 via signal line sn4.

[0300] The digital amplifier IC 127 amplifies the audio data (I2S signal) input from signal line sn3 and converts the amplified audio data into an analog signal using an ADC (analog-to-digital converter). The audio data converted into an analog signal is then transmitted from the frame peripheral board 150X to the speaker 43L via the wiring hn6, and also transmitted from the frame peripheral board 150X to the speaker 43R via the wiring hn7. This causes the speakers 43R, 43R to output audio according to the performance.

[0301] As described above, in the third modified example shown in Fig. 53, the frame peripheral substrate 150X and the speakers 43R, 43L are arranged on the front frame 23, and therefore the wiring h6, h7 between the frame peripheral substrate 150X and the speakers 43R, 43L can be made shorter than in the first embodiment shown in Fig. 18. Therefore, even if analog data that is easily affected by noise is transmitted over the wiring h6, h7, it is possible to facilitate the transmission of accurate audio data.

[0302] In the above embodiment (first embodiment), as shown in Fig. 48(B)(C), a connection explanation performance (display of wireless connection explanation image MS2, wireless connection status image MS3, and connection operation explanation image SM1) was executed to explain how to wirelessly connect a wireless music device (wireless earphones ISP). In contrast, in the fourth modification, as shown in Fig. 54, a connection explanation performance is executed on display screen 50a to explain how to wiredly connect a wired music device (headphones HPJ).

[0303] In the fourth modified example, as shown in Fig. 54, as a customer waiting effect during the customer waiting state, the words "You can connect your music device with a wired connection!" and a wired connection explanation image OYS showing how to connect the connection terminal HP1 of the headphones HPJ to the earphone jack 25 are displayed. The display of this wired connection explanation image OYS is the connection explanation effect. Therefore, for a player who does not know that headphones HPJ can be used, the display of the wired connection explanation image OYS can make him / her understand that headphones HPJ can be used and can easily understand how to connect the headphones HPJ.

[0304] In the above embodiment (first embodiment), as shown in Fig. 18, earphone jack 25 (connection device) is provided at a position away from frame peripheral substrate 150 (frame-side substrate), and wireless connection module 26 (connection device) is also provided at a position away from frame peripheral substrate 150 (frame-side substrate). In contrast, in the fifth modification, as shown in Fig. 55, earphone jack 25 is provided on first frame peripheral substrate 150C (frame-side substrate), and wireless connection module 26 is provided on second frame peripheral substrate 150D (frame-side substrate).

[0305] In the fifth embodiment, as shown in FIG. 55, in the first frame peripheral board 150C, an audio signal (I2S signal) input via wiring hn11 is first transmitted to signal line sn8 via a photoMOS relay 151A. The audio signal (I2S signal) passing through signal line sn8 is then transmitted to the digital amplifier IC 152. As a result, the audio signal (I2S signal) input to the digital amplifier IC 152 is amplified and converted to an analog signal, and then transmitted to the earphone jack 25 via signal line sn13. In the second frame peripheral board 150D, an audio signal (I2S signal) input via wiring hn12 is first transmitted to signal line sn9 via a photoMOS relay 151B. The audio signal (I2S signal) passing through signal line sn8 is then transmitted to the wireless connection module 26.

[0306] As described above, in the fifth modified example shown in FIG. 55, the earphone jack 25 is provided on the first frame peripheral substrate 150C. Therefore, compared to the first modified example in which the earphone jack 25 is provided at a position distant from the first frame peripheral substrate 150A as shown in FIG. 51, the wiring between the first frame peripheral substrate 150C and the earphone jack 25 is shorter. In other words, in the fifth modified example shown in FIG. 55, the wiring distance between the first frame peripheral substrate 150C and the earphone jack 25 is only the distance between the signal lines sn8 and sn13 on the first frame peripheral substrate 150C. Therefore, it is possible to reduce the influence of noise on the wiring between the first frame peripheral substrate 150C and the earphone jack 25 more than in the first modified example.

[0307] Furthermore, in the fifth modified example shown in Fig. 55, the wireless connection module 26 is provided on the second frame peripheral board 150D. Therefore, compared to the first modified example in which the wireless connection module 26 is provided at a position distant from the second frame peripheral board 150B as shown in Fig. 51, the wiring between the second frame peripheral board 150D and the wireless connection module 26 is shorter. That is, in the fifth modified example shown in Fig. 55, the distance between the second frame peripheral board 150D and the wireless connection module 26 is only the signal line sn9 on the second frame peripheral board 150D. Therefore, it is possible to reduce the influence of noise on the wiring between the second frame peripheral board 150D and the wireless connection module 26 more than in the first modified example.

[0308] In the fifth modified example, the first frame peripheral board 150C on which the earphone jack 25 is provided and the second frame peripheral board 150D on which the wireless connection module 26 is provided are separate boards, as shown in Fig. 55. In contrast, in the sixth modified example, the earphone jack 25 and the wireless connection module 26 are provided on the same (single) frame peripheral board 150E, as shown in Fig. 56.

[0309] In the sixth modification, as shown in FIG. 56 , in the frame peripheral substrate 150E, an audio signal (I2S signal) input via wiring hn1 is first transmitted to signal line sn5 via a photoMOS relay 151A. Then, the audio signal (I2S signal) passing through signal line sn5 branches at branch point bn2. As a result, the audio signal (I2S signal) branched from branch point bn2 to signal line sn6 is transmitted to the digital amplifier IC 152. As a result, the audio signal (I2S signal) input to the digital amplifier IC 152 is amplified and converted to an analog signal, and transmitted to the earphone jack 25 via signal line sn13. Meanwhile, the audio signal (I2S signal) branched from branch point bn2 to signal line sn7 is transmitted to the wireless connection module 26.

[0310] As described above, in the sixth modified example shown in Fig. 56, the earphone jack 25 (connection device) and the wireless connection module 26 (connection device) are provided on a single frame peripheral board 150E. Therefore, compared to the fifth modified example in which the earphone jack 25 and the wireless connection module 26 are provided on separate frame peripheral boards (first frame peripheral board 150C, second frame peripheral board 150D) as shown in Fig. 55, the number of frame peripheral boards can be reduced, making it possible to implement the sixth modified example at a lower cost. Furthermore, compared to the fifth modified example shown in Fig. 55, the sixth modified example shown in Fig. 56 requires fewer photoMOS relays (isolation elements), making it possible to implement the sixth modified example at a lower cost.

[0311] In the above embodiment (first embodiment), as shown in Fig. 18, the sound source IC 125 is not provided on the frame peripheral substrate 150. In contrast, in the seventh modified embodiment, as shown in Fig. 57, the sound source IC 125 is provided on the frame peripheral substrate 150F.

[0312] 56, in the seventh modification, the sound source IC 125 is not provided on the performance control board 120 but on the frame peripheral board 150F. Therefore, the sound source IC 125 receives an audio selection signal from the performance control microcomputer 121 and reads out audio data corresponding to the audio selection signal as a digital audio signal from the audio ROM 153 provided on the frame peripheral board 150F. The sound source IC 125 then outputs the read audio data to signal line sn1 using the I2S (Inter IC Sound) transmission method.

[0313] The audio data (I2S signal) passing through signal line sn1 branches at branch point bn1 into one that is transmitted to signal line sn3 and one that is transmitted to signal line sn4. The audio data (I2S signal) transmitted to signal line sn3 is transmitted to digital amplifier IC127. Meanwhile, the audio data (I2S signal) transmitted to signal line sn4 branches at branch point bn2 into one that is transmitted to signal line sn6 and one that is transmitted to signal line sn7. The audio signal (I2S signal) transmitted to signal line sn6 is transmitted to digital amplifier IC152. As a result, the audio signal (I2S signal) input to digital amplifier IC152 is amplified and converted to an analog signal and transmitted to earphone jack 25 via signal line sn14. Meanwhile, the audio signal (I2S signal) transmitted to signal line sn7 is transmitted to wireless connection module 26.

[0314] 57, the frame peripheral board 150F is provided with not only the earphone jack 25, the digital amplifier IC 152, the wireless connection module 26, and the digital amplifier IC 127, but also the sound source IC 125 and the audio ROM 153. Therefore, the configuration for audio control can be concentrated on the board on the gaming machine frame 2 side, making it possible to configure an innovative frame peripheral board 150F.

[0315] <Other variations> In the above embodiment, the board movable body 55k (movable member) can be moved to an upper origin position (first position) or a lower performance position (second position). However, the relationship between the first position and the second position is not limited to the relationship between the upper origin position (see FIG. 5(A)) and the lower performance position (see FIG. 5(B)), and can be changed as appropriate. For example, the board movable body 55k can be moved horizontally, and the first position and the second position can be at the same height. Furthermore, the movable member is not limited to the board movable body 55k provided on the gaming board 1, but can also be a frame movable body provided on the gaming machine frame 2 (front frame 23), and can be changed as appropriate.

[0316] In the above embodiment, as shown in FIG. 8 , the locking mechanism 370, which locks the tip 312a of the locking hook 312 with the tip 373a of the locking member 373, prevents the board movable body 55k from the home position from moving to the performance position. However, the locking mechanism 370 is not limited to the above and can be modified as appropriate. For example, in the locking mechanism, the lock pin of the lock solenoid is inserted into an insertion hole in the mounting member 310, preventing the board movable body 55k from the home position from moving to the performance position. When the lock solenoid is activated, the lock pin is pulled out of the insertion hole in the mounting member 310, allowing the board movable body 55k from the home position to move to the performance position. Note that the locking mechanism 370 may not be provided.

[0317] In the above embodiment, if the performance control microcomputer 121 does not receive a detection signal from the connection detection sensor 201 when the power is turned on, it determines that the upper decorative unit 200 is not attached to the front frame 23 and that the gaming machine has not been assembled in a complete state, and executes the initial operation of the board movable body 55k at the time of mass production (see FIG. 10). However, if the performance control microcomputer 121 determines that no units other than the upper decorative unit 200 are attached, it may also determine that the gaming machine has not been assembled in a complete state, and execute the initial operation of the board movable body 55k at the time of mass production. For example, if the gaming board 1 is not attached inside the gaming machine frame 2, the performance control microcomputer 121 may determine that the gaming machine has not been assembled in a complete state, and execute the initial operation of the board movable body 55k at the time of mass production (see FIG. 10).

[0318] In the above embodiment, as shown in Fig. 6, the lift member 336 (holding member) moved from a lowered position to a raised position, thereby allowing the board movable body 55k to move from the performance position to the origin position. However, the holding member that can move the board movable body 55k from the performance position to the origin position is not limited to the lift member 336 and can be changed as appropriate. For example, the holding member may be another board movable body, and the movement of the other board movable body may allow the board movable body 55k to move from the performance position to the origin position.

[0319] 11, the outer surface of the upper sidewall portion 212 of the lens member 210 and the outer surface of the cover wall portion 221 of the rear cover member 220 are flush with each other. However, the outer surface of the upper sidewall portion 212 of the lens member 210 and the outer surface of the cover wall portion 221 of the rear cover member 220 may be slightly stepped, so that they are substantially flush with each other.

[0320] 13 , in the engagement mechanism KG, the inclined protrusion 233 (protrusion) of the inner connecting member 230 is inserted into the U-shaped portion 213 (insertion hole) of the lens member 210, thereby engaging the upper sidewall portion 212 of the lens member 210 with the bent portion 232 of the inner connecting member 230. However, the engagement mechanism KG is not limited to the above-described configuration and can be modified as appropriate. For example, a U-shaped portion (insertion hole) may be provided in the inner connecting member 230 (inner member), and an inclined protrusion (protrusion) may be provided in the lens member 210 (design member), and the inclined protrusion of the lens member 210 may be inserted into the U-shaped portion 213 of the inner connecting member 230, thereby engaging the lens member 210 and the inner connecting member 230.

[0321] In the above embodiment, as shown in Figures 11 and 13, the lens member 210 (design member), rear cover member 220 (cover member), and inner connecting member 230 (inner member) were provided on the upper decorative unit 200. However, the design member, cover member, and inner member may be provided in a location other than the upper decorative unit 200, and their placement locations can be changed as appropriate. For example, the design member, cover member, and inner member may be provided near the upper tray of the front frame 23, or on the game board 1.

[0322] In the above embodiment, as shown in Fig. 18, the frame peripheral substrate 150 (frame side substrate) was provided on the front frame 23. However, the location of the frame side substrate is not limited to the front frame 23 and can be changed as appropriate. For example, the frame side substrate may be provided on the inner frame 21 or the outer frame 22. Furthermore, the frame peripheral substrate 150 may be configured as a board side substrate provided on the gaming board 1, rather than as a frame side substrate provided on the gaming machine frame 2.

[0323] In the above embodiment, as shown in FIG. 18, a photoMOS relay 151 (isolation element) was provided on the frame peripheral board 150 to insulate it from the performance control board 120 (performance board). However, the isolation element is not limited to the photoMOS relay 151 and can be changed as appropriate. For example, the isolation element may be a digital isolator. Although a digital isolator is more expensive than the photoMOS relay 151, it has the advantages of high speed, low noise, low current consumption, and long life. Note that the digital isolator may be any of a capacitively isolated digital isolator, a magnetically isolated digital isolator, and an optically isolated digital isolator. Note that the frame peripheral board 150 may be configured inexpensively without providing an isolation element.

[0324] In the above embodiment, the earphone jack 25 (connection device, wired connection device) is provided on the front frame 23. However, the location of the earphone jack 25 is not limited to the front frame 23 and can be changed as appropriate. For example, the earphone jack 25 may be located on the inner frame 21 or the outer frame 22.

[0325] In the above embodiment, the wireless connection module 26 (connection device, wireless connection device, other connection device) is provided on the front frame 23. However, the location of the wireless connection module 26 is not limited to the front frame 23 and can be changed as appropriate. For example, the wireless connection module 26 may be disposed on the inner frame 21 or the outer frame 22.

[0326] In the above embodiment, as shown in Fig. 18, the audio signal (I2S signal) is not transmitted via a buffer IC in the frame peripheral board 150. However, the audio signal (I2S signal) may be transmitted via a buffer IC in the frame peripheral board 150. In this way, the buffer IC provided in the frame peripheral board 150 can prevent voltage drops and properly transmit the audio signal via the wiring hn2 and wiring hn3.

[0327] In the above embodiment, as shown in Fig. 46(B), after the wired music device (headphones HPJ) is connected via a wired connection and before the output is disabled, a wired connection sound (special sound) such as "Boooooo, music player has been connected via a wired connection" is output from the speakers 43R and 43L. However, the special sound is not limited to the wired connection sound described above and can be changed as appropriate. For example, the special sound may be a simple warning sound such as a buzzer sound.

[0328] In the above embodiment, as shown in Fig. 48(E), after the wireless music device (wireless earphone) is wirelessly connected and before it is placed in an output-disabled state, the speakers 43R and 43L output a wireless connection sound (special sound) saying "Beep, music player wirelessly connected." However, the special sound is not limited to the wireless connection sound described above and can be changed as appropriate. For example, the special sound may be a simple warning sound such as a buzzer sound.

[0329] In the above embodiment, as shown in FIG. 46(B), when a wired music device (headphones HPJ) is connected via a wired connection, a wired connection notification image YS1 indicating "The music player has been connected via a wired connection" is displayed on the display screen 50a as a connection notification effect. However, the connection notification effect is not limited to the above and can be changed as appropriate. For example, the connection notification effect may be the display of a wired connection icon IC1. Similarly, the connection notification effect may be the display of a wireless connection icon IC2 when a wireless music device (wireless earphones ISP) is connected wirelessly.

[0330] In the above embodiment, in the customer waiting state, the step-by-step connection explanation effect, as shown in Figures 46(B) and (C), gradually displays a wireless connection explanation image MS2, a wireless connection status image MS3, and a connection operation explanation image SM1, thereby explaining how to connect the wireless earphone ISP. However, the step-by-step connection explanation effect may be executed not only in the customer waiting state but also during a variable effect or a jackpot game. Furthermore, in the above embodiment, the wireless music device (wireless earphone ISP) can be wirelessly connected in the customer waiting state, but the wireless music device (wireless earphone ISP) may also be wirelessly connected during a variable effect or a jackpot game.

[0331] In the above embodiment, in the customer waiting state, the disconnection explanation image SM2 is displayed as the disconnection explanation effect, as shown in Fig. 48(E), to explain how to disconnect the wireless connection of the wireless earphone ISP. However, the disconnection explanation effect may be executed not only in the customer waiting state but also during the variable effect or the jackpot game.

[0332] In the above embodiment, after the wireless music device (wireless earphone ISP) is wirelessly connected, the wireless connection of the wireless music device is released by pressing the up button of the select button 42k (operation means) three times (specific operation). However, the operation means and specific operation are not limited to the above-described up button and three presses of the select button 42k, and can be changed as appropriate. For example, the wireless connection of the wireless music device may be released by simultaneously pressing the down button of the select button 42k and the effect button 40. Furthermore, the wireless connection of the wireless music device may be released only during a specific period (e.g., during a customer waiting state, during a variable effect, during a pre-reach effect, or during a jackpot game).

[0333] In the above embodiment, the disconnection method image MS4 shown in Figure 49(A) is displayed when the customer waiting state ends. However, the timing when the disconnection method image MS4 is displayed is not limited to the timing when the customer waiting state ends, and can be changed as appropriate. For example, the disconnection method image MS4 may be displayed during the execution of a variable effect, or at the end of a jackpot effect (during the execution of an ending effect).

[0334] In the above embodiment, as shown in Fig. 18, the sound source IC 125 is provided on the performance control board 120. However, the sound source IC 125 may be provided on a board other than the performance control board 120, and the location where the sound source IC 125 is provided may be changed as appropriate. For example, the sound source IC 125 may be provided on an audio control board (performance board) that is different from the performance control board 120 and that can input signals (commands) from the performance control microcomputer 121.

[0335] The above embodiment did not take into account the case where a wired music device (headphones HPJ) is connected by wire and a wireless music device (wireless earphones ISP) is connected wirelessly. However, when a wired music device is connected by wire and a wireless music device is connected wirelessly, the following may be done. For example, when a wired music device is connected by wire and a wireless music device is connected wirelessly, the sound of the pachinko gaming machine PY1 may be output from the wired music device and the sound of the pachinko gaming machine PY1 may be output from the wireless music device. Alternatively, when a wired music device is connected by wire and a wireless music device is connected wirelessly, the sound of the pachinko gaming machine PY1 may be output from the wired music device but the sound of the pachinko gaming machine PY1 may not be output from the wireless music device. Alternatively, when a wired music device is connected by wire and a wireless music device is connected wirelessly, the sound of the pachinko gaming machine PY1 may be output from the wireless music device but the sound of the pachinko gaming machine PY1 may not be output from the wired music device.

[0336] The above embodiment assumes that one wireless music device (wireless earphone ISP) is wirelessly connected, but does not assume that two or more wireless music devices are wirelessly connected. However, one wireless connection module 26 may be configured to be wirelessly connected to two or more wireless music devices, and when two or more wireless music devices are wirelessly connected, the sound of the pachinko gaming machine PY1 may be output from each of the wireless music devices.

[0337] In the above embodiment, when the upper decorative unit 200 (first unit) and the front frame body 180 (second unit) are assembled, the initial operation of the board movable body 55k at the amusement park (initial operation in the first operation mode) is performed (see Figure 9), and when the upper decorative unit 200 (first unit) and the front frame body 180 (second unit) are not assembled, the initial operation of the board movable body 55k during mass production (initial operation in the second operation mode) is performed (see Figure 10). However, the relationship between the first unit and the second unit is not limited to the relationship between the upper decorative unit 200 and the front frame body 180, and can be changed as appropriate. For example, when the game board 1 (first unit) and the game machine frame 2 (second unit) are assembled, the initial operation of the board movable body 55k at the game center (initial operation in the first operation mode) may be performed (see FIG. 9 ), and when the game board 1 (first unit) and the game machine frame 2 (second unit) are not assembled, the initial operation of the board movable body at the time of mass production (initial operation in the second operation mode) may be performed (see FIG. 10 ). The initial operation of the first operation mode is not limited to the operation mode shown in FIG. 9 and can be changed as appropriate. For example, the board movable body 55k may move from the origin position to the performance position to the origin position to the performance position to the origin position. The initial operation of the second operation mode is not limited to the operation mode shown in FIG. 10 and can be changed as appropriate. For example, the board movable body 55k may move from the origin position to the performance position.

[0338] In the above configuration, when headphones HPJ are connected to earphone jack 25 via a wired connection, an "H" level wired connection signal (specific signal) is output from earphone jack 25 to performance control board 120, and performance control microcomputer 121 enters an output-disabled state upon receiving an "H" level wired connection signal. However, the specific signal is not limited to an "H" level wired connection signal and can be changed as appropriate. For example, in the state shown in FIG. 19(A), earphone jack 25 outputs an "H" level wired connection signal to performance control board 120, and performance control microcomputer 121 enters an output-enabled state upon receiving an "H" level wired connection signal. Then, when the state shown in FIG. 19(A) changes to the state shown in FIG. 19(B), earphone jack 25 outputs an "L" level wired connection signal (specific signal) to performance control board 120, and performance control microcomputer 121 enters an output-disabled state upon receiving an "L" level wired connection signal.

[0339] In the above embodiment, when the wired connection icon IC1 is displayed, as shown in FIG. 47(A), if the effect symbols EZ1, EZ2, and EZ3 are displayed in a static state, the wired connection icon IC1 is hidden. However, the wired connection icon IC1 may be hidden at a time other than when the effect symbols EZ1, EZ2, and EZ3 are displayed in a static state, and this can be changed as appropriate. For example, the wired connection icon IC1 may be hidden from the start to the end of the reach effect. Also, for example, the wired connection icon IC1 may be hidden when the variable display of the effect symbols EZ1, EZ2, and EZ3 begins.

[0340] In the above embodiment, when the wireless connection icon IC2 is displayed, as shown in FIG. 49(E), if the effect symbols EZ1, EZ2, and EZ3 are displayed in a static state, the wireless connection icon IC2 is hidden. However, the time to hide the wireless connection icon IC2 may be other than when the effect symbols EZ1, EZ2, and EZ3 are displayed in a static state, and this can be changed as appropriate. For example, the wireless connection icon IC2 may be hidden from the start to the end of the reach effect. Also, for example, the wireless connection icon IC2 may be hidden when the display of the effect symbols EZ1, EZ2, and EZ3 begins to change.

[0341] In the embodiment shown in FIG. 18, a sound source IC is not provided on the frame peripheral substrate 150, but a storage means for storing the sound source IC and audio data may be provided on the frame peripheral substrate 150. In a first modified example shown in FIG. 51, a sound source IC is not provided on the first frame peripheral substrate 150A or the second frame peripheral substrate 150B, but a storage means for storing the sound source IC and audio data may be provided on the first frame peripheral substrate 150A or the second frame peripheral substrate 150B, respectively. In a second modified example shown in FIG. 52, a sound source IC is not provided on the frame peripheral substrate 150, but a storage means for storing the sound source IC and audio data may be provided on the frame peripheral substrate 150. In a fifth modified example shown in FIG. 55, a sound source IC is not provided on the first frame peripheral substrate 150C or the second frame peripheral substrate 150D, but a storage means for storing the sound source IC and audio data may be provided on the first frame peripheral substrate 150C or the second frame peripheral substrate 150D, respectively. Here, "a connection device (earphone jack 25, wireless connection module 26) capable of inputting an audio signal transmitted from the frame side substrate" includes both a case where the connection device is located at a position away from the frame side substrate, and a case where the connection device is located on the frame side substrate.

[0342] In the above embodiment, the gaming machine is configured as a gaming machine in which transition to a high-probability state is determined based on the type of jackpot symbol that is won. However, it may also be configured as a so-called V-type gaming machine (a gaming machine that controls to a high-probability state based on the passage of a specific area (V area) within the jackpot slot). Furthermore, in the above embodiment, the gaming machine is configured as a gaming machine that, once controlled to a high-probability state, continues to be controlled to the high-probability state until the start of the next jackpot game (a so-called probability loop type gaming machine). However, it may also be configured as a so-called ST machine (a gaming machine with a limited number of probability states). It may also be configured as a so-called type 1 / 2 mixed gaming machine or a swing-type gaming machine. Furthermore, it may also be configured as a falling machine that, once controlled to a high-probability state, falls from the high-probability state to a normal-probability state by lottery, or as a limiter machine that limits the number of consecutive times it is controlled to a high-probability state or a time-saving state. In other words, the invention disclosed in this specification can be suitably employed in gaming machines with various game types, regardless of the game type of the gaming machine.

[0343] 10. The invention shown in the above embodiment The above-described embodiments include the following inventions. In the following description of the inventions, the corresponding component names and expressions in the above-described embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions.

[0344] <Means A> The invention according to means A1 is: A performance control means (performance control microcomputer 121) capable of controlling the performance; A movable member (board movable body 55k) that can move to a first position (origin position) or a second position (performance position); a holding member (lift member 336) that can be moved to a first holding position (raised position) or a second holding position (lowered position), The performance control means When the holding member is in the second holding position, the movable member is movable from the first position to the second position (see FIG. 6 ); The movable member can be moved from the second position to the first position by moving the holding member from the second holding position to the first holding position (see FIG. 6 ); a case in which the holding member is moved from the second holding position to the first holding position, and then the holding member is moved from the first holding position to the second holding position, thereby putting the movable member at the first position into a movable state in which the movable member can be moved to the second position (see FIGS. 9(B), (C), and (D)); This gaming machine is characterized in that, after the holding member is moved from the second holding position to the first holding position, the holding member is maintained at the first holding position, thereby making the movable member at the first position immovable and unable to move to the second position (see Figures 10(B)(C)).

[0345] According to the gaming machine having this configuration, when the holding member is in the second holding position, the movable member can be moved from the first position to the second position. Then, by moving the holding member from the second holding position to the first holding position, the movable member from the second position can be moved to the first position. Based on this premise, after the holding member moves from the second holding position to the first holding position, the holding member is moved from the first holding position to the second holding position, thereby placing the movable member from the first position in a movable state, in which it can be moved to the second position. Meanwhile, after the holding member moves from the second holding position to the first holding position, the holding member is maintained in the first holding position, thereby placing the movable member from the first position in an immovable state, in which it cannot be moved to the second position. Therefore, during a game, it is possible to execute an effect in which the movable member from the first position is moved to the second position by moving the movable member from the second position to the first position and then placing it in a movable state. On the other hand, when transporting the movable member, by moving the movable member from the second position to the first position and then making it immovable, the movable member in the first position can be transported safely without being moved to the second position, and damage to the movable member can be prevented.

[0346] The invention according to means A2 is as follows: In the gaming machine described in means A1, This gaming machine is characterized by having a locking mechanism (locking mechanism 370) that can be switched between a locked state in which the movable member in the first position cannot move to the second position, and an unlocked state in which the movable member in the first position can move to the second position (see Figure 8).

[0347] In a gaming machine with this configuration, when the movable member is in the first position, the locking mechanism locks the movable member, preventing it from moving to the second position. However, during transportation of the movable member, the locking mechanism may switch from the locked state to the unlocked state due to an impact or the like. Even in this case, however, by keeping the locking mechanism immovable, the movable member can be safely transported without moving from the first position to the second position.

[0348] The invention according to means A3 is: In the gaming machine described in means A2, The first position (origin position) is a position above the second position (performance position), The first holding position (raised position) is a position higher than the second holding position (lowered position), The holding member in the first holding position can support the movable member in the first position (see FIG. 6 ); The performance control means This gaming machine is characterized in that when the movable member is in the first position and the holding member is in the second holding position, the movable member can be moved from the first position to the second position by switching the locking mechanism from the locked state to the unlocked state (see Figure 8).

[0349] In a gaming machine with this configuration, when the movable member is in the first position and the holding member is in the second holding position, if the locking mechanism is switched from the locked state to the unlocked state, the movable member falls from the first position to the second position. Here, if the movable member is transported and the state is switched from the locked state to the unlocked state due to an impact or the like, the movable member may fall forcefully and be damaged. However, by immobilizing the movable member during transportation, it is possible to prevent the movable member from falling and damage to the movable member even if the locking mechanism is switched to the unlocked state.

[0350] The invention according to means A4 is as follows: In the gaming machine described in any one of means A1 to A3, The performance control means When the gaming machine is assembled in a completed state (when the upper decorative unit 200 is attached to the front frame 23, see FIG. 3), the movable member is moved from the second position to the first position and then set in the movable state (executing the initial operation of the board movable body 55k in the gaming facility), When the gaming machine is not assembled in a completed state (when the upper decorative unit 200 is not attached to the front frame 23), the movable member is moved from the second position to the first position and then made immovable (executing the initial operation of the board movable body 55k during mass production).

[0351] According to a gaming machine of this configuration, the gaming machine is assembled in a completed state during play. In this case, the effect control means moves the movable member from the second position to the first position and then makes it movable. Therefore, during play, it is possible to execute an effect in which the movable member at the first position is moved to the second position. On the other hand, during mass production before the movable member is transported, the gaming machine is not assembled in a completed state. In this case, the effect control means moves the movable member from the second position to the first position and then makes it immovable. Therefore, when transporting the mass-produced movable member, it is possible to transport it safely without moving the movable member at the first position to the second position.

[0352] The gaming machine described in JP 2017-164117 A is provided with a movable board (movable member) that can move to an elevated position (first position) or a lowered position (second position). Therefore, during play, it is possible to execute an effect in which the movable board moves from the elevated position to the lowered position. However, during transportation of a unit or the like that includes the movable member, an external load such as vibration may cause the movable member to move forcefully from the first position to the second position, potentially damaging the movable member. Therefore, the inventions according to means A1 to A4 differ from the gaming machine described in JP 2017-164117 A in that the presentation control means can move the movable member from the first position to the second position when the holding member is in the second holding position, can move the movable member from the second holding position to the first holding position by moving the holding member from the second holding position to the first holding position, and can move the movable member from the first position to the second holding position after moving the holding member from the second holding position to the first holding position, thereby making the movable member from the first position movable to the second position, and can keep the holding member in the first holding position after moving the holding member from the second holding position to the first holding position, thereby making the movable member from the first position immovable to the second position. This solves the problem of providing a gaming machine that can prevent damage to the movable member (achieves an advantageous effect).

[0353] <Method B> The invention according to means B1 is as follows: In a gaming machine (pachinko gaming machine PY1) equipped with a design member (lens member 210) having a design wall portion (front wall portion 211) having a design surface and a side wall portion (upper side wall portion 212) connected to the design wall portion, An inner member (inner connecting member 230) arranged inside the outer surface of the side wall portion of the design member; a cover member (rear cover member 220) that covers the inner member, The side wall portion of the design element and the inner element are engaged with each other via an engagement mechanism (engagement mechanism KG, see FIG. 13 ), The design element is This gaming machine is characterized in that the cover member and the inner member are attached by sandwiching the engagement mechanism so that the outer surface of the side wall portion and the outer surface of the cover member are flush or substantially flush with each other (see Figure 14).

[0354] In this gaming machine, the side wall of the decorative element engages with the inner element positioned inside the side wall via an engagement mechanism. However, the engagement mechanism alone does not firmly secure the decorative element. Therefore, the decorative element is secured by sandwiching the cover element and the inner element through the engagement mechanism so that the outer surfaces of the side wall and the cover element are flush or substantially flush with each other. In this way, the decorative element can be secured without using screws or using the space outside the decorative element. Therefore, the decorative element can be attached while maintaining a good appearance.

[0355] The invention according to means B2 is as follows: In the gaming machine described in means B1, The side wall of the decorative element is provided with a recessed portion (212a) recessed inward, This gaming machine is characterized in that the tip portion (221a) of the cover member on the decorative member side comes into contact with or is close to the recessed portion, so that the outer surface of the side wall portion and the outer surface of the cover member become flush or substantially flush with each other (see Figure 14).

[0356] In this gaming machine, the tip of the cover member on the decorative member side comes into contact with or is close to a recessed portion provided in the side wall of the decorative member, so that the outer surface of the side wall and the outer surface of the cover member are flush or substantially flush with each other. Thus, when the cover member and the inner member sandwich the engagement mechanism, the recessed portion in the side wall of the decorative member makes it easier to determine the position of the cover member.

[0357] The invention according to means B3 is: In the gaming machine according to means B1 or B2, The engagement mechanism includes: This gaming machine is characterized in that a protrusion (inclined protrusion portion 233) provided on either the side wall portion or the inner member is inserted into an insertion hole portion (U-shaped portion 213) provided on the other of the side wall portion or the inner member (see Figure 13).

[0358] In this gaming machine, the engagement mechanism for engaging the side wall of the decorative component with the inner component is composed of a protrusion and an insertion hole that is inserted into the protrusion. Therefore, it is possible to engage the side wall of the decorative component with the inner component with a simple and inexpensive structure.

[0359] The gaming machine described in JP 2015-213565 A is provided with a decorative element to enhance its appearance. However, this decorative element is fixed using screws, resulting in an undesirable appearance. Therefore, the inventions according to measures B1 to B3 differ from the gaming machine described in JP 2015-213565 A in that the side wall portion of the decorative element and the inner member are engaged via an engagement mechanism, and the decorative element is fixed by sandwiching the cover member and the inner member through the engagement mechanism so that the outer surface of the side wall portion and the outer surface of the cover member are flush or substantially flush with each other. This solves the problem of providing a gaming machine that can be fitted with a decorative element while maintaining a good appearance (achieves the effect of doing so).

[0360] <Means C> The invention according to means C1 is as follows: An openable and closable gaming machine frame (2); A game board (1) disposed inside the game machine frame; A performance board (performance control microcomputer 121) having a sound source IC (125), A frame side substrate (frame peripheral substrate 150) that is provided in the gaming machine frame and can input audio signals transmitted from the sound source IC; A connection device (earphone jack 25, wireless connection module 26) that is provided in the gaming machine frame and can input audio signals transmitted from the frame side board, The connection device is a gaming machine that is configured to be able to connect to an external music device (headphones HPJ, wireless earphones ISP) via a wired or wireless connection so that sound is output from the external music device installed outside the gaming machine.

[0361] With this gaming machine, players can listen to the sound output from an external music device by connecting it via wire or wirelessly. Because the frame-side board is separate from the performance board containing the sound source IC, the frame-side board can be placed close to the connection device. This shortens the wiring between the frame-side board and the connection device, reducing the impact of noise on the wiring.

[0362] The invention according to means C2 is as follows: In the gaming machine described in means C1, The gaming machine frame (2) comprises a base frame portion (an inner frame 21 and an outer frame 22) and a front frame portion (a front frame 23) disposed in front of the base frame portion, the frame side substrate is provided on the front frame portion, The connection device is provided in the front frame portion of the gaming machine.

[0363] With this gaming machine, players can easily connect external music devices to the connection device located in the front frame, either wired or wirelessly. Furthermore, because the frame-side board is also located in the front frame, the wiring between the frame-side board and the connection device can be shortened, further reducing the effects of noise.

[0364] The invention according to means C3 is: In the gaming machine described in means C2, The frame side substrate has a digital amplifier IC (152), the audio signal transmitted from the frame side substrate is an audio signal transmitted from the sound source IC, amplified by the digital amplifier IC, and converted into an analog signal; The connection device (earphone jack 25) is a gaming machine that is configured to be able to connect to the external music device via a wire.

[0365] In a gaming machine with this configuration, the audio signal transmitted from the frame side board is converted to an analog signal by the digital amplifier IC, making it susceptible to noise. Therefore, since the frame side board and the connection device are both provided in the front frame, the wiring that transmits the audio signal between the frame side board and the connection device can be shortened to minimize the influence of noise.

[0366] The invention according to means C4 is: In the gaming machine according to any one of means C3, Another connection device (wireless connection module 26) is provided on the front frame portion, The frame-side substrate can transmit the audio signal transmitted from the sound source IC to the other connected device without passing through the digital amplifier IC (see FIG. 18 ); The other connection device is a gaming machine that is configured to be wirelessly connected to another external music device (wireless earphone ISP) installed outside the gaming machine so that sound is output from the other external music device.

[0367] With this gaming machine, a player can connect another external music device wirelessly to listen to the sound output from the other external music device. Furthermore, since the other connection device, which can connect wirelessly to the other external music device, is provided in the front frame, the wiring between the frame-side board and the other connection device can be shortened. As a result, the effects of noise acting on this wiring can be reduced. Furthermore, because one frame-side board transmits audio signals to the connection device and the other connection device, respectively, this can be implemented more inexpensively than a configuration in which two boards transmit audio signals to the connection device and the other connection device, respectively.

[0368] The invention according to means C5 is as follows: In the gaming machine according to any one of means C1 to C4, The performance board is A buffer IC (126) is provided. This gaming machine is characterized in that an audio signal can be transmitted from the sound source IC to the frame side substrate via the buffer IC (see FIG. 18).

[0369] In a gaming machine with this configuration, when transmitting an audio signal from the effect board to the frame-side board, a voltage drop occurs, which may prevent the audio signal from being transmitted properly. Therefore, the effect board outputs the audio signal from the sound source IC to the frame-side board via the buffer IC, thereby suppressing the voltage drop and enabling the audio signal to be transmitted properly.

[0370] The invention according to means C6 is: In the gaming machine according to any one of means C1 to C4, An insulating element (photoMOS relay 151) is provided on the frame side substrate, The frame side substrate is a gaming machine characterized in that it is capable of transmitting an audio signal input from the sound source IC via the insulating element.

[0371] In this gaming machine, the insulating element provided on the frame-side board insulates the frame-side board from the performance board, making it difficult to transmit unauthorized signals between them. The frame-side board transmits the audio signal input from the sound source IC through the insulating element, allowing the insulating element to remove weak noise.

[0372] The invention according to means C7 is: In the gaming machine according to any one of means C1 to C4, This gaming machine is characterized in that the connection devices (earphone jack 25, wireless connection module 26) are provided on the frame side substrates (frame peripheral substrate 150E, frame peripheral substrate 150F, first frame peripheral substrate 150C, second frame peripheral substrate 150D) (see Figures 55 to 57).

[0373] In a gaming machine of this configuration, the connection device is provided on the frame side substrate, so the wiring (signal line) between the frame side substrate and the connection device can be made shorter than when the connection device is provided at a position away from the frame side substrate, thereby further reducing the effects of noise.

[0374] The gaming machine described in Patent No. 7430016 is designed to output sound from an external music device by connecting it via a wired connection. To output sound from the external music device, the gaming machine must be equipped with a connection device capable of connecting to the external music device via a wired or wireless connection and transmit an audio signal to the connection device. However, if the wiring required to transmit the audio signal to the connection device is long, the impact of noise acting on this wiring increases. Therefore, the inventions described in measures C1 to C6 are different in that they include a frame-side board mounted on the gaming machine frame that can input an audio signal transmitted from a sound source IC, and a connection device mounted on the gaming machine frame that can input the audio signal transmitted from the frame-side board. The connection device is configured to be connected via a wired or wireless connection to the external music device so that sound can be output from the external music device. This solves the problem of providing a gaming machine that can reduce the impact of noise (achieves an advantageous effect).

[0375] <Means D> The invention according to means D1 is as follows: An openable and closable gaming machine frame (2); A performance control board (performance control board 120) having a performance control means (performance control microcomputer 121), A connection device (earphone jack 25, wireless connection module 26) that is provided in the gaming machine frame (2) and can input audio signals transmitted from the performance board; and sound output means (speakers 43R, 43L) that are audio-controlled by the performance control means, The connection device is configured to be able to be connected to an external music device (headphones HPJ, wireless earphones ISP) via a wire or wirelessly so that sound can be output from the external music device provided outside the gaming machine, This gaming machine is characterized in that the presentation control means is capable of putting the sound output means into an output-disabled state in which sound cannot be output when the connection device and the external music equipment are connected via a wired or wireless connection (see Figures 46(C) and 49(A)).

[0376] With this gaming machine, a player can listen to the sound output from an external music device by connecting the external music device by wire or wirelessly. When the external music device and the connection device are connected by wire or wirelessly, the sound output means is put into an output disabled state in which sound cannot be output. This allows the player to concentrate on the sound coming from the external music device without having to listen to the sound from the sound output means.

[0377] The invention according to means D2 is as follows: In the gaming machine described in means D1, The performance control means This gaming machine is characterized by being able to output special sounds (wired connection notification sounds shown in Figure 46(B) and wireless connection notification sounds shown in Figure 48(E)) after the external music device and the connection device are connected wired or wirelessly and before the output-disabled state is entered.

[0378] With this gaming machine, if the external music device and the connection device are connected wired or wirelessly and then the output is disabled immediately, it is difficult for the player to tell whether the external connection device is properly connected. Therefore, after the external music device and the connection device are connected wired or wirelessly and before the output is disabled, a special sound is output from the sound output means. This allows the player to know whether the external connection device is properly connected before the output is disabled.

[0379] The invention according to means D3 is: In the gaming machine described in means D2, image display means (image display device 50); This gaming machine is characterized in that, when the external music device and the connection device are connected wired or wirelessly, the presentation control means is capable of executing a connection notification presentation (displaying a wired connection notification image YS1 shown in Figure 46 (B) and displaying "connected" in the wireless connection status image MS3 shown in Figure 48 (E)) on the image display device to indicate that the external music device has been connected wired or wirelessly.

[0380] According to this gaming machine, when the external music device and the connection device are connected by wire or wirelessly, a connection notification effect is executed on the image display device to indicate that the external music device has been connected by wire or wirelessly. In this way, when the external music device is connected, not only is a special sound output from the sound output means, but also a connection notification effect is executed on the image display device, so that the player can be sure that the external connection device has been properly connected.

[0381] The invention according to means D4 is as follows: In the gaming machine according to any one of means D1 to D3, When the connection device is connected to the external music device via a wired connection, it can output a specific signal (a wired connection signal of "H" level) to the performance board (see FIG. 19 ). The gaming machine is characterized in that the presentation control means is capable of putting the device into the output disabled state based on input of the specific signal.

[0382] According to this gaming machine, when the connection device is connected to an external music device via a wired connection, a specific signal is output from the connection device to the performance board. The performance control means then switches to an output-disabled state based on the input of the specific signal. By utilizing the specific signal output from the connection device to the performance control means, the gaming machine can switch to an output-disabled state without adding any additional hardware components.

[0383] The invention according to means D5 is: In the gaming machine according to means D1 to D3, This gaming machine is characterized in that, when the wired or wireless connection between the external music device and the connection device is disconnected, the performance control means changes from the output-disabled state to an output-enabled state in which sound can be output from the sound output means (see Figures 47(C) and 50(B)).

[0384] With this gaming machine, when the wired or wireless connection between the external music device and the connection device is terminated, the gaming machine changes from an output-disabled state to an output-enabled state in which sound can be output from the sound output means. In this way, when the connection of the external music device is terminated, it is possible to automatically switch to a state in which the sound of the gaming machine is heard from the sound output means.

[0385] <Means E> The invention according to means E1 is: An openable and closable gaming machine frame (2); A performance control board (performance control board 120) having a performance control means (performance control microcomputer 121), A connection device (earphone jack 25, wireless connection module 26) that is provided in the gaming machine frame and can input an audio signal transmitted from the performance board, The connection device is configured to be able to be connected to an external music device (headphones HPJ, wireless earphones ISP) via a wire or wirelessly so that sound can be output from the external music device provided outside the gaming machine, The presentation control means is a gaming machine characterized by being capable of executing connection explanation presentations that explain how to connect the external music equipment wired or wirelessly (displaying the wired connection explanation image OYS shown in Figure 54, the wireless connection explanation image MS2 shown in Figure 48(B), the wireless connection status image MS3 shown in Figure 48(C), and the connection operation explanation image SM1 shown in Figure 48(C).

[0386] With this gaming machine, a player can listen to the sound output from an external music device by connecting it wired or wirelessly. However, older players may not know how to connect an external music device and may not use the external music device. Therefore, by executing a connection explanation performance that explains how to connect an external music device wired or wirelessly, the player can easily understand how to connect the external music device.

[0387] The invention according to means E2 is as follows: In the gaming machine described in means E1, image display means (image display device 50); the connection device (wireless connection module 26) is capable of wirelessly connecting to the external music device; The presentation control means is a gaming machine characterized in that it is capable of executing a step-by-step connection explanation presentation (displaying a wireless connection explanation image MS2 shown in Figure 48(B), a wireless connection status image MS3 shown in Figure 48(C), and a connection operation explanation image SM1 shown in Figure 48(C)) on the image display means, which explains in steps how to wirelessly connect the external music device to the connection device.

[0388] According to the gaming machine having this configuration, the image display means executes a step-by-step connection explanation that explains in a step-by-step manner how to wirelessly connect an external music device to the connection device, thereby enabling even a player who is unfamiliar with wireless connections to easily understand how to wirelessly connect an external connection device.

[0389] The invention according to means E3 is: In the gaming machine described in means E2, The presentation control means is a gaming machine characterized by being capable of executing a disconnection explanation presentation (displaying a disconnection explanation image SM2 shown in Figure 48(E), and displaying a disconnection method image MS4 shown in Figure 49(A)) that explains how to disconnect the wireless connection between the external music device and the connected device.

[0390] With this gaming machine, a disconnection instruction effect is executed that explains how to disconnect the wireless connection between the external music device and the connection device, which allows the player to easily understand how to disconnect the wireless connection of the external music device.

[0391] The invention according to means E4 is: In the gaming machine according to any one of means E1 to E3, An operable operation means (select button 42k) is provided, The connected device is a gaming machine characterized in that when the external music device and the connected device are wirelessly connected, the wireless connection between the external music device and the connected device can be terminated based on a specific operation on the operating means (pressing the up button of the select button 42k three times) (see Figures 50(A)(B)).

[0392] With this gaming machine, when an external music device is wirelessly connected, the player can disconnect the wireless connection between the external music device and the connected device by performing a specific operation on the operating means provided on the gaming machine. In this way, the player can easily disconnect the wireless connection of the external music device without operating the external music device.

[0393] The invention according to means E5 is as follows: In the gaming machine described in means E1, the connection device (wireless connection module 26) is capable of wirelessly connecting to the external music device; The presentation control means is a gaming machine characterized in that after the wireless connection between the external music device and the connected device is terminated, information about the external music device that was wirelessly connected (information about personal possessions) is not displayed on the image display device.

[0394] If, for example, information about the external music device that was previously wirelessly connected is displayed on the image display device after the wireless connection between the external music device and the connected device is terminated, information about the possessions of the player who previously played the game will be displayed. In other words, information about personal possessions will remain as a history, which is undesirable for a gaming machine in which an unspecified number of players play. Therefore, by not displaying information about the external music device that was previously wirelessly connected on the image display device after the wireless connection between the external music device and the connected device is terminated, it is possible to prevent information about personal possessions from remaining as a history. <Means F> The invention according to means F1 is as follows: A first unit (upper decorative unit 200), A second unit (front frame body 180), In a gaming machine (pachinko gaming machine PY1) having a movable member (a movable board member 55k), The movable member is When performing an initial operation in a state where the first unit and the second unit are assembled, the initial operation is performed in a first operation mode (initial operation of the board movable body 55k in the game arcade, see FIG. 10 ), This gaming machine is characterized in that when initial operation is performed when the first unit and the second unit are not assembled, the initial operation is performed in the second operating mode (initial operation of the movable board body 55k during mass production, see Figure 9).

[0395] According to the gaming machine having this configuration, when the movable member performs an initial operation while the first unit and the second unit are assembled, the initial operation is performed in the first operating mode. Therefore, in an amusement facility, since the first unit and the second unit are assembled, it is possible to perform the initial operation of the movable member in the first operating mode and check whether the movable member operates correctly. On the other hand, when the movable member performs an initial operation while the first unit and the second unit are assembled, the initial operation is performed in the first operating mode. Therefore, during mass production of the movable member, since the first unit and the second unit are not assembled, it is possible to perform the initial operation of the movable member in the second operating mode and move the movable member in a manner different from that in an amusement facility.

[0396] Next, a second embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and redundant descriptions of identical parts will generally be omitted. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps can be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.

[0397] 1. Structure of the gaming machine A pachinko gaming machine PY1, which is a second embodiment of the gaming machine of the present invention, will be described below. First, the structure of the pachinko gaming machine PY1 will be described using Figures 58 to 62. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.

[0398] As shown in FIG. 58, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 further includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m that is rotatably supported on the gaming board mounting frame 2A via hinges 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can see the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the playing area 6 can be seen from the front of the pachinko gaming machine PY1.

[0399] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0400] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The normal button 40 is composed of, for example, a...

Claims

[Claim 1] An openable and closable gaming machine frame; a gaming board disposed inside the gaming machine frame; A performance board having a sound source IC; a frame side substrate provided in the gaming machine frame and capable of receiving an audio signal transmitted from the sound source IC; a connection device capable of inputting an audio signal transmitted from the frame side substrate, The connection device is configured to be wirelessly connectable to an external music device provided outside the gaming machine so that sound is output from the external music device.

Citation Information

Patent Citations

  • Gaming device and gaming system

    JP7430016B1