Gaming machine

The gaming machine addresses the need for enhanced entertainment value by using a movable accessory with non-obstructed secondary display areas and dynamic image projection, increasing player engagement through clear and impactful visual effects.

JP2026002883AActive Publication Date: 2026-01-08UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2025172430
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-14
Publication Date
2026-01-08
Estimated Expiration
2037-07-28

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, lack the ability to enhance entertainment value through impactful bonus effects, limiting player engagement.

Method used

The gaming machine incorporates a movable accessory with a first and second display area, where the second display area is positioned to avoid obstruction by the movable accessory, using separate display output means to ensure clear information visibility, and allows for dynamic image projection on multiple screens.

Benefits of technology

This design increases player interest and engagement by providing clear and impactful visual effects through multiple display areas, enhancing the overall entertainment value.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Abstract

To provide a game machine capable of enhancing interest.SOLUTION: The game machine is provided with a large accessory (232), an upper rear screen (2902) which can display the result of an internal lottery, and a lower rear screen (2904) which is provided on the front side of the large accessory body (230) and is offset from the upper rear screen (2902) in the longitudinal direction and the vertical direction from the center. The upper rear screen 2902 has a case where the result of the internal lottery is difficult to be visually recognized due to the large accessory main body 230, and even when the result of the internal lottery is difficult to be visually recognized due to the large accessory main body 230, the result of the internal lottery can be displayed by the lower rear screen 2904, the result of the internal lottery displayed on the upper rear screen 2902 can be displayed by further changing the display size on the front screen 512, and the lower rear screen 2904 is displayed using the second rear projector.SELECTED DRAWING: Figure 77
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Description

[Technical Field]

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

[0002] In a conventional gaming machine such as a pachinko machine, when a game ball is received in a starting slot, an internal lottery is held, and based on the result of the internal lottery, an effect image is displayed on, for example, a liquid crystal display. If the result of the internal lottery is a jackpot, a jackpot game is executed.

[0003] One known gaming machine of this type is one in which, based on the results of an internal lottery, a movable device advances in front of an LCD display, creating anticipation for the results of the internal lottery (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-092885 Summary of the Invention [Problem to be solved by the invention]

[0005] When a game machine such as that described in Patent Document 1 performs a role effect in which a movable role advances in front of a liquid crystal display, it can create anticipation in the player.

[0006] However, in recent years, there has been a demand for gaming machines that can increase entertainment value by using bonus effects that can have a greater impact.

[0007] The present invention has been made in view of the above points, and an object of the present invention is to provide a gaming machine that can suitably increase interest. [Means for solving the problem]

[0008] The gaming machine according to the present invention comprises: lottery means (for example, the main CPU 721) for conducting the lottery; A movable accessory (for example, a large accessory 232) that can be operated based on the result of the lottery; a first display area (e.g., upper rear screen 2902) capable of displaying to a player specific information regarding the outcome of said lottery (e.g., the result of an internal lottery); A second display area (e.g., a lower rear screen 2904) is provided in front of the movable part and is further provided at a position shifted in the front-to-back direction from the first display area and in the vertical direction from the center of the first display area; Equipped with The first display area may have a case where the display portion of the specific information is difficult to see due to the movable role object, Even if the display portion of the specific information is difficult to see due to a movable role object, the specific information can be displayed in the second display area that is not obstructed by the movable role object, The specific information displayed in the first display area can be further displayed in a different position (e.g., on the front screen 512) from the predetermined position by changing the display size, The second display area that is not obstructed by the movable prop is displayed using a display output means (for example, a second rear projector 124 (or a second rear projector control circuit 736)) different from that used for the first display area. It is characterized by: [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a gaming machine that can suitably increase interest. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is an example of a front view showing the appearance of a pachinko gaming machine according to one embodiment of the present invention; [Figure 2] 1 is an example of an exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention; [Figure 3]1 is an example of a perspective view showing a rear unit of a pachinko gaming machine according to one embodiment of the present invention; [Figure 4] 1 is an example of a vertical cross-sectional view showing a rear unit of a pachinko gaming machine according to one embodiment of the present invention. [Figure 5] 1 is an example of a perspective view showing a game presentation unit of a pachinko game machine according to one embodiment of the present invention; [Figure 6] 1 is an example of a front view showing a game presentation unit of a pachinko game machine according to one embodiment of the present invention. [Figure 7] 1 is an example of a perspective view showing a game presentation unit of a pachinko game machine according to one embodiment of the present invention; [Figure 8] 1 is an example of a perspective view showing a state in which a large role unit is attached to a main body frame portion of a game presentation unit of a gaming machine according to one embodiment of the present invention. [Figure 9] 9 is an example of a perspective view showing a state in which a left vertical cover and a right vertical cover, which will be described later, are removed from the main body frame shown in FIG. 8. FIG. [Figure 10] FIG. 2 is an example of a perspective view showing a large role unit in one embodiment of the present invention. [Figure 11] This is an example of an oblique view of a large role unit from the rear in one embodiment of the present invention. [Figure 12] This is an example of a perspective view of a large role main body supported by a large role support arm. [Figure 13] This is an example of a front view of a large role main body supported by a large role support arm. [Figure 14] This is an example of an oblique view of a large role main body supported by a large role support arm, and is an example of an oblique view when the cover member on the front side of the large role main body is removed. [Figure 15] This is an example of an exploded oblique view of a large-sized device main body and a large-sized device support arm. [Figure 16] FIG. 10 is a perspective view showing a state in which an LED substrate is assembled to the rear light guide plate. [Figure 17] FIG. 10 is a perspective view showing a state in which the LED substrate is separated from the rear light guide plate. [Figure 18]This is an example of an exploded perspective view of the rear light guide plate rotation drive mechanism and the large accessory support arm when viewed from the rear. [Figure 19] 10 is an example of a perspective view of a front light guide plate rotation drive mechanism and a rear light guide plate rotation drive mechanism as viewed from the front. FIG. [Figure 20] This is an example of a side view of the large role-playing device main body from the right side. [Figure 21] This is a rear view of the large prop main body when the rear light guide plate is at the origin position in the rotation direction. [Figure 22] This is a rear view of the large prop main body in a state where the rear light guide plate has moved from its original position in the rotational direction due to rotational movement. [Figure 23] This is a rear view of the large accessory main body when the rear light guide plate is at the origin position (topmost position) in the vertical direction. [Figure 24] This is a rear view of the large prop main body when the rear light guide plate is at the lowest position in the vertical direction. [Figure 25] This is a front view of the large-sized reel main body, showing the state in which the front light guide plate and rear light guide plate are activated relative to the large reel. [Figure 26] This is an exploded oblique view of the large role-playing device left drive mechanism. [Figure 27] This is an example of an oblique view showing the locking mechanism and its support structure in one embodiment of the present invention, and is a diagram showing an example of a holding state in which a large role support arm is held from below. [Figure 28] This is an oblique view showing the locking mechanism and its support structure in one embodiment of the present invention, and shows an example of a released state in which the holding state that holds the large role support arm from below is released. [Figure 29] FIG. 2 is a perspective view showing a rear screen unit according to an embodiment of the present invention. [Figure 30] FIG. 2 is an example of a perspective view of a cross section of a rear screen unit cut vertically as viewed from behind. [Figure 31] 1 is a perspective view showing a game panel in one embodiment of the present invention. [Figure 32]FIG. 2 is a perspective view showing a front door unit according to an embodiment of the present invention as viewed obliquely from the front. [Figure 33] FIG. 2 is a perspective view showing a front door unit according to an embodiment of the present invention, as viewed obliquely from behind. [Figure 34] FIG. 2 is an exploded perspective view showing some of the components of the front door unit in one embodiment of the present invention. [Figure 35] FIG. 1 is a perspective view showing a front screen unit according to an embodiment of the present invention. [Figure 36] FIG. 2 is a cross-sectional view of a front screen unit according to an embodiment of the present invention. [Figure 37] This is an example of a perspective view of the left side decorative element. [Figure 38] FIG. 10 is an example of a plan view of only the decorative lens and the LED substrate. [Figure 39] 10 is an example of a vertical cross-sectional view of an upper portion of the front door unit. [Figure 40] FIG. 10 is an example of a perspective view of a decorative accessory cover as viewed from the front. [Figure 41] 10 is an example of a perspective view of a decorative accessory cover as viewed from the rear. FIG. [Figure 42] 1 is an example of a perspective view of an LED substrate as viewed from the front. [Figure 43] 1 is an example of a perspective view of an LED substrate as viewed from behind. [Figure 44] FIG. 10 is a front view of an example of a decorative element drive mechanism. [Figure 45] 10 is an example of a rear view of the decorative element drive mechanism. [Figure 46] 1 is an example of a front view of the decorative element drive mechanism, showing the decorative element drive mechanism lowered to its lowest position. [Figure 47] 10 is a schematic side view showing an example of an aspect in which images are projected onto a rear screen unit and a front screen by image light projected from a rear projection device and a front projection device, respectively. FIG. [Figure 48] FIG. 2 is an example of a block diagram showing a main control circuit. [Figure 49]1 is a diagram showing a functional flow of a pachinko gaming machine according to one embodiment of the present invention. [Figure 50] A diagram showing an example of a winning random number determination table stored in the main ROM of the main control circuit. [Figure 51] FIG. 10 is a diagram showing an example of a symbol determination table stored in the main ROM of the main control circuit. [Figure 52] A figure showing an example of a jackpot type determination table stored in the main ROM of the main control circuit. [Figure 53] 10 is a flowchart showing an example of a power-on process by a main CPU. [Figure 54] 10 is a flowchart showing an example of a system timer interrupt process by a main CPU. [Figure 55] 10 is a flowchart showing an example of a switch input detection process performed by a main CPU. [Figure 56] A flowchart showing an example of a starting gate winning detection process by the main CPU. [Figure 57] 10 is a flowchart showing an example of a fluctuation pattern determination process by the main CPU. [Figure 58] 10 is a flowchart showing an example of main control processing by a main CPU. [Figure 59] 10 is a flowchart showing an example of a special symbol control process by the main CPU. [Figure 60] 10 is a flowchart showing an example of a special symbol memory check process by the main CPU. [Figure 61] 10 is a flowchart showing an example of a special symbol display time management process by the main CPU. [Figure 62] 10 is a flowchart showing an example of a time-saving number subtraction process by the main CPU. [Figure 63] A flowchart showing an example of jackpot end interval processing by the main CPU. [Figure 64] 10 is a flowchart showing an example of a fluctuation pattern table setting process by the main CPU. [Figure 65] 10 is a flowchart showing an example of normal symbol control processing by the main CPU. [Figure 66] 10 is a flowchart showing an example of main processing by a sub CPU. [Figure 67] 10 is a flowchart showing an example of a command analysis process by a sub CPU. [Figure 68] 10 is a flowchart showing an example of a command transmission process by a sub CPU. [Figure 69] 10 is a flowchart showing an example of a message setting process by a sub CPU. [Figure 70] 10 is a flowchart showing an example of a directory table registration process by a sub CPU. [Figure 71] 10 is a flowchart showing an example of a message transmission process by a sub CPU. [Figure 72] FIG. 10 is a schematic perspective view showing an example of an aspect in which images are projected onto both a front screen and a rear screen unit. [Figure 73] FIG. 10 is a diagram showing an example of a performance in which different images are projected onto the upper rear screen, the middle rear screen, and the lower rear screen. [Figure 74] This is a diagram showing an example of a presentation in which different images are projected onto the upper rear screen and the lower rear screen, but the images projected make it difficult to distinguish the boundaries between the screens. [Figure 75] This is a diagram showing an example of a presentation in which a single projection surface is formed by an upper rear screen, a middle rear screen, and a lower rear screen, and continuous images are projected onto this single projection surface. [Figure 76] This is a front view of the gaming machine showing an example of the presentation that is projected when the result of the internal lottery described below is a jackpot. [Figure 77] This is an example of a front view of a gaming machine showing an example of a presentation in which, when the main body of a large reel advances into the presentation space, an image emphasizing the large reel 2 is projected onto the front screen and upper rear screen. [Figure 78]FIG. 48 is a diagram showing an example of a mode in which images are projected onto a rear screen unit and a front screen by image light projected from a rear projection device and a front projection device, respectively, and is a modified example of FIG. 47. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiment described below, and design modifications are possible within the scope of the present invention.

[0012] Fig. 1 is an example of a front view showing the appearance of a pachinko gaming machine 1 according to one embodiment of the present invention. Fig. 2 is an example of an exploded perspective view of the pachinko gaming machine 1 according to one embodiment of the present invention.

[0013] In this embodiment, we will explain an embodiment in which the present invention is applied to a pachinko game machine 1 (see, for example, Figure 1) in which various games can be played by game balls, which serve as game media, rolling and flowing down the game area.

[0014] In the following description, unless otherwise specified, the front-to-rear direction is defined as the front side and the back side when viewing the pachinko gaming machine 1 (hereinafter referred to as "gaming machine 1") (see FIG. 1) from the player's perspective. Furthermore, the left-hand side is defined as the left side and the right-hand side is defined as the right side when viewing the gaming machine 1 from the player's perspective. Furthermore, the side that can be seen from the player's perspective is defined as the front side, and the side that can be seen when viewing from the opposite side of the player is defined as the back side.

[0015] As shown in Fig. 2, the gaming machine 1 according to this embodiment comprises a rear unit 100, a game presentation unit 200, and a front door unit 500. Of these, the rear unit 100 is the rearmost unit, and from rear to front, the rear unit 100, the game presentation unit 200, and the front door unit 500 are arranged in this order. Each component will be described in detail below.

[0016] [1. Rear unit] The configuration of the rear unit 100 will be described with reference to Figures 3 and 4. Figure 3 is an example of a perspective view showing the rear unit 100 of the gaming machine 1 according to one embodiment of the present invention. Figure 4 is an example of a vertical cross-sectional view showing the rear unit 100 of the gaming machine 1 according to one embodiment of the present invention.

[0017] As shown in FIGS. 3 and 4, the rear unit 100 includes a housing 110 and a rear projection device 120.

[0018] [1-1. Cabinet] The housing 110 is a box-shaped member that can house the rear projection device 120 and that extends in the vertical direction with an open front side.

[0019] [1-2. Rear projection device] The rear projection device 120 includes a first rear projector 122, a second rear projector 124, and a rear mirror 126.

[0020] The first rear projector 122 is a projector disposed at an upper portion within the housing 110. The first rear projector 122 is disposed so as to be able to project image light forward. The image light projected from the first rear projector 122 is projected onto a rear screen unit 290, which will be described later. More specifically, the first rear projector 122 is disposed so as to project the image light onto an upper rear screen 2902 (see, for example, FIG. 29, which will be described later) and an intermediate rear screen 2906 (see, for example, FIG. 29, which will be described later) which serve as the rear screen unit 290, which will be described later.

[0021] It should be noted that there is no particular limitation on the positioning of the first rear projector 122 so that the image light is projected onto any area of ​​the rear screen unit 290 (see, for example, Figure 2). For example, the first rear projector 122 may be positioned so that the image light is projected onto only the upper rear screen 2902 (see, for example, Figure 29 described below), or may be positioned so that the image light is projected onto substantially the entire area of ​​the rear screen unit 290.

[0022] The second rear projector 124 is a projector disposed below the first rear projector 122 within the housing 110. The second rear projector 124 is disposed so that it projects image light toward the rear mirror 126, and the light reflected by the rear mirror 126 is projected onto a rear screen unit 290 (described later). More specifically, the second rear projector 124 is disposed so that the image light reflected by the rear mirror 126 is projected onto a lower rear screen 2904 (see FIG. 29 described later, for example) and an intermediate rear screen 2906 (see FIG. 29 described later, for example) of the rear screen unit 290 (described later). Note that the second rear projector 124 may be disposed so that the image light is projected onto any region of the rear screen unit 290. For example, the second rear projector 124 may be disposed so that the image light is projected onto only the lower rear screen 2904, or may be disposed so that the image light is projected onto substantially the entire region of the rear screen unit 290.

[0023] The rear mirror 126 is a member that reflects the image light projected from the second rear projector 124 toward a rear screen unit 290, which will be described later. An image is projected on the rear screen unit 290 using the reflected image light. The rear mirror 126 is disposed below the second rear projector 124.

[0024] In the present embodiment, the image light projected from the first rear projector 122 is projected forward without being reflected, and the image light projected from the second rear projector 124 is reflected forward by the rear mirror 126; however, this is not limiting. For example, both the image light projected from the first rear projector 122 and the image light projected from the second rear projector 124 may be reflected forward by a reflecting member (for example, a mirror). Furthermore, both the image light projected from the first rear projector 122 and the image light projected from the second rear projector 124 may be projected forward without being reflected. Furthermore, the image light projected from the first rear projector 122 may be reflected forward by a reflecting member (for example, a mirror), and the image light projected from the second rear projector 124 may be projected forward without being reflected.

[0025] [2. Game Production Unit] Fig. 5 is an example of a perspective view showing the game presentation unit 200 of the gaming machine 1 according to one embodiment of the present invention. Fig. 6 is an example of a front view showing the game presentation unit 200 of the gaming machine 1 according to one embodiment of the present invention. Fig. 7 is an example of a perspective view showing the game presentation unit 200 of the gaming machine 1 according to one embodiment of the present invention. Note that Figs. 5 and 6 also show the game area partition glass 520 provided in the front door unit 500, but Fig. 7 does not show the game area partition glass 520.

[0026] The configuration of the game presentation unit 200 will be described with reference to Figures 2 and 5 to 7. As shown in Figure 2, the game presentation unit 200 includes a main body frame 210, a large role unit 220 that is a large, heavy role unit but is configured to be operable, a rear screen unit 290 on which an image that can be seen from the front is projected by image light projected forward from the above-mentioned rear projection device 120 (first rear projector 122, second rear projector 124), and a game panel 300 having a game area 320 described below. The main body frame 210 is a vertically long rectangular frame, and the large role unit 220, rear screen unit 290, and game panel 300 are attached to this main body frame 210.

[0027] In the gaming machine 1 of this embodiment, the size of the gaming panel 300 is smaller than that of conventional gaming machines, and the diameter of the gaming area 320 (see, for example, FIG. 31) described later is approximately 300 mm. In addition, a gaming area partition glass 520 (see, for example, FIG. 33 described later) is arranged on the front side of the gaming panel 300, and this gaming area partition glass 520 partitions the front side of the gaming area 320 from other areas.

[0028] [2-1. Main body frame] The configuration of the main body frame 210 will be described with reference to Figures 8 and 9. Figure 8 is an example of a perspective view showing a state in which a large role unit 220 is attached to the main body frame 210 of the game presentation unit 200 (see Figure 2, for example) of the gaming machine 1 according to one embodiment of the present invention. Figure 9 is an example of a perspective view showing a state in which a left vertical cover 2130 and a right vertical cover 2132, which will be described later, are removed from the main body frame 210 shown in Figure 8.

[0029] The main body frame 210 is primarily composed of a main body frame 212, and mounting brackets 214 are attached to the front side of each of the upper and lower ends on the left side of the main body frame 210. These mounting brackets 214 are metal fittings for attaching the front door unit 500 (see FIG. 2, for example), and for example, hinges are used. In addition, side members 216 that close the space between the large feature 232 and the main body frame 212 are provided on both the left and right sides of the large feature 232, which will be described later. However, FIG. 9 only illustrates the side member 216 provided on the left side of the large feature 232, and does not illustrate the side member 216 provided on the right side of the large feature 232.

[0030] 8 and 9, the main body frame 212 is configured as a rectangular frame having a vertical length longer than a horizontal length, and an opening in the center, by integrally combining, for example, a left vertical frame 2122, a right vertical frame 2124, an upper horizontal frame 2126, a lower horizontal frame 2128, a left vertical cover 2130, and a right vertical cover 2132. This central opening functions as a performance area where a special effect is performed in which a large special effect unit 220 is activated based on the result of an internal lottery (described later), and where a display effect is performed in which an image is projected onto a rear screen unit 290 (see, for example, FIG. 29) based on the result of an internal lottery.

[0031] The left vertical frame 2122 has a cutout in the front area of ​​the upper part, and this cutout area can accommodate the large role-playing left drive mechanism 240 described below.

[0032] The right vertical frame 2124 has a cutout in the front area of ​​the upper part, and this cutout area can accommodate the large role right drive mechanism 260 described below.

[0033] The upper horizontal frame 2126 connects the upper end of the left vertical frame 2122 to the upper end of the right vertical frame 2124, and the lower horizontal frame 2128 connects the lower end of the left vertical frame 2122 to the lower end of the right vertical frame 2124.

[0034] The left vertical cover 2130 covers the front side of the left vertical frame 2122 and blocks the large role left drive mechanism 240 provided in the upper part of the left vertical frame 2122 from the front side.

[0035] The right vertical cover 2132 covers the front side of the right vertical frame 2124 and blocks the large role right drive mechanism 260 provided in the upper part of the right vertical frame 2124 from the front side.

[0036] [2-2. Large-scale accessory unit] The configuration of the large accessory unit 220 will be described with reference to Figures 10 and 11. Figure 10 is an example of a perspective view showing the large accessory unit 220 in one embodiment of the present invention. Figure 11 is an example of a perspective view of the large accessory unit 220 in one embodiment of the present invention as seen from the rear.

[0037] The large role unit 220 comprises a heavy large role main body 230, a large role support arm 238 that is long in the left-right direction and supports the large role main body 230 at approximately the center in the left-right direction, and a large role drive mechanism (large role left drive mechanism 240, large role right drive mechanism 260) that supports the large role support arm 238.

[0038] The large feature left drive mechanism 240 supports the large feature support arm 238 on the left side of the large feature support arm 238, and together with the large feature right drive mechanism 260, can move the large feature 232 up and down via the large feature support arm 238. In addition, the large feature right drive mechanism 260 supports the large feature support arm 238 on the right side of the large feature support arm 238, and can move the large feature support arm 238 up and down. As described above, the large feature main body 230 is supported by the large feature support arm 238, so the large feature main body 230 is supported at both ends by the large feature left drive mechanism 240 and the large feature right drive mechanism 260 and moves up and down.

[0039] On the front of the large prop support arm 238, on both the left and right sides of the large prop 232, there are provided motors 2384, 2392 (see, for example, Figure 14), which are the driving sources for the light guide plate up and down driving mechanisms 239, 270 (see, for example, Figure 23) described below, and these motors 2384, 2392 are blocked from the front by cover members 2384, 2386.

[0040] Rollers 280, 284 that rotate up and down are provided at the upper ends of cover members 2384, 2386, respectively. These rollers 280, 284 are biased forward by a biasing member (not shown). A pair of pressing members 282, 286 that press roller 280, which is biased forward, backward are provided on both the left and right sides of roller 280, 284. These pressing members 282, 286 support the shafts of rollers 280, 284 so that the roller surfaces are located forward of the front surfaces of cover members 2384, 2386 within a certain range.

[0041] The front surfaces of the cover members 2384, 2385 face the back surface of the side member 216 at the upper position. At this time, the rollers 280, 286 abut against the back surface of the side member 216 (see, for example, FIG. 9), so that when the large role main body 230 descends from the upper position, the front surfaces of the cover members 2384, 2385 can be prevented from abutting against the back surface of the side member 216, enabling the large role main body 230 to descend smoothly. Furthermore, when the large role main body 230 descends to a position where the front surfaces of the cover members 2384, 2385 do not face the back surface of the side member 216, and then rises to a position where the front surfaces of the cover members 2384, 2385 face the back surface of the side member 216, the front surface of the cover member 2384 first abuts against the back surface of the side member 216. Therefore, it is possible to prevent the front surfaces of the cover members 2384 and 2385 from coming into contact with the back surfaces of the side members 216, and it is possible to smoothly raise the large role main body 230. In this way, it is possible to realize smooth raising and lowering of the large role main body 230.

[0042] [2-2-1. Large accessory body] The outline of the configuration of the large role main body 230 will be described with reference to Figures 12 and 13. Figure 12 is an example of a perspective view of the large role main body 230 supported by the large role support arm 238. Figure 13 is an example of a front view of the large role main body 230 supported by the large role support arm 238.

[0043] The large reel main body 230 includes a large reel 232, light guide plates (front light guide plate 234, rear light guide plate 236) arranged on the rear side of the large reel 232, a rotation drive mechanism capable of rotating the light guide plates (a front light guide plate rotation drive mechanism 2340 capable of rotating the front light guide plate 234, and a rear light guide plate rotation drive mechanism 2360 capable of rotating the rear light guide plate 236 (all see Figure 19 described below)), and light guide plate up / down drive mechanisms 239, 270 capable of moving both the front light guide plate 234 and the rear light guide plate 236 up and down (all see Figure 23 described below).

[0044] [2-2-1-1. Large props] The large role device 232 is a light-transmitting member imitating a design such as a "7," and is attached and fixed to a large role device support arm 238 extending in the left-right direction. As will be described later, the large role device 232 is capable of advancing forward of an upper rear screen 2902 (see, for example, FIG. 29), and is sized to occupy most of the area of ​​the upper rear screen 2902 that is visible from the front, so as to create an impactful role device performance. The large role device 232 is configured such that the thickness of a peripheral portion (outer periphery) 2322 (see FIG. 15, which will be described later) in the front-to-rear direction is greater than the thickness of a gaming panel 300, which will be described later, so as to create a sense of weight. However, inside the peripheral portion 2322, a storage space 2324 (see FIG. 15, which will be described later) is formed that can store a front light guide plate rotation drive mechanism 2340 (see FIG. 15, which will be described later) that rotates the front light guide plate 234, and the like. In addition, the rear surface of the large gimmick 232 is a flat surface.

[0045] 12 to 15 (particularly FIG. 15), the front light guide plate 234 is a plate-like member having a shape substantially similar to the shape of the large accessory 232 when viewed from the front, and is disposed so as to face the plane on the rear side of the large accessory 232. The front light guide plate 234 is sized so as to extend slightly outward from the peripheral edge of the large accessory 232 around substantially the entire periphery of the large accessory 232. The front light guide plate 234, details of which will be described later, is configured to be capable of both rotational movement by a front light guide plate rotation drive mechanism 2340 (see FIG. 19, for example) and vertical movement by light guide plate vertical drive mechanisms 239, 270 on the rear surface of the large accessory 232. As a result, when viewed from the front, the front light guide plate is positioned closely facing the large light guide plate 232 on the back side of the large light guide plate 232, and a combined (combined) movement of the rotational movement by the front light guide plate rotation drive mechanism 2340 and the up and down movement by the light guide plate up and down drive mechanisms 239, 270 (see, for example, Figure 23) can be seen.

[0046] 14 is an example of a perspective view of the large role main body 230 supported by the large role support arm 238, and is an example of a perspective view when the cover member 2382 (see, for example, FIG. 12) on the front side of the large role main body 230 is removed. FIG. 15 is an example of an exploded perspective view of the large role main body 230 and the large role support arm 238.

[0047] [2-2-1-2. Light guide plate] The light guide plates (front light guide plate 234, rear light guide plate 236) will be described with reference to Fig. 16 and Fig. 17. Fig. 16 is a perspective view showing a state in which an LED substrate 237 is assembled to the rear light guide plate 236. Fig. 17 is a perspective view showing a state in which the LED substrate 237 is separated from the rear light guide plate 236.

[0048] Since the front light guide plate 234 and the rear light guide plate 236 have substantially the same shape and size, a description of the front light guide plate 234 will be omitted and only the rear light guide plate 236 will be described.

[0049] Similar to the front light guide plate 234, the rear light guide plate 236 is a plate-like member having a shape substantially similar to the shape of the large role object 232 in a front view, and is disposed behind the rear light guide plate 236 so as to face the rear light guide plate 236. The rear light guide plate 236 is sized so as to slightly protrude outward from the peripheral edge of the large role object 232 around substantially the entire periphery of the large role object 232 (see, for example, FIG. 13). The rear light guide plate 236 is configured to be capable of both rotational movement by a rear light guide plate rotation drive mechanism 2360 (described later) and vertical movement by light guide plate vertical drive mechanisms 239, 270 (described later) on the back surface of the large role object 232. As a result, when viewed from the front, the large prop 232 is positioned closely opposite the front light guide plate 234 on the back surface of the large prop 232, and a combined movement of the rotational movement by the rear light guide plate rotation drive mechanism 2360 and the up and down movement by the light guide plate up and down drive mechanisms 239, 270 can be seen.

[0050] The front light guide plate 234 and the rear light guide plate 236 are approximately the same in shape and size, but may have slightly different shapes, or one may be larger than the other as long as it is at least visible when activated.

[0051] Furthermore, the rotational movements of the front light guide plate 234 and the rear light guide plate 236 are performed by different drive mechanisms (front light guide plate rotation drive mechanism 2340 (see FIG. 15, for example) for the front light guide plate 234, and rear light guide plate rotation drive mechanism 2360 (see FIG. 15, for example) for the rear light guide plate 236), but the up and down movements of both are performed by the same drive mechanism (light guide plate up and down drive mechanisms 239, 270 (see FIG. 23, for example).

[0052] Furthermore, the number of light guide plates arranged on the back of the large feature 232 does not necessarily have to be two (front light guide plate 234, rear light guide plate 236) as in this embodiment, but may be one, or three or more.

[0053] An opening 2361 is formed in the rear light guide plate 236. The LED substrate 237 is fitted into this opening 2361 so that light is transmitted from the inside of the opening 2361 along the surface of the rear light guide plate 236. The LED substrate 237 fitted into the opening 2361 is sandwiched between a front-side pressing plate 2375 and a rear-side pressing plate 2376.

[0054] 17, the LED substrate 237 is provided with a plurality of LEDs 2372 along the outer periphery of the LED substrate 237. In the example shown in Fig. 17, the plurality of LEDs 2372 are provided at approximately equal intervals around the entire outer periphery of the LED substrate 237. When the LEDs 2372 emit light in a state in which the LED substrate 237 is fitted in the opening 2361 of the rear light guide plate 236, the light passes along the surface of the rear light guide plate 236 from the entire inner periphery of the opening 2361 toward the outside in the radial direction, and the rear light guide plate 236 emits light from its surface.

[0055] In addition, an opening is formed in the front light guide plate 234 as in the rear light guide plate 236, and although not shown, an LED substrate is fitted into this opening so that light is transmitted from the inside of the opening along the surface of the front light guide plate 234.

[0056] Further, an opening 2374 is formed in the LED substrate 237. This opening 2374 is formed to a size that allows the rear light guide plate rotation drive mechanism 2360 to be inserted therethrough. Specifically, the opening 2374 is sized so that the LED substrate 237 and the rear light guide plate rotation drive mechanism 2360 do not interfere with each other when the LED substrate 237 (rear light guide plate 236) makes a predetermined movement that combines rotation and vertical movement relative to the large role object 232. The same applies to the LED substrate fitted into the opening of the front light guide plate 234.

[0057] [2-2-1-3. Light guide plate rotation drive mechanism] The light guide plate rotation drive mechanisms (front light guide plate rotation drive mechanism 2340, rear light guide plate rotation drive mechanism 2360) will be described with reference to Figs. 18 to 21. Fig. 18 is an example of an exploded perspective view of the rear light guide plate rotation drive mechanism 2360 and the large accessory support arm 238, as viewed from the rear. Fig. 19 is an example of a perspective view of the front light guide plate rotation drive mechanism 2340 and the rear light guide plate rotation drive mechanism 2360, as viewed from the front. Fig. 20 is an example of a side view of the large accessory main body 230, as viewed from the right side. Fig. 21 is a rear view of the large accessory main body 230 when the rear light guide plate 236 is at the origin position in the rotation direction.

[0058] Although the front light guide plate rotation drive mechanism 2340 and the rear light guide plate rotation drive mechanism 2360 drive different light guide plates, they have substantially the same structure and operation. Therefore, an explanation of the front light guide plate rotation drive mechanism 2340 will be omitted, and only the rear light guide plate rotation drive mechanism 2360 will be explained.

[0059] The rear light guide plate rotation drive mechanism 2360 is a mechanism that rotates the rear light guide plate 236 relative to the large accessory 232.

[0060] 18, 19, and 21, the rear light guide plate rotation drive mechanism 2360 includes a drive mechanism mounting plate 23601, a drive motor 23602 (see FIG. 21), a drive gear 23604 to which the rotational force of the drive motor 23602 is transmitted, and each of driven gears (first driven gear 23606, second driven gear 23608, third driven gear 23610, fourth driven gear 23611, etc.) to which the rotational force of the drive gear 23604 is transmitted. 3612, fifth driven gear 23614, sixth driven gear 23616), a link connection gear 23622 to which the rotational force of the second driven gear 23608 is transmitted, a link member 23620 coaxially connected to the link connection gear 23622, a link connection gear 23632 to which the rotational force of the sixth driven gear 23616 is transmitted, and a link member 23630 coaxially connected to the link connection gear 23632.

[0061] The drive mechanism mounting plate 23601 is a plate-like member for mounting various members that constitute the rear light guide plate rotation drive mechanism 2360, and is mounted to the large accessory support arm 238 via a light guide plate up / down drive mechanism 239 (see, for example, FIG. 24 described later) so as to be movable up and down. The light guide plate up / down drive mechanism 239 will be described later. A guide plate 2707, which will be described later, extends leftward from the left end of the drive mechanism mounting plate 23601, and a guide plate 2397, which will be described later, extends rightward from the right end of the drive mechanism mounting plate 23601.

[0062] The drive motor 23602 (see FIG. 21) is, for example, a stepping motor, and is fixed to the front surface of the drive mechanism mounting plate 23601. Note that in FIG. 21, for the sake of convenience, the drive mechanism mounting plate 23601 is not shown so that the members attached to the front surface of the drive mechanism mounting plate 23601 can be seen.

[0063] The drive gear 23604 is a gear coaxially connected to the output shaft of the drive motor 23602 (see FIG. 21), and is disposed on the rear side of the drive mechanism mounting plate 23601.

[0064] The first driven gear 23606 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the drive gear 23604. The second driven gear 23608 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the first driven gear 23606. The third driven gear 23610 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the second driven gear 23608. The fourth driven gear 23612 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the third driven gear 23610. The fifth driven gear 23614 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the fourth driven gear 23612. The sixth driven gear 23616 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the fifth driven gear 23614.

[0065] The link connecting gear 23622 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the second driven gear 23608 .

[0066] The link member 23620 has one end coaxially connected to the link connecting gear 23622 on the right side of the rear light guide plate 236 in a front view, and the other end rotatably attached to the front surface side of the rear light guide plate 236. The link member 23630 has one end coaxially connected to the link connecting gear 23632 on the left side of the rear light guide plate 236 in a front view, and the other end rotatably attached to the rear surface side of the rear light guide plate 236.

[0067] The link connecting gear 23632 is disposed on the rear side of the drive mechanism mounting plate 23601 in a state of meshing with the sixth driven gear 23616 .

[0068] The link member 23630 is disposed on the front side of the drive mechanism mounting plate 23601 with one end of the link member 23630 being coaxially connected to a link connecting gear 23632 .

[0069] As shown in Figure 19, drive mechanism mounting plate 23601, on which various components constituting rear light guide plate rotation drive mechanism 2360 are attached, and drive mechanism mounting plate 23401, on which various components constituting front light guide plate rotation drive mechanism 2340 are attached, are integrally configured facing each other with a predetermined space between them.

[0070] 15, in a predetermined space between a drive mechanism mounting plate 23601 on which the rear light guide plate 236 is mounted and a drive mechanism mounting plate 23401 on which the front light guide plate 234 is mounted, there are arranged a drive motor 23402 serving as a drive source for the front light guide plate rotation drive mechanism 2340, a drive motor 23602 (see FIG. 21) serving as a drive source for the rear light guide plate rotation drive mechanism 2360, the front light guide plate 234, and the rear light guide plate 236. In this case, the drive motor 23402 serving as a drive source for the front light guide plate 234 and the drive motor 23602 serving as a drive source for the rear light guide plate 236 are arranged side by side in the left-right direction and on approximately the same plane. After the drive motors 23402, 23602 are arranged in the above-mentioned predetermined spaces, the drive mechanism mounting plate 23401 and the drive mechanism mounting plate 23601 are attached and integrated by passing through openings 2344, 2374 formed in the light guide plates 234, 236 (more specifically, LED substrates). The drive mechanism mounting plate 23401 and the front light guide plate 234 are connected by link members 23420, 23440, and the drive mechanism mounting plate 23601 and the rear light guide plate 236 are connected by link members 23620, 23630 (see, for example, FIG. 19).

[0071] In this way, the front light guide plate rotation drive mechanism 2340, the drive mechanism mounting plate 23401, the rear light guide plate rotation drive mechanism 2360, the drive mechanism mounting plate 23601, the front light guide plate 234, and the rear light guide plate 236 are integrally configured. Since a part of this integral configuration is accommodated in the accommodation space 2324 of the large accessory 232, the size in the depth direction occupied by the light guide plate rotation drive mechanisms 2340, 2360 can be reduced, and the front light guide plate 234 and the rear light guide plate 236 can be placed close to each other to make the device compact.

[0072] Moreover, front-side light guide plate rotation drive mechanism 2340 is disposed in front of front-side light guide plate 234 and is partially housed in accommodation space 2324, while rear-side light guide plate rotation drive mechanism 2360 is disposed behind rear-side light guide plate 236. That is, front-side light guide plate 234 is driven by front-side light guide plate rotation drive mechanism 2340 disposed in front of front-side light guide plate 234, while rear-side light guide plate 236 is driven by rear-side light guide plate rotation drive mechanism 2360 disposed behind rear-side light guide plate 236. Moreover, a portion of front-side light guide plate rotation drive mechanism 2340 is housed in accommodation space 2340. Therefore, the flat surface on the rear side of the large prop 232 can be placed closely opposite the front light guide plate 234, and the front light guide plate 234 and the rear light guide plate 236 can be placed closely opposite each other, and the front light guide plate 234 and the rear light guide plate 236 can be operated behind the large prop 232.

[0073] (Description of the operation of the rear light guide plate by the rear light guide plate rotation drive mechanism) 21 and 22, the movement of the rear light guide plate 236 by the rear light guide plate rotation drive mechanism 2360 will be described. Fig. 22 is a rear view of the large accessory main body 230 in a state in which the rear light guide plate 236 has moved from the origin position in the rotation direction due to the rotational movement.

[0074] When the drive motor 23602 rotates, the drive gear 23604, the first driven gear 23606, the second driven gear 23608, the third driven gear 23610, the fourth driven gear 23612, the fifth driven gear 23614, the sixth driven gear 23616, the link connection gear 23622, and the link connection gear 23632 rotate in accordance with the rotation. When the link connection gear 23622 rotates, the link member 23620 rotates around one end of the link member 23620 that is coaxially connected to the link connection gear 23622 as its center of rotation. When the link connection gear 23632 rotates, the link member 23630 rotates around one end of the link member 23630 that is coaxially connected to the link connection gear 23632 as its center of rotation. When the drive motor 23602 rotates, the link members 23620 and 23630 rotate in synchronization with each other, and the rear light guide plate 236 can be caused to perform a rotational movement.

[0075] Here, as described above, the large role feature 232 is fixedly attached to the large role feature support arm 238. Also, although not shown in FIG. 21 , the drive mechanism attachment plate 23601 to which the rear light guide plate rotation drive mechanism 2360 is attached is attached to the large role feature support arm 238 as described above. Therefore, when the link members 23620, 23630 are rotated by the drive of the drive motor 23602, the rear light guide plate 236 rotates relative to the large role feature 232 (see, for example, FIG. 121 ), as shown in FIG. 22 , for example. This makes it possible to make the large role feature 232 appear larger than its actual size, and makes it appear as if the large role feature 232 is moving even when the large role feature 232 is stationary relative to the large role feature support arm 238.

[0076] The front light guide plate rotation drive mechanism 2340 rotates the front light guide plate 234 relative to the large accessory 232. The front light guide plate rotation drive mechanism 2340 operates in the same manner as the rear light guide plate rotation drive mechanism 2360, and therefore a description of its operation will be omitted.

[0077] Furthermore, the movement of the front light guide plate 234 by the front light guide plate rotation drive mechanism 2340 is similar to the movement of the rear light guide plate 236 by the rear light guide plate rotation drive mechanism 2360, and when the drive motor 23402 of the front light guide plate rotation drive mechanism 2340 rotates, the rotation causes each driven gear, each link connecting gear, and each link member to rotate, and the front light guide plate 234 rotates relative to the large feature 232.

[0078] However, in this embodiment, when the drive start conditions for the light guide plates (front light guide plate 234 and rear light guide plate 236) are met (for example, when it is decided to advance large role object main body 230 into performance space 700 described below), sub-CPU 731 described below starts driving front light guide plate rotation drive mechanism 2340 and rear light guide plate rotation drive mechanism 2360 at different times. Specifically, sub-CPU 731 first starts driving front light guide plate rotation drive mechanism 2340, and after a predetermined time has elapsed since starting driving front light guide plate rotation drive mechanism 2340, starts driving rear light guide plate rotation drive mechanism 2360. Here, since the rotational movement of the front light guide plate 234 by the front light guide plate rotation drive mechanism 2340 and the rotational movement of the rear light guide plate 236 by the rear light guide plate rotation drive mechanism 2360 are performed in the same manner, the rotational trajectory of the front light guide plate 234 and the rotational trajectory of the rear light guide plate 236 are the same.

[0079] Furthermore, the drive motors 23402 and 23602 rotate at substantially the same rotational speed, and the front-side light guide plate rotation drive mechanism 2340 and the rear-side light guide plate rotation drive mechanism 2360 have the same reduction ratio. Therefore, the front-side light guide plate 234 and the rear-side light guide plate 236 rotate at substantially the same speed with a predetermined phase difference, such that the rear-side light guide plate 236 follows the front-side light guide plate 234 that is disposed adjacent to and facing the front-side light guide plate 234. In other words, the front-side light guide plate 234 and the rear-side light guide plate 236 rotate at substantially the same speed while tracing substantially the same trajectory with a predetermined time difference.

[0080] In the present embodiment, the front light guide plate 234 and the rear light guide plate 236 rotate while tracing substantially the same trajectory, but this is not necessarily limited to this, and the front light guide plate 234 and the rear light guide plate 236 may rotate so as to trace different trajectories. Furthermore, the movements of the front light guide plate 234 and the rear light guide plate 236 are not limited to rotational movements. Furthermore, when the front light guide plate 234 and the rear light guide plate 236 operate so as to trace different trajectories, the timing at which the front light guide plate rotation drive mechanism 2340 starts to be driven and the timing at which the rear light guide plate rotation drive mechanism 2360 starts to be driven may be substantially the same. Furthermore, the timing at which the front light guide plate rotation drive mechanism 2340 starts to be driven and the timing at which the rear light guide plate rotation drive mechanism 2360 starts to be driven may be substantially the same, with different rotational speeds.

[0081] The up and down movements of the light guide plates 234, 236 are both performed by the same drive mechanism (light guide plate up and down drive mechanisms 239, 270). Moreover, as described above, both light guide plates 234, 236 are configured to emit light from their surfaces. Therefore, while emitting light from their surfaces, the light guide plates 234, 236 perform an effect that combines a rotational movement in which they rotate at approximately the same speed while tracing approximately the same trajectory with a predetermined phase difference, and an up and down movement in which they move up and down at the same speed. This not only makes it possible to make the large role object 232 appear larger than its actual size, but also makes it possible to perform an impactful effect with the large role object main body 230 as a whole while keeping the thickness compact.

[0082] [2-2-1-4. Light guide plate up / down drive mechanism] The light guide plate up / down drive mechanisms 239, 270 will be described with reference to FIGS. 23 and 24. FIG. 23 is a rear view of the large accessory main body 230 when the light guide plates 234, 236 are at their origin positions (uppermost positions) in the vertical direction. FIG. 24 is a rear view of the large accessory main body 230 when the light guide plates 234, 236 are at their lowermost positions in the vertical direction. Note that the light guide plate up / down drive mechanisms 239, 270 are attached to the large accessory support arm 238 as shown in FIGS. 23 and 24. However, as shown in FIGS. 21 and 22, a cover member (without reference number) is actually provided on the rear side of the light guide plate up / down drive mechanisms 239, 270. However, for ease of explanation, the cover member is omitted in FIGS. 23 and 24 so that the light guide plate up / down drive mechanisms 239, 270 can be seen.

[0083] Light guide plate up / down drive mechanism 239 is a mechanism that reciprocates light guide plates 234, 236 in the up / down direction on the left side when viewed from the rear (left side in FIG. 23). Light guide plate up / down drive mechanism 270 is a mechanism that reciprocates light guide plates 234, 236 in the up / down direction on the right side when viewed from the rear (right side in FIG. 23). Light guide plate up / down drive mechanism 239 and light guide plate up / down drive mechanism 270 differ in whether they operate light guide plates 234, 236 on the left side when viewed from the rear or on the right side when viewed from the rear, but have substantially the same configuration and operation. Therefore, the following description will focus on light guide plate up / down drive mechanism 239, and a detailed description of light guide plate up / down drive mechanism 270 will be omitted.

[0084] The light guide plate vertical movement drive mechanism 239 includes a drive motor 2392 (see, for example, FIG. 14), a drive gear 2393, a first driven gear 2394, a second driven gear 2395, a third driven gear 2396, a guide plate 2397, and a guide 2398.

[0085] As shown in FIG. 14, the drive motor 2392 is a stepping motor, and is arranged on the large accessory support arm 238, on the front side to the right of the large accessory 232.

[0086] The drive gear 2393 is a gear coaxially connected to the output shaft of the drive motor 2392 (see, for example, FIG. 14), and when the drive motor 2392 rotates, the rotational force is transmitted to the drive gear 2393.

[0087] The first driven gear 2394 is arranged in mesh with the drive gear 2393, the second driven gear 2395 is arranged in mesh with the first driven gear 2394, and the third driven gear 2396 is arranged in mesh with the second driven gear 2395.

[0088] A link portion 23960 extending radially outward is formed on the third driven gear 2396. A boss 23961 is provided at the tip of this link portion 23960. Therefore, when the third driven gear 2396 rotates, the boss 23961 rotates around the center of the third driven gear 2396 as the base point.

[0089] As described above, the guide plate 2397 is provided so as to extend rightward integrally from the right end of the drive mechanism mounting plate 23601. The guide plate 2397 is formed with an elongated hole 23970 extending in the left-right direction. The boss 23961 described above is slidably disposed within this elongated hole 23970. The guide plate 2397 also has a guide hole 2399 (see FIG. 18, for example) formed therein, into which the guide 2398 is inserted.

[0090] Guide 2398 is a rod-shaped member that is long in the vertical direction and is provided on large accessory support arm 238, and as described above, is inserted into guide hole 2399. Guide 2398 and guide hole 2399 are slidable so that guide plate 2397 can move up and down by driving light guide plate up and down drive mechanism 239.

[0091] (Explanation of the operation of the light guide plate up / down drive mechanism) The up and down movement of light guide plates 234, 236 relative to large accessory support arm 238 (i.e., large accessory 232) can be realized by synchronously driving light guide plate up and down drive mechanism 239 and light guide plate up and down drive mechanism 270. However, since the operation of light guide plate up and down drive mechanism 239 and the operation of light guide plate up and down drive mechanism 270 are substantially the same, the operation of light guide plate up and down drive mechanism 239 will be described here, and an explanation of the operation of light guide plate up and down drive mechanism 270 will be omitted.

[0092] When the drive motor 2392 (see, for example, FIG. 14) rotates, the first driven gear 2394, the second driven gear 2395, and the third driven gear 2396 rotate in accordance with the rotation. Then, in accordance with the rotation of the third driven gear 2396, the boss 23961 provided at the tip of the link portion 23960 rotates around the rotation center of the third driven gear 2396 as a base point, and slides within the elongated hole 23970. In accordance with this sliding, a force is applied to move the guide plate 2397 in the vertical direction, and the guide hole 2399 slides relative to the guide 2398, causing the guide plate 2397 to move in the vertical direction. As described above, the front light guide plate rotation drive mechanism 2340, drive mechanism mounting plate 23401, rear light guide plate rotation drive mechanism 2360, drive mechanism mounting plate 23601, front light guide plate 234, and rear light guide plate 236 are integrally configured. Therefore, when the guide plate 2397, which is integrally configured with the drive mechanism mounting plate 23601, moves in the vertical direction, the guide plate 2397, drive mechanism mounting plate 23601, front light guide plate rotation drive mechanism 2340, drive mechanism mounting plate 23401, rear light guide plate rotation drive mechanism 2360, front light guide plate 234, and rear light guide plate 236 are also moved in the vertical direction as a unit.

[0093] As described above, the light guide plate up / down drive mechanism 270 operates in synchronization with the light guide plate up / down drive mechanism 239. Therefore, by driving the light guide plate up / down drive mechanism 239 and the light guide plate up / down drive mechanism 270, the front light guide plate 234 and the rear light guide plate 236 can be moved up and down relative to the large accessory support arm 238. Note that since the large accessory 232 is attached and fixed to the large accessory support arm 238, when the front light guide plate 234 and the rear light guide plate 236 are moved up and down by the light guide plate up / down drive mechanism 239 and the light guide plate up / down drive mechanism 270, the front light guide plate 234 and the rear light guide plate 236 move up and down relative to the large accessory 232, as shown in FIG. 25 . FIG. 25 is a front view of the large accessory main body 230, illustrating the state in which the light guide plates 234, 236 are operated relative to the large accessory 232.

[0094] [2-2-2. Large-scale accessory drive mechanism] The large role drive mechanisms (large role left drive mechanism 240, large role right drive mechanism 260) will be described with reference to Figure 26. Figure 26 is an exploded perspective view of the large role left drive mechanism 240.

[0095] Although the large-sized reel left drive mechanism 240 and the large-sized reel right drive mechanism 260 differ in that the large-sized reel support arm 238 is supported on the left or right, their structures and operations are substantially the same, so an explanation of the large-sized reel right drive mechanism 260 will be omitted and only the large-sized reel left drive mechanism 240 will be explained.

[0096] The large-sized role left drive mechanism 240 comprises a left drive mechanism mounting base member 241 to which various members constituting the large-sized role left drive mechanism 240 are attached, a drive motor 242 as a drive source, a drive gear 243 that is coaxially connected to the output shaft of the drive motor 242 and to which the rotational force of the drive motor 242 is transmitted, a ball screw 245 to which the rotational force of the drive gear 243 is transmitted, and a ball screw 245 that moves up and down when the ball screw 245 rotates and supports the large-sized role support arm 238 (see, for example, FIG. 25) from below. It comprises a base 252, a rod-shaped guide 246 that extends vertically approximately parallel to the ball screw 245 and guides the movement of the base 252 in the vertical direction, an arm support guide 247 that prevents the large role support arm 238 from falling from the base 252, an arm support groove member 254 that supports the arm support guide 247, a guide support part 248 that supports the guide 246, a locking mechanism 250 that holds the large role support arm 238 from below, and a locking mechanism support part 249 that supports the locking mechanism 250.

[0097] [2-2-2-1. Various components such as drive mechanism mounting base components] As shown in Figure 26, the left drive mechanism mounting base member 241 is a rectangular member extending in the vertical direction, and is attached to a cutout area in the upper part of the left vertical frame 2122 of the main body frame portion 210 (see, for example, Figure 9).

[0098] The drive motor 242 is, for example, a stepping motor. The drive gear 243 is a gear coaxially connected to the output shaft of the drive motor 242. The driven gear (not shown) is a gear that meshes with the drive motor 242.

[0099] The ball screw 245 rotates while being coupled with a driven gear (not shown). The ball screw 245 is formed by threading a male screw member 2450 and a female screw member 2451. The female screw member 2451 moves up and down as the male screw member 2450 rotates.

[0100] A base 252 on which the large accessory support arm 238 can be placed is attached and fixed to the female screw member 2451. The large accessory support arm 238 is placed on this base 252 via an elastic buffer member 256 (see, for example, FIG. 10 or FIG. 11), while maintaining a degree of freedom without being fixed upward. Therefore, when the female screw member 2451 moves in the vertical direction, the large accessory main body 230 moves in the vertical direction accordingly via the large accessory support arm 238.

[0101] The guide support portion 248 is fixed to the left drive mechanism mounting base member 241. The guide support portion 248 supports the guide 246 and rotatably supports the male screw member 2450. In addition, the lock mechanism support portion 249 is fixed to the left drive mechanism mounting base member 241 via the guide support portion 248.

[0102] The arm support guide 247 is slidably inserted into a guide hole formed in an arm support groove member 254 provided on the large feature support arm 238 (see, for example, FIG. 11). By inserting the arm support guide 247 into the guide hole formed in the arm support groove member 254, movement of the large feature support arm 238 in the front-to-rear direction is restricted. This prevents the large feature support arm 238 from falling off the base 252.

[0103] The guide 246 is slidably inserted into a guide hole formed in the female screw member 2451. The guide 246 guides the movement of the female screw member 2451 in the up and down directions.

[0104] Here, as described above, the large-sized feature support arm 238 (see, for example, FIG. 10 ) is supported in the front-to-rear direction by the arm support guide 247, but is not fixed in the up-down direction by, for example, screws or the like, but is simply placed on the base 252, so it has a large degree of freedom in the upward direction. In this embodiment, as described above, the large-sized feature main body 230 (more specifically, the large-sized feature support arm 238) is supported at both ends by the large-sized feature left drive mechanism 240 and the large-sized feature right drive mechanism 260. Therefore, if the lifting and lowering speeds of the large-sized feature left drive mechanism 240 and the large-sized feature right drive mechanism 260 do not match, not only will the lifting and lowering be impossible, but in some cases, it may even not be possible to lift and lower it at all. This tendency is particularly pronounced because the large-sized feature main body 230 of this embodiment is large and heavy. The discrepancy between the lifting speeds of the left large-sized bonus feature drive mechanism 240 and the right large-sized bonus feature drive mechanism 260 can be caused by minor factors, such as the inclusion of a foreign object. In this regard, according to the gaming machine 1 of this embodiment, the large bonus feature support arm 238 is mounted on the base 252 so that it is not fixed upward on the left and right sides, allowing for greater freedom in the upward direction. Therefore, even if the lifting speeds of the left large-sized bonus feature drive mechanism 240 and the right large-sized bonus feature drive mechanism 260 do not necessarily match, smooth lifting and lowering can be maintained to the greatest extent possible. As a result, the large bonus feature main body 230 can be enlarged, enabling bonus feature performances with greater impact.

[0105] In this embodiment, the large feature support arm 238 is placed on the base 252 so that it is not fixed upward on either the left or right side, but this is not necessarily limited to this, and even if only one of the left and right sides has a greater degree of freedom in the upward direction, smooth raising and lowering can be maintained up to a certain extent.

[0106] Furthermore, in this embodiment, the large feature support arm 238 is placed on the base 252 (i.e., the large feature support arm 238 is supported from below by the base 252), but instead, the large feature support arm 238 may be suspended and supported from above, thereby increasing the degree of freedom in the downward direction.

[0107] Furthermore, as described above, the large feature support arm 238 of this embodiment (see, for example, FIG. 10) is simply placed on the base 252 in the vertical direction, and therefore there is a risk that the large feature support arm 238 may lack stability when it is raised or lowered. In other words, there is a risk that the large feature support arm 238 may not slide smoothly between the guide 246 and the guide hole formed in the female screw member, or may not slide smoothly between the arm support guide 247 and the guide hole formed in the arm support groove member 254 when it is raised or lowered.

[0108] Therefore, in this embodiment, in order to suppress instability when the large feature support arm 238 is raised and lowered, a tensioning member 258 that applies tension to the left side of the large feature support arm 238, and a tensioning member 278 (see FIG. 10, for example) that applies tension to the right side of the large feature support arm 238 are provided. Although the tensioning member 258 and the tensioning member 278 are attached at different positions in the left-right direction, they have the same configuration and function, and therefore, hereinafter, only the tensioning member 258 will be described, and a description of the tensioning member 278 will be omitted.

[0109] The tension applying member 258 has a rotating member (not shown) that can rotate around the axis, a metallic ribbon-shaped member (not shown) one end of which is fixedly attached to the axis of the rotating member, and a biasing member (not shown) that applies a biasing force to the rotating member so that the ribbon-shaped member is wound into a coil around the axis. The other end of the ribbon-shaped member is attached to the large accessory support arm 238.

[0110] The tensioning member 258 is attached and fixed to the locking mechanism support part 249 so as to rotate in the vertical direction when viewed from the front. As described above, the locking mechanism support part 249 is fixed to the left drive mechanism mounting base member 241 via the guide support part 248, and therefore the tensioning member 258 is also fixed to the left drive mechanism mounting base member 241. When the large feature support arm 238 moves up and down, the large feature support arm 238 moves relative to the left drive mechanism mounting base member 241. Therefore, when the large feature support arm 238 moves downward, tension is applied in the opposite direction (upward) by the tensioning member 258. Similarly, tension is applied in the opposite direction by the tensioning member 278, so that instability of the large feature support arm 238 when it is raised and lowered can be suppressed, enabling the large feature support arm 238 to rise and lower smoothly.

[0111] In addition, the tensioning members 258, 278 apply an upward force to the large-sized accessory support arm 238, and therefore also have the function of assisting the upward movement of the large-sized accessory support arm 238 when the large-sized accessory support arm 238 is moved upward. This makes it possible to further facilitate smooth upward movement of the large-sized accessory support arm 238.

[0112] [2-2-2-2. Locking mechanism] The configuration and operation of the locking mechanism 250 will be described with reference to Figures 27 and 28. Figure 27 is an example of a perspective view showing the locking mechanism and its support structure in one embodiment of the present invention, and is a diagram showing an example of a holding state in which the large accessory support arm 238 is held from below. Figure 28 is an example of a perspective view showing the locking mechanism and its support structure in one embodiment of the present invention, and is a diagram showing an example of a released state in which the holding state in which the large accessory support arm 238 is held from below is released.

[0113] The lock mechanism 250 is attached and fixed to a left drive mechanism attachment base member 241 (see, for example, FIG. 26) via a lock mechanism support portion 249 and a guide support portion 248 (see, for example, FIG. 26 for both).

[0114] As shown in Figure 27, the locking mechanism 250 can hold the large reel main body 230 from below via the large reel support arm 238, thereby maintaining the large reel main body 230 in a holding state in which it is held above.

[0115] 28, when the above-mentioned holding state is released, the locking mechanism 250 retreats from the downward movement locus (trajectory) of the large role main body 230 so as not to interfere with the large role main body 230 when the large role main body 230 moves downward. At this time, it is configured to retreat by a rotational movement rather than by sliding movement against the underside of the large role support arm 238.

[0116] In detail, the locking mechanism 250 includes a locking mechanism mounting base member 2502 (see, for example, FIG. 26), a locking motor 2504 (see, for example, FIG. 26), a locking drive gear 2506, a locking driven gear 2508, a pin 25082, a cylindrical roller 2510, a slider 2512, a stopper 2514, and a stopper support shaft 2516.

[0117] The lock mechanism mounting base member 2502 is fixed to the lock mechanism support portion 249 (see, for example, FIG. 26). The lock motor 2504 (see, for example, FIG. 26) is a stepping motor, and is fixed to the lock mechanism mounting base member 2502. The lock drive gear 2506 is a gear coaxially connected to the output shaft of the lock motor 2504. The lock driven gear 2508 is a gear that meshes with the lock drive gear 2506.

[0118] The pin 25082 is a cylindrical member formed to protrude from the lock driven gear 2508. The cylindrical roller 2510 is a member provided so as to cover the outer periphery of the pin 25082 and is provided on the outer periphery of the pin 25082 so as to be rotatable.

[0119] The slider 2512 converts the rotational force from the locking motor 2504 into a force in the vertical direction and transmits it to the stopper 2514 .

[0120] The slider 2512 includes a pin insertion hole 25122 through which the pin 25082 is inserted, and a locking rack 25124 .

[0121] The stopper 2514 is a member bent into a substantially L-shape. A support hole 25142 is formed at one end of the stopper 2514, and a stopper support shaft 2516 is inserted into the support hole 25142. The stopper 2514 is rotatably attached to the lock mechanism mounting base member 2502 via the stopper support shaft 2516. A lock pinion 25144 is formed at the one end of the stopper 2514. The lock pinion 25144 is engaged with the lock rack 25124 of the slider 2512.

[0122] (Explanation of locking mechanism operation) The operation of the locking mechanism 250 will now be described. When the locking motor 2504 (see, for example, FIG. 26) is rotated, the locking drive gear 2506 rotates in accordance with the rotation, and the locking driven gear 2508 also rotates. The rotation of the locking driven gear 2508 rotates the pin 25082. When the pin 25082 rotates, the pin 25082 slides within the pin insertion hole 25122 of the slider 2512, and the slider 2512 moves up and down. When the slider 2512 moves up and down, the stopper 2514 rotates. This rotation allows the slider 2512 to selectively take one of two states: a holding state (see, for example, FIG. 27) in which the large role support arm 238 is held from below, and a release state (see, for example, FIG. 28) in which the holding state of the large role support arm 238 is released.

[0123] In this way, by being able to hold the large role support arm 238 from below, even if the large role support arm 238 (large role 232) becomes heavier due to its size, the large role support arm 238 can be prevented from falling naturally due to gravity, and therefore the enlarged large role 232 can be used to perform role performances that have a great impact.

[0124] Incidentally, when the large role support arm 238 is supported and held from below, if such holding is to be released by sliding the lock mechanism 250 against the underside of the large role main body 230 (large role support arm 238), a considerable force is required due to the weight of the large role main body 230. In this regard, according to this embodiment, the holding mode and the release state can be switched by the rotational movement of the lock mechanism 250 without sliding, so that the lock mechanism 250 can be switched from the holding mode to the release state against the underside of the large role main body 230 without requiring a large force.

[0125] [2-3. Rear screen unit] The configuration of the rear screen unit 290 will be described with reference to Fig. 29. Fig. 29 is a perspective view showing the rear screen unit in one embodiment of the present invention.

[0126] The rear screen unit 290 includes an upper rear screen 2902 , a lower rear screen 2904 , and an intermediate rear screen 2906 .

[0127] As described above, an image is projected onto the upper rear screen 2902 by image light projected forward from the first rear projector 122 (see, for example, FIG. 3). An image is projected onto the lower rear screen 2904 by image light projected from the second rear projector 124 (see, for example, FIG. 3) although the image is reflected by the rear mirror 126 (see, for example, FIG. 3). An image is projected onto the intermediate rear screen 2906 by both image light projected forward from the first rear projector 122 and image light projected forward from the second rear projector 124. The image light projected forward from the first rear projector 122 and the image light projected forward from the second rear projector 124 also include images reflected by a reflecting member (for example, a mirror).

[0128] In this way, the rear screen unit 290 projects images using image light projected from multiple rear projectors (first rear projector 122, second rear projector 124 (both see, for example, Figure 3)), so it is possible to project clear images over a wide area onto the rear screen unit 290 while minimizing the distance between the rear screen unit 290 and the rear projectors.

[0129] Note that an image may be projected onto the intermediate rear screen 2906 using only the image light projected forward from the first rear projector 122, or may be projected onto the intermediate rear screen 2906 using only the image light projected from the second rear projector 124.

[0130] Furthermore, the number of projectors that project image light toward the rear screen unit 290 may be one as long as it is possible to project clear images over a wide area without increasing the distance between the rear screen unit 290 and the rear projector more than necessary, or may be three or more as long as there are no problems with installation space and costs.

[0131] The upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906 are each formed in, for example, a substantially rectangular shape. The upper rear screen 2902 and the lower rear screen 2904 are arranged substantially vertically and shifted from each other in the front-to-rear direction. More specifically, the upper rear screen 2902 and the lower rear screen 2904 are arranged so that the upper rear screen 2902 is located further rearward than the lower rear screen 2904 so that they do not overlap in a front view. This allows a space to be formed in front of the upper rear screen 2902 (above the lower rear screen 2904), and allows both the image projected on the upper rear screen 2902 and the image projected on the lower rear screen 2904 to be seen from the front.

[0132] The space formed in front of the upper rear screen 2902 (above the lower rear screen 2904) can be used as a performance space 700 (see, for example, FIG. 47 described later) in which various performances are performed. In this embodiment, the above-mentioned heavy large role main body 230 (see, for example, FIG. 8) is held at the top (for example, behind the decorative role 560 described later), and based on the result of an internal lottery described later, the large role left drive mechanism 240 and the large role right drive mechanism 260 (see, for example, FIG. 10) are driven by the control of the sub-CPU 731 (see, for example, FIG. 48) described later, so that the large role main body 230 (see, for example, FIG. 10) advances into the above-mentioned space.

[0133] Furthermore, the intermediate rear screen 2906 is disposed so as to fill the gap between the upper rear screen 2902 and the lower rear screen 2904. Specifically, as shown in FIG. 30 , the bottom edge of the upper rear screen 2902 and the top edge of the intermediate rear screen 2906 are connected by, for example, a transparent connecting member 2908, and the top edge of the lower rear screen 2904 and the bottom edge of the intermediate rear screen 2906 are connected. FIG. 30 is an example of a perspective view of a vertical cross section of the rear screen unit 290 seen from the rear. The lower rear screen 2904 and the intermediate rear screen 2906 are joined at their end faces without using the connecting member 2908, but this is not limiting, and the lower rear screen 2904 and the intermediate rear screen 2906 may also be connected by a member similar to the transparent connecting member 2908.

[0134] The intermediate rear screen 2906 slopes upward from the front to the rear. Therefore, the image projected onto the intermediate rear screen 2906 can also be seen from the front. In this way, the rear screen unit 290 forms one surface with the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906, and functions as a single projection area onto which a continuous image can be projected, while also being able to project an image with a sense of depth.

[0135] In this way, the rear screen unit 290 allows the area in front of the upper rear screen 2902 (above the lower rear screen 2904) to function as a performance space 700 (see, for example, Figure 47 described below), while projecting continuous images over a wide performance area, making it possible to perform new performances that have never been seen before.

[0136] It should be noted that even if the upper rear screen 2902 and the lower rear screen 2904 are shifted in the front-to-rear direction, the intermediate rear screen 2906 is not necessarily an essential component. For example, if the upper rear screen 2902 and the lower rear screen 2904 are shifted in the front-to-rear direction so that no gap is created between them when viewed from the front, players will be able to see continuous images even if such images are projected onto the rear screen unit 290. However, since there is a possibility that the gap will be visible depending on the angle from which the rear screen unit 2900 is viewed, preventing the image from appearing continuous, it is preferable that the gap be filled with the intermediate rear screen 2906.

[0137] Furthermore, even if the upper rear screen 2902 and the lower rear screen 2904 are shifted in the front-to-rear direction, by curving either the upper rear screen 2902 or the lower rear screen 2904 and connecting it to the other screen, it is possible to prevent a gap from occurring between the upper rear screen 2902 and the lower rear screen 2904 without using an intermediate rear screen 2906.

[0138] Furthermore, in this embodiment, the upper rear screen 2902 is disposed so as to be located rearward of the lower rear screen 2904, but this is not limiting. For example, the upper rear screen 2902 may be disposed so as to be located forward of the lower rear screen 2904, so that a performance space is created in front of the lower rear screen 2904 (below the upper rear screen 2902). Furthermore, instead of dividing the screen into upper and lower parts, the screen may be divided into left and right parts, and one of the left rear screen and the right screen may be disposed behind the other screen, so that a performance space is created in front of that screen (to the side of the other screen).

[0139] Furthermore, the rear screen unit 290 is composed of multiple components, such as an upper rear screen 2902, a lower rear screen 2904, and an intermediate rear screen 2906, but it may also be composed of a single component using a component that can be bent or curved.

[0140] [2-4. Game Panel] The configuration of the gaming panel 300 will be described with reference to Fig. 31. Fig. 31 is a perspective view showing the gaming panel 300 in one embodiment of the present invention.

[0141] The gaming panel 300 is disposed in front of the lower rear screen 2904 (see, for example, FIG. 29). Therefore, the above-mentioned presentation space 700 (see, for example, FIG. 47 described later) is located above the gaming panel 300.

[0142] The gaming panel 300 in this embodiment is made of a rectangular transparent member and has a substantially circular gaming area 320 configured to allow gaming balls as gaming media launched from a launch handle 588 (see, for example, FIG. 32 ) described below to flow down. The gaming area 320 is partitioned by rails 310. The gaming area 320 is also provided with various gimmicks (e.g., a center gimmick) and various receiving openings (e.g., a starting opening, a big winning opening, and a passing gate), and is also provided with guide pins. A symbol presentation area 330 is located approximately in the center of the gaming area 320. That is, symbol presentations are performed in the symbol presentation area 330 by projecting symbol presentations onto a lower rear screen 2904 (see, for example, FIG. 29 ) at a position corresponding to the symbol presentation area 330.

[0143] It is preferable that the various reels including the rails and the various receiving ports provided in the game area 320 are made of colorless and transparent materials so that the images projected onto the lower rear screen 2904 (see FIG. 29, for example) located behind the game panel 300 can be seen. When it is desired to focus attention on the game in the game area 320 rather than the images projected onto the lower rear screen 2904, it is preferable to make the various reels and receiving ports more visible by projecting, for example, colored images along the various reels and receiving ports at positions corresponding to the colorless and transparent reels and receiving ports under the control of the sub-CPU (see FIG. 48, for example). In this way, when the effects projected onto the lower rear screen 2904 are more important than the game in the game area 320, an image can be projected that can obscure the presence of the various gimmicks and various receiving ports, and when the game in the game area 320 is more important than the effects projected onto the lower rear screen 2904, an image can be projected that can highlight the presence of the various gimmicks and various receiving ports.

[0144] The various accessories and receiving ports, including the rail 310, provided in the game area 320 are not shown in the figure because they are not significantly different from the various accessories and receiving ports provided in the game area of ​​a general pachinko machine. The control of the progress of the game by an internal lottery based on the entry of a game ball into the starting port will be described later.

[0145] Here, the positional relationship between the gaming panel 300 and the lower rear screen 2904 of this embodiment will be described with reference to Figures 29 and 31. The peripheral portion along the upper side of the gaming panel 300 is substantially aligned with the connection between the lower rear screen 2904 and the middle rear screen 2906 (i.e., the upper side of the lower rear screen 2904 (the lower side of the middle rear screen 2906)) in a front view. This makes it difficult for players to see the boundary (connection) between the lower rear screen 2904 and the middle rear screen 2906. However, whether the peripheral portion along the upper side of the gaming panel 300 and the connection (the connection between the lower rear screen 2904 and the middle rear screen 2906) are substantially on the same line in a front view also depends on the angle from which it is viewed from the front. Therefore, it is preferable that the peripheral portion along the top edge of the gaming panel 300 and the above-mentioned connecting portion are configured to be on approximately the same straight line as the player's line of sight when the player is seated facing the gaming machine 1. For example, if the player's line of sight (the line connecting the player's eyes and the top edge of the gaming panel 300) looking at the top edge of the gaming panel 300 is approximately horizontal when the player is seated facing the gaming machine, then it is sufficient that the peripheral portion along the top edge of the gaming panel 300 and the above-mentioned connecting portion are on approximately the same straight line in the approximately horizontal direction.

[0146] In addition, the peripheral edge of the gaming panel 300 along the upper edge may be made to approximately coincide with the connection between the upper rear screen 2902 and the intermediate rear screen 2906 (i.e., the lower edge of the upper rear screen 2902 (the upper edge of the intermediate rear screen 2906)) when viewed from the front.

[0147] Furthermore, instead of being disposed in front of the lower rear screen 2904 (see FIG. 29, for example), the gaming panel 300 may be disposed in front of the upper rear screen 2902. In this case, it is preferable that the peripheral edge along the bottom edge of the gaming panel 300 be aligned approximately with the connection between the upper rear screen 2902 and the middle rear screen 2906 (i.e., the bottom edge of the upper rear screen 2902 (the top edge of the middle rear screen 2906)) in a front view, or approximately with the connection between the lower rear screen 2904 and the middle rear screen 2906 (i.e., the bottom edge of the middle rear screen 2906 (the top edge of the lower rear screen 2904)) in a front view.

[0148] In addition, since the gaming panel 300 of this embodiment is made of a transparent material, for example, a resin material, the image projected onto the lower rear screen 2904 can be seen from the front through the gaming panel 300. Therefore, it is possible to provide a new gaming machine that has never been seen before, in which the player can see from the front all of the images projected onto the rear screen unit 290, including the gaming balls flowing down the gaming area 320 and the lower rear screen 2904 located behind the gaming panel 300, and the moving effects, for example, by the large role main body 230 in the effect space 700 (see, for example, FIG. 47 described later) in front of the upper rear screen 2902 (above the gaming panel 300 and the lower rear screen 2904).

[0149] The rail 310 includes an outer rail 312 formed in a ring shape and an inner rail 314 arranged along the inner side of the outer rail 312. When a launch handle 588 (see, for example, FIG. 32 ), which will be described later, is operated, a gaming ball is launched by a launching device (not shown), passes between the outer rail 312 and the inner rail 314, and is shot into the playing area 320. When the gaming ball shot toward the playing area 320 in this way enters a starting hole arranged in the playing area 320, an internal lottery, which will be described later, is held. Image light is projected from the rear projection device 120 toward the lower rear screen 2904 (see, for example, FIG. 29 ), so that a symbol effect based on the result of this internal lottery is projected onto the lower rear screen 2904 corresponding to the symbol effect area 330.

[0150] [3. Front door unit] The configuration of the front door unit 500 will be described with reference to Figures 32 and 33. Figure 32 is a perspective view showing the front door unit 500 in one embodiment of the present invention as seen obliquely from the front. Figure 33 is a perspective view showing the front door unit 500 in one embodiment of the present invention as seen obliquely from the rear.

[0151] The front door unit 500 includes a front screen unit 510, various components (a play area partition glass 520, a spacer 522, a holding frame 540), and a front decorative frame 550.

[0152] [3-1. Front screen unit] The configuration of the front screen unit 510 will be described with reference to Figs. 34 to 36. Fig. 34 is an exploded perspective view showing some of the components of the front door unit 500 in one embodiment of the present invention. Fig. 35 is a perspective view showing the front screen 512 in one embodiment of the present invention. Fig. 36 is a cross-sectional view of the front screen unit 510 in one embodiment of the present invention.

[0153] 34, the front screen unit 510 includes a front screen 512 and a front screen pressing plate 514. When image light is projected from the front to the rear, the front screen 512 functions as a projection target on which an image is projected by the projected image light, and is a light-transmitting projection target that also allows the rear of the front screen 512 to be seen.

[0154] In this embodiment, an image can be projected onto the front screen 512 as a stage effect using image light projected from a front projection device 600 (see, for example, FIG. 39) described below.

[0155] However, as long as the display is one that allows rear visibility through transmission (for example, a transmissive liquid crystal display), the display is not necessarily limited to one that projects an image using image light projected from a projector.

[0156] Furthermore, the gaming panel 300 (see, for example, FIG. 31) and the lower rear screen 2904 (see, for example, FIG. 29) are arranged behind the front screen 512, and the front screen 512 is a light-transmitting projection member as described above. Therefore, the player can simultaneously view not only the effects projected on the front screen 512, but also the gaming balls flowing down the gaming area 320 of the gaming panel 300 and the effects projected on the lower rear screen 2904.

[0157] As shown in FIGS. 35 and 36, the front screen 512 has a mesh sheet 5124 attached to almost the entire area of ​​the front surface of the front panel 5122, and thus functions as a light-transmitting projection target member.

[0158] The mesh sheet 5124 need not be attached to substantially the entire area of ​​the front panel 5122, but may be attached to an area where an image is to be projected by the image light projected from the front projection device 600 (see FIG. 39, for example). The area of ​​the front panel 5122 where the mesh sheet 5124 is attached becomes the projection area where an image is projected by the image light projected from the front projection device 600.

[0159] Furthermore, the surface of the front panel 5122 to which the mesh sheet 5124 is attached is not limited to the front surface, but may be the back surface.

[0160] The material of the front panel 5122 is not particularly limited as long as it is a transparent plate-like member, and examples thereof include a glass plate and a synthetic resin plate (for example, a polycarbonate plate or an acrylic plate).

[0161] The mesh sheet 5124 is a sheet with minute meshes (gaps between the meshes) that reflect light and allow light to pass through the meshes. An example of the mesh sheet 5124 is a mesh sheet used in screen doors (e.g., an amid sheet). The light transmittance of this mesh sheet can be changed by changing the ratio of the mesh area that reflects light to the mesh that allows light to pass through.

[0162] In the gaming machine 1 of this embodiment, the front screen 512 is configured so that the light transmittance is highest in the upper region and gradually decreases toward the lower region. That is, the clarity (shade level) of the image projected on the front screen 512 is highest in the upper region and appears as a gradation that gradually decreases toward the lower region. That is, the image projected on the front screen 512 appears clear in the upper region that is closer to the player's line of sight, and the clarity decreases in the lower region where the gaming panel 300 is located. Therefore, while viewing the image projected on the front screen 512, the player can also view the gaming balls flowing down the gaming region 320 (see FIG. 31, for example) of the gaming panel 300 and the images projected on the lower rear screen 2904 (for example, an image simulating the liquid crystal display region described below or an image of a variable symbol effect based on the result of an internal lottery described below), making it possible to execute unprecedented effects.

[0163] The front screen pressing member 514 is a frame-shaped member into which the front screen 512 can be fitted, and is held by a holding frame 540 of the front door unit 500 with the front screen 512 fitted therein.

[0164] Note that the sheet attached to the front panel 5122 may be a sheet (hereinafter referred to as a "dot sheet") in which a plurality of tiny dot-shaped light-blocking members are arranged in a surface pattern at small intervals, instead of the mesh sheet 5124. When light is projected onto the dot sheet, the light is reflected by the dot-shaped light-blocking members and is allowed to pass through the gaps between the light-blocking members. The dot sheet can change its light transmittance by changing the ratio between the light-reflecting areas and the light-transmitting areas.

[0165] Furthermore, in this embodiment, the mesh sheet 5124 or dotted sheet attached to the front panel 5122 is used as the light-transmitting projection target, but as long as the image projected onto the front screen 512 and the effects taking place behind the front screen 512 (for example, the image projected onto the rear screen unit 290, the special feature effects using the large special feature 232, the game area 320 into which game balls flow down, etc.) can be viewed from the front, it is not necessary to attach the mesh sheet 5124 or dotted sheet to the front panel 5122. For example, as long as the mesh sheet 5124 or dotted sheet can be supported so that projected image light can be projected, the supported mesh sheet 5124 or dotted sheet can function as the light-transmitting projection target even if it is not attached to the front panel 5122. Furthermore, the invention is not limited to attaching a mesh sheet 5124 or a dotted sheet to the front panel 5122, but for example, the front panel 5122 may be directly processed so that a mesh or dot pattern is formed on the surface of the front panel 5122. Furthermore, the shape of the surface of the front panel 5122 is not limited to being mesh or dotted, but even if the front panel 5122 is subjected to a smoke treatment that reduces its transparency, it can function as a light-transmitting projection target.

[0166] In this way, the gaming machine 1 of this embodiment can provide a new gaming machine that has never been seen before, in which the gaming balls flowing down the gaming area 320 of the gaming panel 300 and the various effects being performed (display effects projected on the front panel 5122, display effects projected on the rear screen unit 290, and bonus effects performed in the effect space 700 (for example, see Figure 47 described below) in front of the upper rear screen 2902 (above the lower rear screen 2904 and gaming panel 300)) can be simultaneously viewed from the front.

[0167] In addition, in this embodiment, it is possible to perform a new, never-before-seen reel performance, such as having the large reel main body 230 move between the image projected onto the front panel 5122 and the image projected onto the upper rear screen 2902.

[0168] [3-2. Various parts of the front door unit] 34, the various components (play area partition glass 520, spacer 522, and retaining frame 540) of the above-mentioned front door unit 500 will be described. FIG. 34 is an example of an exploded perspective view of the various components (play area partition glass 520, spacer 522, and retaining frame 540) and the front screen unit 510.

[0169] The game area partition glass 520 is a member disposed on the front surface of the game panel 300 (see, for example, FIG. 7), and is a member that partitions the game area 320 (see, for example, FIG. 31) from the external space. The game area partition glass 520 is made of a transparent plate-like member (for example, a glass plate or a resin member).

[0170] The spacer 522 is interposed between the game area partition glass 520 and the game panel 300 (see, for example, FIG. 7), and is a member that ensures a certain space so that game balls can flow down into the game area 320 (see, for example, FIG. 31) between the game area partition glass 520 and the game panel 300. The spacer 522 is formed in a U-shape with an open top.

[0171] The holding frame 540 is a frame-shaped member that holds the front screen unit 510, the game area dividing glass 520, and the spacer 522. A recess for accommodating these members is formed on the rear side of the holding frame 540. An opening window 5402 is also formed in the holding frame 540. Through this opening window 5402, a player can view the image projected on the front screen unit 510. Note that an opening window corresponding to the opening window 5402 is also formed in the front decorative frame 550, and the opening window formed in this front decorative frame 550 and the opening window 5402 formed in the holding frame 540 form the opening window 5002 of the front door unit 500 (see, for example, FIG. 32).

[0172] Furthermore, metal fittings 542 (see, for example, FIG. 33) are provided on the back side of the holding frame 540 at positions corresponding to the mounting metal fittings 214 (see, for example, FIG. 8) provided at the top and bottom ends of the left side of the main body frame 212 (see, for example, FIG. 8). These metal fittings 542 are interposed between the holding frame 540 and the main body frame 212, and are hinge members that attach the holding frame 540 to the main body frame 212 by engaging with the mounting metal fittings 214. The front door unit 500 (holding frame 540) can be rotated relative to the main body frame 212 via the mounting metal fittings 214 and the metal fittings 542.

[0173] [3-3. Front decorative frame] As shown in Figure 32, the front decorative frame 550 includes a front door frame 552, side decorative elements (right side decorative element 580, left side decorative element 586), a launch handle 588, a storage section 590, a decorative element 560, a decorative element drive mechanism 570 (see Figure 39, for example) that can operate the decorative element 560 in the vertical direction, and a front projection device 600 (see Figure 39, for example).

[0174] [3-3-1. Front door frame] The front door frame 552 is a substantially rectangular frame body that includes an upper frame, a lower frame, a left frame, and a right frame. The thickness of each of the left and right frames in the front-to-rear direction gradually increases from the center in the vertical direction toward the top, and a protruding portion 5520 is formed at the top end where the thickness is greatest. A decorative object 560 and a front projection device 600 (see, for example, FIG. 39) are arranged on this protruding portion 5520.

[0175] [3-3-2. Side decorations] A right side decorative element 580 is provided on the right side of the front decorative frame 550 when viewed from the front, and a left side decorative element 586 is provided on the left side of the front decorative frame 550 when viewed from the front. The right side decorative element 580 has a right side upper decorative element 582 and a right side lower decorative element 584.

[0176] The shape of the right side upper decorative element 582 is not particularly limited, but for example, in the example shown in Fig. 32, it is a three-dimensional representation of the left half of a flapping eagle. The eagle of the right side upper decorative element 582 and the snake decoration 5866 of the left side decorative element 586 (see Fig. 37, for example) are positioned in a manner that makes them appear to be glaring at each other.

[0177] Furthermore, the shape of the right side lower decorative element 584 is not particularly limited, but for example, in the example shown in Figure 32, an approximately triangular member has one vertex facing forward, and as a whole it protrudes forward and curves to the left.

[0178] As shown in Figure 37, the left side decorative accessory 586 has a decorative lens 5862, a transparent cover member 5864 that covers the decorative lens 5862 from the outside, a snake decoration 5866 that is applied three-dimensionally so that the snake is spirally wrapped around the transparent cover member 5864, and an LED board 5868. In addition, a storage section 590 is arranged below the left side decorative accessory 586. Note that Figure 37 is an example of a perspective view of the left side decorative accessory 586.

[0179] Here, the lens effect of the decorative lens 5862 will be described with reference to Fig. 38. Fig. 38 is an example of a plan view of only the decorative lens 5862 and the LED substrate 5868. Note that the top surface of the decorative lens 5862 is a flat surface, and for convenience of explanation, this flat surface is shown hatched with a shadow.

[0180] The decorative lens 5862 has a vertically elongated shape (see FIG. 37), and the rear side of the decorative lens 5862 is diamond-cut. The decorative lens 5862 is attached to the LED substrate 5868 by a rod-shaped support member 5872 extending in the front-rear direction, so that the diamond-cut side faces an LED arrangement surface 58680 of the LED substrate 5868 arranged on the rear side. A large number of LEDs 5870 are arranged on the LED arrangement surface 58680 of the LED substrate 5868, facing substantially the entire rear side of the decorative lens 5862, and emitting light forward.

[0181] The reason why the rear side of the decorative lens 5862 is diamond cut is to diffuse the light emitted from the LED 5870. Therefore, the rear side of the decorative lens 5862 does not necessarily have to be diamond cut as long as it can diffuse the light emitted from the LED 5870, and may be formed, for example, in an uneven shape.

[0182] Furthermore, the decorative lens 5862 has a left surface with an uneven, wavy shape. For example, taking the cross section shown in FIG. 37 as an example, the left surface of the decorative lens 5862 has points A, B, C, and D as the apexes of the convex portions that bulge outward most (left side). A concave portion is formed between the apex of one convex portion and the adjacent convex portion. The concave portion between points A and B has a apex of the inward-most (right side) concave portion as point a. The concave portion between points B and C has a apex of the inward-most (right side) concave portion as point b. Similarly, the concave portion between points C and D has a apex of the inward-most (right side) concave portion as point c. Light that is diffused by the diamond cut and travels through the decorative lens 5862 is condensed at points a, b, and c. Due to this light-gathering effect, even if the only light source is the LED 5870, it is possible to make it appear to the player as if there are other light sources at points a, b, and c in addition to the LED 5870.

[0183] In this embodiment, the decorative lens 5862 has three light-converging points, namely, points a, b, and c, but it goes without saying that the number of light-converging points is not limited to this.

[0184] [3-3-3. Launch Handle] As shown in Figure 32, the launch handle 588 is fixed to the lower right of the front door frame 552. The launch handle 588 is electrically connected to a game ball launching device (not shown), and when the launch handle 588 is rotated, game balls are launched from the game ball launching device toward the play area 320 (see Figure 31, for example). The strength of the launch of the game balls toward the play area 320 is determined according to the amount of operation of the launch handle.

[0185] [3-3-4. Storage section] The storage section 590 is disposed to the left of the front door frame 552, below the left side decorative accessory 586. The storage section 590 is configured to be able to store game balls.

[0186] [3-3-5.Decorative items] The configuration of the decorative element 560 will be described with reference to Figures 39 to 45. Figure 39 is an example of a vertical cross-sectional view of the upper part of the front door unit 500. Figure 40 is an example of a perspective view of the decorative element cover 562 when viewed from the front, and Figure 41 is an example of a perspective view of the decorative element cover 562 when viewed from the rear. Figure 42 is an example of a perspective view of the LED board 564 when viewed from the front. Figure 43 is an example of a perspective view of the LED board 564 when viewed from the rear. Figure 44 is an example of a front view of the decorative element drive mechanism 570. Note that the position of the decorative element drive mechanism 570 shown in Figure 44 is the origin position (uppermost position). Figure 45 is an example of a rear view of the decorative element drive mechanism 570.

[0187] The decorative element 560 includes a decorative element cover 562 (see FIG. 41) at the forefront, an LED board 564 (see FIG. 42) fixedly attached to the rear surface of the decorative element cover 562, and LEDs 566 (see FIG. 42) arranged approximately uniformly over the entire front surface of the LED board 564. The decorative element 560 is located in front of a front projection device 600, which will be described later.

[0188] [3-3-5-1. Decorative accessory cover] The decorative cover 562 is made of a light-transmitting material and is decorated with a predetermined logo or the like (see FIGS. 40 and 41).

[0189] 41, a light diffusion portion 5622 is formed on the rear surface of the decorative object cover 562. The light diffusion portion 5622 is a portion that can diffuse light when irradiated with the light, and is formed by having a surface with a predetermined uneven shape.

[0190] [3-3-5-2. LED board] As shown in Fig. 42, the LED board 564 is a board on which LEDs 566 are arranged on the front surface, and is arranged on the rear side of the decorative element cover 562 (see Fig. 40, for example). The LED board 564 does not protrude from the decorative element cover 562 when viewed from the front, but is large enough to illuminate almost the entire surface of the decorative element cover 562. The LEDs 566 may be single-color LEDs or full-color RGB LEDs.

[0191] As shown in Fig. 43, a plurality of bosses 568 are formed on the rear surface of the LED board 564. These bosses 568 are used to secure the LED board 564 to a decorative object drive mechanism 570, which will be described later. By threading screws into these bosses 568, the LED board 564 can be secured to the decorative object drive mechanism 570 (see Fig. 44, for example).

[0192] [3-3-5-3. Decorative element drive mechanism] As shown in FIG. 39, the decorative element drive mechanism 570 is disposed on the overhang 5520 at the top of the front door frame 552 (more specifically, on the rear side of the LED board 564 (see FIG. 43, for example)). The decorative element drive mechanism 570 moves only the LED board 564, out of the front projection device 600 and the LED board 564, in the vertical direction while maintaining the position of the front projection device 600. When the LED board 564 moves in the vertical direction, the entire decorative element 560, including the foremost decorative element cover 562 (see FIG. 42, for example), moves in the vertical direction accordingly.

[0193] Of the front projection device 600 and the LED board 564, only the LED board 564 is moved up and down by the decorative object drive mechanism 570 so that the decorative object 560 can be advanced toward a position in front of the front screen 512 where the image is projected, while a clear image is projected onto the front screen 512 (if the position of the front projection device 600 changes, the image projected onto the front screen 512 may become out of focus).

[0194] As shown in Figures 44 and 45, the decorative object drive mechanism 570 comprises an approximately rectangular base plate 5702 that is long in the left-right direction, a left-side drive mechanism 5703, a right-side drive mechanism 5723, a decorative object mounting hole 5745, and a fixing hole 5744.

[0195] The left side drive mechanism 5703 is a mechanism that moves the left side of the LED board 564 (see, for example, Figure 42) in the vertical direction when viewed from the front, and is equipped with a left side slider 5704, an extension portion 5706, a guide hole 5708, a guide 5710, a motor 5712, a drive gear 5714, a first driven gear 5716, a second driven gear 5718, a third driven gear 5720, and an optical sensor 5722.

[0196] The left slider 5704 is guided by a guide 5710 so as to be able to slide up and down.

[0197] The extending portion 5706 is a portion that extends leftward from the left side surface of the left slider 5704. The extending portion 5706 is formed with an elongated guide hole 5708 that extends in the left-right direction.

[0198] The guide 5710 is fixed to the front surface of the base plate 5702, and is disposed so as to extend in the vertical direction on the left side portion of the base plate 5702. The guide 5710 supports the left slider 5704 so that it can slide in the vertical direction.

[0199] The motor 5712 is a stepping motor, and is fixed to the rear surface of the base plate 5702 on the left side when viewed from the front.

[0200] The drive gear 5714 is a gear coaxially connected to the output shaft of the motor 5712 , and is disposed on the front side of the base plate 5702 .

[0201] The first driven gear 5716 is in mesh with the drive gear 5714 and is disposed on the front side of the base plate 5702 .

[0202] The second driven gear 5718 meshes with the first driven gear 5716 and is disposed on the front side of the base plate 5702. A detection piece 57182 is formed on the second driven gear 5718. The detection piece 57182 is a portion that can be detected by an optical sensor 5722. The detection piece 57182 is disposed in a position that can be detected by the optical sensor 5722 when the left slider 5704 reaches the uppermost position in its vertical movement range.

[0203] The third driven gear 5720 is in mesh with the second driven gear 5718, and is disposed on the front side of the base plate 5702. A boss 57202 is formed to protrude from the third driven gear 5720. The boss 57202 is inserted into the guide hole 5708, and is slidable along the inner circumferential surface of the guide hole 5708.

[0204] Optical sensor 5722 is a sensor that detects detection piece 57182. As described above, detection piece 57182 is provided in a position that can be detected by optical sensor 5722 when left slider 5704 reaches the top position of its vertical movement range. When left slider 5704 is at the top position of its vertical movement range, this is the origin position of LED board 564 (i.e., decorative element 560).

[0205] Spring 5746 is a tension coil spring. Spring 5746 is arranged in the vertical direction on the front side of base plate 5702. The upper end of spring 5746 is fixed to the upper end of base plate 5702, and the lower end of spring 5746 is fixed to the lower end of left slider 5704. Spring 5746 exerts elastic force in a direction that pulls left slider 5704 upward.

[0206] The right-side drive mechanism 5723 is provided as a pair with the left-side drive mechanism 5703 in the left-right direction, and is a mechanism that moves the right side of the LED board 564 in the up-and-down direction when viewed from the front. The right-side drive mechanism 5723 includes a right-side slider 5724, an extension 5726, a guide hole 5728, a guide 5730, a motor 5732, a drive gear 5734, a first driven gear 5736, a second driven gear 5738, a third driven gear 5740, and an optical sensor 5742.

[0207] Although the right-side drive mechanism 5723 moves the LED board 564 up and down on the left side or the right side, each component functions in the same way as each component of the left-side drive mechanism 5703. Therefore, detailed explanation of each component of the right-side drive mechanism 5723 will be omitted.

[0208] (Operation explanation of the left drive mechanism) The operation of the left drive mechanism 5703 will be described with reference to Figures 44 and 46. Figure 46 is an example of a front view of the decorative element drive mechanism 570, showing the LED board 564 (i.e., decorative element 560) shown in Figure 42 above when it has descended to the lowest end.

[0209] The left-side drive mechanism 5703 moves the LED board 564 (see, for example, FIG. 42) up and down by operating in synchronization with the right-side drive mechanism 5723. Note that although the rotation direction of the motor 5740 of the right-side drive mechanism 5723 when moving the LED board 564 up and down is opposite to the rotation direction of the motor 5720 of the left-side drive mechanism 5703, the operating principle is the same as that of the left-side drive mechanism 5703, and therefore a description thereof will be omitted.

[0210] When the motor 5712 of the left drive mechanism 5703 rotates, the drive gear 5714, the first driven gear 5716, the second driven gear 5718, and the third driven gear 5720 rotate in this order. When the third driven gear 5720 rotates, the boss 57202 rotates around the center of the third driven gear 5720 as the base point. When the boss 57202 rotates around the center of the third driven gear 5720 as the base point, the boss 57202 moves up and down while sliding left and right within the guide hole 5708. Then, as the boss 57202 moves up and down, the left slider 5704 moves up and down along the guide 5710.

[0211] In this way, by driving the left-side drive mechanism 5703 and the right-side drive mechanism 5723, the LED board 564 can be moved in the vertical direction, and ultimately the decorative feature cover 562 can be operated in the vertical direction. The left-side drive mechanism 5703 and the right-side drive mechanism 5723 are driven based on the result of an internal lottery, which will be described later. That is, the feature performance in which the decorative feature 560 operates downward (the feature performance in which the decorative feature 560 advances toward a position in front of the front screen 512 onto which an image is projected) is performed based on the result of the internal lottery.

[0212] [3-3-6. Front Projection Device] The front projection device 600 will be described with reference to Fig. 39 and Fig. 47. Fig. 47 is a schematic side view showing an example of an aspect in which images are projected onto the rear screen unit 290 and the front screen 512, respectively, by image light projected from the rear projection device 120 and the front projection device 600. Note that Fig. 47 is a schematic view, and therefore may differ slightly from the actual situation, for example, in the installation angles of the projectors 122, 126, and 622.

[0213] The front projection device 600 is housed in an area surrounded by the upper frame 5501, the left frame (not shown), and the right frame (not shown), and is located behind the decorative element 560. The front projection device 600 is also disposed at approximately the same height as the decorative element 560 and the large element main body 230.

[0214] The front projection device 600 includes a front projector 622 capable of projecting image light, and a front mirror 624 that reflects the image light projected from the front projector 622.

[0215] [3-3-6-1. Front projector] As shown in FIG. 39, front projector 622 is fixed facing forward within an area surrounded by upper frame 5501, left frame (not shown), and right frame (not shown).

[0216] The front projector 622 projects image light toward a front mirror 624 that is disposed in front of the front projector 622. The image light projected toward the front mirror 624 is reflected by the front mirror 624. The light (image light) reflected by the front mirror 624 is projected onto an upper region of the front screen 512, and is not projected onto a lower region (the front region of the game area 320 (see, for example, image light A in FIG. 47).

[0217] The reason why the image is not projected onto the area below the front screen 512 is to ensure the visibility of the game balls flowing down the game area 320. However, if the visibility of the game balls flowing down the game area 320 can be ensured, the image may be projected so as to include the area below the front screen 512, as shown by image light B in Fig. 47, for example.

[0218] In this embodiment, the front projector 622 is disposed so that the image light reflected by the front mirror 624 is projected mainly onto the approximately upper half area of ​​the front screen 512 .

[0219] Note that there are no particular limitations on which region of the front screen 512 the image light projected from the front projector 622 is projected onto; for example, the image light may be projected onto substantially the entire region of the front screen 512, or onto a partial region (for example, only the upper region). If the image light projected from the front projector 622 is projected onto substantially the entire region of the front screen 512, there is a risk that the image may not be projected as clearly in a lower region of the front screen 512 that is farther from the front projector 622 than in an upper region. Therefore, if it is desired to project the image light projected from the front projector 622 substantially uniformly onto substantially the entire region of the front screen 512, it is preferable to make the transmittance of the front screen 512 lower in the lower region than in the upper region.

[0220] [3-3-6-2. Front mirror] 39, front mirror 624 is fixed in a region surrounded by upper frame 5501, a left frame (not shown), and a right frame (not shown) with its reflective surface facing backward. More specifically, front mirror 624 is disposed so as to reflect image light projected from front projector 622 and to project the reflected image light onto front screen 512.

[0221] Furthermore, when the LED board 564 and the decorative element 560 described above move downward from the home position, the front surface of the front mirror 624, which is the surface opposite to the reflective surface, is exposed. Therefore, the front surface of the front mirror 624 has a decorative portion on which decoration is applied so that the beauty of the front mirror 624 is not marred even when the front surface is exposed.

[0222] The decorative portion may be combined with the decorative element cover 562 to form a specific shape. This ensures aesthetic appeal when the movable element is activated, while enabling new and previously unseen element activation effects to be optimally performed. In particular, the decorative portion on the front of the front mirror 624 is not visible from the front when the LED board 564 and the decorative element cover 562 are in their home positions. It becomes visible only when the LED board 564 and the decorative element cover 562 move downward in an effect of the element. This makes it possible to attract the player's interest in the element effect in which the LED board 564 and the decorative element cover 562 are activated. The "specific shape" mentioned above corresponds to a specific character, a specific logo, etc.

[0223] As described above, in the gaming machine 1 of this embodiment, the decorative role object 560, which performs a role effect by advancing toward a position in front of the front screen 512 based on the result of an internal lottery (described later), is disposed above the front screen 512. The front screen 512 can be considered to correspond to, for example, a liquid crystal display in a conventional gaming machine (e.g., a pachinko machine), and the decorative role object 560 can be considered to correspond to, for example, a movable role object disposed above a center role object in a conventional gaming machine. That is, in the gaming machine 1 of this embodiment, both the image projected on the front screen 512 based on the result of the internal lottery and the role effect performed by the decorative role object 560 advancing toward a position in front of the front screen 512 are performed at positions closer to the player than in conventional gaming machines. In addition, a launch handle 588 capable of launching game balls as gaming media toward the gaming area 320 is disposed below the front screen 512 in the front door unit 500. Therefore, the gaming machine 1 of this embodiment can provide an unprecedented and innovative gaming machine 1 that gives the player the feeling that they are actually firing a gaming ball from the launch handle located below the gaming board in a conventional pachinko machine.

[0224] [4. Electrical configuration of gaming machine] Next, the control circuit of the gaming machine 1 will be described with reference to FIG.

[0225] As shown in FIG. 48, the gaming machine 1 is mainly composed of a main control circuit 720 that controls the game, and a sub-control circuit 730 that controls the presentation according to the progress of the game.

[0226] The main control circuit 720 includes a main CPU 721, a main ROM 722 (read-only memory), a main RAM 723 (readable and writable memory), and the like.

[0227] The main CPU 721 is connected to a main ROM 722, a main RAM 723, etc. The main CPU 721 has a function of executing various processes in accordance with programs stored in the main ROM 722.

[0228] The main ROM 722 stores programs for controlling the operation of the gaming machine 1 by the main CPU 721, various tables, and the like.

[0229] The main RAM 723 has a function of storing various flags and variable values ​​as a temporary storage area for the main CPU 721. Note that, although the main RAM 723 is used as the temporary storage area for the main CPU 721 in this embodiment, the present invention is not limited to this and any readable and writable storage medium may be used.

[0230] The main RAM 723 is provided with memory areas in which information about special symbol games is stored as start memory. Specifically, the main RAM 723 is provided with a first special symbol start memory area (0) in which information about the special symbol game corresponding to the currently varying first special symbol is stored as start memory, and first special symbol start memory areas (1) to (4) in which information about the special symbol game corresponding to a maximum of four times of the first special symbol is stored as start memory. Similarly, the main RAM 723 is provided with a second special symbol start memory area (0) in which information about the special symbol game corresponding to a currently varying second special symbol is stored as start memory, and second special symbol start memory areas (1) to (4) in which information about the special symbol game corresponding to a maximum of four times of the second special symbol is stored as start memory.

[0231] The main control circuit 720 also includes an initial reset circuit 724 that generates a reset signal when power is turned on, an I / O port 725, a command output port 726, a backup capacitor 727, etc. The initial reset circuit 724 is connected to the main CPU 721. The I / O port 725 transmits input signals from various devices to the main CPU 721 and transmits output signals from the main CPU 721 to various devices. The command output port 726 transmits commands from the main CPU 721 to the sub-control circuit 730. The backup capacitor 727 retains various data stored in the main RAM 723, for example, by quickly supplying power to the main RAM 723 in the event of a power outage.

[0232] Furthermore, various devices (components) are connected to the main control circuit 720.

[0233] For example, the main control circuit 720 is connected to a normal symbol display unit 701, a normal symbol reserve display unit 702, a first special symbol display unit 703, a second special symbol display unit 704, a first special symbol reserve display unit 705, a second special symbol reserve display unit 706, a start port solenoid 707 that drives the blade members (not shown) of a normal electric device (not shown), and a special prize port solenoid 708 that drives a shutter (not shown). The main control circuit 720 can control the operation of these devices (components) by transmitting signals. Also connected to the main control circuit 720 are a call device (not shown) that has functions such as calling a hall attendant and displaying the number of wins, and an external terminal board (not shown) used to transmit data to a hall computer that manages the pachinko machines throughout the hall.

[0234] Also connected to the main control circuit 720 are a first start gate switch 709, a second start gate switch 710, a passing gate switch 711, a count switch 712, a general winning gate switch 713, and the like. When a gaming ball is detected by these components, a predetermined detection signal is supplied from the component to the main control circuit 720. Also connected to the main control circuit 720 are a backup clear switch 754 and the like, which clears backup data in the event of a power outage in response to an operation by the gaming center manager.

[0235] A payout / launch control circuit 750 is also connected to the main control circuit 720. A payout device 751 that pays out game balls, a launch device 752 that launches game balls, a card unit 755, and the like are connected to the payout / launch control circuit 750. The payout device 751 is provided in a payout unit (not shown). A ball lending operation panel 756 is connected to the card unit 755, and a signal corresponding to an operation by a player is supplied to the ball lending operation panel 756.

[0236] When the payout / launch control circuit 750 receives a prize ball control command supplied from the main control circuit 720 or a loan ball control signal supplied from the card unit 755, it transmits a predetermined signal to the payout device 751 and controls the payout device 751 to pay out game balls. When the player grips the launch handle 588 and turns it clockwise, the payout / launch control circuit 750 supplies power to the launch solenoid according to the angle of rotation (amount of rotation), thereby controlling the launch of game balls.

[0237] Furthermore, a sub-control circuit 730 is connected to the command output port 726. In response to various commands supplied from the main control circuit 720, the sub-control circuit 730 performs projection control for the front projector 622, the first rear projector 122, and the second rear projector 124, control related to the sound generated from the speaker 740, control related to the light of the lamp 25, and the like.

[0238] In this embodiment, the main control circuit 720 is configured to supply commands to the sub-control circuit 730, but the sub-control circuit 730 is not configured to supply signals to the main control circuit 720. However, this is not limited to this, and the sub-control circuit 730 may be configured to be able to send signals to the main control circuit 720.

[0239] The sub-control circuit 730 includes a sub-CPU 731, a program ROM 202, a work RAM 203, a front projector control circuit 734, a first rear projector control circuit 735, a second rear projector control circuit 736, an audio control circuit 737, a lamp control circuit 738, and a bonus device control circuit 739. The sub-control circuit 730 executes effects according to the progress of the game in response to commands from the main control circuit 720. The sub-control circuit 730 is also connected to an effect button switch 742 that is turned on and off by operating an effect button (no reference number).

[0240] The sub-CPU 731 has the function of executing various processes in accordance with the programs stored in the program ROM 202. In particular, the sub-CPU 731 controls the sub-control circuit 730 in accordance with various commands supplied from the main control circuit 720.

[0241] The program ROM 202 stores programs for controlling the game presentation of the pachinko gaming machine 1 by the sub-CPU 731, various tables, and the like.

[0242] In this embodiment, the main ROM 102 and the program ROM 202 are used as storage means for storing programs, tables, etc. However, the present invention is not limited to this, and other storage media readable by a computer equipped with control means may be used. For example, the storage means may be a hard disk drive, a CD-ROM, a DVD-ROM, a ROM cartridge, or other storage media. Furthermore, the programs, tables, etc. may not be pre-recorded, but may be downloaded after power-on and recorded in the work RAM 203, etc. Furthermore, the programs, tables, etc. may be recorded on different storage media.

[0243] The work RAM 203 has a function of storing various flags and variable values ​​as a temporary storage area for the sub-CPU 731. In this embodiment, the work RAM 203 is used as the temporary storage area for the sub-CPU 731, but this is not limiting and any readable / writable storage medium may be used.

[0244] The front projector control circuit 734 is a circuit for controlling the projection of image light in the front projector 622. The front projector control circuit 734 includes a video data processor (hereinafter referred to as VDP), a video data ROM in which data for generating various types of video data is stored, a frame buffer for buffering the video data, a D / A converter for converting the video data into a video signal, and the like.

[0245] The front projector control circuit 734 can perform various processes for projecting image light onto the front screen 512 in accordance with data supplied from the sub-CPU 731. The front projector control circuit 734 temporarily stores image data for causing the front projector 622 to project image light in a frame buffer in accordance with an image light projection command supplied from the sub-CPU 731. Note that the image data for causing the front projector 622 to project image light includes various types of image data related to the game, such as identification symbol image data showing an identification symbol, background image data, and image data for effects.

[0246] Then, the front projector control circuit 734 supplies the video data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the video data into a video signal and supplies the converted video signal to the front projector 622 at a predetermined timing. When the video signal is supplied to the front projector 622, the front projector 622 projects video light related to the video signal. In this way, the front projector control device 734 can control the front projector 622 to project video related to the game.

[0247] The first rear projector control circuit 735 is a circuit for controlling projection in the first rear projector 122. The second rear projector control circuit 736 is a circuit for controlling projection in the second rear projector 124. The configurations of the first rear projector control circuit 735 and the second rear projector control circuit 736 are similar to that of the front projector control circuit 734, and therefore detailed description thereof will be omitted.

[0248] The audio control circuit 737 is a circuit for controlling the audio generated from the speaker 740. The audio control circuit 737 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.

[0249] The sound source IC controls the sound to be generated from the speaker 740. In response to a sound generation command supplied from the sub-CPU 731, the sound source IC selects one piece of sound data from a plurality of pieces of sound data stored in the sound data ROM. The sound source IC also reads the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies the sound signal and generates sound from the speaker 740.

[0250] The lamp control circuit 738 is a circuit for controlling the lamps 25, including decorative lamps, etc. The lamp control circuit 738 includes a drive circuit for supplying lamp control signals, a decoration data ROM in which multiple types of lamp decoration patterns are stored, etc.

[0251] The role control circuit 739 is a circuit for controlling movable role objects such as the large role main body 230, the light guide plates 234, 236, and the decorative role object 560. The role control circuit 739 has a drive circuit for supplying a drive signal to each role object 230, 560, a lighting circuit for supplying a lighting control signal, a role object data ROM in which operation patterns and lighting patterns are stored, and the like.

[0252] The drive circuit selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM in response to a accessory operation command supplied from the sub-CPU 731. The selected operation pattern is then read from the accessory data ROM, and a drive signal corresponding to the read operation pattern is supplied, thereby controlling the mechanical operation of each accessory (large accessory main body 230, light guide plates 234, 236, decorative accessory 560) via large accessory drive mechanisms 240, 260, light guide plate rotation drive mechanisms 2340, 2360, light guide plate up / down drive mechanisms 239, 270, and drive mechanisms 5703, 5723 for driving the decorative accessory 560. The lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM in response to a lighting command supplied from the sub-CPU 731. Then, the selected lighting pattern is read from the reel data ROM, and a lighting control signal corresponding to the read lighting pattern is supplied to control the lighting operation of each reel (large reel main body 230, light guide plates 234, 236, decorative reel 560).

[0253] [5. Functional Flow] Next, a functional flow of a pachinko gaming machine according to one embodiment of the present invention will be described with reference to Figure 49. Figure 49 is a diagram showing a functional flow of a pachinko gaming machine according to one embodiment of the present invention.

[0254] As shown in Fig. 49, a pachinko game is a game in which a game ball is shot by a user's operation, and a payout control process for the game ball is performed when the game ball wins various prizes. Pachinko games also include special symbol games that use special symbols and normal symbol games that use normal symbols.

[0255] When a "big win" occurs in the special symbol game or when a "win" occurs in the normal symbol game, the possibility of the game ball winning increases relatively, and the payout control process of the game ball becomes easier to perform.

[0256] In addition, the various types of winning include a special pattern starting winning, which is one of the conditions for the variable display of special patterns in a special pattern game, and a normal pattern starting winning, which is one of the conditions for the variable display of normal patterns in a normal pattern game.

[0257] In this specification, "variable display" refers to the concept of displaying identification symbols in a variable manner from the start to the end of one special symbol game, and for example, enables the variable and stop effects of identification symbols in one variable display. The variable and stop effects of identification symbols may be performed multiple times in one variable display. Note that the variable effect is merely an appearance effect, and its meaning is different from the variable display of a variable display.

[0258] In addition, in the "variable display," for example, a "derived display" can be performed in which a special symbol (identification symbol) is displayed as a result of a special symbol game. In other words, in this specification, the operation from the start of the "variable display" to the "derived display" is referred to as one "variable display."

[0259] The following is an outline of the processing flow of the special symbol game and the normal symbol game. The special symbol game and the normal symbol game are executed by the main CPU 721 as control processing.

[0260] (1) When a special pattern start winning occurs in a special pattern game, random numbers (random number for determining a jackpot and random number for determining a pattern) are extracted from the counter for determining a jackpot and the counter for determining a pattern, respectively, and each extracted random number value is stored (see the flow of the special pattern start winning processing during the special pattern game shown in Figure 49).

[0261] 49, in the special symbol control process during the special symbol game, it is first determined whether or not the condition for starting the variable display of the special symbol is established. In this determination process, it is determined whether or not various data such as a random number value has been stored due to the special symbol start winning, and if various data such as a random number value has been stored, it is determined that the condition for starting the variable display of the special symbol is established.

[0262] Next, when the variable display of the special symbols is started, the random number value for determining a jackpot extracted from the jackpot determination counter is referenced, and a jackpot determination is made as to whether or not a "jackpot" has occurred. After that, a process for determining the symbols to be stopped is carried out. In this process, the random number value for determining the symbols extracted from the symbol determination counter and the result of the jackpot determination described above are referenced, and the special symbols to be stopped and displayed are determined.

[0263] Next, a variation pattern determination process is carried out. In this process, a random number is extracted from the variation pattern determination counter, and the random number, the result of the jackpot determination, and the special symbols to be stopped and displayed are referenced to determine the variation pattern of the special symbols.

[0264] Next, a presentation pattern determination process is carried out. In this process, a random number is extracted from the presentation pattern determination counter, and the random number, the result of the jackpot determination, the special symbols to be stopped and displayed, and the variation pattern of the special symbols are referenced to determine the presentation pattern to be executed in accordance with the variable display of the special symbols.

[0265] Next, based on the result of the determined jackpot determination, the special pattern to be displayed in a stopped state, the variation pattern of the special pattern, and the presentation pattern associated with the variable display of the special pattern are referenced, and a variable display control process that controls the variable display of the special pattern and a presentation control process that performs a predetermined presentation are executed.

[0266] Then, when the variable display control process and the effect display control process are completed, it is determined whether or not a "jackpot" has been achieved. If it is determined in this determination process that a "jackpot" has been achieved, a jackpot game control process is executed to play a jackpot game. Note that in a jackpot game, the possibility of winning the various prizes mentioned above increases. On the other hand, if it is determined that a "jackpot" has not been achieved, the jackpot game control process is not executed.

[0267] If it is determined that a "jackpot" has not been achieved, or if the jackpot game control process has ended, a game state transition control process is carried out to transition the game state. In this game state transition control process, management of the normal game state, which is different from the jackpot game state, is carried out.

[0268] Examples of normal game states include a game state in which the probability of being determined as a "jackpot" increases in the above-mentioned jackpot determination (hereinafter referred to as a "high probability game state"), a game state in which it becomes easier to obtain a special symbol start winning (hereinafter referred to as a "time-saving game state"), etc. After that, a determination process is performed again to determine whether or not to start the variable display of the special symbol, and then various processes of the above-mentioned special symbol control process are repeated.

[0269] In the pachinko gaming machine of this embodiment, when a gaming ball enters a starting prize during the variable display of a special symbol, various data acquired at the time of the starting prize (random number value for determining a jackpot, random number value for determining a symbol, etc.) are stored until the conditions for starting the variable display of the special symbol are met. In this way, storing various data until the conditions for starting the variable display of the special symbol are met is called "reservation," and the various reserved data are called start storage.

[0270] In other words, if a gaming ball enters a starting winning position while a special symbol is being displayed, the variable display (variable display) of the special symbol corresponding to the starting winning position is suspended, and the variable display of the reserved special symbol begins after the variable display of the currently executed special symbol has finished. Hereinafter, the variable display of the reserved special symbol is also referred to as a "reserved ball."

[0271] In addition, in the pachinko gaming machine of this embodiment, as will be described later, two types of special symbol start winnings (first start winning and second start winning) are provided, and a maximum of four reserved balls can be obtained for each special symbol start winning. In other words, in this embodiment, a maximum of eight reserved balls can be obtained.

[0272] Although not shown in Figure 49, the pachinko gaming machine of this embodiment has a function to determine whether the reserved balls have won (whether or not they have won a "jackpot") based on the information about the reserved balls described above, and further has a function to perform a predetermined presentation based on the results of that determination, i.e., a predictive presentation function.

[0273] (2) When a normal pattern start winning occurs in a normal pattern game, a random number value is extracted from the winning determination counter and stored (see the flow of the normal pattern start winning processing during the normal pattern game shown in Figure 49).

[0274] 49, in the normal symbol control process during the normal symbol game, it is first determined whether or not the condition for starting the variable display of the normal symbol is established. In this determination process, it is referenced whether or not a random number value is stored by the normal symbol start winning, and it is determined that the condition for starting the variable display of the normal symbol is established if a random number value is stored.

[0275] Next, when variable display of normal symbols is started, the random number extracted from the winning judgment counter is referenced, and a win judgment is made as to whether or not it is a "win." After that, a variation pattern determination process is performed. In this process, the result of the win judgment is referenced, and the variation pattern of the normal symbols is determined.

[0276] Next, the result of the determined winning judgment and the variation pattern of the normal symbol are referenced, and a variable display control process that controls the variable display of the normal symbol and a presentation control process that performs a predetermined presentation are executed.

[0277] When the variable display control process and the effect display control process are completed, it is determined whether or not a "win" has occurred. If it is determined in this determination process that a "win" has occurred, a win game control process is executed to play a win game.

[0278] In the winning game control process, the possibility of the various winnings described above, especially the possibility of the game ball starting a special symbol winning in the special symbol game, increases. On the other hand, if it is determined that there is no "winning", the winning game control process is not executed. After that, the process of determining whether or not to start the variable display of the normal symbol is performed again, and then the various processes of the normal symbol control process described above are repeated.

[0279] As mentioned above, in pachinko games, the ease with which the payout control process for game balls can be carried out varies depending on conditions such as whether or not a "jackpot" occurs in a special pattern game, the transition status of the game state, and whether or not a "win" occurs in a normal pattern game.

[0280] In this embodiment, a software random number system that generates random numbers by executing a program is used as a system for extracting various random number values. However, the present invention is not limited to this system. For example, if a pachinko gaming machine is equipped with a random number generator that updates random numbers at a predetermined interval, a hard random number system that extracts random numbers from a counter (a so-called ring counter) in the random number generator may be used as a system for extracting various random number values.

[0281] When using the hard random number method, the initial value of the random number value is determined at a timing different from the predetermined cycle, thereby preventing the same random number value from being extracted in a predetermined cycle.

[0282] [6. Production by Sub-CPU731] The sub-CPU 731 (projector control circuits 734, 735, 736) controls the image light projected from each projector to project images onto each screen as effects. The first rear projector 122 projects image light onto the upper rear screen 2902, and the second rear projector 124 projects image light onto the lower rear screen 2904 and the middle rear screen 2906, respectively, to display various effects on the rear screen unit 290. The front projector 622 projects image light onto the front screen 512 to display various effects on the front screen 512.

[0283] Specifically, in this embodiment, video light is projected from the first rear projector 122 so that an effect based on the result of the internal lottery is projected onto the upper rear screen 2902. In addition, video light is projected from the second rear projector 124 so that an image simulating a cel animation of the game board or a liquid crystal display area is projected onto the lower rear screen 2904. In the area where the image simulating the liquid crystal display area is projected, video light is projected from the second rear projector 124 so that an image of a variable symbol effect based on the result of the internal lottery is projected. In addition, an effect based on the result of the internal lottery is also projected onto the front screen 512.

[0284] The effects based on the results of the internal lottery may be projected onto all of the screens, the upper rear screen 2902, the lower rear screen 2904, the middle rear screen 2906, and the front screen 512, or may be projected onto only specific screens during normal times, and onto all screens at specific times (for example, when the result of the internal lottery is a jackpot or there is a possibility of a jackpot). It is possible to appropriately select which of these screens to use and what kind of images to project.

[0285] Furthermore, in the area where an image simulating the liquid crystal display area is projected (the area where the image of the pattern variation effect is projected), an effect image corresponding to the special pattern displayed in the special pattern display section (first special pattern display section 703, second special pattern display section 704) described later is projected. At this time, for example, when the special pattern is being displayed in a variable manner in the special pattern section (first special pattern display section 703, second special pattern display section 704), except in specific cases, a variable display of a plurality of identification patterns for effect (decorative patterns) consisting of, for example, numbers 1 to 8 and various characters is projected.

[0286] When a special pattern is displayed in a stopped state in the special pattern section (first special pattern display section 703, second special pattern display section 704), multiple identification patterns corresponding to the special pattern are also displayed in a stopped state in the area where an image simulating the LCD display area of ​​the lower rear screen 2904 is projected.

[0287] When the special pattern displayed in a stopped state in the special pattern section (first special pattern display section 703, second special pattern display section 704) is in a specific form (the result of the stopped display is a "jackpot"), an image of a presentation image to let the player know that it is a "jackpot" is projected onto the rear screen unit 290 and / or the front screen 512.

[0288] One example of a presentation that allows the player to understand that they have won the jackpot is one in which first, the multiple identification patterns that are displayed in a stopped state take on a specific form (for example, the same identification patterns are lined up in a specified direction), and then an image announcing the jackpot is displayed.

[0289] In this embodiment, the second rear projector 124 projects an effect image related to the display contents of the first special symbol hold display unit 705 and the second special symbol hold display unit 706 (described later) onto the lower area of ​​the lower rear screen 2904 by projecting image light. The area onto which the effect image is projected is not limited to the lower rear screen 2904, but may be any of the upper rear screen 2902, the middle rear screen 2906, and the front screen 512.

[0290] In addition, in this embodiment, when the normal pattern displayed in a stopped state on the normal pattern display unit 701 described later is in a predetermined form, a function may be further provided to project a presentation image onto one of the screens 512, 2902, 2904, 2906 to inform the player of this information.

[0291] [7.Display section] [7-1. Special design display section] The special symbol display units (first special symbol display unit 703, second special symbol display unit 704), although not shown, are display devices that variably display (variable display and static display) special symbols in a special symbol game. In this embodiment, the special symbol display units (first special symbol display unit 703, second special symbol display unit 704) are configured by 7-segment displays that display special symbols as symbols consisting of numbers, symbols, etc.

[0292] The present invention is not limited to this, and the special symbol display units (first special symbol display unit 703, second special symbol display unit 704) may be configured with, for example, multiple LEDs. In this case, a display pattern configured by the lighting and extinguishing of multiple LEDs is represented as a special symbol.

[0293] The special symbol display units (first special symbol display unit 703, second special symbol display unit 704) display a varying special symbol (identification information) when a gaming ball enters the first start hole or the second start hole (not shown) (special symbol start entry).The special symbol display units (first special symbol display unit 703, second special symbol display unit 704) display the varying special symbols for a predetermined time, and then display the stationary special symbols.

[0294] Hereinafter, the special symbol that changes and is displayed when the gaming ball enters the first starting slot will be referred to as the first special symbol, and the special symbol that changes and is displayed when the gaming ball enters the second starting slot will be referred to as the second special symbol.

[0295] When the first special pattern or the second special pattern displayed in a stopped state in the special pattern display section (first special pattern display section 703, second special pattern display section 704) is in a specific state (a "jackpot" state), the game state transitions from the normal game state to a jackpot game state, which is advantageous to the player.

[0296] In other words, a "jackpot" occurs when the first special pattern or the second special pattern is displayed stopped in the special pattern display area (first special pattern display area 703, second special pattern display area 704) in a manner that transitions to a jackpot game state.

[0297] In the jackpot game state, the jackpot winning hole is opened in a predetermined manner, which facilitates the entry of game balls and allows a large number of prize balls to be won. Specifically, in this embodiment, when a game ball enters the first starting hole and the first special symbol is stopped and displayed in a specific manner in the special symbol display section (first special symbol display section 703, second special symbol display section 704), the jackpot winning hole is opened.

[0298] Each big prize opening remains open until a predetermined number of game balls enter the machine or until a certain period of time (for example, 30 seconds) has elapsed. When either of these conditions is met, the big prize opening that was open closes.

[0299] Hereinafter, a game in which the big prize opening is in a state where it is easy to receive game balls (open state) is referred to as a round game. Between round games, the big prize opening is in a closed state.

[0300] Furthermore, a round game is counted as one round, two rounds, etc. For example, the first round game is called the first round, and the second round game is called the second round.

[0301] In addition, if the special pattern displayed in the special pattern display section (first special pattern display section 703, second special pattern display section 704) is in a form other than a specific form (a ``miss'' form), the game state will not change unless the player wins the fall lottery.

[0302] In other words, the special pattern game is a game in which the special pattern display unit (first special pattern display unit 703, second special pattern display unit 704) displays a changing special pattern, and then the special pattern is displayed stationary, and the game state is changed or maintained depending on the result.

[0303] In addition, in the pachinko game machine 1 of this embodiment, if a game ball enters the first starting hole while the first special pattern or the second special pattern is being displayed in a variable manner, the variable display (reserved ball) of the first special pattern corresponding to the winning is reserved.

[0304] Then, when the first or second special symbol currently being displayed is stopped, the reserved first special symbol starts to be displayed. In this embodiment, the number of reserved first special symbol variable displays (so-called "reserved number (reserved ball number)") is set to a maximum of four times (pieces).

[0305] Furthermore, in this embodiment, if a game ball enters the second starting hole while the first special pattern or the second special pattern is being displayed in a variable manner, the variable display (reserved ball) of the second special pattern corresponding to the winning is reserved.

[0306] Then, when the first or second special symbol currently being displayed is stopped, the display of the reserved second special symbol begins. In this embodiment, the number of reserved variable displays of the reserved second special symbol (reserved number) is set to a maximum of four times (number). Therefore, in this embodiment, the total number of reserved variable displays of special symbols is a maximum of eight.

[0307] In addition, in this embodiment, when reserved balls of the first special pattern and reserved balls of the second special pattern are mixed, the variable display of one special pattern is executed with priority over the variable display of the other special pattern. Specifically, reserved balls of the second special pattern are consumed with priority over reserved balls of the first special pattern. Note that the present invention is not limited to this, and when reserved balls of the first special pattern and reserved balls of the second special pattern are mixed, the variable display of the special patterns may be executed in the order in which they were reserved.

[0308] [7-2. Ordinary pattern display unit placement] Although not shown, the normal symbol display unit 701 is a display device that variably displays (variable display and static display) normal symbols in a normal symbol game that is played based on the game ball passing through a gate provided in the game area 320, and the normal symbol display unit 701 is composed of multiple LEDs (normal symbol display LEDs). Then, in the normal symbol display unit 701, a display pattern formed by the lighting and extinguishing of each normal symbol display LED is displayed as a normal symbol.

[0309] When the gaming ball passes through the ball passage detector, the normal symbol display unit 701 alternately lights and turns off two normal symbol display LEDs to display a variable normal symbol. Then, the normal symbol display unit 701 displays a variable normal symbol for a predetermined time, and then displays a stationary normal symbol.

[0310] In the normal symbol display section 701, when the stopped normal symbol is in a predetermined state (a "win" state), the normal electric device changes from a closed state to an open state for a predetermined period of time. On the other hand, when the stopped normal symbol is in a state other than the predetermined state (a "lose" state), the normal electric device maintains the closed state.

[0311] That is, the normal symbol game is a game in which the normal symbol display unit 701 variably displays the normal symbol, and then the normal symbol is displayed stationary, and the normal electric accessory operates according to the result.

[0312] If the game ball passes through the ball passage detector while the normal symbol is being displayed in a variable manner, the variable display of the normal symbol is suspended. When the normal symbol currently being displayed in a variable manner is stopped and displayed, the suspended normal symbol begins to be displayed in a variable manner. In this embodiment, the number of suspended variable displays of the normal symbol (i.e., the "number of suspended symbols") is set to a maximum of four.

[0313] [7-3. Ordinary symbol reservation display device] The normal pattern reserve display device, not shown in the figure, is a device that displays the number of reserved variable display normal patterns, and is equipped with multiple normal pattern reserve display LEDs.The normal pattern reserve display device displays the number of reserved variable display normal patterns by turning each normal pattern reserve display LED on or off.

[0314] Specifically, the normal pattern reserved display device displays a normal pattern reserved display LED according to the number of reserved variable displays of normal patterns, and up to four normal pattern reserved display LEDs are lit according to the number of reserved variable displays of normal patterns.

[0315] [7-4. First special symbol reserved display device] The first special symbol reserved display section 705 is arranged in the lower right corner of the display area of ​​the liquid crystal display device 16.

[0316] The first special symbol reserved display unit 705 is a device that displays information about the variable display of the reserved first special symbol (reserved ball of the first special symbol). In this embodiment, the first special symbol reserved display unit 705 is equipped with a plurality of first special symbol reserved display LEDs.

[0317] Specifically, the first special pattern reserved display unit 705 displays the first special pattern reserved display LED according to the number of reserved variable displays of the first special pattern, and up to four first special pattern reserved display LEDs are lit according to the number of reserved variable displays of the first special pattern.

[0318] [7-5. Second special symbol reserved display device] The second special symbol reserved display section 706 is arranged in the lower right corner of the display area of ​​the liquid crystal display device 16.

[0319] The second special pattern reserved display unit 706 is a device that displays information regarding the variable display of the reserved second special pattern (reserved ball of the second special pattern), and the second special pattern reserved display unit 706 is equipped with a plurality of second special pattern reserved display LEDs.

[0320] Specifically, the second special pattern reserve display unit 706 displays the second special pattern reserve display LED according to the number of reserved variable displays of the second special pattern, and up to four second special pattern reserve display LEDs are lit according to the number of reserved variable displays of the second special pattern.

[0321] Next, the data configuration of the main control circuit 720 will be described with reference to FIGS.

[0322] [8. Various tables] [8-1. Winning Random Number Judgment Table] 50 is a diagram showing the winning random number determination table (first start port, second start port) stored in the main ROM 722 of the main control circuit 720. The winning random number determination table (first start port) is referenced to determine by lottery whether there will be a "jackpot," a "small win," or a "miss" based on the random number value for jackpot determination obtained when a gaming ball enters the first start port. The winning random number determination table (second start port) is referenced when determining by lottery whether there will be a "jackpot" or a "miss" based on the random number value for jackpot determination obtained when a gaming ball enters the second start port.

[0323] The random number value for determining a jackpot is a random number value for determining the result of a lottery that is held when a winning jackpot is entered into the starting slot. More specifically, the random number value for determining a jackpot is a value that indicates the result of a lottery for special symbols (first special symbol and second special symbol). In this embodiment, the random number value for determining a jackpot is selected from 0 to 65535 (65536 types).

[0324] In this embodiment, when a gaming ball enters the first starting slot, a "jackpot," a "small hit," or a "miss" is determined by lottery. Therefore, the hit random number determination table (when the ball enters the first starting slot) defines the relationship between the range (width) of the jackpot determination random number value for determining whether a "jackpot," a "small hit," or a "miss" is a "jackpot," and the corresponding determination value data ("jackpot determination value data," "small hit determination value data," and "miss determination value data") for each value of the probability variable flag ("0 (= off)" or "1 (= on)"). The probability variable flag is one of the management flags stored in the main RAM 723 and is a flag for managing whether the gaming state is a "high probability gaming state." When the gaming state is a "high probability gaming state," the probability variable flag is "1," and when the gaming state is a "low probability gaming state," the probability variable flag is "0."

[0325] In this embodiment, when the first starting port is entered, if the probability flag is "0" and the random number value for winning judgment is any of "0" to "204", the "jackpot" is won and the "jackpot judgment value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability (selection rate)) is 205 / 65536 (≒ 1 / 319).

[0326] Also, when the first starting slot 5442 is entered, if the probability flag is "0" and the random number value for winning judgment is any of "205" to "409", the "small win" is won and the "small win judgment value data" is determined. In other words, the winning probability of the "small win" in this case is 205 / 65536 (≒ 1 / 319).

[0327] Furthermore, when the first starting port 5442 is won, if the probability flag is "0" and the random number value for determining whether or not a prize is won is not between "0" and "409", a "miss" is won and the "miss determination value data" is determined.

[0328] On the other hand, when the first starting slot is entered, if the probability flag is "1" and the random number value for hit determination is any of "0" to "1637", the "jackpot" is won and the "jackpot determination value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability (selection rate)) is 1638 / 65536 (≒ 1 / 40), which is higher than when the probability flag is "0".

[0329] Also, when the first starting slot is won, if the probability flag is "1" and the winning judgment random number is any of "1638" to "1842", a "small win" is won and the "small win judgment value data" is determined. In other words, the winning probability of a "small win" in this case is 205 / 65536 (≒ 1 / 319), which is the same as when the probability flag is "0".

[0330] Furthermore, when the first starting port 5442 is won, if the probability flag is "1" and the random number value for determining whether or not a prize is won is not between "0" and "1842", a "miss" is won and the "miss determination value data" is determined.

[0331] As described above, in this embodiment, when a gaming ball enters the first starting port, the probability of a jackpot varies depending on whether the gaming state at the time of entry is a "high probability gaming state." Specifically, the probability of a jackpot when a gaming ball enters the first starting port when the gaming state is a "high probability gaming state" is about eight times higher than when the gaming state is not a "high probability gaming state."

[0332] Similarly, when the second starting slot is entered, if the probability flag is "0" and the random number value for winning judgment is any of "0" to "204", the "jackpot" is won and the "jackpot judgment value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability (selection rate)) is 205 / 65536 (≒ 1 / 319).

[0333] Also, when the second starting port is won, if the probability flag is "0" and the random number value for determining whether or not a win is reached is not between "0" and "204", a "miss" is won and the "miss determination value data" is determined.

[0334] On the other hand, when the second starting port is entered, if the probability variable flag is "1" and the random number value for hit determination is any of "0" to "1637", the "jackpot" is won and the "jackpot determination value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability (selection rate)) is 1638 / 65536 (≒ 1 / 40), which is higher than when the probability variable flag is "0".

[0335] Also, when the second starting port is won, if the probability flag is "1" and the random number value for determining whether or not a win is a number between "0" and "1637", a "miss" is won and the "miss determination value data" is determined.

[0336] As described above, in this embodiment, when a game ball enters the second starting hole, the player does not win a "small win," but the probability of a jackpot varies depending on whether the game state at the time of winning is a "high probability game state" or not, and the probability of a jackpot when the game state is a "high probability game state" is approximately 8 times higher than when the game state is a "low probability game state."

[0337] [8-2. Pattern Determination Table] FIG. 51 shows the symbol determination table (first start slot, second start slot) stored in the main ROM 722 of the main control circuit 720. The symbol determination table (first start slot, second start slot) is referenced to select a "winning symbol selection command" and a "symbol designation command" that determine the symbols to be stopped based on the symbol random number value acquired when a gaming ball enters the first start slot or the second start slot and the aforementioned determination value data. The "winning symbol selection command" is a command for designating a winning symbol determined according to the type of winning when a winning occurs, and the "symbol designation command" is a command for designating a symbol to be displayed when the special symbol stops varying. The symbol random number value is selected from, for example, 0 to 99 (100 types).

[0338] According to the symbol determination table (first starting port) of this embodiment, when jackpot determination value data is obtained and the symbol random number value is any one of "0" to "9", "z0" is selected as the symbol selection command when winning with a probability of 10 / 100, and "zA1" is selected as the symbol designation command when winning. Also, when jackpot determination value data is obtained and the symbol random number value is any one of "10" to "19", "z1" is selected as the symbol selection command when winning with a probability of 10 / 100, and "zA1" is selected as the symbol designation command when winning. Also, when jackpot determination value data is obtained and the symbol random number value is any one of "20" to "29", "z2" is selected as the symbol selection command when winning with a probability of 10 / 100, and "zA1" is selected as the symbol designation command when winning. Also, when jackpot determination value data is obtained and the random symbol number value is any of "30" to "39," "z3" is selected as the symbol selection command when a jackpot is won, and "zA1" is selected as the symbol designation command with a probability of 10 / 100. Also, when jackpot determination value data is obtained and the random symbol number value is any of "40" to "49," "z4" is selected as the symbol selection command when a jackpot is won, and "zA1" is selected as the symbol designation command with a probability of 10 / 100. Also, when jackpot determination value data is obtained and the random symbol number value is any of "50" to "95," "z5" is selected as the symbol selection command when a jackpot is won, and "zA1" is selected as the symbol designation command with a probability of 46 / 100. Also, when jackpot determination value data is obtained and the random symbol number value is "96" or "97," "z6" is selected as the symbol selection command when a jackpot is won, and "zA4" is selected as the symbol designation command with a probability of 2 / 100. Also, when jackpot determination value data is obtained and the random symbol number value is "98" or "99," "z7" is selected as the symbol selection command when a jackpot is won, and "zA5" is selected as the symbol designation command with a probability of 2 / 100. Also, when small jackpot determination value data is obtained and the random symbol number value is any value between "0" and "99," "z8" is selected as the symbol selection command when a jackpot is won, and "zA6" is selected as the symbol designation command.On the other hand, if the miss judgment value data is obtained and the pattern random number value is any of "0" to "99", the pattern selection command when winning is not selected, and "zA7" is selected as the pattern designation command.

[0339] Furthermore, according to the symbol determination table (second starting port) of this embodiment, when jackpot determination value data is obtained and the symbol random number value is any one of "0" to "24", "z9" is selected as the symbol selection command when a hit occurs, and "zA8" is selected as the symbol designation command with a probability of 25 / 100. When jackpot determination value data is obtained and the symbol random number value is any one of "25" to "49", "z10" is selected as the symbol selection command when a hit occurs, and "zA8" is selected as the symbol designation command with a probability of 25 / 100. When jackpot determination value data is obtained and the symbol random number value is any one of "55" to "99", "z11" is selected as the symbol selection command when a hit occurs, and "zA9" is selected as the symbol designation command with a probability of 50 / 100. On the other hand, if the miss judgment value data is obtained and the pattern random number value is any of "0" to "99", the pattern selection command when winning is not selected, and "zA10" is selected as the pattern designation command.

[0340] [8-3. Jackpot Type Determination Table] FIG. 52 shows a jackpot type determination table stored in the main ROM 722 of the main control circuit 720. The jackpot type determination table is referenced to determine the type of jackpot, such as the number of rounds, whether to turn on the probability variable flag, and whether to turn on the time-saving flag, in accordance with the jackpot selection command. In this embodiment, regardless of the type of jackpot, if a jackpot is won, the time-saving flag is set to "1." The number of time-saving times is determined to be 24, 30, 36, 42, 48, or 100, and the determined number of time-saving times is set. The probability variable flag is one of the management flags stored in the main RAM 723 and is a flag for managing whether the game state is a "high-probability game state." If the game state is a "high-probability game state," the probability variable flag is set to "1," and if it is a "low-probability game state," the probability variable flag is set to "0." Similarly, the time-saving flag is one of the management flags stored in the main RAM 723 and is a flag for managing whether the gaming state is a "time-saving gaming state." When the gaming state is a "time-saving gaming state," the time-saving flag is "1." When the gaming state is a "non-time-saving gaming state," the time-saving flag is "0." The number of time-saving cycles is the number of times the special symbol game can be changed while the time-saving gaming state can continue. That is, when the number of time-saving cycles (100 times) of special symbol changes (special symbol lotteries) are performed without winning a jackpot in the time-saving gaming state, the time-saving gaming state ends and the gaming state transitions to a non-time-saving gaming state. In this embodiment, the high-probability gaming state continues until the next jackpot is won. However, if a predetermined number of special symbol changes (special symbol lotteries) are performed without winning a jackpot, the high-probability gaming state may end and the gaming state transitions to a low-probability gaming state.

[0341] According to the jackpot type determination table of this embodiment, when the symbol command selected at the time of a win is "z0", the number of rounds is "8", and a jackpot with the probability variable flag off and the time-saving flag on is determined. When the symbol command selected at the time of a win is "z1", the number of rounds is "8", and a jackpot with the probability variable flag off and the time-saving flag on is determined. When the symbol command selected at the time of a win is "z3", the number of rounds is "8", and a jackpot with the probability variable flag off and the time-saving flag on is determined. When the symbol command selected at the time of a win is "z4", the number of rounds is "8", and a jackpot with the probability variable flag off and the time-saving flag on is determined. When the symbol command selected at the time of a win is "z5", the number of rounds is "8", and a jackpot with the probability variable flag on and the time-saving flag on is determined. When the symbol command selected at the time of a win is "z6", the number of rounds is "5", and a jackpot with the probability variable flag on and the time-saving flag on is determined. If the symbol selection command when a win is "z7", the number of rounds will be "16", and a jackpot with the probability variable flag on and the time-saving flag on will be determined. If the symbol selection command when a win is "z9", the number of rounds will be "5", and a jackpot with the probability variable flag off and the time-saving flag on will be determined. If the symbol selection command when a win is "z10", the number of rounds will be "5", and a jackpot with the probability variable flag on and the time-saving flag on will be determined. If the symbol selection command when a win is "z11", the number of rounds will be "16", and a jackpot with the probability variable flag on and the time-saving flag on will be determined.

[0342] In this embodiment, a jackpot with the time-saving flag on is determined regardless of the selected pattern command at the time of winning (i.e., the jackpot determination value data), but this is not necessarily limited to this, and a jackpot with the time-saving flag off may also be determined depending on the jackpot determination value data.

[0343] In addition, in this embodiment, the sub-CPU 731 is configured to determine the number of time-saving times to be one of 24, 30, 36, 42, 48, and 100, but this is not necessarily limited to this, and the time-saving game state may be controlled to continue until the next jackpot is won, or the time-saving game state may be controlled to continue as long as the high-probability game state continues.

[0344] Furthermore, in this embodiment, the sub-CPU 731 controls the high probability game state to continue until the next jackpot is won, but this is not necessarily limited to this, and the sub-CPU 731 may control the high probability game state to continue for a predetermined number of times (for example, 100 times) (after which it may transition to a low probability game state), or in relation to the probability of winning a jackpot, the sub-CPU 731 may control the high probability game state to continue until the next jackpot is won (for example, up to 10,000 times), or the sub-CPU 731 may control the high probability game state to continue until the next jackpot is won.

[0345] Various processes executed by the main CPU 721 of the pachinko gaming machine 1 are shown in FIGS. 53 to 71 below.

[0346] [9. Control by main CPU] [9-1. Power-on processing] 53 shows the power-on process by the main CPU 721. When the gaming machine 1 is powered on, as shown in the figure, the main CPU 721 sets an initial value in the stack pointer (step S11).

[0347] Next, the main CPU 721 determines whether the power interruption detection signal is ON or not (step S12). The power interruption detection signal turns ON, for example, when the voltage drops to a predetermined level. If the power interruption detection signal is ON, the main CPU 721 determines that a power interruption detection state has occurred, and repeats the processing of S12 until the power interruption detection signal turns OFF. If the power interruption detection signal is OFF, the main CPU 721 determines that a power interruption detection state has occurred, and proceeds to the processing of step S13.

[0348] In step S13, the main CPU 721 permits access to the RWM (main RAM 723).

[0349] Next, the main CPU 721 performs a sub-control reception acceptance wait process to wait until the sub-control circuit 730 becomes able to accept a signal (step S14).

[0350] Next, the main CPU 721 performs initialization processing for various devices built into the CPU (step S15).

[0351] Next, the main CPU 721 determines whether the backup clear signal is ON or not (step S16). The backup clear signal is a signal for instructing the clearing of the backup contents of the main RAM 723 provided in the main CPU 721 constituting the main control circuit 720 and the RAM (not shown) constituting the payout / launch control circuit 750. If the backup clear signal is ON, the main CPU 721 proceeds to the processing of step S23. If the backup clear signal is OFF, the main CPU 721 proceeds to the processing of step S17.

[0352] In step S17, the main CPU 721 determines whether the power interruption detection flag is set on. The power interruption detection flag is a flag indicating that power interruption processing has been executed in response to a power interruption. If the power interruption detection flag is set on, the main CPU 721 proceeds to processing in step S18. If the power interruption detection flag is set off, the main CPU 721 proceeds to processing in step S23.

[0353] In step S18, the main CPU 721 checks the main RAM 723 for damage to the work area using, for example, a checksum.

[0354] Next, the main CPU 721 determines whether the work area is normal or not (step S19). If the work area is normal, the main CPU 721 proceeds to the processing of step S20. If the work area is not normal, the main CPU 721 proceeds to the processing of step S23.

[0355] In step S20, the main CPU 721 performs initial settings for work areas that require initial values ​​when power is restored.

[0356] Next, the main CPU 721 performs notification setting for a high probability gaming state (probability variable gaming state) when power is restored (step S21).

[0357] Next, the main CPU 721 performs a process of transmitting a power recovery command (power recovery command) to the sub-control circuit 730 (step S22). Upon completing this process, the main CPU 721 ends the power-on process.

[0358] In step S23, the main CPU 721 performs processing to clear the work area of ​​the main RAM 723.

[0359] Next, the main CPU 721 initializes a work area that requires an initial value when initializing the RWM (main RAM 723) (step S24).

[0360] Next, the main CPU 721 performs processing to transmit a command for RWM initialization (initialization command) to the sub-control circuit 730 (step S25).

[0361] [9-2. System timer interrupt processing] 54 shows system timer interrupt processing by the main CPU 721. The system timer interrupt processing is executed, for example, every 2 ms. As shown in the figure, the main CPU 721 saves the values ​​of each register in the stack area of ​​the main RAM 723 (step S31).

[0362] Next, the main CPU 721 performs a random number update process to update various random number values ​​(step S32).

[0363] Next, the main CPU 721 executes a switch input detection process for detecting input signals from various switches (step S33). The switch input detection process will be described later with reference to FIG.

[0364] Next, the main CPU 721 performs a timer update process to update the values ​​of various timers (step S34).

[0365] Next, the main CPU 721 performs a command output process to output (transmit) various commands to the sub-control circuit 730 (step S35).

[0366] Next, the main CPU 721 performs a game information output process (step S36) to output (transmit) various game information to the sub-control circuit 730. The game information is information related to the game that is processed in the main control circuit 70, the sub-control circuit 730, the payout / launch control circuit 750, etc., and is transmitted to the sub-control circuit 730, the payout / launch control circuit 750, and the hall computer.

[0367] Next, the main CPU 721 performs a process to restore the saved values ​​of each register (step S37). Upon completion of this process, the main CPU 721 ends the system timer interrupt process.

[0368] [9-3. Switch input detection process] Figure 55 shows the switch input detection process by the main CPU 721. The switch input detection process is called as a subroutine during execution of the system timer interrupt process described above. As shown in the figure, the main CPU 721 executes the start port winning detection process (step S41). The start port winning detection process will be described later with reference to Figure 56.

[0369] Next, the main CPU 721 performs a general prize opening passage detection process (step S42). In the general prize opening passage detection process, for example, payout information indicating the number of payouts etc. when a prize is won at a general prize opening is set.

[0370] Next, the main CPU 721 performs a special prize opening passage detection process (step S43). In the special prize opening passage detection process, for example, payout information indicating the number of payouts etc. when a prize is won at the special prize opening is set.

[0371] Next, the main CPU 721 performs a ball passing detector pass detection process (step S44). In the ball passing detector pass detection process, the lottery result (random number value) of the normal symbol game is obtained in response to the detection of the passage of the gaming ball by the ball passing detector. When this process ends, the main CPU 721 ends the system timer interrupt process.

[0372] [9-4. Starting gate winning detection process] FIG. 56 shows the start port winning detection process by the main CPU 721. The start port winning detection process is called as a subroutine during execution of the switch input detection process described above. As shown in the figure, first, the main CPU 721 determines whether or not a gaming ball has been detected by the first start port switch 709 (step S51). If a gaming ball has been detected by the first start port switch 709, the main CPU 721 proceeds to processing of step S52. If a gaming ball has not been detected by the first start port switch 709, the main CPU 721 proceeds to processing of step S59.

[0373] In step S52, the main CPU 721 performs a process of setting payout information according to the winning of the first starting port.

[0374] Next, the main CPU 721 determines whether the number of reserved symbols for the first start slot winning (the number of reserved symbols for the first special symbol) is less than four (step S53). If the number of reserved symbols is less than four, the main CPU 721 proceeds to the processing of step S54. If the number of reserved symbols is four, the main CPU 721 proceeds to the processing of step S59.

[0375] In step S54, the main CPU 721 performs a process of adding one to the number of reserved winnings from the first starting port.

[0376] Next, the main CPU 721 acquires a random number value for determining a win and a random number value for a symbol, and performs processing to store these random number values ​​in the main RAM 723 (step S55).

[0377] Next, the main CPU 721 performs a first special stop symbol determination process (step S56). In the first special stop symbol determination process, based on the win determination random number value and the pattern random number value, the main CPU 721 refers to the win random number determination table (first start port), the pattern determination table (first start port), and the big win type determination table, and determines the pattern designation command and the pattern selection command at the time of win, etc., related to the first special symbol to be stopped and displayed.

[0378] Next, the main CPU 721 executes a variation pattern determination process (step S57). In the variation pattern determination process, the game state transition table and the variation pattern selection table are referenced based on the symbol designation command, the judgment value data, the game state, and the table pattern, and the variation pattern related to the first special symbol is determined. The variation pattern determination process will be described later with reference to FIG. 57.

[0379] Next, the main CPU 721 performs a process to set a command to increase the number of reserved symbols for the first start slot winning (step S58). The command to increase the number of reserved symbols for the first start slot winning is a command to increase the number of reserved symbols for the first special symbol by 1, and is sent to the sub-control circuit 730 together with a command indicating the variation pattern determined in the process of step S57.

[0380] Next, the main CPU 721 determines whether or not a gaming ball has been detected by the second start port switch 710 (step S59). If a gaming ball has been detected by the second start port switch 710, the main CPU 721 proceeds to processing in step S60. If a gaming ball has not been detected by the second start port switch 710, the main CPU 721 ends the start port winning detection processing.

[0381] In step S60, the main CPU 721 performs a process of setting payout information according to the winning of the second starting port.

[0382] Next, the main CPU 721 determines whether the number of reserved second start port winning symbols (the number of reserved second special symbols) is less than four (step S61). If the number of reserved symbols is less than four, the main CPU 721 proceeds to the processing of step S62. If the number of reserved symbols is four, the main CPU 721 ends the start port winning detection processing.

[0383] In step S62, the main CPU 721 performs a process of adding one to the number of reserved winnings from the second starting port.

[0384] Next, the main CPU 721 acquires a random number value for determining a win and a random number value for a symbol, and performs a process of storing these random number values ​​in the main RAM 723 (step S63).

[0385] Next, the main CPU 721 performs a second special stop symbol determination process (step S64). Similar to the first special stop symbol determination process, the second special stop symbol determination process also refers to the win random number determination table (second start port), the pattern determination table (second start port), and the big win type determination table based on the win determination random number value and the pattern random number value, and determines the pattern designation command and the pattern selection command at the time of win related to the second special symbol to be stopped and displayed.

[0386] Next, the main CPU 721 executes a variation pattern determination process (step S65). This variation pattern determination process also refers to the game state transition table and the variation pattern selection table based on the symbol designation command, the judgment value data, the game state, and the table pattern, and determines the variation pattern related to the second special symbol. The variation pattern determination process will be described later with reference to FIG. 57.

[0387] Next, the main CPU 721 performs a process to set a command to increase the number of reserved symbols for the second start port winning (step S66). The command to increase the number of reserved symbols for the second start port winning is a command to increase the number of reserved symbols of the second special symbol by 1, and is sent to the sub-control circuit 730 together with a command indicating the variation pattern determined in the process of step S65. When this process is completed, the main CPU 721 ends the start port winning detection process.

[0388] [9-5. Fluctuation pattern determination process] 57 shows the variation pattern determination process by the main CPU 721. The variation pattern determination process is called as a subroutine during the execution of the start-port winning detection process described above. As shown in the figure, the main CPU 721 refers to the game state transition table and the variation pattern selection table based on the table pattern, the winning determination random number value, and the pattern random number value, which will be described later, and performs a process of selecting a variation pattern type (step S71).

[0389] Next, the main CPU 721 performs a process of selecting first and second half variation patterns from the selected variation pattern types based on a predetermined lottery probability (step S72). When this process is completed, the main CPU 721 ends the variation pattern determination process.

[0390] In addition, since the variable display time of the identification pattern is stored in correspondence with the variable pattern, the variable pattern determined in the above-mentioned variable pattern determination process essentially becomes information that can represent the variable time.

[0391] [9-6. Main control main processing] 58 shows the main control main processing by the main CPU 721. When the power is turned on to the gaming machine 1, as shown in the figure, the main CPU 721 performs an initial setting process (step S81). In this process, the main CPU 721 performs the above-mentioned power-on process and other processes.

[0392] Next, the main CPU 721 performs an initial value random number update process (step S82). In this process, the main CPU 721 performs a process of updating an initial value random number counter.

[0393] Next, the main CPU 721 performs a special symbol control process (step S83), which will be described later with reference to FIG.

[0394] Next, the main CPU 721 performs a normal symbol control process (step S84). The normal symbol control process will be described later with reference to FIG.

[0395] Next, the main CPU 721 performs a symbol display unit control process (step S85). In this process, the main CPU 721 performs a process of storing control signals for driving the special symbol display units (first special symbol display unit 703, second special symbol display unit 704) and the normal symbol display unit 701 in the main RAM 723, according to the results of the special symbol control process and the normal symbol control process stored in the main RAM 723 in steps S83 and S84. As a result, the main CPU 721 transmits control signals to the special symbol display units (first special symbol display unit 703, second special symbol display unit 704) and the normal symbol display unit 701, and the special symbol display units (first special symbol display unit 703, second special symbol display unit 704) and the normal symbol display unit 701 perform variable display and static display of the special symbols and normal symbols based on the received control signals.

[0396] Next, the main CPU 721 performs a game information data generation process (step S86). In this process, the main CPU 721 generates a game status command related to game information data to be transmitted to the sub-control circuit 730, the payout / launch control circuit 750, and the hall computer, and stores the command in the main RAM 723.

[0397] Next, the main CPU 721 performs a memory / game status data generation process (step S87). In this process, the main CPU 721 generates memory / game status data to be sent to the sub-control circuit 730 based on the value of the probability variable flag and the value of the time-shortening flag, and stores the memory / game status data in the main RAM 723. After completing this process, the main CPU 721 proceeds to the process of step S82.

[0398] [9-7. Special symbol control processing] FIG. 59 shows the special symbol control process by the main CPU 721. The special symbol control process is called as a subroutine during execution of the main control main process described above. Note that the numbers ("00" to "08") written in parentheses to the left of each process shown in the figure indicate the value of the control status flag. This control status flag is stored in a predetermined memory area in the main RAM 723. The main CPU 721 progresses the special symbol game by executing a process according to the value of the control status flag.

[0399] As shown in FIG. 59, the main CPU 721 performs a process of loading a control status flag (step S91). In this process, the main CPU 721 reads the value of the control status flag stored in the main RAM 723. Based on the value of the read control status flag, the main CPU 721 determines whether or not to execute each process of steps S92 to S100, which will be described later. This control status flag indicates the state of the special symbol game, and enables execution of any of the processes of steps S92 to S100. The main CPU 721 also executes each process at a predetermined timing determined according to a waiting time set for each process of steps S92 to S100. Note that, before this predetermined timing is reached, each process is not executed, and processes related to other subroutines are executed. Of course, the main CPU 721 also executes the system timer interrupt process (see FIG. 54) at a predetermined cycle.

[0400] Next, the main CPU 721 performs a special symbol memory check process (step S92). In this process, if the control status flag is a value ("00") indicating the special symbol memory check process, the main CPU 721 checks the number of reserved special symbol variable displays, and if the reserved number is not "0" (if there are reserved balls), it acquires the winning judgment result, the special symbol determination result, the special symbol variation pattern determination result, etc. obtained in the start-port winning detection process. Also, in this process, the main CPU 721 sets the control status flag to a value ("01") indicating the special symbol variable display time management process (step S93) described later, and sets the waiting time timer to the variable display time of the special symbol corresponding to the variation pattern acquired in this process. In other words, the process is set so that the special symbol variable display time management process described later is executed after the variable display time of the special symbol corresponding to the variation pattern determined in the start-port winning detection process has elapsed. On the other hand, if the reserved number is "0" (there are no reserved balls), the main CPU 721 performs demo display processing to display a demo screen. This special symbol memory check processing will be described in detail with reference to FIG. 60.

[0401] Next, the main CPU 721 performs special symbol variable display time management processing (step S93). In this processing, when the control status flag is a value ("01") indicating special symbol variable display time management processing and the variable display time of the special symbol has elapsed, the main CPU 721 sets the control status flag to a value ("02") indicating a special symbol display time management processing (step S94) described later, and sets the waiting time timer to a post-determination waiting time. In other words, after the post-determination waiting time set in the processing of this step S93 has elapsed, the special symbol display time management processing described later is set to be executed.

[0402] Next, the main CPU 721 performs a special symbol display time management process (step S94). In this process, when the control status flag is a value ("02") indicating the special symbol display time management process and the post-determination waiting time set in the process of step S93 has elapsed, the main CPU 721 determines whether the result of the hit determination is a "big hit" or a "small hit." If the result of the hit determination is a "big hit" or a "small hit," the main CPU 721 sets the control status flag to a value ("03") indicating a jackpot start interval management process (step S95) described later, and sets the waiting time timer to a time corresponding to the jackpot start interval. That is, the process is set so that the jackpot start interval management process described later is executed after the time corresponding to the jackpot start interval set in the process of step S94 has elapsed. On the other hand, if the result of the hit determination is not a "big hit" or a "small hit," the main CPU 721 sets the control status flag to a value ("08") indicating the special symbol game end process (step S100) described later. That is, in this case, it is set so that the special symbol game end process described later is executed. This special symbol display time management process will be described later with reference to FIG. 61.

[0403] Next, the main CPU 721 performs a jackpot start interval management process (step S95). In this process, the main CPU 721 updates variables located in the main RAM 723 based on data read from the main ROM 722 to open the special prize opening when the control status flag is a value ("03") indicating the jackpot start interval management process and the time corresponding to the jackpot start interval set in the process of step S94 has elapsed. Also, in this process, the main CPU 721 sets the control status flag to a value ("04") indicating the special prize opening opening process (step S96) described below, and sets the special prize opening opening time timer to an upper limit time for opening the special prize opening (for example, 30 seconds). In other words, this process sets the special prize opening opening opening process described below to be executed.

[0404] Next, the main CPU 721 performs a special prize opening process (step S96). In this process, first, when the control status flag is a value ("04") indicating a special prize opening process, the main CPU 721 determines whether one of the following conditions is met (a predetermined closing condition is established): the special prize opening counter is equal to or greater than a predetermined number; and the upper limit opening time has elapsed (the special prize opening opening time timer is "0"). If either condition is met, the main CPU 721 updates a variable located in the main RAM 723 to close the special prize opening. Then, the main CPU 721 sets the control status flag to a value ("05") indicating a special prize opening remaining ball monitoring process (step S97) described below, and sets the waiting time timer to the remaining ball monitoring time in the special prize opening. That is, this process is set so that the remaining ball monitoring process in the large prize opening, which will be described later, is executed after the remaining ball monitoring time in the large prize opening set in step S97 has elapsed. Just before the end of this large prize opening open process, an inter-round display command is sent to the sub-control circuit 730.

[0405] Next, the main CPU 721 performs a process for monitoring remaining balls in the special prize opening (step S97). In this process, the main CPU 721 determines whether the following condition is met: the control status flag is a value ("05") indicating the process for monitoring remaining balls in the special prize opening, and the value of the special prize opening opening count counter is equal to or greater than the maximum value of the number of times the special prize opening has been opened (the final round) when the special prize opening remaining ball monitoring time has elapsed. If the main CPU 721 determines that the above condition is not met, it sets the control status flag to a value ("06") indicating the process for managing waiting time for the special prize opening to be reopened. The main CPU 721 also sets a time corresponding to the interval between rounds in the waiting time timer. In other words, this process sets the process so that the process for managing waiting time before the special prize opening is to be reopened, which will be described later, is executed after the time corresponding to the interval between rounds has elapsed. On the other hand, in step S97, if it is determined that the above condition is satisfied, the main CPU 721 sets a value ("07") indicating the jackpot end interval processing to the control status flag, and sets a time corresponding to the jackpot end interval (jackpot end interval time) to the waiting time timer. That is, after the time corresponding to the jackpot end interval set in this processing has elapsed, the jackpot end interval processing described below is set to be executed.

[0406] Next, if the main CPU 721 determines that the value of the special prize opening count counter is not equal to or greater than the maximum value of the special prize opening count, it performs a special prize opening reopening wait time management process (step S98). In this process, when the control status flag is set to a value ("06") indicating a special prize opening reopening wait time management process and a time corresponding to the inter-round interval has elapsed, the main CPU 721 updates and stores the value of the special prize opening count counter so that it increments the value by "1." The main CPU 721 also sets the control status flag to a value ("04") indicating a special prize opening in progress process. The main CPU 721 then sets the special prize opening opening time timer to an upper limit opening time (e.g., 30 seconds). In other words, this process is set so that the special prize opening in progress process (step S96) described above is executed again. Just before the special prize opening reopening wait time management process is completed, a special prize opening in progress display command is sent to the sub-control circuit 730.

[0407] Furthermore, when the main CPU 721 determines that the value of the jackpot opening count counter is equal to or greater than the maximum value of the jackpot opening count, it performs jackpot end interval processing (step S99). In this processing, when the control status flag is a value ("07") indicating jackpot end interval processing and the time corresponding to the jackpot end interval has elapsed, the main CPU 721 sets the control status flag to a value ("08") indicating special symbol game end processing. That is, this processing sets the special symbol game end processing, described below, to be executed after the processing of step S99. Note that when the above-mentioned winning selection symbol command is any of "z5," "z6," "z7," "z10," and "z11," the main CPU 721 controls to transition the gaming state to a probability variable gaming state. When the above-mentioned winning selection symbol command is any of "z0," "z1," "z2," "z3," "z4," and "z9," the main CPU 721 controls to transition the gaming state to a non-probability variable gaming state. If the result of the lottery for the special symbol is a small win (if the random number value for determining a big win is the "small win determination value data"), the main CPU 721 performs control to maintain the gaming state.

[0408] Next, when the big win game state or the small win game state ends, or when a "miss" win occurs, the main CPU 721 performs a special symbol game end process (step S100). In this process, when the control status flag is a value ("08") indicating the special symbol game end process, the main CPU 721 updates and stores data indicating the number of reserved symbols (start memory information) so as to decrease it by "1." The main CPU 721 also updates the special symbol memory area to perform variable display of the next special symbol. Furthermore, the main CPU 721 sets the control status flag to a value ("00") indicating the special symbol memory check process. That is, this process sets the special symbol memory check process (step S92) to be executed after the process of step S100. When this special symbol game end process ends, the main CPU 721 ends the special symbol control process.

[0409] As described above, in the gaming machine 1 of this embodiment, the special symbol game progresses by sequentially setting various values ​​to the control status flag. Specifically, when the gaming status is neither a big win gaming status nor a small win gaming status and the result of the win determination is "miss," the main CPU 721 sets the control status flags to "00," "01," "02," and "08" in that order. As a result, the main CPU 721 executes the above-mentioned special symbol memory check process (step S92), special symbol variable display time management process (step S93), special symbol display time management process (step S94), and special symbol game end process (step S100) in this order at predetermined timings.

[0410] Furthermore, when the gaming state is neither a big win gaming state nor a small win gaming state and the result of the hit determination is a "big win" or a "small win," the main CPU 721 sets the control state flags in the order of "00," "01," "02," and "03." As a result, the main CPU 721 executes the above-mentioned special symbol memory check processing (step S92), special symbol variable display time management processing (step S93), special symbol display time management processing (step S94), and big win start interval management processing (step S95) in this order at predetermined timings, and executes transition control to a big win gaming state or a small win gaming state.

[0411] Furthermore, when transition control to a big win gaming state or a small win gaming state is executed, the main CPU 721 sets the control state flags in the order of "04," "05," and "06." As a result, the main CPU 721 executes the above-mentioned large prize opening open processing (step S96), large prize opening remaining ball monitoring processing (step S57), and large prize opening re-open waiting time management processing (step S98) in this order at predetermined timings, and executes a big win gaming state or a small win gaming state.

[0412] If the conditions for ending the jackpot gaming state are met during the jackpot gaming state, the main CPU 721 sets the control state flags in the order of "04," "05," "07," and "08." As a result, the main CPU 721 executes the above-mentioned large prize opening process (step S96), large prize opening remaining ball monitoring process (step S97), jackpot end interval process (step S99), and special symbol game end process (step S100) at predetermined timings in this order, and ends the jackpot gaming state.

[0413] As described above, in the special symbol control process, the process flow is branched depending on the status. Also, in the normal symbol control process (see FIG. 65 described later) in step S84 in the main control main process shown in FIG. 58, the process flow is also branched depending on the status, just like the special symbol control process.

[0414] The processing program of this embodiment is programmed so that when processing is branched depending on the status, a call instruction enables simple return processing from a small module to a parent module. As a result, the size of the program can be reduced in this embodiment compared to when a jump table is placed to execute the above processing.

[0415] [9-8. Special pattern memory check process] 60 shows the special symbol memory check process by the main CPU 721. The special symbol memory check process is called as a subroutine during the execution of the special symbol control process described above. As shown in the figure, first, the main CPU 721 reads the control status flag from a predetermined storage area in the main RAM 723 by a load process (step S111).

[0416] Next, the main CPU 721 determines whether the read control status flag is a value ("00") indicating the special symbol memory check process (step S112). If it is determined that the control status flag is not "00", the main CPU 721 ends the special symbol memory check process. On the other hand, if it is determined that the control status flag is "00", the main CPU 721 proceeds to the process of step S113.

[0417] In step S113, the main CPU 721 determines whether the number of reserved second start port winnings (variable display of second special symbols) (second start memory number) is "0". If it is determined that the number of reserved second start port winnings is not "0", the main CPU 721 proceeds to processing of step S114. If it is determined that the number of reserved second start port winnings is "0", the main CPU 721 proceeds to processing of step S119.

[0418] In step S114, the main CPU 721 subtracts "1" from the value of the second start memory number corresponding to the reserved number of winning balls in the second start port. In this embodiment, the main CPU 721 determines whether data is stored in the second special pattern start memory area (0) to the second special pattern start memory area (4) provided in the main RAM 723, and determines whether there is a start memory of a special pattern game corresponding to the variable display of the second special pattern that is being variably displayed or is on hold. The second special pattern start memory area (0) stores data (information) of the special pattern game corresponding to the variable display of the second special pattern that is being variably displayed as start memory information. The second special pattern start memory area (1) to the second special pattern start memory area (4) store data (information) of the special pattern game corresponding to the reserved variable display (reserved balls) of the four second special patterns as start memory information. In addition, the start memory information of each second special pattern start memory area includes, for example, data indicating the random number value for winning determination obtained when the second start port 440 is won, the pattern random number value, the determined variation pattern, etc.

[0419] Next, the main CPU 721 performs a special symbol storage transfer process based on the winning of the second start slot (step S115). In this process, the main CPU 721 shifts the data in the second special symbol start storage areas (1) to (4) to the second special symbol start storage areas (0) to (3), respectively. At this time, the main CPU 721 also transmits a reserved subtraction command to the sub-control circuit 730. Thereafter, the main CPU 721 proceeds to the process of step S116.

[0420] In step S116, the main CPU 721 performs processing to set the control status flag to a value ("01") indicating special symbol variable display time management processing. At this time, the main CPU 721 also transmits a special symbol effect start command to the sub-control circuit 730.

[0421] Next, the main CPU 721 performs a big win / small win determination process (step S117). In this process, the main CPU 721 acquires determination value data by referring to a win determination table (see FIG. 50) corresponding to the type of winning start port, based on the random number value for big win determination that was extracted when the winning start port was entered and that was previously set in the first special pattern start memory area (0) or the second special pattern start memory area (0). Then, based on the acquired determination value data, the main CPU 721 determines whether the winning was a "big win," a "small win," or a "miss" (win determination).

[0422] Next, the main CPU 721 sets the variable display time corresponding to the determined special symbol variation pattern in the waiting time timer (step S118). When this process ends, the main CPU 721 ends the special symbol memory check process.

[0423] In step S119, the main CPU 721 determines whether the number of reserved first start port winnings (variable display of first special symbol) (second start memory number) is "0". If it is determined that the number of reserved first start port winnings is not "0", the main CPU 721 proceeds to processing of step S120. If it is determined that the number of reserved first start port winnings is "0", the main CPU 721 proceeds to processing of step S122.

[0424] In step S120, the main CPU 721 subtracts "1" from the value of the first start memory number corresponding to the reserved number of winning balls in the first start port. In this embodiment, the main CPU 721 determines whether data is stored in the first special symbol start memory area (0) to the first special symbol start memory area (4) provided in the main RAM 723, and determines whether there is a start memory of a special symbol game corresponding to the variable display of the first special symbol that is being variably displayed or is on hold. The first special symbol start memory area (0) stores data (information) of the special symbol game corresponding to the variable display of the first special symbol that is being variably displayed as start memory information. The first special symbol start memory area (1) to the first special symbol start memory area (4) store data (information) of the special symbol game corresponding to the reserved four variable displays of the first special symbol (reserved balls) as start memory information. In addition, the start memory information of each first special pattern start memory area includes, for example, data indicating the random number value for determining a win obtained when the first start port is won, the pattern random number value, the determined variation pattern, etc.

[0425] Next, a special symbol memory transfer process is performed based on the winning of the first start slot (step S121). In this process, the main CPU 721 shifts the data in the first special symbol start memory areas (1) to (4) to the first special symbol start memory areas (0) to (3), respectively. At this time, the main CPU 721 also transmits a reserved subtraction command to the sub-control circuit 730. Thereafter, the main CPU 721 proceeds to the process of step S116.

[0426] In step S122, the main CPU 721 performs a demo display process to display a demo screen. In this process, the main CPU 721 transmits a demo display command to the sub-control circuit 730. When this process ends, the main CPU 721 ends the special symbol memory check process.

[0427] [9-9. Special symbol display time management process] FIG. 61 shows the special symbol display time management processing by the main CPU 721. The special symbol display time management processing is called as a subroutine during execution of the special symbol control processing described above. As shown in the figure, the main CPU 721 determines whether the control status flag is a value ("02") indicating the special symbol display time management processing (step S131). If it is determined that the control status flag is not a value ("02") indicating the special symbol display time management processing, the main CPU 721 ends the special symbol display time management processing. On the other hand, if it is determined that the control status flag is a value ("02") indicating the special symbol display time management processing, the main CPU 721 proceeds to the processing of step S132.

[0428] In step S132, the main CPU 721 determines whether the value (waiting time) of the waiting time timer is "0". In this process, the main CPU 721 determines whether the waiting time after variable display confirmation (variable display start waiting time) set in the waiting time timer has expired. If it is determined that the value of the waiting time timer is not "0", the main CPU 721 ends the special symbol display time management process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 721 proceeds to the process of step S133.

[0429] In step S133, the main CPU 721 determines whether the special symbol game is a "jackpot." If it is determined that the special symbol game is a "jackpot," the main CPU 721 proceeds to processing in step S142. On the other hand, if it is determined that the special symbol game is not a "jackpot," the main CPU 721 proceeds to processing in step S134.

[0430] In step S134, the main CPU 721 further determines whether the special symbol game is a "small win." If it is determined that the special symbol game is a "small win," the main CPU 721 proceeds to the processing of step S137. On the other hand, if it is determined that the special symbol game is not a "small win," that is, if the special symbol game is a "loss," the main CPU 721 proceeds to the processing of step S135.

[0431] In step S135, the main CPU 721 performs a time-saving count subtraction process, which will be described later with reference to FIG.

[0432] Next, the main CPU 721 performs a process of setting the control status flag to a value ("08") indicating special symbol game end process (step S136). When this process ends, the main CPU 721 ends the special symbol display time management process.

[0433] In step S137, the main CPU 721 performs a process of setting a small win flag indicating a small win. After completing this process, the main CPU 721 proceeds to the process of step S138.

[0434] In step S138, the main CPU 721 performs a process of setting the control status flag to a value ("03") indicating the jackpot start interval management process.

[0435] Next, the main CPU 721 performs a process of setting a jackpot start interval time (for example, 5000 ms) corresponding to the special symbol (first special symbol or second special symbol) in a waiting time timer (step S139).

[0436] Next, the main CPU 721 performs a process of setting a big win start command or a small win start command corresponding to the special symbol in the main RAM 723 (step S140). As a result, the big win start command or the small win start command is sent to the sub-control circuit 730.

[0437] Next, the main CPU 721 refers to the jackpot type determination table (see FIG. 52), sets the upper limit of the number of rounds (the upper limit of the number of times the large prize opening is opened) corresponding to the special symbol (the type of symbol designation command) in the main RAM 723, and sets the number of rounds display LED pattern flag (step S141). The number of rounds display LED pattern flag is a flag that indicates whether or not the number of remaining rounds is displayed in a predetermined pattern. When this process ends, the main CPU 721 ends the special symbol display time management process.

[0438] In step S142, the main CPU 721 performs a process of setting a big win flag indicating a big win. After completing this process, the main CPU 721 proceeds to the process of step S143.

[0439] In step S143, the main CPU 721 performs processing to clear the time-saving count counter, the time-saving flag, and the probability variable flag. After completing this processing, the main CPU 721 proceeds to processing in step S138.

[0440] [9-10. Time-saving number deduction process] FIG. 62 shows the time-shortening count subtraction process by the main CPU 721. The time-shortening count subtraction process is called as a subroutine during execution of the special symbol display time management process described above or the jackpot end interval process described below. As shown in the figure, the main CPU 721 determines whether the value of the time-shortening count counter is 0 or not (step S151). The time-shortening count counter is a subtraction counter that counts until the set number of time-shortening counts (in this embodiment, determined to be one of 24, 30, 36, 42, 48, or 100) reaches 0. If the value of the time-shortening count counter is 0, the main CPU 721 proceeds to the process of step S154. If the value of the time-shortening count counter is not 0, the main CPU 721 ends the time-shortening count subtraction process.

[0441] In step S152, the main CPU 721 performs a process of subtracting one from the value of the time-saving number counter.

[0442] Next, the main CPU 721 again determines whether the value of the time-saving count counter is 0 or not (step S153). If the value of the time-saving count counter is 0, the main CPU 721 proceeds to the process of step S154. If the value of the time-saving count counter is not 0, the main CPU 721 ends the time-saving count subtraction process.

[0443] In step S154, the main CPU 721 performs processing to set the time-saving flag to "0." When this processing ends, the main CPU 721 ends the time-saving count subtraction processing.

[0444] [9-11. Big Hit End Interval Processing] FIG. 63 shows the jackpot end interval processing by the main CPU 721. The jackpot end interval processing is called as a subroutine during execution of the special symbol control processing described above. As shown in the figure, the main CPU 721 determines whether the control status flag is a value ("07") indicating the jackpot end interval processing (step S161). If it is determined that the control status flag is not a value ("07") indicating the jackpot end interval processing (step S161: NO), the main CPU 721 ends the jackpot end interval processing. On the other hand, if it is determined that the control status flag is a value ("07") indicating the jackpot end interval processing, the main CPU 721 proceeds to the processing of step S162.

[0445] In step S162, the main CPU 721 determines whether the value of the waiting time timer is "0". In this process, the main CPU 721 determines whether the jackpot end interval time set in the waiting time timer has expired. If it is determined that the value of the waiting time timer is not "0", the main CPU 721 ends the jackpot end interval process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 721 proceeds to the process of step S163.

[0446] In step S163, the main CPU 721 clears the LED pattern flag for displaying the number of times the large prize opening has occurred. The LED pattern flag for displaying the number of times the large prize opening has occurred is used as a management flag for indicating whether or not the number of rounds at the time of a large prize winning is to be displayed by the LED light emission pattern.

[0447] Next, the main CPU 721 clears the round number allocation flag (step S164). This round number allocation flag is one of the management flags stored in the main RAM 723, and is a flag for indicating whether or not the special prize opening is to be opened and closed periodically a predetermined number of times even during one round. If the special prize opening is to be opened and closed periodically even during one round, the round number allocation flag becomes "1". At this time, the main CPU 721 also transmits a special symbol win completion display command to the sub-control circuit 730.

[0448] Next, the main CPU 721 performs processing to set the control status flag to a value ("08") indicating the special symbol game ending processing (step S165).

[0449] Next, the main CPU 721 determines whether the special symbol game is a "jackpot" (step S166). If it is determined that the special symbol game is a "jackpot", the main CPU 721 proceeds to the processing of step S167. On the other hand, if it is determined that the special symbol game is not a "jackpot", the main CPU 721 proceeds to the processing of step S174.

[0450] In step S167, the main CPU 721 performs a process of setting a big hit flag in a predetermined area of ​​the main RAM .

[0451] Next, the main CPU 721 determines whether or not a probability variable jackpot has occurred (step S168). If a probability variable jackpot has occurred, the main CPU 721 proceeds to the processing of step S169. If a probability variable jackpot has not occurred, the main CPU 721 proceeds to the processing of step S171.

[0452] In step S169, the main CPU 721 performs a process of setting the probability variable flag to "1".

[0453] Next, the main CPU 721 performs a process of setting the time-shortening flag to "1" (step S171).

[0454] Next, the main CPU 721 performs processing to set a specified number of time-saving times (100 times, for example, in this embodiment) in the time-saving number counter (step S172).

[0455] Next, the main CPU 721 executes a fluctuation pattern table setting process (step S173). The fluctuation pattern table setting process will be described later with reference to Fig. 64. When this process ends, the main CPU 721 ends the big win end interval process.

[0456] In step S174, the main CPU 721 performs processing to clear the value of the small win flag.

[0457] Next, the main CPU 721 executes the time-shortening count subtraction process described above (step S175). After completing this process, the main CPU 721 ends the big win end interval process.

[0458] [9-12. Fluctuation pattern table setting process] FIG. 64 shows the fluctuation pattern table setting process by the main CPU 721. The fluctuation pattern table setting process is called as a subroutine during the execution of the power-on process or the jackpot end interval process described above. As shown in the figure, the main CPU 721 determines whether or not the power is on (step S181). If the power is on, the main CPU 721 proceeds to the process of step S182. If the power is not on, the main CPU 721 proceeds to the process of step S183.

[0459] In step S182, the main CPU 721 performs a process of setting table pattern 1 as the table pattern when referring to the game state transition table.

[0460] Next, the main CPU 721 determines whether the value of the probability variable flag is "1" or not (step S183). If the value of the probability variable flag is "1", the main CPU 721 proceeds to the processing of step S184. If the value of the probability variable flag is "0", the main CPU 721 proceeds to the processing of step S185.

[0461] In step S184, the main CPU 721 performs processing to set table pattern 2 as the table pattern when referring to the game state transition table. When this processing is completed, the main CPU 721 ends the variation pattern table setting processing.

[0462] In step S185, the main CPU 721 performs processing to set table pattern 3 as the table pattern when referring to the game state transition table. When this processing is completed, the main CPU 721 ends the variation pattern table setting processing.

[0463] [9-13. Normal pattern control processing] FIG. 65 shows the normal symbol control processing by the main CPU 721. The normal symbol control processing is called as a subroutine during execution of the main control main processing described above. Note that the numbers ("00" to "04") written in parentheses to the left of each processing in the flowchart shown in FIG. 65 indicate the normal symbol control status flag, and this normal symbol control status flag is stored in a predetermined memory area in the main RAM 723. The main CPU 721 progresses the normal symbol game by executing each processing corresponding to the value of the normal symbol control status flag.

[0464] As shown in FIG. 65, the main CPU 721 performs a process of loading a normal symbol control status flag (step S191). In this process, the main CPU 721 reads out the normal symbol control status flag stored in the main RAM 723. Based on the value of the read normal symbol control status flag, the main CPU 721 determines whether or not to execute various processes in steps S192 to S196, which will be described later. This normal symbol control status flag indicates the state of play in the normal symbol game, and enables execution of any of the processes in steps S162 to S166. In addition, the main CPU 721 executes each process at a predetermined timing determined according to the waiting time set for each process in steps S162 to S166. Note that, before this predetermined timing, other subroutine processes are executed without executing each process. Of course, the main CPU 721 also executes the system timer interrupt process (see FIG. 54) at a predetermined cycle.

[0465] Next, the main CPU 721 performs a normal symbol memory check process (step S192). In this process, when the normal symbol control status flag is a value ("00") indicating a normal symbol memory check process, the main CPU 721 checks the number of reserved variable displays of normal symbols, and when the reserved number is not "0", performs processing such as a win determination. Also, in this process, the main CPU 721 sets the normal symbol control status flag to a value ("01") indicating a normal symbol variable display time monitoring process (step S193) described later, and sets the variable time determined in this process in the waiting time timer. That is, by the process of step S192, after the determined variable time of the normal symbol has elapsed, the normal symbol variable time monitoring process described later is set to be executed.

[0466] Next, the main CPU 721 performs a normal symbol variable display time monitoring process (step S193). In this process, when the normal symbol control status flag is a value ("01") indicating a normal symbol variable time monitoring process and the normal symbol variable time has elapsed, the main CPU 721 sets the normal symbol control status flag to a value ("02") indicating a normal symbol display time monitoring process (step S194) described later, and sets a post-confirmation waiting time (for example, 0.5 seconds) in the waiting time timer. That is, by the process of step S193, after the set post-confirmation waiting time has elapsed, the normal symbol display time monitoring process described later is set to be executed.

[0467] Next, the main CPU 721 performs a normal symbol display time monitoring process (step S194). In this process, when the normal symbol control status flag is a value ("02") indicating a normal symbol display time monitoring process and the post-confirmation waiting time set in the process of step S193 has elapsed, the main CPU 721 determines whether the result of the win determination is "win." If the result of the win determination is "win," the main CPU 721 performs a normal electric device release setting process and sets the normal symbol control status flag to a value ("03") indicating a normal electric device release process (step S195) described later. That is, this process sets the normal electric device release process described later to be executed. On the other hand, if the result of the win determination is not "win," the main CPU 721 sets the normal symbol control status flag to a value ("04") indicating a normal symbol game end process (step S196) described later. That is, in this case, the normal symbol game ending process described later is set to be executed.

[0468] Next, if the result of the win determination in step S194 is determined to be a "win," the main CPU 721 performs a normal electric device release process (step S195). In this process, when the normal symbol control status flag is a value ("03") indicating a normal electric device release process, the main CPU 721 determines whether one of the following conditions is satisfied: a predetermined number of wins has occurred during the opening of the normal electric device 460; and the normal electric device 460 has reached its upper limit for opening (the normal electric device release time timer is "0"). If either of the above conditions is satisfied, the main CPU 721 updates a variable located in the main RAM 723 to close the blade members of the normal electric device. Then, the main CPU 721 sets the normal symbol control status flag to a value ("04") indicating a normal symbol game termination process (step S196) described later. That is, this process sets the normal symbol game termination process described later to be executed.

[0469] Next, the main CPU 721 performs normal symbol game termination processing (step S196). In this processing, when the normal symbol control status flag is a value ("04") indicating normal symbol game termination processing, the main CPU 721 stores and updates data indicating the number of reserved variable displays of normal symbols so as to decrease by "1". In addition, the main CPU 721 updates the normal symbol memory area in order to perform the next variable variable display of normal symbols. Furthermore, the main CPU 721 sets the normal symbol control status flag to a value ("00") indicating normal symbol memory check processing. In other words, after the processing of step S196, the above-mentioned normal symbol memory check processing (step S192) is set to be executed. When this processing is completed, the main CPU 721 terminates the normal symbol control processing.

[0470] [10. Control by sub-CPU] [10-1. Sub-control circuit main processing] Meanwhile, the sub-CPU 731 executes sub-control circuit main processing. This sub-control circuit main processing will be explained using Fig. 66. Note that this sub-control circuit main processing is processing that starts when the power is turned on.

[0471] As shown in FIG. 66, the sub-CPU 731 performs initialization processes such as RAM access permission, work area initialization, hardware initialization, device initialization, application initialization, and backup restoration initialization (step S201).

[0472] Next, the sub-CPU 731 performs a process to clear the counter value of the watchdog timer (step S202). The watchdog timer is set to a reset time (e.g., 2000 ms) at startup, and if a service pulse is not written (timeout), power cutoff processing is executed.

[0473] Next, the sub-CPU 731 executes an operation means input process (step S203).

[0474] Next, the sub-CPU 731 executes a command analysis process (step S204). The command analysis process will be described later with reference to FIG.

[0475] Next, the sub-CPU 731 executes a presentation mode determination process (step S205). The presentation mode determination process is made up of subroutines such as a scenario presetting process, a presentation determination process (secret A stage 2002), a pre-reading presentation selection process (high probability stage 2004), a background change control process (high probability stage 2004), a background change possible number of times determination process (high probability stage 2004), a variable scenario determination process (high probability stage 2004), a chance up control process (high probability stage 2004), a hold change determination process (high probability stage 2004), a character lamp presentation control process, a full screen presentation control process, and a character lamp presentation control process, which will be described later.

[0476] Next, the sub-CPU 731 executes a command transmission process (step S206). The command transmission process will be described later with reference to FIG.

[0477] Next, each projector control circuit (front projector control circuit 734, first rear projector control circuit 735, and second rear projector control circuit 736) executes drawing control processing (step S207). In this processing, the front projector control circuit 734, first rear projector control circuit 735, and second rear projector control circuit 736 perform drawing control to cause the front projector 622, first rear projector 122, and second rear projector 124 to project image light, respectively, based on the message (performance designation information) transmitted from the sub-CPU 731.

[0478] Next, the audio control circuit 737 executes audio control processing (step S208). In this processing, the audio control circuit 737 performs audio control to cause the speaker 740 to output audio based on the message (performance designation information) transmitted from the sub-CPU 731.

[0479] Next, the lamp control circuit 738 executes lamp control processing (step S209). In this processing, the lamp control circuit 738 performs light emission control to light up or blink the lamp 25 based on the message (effect specification information) transmitted from the sub-CPU 731.

[0480] Next, the accessory control circuit 739 executes accessory control processing (step S210). In this processing, the accessory control circuit 739 performs drive control to operate the performance drive motor that operates the movable accessory unit based on the message (performance designation information) transmitted from the sub-CPU 731. In such sub-control circuit main processing, after the initialization processing of step S201 is completed, each processing of steps S202 to S210 is repeatedly executed.

[0481] [10-2. Command analysis processing] 67 shows the command analysis process by the sub-CPU 731. The command analysis process is called as a subroutine during execution of the sub-control circuit main process described above. As shown in the figure, the sub-CPU 731 performs a process of analyzing the command stored in the receive buffer of the work RAM 733 after receiving it from the main control circuit 720 (main CPU 721) (step S241).

[0482] Next, the sub-CPU 731 performs a consistency check on the received command (step S242). The consistency check is performed to verify that the target data exists when the command is received and that the data is free of errors and omissions.

[0483] Next, the sub-CPU 731 performs a sub-lottery process (step S243). In this process, if the received command is a variation pattern designation command, the sub-CPU 731 selects a presentation pattern by lottery based on the variation pattern designation command. Upon completing this process, the sub-CPU 731 terminates the command analysis process. Note that in the sub-lottery process, all items related to the presentation, including the presentation pattern, may be selected by lottery, or only the type of presentation (whether or not there is a dialogue preview or a SU preview, etc.) may be selected by lottery as the presentation pattern, and the presentation content to be executed in the presentation (such as the type of effect or the type of cut-in) may be selected as presentation information in another process that is a separate subroutine. In this embodiment, a presentation pattern indicating the type of presentation is selected in the sub-lottery process, and then the presentation content to be executed based on the presentation pattern is selected as presentation information in the presentation mode determination process described below.

[0484] [10-3. Command sending process] FIG. 68 shows the command transmission process by the sub-CPU 731. The command transmission process is called as a subroutine during execution of the sub-control circuit main process described above. As shown in the figure, the sub-CPU 731 executes a message setting process when transmitting a control command (message) to each of the control circuits 204 to 207 (step S251). In this process, the sub-CPU 731 generates a message (effect specification information) based on the effect information obtained in the effect mode determination process, and temporarily stores the message in the direct buffer of the work RAM 203. This message setting process will be described later with reference to FIG. 69.

[0485] Next, the sub CPU 731 executes a directory table registration process (step S252). In this process, the sub CPU 731 executes a process of setting a corresponding directory table in a predetermined area of ​​the work RAM 733 based on the message and effect information stored in the direct buffer. This directory table registration process will be described later with reference to FIG.

[0486] Next, the sub CPU 731 executes a message transmission process (step S253). In this process, the sub CPU 731 reads out the message stored in the direct buffer at a predetermined timing based on the direct table, and transmits the message to a predetermined control circuit 204-207. When this process ends, the sub CPU 731 ends the command transmission process. This message transmission process will be described later with reference to FIG.

[0487] [10-4. Message setting process] 69 shows the message setting process by the sub-CPU 731. The message setting process is called as a subroutine during execution of the command transmission process described above. As shown in the figure, the sub-CPU 731 sets the device (control circuits 204 to 207) to be transmitted based on the performance information (step S261).

[0488] Next, the sub-CPU 731 performs a process for setting whether or not the system is operating (step S262).

[0489] Next, the sub-CPU 731 sets the stage information and each piece of performance information (step S263).

[0490] Next, the sub-CPU 731 sets a notice pattern (step S264). As a result, the direct buffer stores a message indicating the destination device (control circuits 204 to 207), whether the system is operating, stage information, each performance information, and the notice pattern. When this process is completed, the sub-CPU 731 ends the message setting process.

[0491] [10-5. Directory table registration process] 70 shows the directory table registration process by the sub CPU 731. The directory table registration process is called as a subroutine during the execution of the command transmission process described above. As shown in the figure, the sub CPU 731 performs a process to register a single table (step S271).

[0492] Next, the sub-CPU 731 performs a process of registering a master table based on the effect information determined in the effect mode determination process (step S272).

[0493] Next, the sub-CPU 731 performs a process of registering the slave table to be used in the master table (step S273).

[0494] Next, the sub CPU 731 performs a process of registering the directory table corresponding to the message set in the direct buffer as a slave table (step S274). Upon completion of this process, the sub CPU 731 ends the directory table registration process.

[0495] [10-6. Message sending process] 71 shows the message transmission process by the sub-CPU 731. The message transmission process is called as a subroutine during the execution of the command transmission process described above. As shown in the figure, if a message is registered in the directory buffer corresponding to the directory table, the sub-CPU 731 performs a process of transmitting the message to each device (control circuits 204 to 207) in accordance with the "destination device" set in the message (step S281).

[0496] Next, after completing the message transmission, the sub CPU 731 performs a process to discard unnecessary directory tables (step S282). Upon completing this process, the sub CPU 731 ends the message transmission process.

[0497] [11. Production Example] 72 to 77, examples of effects executed by the sub-CPU 731 (see, for example, FIG. 48) will be described, such as a display effect in which image light projected from each projection device (rear projection device 120, front projection device 600) is projected onto each screen (rear screen unit 290, front screen unit 510), and a special effect in which a large special object 232 advances into the performance space 700 based on the result of an internal lottery. FIG. 72 is a schematic perspective view showing an example of an embodiment in which images are projected onto both the rear screen unit 290 and the front screen unit 510. FIG. 73 is a diagram showing an example of an effect in which different images are projected onto the upper rear screen 2902, the middle rear screen 2906, and the lower rear screen 2904. FIG. 74 is a diagram showing an example of an effect in which different images are projected onto the upper rear screen 2902 and the lower rear screen 2904, but the boundaries between the screens are difficult to discern. Fig. 75 shows an example of a presentation in which a single projection surface is formed by the upper rear screen 2902, the middle rear screen 2906, and the lower rear screen 2904, and continuous images are projected onto this single projection surface. Note that in Figs. 73 to 75, no images are projected onto the front screen 512. Fig. 76 is a front view of the gaming machine 1 showing an example of a presentation in which an image is projected when the result of the internal lottery, which will be described later, is a jackpot. Fig. 77 is a front view of the gaming machine 1 showing an example of a presentation in which, when the large role main body 230 advances into the presentation space 700, an image emphasizing the large role 232 is projected onto the front screen 512 and the upper rear screen 2902. 72 to 77 do not show the rear projection device 120, the first rear projector 122, the second rear projector 124, the second rear projector 124 (for example, see FIG. 4 for all), the front projection device 600 (for example, see FIG. 39), the rear screen unit 290, the upper rear screen 2902, the lower rear screen 2904, the intermediate rear screen 2906 (for example, see FIG. 29 for all), the front screen unit 510, and the front screen 512 (for example, see FIG. 35 for all), but the explanation of the reference drawings will be omitted.

[0498] In the example of the performance described below, as shown in FIG. 47 above, the image light projected from the first rear projector 122 is projected onto the upper rear screen 2902. The image light projected from the second rear projector 124 and reflected by the rear mirror 126 is projected onto the lower rear screen 2904 and the intermediate rear screen 2906. The image light projected from the front projector 622 and reflected by the front mirror 624 is projected onto approximately the upper half of the front screen 512. The first rear projector 122, the second rear projector 124, and the front projector 622 are configured to project image light only from the lower half of the lens. However, which region of the lens the image light is projected from varies depending on the position and angle of the projector. For example, the image light may be projected only from the upper half of the lens, or the image light may be projected from the entire lens.

[0499] Alternatively, the image light projected from the first rear projector 122 may be projected onto the upper rear screen 2902 and the intermediate rear screen 2906, and the image light projected from the second rear projector 124 and reflected by the rear mirror 126 may be projected onto the lower rear screen 2904. Furthermore, the image light projected from the first rear projector 122 may be projected onto the upper rear screen 2902 and the intermediate rear screen 2906, and the image light projected from the second rear projector 124 and reflected by the rear mirror 126 may be projected onto the lower rear screen 2904 and the intermediate rear screen 2906.

[0500] In addition, the image light projected from the front projector 622 and reflected by the front mirror 624 may be projected onto approximately the upper half of the front screen 512, or may be projected onto approximately the entire area of ​​the front screen 512.

[0501] [11-1. Production example 1] In performance example 1 shown in FIG. 72, different images are projected onto the rear screen unit 290 and the front screen 512. Specifically, an image of clouds and an image of thunder are projected onto the rear screen unit 290, and an image of the moon is projected onto the front screen 512. Therefore, the image of the moon visible in the foreground and the images of clouds and thunder visible in the background can be seen shifted in the front-to-back direction within the same area when viewed from the front, and these images can be viewed as three-dimensional images. Moreover, a novel performance is also performed in which the large role object main body 230 advances (falls) as a real image, not an image, from the origin position toward the performance space 700 (see FIG. 72, for example) between the front screen 512 and the rear screen unit 290. This allows the player to see both the game in the game area 320 and the image projected onto the rear screen unit 290, as well as the image projected in front of the game area 320.Furthermore, it becomes possible to perform new and unprecedented performances, such as advancing (dropping) the large reel main body 230 as a real image, not an image, into the performance space 700 between the front screen 512 and the rear screen unit 290.

[0502] Although different images are projected on the rear screen unit 290 and the front screen 512 in FIG. 72, the same images may be projected on the rear screen unit 290 and the front screen 512. In this case, the projected images are preferably effects based on the results of an internal lottery. The projected images are preferably a still image only, a still image and a moving image, or a moving image only. Furthermore, the same images may be projected on the rear screen unit 290 and the front screen 512. This allows the player to view the other image even if one of the images projected on the rear screen unit 290 and the front screen 512 becomes obscured. This not only prevents disruption to the game but also reduces loss of interest. For example, if a player holds his / her hand in a position that blocks the image light projected from the front projection device 600, a shadow will appear on the front screen 512, which may impair the visibility of the image projected on the front screen 512, but even in such a case, the visibility of the image projected on the rear screen unit 290 is maintained. Here, "similar images" preferably have the same shape, size, color, movement, etc., but any of these may be different as long as they are recognizable as similar by the player.

[0503] In addition, in the rendering example 1 of FIG. 72, the image light projected from the rear projection device 120 is projected onto the rear screen unit 290, and the image light projected from the front projection device 600 is projected onto the front screen 512. However, from the viewpoint of avoiding a situation in which the image projected by one of the image light projected from either device becomes invisible, the image light projected from the rear projection device 120 and the image light projected from the front projection device 600 may be projected onto the same screen. For example, the image light projected from the rear projection device 120 may be projected onto the back surface of the screen (a screen that allows the image projected onto the back surface to be visible from the front must be used), and an image similar to the image projected onto the back surface may be projected onto the front surface of the screen by the image light projected from the front projection device 600. In this case, even if a situation occurs in which the image projected onto the back surface of the screen or the image projected onto the front surface of the screen becomes invisible, the other image can be seen, so that the progress of the game is not hindered and a decrease in interest can be suppressed.

[0504] 72, if a reel (large reel main body 230 in this embodiment) is present in the presentation space 700 between the front screen 512 and the rear screen unit 290, the image behind the reel may not be visible unless the reel is transparent. However, if the image projected by the image light projected from the front projection device 600 and the image projected by the image light projected from the rear projection device 120 are similar, even if the reel is advanced into the presentation space 700, the image projected by the image light projected from the front projection device 600 can be seen, so that a decrease in interest can be suppressed without interfering with the progress of the game.

[0505] In this embodiment, the distance from the first rear projector 122 to the upper rear screen 2902 is different from the distance from the second rear projector 124 to the lower rear screen 2904 and the intermediate rear screen 2906. Therefore, if image light is projected without considering the distance from each projector 122, 124 to each of the screens 2902, 2904, 2906, which are the projection surfaces, distortion may occur in the overall image projected onto the entire screen, causing an unnatural feeling (the image may not appear continuous). For this reason, the image light projected from each projector is scaled depending on the distance to the screen onto which it is projected, so that the overall image projected onto the entire screen appears continuous.

[0506] [11-2. Production example 2] In presentation example 2 shown in Figure 73, an image of the main characters of the gaming machine 1 is projected onto the upper rear screen 2902, an image simulating the LCD display of a conventional pachinko machine is projected onto the lower rear screen 2904 in approximately the center of the play area 320 along with an image simulating a cel animation of the game board, and an image simulating the reel stop operation buttons of a pachinko slot machine is projected onto the middle rear screen 2906. The image simulating the LCD projected onto the lower rear screen 2904 can project a symbol-changing image like that of a conventional pachinko machine. In this way, by projecting different images onto the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906, and by projecting images that utilize the boundaries between the screens, a variety of images can be projected while making the boundaries less noticeable to the player, thereby increasing the game's interest. In particular, in the second effect example shown in Fig. 73, an image is projected that gives the impression of a fusion of gaming machines of different categories, such as a pachinko machine and a pachislot machine, making it possible to provide an unprecedentedly interesting gaming machine. The control of projecting different images onto the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906 is performed by the sub-CPU 731, and the sub-CPU that executes this control corresponds to the "independent projection control means" of the sixth gaming machine described below. In addition to the above effects, it goes without saying that a special effect may be performed in which the large special effect main body 230 advances (drops) as a real image, not an image, into the effect space 700 between the front screen 512 and the rear screen unit 290.

[0507] [11-3. Production example 3] In presentation example 3 shown in FIG. 74, an image of a main character of the gaming machine 1 is projected onto the upper rear screen 2902, and an image simulating a game area with a liquid crystal display of a conventional pachinko machine approximately in the center is projected onto the lower rear screen 2904. The image projected onto the upper rear screen 2902 and the image projected onto the lower rear screen 2904 are projected onto the middle rear screen 2906 so that they overlap. A variable symbol image, as in a conventional pachinko machine, can be projected onto the image portion simulating the liquid crystal display of the lower rear screen 2904. Moreover, in FIG. 74, although the image projected onto the upper rear screen 2902 and the image projected onto the lower rear screen 2904 are separate images, an image that combines these images is projected onto the middle rear screen 2906. This allows the rear screen unit 290 to project a single, continuous image, thereby enabling the projection of a new, unprecedented image. It goes without saying that in this case too, it is also possible to perform a prop performance in which the large prop main body 230 advances (falls) as a real image rather than a video image into the performance space 700 between the front screen 512 and the rear screen unit 290.

[0508] [11-4. Production Example 4] In the fourth example of the display shown in FIG. 75, the rear screen unit 290 is a screen formed by joining separate screens, namely, the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906, but functions as a single projection surface in which the boundaries between the screens are difficult to discern. Furthermore, because multiple rear projection devices 120 (first rear projector 122, second rear projector 124) are used to project images from behind the rear screen unit 290, it is possible to project continuous images over a wide area onto the rear screen unit 290. Thus, in the fourth example of the display, it is possible to project impactful images using almost the entire area of ​​the rear screen unit 290. The control for projecting continuous images over a wide area formed by the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906 is performed by the sub-CPU 731, and the sub-CPU that executes this control corresponds to the "collaborative projection control means" of the sixth gaming machine described below. It goes without saying that in this case too, it is also possible to perform a prop performance in which the large prop main body 230 advances (falls) as a real image rather than a video image into the performance space 700 between the front screen 512 and the rear screen unit 290.

[0509] Note that only one of the presentation examples 2 to 4 shown in Figures 73 to 75 may be used in a gaming machine, or multiple of these presentation examples may be used in a manner that allows for switching between them. Furthermore, when multiple presentation examples shown in Figures 73 to 75 are used in a gaming machine in a manner that allows for switching between them, effective display effects can be achieved by switching between different presentation examples depending on the game state, for example. For example, in the normal game state, the image of presentation example 2 shown in Figure 73 or presentation example 3 shown in Figure 74 may be projected to draw the player's attention to the symbol variation presentation, and when the result of the internal lottery is likely to be a jackpot, the large accessory main body 230 may advance (fall) from its origin position toward the presentation space 700 as a real image, rather than a video,. Furthermore, in the probability variation game state, for example, presentation example 3 shown in Figure 75 may be used to present a more impressive image using substantially the entire area of ​​the rear screen unit 290 than the symbol variation presentation, thereby projecting an image that corresponds to the game state.

[0510] [11-5. Production Example 5]

[0511] In presentation example 5 shown in Figure 76, when an image is being projected onto the rear screen unit 290 and the result of the internal lottery described below is a jackpot, a large image showing the result of the internal lottery is projected onto the front screen 512 while the image projection onto the rear screen unit 290 is maintained. The image projected onto the front screen 512 (a double-digit "7" image indicating a jackpot) may be an image that appears to jump out from within the image simulating the LCD display, a symbol change effect that was previously performed within an image simulating the LCD display of a conventional pachinko machine. By projecting such an image, a new gaming machine never before seen can be provided.

[0512] In effect example 5, a large image showing the result of the internal lottery is projected onto the front screen 512, but it goes without saying that the image projected onto the front screen 512 is not limited to this. For example, an image based on the result of the internal lottery may be projected onto the front screen 512 as an effect.

[0513] [11-6. Production Example 6] In performance example 6 shown in Fig. 77, when the large reel 232 advances into the performance space 700, the first image 5120 that frames the outline of the large reel 232 is projected onto the front screen 512. In this way, by projecting the image that frames the outline of the large reel 232 onto the front screen 512, the large reel 232 can be emphasized, and together with the reel performance in which the large reel 232 advances into the performance space 700, it is possible to execute a performance with impact.

[0514] Furthermore, in Figure 77, when large reel 232 advances into performance space 700, in addition to projecting first image 5120 onto front screen 512, second image 2920 outlining the outline of large reel 232 is projected onto upper rear screen 2902. In Figure 77, the image vaguely appearing along the outer edge of large reel 232 imitating the "7" symbol is first image 5120, and the double-line outline appearing along the outer edge of large reel 232 imitating the "7" is second image 2920. In this way, when large reel 232 advances into performance space 700, first image 5120 projected onto front screen 512 and second image 2920 projected onto upper rear screen 2902 can further emphasize large reel 232. In particular, when the large reel 232 is viewed from an angle rather than from the front, the large reel 232, which is an actual object, can be seen sandwiched between the first image 5120 and the second image 2920, further emphasizing the large reel 232.

[0515] In addition, for any of the upper rear screen 2902, lower rear screen 2904, middle rear screen 2906, and front screen 512, in addition to images based on the results of an internal lottery, demo effects that are projected when no game is being played, and jackpot effects that are projected during jackpot play, etc. may also be projected. [12. Effects]

[0516] In this manner, in the gaming machine 1 of this embodiment, the upper rear screen 2902 onto which an image is projected by the image light projected from the first rear projector 122 and the lower rear screen 2904 onto which an image is projected by the image light projected from the second rear projector 124 are connected via the intermediate rear screen 2906. Therefore, it is possible to project a continuous image onto the rear screen unit 290 as a single wide projection area while minimizing the distance between each projection means (the first rear projector 122, the second rear projector 124) and each projection target (the upper rear screen 2902, the lower rear screen 2904, and the intermediate rear screen 2906). For example, with conventionally commonly used liquid crystal displays, increasing the display area increases costs, and even if multiple liquid crystal displays are arranged side by side, images are not displayed at the boundaries between the liquid crystal displays, making it impossible to maintain image continuity. In this regard, the gaming machine of this embodiment projects images onto the joints between the screens, thereby maintaining image continuity.

[0517] Furthermore, in the gaming machine 1 of this embodiment, the upper rear screen 2902 and the lower rear screen 2904 are positioned at positions offset in the vertical direction so that images are projected onto different areas when viewed from the front. Furthermore, the upper rear screen 2902 is positioned behind the lower rear screen 2904 so that a presentation space 700 is formed in front of the upper rear screen 2902 (above the lower rear screen 2904 and the gaming panel 300). This allows various presentations to be performed using the presentation space 700 formed in front of the upper rear screen 2902, making it possible to provide a gaming machine with expandability. In particular, images can be projected using a wide projection area provided by the upper rear screen 2902, the lower rear screen 2904, and the middle rear screen 2906. Furthermore, it is possible to implement an expandable game in which both the game in the game area 320 and the images projected onto the upper rear screen 2902 and the lower rear screen 2904 can be seen, and it is also possible to implement a movable effect using the large role main body 230 while maintaining visibility of the game in the game area 320 and the images projected onto the lower rear screen 2904, thereby enabling new and unprecedented effects to be produced, thereby increasing excitement.

[0518] Furthermore, in the gaming machine 1 of this embodiment, both the image projected on the rear screen unit 290, which is disposed behind the gaming panel 300, and the image projected on the front screen 512, which is disposed in front of the gaming panel 300, can be viewed from the front. Moreover, the large role-playing device main body 230 is configured to advance between the image projected on the upper rear screen 2902 and the image projected on the front screen 512 based on the results of an internal lottery. Furthermore, the gaming panel 300, which has a play area 320, is disposed between the image projected on the lower rear screen 2904 and the image projected on the front screen 512. In this way, a new and unprecedented effect with a sense of depth can be performed, in which a real object, not a video image, is interposed between the rear video image and the front video image, thereby enhancing the game's appeal.

[0519] Furthermore, in the gaming machine 1 of this embodiment, a front screen 512 onto which an image based on the result of an internal lottery is projected is provided in the opening window 5402 of the front door unit 500, and a decorative role 560 that performs a role effect that operates toward a position in front of the front screen 512 based on the result of the internal lottery is disposed above the front screen 512. The front screen 512 and the decorative role 560 described above can each have a presence similar to that of a movable role that is disposed above, for example, an LCD display and a center role in a conventional pachinko machine 1. In other words, in the gaming machine 1 of this embodiment, both the image based on the result of the internal lottery and the role effect in which the decorative role 560 operates toward the front of the front screen 512 are performed closer to the player than in a conventional pachinko machine 1. Furthermore, a launch handle 588 that can launch game balls toward the play area 320 is disposed below the front screen 512 in the front door unit 500. Therefore, a player playing on the gaming machine 1 of this embodiment can be given the sensation of actually firing a gaming ball from a launch handle located below the gaming board in a conventional pachinko machine, making it possible to provide an unprecedented and innovative gaming machine.

[0520] Furthermore, in the gaming machine 1 of this embodiment, light guide plates (front light guide plate 234, rear light guide plate 236) are arranged behind the heavy-looking large role element 232 that resembles a "7" symbol, and these light guide plates are arranged to revolve around the periphery of the large role element 232's outer shape. This not only enables impactful role element performance, but also makes the large role element 232 appear larger than its actual size. Moreover, if the large role element 232 is large and heavy, it may be difficult to easily activate the large role element 232, and even if activated, it may only perform a small movement. However, even in such a case, it is possible to make the large role element 232 appear to be moving, and in addition, it is possible to create an effective role element performance that gives a greater impact by increasing the size of the movable role element, and makes the movable role element appear to perform a larger movement than its actual movement.

[0521] In addition, in the gaming machine 1 of this embodiment, the light guide plates (front light guide plate 234, rear light guide plate 236) arranged behind the large role feature 232 are approximately similar in shape to the large role feature 232, and are large enough to extend beyond the periphery of the large role feature 232 in a front view. These light guide plates are configured to rotate and move up and down along the periphery of the large role feature 232 using a rotation mechanism (front light guide plate rotation drive mechanism 2340, rear light guide plate rotation drive mechanism 2360) and a vertical movement mechanism (light guide plate vertical drive mechanisms 239, 270). In this way, it is possible to make the large role feature 232 appear larger than its actual size while not making the player aware that a separate light guide plate is arranged behind the large role feature 232. In conventional pachinko machines, increasing the size of movable role features makes it possible to execute role feature effects that create a greater impact. However, the movable role features become heavier, making it difficult to execute role feature effects that impart movement to the movable role feature. In this regard, according to the gaming machine 1 of this embodiment, in addition to being able to make the large feature 232 appear larger, it is possible to create an effective feature presentation that makes the large feature 232 appear to move in a larger way than it actually does, while giving a greater impact by making the large feature 232 larger.

[0522] In this embodiment, the large reel 232 "circulates along the periphery of its outer shape" or "circulates while moving up and down along the periphery of its outer shape," but this is not limited thereto. For example, if a rear reel (in this embodiment, front light guide plate 234 and rear light guide plate 236) arranged behind the large reel 232 facing the large reel 232 could be rotated while facing the large reel 232 behind the large reel 232 in a manner that is visible from the front, the large reel 232 can be emphasized, making the large reel 232 appear larger than its actual size, or even when the large reel 232 is stopped or only moving slightly, it can appear as if the large reel 232 is moving more than its actual movement. The number of rear reel parts may be one or two, and the number is not limited.

[0523] "Rotating the large prop 232 while facing it behind it in a manner that can be seen from the front" does not mean that the entire outer shape of the rear prop needs to be visible; it is sufficient if only a part of the rear prop (for example, the outer periphery) can be seen.

[0524] Furthermore, "rotation" does not necessarily have to be limited to rotation that passes through the operation start position, and may also be rotation that changes the rotation direction, for example, like a figure eight.

[0525] Furthermore, the rear role object is preferably a plate-like member rather than a three-dimensional object. If the rear role object is a plate-like member, it can be rotated while being placed close to and facing the large role object 232 so that they overlap in the front-to-back direction, thereby further emphasizing the large role object 232. From this perspective, it is also preferable that the surface of the large role object 232 facing the rear role object is flat.

[0526] In addition, the rear member does not necessarily have to be larger than the large role element 232. Even if the rear member is smaller than the large role element 232, if it rotates in a large enough orbit that the rear role element can be seen when viewed from the front, it can be seen that the rear role element is rotating behind the large role element 232 when viewed from the front.

[0527] In addition, in this embodiment, the rear accessory is rotated and moved up and down behind the large accessory 232, but the movement other than the rotation is not necessarily limited to the up and down movement, and may be any linear movement. For example, it may be a linear reciprocating movement in the left and right directions, or a linear reciprocating movement in the diagonal directions.

[0528] In addition, in this embodiment, the front light guide plate 234 and the rear light guide plate 236 are provided as rear props. Behind the large prop 232, the rear light guide plate 236 rotates at approximately the same speed as the front light guide plate 234, which is disposed adjacently opposite to the front light guide plate 234. However, the relative movement between the front light guide plate 234 and the rear light guide plate 236 is not limited to this. For example, the trajectory along which the front light guide plate 234 and the trajectory along which the rear light guide plate 236 operate may be approximately the same in a front view, but the operating directions of the two plates may be opposite. Alternatively, the trajectory along which the front light guide plate 234 and the trajectory along which the rear light guide plate 236 operate may be the same and both plates may operate in the same direction, but the operating speeds of the two plates may be different. Furthermore, the trajectories along which the front light guide plate 234 and the rear light guide plate 236 revolve behind the large prop 232 may be different in size. Furthermore, only one of the front light guide plate 234 and the rear light guide plate 236 may emit light forward, and the other may not emit light.

[0529] Furthermore, in the gaming machine 1 of this embodiment, the large-sized feature main body 230 is supported on the left side by the large-sized feature left drive mechanism 240 and on the right side by the large-sized feature right drive mechanism 260 via the large-sized feature support arm 238. In this way, when the large-sized feature main body 230 is supported on both the left and right sides (i.e., when supported on both sides), if the lifting and lowering speeds of the large-sized feature left drive mechanism 240 and the large-sized feature right drive mechanism 260 do not match, not only will the large-sized feature not be able to be lifted and lowered smoothly, but in some cases, it may even be impossible to lift and lower the large-sized feature. This tendency is particularly pronounced for large, heavy features such as the large-sized feature 232. The mismatch between the lifting and lowering speeds of the large-sized feature left drive mechanism 240 and the large-sized feature right drive mechanism 260 can be caused by minor factors, such as the inclusion of a foreign object. In this regard, according to the gaming machine 1 of this embodiment, the large role main body 230 (more specifically, the large role support arm 238) is mounted on the base 252 so that neither the left nor the right side is fixed in the upward direction, so that the degree of freedom in the upward direction is increased. Therefore, even if the lifting speed by the large role left drive mechanism 240 and the lifting speed by the large role right drive mechanism 260 do not necessarily match, it is possible to maintain smooth lifting as much as possible. As a result, it is possible to increase the size of the large role 232 as a movable role, and it is possible to execute role performances that can have a great impact.

[0530] Furthermore, in the gaming machine 1 of this embodiment, when the large role 232 is located at the origin position, the large role main body 230 (more specifically, the large role support arm 238) can be held at the origin position by the locking mechanism 250. This prevents the large role 232 from falling naturally due to gravity, even if the large role 232 is enlarged, making it possible to execute role presentations that can create a large impact. However, when the large role main body 230 is supported and held from below, attempting to release such holding by sliding the locking mechanism 250 against the underside of the large role support arm 238 requires a considerable amount of force due to the weight of the large role main body 230. In this regard, according to this embodiment, the holding mode and the release mode can be switched by the rotational movement of the locking mechanism 250 without sliding, so the locking mechanism 250 can be switched from the holding mode to the release mode against the underside of the large role main body 230 without requiring a large amount of force.

[0531] Furthermore, in the gaming machine 1 of this embodiment, an image is projected onto the front screen 512 by image light projected from the front projection device 600 disposed on the protruding portion 5520 of the front decorative frame 550. In addition, the protruding portion 5520 of the front decorative frame 550 is provided with a large role object 232 that can be activated based on the results of an internal lottery, making it possible to perform new and unprecedented effects. In particular, the decorative role object 560 can be activated at a position closer to the player than before. Incidentally, the front projection device 600 and the decorative role object 560 are disposed on the protruding portion 5520 of the front decorative frame 550. However, in order to properly project an image onto the front screen 512, the front projection device 600 must always be fixed regardless of the operation of the decorative role object 560. Therefore, by providing a decorative element drive mechanism 570 that can operate only the decorative element 560 out of the front projection device 600 and the decorative element 560 arranged on the protruding portion 5520 of the front decorative frame 550, it becomes possible to advance the movable element toward a position in front of the upper rear screen 2902 while a clear image is being projected, making it possible to optimally perform new and unprecedented performances.

[0532] Furthermore, in the gaming machine 1 of this embodiment, an image is projected onto the front screen 512 by image light projected from the front projection device 600 disposed on the protruding portion 5520 of the front decoration frame 550. In addition, the protruding portion 5520 of the front decoration frame 550 is provided with a decorative element 560 that can be activated based on the results of an internal lottery, making it possible to perform new and unprecedented effects. In particular, the decorative element 560 can be activated closer to the player than in the past. Furthermore, although the front projection device 600 and the decorative element 560 are disposed on the protruding portion 5520 of the front decoration frame 550, in order to properly project an image onto the front screen 512, the front projector 622 and the front mirror 624 must always be fixed regardless of the operation of the decorative element 560. Therefore, the front display frame 550 is provided with a decorative element drive mechanism 570 that can activate only the decorative element 560 among the front projector 622, front mirror 624, and decorative element 560 arranged on the protruding portion 5520 of the front display frame 550. However, if only the decorative element 560 among the front projector 622, front mirror 624, and decorative element 560 is activated, the front side of the front mirror 624, which is arranged behind the decorative element 560, becomes exposed. Therefore, in the present invention, the exposed portion of the front mirror 624 that is exposed when the decorative element 560 is activated is provided with a decorative decorative portion. This ensures aesthetic appeal when the decorative element 560 is activated, while making it possible to preferably perform unprecedented new performances.

[0533] [13. Extensibility of the gaming machine according to this embodiment] In the gaming machine 1 of this embodiment, the image light projected from the front projection device 600 and the image light projected from the rear projection device 120 are projected onto different screens (the image light projected from the front projection device 600 is projected onto the front screen 512, and the image light projected from the rear projection device 120 is projected onto the rear screen unit 290). The positional relationship between the front screen 512 onto which the image light projected from the front projection device 600 is projected and the rear screen unit 290 onto which the image light projected from the rear projection device 120 is projected is such that, while there is a shift in the front-to-rear direction, the images projected onto both screens appear in an overlapping area when viewed from the front. However, from the viewpoint of ensuring that the progress of the game is not hindered even if a situation arises in which either the image projected by the image light projected from the front projection device 600 or the image projected by the image light projected from the rear projection device 120 cannot be seen, it is not necessarily necessary to provide two screens (front screen 512, rear screen unit 290). For example, an image that can be seen when viewed from the front by image light projected from the rear to the front may be projected onto the back surface of one screen, and an image that can be seen when viewed from the front by image light projected from the front to the rear may be projected onto the front surface of the same screen. In such a case, the progress of the game will not be hindered even if a situation arises in which either one of the images cannot be seen.

[0534] Furthermore, in the gaming machine 1 of this embodiment, an example of a mode in which images are projected onto the rear screen unit 290 and the front screen 512 by the imaging light projected from the rear projection device 120 and the front projection device 600, respectively, has been described using the schematic side view of FIG. 47 , but the configuration shown in FIG. 78 may be used instead of the configuration shown in FIG. 47 . FIG. 78 is a diagram showing an example of a mode in which images are projected onto the rear screen unit 290 and the front screen 512 by the imaging light projected from the rear projection device 120 and the front projection device 600, respectively, and is a modified example of FIG. 47 . Note that, like FIG. 47 , FIG. 78 is a schematic diagram, and therefore may differ slightly from the actual configuration, for example, in the installation angles of the projectors 122, 126, and 622.

[0535] Specifically, as shown in FIG. 78, image light protection member 530 is provided with a width approximately equal to or greater than the left-right width of front screen 512, covering the area from below front mirror 624 or decorative element 560 to below front screen 512, including both sides, from the front. Image light protection member 530 is made of a transparent plate-like member (e.g., a glass plate or a resin member) so that the rear can be seen. This allows the image light projected from front projector 622 (image light reflected by front mirror 624) to be covered from the front, preventing problems such as a player blocking the image light and casting a shadow on the image projected on front screen 512. Furthermore, as shown in FIG. 78, image light protection member 530 is provided to avoid the operating range of decorative element 560 (below decorative element 560), so the execution of the decorative element performance by decorative element 560 is not hindered.

[0536] 78, in this modification, the first rear projector 122 projects image light rearward, and is provided with a rear mirror 128 that reflects the image light projected rearward from the first rear projector 122 forward. This makes it possible to increase the distance to the upper rear screen 2902, which is the projection surface, and allows a larger image to be projected onto the upper rear screen 2902.

[0537] Furthermore, the gaming machine 1 of this embodiment may be configured so that the setting value can be set, for example, in six stages from "1" to "6" by, for example, a hall official. When the setting value is changed, for example, the probability of winning a jackpot in the internal lottery (internal winning probability) is changed.

[0538] The present invention can be applied to all gaming machines in which games are played using gaming media and bonuses are awarded based on the results of the games. That is, the present invention is not limited to gaming machines in which games are played by physically ejecting or inserting gaming media through the player's actions and the gaming media are paid out based on the results of the games. The main control circuit 720 itself may electromagnetically manage the gaming media owned by the player and enable games played by circulating enclosed gaming balls or medal-less games. Furthermore, the device that electromagnetically manages the gaming media owned by the player may be a gaming media management device that is attached (connected) to the main control circuit 720 and manages the gaming media.

[0539] When the game media management device connected to the main control circuit 720 manages the game media, the game media management device is a device having ROM and RWM (or RAM) and installed in the game machine, connected to an external game media handling device (not shown) via a predetermined interface with a two-way communication function, and capable of performing the following operations: lending game media (i.e., providing game media necessary for a player to insert game media), paying out game media when a winning combination related to the payout of game media is achieved (i.e., allowing a player to obtain the necessary game media while paying out game media), or electromagnetically recording game media used for play. Furthermore, the game media management device may not only manage the actual number of game media, but may also manage the number of game media displayed on an owned game media number display device (not shown) provided on the front of the game machine 1 based on the management results of the number of game media. That is, the game medium management device may be capable of electromagnetically recording and displaying the total number of game media that a player can use for gaming.

[0540] In this case, the game media management device has the ability to allow the player to freely send a signal indicating the number of recorded game media to an external game media handling device, and also has the ability to prevent the number of recorded game media from being reduced except when the player operates it directly, and if an external connection terminal board (not shown) is provided between the device and the external game media handling device, it is desirable that the device have the ability to prevent the player from sending a signal indicating the number of recorded game media except through that external connection terminal board.

[0541] In addition to the above, the gaming machine is provided with a lending operation means, a return (settlement) operation means, and an external connection terminal board that can be operated by the player, and the gaming medium hand...

Claims

[Claim 1] lottery means for conducting a lottery; A movable device that can be operated based on the result of the lottery; a first display area capable of displaying specific information relating to the result of the lottery to a player; A second display area is provided on the front side of the movable role object and is further provided at a position shifted in the front-back direction from the first display area and in the vertical direction from the center of the first display area; Equipped with The first display area may have a case where the display portion of the specific information is difficult to see due to the movable role object, Even if the display portion of the specific information is difficult to see due to a movable role object, the specific information can be displayed in the second display area that is not obstructed by the movable role object, The specific information displayed in the first display area can be displayed at a position different from a predetermined position by changing the display size of the specific information, The second display area that is not obstructed by the movable prop is displayed using a display output means different from that for the first display area. A gaming machine characterized by:

Citation Information

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