Gaming machine
The gaming machine addresses the player burden issue by incorporating a gaming board with adjustable torque settings and controlled ball launch mechanisms, enhancing user experience through reduced operational effort.
Patent Information
- Application Number
- JP2025187147
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-06
- Publication Date
- 2026-01-29
AI Technical Summary
Conventional gaming machines pose a risk of increased burden on players due to the complexity and effort required for launching gaming balls.
A gaming machine design featuring a gaming board with a gap between gaming ball guide members and adjustable operating torque settings for launching balls, allowing controlled ball launch directions based on the rotation of an operating means, reducing player effort.
The design reduces player burden by simplifying the ball launch process and minimizing the effort required to operate the machine.
Smart Images

Figure 2026015384000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of shooting gaming balls. [Background technology]
[0002] BACKGROUND ART Conventionally, a gaming machine capable of shooting gaming balls has been known (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-78989 Summary of the Invention [Problem to be solved by the invention]
[0004] However, with conventional gaming machines, there is a risk that the burden on the player may increase. An object of the present invention is to reduce the burden on players. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine according to a first invention comprises a gaming ball guide member provided on the front surface of a gaming board, a gaming area formed on the front surface of the gaming board and including a left area and a right area, and a launch control means for controlling the launch of gaming balls in accordance with the rotation operation of an operating means, wherein the gaming board has an opening, the gaming ball guide member includes a first gaming ball guide member and a second gaming ball guide member for guiding gaming balls, the first gaming ball guide member and the second gaming ball guide member are arranged adjacent to each other along the periphery of the opening and cover the periphery of the opening so that the gaming balls do not come into contact with the periphery of the opening, a gap is provided between the first gaming ball guide member and the second gaming ball guide member, and the size of the gap is set so that the gaming balls cannot come into contact with the periphery of the opening through the gap. The operating means is rotatable within a range from an initial position to a maximum position, and when the operating torque required to start rotating the operating means from the initial position is defined as a first operating torque, the operating torque required to rotate the operating means from the initial position to a predetermined reference position is defined as a second operating torque, and the operating torque required to rotate the operating means from the initial position to the maximum position is defined as a third operating torque, the second operating torque is greater than the first operating torque, and the third operating torque is greater than the second operating torque but not more than twice the second operating torque, and when the operating means is rotated to the predetermined reference position, a game ball is launched toward the left side area, and when the operating means is rotated to the maximum position, a game ball is launched toward the right side area. The gaming machine according to the first aspect of the present invention can reduce the burden on the player. [Effects of the Invention]
[0006] According to the present invention, it is possible to reduce the burden on the player. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. [Figure 2]FIG. 2 is a view showing the first opening / closing member 80 arranged in the closed position. [Figure 3] FIG. 10 is a view showing the first opening / closing member 80 arranged in the minimum open position. [Figure 4] FIG. 2 is a view showing the first opening / closing member 80 disposed at the maximum open position. [Figure 5] FIG. 2 is a view showing the second opening / closing member 90 arranged in the closed position. [Figure 6] FIG. 10 is a view showing the second opening / closing member 90 arranged in the minimum open position. [Figure 7] FIG. 10 is a view showing the second opening / closing member 90 disposed at the maximum open position. [Figure 8] FIG. 10 is an enlarged view showing the firing handle unit. [Figure 9] FIG. 10 is a perspective view showing the firing handle unit with the face cover removed. [Figure 10] 10A and 10B are diagrams showing the positional relationship between the operation ring and the front frame unit. [Figure 11] 10A and 10B are diagrams showing the positional relationship between the operation ring and the inner frame unit. [Figure 12] FIG. 4 is a diagram showing an example of setting an operating torque according to the first embodiment. [Figure 13] FIG. 10 is a diagram showing an example of setting an operating torque according to the second embodiment. [Figure 14] FIG. 2 is a front view of the game board 11. [Figure 15] FIG. 11 is a front view of the game board 11ab. [Figure 16] 15 is an enlarged view of a portion indicated by an arrow A in FIG. 14. [Figure 17] 15 is an enlarged view of a portion indicated by an arrow B in FIG. 14. [Figure 18] 15 is an enlarged view of a portion indicated by an arrow C in FIG. 14. [Figure 19] This is an enlarged view of the outlet 58 and the first starting port 51. [Figure 20] 10 is a perspective view showing the other winning ports 55a to 55e as viewed from above. FIG. [Figure 21]10 is a perspective view showing the inside of other winning ports 55a to 55e, first starting port 51 and combined winning device 70. FIG. [Figure 22] FIG. [Figure 23] FIG. 2 is a diagram showing the configuration of an outer rail. [Figure 24] FIG. 10 is a diagram showing the arrangement of guide holes gh in the outer rail. [Figure 25] FIG. [Figure 26] FIG. 2 is a cross-sectional view taken along the line AA shown in FIG. [Figure 27] FIG. 27 is an enlarged view of FIG. 26. [Figure 28] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 29] FIG. 2 is a block diagram showing the configuration of a firing condition detection circuit and a firing control circuit. [Figure 30] FIG. 2 is a block diagram showing the configuration of the performance control board. [Figure 31] 10 is a flowchart showing a CPU initialization process. [Figure 32] 10 is a flowchart showing a main loop process. [Figure 33] 10 is a flowchart showing a save process when power is cut off. [Figure 34] 10 is a flowchart showing a timer interrupt process. [Figure 35] 10 is a flowchart illustrating a dynamic port output process. [Figure 36] 10 is a flowchart showing a performance display device output process. [Figure 37] 10 is a flowchart showing a setting-related process. [Figure 38] 10 is a flowchart illustrating a switch management process. [Figure 39] 10 is a flowchart showing the normal starting ball detection process. [Figure 40] Special Figure 1 is a flowchart showing the starting ball detection process. [Figure 41] This is a flowchart showing the starting ball detection process for Special Figure 2. [Figure 42] 10 is a flowchart showing a special pattern random number acquisition process. [Figure 43] 10 is a flowchart showing a special game management process. [Figure 44] 10 is a flowchart showing a special chart change waiting process. [Figure 45] 10 is a flowchart showing processing during special chart change. [Figure 46] 10 is a flowchart showing a number of cutoff management process; [Figure 47] 10 is a flowchart showing processing during special chart stop. [Figure 48] This is a flowchart showing the processing before opening the first large prize opening. [Figure 49] 10 is a flowchart showing the first large prize opening opening control process. [Figure 50] This is a flowchart showing the first large prize opening closure validity process. [Figure 51] This is a flowchart showing the waiting process for the end of the first large prize opening. [Figure 52] This is a flowchart showing the processing before the second large prize opening is opened. [Figure 53] A flowchart showing the second large prize opening control process. [Figure 54] A flowchart showing the second large prize opening closure validity process. [Figure 55] This is a flowchart showing the waiting process for the end of the second large prize opening. [Figure 56] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 57] 10 is a flowchart showing a normal game management process. [Figure 58] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 59] 10 is a flowchart showing the processing during normal map fluctuation. [Figure 60] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 61] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 62] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 63] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 64] This is a flowchart showing the normal electric device closure validity process. [Figure 65] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 66] 10 is a flowchart showing a performance display device control process. [Figure 67] 10 is a flowchart showing a sub-timer interrupt process. [Figure 68] 10 is a flowchart showing a command analysis process. [Figure 69] 10 is a flowchart showing a hold command receiving process. [Figure 70] 10 is a flowchart illustrating a read-ahead command reception process. [Figure 71] 10 is a flowchart showing a variable command receiving process. [Figure 72] 10 is a flowchart showing a stop command reception process. [Figure 73] 10 is a flowchart illustrating an opening command receiving process. [Figure 74] FIG. 2 is a block diagram showing the configuration of a sound controller. [Figure 75] 10A and 10B are diagrams illustrating how to execute sound effects A and B. [Figure 76] 10A and 10B are diagrams illustrating how to execute sound effects C, D, E, and F. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a gaming machine according to the present invention is applied to a pachinko machine 1.
[0009] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 shown in FIG. 1 is configured to include an outer frame unit 2, a main frame unit (not shown), and a game board unit 10.
[0010] The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame unit 2 (outer frame) is fixed to the island equipment of the game center.
[0011] The main frame unit is composed of an inner frame unit 3 (inner frame) and a front frame unit 4 (front frame). The main frame unit (main frame) is attached to the outer frame unit 2 via a hinge mechanism. The main frame unit is positioned on the front side of the outer frame unit 2. This allows the main frame unit to open and close the front side of the outer frame unit 2. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is attached to the outer frame unit 2 via a hinge mechanism. The inner frame unit 3 is arranged on the front side of the outer frame unit 2. A game board unit 10 is attached to the inner frame unit 3. This allows the inner frame unit 3 to open and close the front side of the outer frame unit 2.
[0012] The front frame unit 4 is configured to include a rectangular frame body (front frame). The front frame unit 4 is attached to the outer frame unit 2 via a hinge mechanism. The front frame unit 4 is arranged on the front side of the inner frame unit 3. This makes it possible for the front frame unit 4 to open and close the front side of the inner frame unit 3 (in particular, the front side of the game board unit 10 attached to the inner frame unit 3). The front frame unit 4 is also configured to include a pair of transparent plates g1 and g2. The pair of transparent plates g1 and g2 are disposed approximately in the center of the front frame unit 4 (front frame) when viewed from the front side. The pair of transparent plates g1 and g2 are disposed parallel to each other in the depth direction. Each of the transparent plates g1 and g2 is formed in a flat plate shape from a transparent material such as resin or glass. Furthermore, the front frame unit 4 is configured to include a decorative unit DU, a tray unit SU, and a launch handle unit 6. The decorative unit DU, tray unit SU, and launch handle unit 6 are attached to the front of the front frame unit 4 (front frame). In particular, the decorative unit DU and the tray unit SU are detachably attached to the front frame unit 4.
[0013] (Composition of the decorative unit DU) Next, the configuration of the decoration unit DU will be described. The decorative unit DU is arranged to surround the transparent plates g1 and g2. The decorative unit DU includes a design part (decorative part) 40, a speaker 22 (see FIG. 28), and a frame lamp 20 (see FIG. 28). The design portion 40 is disposed around the transparent plates g1 and g2. The design portion 40 is formed from a resin material and has a shape that bulges (protrudes) toward the front side. Sound vents 4c are provided at each corner on the upper side of the design portion 40. Each sound vent 4c has a plurality of sound vent holes that allow sound output from the speaker 22 to pass through. The speakers 22 are disposed inside each sound-removing portion 4c. The frame lamp 20 is disposed inside the design portion 40. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0014] (Configuration of the tray unit SU) Next, the configuration of the tray unit SU will be described. Fig. 2 is a view showing the first opening and closing member 80 arranged in the closed position. Fig. 3 is a view showing the first opening and closing member 80 arranged in the minimum open position. Fig. 4 is a view showing the first opening and closing member 80 arranged in the maximum open position. Fig. 5 is a view showing the second opening and closing member 90 arranged in the closed position. Fig. 6 is a view showing the second opening and closing member 90 arranged in the minimum open position. Fig. 7 is a view showing the second opening and closing member 90 arranged in the maximum open position. The tray unit SU is disposed below the transparent plates g1 and g2. The tray unit SU includes a tray capable of storing game balls (loan balls and prize balls) dispensed by a game ball dispenser 440, which will be described later. In this embodiment, the tray includes two trays (an upper tray 8 and a lower tray 9). Here, if the number of game balls stored in the upper tray 8 has not reached the specified number (if the upper tray 8 is not full), the game balls paid out by the game ball payout device 440 will flow into the upper tray 8, and if the number of game balls stored in the upper tray 8 has reached the specified number (if the upper tray 8 is full), the game balls paid out by the game ball payout device 440 will flow into the lower tray 9.
[0015] The upper tray 8 is formed in the shape of a tray with an open top. The bottom of the upper tray 8 extends in the left-right direction. The bottom of the upper tray 8 is inclined so that the left side is higher and the right side is lower when viewed from the front. As a result, gaming balls that flow into the upper tray 8 flow down the bottom of the upper tray 8 from the left to the right. In the following description, when viewed from the front, the left side of the upper tray 8 is defined as the "upstream side" of the path along which the gaming balls flow, and the right side of the upper tray 8 is defined as the "downstream side" of the path along which the gaming balls flow. In other words, gaming balls that flow into the upper tray 8 from the first payout hole 8a (described later) flow down the bottom of the upper tray 8 from the upstream side to the downstream side. The wall surface on the rear side of upper tray 8 is provided with first dispensing hole 8a and first discharge hole 8b. The first payout hole 8a is provided at the upstream end of the upper tray 8 (the upstream end of the path along which the game balls flow down). The game balls paid out by the game ball payout device 440 flow into the upper tray 8 from the first payout hole 8a. The first discharge hole 8b is provided at the downstream end of the upper tray 8 (the downstream end of the path along which the gaming balls flow down). The gaming balls stored in the upper tray 8 can be discharged from the upper tray 8 through the first discharge hole 8b. Specifically, the first discharge hole 8b is connected to the second payout hole 9a (described later) via a guide path (not shown) provided on the back side of the upper tray 8. As a result, the gaming balls discharged from the first discharge hole 8b pass through the guide path and flow into the lower tray 9 through the second payout hole 9a. As a result, the gaming balls can be discharged from the upper tray 8 to the lower tray 9 through the first discharge hole 8b. In particular, the first discharge hole 8b is configured with dimensions that allow the game balls to pass through (discharge) one by one. That is, the first discharge hole 8b is configured with dimensions that make it impossible to pass through (discharge) two or more game balls at the same time. In this embodiment, the inner diameter of the first discharge hole 8b is 14 mm.
[0016] 2 to 4, a first opening / closing member 80 capable of opening and closing the first discharge hole 8b is provided on the rear side of the upper tray 8. Here, FIGS. 2 to 4 show the upper tray 8 as viewed from the rear side (i.e., the first discharge hole 8b as viewed from the rear side). The first opening / closing member 80 is an opening / closing member that is opened and closed non-electrically (manually) without using an actuator. The first opening / closing member 80 is configured to include a main body portion 81, an opening / closing piece portion 82, and a connecting portion 83. The main body 81 is formed in a plate shape extending in the left-right direction. The main body 81 is provided with two guide holes 81a aligned in the left-right direction. Each guide hole 81a is a through hole that penetrates in the depth direction. Each guide hole 81a is provided to have a predetermined length in the left-right direction. In addition, a mechanical end 8c corresponding to each guide hole 81a is provided on the back surface of the upper receiving tray 8. Each mechanical end 8c is formed in a cylindrical shape and is provided to protrude from the back surface of the upper receiving tray 8 toward the back side. Then, the mechanical end 8c corresponding to the guide hole 81a is inserted into each guide hole 81a. The opening / closing piece 82 is formed in a rod shape extending in the left-right direction. The opening / closing piece 82 is provided so as to protrude rightward from the right end of the main body 81. The connecting portion 83 is provided so as to protrude leftward from the left end of the main body portion 81. A connecting hole 83a is provided in the connecting portion 83. The connecting hole 83a is a through-hole that penetrates along the depth direction. The connecting hole 83a is provided so as to have a predetermined length along the up-down direction. An output shaft 88d, which will be described later, is inserted into the connecting hole 83a.
[0017] The first opening / closing member 80 is disposed to the left of the first discharge hole 8b when viewed from the rear side. The first opening / closing member 80 is capable of moving left and right within a range from a closed position (see FIG. 2) to a maximum open position (see FIG. 4). When the first opening / closing member 80 is disposed in the closed position, the first discharge hole 8b is closed by the opening / closing piece portion 82, and it is not possible for game balls to pass through the first discharge hole 8b. When the first opening / closing member 80 is displaced from the closed position toward the left (toward the maximum open position), the closure of the first discharge hole 8b by the opening / closing piece 82 is gradually released, and the first discharge hole 8b is gradually opened. At this time, when the first opening / closing member 80 is positioned at the minimum open position (see FIG. 3), the opening width of the first discharge hole 8b becomes approximately the same as the diameter of the gaming ball, allowing the gaming ball to pass through the first discharge hole 8b. Then, when the first opening / closing member 80 is positioned at the maximum open position, the entire first discharge hole 8b is opened. That is, when viewed from the rear side, when the first opening / closing member 80 is positioned to the right of the minimum open position (closed position side), game balls cannot pass through the first discharge hole 8b. On the other hand, when viewed from the rear side, when the first opening / closing member 80 is positioned to the left of the minimum open position (maximum open position side), game balls can pass through the first discharge hole 8b. As a result, by positioning the first opening / closing member 80 at the minimum open position, the opening width of the first discharge hole 8b is ensured to be the minimum opening width that allows game balls to pass through (be discharged).
[0018] A first ball removal button 85 is provided on the side of the upper tray 8. The first ball removal button 85 includes an operating portion 85a and a pushing piece portion 85b. The operating portion 85a is formed in a substantially rectangular parallelepiped shape. The pushing piece 85b is formed in a rod shape. The pushing piece 85b is fixed to the bottom surface of the operating portion 85a. In this case, the pushing piece 85b is provided so as to extend downward from the bottom surface of the operating portion 85a. The first ball removal button 85 is arranged so that the operating portion 85a protrudes upward from the top surface of the tray unit SU. The first ball removal button 85 can be operated by a player. Specifically, the first ball removal button 85 is arranged so that it can be displaced in the up-down direction. The player can displace the first ball removal button 85 in the upward direction by pressing the operating portion 85a downward. In particular, the player can displace the lower end of the pushing piece portion 85b downward by pressing the operating portion 85a downward. The first ball removal button 85 can be displaced (pushed in) in the vertical direction within a range from the initial position (see FIG. 2) to the lowest position (see FIG. 4). The first ball removal button 85 is connected to the first opening / closing member 80 via a bell crank (direction-changing mechanism) 88. This makes it possible to convert the displacement of the first ball removal button 85 in the up-down direction into the displacement of the first opening / closing member 80 in the left-right direction. The bell crank 88 includes an input crank arm 88a, an output crank arm 88b, and a rotating shaft 88c. Each of the crank arms 88a, 88b is formed in a rod shape. The bell crank 88 is configured by connecting the input crank arm 88a and the output crank arm 88b in a generally V-shape (boomerang shape). The input crank arm 88a and the output crank arm 88b are connected at a predetermined angle (for example, 90°). The bell crank 88 is provided with a rotating shaft 88c at the connection between the input crank arm 88a and the output crank arm 88b. In particular, in the bell crank 88, the length of the output crank arm 88b is longer than the length of the input crank arm 88a, which makes it possible to increase the ratio of the displacement amount (movement amount) of the first opening / closing member 80 to the operation amount of the first ball removal button 85.
[0019] The rotation shaft 88c is disposed so as to extend in the depth direction, and the bell crank 88 is configured to be rotatable about the rotation shaft 88c. The input crank arm 88a is disposed so as to extend substantially in the left-right direction, so that the position of the tip of the input clamp arm 88a is displaced in the up-down direction in response to the rotation of the bell clamp 88. The output crank arm 88b is disposed so as to extend substantially in the vertical direction. As a result, the position of the tip of the output clamp arm 88b is displaced in the left-right direction in response to the rotation of the bell clamp 88. An output shaft 88d is provided at the tip of the output crank arm 88b. The output shaft 88d is disposed so as to extend in the depth direction.
[0020] The lower end of the pushing piece 85b is positioned so as to contact the upper surface of the tip of the input-side clamp arm 88a. Also, an output shaft 88d provided at the tip of the output-side crank arm 88b is inserted into a connecting hole 83a provided at the left end of the first opening / closing member 80. Furthermore, the first opening / closing member 80 is biased toward the right (closed position side) by a coil spring sp when viewed from the rear side. As a result, when the operating portion 85a of the first ball removal button 85 is not operated, the first opening / closing member 80 is placed in the closed position and the first ball removal button 85 is placed in the initial position. Therefore, game balls cannot pass through the first discharge hole 8b, and game balls stored in the upper tray 8 are not discharged. Specifically, when the operating portion 85a of the first ball ejection button 85 is not operated, the coil spring sp biases the first opening / closing member 80 toward the right (closed position) as viewed from the rear, and the left inner surfaces of each guide hole 81a contact the mechanical ends 8c. This restricts (prevents) the displacement (toward the right) of the first opening / closing member 80, maintaining the position of the first opening / closing member 80 in the closed position. Furthermore, as the first opening / closing member 80 biases toward the right (closed position) as viewed from the rear, the tip of the output-side crank arm 88b is pulled toward the right, causing the bell crank 88 to rotate counterclockwise, and the tip of the input-side crank arm 88a to push the pushing piece 85b upward. This positions the first ball ejection button 85 in its initial position.
[0021] When the operating part 85a is pressed downward from the state in which the first ball removal button 85 is disposed in the initial position, the first opening / closing member 80 is displaced from the closed position toward the left (maximum open position) when viewed from the rear side. At this time, the greater the amount of operation (amount of depression) of the operating part 85a, the greater the amount of displacement of the first opening / closing member 80, and as a result, the greater the amount of opening (opening width) of the first discharge hole 8b. More specifically, when the operating portion 85a is pushed downward from a state in which the first ball ejection button 85 is disposed in the initial position, the lower end of the pushing piece 85b pushes down the tip of the input-side crank arm 88a. As a result, the bell crank 88 rotates clockwise when viewed from the rear side, the tip of the output-side crank arm 88b moves toward the left, and the output shaft 88d provided at the tip of the output-side crank arm 88b pulls the first opening-closing member 80 toward the left (maximum open position). As a result, the first opening-closing member 80 is displaced toward the left (maximum open position) from the closed position, and the opening-closing piece 82 releases the closure of the first discharge hole 8b. Then, when the first opening / closing member 80 is displaced to the minimum open position by pushing in the operating portion 85a, game balls can pass through the first discharge hole 8b, and game balls stored in the upper tray 8 are discharged from the first discharge hole 8b. Here, in the following description, the position of the first ball removal button 85 when the first opening / closing member 80 is located at the minimum open position is referred to as the "specific position." In other words, when the operating portion 85a is pushed in and the first ball removal button 85 is located at the specific position, the first opening / closing member 80 is located at the minimum open position, and game balls can pass through the first discharge hole 8b, and game balls stored in the upper tray 8 are discharged from the first discharge hole 8b. As a result, when the first ball removal button 85 is positioned above the specific position (towards the initial position), game balls cannot pass through the first discharge hole 8b. On the other hand, when the first ball removal button 85 is positioned below the specific position (towards the lowest position), game balls can pass through the first discharge hole 8b. As a result, by placing (pushing in) the first ball removal button 85 at the specific position, the opening width of the first discharge hole 8b is ensured to be the minimum opening width that allows game balls to pass through (be discharged).
[0022] Furthermore, when the first ball ejection button 85 is pushed to the lowest position, the first opening / closing member 80 is positioned in the maximum open position. That is, when the first ball ejection button 85 is pushed to the lowest position, the right inner surface of each guide hole 81a comes into contact with the mechanical end 8c when viewed from the rear side. As a result, each mechanical end 8c restricts (prevents) the displacement (displacement to the left) of the first opening / closing member 80, and the displacement (displacement to the left) of the first opening / closing member 80 is controlled to the maximum closed position, and accordingly, the displacement (displacement downward) of the first ball ejection button 85 is limited to the lowest position. Then, when the first ball removal button 85 is positioned at the lowest position and the operating part 85a is stopped from being pressed, the first opening / closing member 80 returns to the closed position due to the decompression of the coil spring sp, and the first ball removal button 85 returns to its initial position. As a result, the player can discharge the game balls stored in the upper tray 8 into the lower tray 9 through the first discharge hole 8b by pressing the first ball removal button 85 (operation part 85a).
[0023] The lower tray 9 is formed in a dish shape with an open top. The bottom of the lower tray 9 extends in the left-right direction. The bottom of the lower tray 9 is inclined so that the left side is higher and the right side is lower when viewed from the front. As a result, gaming balls that flow into the lower tray 9 flow down the bottom of the lower tray 9 from the left to the right. In the following description, when viewed from the front, the left side of the lower tray 9 is defined as the "upstream side" of the path along which the gaming balls flow, and the right side of the lower tray 9 is defined as the "downstream side" of the path along which the gaming balls flow. In other words, gaming balls that flow into the lower tray 9 from the second payout hole 9a (described later) flow down the bottom of the lower tray 9 from the upstream side to the downstream side. A second dispensing hole 9a is provided in the wall surface on the rear side of the lower tray 9. In addition, a second discharging hole 9b is provided in the bottom surface of the lower tray 9. The second payout hole 9a is provided at the upstream end of the lower tray 9 (the upstream end of the path along which the game balls flow down). The game balls paid out by the game ball payout device 440 (when the upper tray 8 is full) and the game balls discharged from the first discharge hole 8b flow into the lower tray 9 from the second payout hole 9a. The second discharge hole 9b is provided at the downstream end of the lower tray 9 (the downstream end of the path along which the game balls flow down). The game balls stored in the lower tray 9 can be discharged from the lower tray 9 through the second discharge hole 9b. In this embodiment, the game balls stored in the lower tray 9 can be discharged from the second discharge hole 9b to the outside of the pachinko machine 1 (specifically, to a coin box placed below the lower tray 9). Note that the game balls stored in the lower tray 9 may also be configured to be discharged from the second discharge hole 9b to the inside of the pachinko machine 1 (for example, to a counting device that counts the game balls). In particular, the dimensions of the second discharge hole 9b are larger than the dimensions of the first discharge hole 8b. This allows more game balls to pass through the second discharge hole 9b at the same time than the first discharge hole 8b. In other words, the number of game balls that can pass through the second discharge hole 9b at the same time is greater than the number of game balls that can pass through the first discharge hole 8b at the same time. Specifically, the second discharge hole 9b is configured with dimensions that allow two or more game balls (five balls in this embodiment) to pass through (discharge) at the same time. In this embodiment, the inner diameter of the second discharge hole 9b is 25 mm.
[0024] As shown in Figures 5 to 7, a second opening / closing member 90 capable of opening and closing the second discharge hole 9b is provided on the bottom side of the lower tray 9. Here, Figures 5 to 7 show the state when the lower tray 9 is viewed from the bottom (bottom side) (i.e., the state when the second discharge hole 8b is viewed from the bottom (bottom side)). The second opening / closing member 90 is an opening / closing member that is opened and closed non-electrically (manually) without using an actuator. The second opening / closing member 90 is configured to include an opening / closing plate portion 91 formed in a disk shape. The second opening / closing member 90 can be displaced in the left-right direction within a range from a closed position (see FIG. 5) to a maximum open position (see FIG. 7). When the second opening / closing member 90 is disposed in the closed position, the second discharge hole 9b is entirely closed by the opening / closing plate portion 91, and it becomes impossible for game balls to pass through the second discharge hole 9b. When the second opening / closing member 90 is displaced from the closed position toward the maximum open position, the closure of the second discharge hole 9b by the opening / closing plate portion 91 is gradually released, and the second discharge hole 9b is gradually opened. At this time, when the second opening / closing member 90 is positioned at the minimum open position (see FIG. 6), the opening width of the second discharge hole 9b becomes approximately the same as the diameter of the gaming ball, allowing the gaming ball to pass through the second discharge hole 9b. In particular, when the second opening / closing member 90 is positioned at the minimum open position, gaming balls can be passed (discharged) one by one through the second discharge hole 9b. Then, when the second opening / closing member 90 is positioned at the maximum open position, the entire second discharge hole 9b is opened. In particular, when the second opening / closing member 90 is positioned at the maximum open position, two or more gaming balls (five balls in this embodiment) can be passed (discharged) simultaneously through the second discharge hole 9b. That is, when the second opening / closing member 90 is positioned closer to the closed position than the minimum open position, game balls cannot pass through the second discharge hole 9b. On the other hand, when the second opening / closing member 90 is positioned closer to the maximum open position than the minimum open position, game balls can pass through the second discharge hole 9b. As a result, by positioning the second opening / closing member 90 at the minimum open position, the opening width of the second discharge hole 9b is ensured to be the minimum opening width that allows game balls to pass through (be discharged).
[0025] A second ball removal button 95 is provided on the front surface of the lower tray 9. The second ball removal button 95 includes an operating portion 95a formed in a strip shape. The second ball removal button 95 is positioned so that the operating portion 95a protrudes from the front of the lower tray 9 toward the front side. The second ball removal button 95 can be operated by the player. Specifically, the second ball removal button 95 is provided so that it can be displaced in the depth direction. The player can displace the second ball removal button 95 in the depth direction by pressing the operating portion 95a toward the back side. The second ball removal button 95 can be displaced (pushed in) in the depth direction within a range from the initial position (see FIG. 5) to the lowest position (see FIG. 7).
[0026] The second ball removal button 95 is connected to the second opening / closing member 90 via a direction changing mechanism (not shown). This makes it possible to convert the displacement of the second ball removal button 95 along the depth direction into the displacement of the second opening / closing member 90 along the left-right direction. The second opening / closing member 90 is biased toward the right (closed position) when viewed from below by a biasing means (not shown) such as a coil spring. As a result, when the operating portion 95a of the second ball removal button 95 is not operated, the second opening / closing member 90 is positioned in the closed position and the second ball removal button 95 is positioned in the initial position. Therefore, game balls cannot pass through the second discharge hole 9b, and game balls stored in the lower tray 9 are not discharged. When the operating part 95a is pushed in towards the back from the state where the second ball removal button 95 is arranged in the initial position, the second opening / closing member 90 is displaced from the closed position towards the left (maximum open position) when viewed from below. At this time, the greater the operation amount (push amount) of the operating part 95a, the greater the displacement amount of the second opening / closing member 90, and as a result, the greater the opening amount (opening width) of the second discharge hole 9b. Then, when the second opening / closing member 90 is displaced to the minimum open position by pushing in the operating portion 95a, game balls can pass through the second discharge hole 9b, and game balls stored in the lower tray 9 are discharged from the second discharge hole 9b. Here, in the following description, the position of the second ball removal button 95 when the second opening / closing member 90 is located at the minimum open position is referred to as the "specific position." In other words, when the second ball removal button 95 is located at the specific position by pushing in the operating portion 95a, the second opening / closing member 90 is located at the minimum open position, and game balls can pass through the second discharge hole 9b, and game balls stored in the lower tray 9 are discharged from the second discharge hole 9b. As a result, when the second ball removal button 95 is positioned closer to the specific position (towards the initial position), game balls cannot pass through the second discharge hole 9b. On the other hand, when the second ball removal button 95 is positioned further back from the specific position (towards the lowest position), game balls can pass through the second discharge hole 9b. As a result, by placing (pushing in) the second ball removal button 95 at the specific position, the opening width of the second discharge hole 9b is ensured to be the minimum opening width that allows game balls to pass through (be discharged). Furthermore, when the second ball removal button 95 is pushed to the lowest position, the second opening / closing member 90 is positioned at the maximum open position, which opens the entire second discharge hole 9b, making it possible to simultaneously discharge two or more game balls (five balls in this embodiment) from the second discharge hole 9b. Then, when the second ball removal button 95 is positioned at the lowest position and the operating part 95a is stopped from being pressed, the disabling means is deactivated, causing the second opening / closing member 90 to return to the closed position and the second ball removal button 95 to return to its initial position. As a result, by pressing the second ball removal button 95 (operation part 95a), the player can discharge the game balls stored in the lower tray 9 through the second discharge hole 9b to the outside of the pachinko machine 1 (specifically, to the dollar box placed below the lower tray 9).
[0027] In particular, in this embodiment, the dimensions of the second discharge hole 9b are larger than the dimensions of the first discharge hole 8b. That is, the second discharge hole 9b can simultaneously pass (discharge) more game balls than the first discharge hole 8b. This makes it possible to quickly cancel an abnormal state (hereinafter referred to as a "full tank error") in which the trays (upper tray 8 and lower tray 9) become full of game balls and the game balls dispensed by the game ball payout device 440 cannot be sent to the trays. In addition, in this embodiment, the first ball removal button 85 can be operated to a level equal to or less than the diameter of the game ball (approximately 11 mm) to put the first discharge hole 8b in a state where the game ball can pass through (a state where the game ball can be discharged from the first discharge hole 8b). Specifically, the first ball removal button 85 can be operated by 4 mm to put the first discharge hole 8b in a state where game balls can pass through (a state where game balls can be discharged from the first discharge hole 8b). That is, the operation amount for displacing the first ball removal button 85 from the initial position to a specific position is 4 [mm]. In other words, the first ball removal button 85 can be placed in a specific position by pressing it 4 [mm] from the initial position. This makes it possible to discharge game balls from the upper tray 8 with a small amount of operation. In addition, in this embodiment, the second ball removal button 95 can be operated to an amount equal to or less than the diameter of the game ball to put the game ball into a state where it can pass through the second discharge hole 9b (a state where the game ball can be discharged from the second discharge hole 9b). In particular, with regard to the second ball removal button 95, it is possible to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b) with an operation amount that is smaller than the operation amount of the first ball removal button 85 that is required to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b). In other words, the operation amount (minimum operation amount) of the second ball removal button 95 that is required to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b) is smaller than the operation amount (minimum operation amount) of the first ball removal button 85 that is required to set the first discharge hole 8b in a state where a game ball can pass through (a state where a game ball can be discharged from the first discharge hole 8b). Specifically, the second ball removal button 95 can be operated by 3 mm to put the second discharge hole 9b in a state where game balls can pass through (a state where game balls can be discharged from the second discharge hole 9b). That is, the operation amount for displacing the second ball removal button 95 from its initial position to a specific position is 3 mm. In other words, the second ball removal button 95 can be placed in a specific position by pressing it 3 mm from its initial position. In particular, the "operation amount for displacing the second ball removal button 95 from its initial position to a specific position" is less than the "operation amount for displacing the first ball removal button 85 from its initial position to a specific position." This makes it possible to eject game balls from the lower tray 9 with a small amount of operation. In particular, when a player needs to quickly remove balls from the tray, such as when a full-tank error occurs, it is possible to encourage the player to operate the second ball removal button 95, which allows for efficient ball removal.
[0028] Furthermore, in this embodiment, the second ball removal button 95 can be operated to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b) with an operation load that is less than the operation load of the first ball removal button 85 required to set the second discharge hole 9b in a state where a game ball can be discharged from the first discharge hole 8b. In other words, the operation load (minimum operation load) of the second ball removal button 95 required to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b) is smaller than the operation load (minimum operation load) of the first ball removal button 85 required to set the first discharge hole 8b in a state where a game ball can pass through (a state where a game ball can be discharged from the first discharge hole 8b). Specifically, the first ball removal button 85 can be put into a state where game balls can pass through the first discharge hole 8b (a state where game balls can be discharged from the first discharge hole 8b) with an operating load of 4 [N]. That is, the operating load required to move the first ball removal button 85 from the initial position to a specific position is 4 [N]. In other words, the first ball removal button 85, which is located in the initial position, can be placed in a specific position by pressing it with a force of 4 [N]. On the other hand, with respect to the second ball removal button 95, an operating load of 2 [N] can be applied to put the second discharge hole 9b in a state in which game balls can pass through (a state in which game balls can be discharged from the second discharge hole 9b). That is, the operating load required to displace the second ball removal button 95 from its initial position to a specific position is 2 [N]. In other words, the second ball removal button 95, which is positioned in its initial position, can be placed in a specific position by pressing it with a force of 2 [N]. In particular, the "operating load required to displace the second ball removal button 95 from its initial position to a specific position" is less than the "operating load required to displace the first ball removal button 85 from its initial position to a specific position." This allows the second ball removal button 95 to be operated with less force than the first ball removal button 85. Therefore, when a player needs to quickly remove balls from the tray, such as when a full-tank error occurs, it is possible to encourage the player to operate the second ball removal button 95, which allows for efficient ball removal.
[0029] In addition, in this embodiment, the maximum operation amount of the second ball removal button 95 is greater than the maximum operation amount of the first ball removal button 85. In other words, the operation amount of the second ball removal button 95 required to open the second discharge hole 9b to its upper limit (maximum) is greater than the operation amount of the first ball removal button 85 required to open the first discharge hole 8b to its upper limit (maximum). That is, the operation amount (maximum operation amount) for displacing the first ball removal button 85 from the initial position to the lowest position is equal to or less than the diameter of the game ball. Specifically, the operation amount (maximum operation amount) for displacing the first ball removal button 85 from the initial position to the lowest position is 6 [mm]. In other words, the first ball removal button 85 can be placed at the lowest position by pressing it 6 [mm] from the initial position. On the other hand, the operation amount (maximum operation amount) for displacing the second ball removal button 95 from its initial position to its lowest position is equal to or greater than the diameter of a game ball. Specifically, the operation amount (maximum operation amount) for displacing the second ball removal button 95 from its initial position to its lowest position is 14.5 mm. In other words, the second ball removal button 95 can be placed in its lowest position by pressing it 14.5 mm from its initial position. In particular, the "operation amount (maximum operation amount) for displacing the second ball removal button 95 from its initial position to its lowest position" is greater than the "operation amount (maximum operation amount) for displacing the first ball removal button 85 from its initial position to its lowest position." As a result, of the two ball removal buttons (first ball removal button 85 and second ball removal button 95), the ball removal button with the largest maximum operation amount (second ball removal button 95) becomes the ball removal button with the highest ball ejection efficiency. Therefore, when a full-tank error occurs or when quick removal of balls from the tray is required, the player can intuitively select to remove balls using the second ball removal button 95.
[0030] The tray unit SU is also configured to include various operating means that can be operated by the player. In this embodiment, various operation means include a performance button 5b, a rotary selector 5c, a light intensity adjustment button (not shown), a volume adjustment button (not shown), a cross key button (not shown), and the like. The effect button 5b includes an operation part that can be pressed by the player, and a button switch 25 (see FIG. 28) that detects the pressing of the operation part. The button switch 25 outputs a detection signal to the effect control board 300 (see FIG. 28) every time the operation part is pressed. The rotary selector 5c (so-called "jog dial") includes an operating section that can be rotated by the player, and a dial switch 26 (see FIG. 28) that detects the rotation of the operating section. The dial switch 26 outputs a detection signal to the performance control board 300 each time the operating section is rotated by a predetermined angle (for example, 60°).
[0031] The light intensity adjustment button is configured to include two operation parts (a first operation part and a second operation part) that can be pressed by the player, and a light intensity adjustment switch 27 (see FIG. 28) that detects the pressing of each operation part. The light intensity adjustment switch 27 outputs a first detection signal to the performance control board 300 each time the first operation part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operation part is pressed. The volume adjustment button is configured to include two operation parts (a first operation part and a second operation part) that can be pressed by the player, and a volume adjustment switch 28 (see FIG. 28) that detects the pressing of each operation part. Volume adjustment switch 28 outputs a first detection signal to performance control board 300 each time the first operation part is pressed, and outputs a second detection signal to performance control board 300 each time the second operation part is pressed. The cross key button is configured to include four operation units (up button, down button, left button, and right button) that can be pressed by the player, and a cross key switch 29 (see FIG. 28) that detects the pressing of each operation unit. Each time the up button is pressed, the cross key switch 29 outputs a first detection signal to the performance control board 300, each time the down button is pressed, a second detection signal to the performance control board 300, each time the left button is pressed, a third detection signal to the performance control board 300, and each time the right button is pressed, a fourth detection signal to the performance control board 300.
[0032] Further, a lending operation unit 7 is disposed on the upper surface of the tray unit SU. The lending operation unit 7 has a ball lending button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit 700 that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit 700, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit 700 is displayed on the point display device 7c. Furthermore, when the ball loan button 7a is operated while the prepaid card is inserted into the CR unit 700, a predetermined number of game balls are paid out to the upper tray 8. At this time, the remaining number of points of the valuable medium recorded on the prepaid card is updated according to the number of game balls paid out, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining points of valuable media is inserted into the CR unit 700, the prepaid card is returned from the CR unit 700. Here, examples of prepaid cards include magnetic storage media, media with built-in storage ICs, and the like.
[0033] (Configuration of launch handle unit 6) Next, the configuration of the firing handle unit 6 will be described. Figure 8 is an enlarged view of the firing handle unit. Figure 9 is a perspective view of the firing handle unit with the face cover removed. Here, FIG. 8(a) shows a state in which an operation ring 72, which will be described later, is disposed in an initial position, and FIG. 8(b) shows a state in which the operation ring 72 is disposed in a maximum position. The firing handle unit 6 is provided on the main body frame. Specifically, the firing handle unit 6 is provided so as to protrude from the front of the front frame unit 4 (front frame) toward the front side. The firing handle unit 6 is disposed to the side of the receiving tray unit SU. As shown in FIGS. 8 and 9, the firing handle unit 6 includes a handle base 71, an operation ring 72, a coil spring 73, a face cover 74, and a firing stop button 77.
[0034] The handle base 71 is formed in a substantially cylindrical shape and is fixed to the front surface of the front frame unit 4 (front frame). The handle base 71 is provided with a rotation shaft 71a and three guide shafts 71b. The rotation shaft 71a is provided along the central axis of the handle base 71, which is formed in a substantially cylindrical shape. The three guide shafts 71b are provided around the rotation shaft 71a. The operation ring 72 is rotatably attached to the handle base 71. The operation ring 72 includes a ring portion 72a and a plurality of (three in this embodiment) finger hook portions fa, fb, and fc provided on the outer circumferential surface of the ring portion 72a. The ring portion 72a is formed in a substantially cylindrical shape (substantially annular or ring-shaped) with an open top surface and a bottom surface. Each of the finger hooks fa, fb, and fc is provided so as to protrude outward from the outer circumferential surface of the ring portion 72a. The three finger hooks fa, fb, and fc are provided at predetermined intervals along the circumferential direction of the ring portion 72a. The three finger hooks fa, fb, and fc are different in size. In particular, the three finger hooks fa, fb, and fc are different in the amount of protrusion from the outer circumferential surface of the ring portion 72a (hereinafter simply referred to as "protrusion amount"). In other words, the protrusion amount is the dimension (height) from the outer circumferential surface of the ring portion 72a to the apex (radial apex) of each of the finger hooks fa, fb, and fc.
[0035] In this embodiment, when the operating ring 72 is placed in the initial position, of the three finger hooks fa, fb, and fc lined up in the left-right direction, the finger hook fa on the left side has the largest protrusion amount, the finger hook fc on the right side has the smallest protrusion amount, and the finger hook fb in the middle has a protrusion amount that is smaller than that of finger hook fa but larger than that of finger hook fc. In other words, when the operating ring 72 is positioned at the maximum position, of the three finger hooks fa, fb, and fc lined up in the vertical direction, the finger hook fa located on the upper side has the greatest protrusion, the finger hook fc located on the lower side has the smallest protrusion, and the finger hook fb located in the middle has a protrusion that is smaller than that of finger hook fa but larger than that of finger hook fc. That is, the protrusion amounts of the finger hooks fa, fb, and fc are, in descending order of protrusion amount, finger hook fa, finger hook fb, and finger hook fc (large protrusion amount → small protrusion amount).
[0036] A bearing hole (not shown) and a pair of guide holes 72b are provided in the bottom surface of the ring portion 72a. The bearing hole is provided along the central axis of the ring portion 72a, which is formed in a substantially cylindrical shape. Each guide hole 72b is an elongated through-hole that curves in the circumferential direction. The pair of guide holes 72b are arranged around the bearing hole with a phase shift of 180°. One end of the coil spring 73 is engaged with a receiving portion (not shown) of the handle base 71, and the other end is engaged with a receiving portion (not shown) of the operation ring 72. The coil spring 73 biases the operation ring 72 toward the initial position. The face cover 74 is formed in a substantially hemispherical shape. The face cover 74 is attached to the tip end of each guide shaft 71b by screws. As a result, the operation ring 72 is rotatably held in the area between the handle base 71 and the face cover 74. The face cover 74 covers (conceals) the top surface side of the open ring portion 72a. The firing stop button 77 is provided on the outer peripheral surface of the handle base 71. The firing stop button 77 can be pressed by the player.
[0037] The operation ring 72 is attached to the handle base 71 with the rotation shaft 71a inserted into the bearing hole and the guide shaft 71b inserted into the guide hole 72b. This allows the operation ring 72 to rotate freely around the rotation shaft 71a relative to the handle base 71. At this time, the rotation range of the operation ring 72 is restricted by the guide shaft 71b inserted into the guide hole 72b. That is, as described above, the operation ring 72 is always biased in the counterclockwise direction as viewed from the front side by the elastic force of the coil spring 73. Therefore, when the operation ring 72 is not being rotated, one end face of each guide hole 72b comes into contact with the guide shaft 71b. This restricts the counterclockwise rotation of the operation ring 72, and the operation ring 72 is positioned (stationary) in the initial position. Meanwhile, the operation ring 72 can be rotated clockwise as viewed from the front side by rotating it against the biasing force (elastic force) of the coil spring 73. When the amount of clockwise rotation of the operation ring 72 reaches a predetermined amount, the other end face of each guide hole 72b comes into contact with the guide shaft 71b. This restricts the clockwise rotation of the operation ring 72, and the operation ring 72 is positioned (stationary) at the maximum position. On the other hand, when the rotation of the operation ring 72 is finished (stopped), the biasing force (elastic force) of the coil spring 73 causes the operation ring 72 to return to its initial position. As a result, the player can rotate the operation ring 72. At this time, the player can easily rotate the operation ring 72 by placing his / her fingers on the finger rests fa, fb, and fc. In particular, the operation ring 72 can be rotated (displaced and operated) within a range from an initial position (see FIG. 8(a)) to a maximum position (see FIG. 8(b)). As described below, the game area 30 is configured with a left-side path (left-hitting area) formed on the left side of the image display device 31 and a right-side path (right-hitting area) formed on the right side of the image display device 31 as paths along which game balls flow. Then, the game ball launched by the game ball launcher 430 in response to the rotation of the operation ring 72 passes through a launch passage (not shown) and flows into the game area 30. At this time, if the momentum of the launched game ball is weak, the game ball that has passed through the launch passage will flow into the left path. On the other hand, if the momentum of the launched game ball is strong, the game ball that has passed through the launch passage will pass through a guide passage (not shown) and flow into the right path.
[0038] The firing handle unit 6 includes a firing volume 411 (see FIG. 28), a touch sensor 412 (see FIG. 28), and a firing stop switch 413 (see FIG. 28). Firing volume 411 is composed of a variable resistor. Firing volume 411 detects the amount of rotation of operating ring 72 (the angle at which operating ring 72 is rotated). Specifically, firing volume 411 is composed of a rotation shaft (not shown) and a resistor (not shown) whose resistance value changes depending on the amount of rotation (rotation angle) of the rotation shaft. The rotation shaft of firing volume 411 is fixed coaxially to the bearing hole of operating ring 72. As a result, the rotation shaft of firing volume 411 rotates depending on the rotation of operating ring 72, and the resistance value of firing volume 411 changes depending on the amount of rotation of operating ring 72. The firing volume 411 is electrically connected to the operation detection unit 421 (see FIG. 29). The operation detection unit 421 detects the rotation operation (rotation operation amount) of the operation ring 72 based on the change in the resistance value (voltage value) of the firing volume 411.
[0039] The touch sensor 412 detects the player's contact (grasping) with the operation ring 72 based on a change in capacitance. When the touch sensor 412 detects the player's contact with the operation ring 72, it outputs a touch signal to the firing enable condition detection unit 422 (see FIG. 29) (sets the touch signal to a high level). On the other hand, when the touch sensor 412 does not detect the player's contact with the operation ring 72, it stops outputting the touch signal to the firing enable condition detection unit 422 (sets the touch signal to a low level). The firing stop switch 413 detects the pressing of the firing stop button 77. When the firing stop switch 413 does not detect the pressing of the firing stop button 77, it outputs a firing stop signal to the firing enable condition detection unit 422 (sets the firing stop signal to a high level). On the other hand, when the firing stop switch 413 detects the pressing of the firing stop button 77, it stops outputting the firing stop signal to the firing enable condition detection unit 422 (sets the firing stop signal to a low level).
[0040] (Positional relationship between the operation ring 72 and the main body frame) Next, the positional relationship between the operation ring 72 and the main body frame will be described. Fig. 10 is a diagram showing the positional relationship between the operation ring and the front frame unit, and Fig. 11 is a diagram showing the positional relationship between the operation ring and the inner frame unit. In this embodiment, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude downward beyond the lower edge of the main body frame. That is, as shown in Fig. 10, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude downward beyond the lower edge of the front frame unit 4 (front frame). Also, as shown in Fig. 11, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude downward beyond the lower edge of the inner frame unit 3 (inner frame). Furthermore, in this embodiment, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the main body frame. That is, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the front frame unit 4 (front frame). Furthermore, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the inner frame unit 3 (inner frame). This means that even if the main body frame is placed on the floor or the like, the finger grips fa, fb, fc will not come into contact with the floor or the like, and damage to the firing handle unit 6 (operation ring 72) can be prevented. In particular, in this embodiment, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the main body frame. That is, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the front frame unit 4 (front frame). Furthermore, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude downward from the lower edge of the inner frame unit 3 (inner frame). This makes it possible to more reliably prevent damage to the firing handle unit 6 (operation ring 72).
[0041] In addition, in this embodiment, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the main body frame. That is, as shown in Fig. 10, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the front frame unit 4 (front frame). Also, as shown in Fig. 11, when the operation ring 72 is arranged in the initial position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the inner frame unit 3 (inner frame). Furthermore, in this embodiment, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the main body frame. That is, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the front frame unit 4 (front frame). Furthermore, when the operation ring 72 is positioned at the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the inner frame unit 3 (inner frame). This means that even if the main body frame is accidentally hit against a wall or the like, the finger grips fa, fb, fc will not come into contact with the wall or the like, and damage to the firing handle unit 6 (operation ring 72) can be prevented. In particular, in this embodiment, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the main body frame. That is, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the front frame unit 4 (front frame). Furthermore, no matter which position the operation ring 72 is positioned (rotated) to within a range from the initial position to the maximum position, the finger hooks fa, fb, fc (tops) do not protrude rightward beyond the right edge of the inner frame unit 3 (inner frame). This makes it possible to more reliably prevent damage to the firing handle unit 6 (operation ring 72).
[0042] Furthermore, in this embodiment, of the three finger grip portions fa, fb, and fc, the finger grip portion fa, which has the greatest protrusion amount, is configured so as not to be located at the lowest point in the rotational trajectory of the finger grip portion fa when the operating ring 72 is positioned at the maximum position. Here, the "rotational trajectory of the finger grip portion fa" is the trajectory that the finger grip portion fa traces when the operation ring 72 rotates within a range from the initial position to the maximum position. In this embodiment, when the operation ring 72 is disposed in the initial position, the finger grip portion fa is disposed at the lowest point in the rotational trajectory of the finger grip portion fa. When the operation ring 72 is disposed in the maximum position, the finger grip portion fa is disposed at a position higher than the lowest point in the rotational trajectory of the finger grip portion fa. This makes it easier for the player to place his / her finger on the finger grip portion fa, and as a result, the operation ring 72 can be rotated easily.
[0043] 10 and 11, the dimension (distance) D1 from the rotation center (rotation axis 71a) of the operation ring 72 to the apex of the finger hook portion fa is set to 53.4 mm. Furthermore, the dimension (distance) D2 from the rotation center (rotation axis 71a) of the operation ring 72 to the apex of the finger hook portion fb is set to 45.6 mm. Furthermore, the dimension (distance) D3 from the rotation center (rotation axis 71a) of the operation ring 72 to the apex of the finger hook portion fc is set to 39.3 mm. Furthermore, the dimension (distance) E from the rotation center (rotation axis 71a) of the operation ring 72 to the edge (radial end) of the ring portion 72a is set to 34.6 mm. In particular, the dimension (distance) F from the rotation center (rotation axis 71a) of the operation ring 72 to the lower edge of the front frame unit 4 (front frame) is set to 40.0 mm. Also, the dimension (distance) G from the rotation center (rotation axis 71a) of the operation ring 72 to the right edge of the front frame unit 4 (front frame) is set to 49.1 mm. As a result, dimension D3<dimension F<dimension G, and the apex of finger hook portion fc will not protrude outward from the edge of the front frame unit 4 (front frame) when the operation ring 72 rotates within the range from the initial position to the maximum position. Also, dimension D2<dimension G, and the apex of finger hook portion fb will not protrude outward from the edge of the front frame unit 4 (front frame) when the operation ring 72 rotates within the range from the initial position to the maximum position. Furthermore, the dimension (distance) H from the rotation center (rotation axis 71a) of the operation ring 72 to the lower edge of the inner frame unit 3 (inner frame) is set to 45.0 [mm]. Also, the dimension (distance) I from the rotation center (rotation axis 71a) of the operation ring 72 to the right edge of the inner frame unit 3 (inner frame) is set to 51.1 [mm]. As a result, dimension D3<dimension H<dimension I, and the apex of finger hook portion fc will not protrude outward from the edge of inner frame unit 3 (inner frame) when operating ring 72 rotates within the range from the initial position to the maximum position. Also, dimension D2<dimension I, and the apex of finger hook portion fb will not protrude outward from the edge of inner frame unit 3 (inner frame) when operating ring 72 rotates within the range from the initial position to the maximum position.
[0044] (Operating torque of operating ring 72) Next, the operating torque of the operating ring 72 will be described. Fig. 12 is a diagram illustrating an example of setting an operation torque according to the first embodiment. Fig. 13 is a diagram illustrating an example of setting an operation torque according to the second embodiment. In the following description, the operation torque required for the operation ring 72 to start rotating from the initial position is referred to as the "first operation torque." In other words, the first operation torque is the operation torque required for the operation ring 72 disposed at the initial position to start moving. Therefore, when the operation torque acting on the operation ring 72 disposed at the initial position (operation torque toward the maximum position) reaches the first operation torque, the operation ring 72 starts rotating toward the maximum position. Furthermore, the operation torque required to rotate the operation ring 72 from the initial position to the left-hand hit reference position is referred to as the "second operation torque." In other words, the second operation torque is the operation torque required to displace the operation ring 72, which is disposed in the initial position, to the left-hand hit reference position. Therefore, when the second operation torque (operation torque toward the maximum position) acts on the operation ring 72, which is disposed in the initial position, the operation ring 72 rotates from the initial position to the left-hand hit reference position. Here, the "left-hand hit reference position" is the position of the operation ring 72 that allows the game ball to be launched toward the left-hand path, which will be described later. In particular, the left-hand hit reference position is the position of the operation ring 72 that allows the game ball to be launched stably toward the left-hand path. In this embodiment, the left-hand hit reference position is defined as the center (central) position (angle) of the range (angle) of the operation ring 72 at which the game ball will be launched toward the left-hand path.
[0045] Furthermore, the operation torque required to rotate the operation ring 72 from the initial position to the maximum position is referred to as the "third operation torque." In other words, the third operation torque is the operation torque required to displace the operation ring 72 disposed at the initial position to the maximum position. Therefore, when the third operation torque (operation torque toward the maximum position) acts on the operation ring 72 disposed at the initial position, the operation ring 72 rotates from the initial position to the maximum position. In this embodiment, the maximum rotation position and the right-hand hit reference position coincide. The "right-hand hit reference position" is the position of the operation ring 72 that allows the game ball to be launched toward the right-hand path, which will be described later. In particular, the right-hand hit reference position is the position of the operation ring 72 that allows the game ball to be launched stably toward the right-hand path. It is also acceptable for the maximum rotation position and the right-hand hit reference position not to coincide with each other. That is, the right-hand hit reference position may be defined as the center (central) position (angle) of the range (angle) of the operation ring 72 where the game ball is launched to the right path.
[0046] In this embodiment, the second operating torque is greater than the first operating torque. Also, the third operating torque is greater than the second operating torque. In particular, the third operating torque is equal to or less than twice the second operating torque. This reduces the difference between the second operation torque and the third operation torque, and prevents a sudden increase in the operation torque when the operation ring 72 is rotated from the left-hit reference position to the maximum position (right-hit reference position) compared to the operation torque when the operation ring 72 is rotated from the initial position to the left-hit reference position. This reduces fatigue on the player caused by operating the operation ring 72, and reduces the burden on the player. In this embodiment, the second operating torque is equal to or less than twice the first operating torque. This reduces the difference between the first and second operation torques, and prevents a sudden increase in the operation torque required to rotate the operation ring 72 from the initial position to the left-hit reference position compared to the operation torque required to start moving the operation ring 72 from the initial position. This reduces player fatigue caused by operating the operation ring 72, and reduces the burden on the player.
[0047] As shown in FIG. 12, in the first embodiment, the first operating torque is 6.8 [N·mm], the second operating torque is 13.6 [N·mm], and the third operating torque is 23.8 [N·mm]. Furthermore, as shown in FIG. 13, in Example 2, the first operating torque is 27.2 [N·mm], the second operating torque is 54.4 [N·mm], and the third operating torque is 95.2 [N·mm]. On the other hand, in the comparative example, the first operating torque is 31.0 [N·mm], the second operating torque is 69.0 [N·mm], and the third operating torque is 152.0 [N·mm]. As a result, in Examples 1 and 2, compared to the comparative example, it is possible to make the operating torque curve (the curve showing the relationship between operating torque and position) flatter, and when rotating the operating ring 72 from the initial position to the maximum position, the operating torque does not increase suddenly, making it possible to reduce the burden on the player. In particular, in Example 1, the change in operating torque when rotating the operating ring 72 from the initial position to the maximum position is small compared to Example 2, which further reduces the burden on the player.
[0048] (Rotation angle of the operating ring 72) Next, the rotation angle of the operation ring 72 will be described. In the following description, the operation angle (rotation angle) of the operation ring 72 from the initial position to the left-hand hit reference position is referred to as the "first operation angle." In other words, when the operation ring 72 located in the initial position is rotated by the first operation angle (rotation toward the maximum position), the operation ring 72 is located at the left-hand hit reference position. The operation angle (rotation angle) of the operation ring 72 from the initial position to the maximum position is defined as a "second operation angle." In other words, when the operation ring 72 is rotated by the second operation angle (toward the maximum position) while the operation ring 72 is located in the initial position, the operation ring 72 is located at the maximum position. In this embodiment, the first operation angle is in the range of 45° to 60°, and the second operation angle is in the range of 100° to 120°. In particular, the first operation angle is half or less of the second operation angle. This makes it easier for the player to launch the game ball onto the right path.
[0049] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 14 is a front view of the game board 11. FIG. 15 is a front view of the game board 11ab. FIG. 16 is an enlarged view of the part indicated by arrow A in FIG. 14. FIG. 17 is an enlarged view of the part indicated by arrow B in FIG. 14. FIG. 18 is an enlarged view of the part indicated by arrow C in FIG. 14. FIG. 19 is an enlarged view of the outlet hole 58 and the first starting hole 51. FIG. 20 is a perspective view showing the other winning holes 55a to 55e as viewed from above. FIG. 21 is a perspective view showing the other winning holes 55a to 55e, the first starting hole 51 and the interior of the combined winning device 70. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be positioned on the back side of the front frame unit 4. The player can then view the game board 11 (play area 30) described below through the transparent plates g1 and g2. In this embodiment, the game area 30 described below is formed between the back side of the transparent plate g2, which is positioned on the back side of the pair of transparent plates g1 and g2, and the front side of the game board 11. The game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various performance devices (image display device 31, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate.
[0050] The game board 11 is attached to the front side of the set board. As shown in FIG. 14, the game board 11 includes a game board 11ab and various components attached to the game board 11ab. The game board 11ab is composed of a base plate 11a and a cell sheet 11b (design layer) attached to the front surface of the base plate 11a. As a result, the front surface of the game board 11ab is decorated with the cell sheet 11b. The substrate 11a is made of acrylic resin, plywood, veneer, or the like, and has a flat plate shape. The cell sheet (design sheet / decorative sheet) 11b is arranged to decorate (impart a design to) the front surface (front face) of the substrate 11a. The cell sheet 11b is made of a cellulose-based resin or the like in the form of a film (sheet). A design (pattern) is applied to the front surface (front face) of the cell sheet 11b by silk printing. In this embodiment, various components are attached to the front (front face) of the gaming board 11ab, such as a windmill W, nails (not shown), inner rail 12, rail base 13, outer rail 14, left structure B1, right structure B2, upper structure B3, lower structure B4, fourth symbol display device 61, other winning hole structure B5, starting hole structure B6, and composite winning device 70. The various components are attached (placed) on the front side (front face) of the cell sheet 11b in the gaming board 11ab.
[0051] (Manufacturing process of game board 11) Here, the manufacturing process of the game board 11 will be described. In the manufacturing process of the gaming board 11, first, a rectangular substrate 11a in a plan view and a cell sheet 11b with a design printed on it are prepared. Next, glue is applied to the front of the substrate 11a. Then, a cell attaching machine is used to attach the cell sheet 11b to the front of the substrate 11a. This forms the gaming board 11ab. In the manufacturing process of the game board 11, next, various openings (through holes, openings) are formed in the game board 11ab by a drilling machine. Also, various pilot holes (non-through holes) for arranging nails and windmills W are formed in the front surface (front face) of the game board 11ab by a gauge press. The various openings are through holes (openings) that penetrate the game board 11 (substrate 11a and cell sheet 11b). As shown in Fig. 15, in this embodiment, among the various openings provided in the game board 11ab, openings (openings) provided in the game area 30 include an opening PH1 for the image display device 31, an opening PH2 for the fourth pattern display device 61, openings PH3 to PH6 for the other winning holes 55a to 55e, an opening PH7 for the composite winning device 70, an opening PH8 for the first starting hole 51, an opening PH9 for the outlet 58, and an opening for a screw (not shown). In this embodiment, various openings (through holes, openings) are formed in the gaming board 11ab. As a result, various openings (through holes, openings) are formed at the same positions in the cell sheet 11b and the board 11a. Therefore, for each opening, the periphery of the opening in the cell sheet 11b coincides with the periphery of the opening in the board 11a.
[0052] The opening PH1 is provided at a position corresponding to the display screen 31a of the image display device 31 disposed on the rear side (back side) of the gaming board 11ab (set board). This allows the player to view the display screen 31a (various images displayed on the display screen 31a) through the opening PH1 and an opening (not shown) provided in the set board. The opening PH2 is an opening for placing the fourth pattern display device 61. Specifically, the opening PH2 is an opening for inserting a harness (electric wire) extending from the fourth pattern display device 61. The opening PH3 is an opening that constitutes the other winning opening 55a. Specifically, the opening PH3 is an opening that allows the game ball that has entered the other winning opening 55a to pass through to the back side of the game board 11 (game board 11ab). The opening PH4 is an opening that constitutes the other winning holes 55b and 55c. Specifically, the opening PH4 is an opening that allows game balls that enter the other winning holes 55b and 55c to pass through to the back side of the game board 11 (game base plate 11ab).
[0053] The opening PH5 is an opening that constitutes the other winning opening 55d. Specifically, the opening PH5 is an opening that allows the game ball that has entered the other winning opening 55d to pass through to the back side of the game board 11 (game base plate 11ab). The opening PH6 is an opening that constitutes the other winning opening 55e. Specifically, the opening PH6 is an opening that allows the game ball that has entered the other winning opening 55e to pass through to the back side of the game board 11 (game base plate 11ab). The opening PH7 is an opening for placing the composite winning device 70. Specifically, the opening PH7 is an opening for inserting harnesses (electrical wires) extending from various switches and sensors provided in the composite winning device 70, and for allowing game balls that enter the various ball entry ports (specifically, the second start port 52, the big winning port 53, the operating port 54, and the other winning port 55f) that make up the composite winning device 70 to pass to the back side of the game board 11 (base plate 11a). The opening PH8 is an opening that constitutes the first starting hole 51. Specifically, the opening PH8 is an opening that allows the game ball that has entered the first starting hole 51 to pass through to the back side of the game board 11 (game base plate 11ab). The opening PH9 is an opening that constitutes the outlet 58. Specifically, the opening PH9 is an opening that allows the game ball that has entered the outlet 58 to pass through to the back side of the game board 11 (game base plate 11ab). The various pilot holes are blind holes that do not penetrate the game board 11ab (they penetrate the cell sheet 11b but do not penetrate the board 11a). The various pilot holes serve as marks for placing nails and windmills W.
[0054] In the manufacturing process of the game board 11, next, nails and windmills W are placed in the prepared holes provided in the front surface (front face) of the game board 11ab using a nail gun. In the manufacturing process of the gaming board 11, next, various components (left structure B1, right structure B2, upper structure B3, lower structure B4, fourth pattern display device 61, other winning opening structure B5, starting opening structure B6, composite winning device 70, inner rail 12, rail base 13, outer rail 14, etc.) are manually attached to the front (front face) of the gaming board 11ab. In this way, the game board 11 is manufactured.
[0055] (Prevention of peeling of cell sheet 11b from gaming board 11ab) Next, the prevention of peeling of the cell sheet 11b from the game board 11ab will be described. As described above, in the game board 11ab, various openings (specifically, an opening PH1 for the image display device 31, an opening PH2 for the fourth pattern display device 61, openings PH3 to PH6 for the other winning holes 55a to 55e, an opening PH7 for the composite winning device 70, an opening PH8 for the first starting hole 51, an opening PH9 for the outlet hole 58, an opening for a screw (not shown), etc.) are provided within the game area 30 where the game balls flow down. Here, when an opening is provided within the gaming area 30, repeated contact of the gaming balls with the periphery of the opening in the cell sheet 11b (hereinafter referred to as the "opening edge") may occur, which may cause the cell sheet 11b to peel off from the gaming board 11ab (board 11a). Therefore, in the pachinko machine 1, 95% or more of all opening edges (specifically, openings PH1 to PH9) provided in the game area 30 are covered by the back surfaces of various components. Here, "covered" refers to a state in which the back surfaces of the components are in contact with and covering (covered by) the opening edges. This allows the opening edges to be pressed down by the back surfaces (rear surfaces) of the components, making it possible to prevent the cell sheet 11b from peeling off from the game board 11ab. In addition, in the pachinko machine 1, the portions of the opening edges provided within the game area 30 that are not covered by the back (rear) surfaces of the components are configured so that game balls cannot come into contact with them, or the weight of the game balls themselves prevents the cell sheet 11b from rolling up. The following describes in detail the configuration implemented in the pachinko machine 1 for preventing the cell sheet 11b from peeling off from the game board 11ab.
[0056] The opening PH1 is located approximately in the center of the gaming board 11ab when viewed from the front. In the gaming board 11ab, the opening edge (front end) of the opening PH1 is covered by a plurality of components. Specifically, the opening edge (front end) of the opening PH1 is covered by the left structure B1, the right structure B2, the upper structure B3, the lower structure B4, and the composite winning device 70. Note that the entire opening edge of the opening PH1 may be covered by a single component. The left structure B1, right structure B2, upper structure B3, lower structure B4, and composite winning device 70 are each components that guide gaming balls so that they do not enter opening PH1. In particular, the left structure B1, right structure B2, upper structure B3, and lower structure B4 are each structures that form a passage (path) through which gaming balls flow down (pass). The left structure B1, right structure B2, upper structure B3, and lower structure B4 are each formed from resin. Specifically, the left structural body B1 includes a back plate b1 and a member (not shown) that constitutes the upstream portion of the left path that is configured in front of (on the front side of) the back plate b1. The right structural body B2 includes a back plate b2 and a member (not shown) that forms the upstream portion of the right path and is formed in front of the back plate b2 (front surface). The upper structure B3 includes a back plate b3 and a member (not shown) that forms a guide path r2 on the front side of the back plate b3. The guide path r2 guides the game balls launched from the launch path r1 to the right path. The lower structure B4 is configured to include a back panel b4 and components (not shown) that configure a warp path r3 configured in front of the back panel b4. The warp path r3 is configured to include a ball entrance 56a through which game balls flowing down the left path can enter, and a rolling stage 56b that rolls (swings) the game balls that enter through the ball entrance 56a and then discharges them above the first starting opening 51. The composite winning device 70 is configured to include a back panel (not shown) and components (not shown) that form the downstream portion of the right path and various ball entry ports (specifically, the large winning port 53, the second starting port 52, the operating port 54, and the other winning port 55f) that are configured on the front (front face) of the back panel. The back panel of the composite winning device 70 is made of resin.
[0057] The left structure B1, right structure B2, upper structure B3, lower structure B4, and composite winning device 70 cover the opening edge (front end) of opening PH1 so that the game ball does not come into contact with the opening edge (front end) of opening PH1. In other words, the opening edge (front end) of opening PH1 is almost entirely covered by the back panel b1 of the left structure B1, the back panel b2 of the right structure B2, the back panel b3 of the upper structure B3, the back panel b4 of the lower structure B4, and the back panel of the composite winning device 70. This makes it possible to prevent the opening edge of the opening PH1, which is covered by the back panel b1 of the left structure B1, the back panel b2 of the right structure B2, the back panel b3 of the upper structure B3, the back panel b4 of the lower structure B4, and the back panel of the composite winning device 70, from peeling off from the substrate 11a. Here, as shown in Figure 16, the back panel b1 of the left structural body B1 and the back panel b3 of the upper structural body B3 are arranged at a predetermined distance. That is, the back panel b1 of the left structural body B1 and the back panel b3 of the upper structural body B3 are arranged with a gap G1 in between. As a result, the portion of the opening edge of the opening PH1 that corresponds to the gap G1 is not covered by a component and is exposed. The gap G1 is structured so that gaming balls can flow down and pass through the front side of the gap G1 (a structure in which gaming balls can reach the front side of the gap G1). However, in the pachinko machine 1, game balls flowing down the game area 30 cannot come into contact with the opening edge (front end) of the opening PH1 through the gap G1. That is, the dimension (spacing) of the gap G1 is designed so that game balls cannot come into contact with the opening edge (front end) of the opening PH1 through the gap G1. Specifically, the spacing (dimension) of the gap G1 is set to be less than the diameter of a game ball. In particular, the spacing (dimension) of the gap G1 is set to be equal to or less than the diameter of the nail's body (shank). This allows the gap G1 to absorb deformation due to thermal expansion of the left structure B1 and the upper structure B3, while also preventing the cell sheet 11b from peeling off from the game board 11ab due to contact with the game ball at the portion of the opening edge of the opening PH1 corresponding to the gap G1. In this embodiment, a route for the gaming balls to flow down is formed by various components such as nails so that the gaming balls do not reach the gap G1.
[0058] 17, the back panel b3 of the upper structural body B3 and the back panel b2 of the right structural body B2 are arranged at a predetermined distance. That is, the back panel b3 of the upper structural body B3 and the back panel b2 of the right structural body B2 are arranged with a gap G2 in between. As a result, the portion of the opening edge of the opening PH1 that corresponds to the gap G2 is not covered by a component and is exposed. The gap G2 is structured so that gaming balls can flow down and pass through the front side of the gap G2 (a structure in which gaming balls can reach the front side of the gap G2). However, in the pachinko machine 1, game balls flowing down the game area 30 cannot come into contact with the opening edge (front end) of the opening PH1 through the gap G2. That is, the dimension (spacing) of the gap G2 is designed so that game balls cannot come into contact with the opening edge (front end) of the opening PH1 through the gap G2. Specifically, the spacing (dimension) of the gap G2 is set to be less than the diameter of a game ball. In particular, the spacing (dimension) of the gap G2 is set to be equal to or less than the diameter of the nail's body (shank). This allows the gap G2 to absorb deformation due to thermal expansion of the upper structure B3 and the right structure B2, while preventing peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball at the opening edge of the opening PH1 corresponding to the gap G2. In this embodiment, a route for the gaming balls to flow down is formed by various components such as nails so that the gaming balls do not reach the gap G2.
[0059] 18, the back panel b2 of the right structural body B2 and the back panel of the composite winning device 70 are arranged at a predetermined distance. That is, the back panel b2 of the right structural body B2 and the back panel of the composite winning device 70 are arranged with a gap G3 in between. As a result, the portion of the opening edge of the opening PH1 that corresponds to the gap G3 is not covered by any component and is exposed. The gap G3 is structured so that gaming balls can flow down and pass through the front side of the gap G3 (a structure that allows gaming balls to reach the front side of the gap G3). However, in the pachinko machine 1, game balls flowing down the game area 30 cannot contact the opening edge (front end) of the opening PH1 through the gap G3. That is, the dimension (spacing) of the gap G3 is designed so that game balls cannot contact the opening edge (front end) of the opening PH1 through the gap G3. Specifically, the spacing (dimension) of the gap G3 is set to be less than the diameter of the game ball. In particular, the spacing (dimension) of the gap G3 is set to be equal to or less than the diameter of the nail's body (shank). This allows the gap G3 to absorb deformation due to thermal expansion of the right structure B2 and the composite winning device 70, while preventing peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball at the opening edge of the opening PH1 corresponding to the gap G3. In this embodiment, a route for the gaming balls to flow down is formed by various components such as nails so that the gaming balls do not reach the gap G3.
[0060] Furthermore, the back panel b2 of the lower structure B4 and the back panel of the composite winning device 70 are arranged at a predetermined distance. That is, the back panel b4 of the lower structure B4 and the back panel of the composite winning device 70 are arranged with a predetermined gap (not shown) between them. As a result, the portion of the opening edge of the opening PH1 that corresponds to the predetermined gap is not covered by a component and is exposed. However, the predetermined gap is designed so that gaming balls do not flow down or pass through the front side of the predetermined gap (a structure in which gaming balls do not reach the front side of the predetermined gap). As a result, gaming balls cannot come into contact with the opening edge of the opening PH1 at the predetermined gap. Similarly, the back panel b1 of the left structural body B1 and the back panel b4 of the lower structural body B4 are arranged at a predetermined distance. That is, the back panel b1 of the left structural body B1 and the back panel b4 of the lower structural body B4 are arranged with a predetermined gap (not shown) between them. As a result, the portion of the opening edge of the opening PH1 that corresponds to the predetermined gap is not covered by a component and is exposed. However, the predetermined gap is designed so that gaming balls do not flow down or pass through the front side of the predetermined gap (a structure that prevents gaming balls from reaching the front side of the predetermined gap). As a result, gaming balls cannot come into contact with the opening edge of the opening PH1 at the predetermined gap. As a result, the opening edge (front end) of the opening PH1 is almost entirely covered with multiple components. In particular, the portion of the opening edge of the opening PH1 that is not covered with components is designed to be inaccessible to game balls. This prevents game balls from coming into contact with the entire opening edge of the opening PH1, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab.
[0061] The fourth symbol display device 61 covers the opening edge (front end) of the opening PH2 so that the gaming ball does not come into contact with the opening edge (front end) of the opening PH2. That is, the entire opening edge (front end) of the opening PH2 is covered by the back panel of the fourth pattern display device 61. This prevents the gaming ball from coming into contact with the entire opening edge of the opening PH2, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab. The fourth pattern display device 61 is configured to include a back panel (not shown) and a variable display device (dot matrix LED, color bar (full color LED), etc.) arranged on the front side of the back panel. The back panel of the fourth pattern display device 61 is formed from resin. The fourth pattern display device 61 is capable of forming a second performance pattern display area a4 (not shown) in which the second performance pattern z2 (not shown) is displayed by the variable display device.
[0062] The other winning hole structure B5 covers a part of the opening edges (front ends) of the openings PH3 to PH6 so that the gaming balls do not come into contact with the opening edges (front ends) of the openings PH3 to PH6. That is, the opening edge (front end) of each of the openings PH3 to PH6 is partially covered by the back plate b5 of the other winning opening structure B5. The other winning opening structure B5 is made of resin. As shown in FIG. 20, the other winning opening structure B5 includes a back plate b5 and five ball entry sections 57a to 57e formed on the front side of the back plate b5. Each of the ball entry sections 57a to 57e is formed in a cup shape (concave shape) that opens upward (including diagonally upward). Each of the ball entry sections 57a to 57e has an opening (ball entry port) (not shown) through which game balls flow. Each of the ball entry sections 57a to 57e is capable of receiving game balls flowing downward (including diagonally downward) through the opening. Here, game balls flowing down the left path can enter each of the ball entry sections 57a to 57e. The ball entrance section 57a guides the game ball that has entered the ball entrance section 57a so that it flows into the opening PH3. That is, the game ball that has entered the ball entrance section 57a passes through the opening PH3 and is guided to the back side (rear side) of the game board 11. The ball entry section 57b guides the game ball that has entered the ball entry section 57b so that it flows into the opening PH4. That is, the game ball that has entered the ball entry section 57b passes through the opening PH4 and is guided to the back side (rear side) of the game board 11. The ball entry section 57c guides the game ball that has entered the ball entry section 57c so that it flows into the opening PH4. That is, the game ball that has entered the ball entry section 57c passes through the opening PH4 and is guided to the back side (rear side) of the game board 11. The ball entry section 57d guides the game ball that has entered the ball entry section 57d so that it flows into the opening PH5. That is, the game ball that has entered the ball entry section 57d passes through the opening PH5 and is guided to the back side (rear side) of the game board 11. The ball entry section 57e guides the game ball that has entered the ball entry section 57e so that it flows into the opening PH6. That is, the game ball that has entered the ball entry section 57e passes through the opening PH6 and is guided to the back side (rear side) of the game board 11.
[0063] In this embodiment, as shown in FIG. 20, each opening PH3, PH5, and PH6 has a covered portion (not shown) covered by the back panel b5 of the other winning opening structure B5, and an uncovered portion (exposed portion) NC that is not covered by the back panel b5 of the other winning opening structure B5. The uncovered portion NC is set in a portion (predetermined range) of the opening edge of each opening PH3, PH5, and PH6 that corresponds to the opening (ball entry opening) of each ball entry portion 57a, 57d, and 57e. That is, the uncovered portion NC is set in a predetermined upper portion (predetermined range) of the opening edge of each opening PH3, PH5, and PH6. In other words, the uncovered portion NC is set in a predetermined upper portion of the opening edge of each opening PH3, PH5, and PH6. In particular, the uncovered portion NC is set in a predetermined portion (predetermined range) that includes the apex of the opening edge of each opening PH3, PH5, and PH6. On the other hand, the entire opening edge of each opening PH3, PH5, PH6, except for the non-covered portion NC, is covered. In other words, the covered portion is set at a predetermined lower portion of the opening edge of each opening PH3, PH5, PH6. As a result, the portions of the opening edge (front end) of each opening PH3, PH5, PH6 that correspond to the openings (ball entry ports) of each ball entry portion 57a, 57d, 57e are not covered by the back plate b5 of the other winning opening structure B5, while the other portions are covered by the back plate b5 of the other winning opening structure B5. In particular, the upper predetermined portion (non-covered portion NC) of the opening edge of each opening PH3, PH5, PH6 is not covered by the back plate b5 of the other winning opening structure B5, while the other portions (covered portion) are covered by the back plate b5 of the other winning opening structure B5. In this embodiment, the opening PH4 is provided with a covered portion (not shown) that is covered by the back panel b5 of the other winning opening structure B5, and an uncovered portion (exposed portion) NC that is not covered by the back panel b5 of the other winning opening structure B5. The uncovered portion NC is set in a portion (predetermined range) of the opening edge of the opening PH4 that corresponds to the opening (ball entry opening). That is, the uncovered portion NC is set in a predetermined portion (predetermined range) above the opening edge of the opening PH4. The opening PH4 is divided by the other winning opening structure B5 into an opening corresponding to ball entry portion 57b (the opening that constitutes the other winning opening 55b) and an opening corresponding to ball entry portion 57c (the opening that constitutes the other winning opening 55c). The uncovered portions NC are set in a predetermined portion (predetermined range) including the apex of the opening edge of the opening corresponding to ball entry portion 57b (the opening constituting other winning opening 55b) and the opening corresponding to ball entry portion 57c (the opening constituting other winning opening 55c). Meanwhile, the entire opening edge of opening PH4, excluding the uncovered portions NC, is covered. As a result, the portions of the opening edge (front end) of opening PH4 corresponding to the openings (ball entry openings) of ball entry portions 57b and 57c are not covered by the back plate b5 of the other winning opening structure B5, while the other portions are covered by the back plate b5 of the other winning opening structure B5. In particular, the upper predetermined portion (uncovered portion NC) of the opening edge of opening PH4 is not covered by the back plate b5 of the other winning opening structure B5, while the other portions (covered portion) are covered by the back plate b5 of the other winning opening structure B5.
[0064] As a result of the above, with regard to the opening edge (front end) of each opening PH3 to PH6, the part (specific upper part) corresponding to the opening (ball entry port) of each ball entry section 57a to 57e is not covered by the back panel b5 of the other prize entry port structure B5, and is an exposed uncovered part NC that can be contacted by game balls, while the other part is covered by the back panel b5 of the other prize entry port structure B5, and is a covered part that cannot be contacted by game balls. Here, when only consideration is given to preventing peeling of the cell sheet 11b from the gaming board 11ab, it is preferable to configure the opening edge (front end) of each of the openings PH3 to PH6 to be entirely covered by the back plate b5 of the other winning opening structure B5. However, if the opening edge (front end) of each of the openings PH3 to PH6 is entirely covered by the back plate b5 of the other winning opening structure B5, the configuration of the other winning opening structure B5 becomes complicated and the amount of material (resin in this embodiment) required to configure the other winning opening structure B5 increases, resulting in increased manufacturing costs. Therefore, in the pachinko machine 1, a predetermined portion (uncovered portion NC) of the opening edge (front end) of each of the openings PH3 to PH6 is not covered by the other winning opening structure B5. This simplifies the structure of the other winning opening structure B5 and reduces the amount of material required to configure the other winning opening structure B5, thereby enabling a reduction in manufacturing costs. Here, if a specific portion (non-covered portion NC) of the opening edge of each opening PH3 to PH6 is simply configured to not be covered by other winning opening structures B5, there is a risk that peeling of the cell sheet 11b will occur in that specific portion (non-covered portion NC) due to contact with the game ball. Therefore, in the pachinko machine 1, non-covered portions NC are provided at the opening edges (front ends) of the openings PH3 to PH6 corresponding to the openings (ball entrances) of the ball entrance sections 57a to 57e. As a result, in the non-covered portions NC, the periphery of the cell sheet 11b extends downward. Therefore, in the pachinko machine 1, the ball entrance sections 57a to 57e of the other winning opening structure B5 are configured to open upward and receive gaming balls that flow downward (fall). As a result, the periphery (front end) of the cell sheet 11b that tends to roll up in the non-covered portions NC is pressed down by the weight of the gaming balls flowing into the ball entrance sections 57a to 57e, thereby preventing the cell sheet 11b from peeling off. In particular, in the pachinko machine 1, an uncovered portion NC is provided at the upper portion (particularly, a predetermined range including the apex of the opening edge) of each opening PH3-PH6. As a result, in the uncovered portion NC, the peripheral edge of the cell sheet 11b extends downward. Therefore, in the pachinko machine 1, the openings (ball entrances) of each ball entrance portion 57a-57e of the other winning opening structure B5 are configured to open upward and receive game balls that flow downward. As a result, the weight of the game balls flowing into each entrance portion 57a-57e presses down the peripheral edge of the sheet material that tends to roll up in the uncovered portion NC, thereby preventing the cell sheet 11b from peeling off. As a result, in the pachinko machine 1, it is possible to prevent the cell sheet 11b from peeling off from the game board 11ab, while reducing the manufacturing cost.
[0065] In addition, in the pachinko machine 1, when viewed from the front, the opening edges (front ends) of the openings PH3 to PH6 are entirely hidden by the front plate (not shown) of the other winning opening structure B5. This makes it possible to prevent the appearance from being spoiled even if the cell sheet 11b peels off at the upper part of the opening edge of each of the openings PH3 to PH6. In addition, when viewed from the front, the upper part of the opening edge of each of the openings PH3 to PH6 may be configured not to be hidden by the front plate of the other winning opening structure B5.
[0066] The composite winning device 70 covers the opening edge (front end) of the opening PH7 so that gaming balls do not come into contact with the opening edge (front end) of the opening PH7. In other words, the opening edge (front end) of the opening PH7 is entirely covered by the back panel of the composite winning device 70. This prevents gaming balls from coming into contact with the entire opening edge of the opening PH7, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab. The starting hole structure B6 covers the opening edge (front end) of the opening PH8 so that the gaming ball does not come into contact with the opening edge (front end) of the opening PH8. That is, the opening edge (front end) of the opening PH8 is entirely covered by the back plate 51a of the starting hole structure B6. This prevents the gaming ball from coming into contact with the entire opening edge of the opening PH8, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab. The starting hole structure B6 is formed from resin. As shown in FIG. 19, the starting hole structure B6 includes a back panel 51a and a ball entrance section 51b formed on the front side of the back panel 51a. The ball entrance section 51b is formed in a cup shape (concave) that opens upward. The ball entrance section 51b is capable of receiving game balls that flow downward. Here, game balls that flow down the left path can enter the ball entrance section 51b. The ball entrance section 51b guides the game balls that enter the ball entrance section 51b so that they flow into the opening PH8. In other words, the game balls that enter the ball entrance section 51b pass through the opening PH8 and are guided to the back side of the game board 11.
[0067] The starting hole structure B6 and the inner rail 12 guide the gaming balls to flow into the opening PH9. The starting hole structure B6 and the inner rail 12 cover the opening edge (front end) of the opening PH9 so that the gaming balls do not come into contact with the opening edge (front end) of the opening PH9. That is, the opening edge of the opening PH9 is covered by a plurality of components. Specifically, the opening edge (front end) of the opening PH9 is almost entirely covered by the back panel 51a of the starting hole structure B6 and the inner rail 12. This prevents the gaming balls from coming into contact with the portion of the opening edge of the opening PH9 that is covered by the back panel 51a and the inner rail 12 of the starting hole structure B6, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab. Here, as shown in Figure 19, the back plate 51a and inner rail 12 of the starting hole structure B6 are arranged at a predetermined interval. That is, the back plate 51a and inner rail 12 of the starting hole structure B6 are arranged with two gaps G4 in between. As a result, the portions of the opening edge of the opening PH9 corresponding to each gap G4 are not covered by components and are exposed. Each gap G4 is structured so that gaming balls can flow down and pass through the front side of the gap G4 (a structure in which gaming balls can reach the front side of the gap G4). However, in the pachinko machine 1, gaming balls flowing down the gaming area 30 cannot contact the opening edge (front end) of the opening PH9 through each gap G4. That is, the dimensions (spacing) of each gap G4 are designed so that gaming balls cannot contact the opening edge (front end) of the opening PH9 through each gap G4. Specifically, the spacing (dimension) of each gap G4 is set to be less than the diameter of a gaming ball. In particular, the spacing (dimension) of each gap G4 is set to be equal to or less than the diameter of the nail's body (shank). This allows each gap G4 to absorb deformation due to thermal expansion of the starting hole structure B6 and the inner rail 12, while preventing peeling of the cell sheet 11b from the gaming board 11ab due to contact with the gaming ball at the opening edge of the opening PH9 corresponding to each gap G4. As a result, the opening edge (front end) of the opening PH9 is almost entirely covered with multiple components. In particular, the portion of the opening edge of the opening PH9 that is not covered with components is designed to be inaccessible to game balls. This prevents game balls from coming into contact with the entire opening edge of the opening PH9, making it possible to prevent the cell sheet 11b from peeling off from the gaming board 11ab. Here, the opening edge (front end) of each pilot hole in the cell sheet 11b is configured to prevent game balls from coming into contact with the opening edge (front end) by arranging nails or pinwheels W. Also, the opening edge of the opening for the screw in the cell sheet 11b is configured to prevent game balls from coming into contact with the opening edge by threading a screw. As a result, in the pachinko machine 1, it is possible to prevent the cell sheet 11b from peeling off from the game board 11ab.
[0068] (Regarding the inner rail 12 and outer rail 14) Next, the inner rail 12 and the outer rail 14 will be described. Fig. 22 is an exploded perspective view of the game board. Fig. 23 is a diagram showing the configuration of the outer rail. Fig. 24 is a diagram showing the arrangement of guide holes gh in the outer rail. Fig. 25 is a cross-sectional view of the rail base. 23(a) shows the outer rail 14 as viewed from the side, and FIG. 23(b) shows the outer rail 14 as viewed from the front. Also, FIG. 24 shows the outer rail 14 attached to the game board 11 as viewed from the front. Also, in FIG. 25, the game ball is indicated by the symbol "B". An inner rail 12, a rail base 13, and an outer rail 14 are attached to the front of the game board 11 (base plate 11a). A game area 30 is defined by the inner rail 12, the outer rail 14, etc. The inner rail 12 is made of resin or the like. When viewed from the front side, the inner rail 12 is configured in an arc shape. The outer peripheral surface of the inner rail 12 forms an inner guide surface 12a that guides the game balls. A return ball prevention piece 12b is provided at the tip of the inner rail 12. The return ball prevention piece 12b prevents game balls that have been launched from the launch passage r1 into the game area 30 from returning to the launch passage r1 again.
[0069] The rail base 13 is made of resin or the like. As shown in Fig. 22, the rail base 13 is provided with a guide surface 13b that supports the outer rail 14. The guide surface 13b extends in an arc shape when viewed from the front side. At least a portion of the guide surface 13b in the longitudinal direction is inclined toward the rear side (the front side of the gaming board 11). In this embodiment, substantially the entire longitudinal area of the guide surface 13b is inclined toward the rear side. This allows at least a portion (substantially the entire longitudinal area, in this embodiment) of the outer guide surface 14c of the outer rail 14 supported by the guide surface 13b to be inclined toward the rear side (the front side of the gaming board 11). This makes it difficult for the gaming balls launched by the gaming ball launching device 430 to flow toward the front side (the transparent plate g2 side), making it possible to suppress contact with the transparent plate g2. The guide surface 13b is provided with a plurality of protrusions (bosses) pr. Each protrusion pr is formed as a substantially elliptical convex portion and is provided so as to protrude from the guide surface 13b. Each protrusion pr is fitted into a guide hole gh provided in the outer rail 14, and determines the position of the outer rail 14 relative to the rail base 13 (game board 11). A base end (starting end) of the rail base 13 is provided with a base end support portion (not shown) that supports the base end bent portion 14a provided on the outer rail 14. The base end support portion is configured as a recess into which the base end bent portion 14a can be inserted. Furthermore, a tip end support portion (not shown) that supports the tip end bent portion 14b provided on the outer rail 14 is provided at the tip end (terminal end) of the rail base 13. The tip end support portion is configured as a recess into which the tip end bent portion 14b can be inserted. The rail base 13 is also provided with a covering portion 13a that covers (supports) the side surface (front side surface) of the outer rail 14 when viewed from the front side.
[0070] The outer rail 14 is made of metal. As shown in Figures 22 and 23, the outer rail 14 is formed in a flat plate shape and extends in an arc shape when viewed from the front side. A base end (starting end) of the outer rail 14 is provided with a base end bent portion 14a. The base end bent portion 14a is formed by bending the base end of the outer rail 14 into a substantially L-shape. A tip end bent portion 14b is provided at the tip end (terminal end) of the outer rail 14. The tip end bent portion 14b is formed by bending the tip end of the outer rail 14 into a substantially U-shape. The outer peripheral surface of the outer rail 14 formed in an arc shape is supported by the guide surface 13b of the rail base 13. The inner peripheral surface of the outer rail 14 formed in an arc shape constitutes an outer guide surface 14c that guides the game ball. A plurality of guide holes gh are provided in the outer rail 14 (outer guide surface 14c). Each guide hole gh is a through-hole that penetrates the outer rail 14 in the thickness direction. Each guide hole gh is a substantially elliptical through-hole that can fit the protrusion pr. In the outer rail 14 (outer guide surface 14c), guide holes gh are provided at positions corresponding to the protrusions pr provided on the guide surface 13b when the outer rail 14 is supported (attached) on the guide surface 13b. As a result, the guide holes gh and the protrusions pr guide (define) the attachment position of the outer rail 14 relative to the rail base 13 (guide surface 13b), and ultimately guide (define) the attachment position of the outer rail 14 relative to the game board 11.
[0071] Next, the arrangement of the guide holes gh in the outer rail 14 (outer guide surface 14c) will be described. Here, the arrangement of the plurality of guide holes gh in the outer rail 14 and the arrangement of the plurality of protrusions pr on the guide surface 13b correspond to each other. Therefore, the arrangement conditions of the guide holes gh in the outer rail 14 and the arrangement conditions of the protrusions pr on the guide surface 13b are the same. Therefore, the following will describe the arrangement conditions of the guide holes gh in the outer rail 14, and will omit the description of the arrangement conditions of the protrusions pr on the guide surface 13b. The outer rail 14 is attached to the front of the game board 11 via a rail base 13. The outer rail 14 (outer guide surface 14c) extends in an arc shape when viewed from the front side while attached to the game board 11. As shown in Figure 24, in the following explanation, when viewing the outer rail 14 attached to the game board 11 from the front side, the uppermost part of the outer rail 14 (upper vertex) will be referred to as the "upper vertex P1," and the leftmost part of the outer rail 14 (left vertex) will be referred to as the "left vertex P2." The range from the base end (starting end) of the outer rail 14 to the left vertex P2 is referred to as the "first range H1," the range from the left vertex P2 of the outer rail 14 to the upper vertex P1 is referred to as the "second range H2," and the range from the upper vertex P1 of the outer rail 14 to the tip (end) is referred to as the "third range H3." The range from the left vertex P2 to the leading end (terminal end) of the outer rail 14 is defined as a "fourth range." That is, the fourth range = the second range H2 + the third range H3. The range from the base end (starting end) of the outer rail 14 to the upper vertex P1 is defined as a "fifth range." That is, the fifth range = the first range H1 + the second range H2. The range from the base end (starting end) of the outer rail 14 to the middle portion is referred to as the "sixth range," and the range from the middle portion to the tip (ending end) of the outer rail 14 is referred to as the "seventh range." Here, the "middle portion" refers to the middle (center) portion of the outer rail 14 in the longitudinal direction.
[0072] In this embodiment, the first range H1 has a greater number of guide holes gh than the second range H2, and the second range H2 has a greater number of guide holes gh than the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the second range H2 is greater than or equal to the number of guide holes gh provided in the third range H3. In addition, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the third range H3, and the number of guide holes gh provided in the second range H2 is greater than or equal to the number of guide holes gh provided in the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the third range H3. In this embodiment, the number of guide holes gh provided in the first area H1 is greater than that in the fourth area. In this embodiment, the number of guide holes gh provided in the fifth range H3 is greater than that in the third range H3. In this embodiment, the number of guide holes gh provided in the sixth area is greater than that in the seventh area.
[0073] Specifically, the first region H1 has three guide holes gh along the longitudinal direction, the second region H2 has two guide holes gh along the longitudinal direction, and the third region H3 has no guide holes gh. As a result, two guide holes gh are provided along the longitudinal direction in the fourth section, five guide holes gh are provided along the longitudinal direction in the fifth section, four guide holes gh are provided along the longitudinal direction in the sixth section, and one guide hole gh is provided along the longitudinal direction in the seventh section. In other words, on the outer rail 14, the portion on the base end side (towards the game ball launching device 430) receives a greater impact from the collision of the game ball launched by the game ball launching device 430 than the portion on the tip end side (end side), and the impact on the launch direction of the game ball launched by the game ball launching device 430 is greater. As a result, the outer rail 14 requires higher mounting strength and more accurate positioning at the base end (game ball launching device 430 side) than at the tip end (terminal end). Therefore, in this embodiment, by increasing the number of guide holes gh provided in the base end side (gaming ball launching device 430 side) of the outer rail 14, it is possible to prevent positional deviation and vibration in the base end side portion. In addition, the trajectory of the gaming ball is stabilized, and it is possible to execute the game according to the design values. In particular, it is possible to prevent damage and vibration of the outer rail 14 due to the collision of the launched gaming ball. This makes it possible to prevent the launched gaming ball from shaking due to such damage or vibration, and it is possible to stably send the launched gaming ball to the surface of the gaming board 11. As a result, irregular movements of the gaming ball are reduced, and it is possible to execute the game stably. On the other hand, by reducing the number of guide holes gh provided in the tip (end) portion of the outer rail 14, it becomes possible to facilitate processing of the outer rail 14 and attachment to the rail base 13. As a result, it is possible to prevent the outer rail 14 from shifting position or vibrating, while also facilitating the processing of the outer rail 14 and its attachment to the game board 11.
[0074] In particular, in this embodiment, the guide holes gh are not formed at the upper vertex P1 and the left vertex P2 of the outer rail 14. That is, when an impact is applied to the top or bottom side or the left or right side of the game board 11, the impact is transmitted strongly to the upper vertex P1 or the left vertex P2 of the outer rail 14. As a result, if guide holes gh are formed at the upper vertex P1 and the left vertex P2 of the outer rail 14, the strength of the upper vertex P1 and the left vertex P2 will be reduced by the formation of the guide holes gh, and there is a risk that the outer rail 14 will be damaged when the above-mentioned impact is transmitted. Therefore, by forming the guide holes gh so as to avoid the upper vertex P1 and the left vertex P2 of the outer rail 14, it is possible to prevent damage to the outer rail 14. In this embodiment, no guide holes gh are formed in the third region H3, which makes it possible to easily process the outer rail 14 and attach it to the rail base 13. Note that one or more guide holes gh may be formed in the third region H3.
[0075] As described above, in this embodiment, five guide holes gh are formed in the outer rail 14 along the longitudinal direction. In this case, the arrangement intervals of the five guide holes gh are non-uniform. In particular, the arrangement intervals of the five guide holes gh are set to be wider toward the tip end (terminal end). In other words, the arrangement intervals of the five guide holes gh are set to be narrower toward the base end (starting end). Each guide hole gh is formed at a position where it will not come into contact with a game ball launched by the game ball launching device 430. That is, as shown in Fig. 25, each guide hole gh is formed at the end of the innermost side (the front side of the game board 11) in the width direction of the outer rail 14. In particular, each guide hole gh is formed at a position on the innermost side (the front side of the game board 11) in the width direction of the outer rail 14, which is a distance from the front of the game board 11 by the radius of the game ball.
[0076] Next, a method for attaching the rails 12 and 14 to the game board 11 (base plate 11a) will be described. To attach the inner rail 12 to the game board 11, a positioning protrusion (not shown) provided on the back side of the inner rail 12 is inserted into a positioning recess (not shown) provided on the front side of the game board 11. This positions the inner rail 12 in a predetermined position on the front side of the game board 11. Then, the inner rail 12 is fixed to the front side of the game board 11 by screws. To attach the outer rail 14 to the game board 11, first, the rail base 13 is attached to the front of the game board 11. To do this, a positioning protrusion (not shown) provided on the back side of the rail base 13 is inserted into a positioning recess (not shown) provided on the front of the game board 11. This positions the rail base 13 in a predetermined position on the front of the game board 11. Then, the rail base 13 is fixed to the front of the game board 11 by screws. Next, the outer rail 14 is attached to the rail base 13. To do this, the outer peripheral surface of the outer rail 14 is positioned along the guide surface 13b of the rail base 13. The base-end bent portion 14a of the outer rail 14 is inserted (fitted) into the base-end support portion of the rail base 13, and the tip-end bent portion 14b of the outer rail 14 is inserted (fitted) into the tip-end support portion of the rail base 13. Furthermore, the protrusions pr provided on the guide surface 13b are inserted (fitted) into the guide holes gh provided in the outer rail 14. As a result, the outer rail 14 is attached to the rail base 13 with substantially the entire outer peripheral surface of the outer rail 14 in the longitudinal direction supported by the guide surface 13b.
[0077] In front of the game board 11, a game area 30 is defined by an inner rail 12, an outer rail 14, etc. In the game area 30, a left path (left hitting area) formed on the left side of the image display device 31 and a right path (right hitting area) formed on the right side of the image display device 31 are configured as paths along which game balls flow. Furthermore, on the front side of the game board 11, the inner guide surface 12a of the inner rail 12 and the outer guide surface 14c of the outer rail 14 are arranged facing each other at a predetermined distance. A launch passage r1 that guides game balls launched by the game ball launching device 430 to the game area 30 is formed between the inner guide surface 12a and the outer guide surface 14c. In addition, a guide path r2 is formed in the game area 30 to guide (guide) the game balls launched from the launch path r1 to the right path. The guide path r2 is formed at the upper end of the game area 30. The guide path r2 is formed above the image display device 31. The guide path r2 extends in an arc shape when viewed from the front side. In this embodiment, the outer guide surface 14c constitutes the outer peripheral surface ra of the guide passage r2. A decorative portion 33 is provided above the opening in the front of the game board 11. The upper surface of the decorative portion 33 constitutes the inner peripheral surface rb of the guide passage r2. A game ball launched by the game ball launcher 430 passes through the launch passage r1 and flows into the game area 30. At this time, if the momentum of the launched game ball is weak, the game ball that passed through the launch passage r1 flows into the left path. On the other hand, if the momentum of the launched game ball is strong, the game ball that passed through the launch passage r1 passes through the guide passage r2 and flows into the right path.
[0078] (Regarding the positional relationship between the design part 40 and the guide passage r2) Next, the positional relationship between the design portion 40 and the guide passage r2 will be described. Fig. 26 is a cross-sectional view taken along the line AA shown in Fig. 1. Fig. 27 is an enlarged view of Fig. 26. In Fig. 26 and Fig. 27, the gaming ball is indicated by the symbol "B". As shown in Figure 26, a design portion 40 is provided at the upper end of the front frame unit 4. When viewed from the front side, the design portion 40 is provided so as to surround the transparent plates g1 and g2. The design portion 40 is provided so as to bulge (protrude) from the front of the front frame unit 4 (front frame) toward the front side. In particular, the design portion 40 is provided so as to bulge (protrude) toward the front side relative to the transparent plates g1 and g2. Specifically, the design portion 40 is configured to include an upper surface 41 extending from the front of the front frame unit 4 (front frame) toward the front side, a front surface 42 extending downward from the front end (front end) of the upper surface 41, and a lower surface 43 extending toward the rear side from the lower end of the front surface 42. As a result, the design portion 40 is configured to have a substantially U-shaped cross section. The rear end (rear end) of the lower surface 43 of the design portion 40 extends to the front surface of the transparent plate g1. In this embodiment, the rear end of the lower surface 43 of the design portion 40 contacts the front surface of the transparent plate g1. In particular, the lower surface 43 of the design portion 40 is inclined in the depth direction so that the front side is lower and the back side is higher. As a result, when viewed from the front side, the lower end of the design portion 40 covers (conceals) part of the upper end of the game board 11. The lower surface 43 of the design portion 40 is curved so that the left and right ends are lower and the center portion is higher.
[0079] In the following description, as shown in Figures 26 and 27, a virtual line that is perpendicular to the front of the game board 11 and passes through the uppermost (vertex / top) portion of the outer peripheral surface ra of the guide passage r2 (hereinafter referred to as the "outer peripheral vertex") is defined as a "first reference line k1." In this embodiment, the outer peripheral vertex coincides with the upper vertex P1. Furthermore, a virtual line that extends vertically, intersects the first reference line k1, and intersects the rear end (rear end) of the underside 43 of the design portion 40 is defined as a "first vertical line" (not shown). The part of the underside 43 of the design portion 40 that intersects with the first vertical line is defined as a "first design portion d1." Furthermore, a virtual line that extends vertically, intersects the first reference line k1, and intersects the lowest point (lowest point) on the underside 43 of the design portion 40 is defined as a "second vertical line" (not shown). The part of the underside 43 of the design portion 40 that intersects with the second vertical line is defined as a "second design portion d2." Also, a virtual line that is perpendicular to the front surface of the game board 11 and passes through a portion of the inner peripheral surface rb of the guide passage r2 that is located directly below the outer periphery vertex is defined as a "second reference line k2." In other words, the second reference line k2 is directly below the first reference line k1 and is parallel to the first reference line k1. As a result, an imaginary line that extends vertically, intersects the second reference line k2, and intersects the rear end (rear end) of the underside 43 of the design portion 40 coincides with the first vertical line. As described above, the portion of the underside 43 of the design portion 40 that intersects with the first vertical line becomes the first design portion d1. Furthermore, an imaginary line that extends vertically, intersects the second reference line k2, and intersects the lowest portion (lowest portion) of the underside 43 of the design portion 40 coincides with the second plumb line. As described above, the portion of the underside 43 of the design portion 40 that intersects with the second plumb line becomes the second design portion d2.
[0080] In this embodiment, the first design portion d1 is disposed below (at a lower position than) the first reference line k1. In particular, the distance (dimension) A from the first reference line k1 to the first design portion d1 is equal to or less than the diameter of the gaming ball (4 mm in this embodiment). Here, the distance A is the difference in elevation between the position of the first reference line k1 and the position of the first design portion d1. In this embodiment, the second design portion d2 is located below (at a lower position than) the first reference line k1. In particular, the distance (dimension) B from the first reference line k1 to the second design portion d2 is equal to or greater than the diameter of the gaming ball (40 mm in this embodiment). Here, the distance B is the difference in elevation between the position of the first reference line k1 and the position of the second design portion d2. In this embodiment, the second design portion d2 is positioned below (lower than) the first reference line k1. In particular, the distance B from the first reference line k1 to the second design portion d2 is set to be equal to or greater than the diameter of the gaming ball, thereby enabling the vertical size of the design portion 40 to be increased. On the other hand, the distance A from the first reference line k1 to the first design portion d1 is set to be equal to or less than the diameter of the gaming ball. This ensures the visibility of the gaming ball from the front side when the gaming ball is launched strongly by the gaming ball launcher 430 and rolls along the outer peripheral surface ra of the guide passage r2. In this way, the visibility of the gaming ball is ensured in the pachinko machine 1, preventing the player from missing the gaming ball and enabling the player to play normally. As a result, the game can be played stably.
[0081] In this embodiment, the first design portion d1 is positioned above (at a higher position than) the second reference line k2. In particular, the distance (dimension) C from the second reference line k2 to the first design portion d1 is equal to or greater than the radius of the gaming ball (14 mm in this embodiment). Here, the distance C is the difference in elevation between the position of the second reference line k2 and the position of the first design portion d1. Furthermore, in this embodiment, the second design portion d2 is disposed below (at a lower position than) the second reference line k2. In particular, the distance (dimension) D from the second reference line k2 to the second design portion d2 is equal to or greater than the diameter of the gaming ball (22 mm in this embodiment). Here, the distance D is the difference in elevation between the position of the second reference line k2 and the position of the second design portion d2. In this embodiment, the second design portion d2 is positioned below (lower than) the second reference line k2. In particular, the distance D from the second reference line k2 to the second design portion d2 is set to be equal to or greater than the diameter of the gaming ball, thereby enabling the vertical size of the design portion 40 to be increased. On the other hand, the distance C from the second reference line k2 to the first design portion d1 is set to be equal to or greater than the radius of the gaming ball. This ensures that the gaming ball is easily visible from the front when it is weakly launched by the gaming ball launcher 430 and rolls along the inner circumferential surface rb of the guide passage r2. In this way, the visibility of the gaming ball is ensured in the pachinko machine 1, preventing players from missing the gaming ball and enabling players to play normally. As a result, stable play is possible.
[0082] (Regarding the panel lamp 21 and image display device 31) A board lamp 21 (see FIG. 28) is disposed in the play area 30 of the game board 11. The board lamp 21 includes a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control. The image display device 31 is attached to the rear side of the set board and is configured by a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The image display device 31 includes a display screen 31a capable of displaying various types of effect images (moving images and still images). On the display screen 31a, three first effect symbol display areas a1 to a3 (not shown) in which the first effect symbol z1 (not shown) is displayed can be configured. Also, as described above, on the fourth symbol display device 61, it is possible to configure a second effect symbol display area a4 (not shown) in which the second effect symbol z2 (not shown) is displayed. The first effect symbol z1 is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In each of the first effect symbol display areas a1 to a3, it is possible to perform a variable display and a stationary display of the first effect symbol z1. The second effect symbol z2 is composed of a color bar. In the second effect symbol display area a4, the second effect symbol z2 can be displayed in a variable and stationary manner.
[0083] The variable display of the performance patterns z1 and z2 refers to a display in which the first performance pattern z1 is moved (scrolled) in each of the first performance pattern display areas a1 to a3, and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 refers to a display in which one type of first performance pattern z1 is stopped at the lottery result display position of each first performance pattern display area a1 to a3, and one type of second performance pattern z2 is displayed in the second performance pattern display area a4 (the color bar shows a specified color). The result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is displayed based on the combination of the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. Furthermore, the display screen 31a can be configured with reserved symbol display areas b1 and b2 (not shown) in which reserved symbol h (not shown) is displayed. The reserved symbol display area b1 displays a reserved symbol h corresponding to the game information during the notification display (variable display and stop display of special symbols). The reserved symbol display area b2 displays a reserved symbol h corresponding to the game information for which the notification display is pending.
[0084] (Configuration of the game area 30) Next, the configuration of the play area 30 will be described. A first start opening 51 is provided below the display screen 31a in the game area 30. The first start opening 51 is an entry opening (a so-called "navel") that opens upward and allows game balls to enter at all times. The first start opening 51 allows game balls that flow down the left path to enter (game balls that flow down the right path cannot enter). A special symbol 1 start port switch 101 (see FIG. 28) is disposed within the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (entry of a game ball into the first start port 51). In response to the input of the detection signal from the special symbol 1 start port switch 101, the main control board 200 executes a first special symbol lottery.
[0085] Other winning holes 55a to 55e are provided to the left of the first starting hole 51 in the game area 30. Each of the other winning holes 55a to 55e is an entry hole that opens upward (or diagonally upward), and is always able to receive game balls. Each of the other winning holes 55a to 55e is able to receive game balls that flow down the left path (but not game balls that flow down the right path). An other winning port switch 106 (see FIG. 28) is disposed on the gaming board 11. The other winning port switch 106 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering one of the other winning ports 55a to 55f (entry of a gaming ball into one of the other winning ports 55a to 55f). In response to the input of the detection signal from the other winning port switch 106, the main control board 200 causes the gaming ball payout device 440 to perform a payout operation of prize balls.
[0086] A compound winning device 70 is provided to the right of the display screen 31a in the game area 30. Within the compound winning device 70, the downstream portion of the right path is configured. 21, a large prize opening 53 is provided at the most upstream position within the compound prize-winning device 70. The large prize opening 53 is provided with a special electric device (special electric device) 53a that can be displaced between a closed state that makes it impossible (or difficult) for a game ball to enter the large prize opening 53 and an open state that makes it possible (or easy) for a game ball to enter the large prize opening 53. The special electric device 53a is opened and closed by a special electric device solenoid 65 (see Figure 28). Normally, the special electric device 53a is closed and the big prize opening 53 is not able to accept game balls, but if a "small win" or "big win" is won through the special symbol lottery (first special symbol lottery or second special symbol lottery), the special electric device 53a is opened and the big prize opening 53 is able to accept game balls that flow down the right path (game balls that flow down the left path are not able to enter). A count switch 103 (see FIG. 28) is disposed inside the large prize opening 53. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 53 (entry of a game ball into the large prize opening 53). In response to the input of the detection signal from the count switch 103, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls.
[0087] In addition, within the large prize opening 53, there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 53 to one of the V area and the discharge area. A V-area switch 110 (see FIG. 28) is arranged in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). Upon receiving the detection signal from the V-area switch 110, the main control board 200 sets "1" in the V winning flag area of the RAM 230, which will be described later. The distribution means can be switched between a V-passing state in which the game balls entering the big winning opening 53 are distributed to the V area, and a non-V-passing state in which the game balls entering the big winning opening 53 are distributed to the discharge area. That is, when the distribution means is displaced to the V-passing state, all game balls that enter the big winning opening 53 are distributed to the V-area. This makes it impossible for game balls that enter the big winning opening 53 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-V passing state, all game balls that enter the big prize opening 53 are distributed to the discharge area. This makes it impossible for game balls that enter the big prize opening 53 to pass through the V area. The distribution means is displaced by a V-area solenoid 66 (see FIG. 28). A gaming ball that enters the big winning opening 53 is first detected by the count switch 103, then sorted by the sorting means into one of the V area and the discharge area, and after passing through that area, is discharged into the discharge path. At this time, the gaming ball sorted into the V area is detected by the V area switch 110.
[0088] A second starting opening 52 is provided downstream of the large winning opening 53 within the compound winning device 70. The second starting opening 52 is provided with a normal electric device (normal electric device) 52a (so-called "electric tulip") that can be displaced between a closed state that prevents game balls from entering the second starting opening 52 and an open state that allows game balls to enter the second starting opening 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 28). Normally, the second starting opening 52 has the normal electric device 52a in a closed state, preventing game balls from entering, but if the normal symbol lottery is won, the normal electric device 52a is opened, allowing game balls to enter. The second starting opening 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A special symbol 2 start port switch 102 (see FIG. 28) is disposed within the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special symbol 2 start port switch 102.
[0089] An operating port 54 is provided downstream of the second starting port 52 within the combined winning device 70. The operating port 54 is an entry port that opens upward and allows game balls to enter at all times. The operating port 54 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). An actuation port switch 104 (see FIG. 28) is arranged inside the actuation port 54. The actuation port switch 104 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering the actuation port 54 (entry of a gaming ball into the actuation port 54). In response to the input of the detection signal from the actuation port switch 104, the main control board 200 executes a normal symbol lottery.
[0090] The other winning hole 55f is provided on the side of the second starting hole 52 in the compound winning device 70. As described above, the gaming ball that enters the other winning hole 55f is detected by the other winning hole switch 106. In addition, at the lowest position in the gaming area 30, an outlet 58 is provided for discharging gaming balls that have not entered (won) any of the winning holes 51 to 54, 55a to 55f. Here, the inner frame unit 3 includes a discharge path (not shown) through which game balls discharged from the play area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. The pachinko machine 1 is configured so that all game balls shot into the play area 30 (all game balls discharged from the play area 30) pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51 to 54, 55a to 55e or by passing through the outlet 58, and then flow into the discharge path. Specifically, the game balls that enter the winning holes 51-54, 55a-55f are detected by the switches 101-103, 106 disposed in the winning holes, and then guided to the discharge path. In addition, the game balls that are discharged from the outlet 58 are also guided to the discharge path. An out switch 109 (see FIG. 28) is disposed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the discharge path (a gaming ball discharged from the gaming area 30). As a result, all gaming balls discharged from the gaming area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51 to 54, 55a to 55f.
[0091] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is configured to include a special chart 1 display device, a special chart 2 display device, a regular chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a regular chart reserve display device, a round display device, a right-hand hit display device, and a time-saving display device. Specifically, the main display device 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17, 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25, 26 constitute the special chart 1 reserve display device, LED27, 28 constitute the special chart 2 reserve display device, LED29, 30 constitute the normal chart reserve display device, and LED32 constitutes the time-saving display device. Note that LED31 is not used in the pachinko machine 1.
[0092] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern, which consists of numbers, patterns, etc. Then, the special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol, which consists of numbers, symbols, etc. The special symbol 2 display device then displays the result of the second special symbol lottery based on the stopped second special symbol. Here, the display of the special pattern (first special pattern or second special pattern) on the special pattern display device and the display of the performance patterns z1 and z2 in the performance pattern display areas a1 to a4 are associated with the time when the variable display starts, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (small win pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is created. In addition, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created.
[0093] The normal symbol display device is capable of displaying the fluctuations and stopping of normal symbols consisting of numbers, symbols, etc. The normal symbol display device then displays the results of the normal symbol lottery based on the normal symbol that is stopped. When the normal symbol that is stopped and displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is created.
[0094] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery has been pending (special pattern 1 pending number). The special pattern 2 reserved display device displays the number of times the display of the lottery results of the second special pattern lottery has been reserved (special pattern 2 reserved number). The regular symbol reserved display device displays the number of times the display of the lottery result of the regular symbol lottery has been reserved (regular symbol reserved number). The round display device displays the number of rounds of play executed during the jackpot game state (type of jackpot game state). The right-hand shot display device displays the path (left-hand path or right-hand path) along which the game ball should be shot. The time-saving display device displays the current game status (time-saving control is running or stopped).
[0095] In addition, one or more movable body units (not shown) are arranged in the pachinko machine 1. In this embodiment, one or more movable body units are arranged in the front frame unit 4, and one or more movable body units are arranged in the game board unit 10. Each movable body unit of the front frame unit 4 is disposed in front of the design part 40, on the top surface of the tray unit SU, etc., and is capable of performing predetermined performance operations. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space (hereinafter referred to as "performance space") between the game board 11 and the image display device 31 (display screen 31a). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit is configured to include a performance member, a drive mechanism, a drive source, and a position detection sensor 24 (see FIG. 28). In this embodiment, a motor 23 (see FIG. 28) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may also be used as the drive source. The effect member can be displaced in a predetermined direction by a drive mechanism. Specifically, the effect member can be displaced to a plurality of positions including an initial position and an effect position. The effect member is driven (displaced) by a motor 23.
[0096] The position detection sensor 24 is composed of a photosensor or the like. The position detection sensor 24 detects the position of the performance component. Specifically, the position detection sensor 24 includes a light-projecting unit and a light-receiving unit that receives light projected from the light-projecting unit. The position detection sensor 24 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 24 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Furthermore, a shielding plate is provided at a predetermined position of the performance member. When the performance member is placed in its initial position, the shielding plate is placed between the light-emitting portion and light-receiving portion of the position detection sensor 24, blocking light from entering the light-receiving portion. As a result, when the performance member is placed in its initial position, the output of a detection signal from the position detection sensor 24 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed in its initial position, a detection signal is output from the position detection sensor 24 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance component is placed in the initial position depending on the input status of the detection signal from the position detection sensor 24.
[0097] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, a magnetic detection sensor 115, and the like are provided as detection sensors. The glass frame opening sensor 107 detects the opening of the front frame unit 4 relative to the inner frame unit 3. Then, in response to the opening of the front frame unit 4 relative to the inner frame unit 3, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, in response to the opening of the inner frame unit 3 relative to the outer frame unit 2, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400.
[0098] The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detecting vibrations of the game board 11. The radio wave detection sensors 114 detect radio waves generated around the gaming board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the gaming board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the gaming board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided in the gaming board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. Each magnetic detection sensor 115 provided on the gaming board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0099] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 28 is a block diagram showing the configuration of a control system of a pachinko machine. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 28, the pachinko machine 1 is equipped with multiple control boards, such as a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power (electricity) to each control board 200, 300, 400, etc., a driver board 330, a sub-connection board 340, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and each of the control boards 200, 300, 400, and 600 is housed in an individual board case. The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are attached to the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame that the inner frame unit 3 has.
[0100] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is configured to include a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer is configured to include a CPU 210, a ROM 220, a RAM 230, etc.
[0101] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Fig. 6, the memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated to the RAM 230. The ROM 220 includes a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 is configured to include a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. Note that the used area m1 may be configured without including an unused area.
[0102] The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined in the Gaming Machine Regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined in the Gaming Machine Regulations, and data (program data) for controlling the display of the performance display device 206. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.
[0103] The RAM 230 includes a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The used area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. Note that the used area M1 does not have to be configured to include an unused area. Specifically, the work area is composed of a setting value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores set values. The gaming machine status flag area stores gaming machine status flags. The checksum area stores checksums. The backup flag area stores backup flags. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for arithmetic processing, various counters (random number counters, timer counters, etc.), lottery results, flags for managing the gaming status, etc. In particular, the normal game-related area 2 includes an area (a gaming information storage area, described later) for storing gaming information acquired in response to the input of detection signals from the special chart 1 start port switch 101, the special chart 2 start port switch 102, and the operation port switch 104.
[0104] The unused area M2 is configured to include a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Additionally, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.
[0105] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter that generates a winning random number for the normal symbol lottery, a second loop counter that generates a jackpot random number for the first special symbol lottery, a third loop counter that generates a jackpot random number for the second special symbol lottery, and a fourth loop counter that generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a jackpot random number for the first special symbol lottery by updating the loop counter value by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]).
[0106] The third loop counter generates a jackpot random number for the second special symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]). The fourth loop counter generates a reach group random number by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once for each 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 μs (32 s / 12 MHz = 2.666 μs).
[0107] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from the RAM clear switch 207, a detection signal from the setting key switch 208, a handle detection signal from the launch enabling condition detection unit 422, and the like are input. To the input port 2, a detection signal from the count switch 103, a detection signal from the other winning port switch 106, a detection signal from the out switch 109, a detection signal from the other radio wave detection sensor 114, and the like are input. Input port 3 receives detection signals from special diagram 1 start port switch 101, detection signals from special diagram 2 start port switch 102, detection signals from operation port switch 104, etc.
[0108] Each input port (input port 0 to input port 3) has a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, one bit of data is set that indicates the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal is input from the switch / sensor (high level), and is set to "0" when a detection signal is not input from the switch / sensor (low level).
[0109] The output port 205 is configured to include a plurality of output ports (output port 0 to output port 4 in this embodiment). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are input to the source driver 250a. Output port 1 outputs common signals ("COM0" to "COM3") for controlling the lighting of the main display device 60 and the performance display device 206, a launch permission signal for detecting the launch conditions described below, etc. The common signals output from output port 1 are input to the sink driver 240.
[0110] The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. Output port 3 outputs a control signal for controlling the operation of the normal electric feature solenoid 64, a control signal for controlling the operation of the special electric feature solenoid 65, a control signal for controlling the operation of the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are input to the source driver 250b.
[0111] Furthermore, the main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispensing command) from the command output port 2 to the dispensing control board 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the performance control board 300 or the payout control board 400.
[0112] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the back side of the game board 11, so that it cannot be seen by the player. As will be described later, the following gaming machine states (hereinafter referred to as "gaming machine states") are defined for the pachinko machine 1: a playable state, a setting change state, a setting check state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state. The information displayed on the performance display device 206 changes depending on the gaming machine state that has occurred.
[0113] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is made up of eight lighting elements. That is, each display unit is made up of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are the display unit for the first digit, LED41 to LED48 are the display unit for the second digit, LED49 to LED56 are the display unit for the third digit, and LED57 to LED64 are the display unit for the fourth digit.
[0114] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, while a playable state is occurring, the performance display device 206 alternately displays the first base ratio and the second base ratio every predetermined time (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous section (the final base ratio calculated for the previous section). Specifically, in the performance display device 206, the top two digits of the four-digit display section display information to identify the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).
[0115] When the setting change state is occurring, the setting value can be changed. When the setting change state is occurring, the setting value stored (set) in the setting value area of RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a setting change state is occurring (specifically, the top one digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the bottom digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to check the setting values. During the setting confirmation state, the performance display device 206 displays the setting values stored (set) in the setting value area of the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that the setting confirmation state is occurring (specifically, the top one digit displays "r", the second digit displays "n.", and the top three digit displays no display), and the bottom digit displays a number indicating the setting value stored in the setting value area.
[0116] During a game stop state (setting abnormal state, RAM abnormal state, or backup abnormal state), game progress becomes impossible. During a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top digit displays no display), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0117] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and can be rotated (switched) from the OFF state to the ON state. When the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.
[0118] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in accordance with the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in accordance with the data signals (“SEGDATA0” to “SEGDATA7”) output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in accordance with the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4.
[0119] The pachinko machine 1 is provided with a source driver 250a corresponding to the main display device 60 and a source driver 250b corresponding to the performance display device 206. The application of the power supply voltage Vcc to the data signal lines is controlled separately for the main display device 60 and the performance display device 206. On the other hand, in the pachinko machine 1, a common sink driver 240 is provided for the main display device 60 and the performance display device 206. The grounding of the common signal line is controlled collectively by the main display device 60 and the performance display device 206. This eliminates the need to provide a sink driver 240 corresponding to each of the main display device 60 and the performance display device 206, and as a result, it eliminates the need to provide an output port (output port for outputting a common signal) corresponding to each of the main display device 60 and the performance display device 206. Therefore, it is possible to reduce the number of components required to control the lighting of the main display device 60 and the performance display device 206, and it is no longer necessary for the main control board 200 (CPU 210) to generate common signals corresponding to each of the main display device 60 and the performance display device 206, making it possible to reduce the control load for controlling the lighting of the main display device 60 and the performance display device 206.
[0120] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In a test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol lottery, etc.) and stores the generated test signal in a port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a predetermined output port. Then, the test signal output from the predetermined output port is input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, in the main control board 200, detection signals from the special chart 1 start port switch 101, the special chart 2 start port switch 102, the operation port switch 104, the count switch 103, the other winning port switch 106, the out switch 109, etc. are input to the input port 204 and are input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric feature solenoid 64, special electric feature solenoid 65, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64 to 66, and are also input to the interface board of the test computer via the test signal output circuit.
[0121] (Configuration of dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. FIG. 29 is a block diagram showing the configuration of the firing condition detection circuit and firing control circuit. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation (prize ball payout operation) by the game ball payout device 440 based on the control command received from the main control board 200. In addition, the payout control board 400 controls the game ball payout operation (loan ball payout operation) by the game ball payout device 440 based on the ball loan instruction signal received from the CR unit 700. In addition, the payout control board 400 controls the game ball launching operation by the game ball launching device 430 (launch solenoid 431) based on the resistance value (voltage value) input from the launch volume 411, the touch signal input from the touch sensor 412, the launch stop signal input from the launch stop switch 413, the launch permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. The method of controlling the game ball launching operation by the payout control board 400 will be described in detail below.
[0122] As shown in FIG. 29, the payout control board 400 is configured to include a launch condition detection circuit 420 and a launch control circuit 425 as circuits for controlling the game ball payout operation. The firing condition detection circuit 420 is a circuit that detects whether a firing condition, which will be described later, is met. The firing condition detection circuit 420 includes an operation detection unit 421 , a firing enable condition detection unit 422 , and a firing condition detection unit 423 . The operation detection unit 421 is a circuit that detects the rotation operation (amount of rotation operation) of the handle operation unit. Operation detection unit 421 includes an operational amplifier that controls the output of an operation detection signal in accordance with the resistance value (voltage value) of firing volume 411 (setting the operation detection signal to a high level or a low level).
[0123] Specifically, in firing handle unit 6, the resistance value of firing volume 411 changes according to the amount of rotation of the handle operation section. Then, operation detection section 421 detects the resistance value (voltage value) of firing volume 411, and detects whether or not the handle operation section is being rotated and the amount of rotation of the handle operation section based on the detected resistance value (voltage value). When the operation detection unit 421 detects a rotation operation of the handle operation unit, it generates an operation detection signal and outputs the generated operation detection signal to the launch enable condition detection unit 422 (sets the operation detection signal to high level). On the other hand, when the operation detection unit 421 does not detect a rotation operation of the handle operation unit, it stops outputting the operation detection signal to the launch enable condition detection unit 422 (sets the operation detection signal to low level). In addition, when the operation detection unit 421 detects a rotational operation of the handle operation unit, it generates a firing intensity signal corresponding to the amount of rotational operation of the handle operation unit (the resistance value of the firing volume 411), and outputs the generated firing intensity signal to the firing control circuit 425.
[0124] The firing enable condition detection unit 422 is a circuit that detects whether a firing enable condition is met. The firing condition detection unit 422 includes an AND gate IC (logic IC) that controls the output / stop of a predetermined signal depending on the result of the logical AND operation of the operation detection signal, the touch signal, and the firing stop signal, and a transistor that switches the output / stop of the handle detection signal depending on the predetermined signal output from the AND gate IC. The "launch enabling condition" is a condition related to the player's operation (player's intention) among the multiple conditions that make up the launch conditions described below. The conditions for enabling firing include (1) a condition based on the detection status of the firing volume 441 and the operation detection unit 421 (detection status of the rotation operation of the handle operation unit), (2) a condition based on the detection status of the touch sensor 412 (detection status of the player's contact with the handle operation unit), and (3) a condition based on the detection status of the firing stop switch 413 (detection status of the operation of pressing the firing stop button).
[0125] In this embodiment, the firing enable condition is met when all of the following conditions are met: (1) the firing volume 441 and the operation detection unit 421 detect a rotation operation of the handle operation unit, (2) the touch sensor 412 detects contact with the handle operation unit by the player, and (3) the firing stop switch 413 does not detect a press operation of the firing stop button. On the other hand, the firing enable condition is not met when at least one of the conditions (1) to (3) is not met. Here, the conditions for enabling firing include (1) a condition based on the detection status of the firing volume 441 and the operation detection unit 421 (detection status of the rotation operation of the handle operation unit), and (2) a condition based on the detection status of the touch sensor 412 (detection status of the player's contact with the handle operation unit), and (3) a condition based on the detection status of the firing stop switch 413 (detection status of the operation of pressing the firing stop button) may not be included. In other words, the launch condition is met when both of the following conditions are met: (1) the launch volume 441 and the operation detection unit 421 detect the rotation operation of the handle operation unit, and (2) the touch sensor 412 detects the player's contact with the handle operation unit. Alternatively, the launch condition may not be met when at least one of the conditions (1) and (2) is not met.
[0126] Specifically, the launch condition detection unit 422 detects whether the launch condition is met or not based on the operation detection signal input from the operation detection unit 421, the touch signal input from the touch sensor 412, and the launch stop signal input from the launch stop switch 413. At this time, the firing enable condition detection unit 422 detects that the firing enable condition is met when the operation detection signal, touch signal, and firing stop signal are all input. On the other hand, when at least one of the operation detection signal, touch signal, and firing stop signal is not input, the firing enable condition is not detected. When the launchable condition detection unit 422 detects that the launchable condition is met, it generates a handle detection signal and outputs the generated handle detection signal to both the main control board 200 and the launch condition detection unit 423 (sets the handle detection signal to a high level). On the other hand, when the launchable condition detection unit 422 does not detect that the launchable condition is met, it stops outputting the handle detection signal to both the main control board 200 and the launch condition detection unit 423 (sets the handle detection signal to a low level).
[0127] The firing condition detection unit 423 is a circuit that detects whether the firing condition is met. The firing condition detection unit 423 includes an AND gate IC (logic IC) that controls the output / stop of the firing signal according to the result of logical AND calculation of the handle detection signal, the firing permission signal, and the CR connection signal. The "launch condition" is a condition for executing the launch of a game ball (game ball launching operation) into the game area 30 by the game ball launching device 430 (launch solenoid 431). In this embodiment, the launch condition is met when all of the following conditions are met: (1) the launch enable condition is met, (2) a launch permission signal is input from the main control board 200, and (3) a CR connection signal is input from the CR unit 700. On the other hand, the launch condition is not met when at least one of the conditions (1) to (3) is not met. The "launch permission signal" is output from the main control board 200 to the launch condition detection unit 423 when a playable state is set, assuming that communication is possible between the main control board 200 and the payout control board 400 (the main control board 200 and the payout control board 400 are electrically connected).
[0128] Here, while the main control board 200 is powered on, regardless of the state of the gaming machine, a launch permission signal may be output from the main control board 200 to the launch condition detection unit 423. In other words, when communication is possible between the main control board 200 and the payout control board 400 (when the main control board 200 and the payout control board 400 are electrically connected), a launch permission signal may be output from the main control board 200 to the launch condition detection unit 423. The "CR connection signal" is output from the CR unit 700 to the firing condition detection unit 423 when communication is possible between the CR unit 700 and the dispensing control board 400 (when the CR unit 700 and the dispensing control board 400 are electrically connected).
[0129] Specifically, the launch condition detection unit 423 detects whether the launch conditions are met based on the handle detection signal input from the launch enable condition detection unit 422, the launch permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. At this time, the firing condition detection unit 423 detects that the firing condition is met when all of the handle detection signal, the firing permission signal, and the CR connection signal are input. On the other hand, when at least one signal among the handle detection signal, the firing permission signal, and the CR connection signal is not input, the firing condition detection unit 423 does not detect that the firing condition is met. When the firing condition detection unit 423 detects that the firing condition is met, it generates a firing signal and outputs the generated firing signal to the firing control circuit 425 (sets the firing signal to a high level). On the other hand, when the firing condition detection unit 423 does not detect that the firing condition is met, it stops outputting the firing signal to the firing control circuit 425 (sets the firing signal to a low level).
[0130] The launch control circuit 425 is a circuit that controls the launch strength of the game balls by the game ball launcher 430 and the launch timing of the game balls by the game ball launcher 430. In other words, the launch control circuit 425 controls the output of a drive signal to the game ball launcher 430 (launch solenoid 431). Specifically, the firing control circuit 425 includes a clock generating unit (not shown), a firing timing control unit (not shown), and a firing solenoid driving unit (not shown). The clock generating section outputs a clock signal of a predetermined frequency to the emission timing control section. The firing timing control unit generates a pulse signal for controlling the firing timing based on the clock signal input from the clock generating unit, and outputs the generated pulse signal to the firing solenoid driving unit. At this time, the firing timing control unit generates the pulse signal so that the number of game balls fired per minute is a predetermined number (for example, 100 balls).
[0131] The firing solenoid drive unit controls the output of a drive signal to the firing solenoid 431 based on a firing signal input from the firing condition detection unit 423, a pulse signal input from the firing timing control unit, and a firing intensity signal input from the operation detection unit 421. Specifically, when a launch signal is input from the launch condition detection unit 423, the launch solenoid drive unit, in response to input of a pulse signal from the launch timing control unit, outputs a drive signal (drive current) corresponding to the launch intensity signal input from the operation detection unit 421 to the launch solenoid 431. This causes the gaming ball to be launched at an intensity corresponding to the launch intensity signal input from the operation detection unit 421. On the other hand, when the launch signal is not input from the launch condition detection unit 423, the launch solenoid drive unit stops outputting the drive signal to the launch solenoid 431. This stops the launch of the game balls.
[0132] The game ball launcher 430 includes a battering hammer (not shown) and a launch solenoid 431 that drives the battering hammer. The launch solenoid 431 is a rotary solenoid. However, the battering hammer may be driven by another drive source such as a motor. A game ball is supplied to the game ball launcher 430 from a ball feeding unit (not shown). When a drive signal is input to the launch solenoid 431, the launch solenoid 431 is driven in response to the input drive signal, and the game ball is launched by the hitting hammer. This launches the game ball into the game area 30.
[0133] As described above, in the pachinko machine 1, assuming that a playable state is set in the main control board 200 and that communication is possible between the CR unit 700 and the payout control board 400, when the handle operation unit is rotated (displaced from the initial position toward the limit position) by contact with the player without the release stop button being pressed, the game ball release operation by the game ball release device 430 is started. Then, while the game ball release operation by the game ball release device 430 is being executed, game balls are released into the game area 30 with a strength according to the amount of rotation of the handle operation unit. Furthermore, when the launch stop button is pressed, the game ball launching operation by the game ball launcher 430 is stopped. That is, even if the handle operation unit is being rotated by contact with the player, when the launch stop button is pressed, the game ball launching operation by the game ball launcher 430 is stopped. Furthermore, when the handle operation unit is returned to the initial position (when the handle operation unit is not being rotated), the game ball launching operation by the game ball launcher 430 is stopped. In other words, even if the player is in contact with the handle operation unit, when the handle operation unit is returned to the initial position, the game ball launching operation by the game ball launcher 430 is stopped.
[0134] In particular, in the pachinko machine 1, the output of the handle detection signal from the launch enabling condition detection unit 422 to the main control board 200 is maintained while a state in which the launch enabling condition is satisfied (hereinafter referred to as the "launch enabling state") occurs. In other words, while a state occurs in which rotation of the handle operating unit is detected, contact with the handle operating unit is detected, and pressing of the fire stop button is not detected (a state in which firing is possible), the output of a handle detection signal from the firing condition detection circuit 420 to the main control board 200 is maintained. In this case, as long as the launch-enabled state is occurring, the output of the handle detection signal from the launch condition detection circuit 420 to the main control board 200 is maintained regardless of whether a launch permission signal is input from the main control board 200 to the launch condition detection circuit 420 (regardless of the gaming machine state set in the main control board 200). Furthermore, as long as the firing state is occurring, the output of a handle detection signal from the firing condition detection circuit 420 to the main control board 200 is maintained regardless of whether a CR connection signal is input from the CR unit 700 to the firing condition detection circuit 420 (regardless of whether communication is possible between the CR unit 700 and the dispensing control board 400). As a result of the above, the main control board 200 is able to detect (understand) whether or not a launchable state is occurring, and it becomes possible to control the progress of the game, the content of the presentation, etc. depending on the occurrence status of the launchable state.
[0135] In other words, when the main control board 200 detects that the handle detection signal has changed from a state where it is not being input to a state where it is being input (the handle detection signal has changed from a low level to a high level), it transmits a game status designation command to the performance control board 300 that specifies the occurrence (start) of a launch-ready state. On the other hand, when the main control board 200 detects that the handle detection signal has changed from an input state to an input state (the handle detection signal has changed from a high level to a low level), it sends a game status designation command to the performance control board 300, which designates the release (end) of the launch-ready state. This enables the performance control board 300 to detect the occurrence of a launch-ready state by receiving a game status designation command that specifies the occurrence of a launch-ready state, and to detect the cancellation of the launch-ready state by receiving a game status designation command that specifies the cancellation of the launch-ready state. The performance control board 300 can then change the performance content depending on whether or not a firing state is occurring.
[0136] (Configuration of performance control board 300) Next, the configuration of the performance control board 300 will be described. FIG. 30 is a block diagram showing the configuration of the performance control board. The performance control board 300 controls the performances (display performances, sound performances, lamp performances, movable body performances, etc.) based on the control commands received from the main control board 200. As shown in FIG. 30, the performance control board 300 is configured to include a microcomputer (one-chip microcomputer) 301 and various external devices externally connected to the microcomputer 301. In this embodiment, various external devices include a control ROM 302, a CGROM (Character Generator Read Only Memory) 303, a DRAM (Dynamic Random Access Memory) 304, and the like.
[0137] The control ROM 302 stores a control program for controlling the operation of the microcomputer 301, various data required for executing the control program, etc. In particular, the control ROM 302 stores (memorizes) performance scenario data corresponding to each performance number, animation data corresponding to each display performance number, sound scenario data corresponding to each sound performance number, lamp scenario data corresponding to each lamp performance number, movable body scenario data corresponding to each movable body performance number, various compressed lamp drive data, and various compressed motor drive data. The "compressed lamp drive data" is lamp drive data compressed (encoded) in a predetermined format. The "lamp drive data" is data for driving the various lamps 20, 21 (data specifying the brightness values of the lamps 20, 21 belonging to each system). "Compressed motor drive data" is data obtained by compressing (encoding) motor drive data in a predetermined format. "Motor drive data" is data for driving various motors 23 (data that specifies the output value of each motor 23). In this embodiment, a NOR flash memory (NOR ROM) is used as the control ROM 302. However, the control ROM 302 may be configured to use an EEPROM (Electrically Erasable Programmable Read Only Memory). The control ROM 302 is connected to a host interface 313 of the microcomputer 301 .
[0138] The CGROM 303 stores various types of compressed image data, various types of compressed audio data, and the like. "Compressed image data" is data that has been compressed (encoded) using a specific format. "Image data (material data)" is image (moving image / still image) data that is used as the material for drawing processing. The "compressed audio data" is audio data that has been compressed (encoded) in a predetermined format. The "audio data" is audio data output from the various speakers 22. In this embodiment, a NAND flash memory (NAND ROM) is used as the CGROM 303. Specifically, the CGROM 303 is configured by an SSD (Solid State Drive) that uses a NAND flash memory as a storage unit. The CGROM 303 is connected to a CG bus interface 314 of the microcomputer 301. The CG bus interface 314 is a connection interface conforming to the SATA (Serial AT Attachment) standard, and various data stored in the CGROM 303 is read and transferred via SATA.
[0139] A preload area is provided in the DRAM 304. Various data (specifically, compressed image data, compressed audio data, etc.) stored in the CGROM 303 is transferred (preloaded) to the preload area. The DRAM 304 also has a drawing command buffer area, a sound command buffer area, a lamp command buffer area, and a motor command buffer area. In this embodiment, a double buffering method is used for the drawing command buffer area, and two drawing command buffer areas are provided in the DRAM 304. The two drawing command buffer areas are configured to be the same size. While one of the two drawing command buffer areas is designated as a construction area, the other drawing command buffer area is designated as a transfer area. Furthermore, for each drawing command buffer area, its designation as a construction area and its designation as a transfer area are alternated every frame. Then, for each drawing command buffer area, a display list (described later) is stored (generated and constructed) in that drawing command buffer area during the period specified in the construction area, and the display list stored in that drawing command buffer area is transferred to the VDP (specifically, the preloader circuit 319) during the period specified in the transfer area. The DRAM 304 is connected to a DRAM interface 315 of the microcomputer 301 .
[0140] The microcomputer 301 is an LSI in which a CPU core, a register, a semiconductor memory, and the like are integrated. The microcomputer 301 controls the performance actions of various performance means based on the control commands received from the main control board 200. The "various production means" include the image display device 31, the various speakers 22, the various lamps 20 and 21, and the various motors 23 (various movable bodies). Therefore, the "production actions by the various production means" include the display of a production image by the image display device 31, the output of sound by the various speakers 22, the driving (lighting) of the various lamps 20 and 21, the driving of the various motors 23 (various movable bodies), etc. The microcomputer 301 includes internal devices such as a CPU 310, a CPU work memory 311, a CPU interface 312, a host interface 313, a CG bus interface 314, a DRAM interface 315, a VRAM 316, a serial communication controller 317, a transfer circuit 318, a preloader circuit 319, a display circuit 320, a graphics decoder circuit 321, a drawing circuit 322, and a sound controller 323, and these internal devices are connected to a data bus 324.
[0141] The CPU 310 is connected to a host interface 313 via a CPU interface 312. The host interface 313 is also connected to the main control board 200, and receives control commands from the main control board 200. The host interface 313 is also connected to a data bus 324. This allows the CPU 310 to receive control commands (sub-commands) from the main control board 200 via the HOST interface 313. Furthermore, the CPU 310 is capable of communicating with internal devices such as a serial communication controller 317 , a preloader circuit 319 , a display circuit 320 , and a sound controller 323 via a host interface 313 and a data bus 324 . Furthermore, the CPU 310 is capable of reading out various data (control programs, control data, etc.) stored in the control ROM 302 via a host interface 313. The CPU 310 is also capable of reading out various data (compressed audio data) stored in the CGROM 303 via the HOST interface 313 , the data bus 324 , and the CG bus interface 314 . Furthermore, the CPU 310 is capable of reading and writing data from and to the DRAM 304 via a host interface 313 , a data bus 324 , and a DRAM interface 315 .
[0142] The CPU 310 executes various arithmetic processes required to control the performance actions of various performance means, control processes for internal devices in accordance with the various arithmetic processes, and the like. At this time, the CPU 310 uses the CPU work memory (RAM) 311 and the DRAM 304 as a work area for various arithmetic processing, a buffer area for various arithmetic processing data, a table data area, a buffer area for various input / output data, and the like. That is, the CPU 310 selects the effect (effect number) to be executed based on the control command received from the main control board 200, and selects and sets various scenario data (effect scenario data, animation data, sound scenario data, lamp scenario data, movable body scenario data, etc.) corresponding to the selected effect number. Then, according to the various scenario data selected and set, it generates internal commands (drawing commands, sound commands, lamp commands, motor commands, etc.) for controlling various internal devices (VDP, sound controller 323, lamp controller 317a, motor controller 317b, etc.).
[0143] Specifically, the CPU 310 generates a display list in the drawing command buffer area specified in the construction area according to the animation data. A "display list" is a collection of drawing commands for one frame. That is, a group of drawing commands for one frame is written in a predetermined order in the display list. Then, in the VDP, drawing data for one frame is generated by executing processing based on each drawing command in the order written in the display list. A "drawing command" is information that specifies the content of the drawing process (drawing control) to be executed by the VDP. In particular, the drawing command specifies the address of the memory area where the compressed image data used for drawing is stored (hereinafter referred to as "image address"), the magnification (enlargement / reduction rate) at which the image data is drawn, and the coordinates at which the image data is drawn (coordinates in the frame buffer area). Furthermore, the CPU 310 generates sound commands in the sound command buffer area according to the sound scenario data. The "sound command" is information that specifies the content of the sound output process (sound output control) that the sound controller 323 is to execute. Furthermore, the CPU 310 generates lamp commands in the lamp command buffer area according to the lamp scenario data. The "lamp command" is information that specifies the content of the lamp drive process (lamp drive control) to be executed by the lamp controller 317a. Furthermore, the CPU 310 generates motor commands in the motor command buffer area according to the movable object scenario data. The "motor command" is information that specifies the content of the motor drive process (motor drive control) to be executed by the motor controller 317b.
[0144] Furthermore, the CPU 310 transfers (preloads) the compressed audio data stored in the CGROM 303 to the preload area of the DRAM 304 when the power is turned on. That is, while NAND flash memories such as the CGROM 303 can be easily made larger in capacity than NOR flash memories such as the control ROM 302, they have a slower data read speed. For this reason, if compressed audio data is read directly from the CGROM 303 (NAND flash memory) when the sound controller 323 executes audio output processing, there is a risk that processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the sound output process is executed, the compressed sound data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means having a faster data read speed than the CGROM 303. Then, when the sound output process is executed, the compressed sound data is read from the DRAM 304, thereby preventing a decrease in processing performance.
[0145] Specifically, when power is turned on, the CPU 310 transfers (preloads) predetermined compressed audio data from among the compressed audio data stored in the CGROM 303 to a preload area of the DRAM 304. At this time, in this embodiment, all of the compressed audio data stored in the CGROM 303 is transferred to the preload area of the DRAM 304. Here, a configuration may be adopted in which only a portion of the compressed audio data stored in the CGROM 303 is transferred to the preload area of the DRAM 304. Then, in the pachinko machine 1, after the transfer of the above-mentioned predetermined compressed audio data is completed, it becomes possible to control the output of audio from the various speakers 22 (audio output processing by the sound controller 323). In other words, before the transfer of the above-mentioned predetermined compressed audio data is completed, it becomes impossible to control the output of audio from the various speakers 22 (audio output processing by the sound controller 323). Furthermore, after the transfer of the above-mentioned predetermined compressed audio data is completed, it becomes possible to control the display of the effect image (drawing process by VDP) by the image display device 31. In other words, before the transfer of the above-mentioned predetermined compressed audio data is completed, it becomes impossible to control the display of the effect image by the image display device 31 (drawing process by VDP). On the other hand, before the transfer of the predetermined compressed audio data is completed, it becomes possible to control the driving (light emission) of the various lamps 20, 21 (lamp driving process by the lamp controller 317a). Furthermore, before the transfer of the predetermined compressed audio data is completed, it becomes possible to execute control of the drive of the various motors 23 (various movable bodies) (motor drive processing by the motor controller 317b).
[0146] The transfer circuit 318 transfers various data between internal devices. Specifically, the transfer circuit 318 transfers the display list stored in the drawing command buffer area designated as the transfer area to the preloader circuit 319. In addition, the transfer circuit 318 transfers the display list rewritten by the preloader circuit 319 to the drawing circuit 322. The transfer circuit 318 also transfers sound commands stored in the sound command buffer area to the sound controller 323. The transfer circuit 318 also transfers lamp commands stored in the lamp command buffer area to the lamp controller 317a. The transfer circuit 318 also transfers motor commands stored in the motor command buffer area to the motor controller 317b.
[0147] An image development area is provided in the VRAM 316. Image data (material data) developed (restored and decoded) by the graphics decoder circuit 321 is temporarily stored in the image development area. A frame buffer area is also provided in the VRAM 316. In this embodiment, a double buffering method is adopted for the frame buffer area, and two frame buffer areas are provided in the VRAM 316. The two frame buffer areas are the same size. While one of the two frame buffer areas is designated as the drawing area, the other frame buffer area is designated as the output area. Furthermore, for each frame buffer area, the designation as the drawing area and the output area are alternated every frame. Then, for each frame buffer area, one frame's worth of drawing data is stored (generated and drawn) in that frame buffer area during the period specified as the drawing area, and a video signal is output based on one frame's worth of drawing data stored in that frame buffer area during the period specified as the output area.
[0148] In the microcomputer 301, a preloader circuit 319, a display circuit 320, a graphics decoder circuit 321, a drawing circuit 322, etc. function as a VDP (Video Display Processor). The VDP controls the display of effect images by the image display device 31. Specifically, the VDP generates drawing data in response to receiving a display list (drawing commands) from the CPU 310, generates a video signal based on the generated drawing data, and outputs the generated video signal to the image display device 31. The preloader circuit 319 is capable of reading out various data (compressed image data) stored in the CGROM 303 via the CG bus interface 314. In particular, the preloader circuit 319 transfers (preloads) compressed image data stored in the CGROM 303 to a preload area of the DRAM 304 before the rendering circuit 322 performs rendering processing. That is, as described above, NAND flash memories such as CGROM 303 can be easily made larger in capacity than NOR flash memories such as control ROM 302, but their data read speed is slower. For this reason, if compressed image data is read directly from CGROM 303 (NAND flash memory) when the rendering circuit 322 executes rendering processing, there is a risk that processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the drawing process is executed, the compressed image data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means having a faster data read speed than the CGROM 303. Then, when the drawing process is executed, the compressed image data is read from the DRAM 304, thereby preventing a decrease in processing performance.
[0149] Specifically, every time the preloader circuit 319 receives a display list, it transfers (preloads) compressed image data for one frame specified in the display list from the compressed image data stored in the CGROM 303 to a preload area in the DRAM 304. At this time, the preloader circuit 319 rewrites the display list. That is, in the display list generated by the CPU 310, an address specifying a storage area in the CGROM 303 is written as the image address included in each drawing command. Therefore, for each drawing command included in the display list, the preloader circuit 319 transfers the compressed image data stored in the storage area (storage area in the CGROM 303) specified by the image address included in the drawing command to a predetermined area in the DRAM 304, and then rewrites the image address included in the drawing command to an address specifying the storage area after transfer (the predetermined area in the DRAM 304). In this way, a new display list with the rewritten image address is generated. In this embodiment, the preloader circuit 319 is configured to transfer (preload) the compressed image data stored in the CGROM 303 to a preload area of the DRAM 304. However, the preloader circuit 319 may be configured to transfer the compressed image data stored in the CGROM 303 to a predetermined area (preload area) of the VRAM 316. The display list rewritten by the preloader circuit 319 is transferred to the drawing circuit 320 by the transfer circuit 318 .
[0150] The drawing circuit 322 stores (generates and draws) one frame's worth of drawing data in the frame buffer area designated as the drawing area in accordance with the display list received from the preloader circuit 319. Specifically, each time the rendering circuit 320 receives a display list, it reads out one frame of compressed image data specified in the display list from the DRAM 304. The one frame of compressed image data read out from the DRAM 304 is restored (decoded) by the graphics decoder circuit 321 and stored (rendered) in an image rendering area of the VRAM 316. Then, the rendering circuit 320 uses the image data stored in the image rendering area to generate one frame of rendering data in the frame buffer area specified as the rendering area.
[0151] The display circuit 320 generates a video signal based on one frame of drawing data stored (generated and drawn) in a frame buffer area designated as an output area, and outputs the generated video signal to the image display device 31. In this embodiment, a digital RGB signal is output as the video signal. However, a configuration in which an LVDS (Low Voltage Differential Signaling) signal is output as the video signal may also be used. Specifically, the display circuit 320 is configured to include a data acquisition circuit (not shown), a scaler circuit (not shown), a color correction circuit (not shown), a ditherer circuit (not shown), a synchronization signal generation circuit (not shown), etc. The data acquisition circuit reads out the drawing data stored in the frame buffer area designated as the output area. The scaler circuit is capable of performing scaling (enlarging and reducing) on the drawing data read out by the data acquisition circuit.
[0152] The color correction circuit is capable of performing color correction processing on the drawing data after processing by the scaler circuit. The ditherer circuit is capable of performing dithering processing on the drawing data after processing by the color correction circuit. The drawing data processed by the dithering circuit is then output as a video signal (digital RGB signal). The synchronization signal generation circuit generates a horizontal synchronization signal and a vertical synchronization signal (Vsync). Then, the synchronization signal generation circuit outputs the generated horizontal synchronization signal and vertical synchronization signal to the image display device 31. In addition, the synchronization signal generation circuit outputs the generated vertical synchronization signal to the CPU 310. In this embodiment, the display of the effect image (the display of the effect image based on one frame of drawing data) on the image display device 31 is updated every 16.66 [ms]. Therefore, the synchronization signal generation circuit outputs a vertical synchronization signal (set to high level) to the CPU 310 every 16.66 [ms].
[0153] The sound controller 323 controls the audio output from the various speakers 22 . Specifically, the sound controller 323 generates an audio signal in response to receiving a sound command from the CPU 310 and outputs the generated audio signal to the various speakers 22. The sound controller 323 is configured to include an audio decoder circuit (not shown). In response to receiving a sound command from the CPU 310, the audio decoder circuit reads compressed audio data specified by the sound command from the DRAM 304. It also restores (decodes and decodes) the read compressed audio data. Then, it generates an audio signal based on the restored audio data and outputs the generated audio signal to the various speakers 22.
[0154] The serial communication controller 317 includes a lamp controller 317a and a motor controller 317b. The lamp controller 317a controls the driving (light emission) of the various lamps 20 and 21. Specifically, the lamp controller 317a generates lamp driving data in response to receiving a lamp command from the CPU 310, and outputs the generated lamp driving data together with a clock signal to the lamp drivers 332 and 342. At this time, the lamp driving data is output as serial data. The lamp controller 317a is configured to include a lamp decoder circuit (not shown). In response to receiving a lamp command from the CPU 310, the lamp decoder circuit reads compressed lamp drive data specified in the lamp command from the control ROM 302. The lamp decoder circuit also restores (decodes and decodes) the read compressed lamp drive data. Then, based on the restored lamp drive data, lamp drive data is generated and output to the lamp drivers 332 and 342.
[0155] The motor controller 317b controls the driving of the various motors 23 (various movable bodies). Specifically, the motor controller 317b generates motor drive data in response to receiving a motor command from the CPU 310, and outputs the generated motor drive data together with a clock signal to the motor drivers 333 and 343. At this time, the motor drive data is output as serial data. The motor controller 317b is configured to include a motor sequencer circuit (not shown). In response to receiving a motor command from the CPU 310, the motor sequencer circuit reads out the compressed motor drive data specified in the motor command from the control ROM 302. The motor sequencer circuit also restores (decodes and decodes) the read compressed motor drive data. Then, based on the restored motor drive data, it generates motor drive data and outputs the generated motor drive data to the motor drivers 333 and 343. In addition, information indicating the detection status of the various sensors 24 is input to the motor controller 317b from the driver board 330, and information indicating the detection status of each switch 25 to 29 and information indicating the detection status of the various sensors 24 are input from the sub-connection board 340.
[0156] (Method for controlling performance using performance control board 300) Next, a method for controlling the performance using the performance control board 300 will be described. The CPU 310 selects the effect (effect number) to be executed in response to the control command received from the main control board 200. Then, the CPU 310 sets the effect scenario data corresponding to the selected effect number and the effect scenario timer corresponding to the effect scenario data in the effect scenario setting area of the DRAM 304. "Rendering scenario data" is information that defines the progression of a rendering. Specifically, the rendering scenario data contains multiple pieces of process data registered in chronological order. That is, the rendering scenario data contains multiple pieces of process data and information that specifies the start time (start timing) of processing based on each piece of process data. Each process data includes one or more pieces of command information. For example, command information specifying the start of a sub-effect (display effect, sound effect, lamp effect, or movable object effect), command information specifying the end of a sub-effect (display effect, sound effect, lamp effect, or movable object effect) (hereinafter referred to as a "effect end command"), etc. are specified as command information.
[0157] Furthermore, the CPU 310 controls the progress of the presentation based on the presentation scenario data set in the presentation scenario setting area. Specifically, CPU 310 periodically updates the rendering scenario timer set in the rendering scenario setting area, and determines whether or not there is any process data whose start time has arrived among the process data registered in the rendering scenario data set in the rendering scenario setting area based on the updated value of the rendering scenario timer. If it determines that there is any process data whose start time has arrived, it stores (memorizes) each piece of command information included in the process data in the corresponding buffer area. At this time, command information related to the display performance (command information specifying the start of the display performance, command information specifying the end of the display performance, etc.) is stored in the display command buffer area. On the other hand, command information related to the sound performance (command information specifying various sound performance control numbers) is stored in the sound command buffer area. On the other hand, command information related to the lamp performance (command information specifying the start of the lamp performance, command information specifying the end of the lamp performance, etc.) is stored in the lamp command buffer area. On the other hand, command information related to the movable body performance (command information specifying the start of the movable body performance, command information specifying the end of the movable body performance, etc.) is stored in the movable body command buffer area.
[0158] (Display control method) Next, a method for controlling the display performance (display) by the performance control board 300 will be described. The control ROM 302 stores animation tables corresponding to each display effect (each display effect number). The animation tables corresponding to each display effect are associated with display priority information corresponding to the display effect (the images constituting the display effect). "Display priority information" is information that specifies the display priority. "Display priority" is information that specifies the display (drawing) priority. When multiple display effects (displays) are executed at the same time, the display on the display screen 31a (the effect image displayed on the display screen 31a) is configured based on the multiple display effects (images related to the multiple display effects). In this case, of the multiple display effects (multiple images) that make up the display (the effect image), the display effect (image) with the higher display priority is displayed with priority over the display effect (image) with the lower display priority. In other words, of the multiple display effects (multiple images) that make up the effect image, the higher the display priority, the higher the display priority is displayed with priority. In other words, among the multiple display effects (multiple images) that make up the effect image, the display effect (image) with a higher display priority is displayed closer to the player than the display effects (images) with a lower display priority. In other words, among the multiple display effects (multiple images) that make up the effect image, the higher the display priority, the closer the display effect (image) is displayed. As a result, if there is an overlapping portion between a display effect (image) with a higher display priority and a display effect (image) with a lower display priority among the multiple display effects (multiple images) that make up the effect image, the display effect (image) with the higher display priority will be displayed preferentially for the overlapping portion.
[0159] The CPU 310 (display control unit) periodically determines whether command information is stored in the display command buffer area. If it determines that command information is stored in the display command buffer area, it analyzes the command information stored in the display command buffer area and executes processing according to the analysis result. At this time, if command information specifying the start of a display effect is stored in the display command buffer area, the animation table corresponding to the display effect number specified by the command information is read out from the animation tables stored in the control ROM 302. Then, the read animation table is set (stored and registered) in the animation table setting area of the DRAM 304. As a result, the animation table stored in the control ROM 302 is copied to the animation table setting area. Note that it is possible to set multiple animation tables in the animation table setting area.
[0160] The "animation table" is information (various parameters for controlling the display of images) that defines the progress of the display effect (display of effect images) by the image display device 31. In other words, the animation table is information that defines the movement of images. Specifically, a predetermined number of frames of information are registered in chronological order in the animation table, and the display performance progresses by sequentially displaying images based on each frame of information in the order in which it is registered for the predetermined number of frames of information registered in the animation table. Each frame information is a set of various parameters for controlling (executing and configuring) the display of one frame's worth of image. That is, each frame information is composed of information specifying the image data (compressed image data) used for drawing (image address information), information specifying the display priority of the image data (the display performance) (display priority information), information specifying the magnification (enlargement / reduction rate) when drawing the image data (hereinafter referred to as "display magnification information"), information specifying the coordinates (coordinates in the frame buffer area) at which the image data is drawn (hereinafter referred to as "display coordinate information"), information specifying the transmittance (transparency / transparency / opacity) when drawing the image data (hereinafter referred to as "transparency information"), etc.
[0161] Then, CPU 310 controls the display of the effect image corresponding to each frame based on one or more animation tables set in the animation table setting area. Specifically, the CPU 310 executes a command construction process, which will be described later, at predetermined intervals. In the command construction process, first, the sub-scenario timers corresponding to each animation data set in the display scenario setting area are updated, and then a display list is constructed in the drawing command buffer area specified in the construction area based on all the animation tables set in the animation table setting area. Specifically, for all animation tables set in the animation table setting area, the frame information selected as the target for constructing a display list is acquired from the frame information registered in each animation table, and a display list is constructed based on all the acquired frame information. As a result, the VDP is controlled in accordance with the display list generated in the drawing command buffer area, and the display rendering (display of the rendering image by the image display device 31) is controlled. That is, when one piece of animation data is set in the display scenario setting area, a display list is constructed that specifies the rendering of the image data specified by that piece of animation data. On the other hand, if multiple animation data are set in the display scenario setting area, a display list is constructed that specifies that the drawing of the image data specified by the multiple animation data is to be executed in a predetermined order (sequence). At this time, the order in which the image data corresponding to the display priority information is drawn is set based on the display priority specified by the display priority information set in the display scenario setting area.
[0162] (Sound production control method) Next, a method for controlling sound effects using the effect control board 300 will be described. The CPU 310 (sound control unit) periodically determines whether command information is stored in the sound command buffer area. If it determines that command information is stored in the sound command buffer area, it analyzes the command information stored in the sound command buffer area and executes processing according to the analysis result. Specifically, a command list corresponding to the sound effect control number specified by the instruction information is read from the control ROM 302, and the read command list is set in the control register of the sound controller 323. As a result, the sound controller 323 operates according to the command list set in the control register.
[0163] (Lamp effect control method) Next, a method for controlling lamp effects using the effect control board 300 will be described. The CPU 310 periodically determines whether command information is stored in the lamp command buffer area. If it determines that command information is stored in the lamp command buffer area, it analyzes the command information stored in the lamp command buffer area and executes processing according to the analysis result. At this time, if command information specifying the start of a lamp effect is stored in the lamp command buffer area, the compressed lamp drive data corresponding to the lamp effect number specified by the command information is read out and the read compressed lamp drive data is set in the lamp register. As a result, the lamp controller 317a controls the lamp effect (driving (lighting) of the various lamps 20, 21) according to the compressed lamp drive data set in the lamp register.
[0164] (Method for controlling movable object effects) Next, a method for controlling the movable body performance using the performance control board 300 will be described. The CPU 310 periodically determines whether command information is stored in the movable body command buffer area, and if it determines that command information is stored in the movable body command buffer area, it analyzes the command information stored in the movable body command buffer area and executes processing according to the analysis result. At this time, if command information specifying the start of a movable body performance is stored in the movable body command buffer area, the compressed motor drive data specified by the command information is read out and the read compressed motor drive data is set in the motor register. As a result, the motor controller 317b controls the movable body performance (the drive of the various motors 23 (various movable bodies)) according to the compressed motor drive data set in the motor register.
[0165] (Configuration of driver board 330) The driver board 330 includes a parallel-serial conversion circuit 331 , a lamp driver 332 , and a motor driver 333 . The lamp driver 332 controls the driving (light emission) of the light emitting element groups of each system that constitute the panel lamp 21 in accordance with the lamp driving data input from the lamp controller 317a. At this time, the lamp drive data specifies a brightness value corresponding to each system that constitutes the panel lamp 21. An excitation signal (drive current) according to the brightness value specified in the lamp drive data is supplied to each system that constitutes the panel lamp 21. This controls the drive (light emission) of the light-emitting element group that constitutes each system. The motor driver 333 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 that constitute the various movable body units) arranged in the game board unit 10 according to the motor drive data input from the motor controller 317b. At this time, the motor drive data specifies the output value of each motor 23 arranged in the game board unit 10. Then, an excitation signal (drive current) according to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-serial conversion circuit 331 receives detection signals from the various sensors 24. The parallel-serial conversion circuit 331 converts the detection signals from the various sensors 24 into serial data and outputs the serial data to the serial communication controller 317.
[0166] (Configuration of sub-connection board 340) The sub-connection board 340 includes a parallel-serial conversion circuit 341 , a lamp driver 342 , and a motor driver 343 . The lamp driver 342 controls the driving (light emission) of the light emitting element groups of each system that constitute the frame lamp 20 in accordance with the lamp driving data input from the lamp controller 317a. At this time, the lamp driving data specifies a brightness value corresponding to each system that constitutes the frame lamp 20. An excitation signal (driving current) according to the brightness value specified in the lamp driving data is supplied to each system that constitutes the frame lamp 20. This controls the driving (light emission) of the light-emitting element group that constitutes that system for each system. The motor driver 343 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 that constitute the various movable body units) arranged in the front frame unit 4 according to the motor drive data input from the motor controller 317b. At this time, the motor drive data specifies the output value of each motor 23 disposed in the front frame unit 4. An excitation signal (drive current) corresponding to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-serial conversion circuit 341 receives detection signals from the various sensors 24 and detection signals from the various switches 25 to 29. The parallel-serial conversion circuit 341 then converts the detection signals from the various sensors 24 and detection signals from the various switches 25 to 29 into serial data and outputs the serial data to the serial communication controller 317.
[0167] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. A gaming machine state flag area is provided in the RAM 230 of the main control board 200. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated.
[0168] The "playable state" is a gaming machine state in which game progress is possible. While the game-playable state is occurring, execution of the processes of steps S4-9 to S4-18, which will be described later, is permitted, thereby allowing the game (normal game and special game) to proceed. Furthermore, while the game is in a playable state, the base ratio is displayed on the performance display device 206. Furthermore, information related to the game is displayed on the main display device 60.
[0169] The "setting change state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be changed. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, the setting change state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on. While the setting change state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting values stored in the setting value area by pressing the RAM clear switch 207. Then, when the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting values stored in the setting value area are confirmed.
[0170] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be confirmed. The setting confirmation state is established when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are established when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207. In other words, at power-on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state is established. While the setting confirmation state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 206. This makes it possible to check the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key switch 208 is turned to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0171] The "setting abnormality state" is the state of the gaming machine in which a setting abnormality has occurred. The abnormal setting state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a setting abnormality state occurs, an error code specifying the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to turn the power off and on again to cause a setting change state.
[0172] "RAM abnormal state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 at power-on. While the RAM abnormal state occurs, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a RAM abnormality state is occurring, an error code specifying the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the RAM abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0173] The "backup abnormality state" is the state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, when a backup abnormality occurs, an error code specifying the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the backup abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0174] (About the setting value) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "setting value" is information that specifies the winning probability (probability of winning the "jackpot") of the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is specified as a value between "0" and "5". A set value area is provided in the RAM 230 of the main control board 200. In the set value area, one of values "0" to "5" is stored (set) as a set value. In the pachinko machine 1, the probability of winning the special symbol lottery is determined according to the value set in the set value area. In this embodiment, the winning probability of the special pattern lottery corresponding to each setting value is, in order from highest to lowest, the winning probability corresponding to setting value = "5", the winning probability corresponding to setting value = "4", the winning probability corresponding to setting value = "3", the winning probability corresponding to setting value = "2", the winning probability corresponding to setting value = "1", and the winning probability corresponding to setting value = "0" (high winning probability → low winning probability).
[0175] In particular, in the pachinko machine 1, it is possible to change (select) the setting values stored in the setting value area while the setting change state is occurring. Here, the change of the setting value is executed by the manager of the pachinko machine 1 (such as an employee of the gaming parlor where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. While the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is turned to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting value stored in the setting value area is confirmed.
[0176] (Base ratio) In the pachinko machine 1, while a playable state is occurring, a base ratio (base value) is calculated by the CPU 210. In this embodiment, the base ratio is calculated only while a predetermined play state is occurring (specifically, while a special low probability state is occurring and while time-saving control is stopped). Then, while the game is in a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry holes (in this embodiment, the first start hole 51, the second start hole 52, and the other prize holes 55a to 55e). Specifically, the base ratio is the ratio (percentage) of the number of paid-out balls to the number of out-out balls. In this embodiment, a base ratio for each predetermined interval (period) is calculated. The predetermined interval is defined as an interval during which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval begins when the previous interval ends, and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio as needed (in real time) during each interval.
[0177] Note that a predetermined time may be defined as the predetermined section, and the CPU 210 may be configured to calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been discharged from the game area 30. Specifically, out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). It is also possible to use the gaming ball discharged from outlet 58 as the out ball. Specifically, out switch 109 may be configured to detect only gaming balls discharged from outlet 58, and the gaming ball detected by out switch 109 may be used as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to game balls entering the first start opening 51, the second start opening 52, and the other winning openings 55a to 55e.
[0178] (Regarding time-saving control) In the pachinko machine 1, it is possible to execute time-saving control as auxiliary control that is advantageous to the player. While the time-saving control is being executed, it is easier to get the game ball into the second starting hole 52 (to acquire special chart 2 game information) compared to when the time-saving control is stopped, which is advantageous for the player. In this embodiment, the probability of winning a "normal symbol win" through the normal symbol lottery is the same when the time-saving control is being executed and when the time-saving control is stopped. Note that the probability of winning a "normal symbol win" through the normal symbol lottery may be increased when the time-saving control is being executed compared to when the time-saving control is stopped. In particular, while the time-saving control is being executed, the time for which the special symbol variable display is performed (hereinafter referred to as "variation time") is shortened compared to when the time-saving control is stopped. Also, while the time-saving control is being executed, the time for which the normal symbol variable display is performed is shortened compared to when the time-saving control is stopped. Furthermore, while the time-saving control is being executed, the number of times the normal electric device 52a is opened is increased and the opening time of the normal electric device 52a is extended in the normal symbol winning game state compared to when the time-saving control is stopped. As a result, while the time-saving control is being executed, it becomes easier to get the game ball to enter the second starting hole 52 (to acquire special symbol 2 game information) compared to when the time-saving control is stopped.
[0179] (About various lotteries) Next, various lotteries executed in the pachinko machine 1 will be described. In the pachinko machine 1, when a gaming ball enters the operating port 54, a regular symbol lottery is executed. In this embodiment, the results of the normal symbol lottery are defined as either a "normal symbol win" or a "loss." Regardless of whether the time-saving control is running or stopped, the probability of being determined as a "normal symbol win" (winning) by the normal symbol lottery (normal symbol win / loss determination) is 65535 / 65536. In addition, in this embodiment, one type of "normal symbol win" is set as the type of normal symbol win game state that occurs when the normal symbol lottery is won. When the "regular winning" is won (the regular pattern lottery is won), the regular pattern display device is controlled to stop and display the regular pattern as the "regular winning pattern." On the other hand, if the player loses the regular symbol lottery, the regular symbol display device is controlled to stop and display the regular symbol as a "losing symbol."
[0180] When the "normal winning" is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted (opened) from a closed state to an open state, and the game ball can enter the second starting hole 52. In the normal winning game state, the number of times the normal electric device 52a opens is set to 1 [time] or 3 [times], and the opening time of the normal electric device 52a each time is set to 0.04 [s] or 1.0 [s]. In this case, while the time-saving control is being executed, the number of times that the normal electric device 52a is opened is set to 3 [times], and the opening time of the normal electric device 52a for each opening is set to 1.0 [s]. On the other hand, while the time-saving control is stopped, the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a for each opening is set to 0.04 [s].
[0181] In addition, in the pachinko machine 1, a first special pattern lottery is executed when a game ball enters the first starting hole 51, and a second special pattern lottery is executed when a game ball enters the second starting hole 52. In this embodiment, the results of the first special symbol lottery are defined as "big win" and "loss." On the other hand, the results of the second special symbol lottery are defined as "big win," "small win," and "loss." In addition, a configuration in which a "small win" is specified as a result of the first special symbol lottery may be adopted. In particular, a configuration in which a "small win (without V)" is included as a winning type (type of "small win symbol") selected when a "small win" is won by the first special symbol lottery may be adopted. Here, the "small win (without V)" is a winning type in which it is difficult (impossible) for the game ball to pass through the V area during the occurrence of a small win game state.
[0182] In each of the first special pattern lottery (determining whether a special pattern is a hit based on the special pattern 1 game information) and the second special pattern lottery (determining whether a special pattern is a hit based on the special pattern 2 game information), the probability of winning the "jackpot" is determined according to the set value. In this case, if the setting value is "0", the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 199. On the other hand, if the setting value is "1", the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 195. On the other hand, if the setting value is "2", the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 191. On the other hand, if the setting value is "3", the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 187. On the other hand, if the setting value is "4", the probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 171. On the other hand, if the setting value is "5", the probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 140. In the second special pattern lottery (determining whether a special pattern is a hit based on the special pattern 2 game information), the probability of winning a "small hit" is 1 / 7.7 regardless of the setting value.
[0183] In addition, in this embodiment, "Jackpot 1" and "Jackpot 2" ("Jackpot pattern 1" and "Jackpot pattern 2") are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won in the first special pattern lottery. If you win the "jackpot" in the first special pattern lottery, the probability that "jackpot 1" ("jackpot pattern 1") will be selected is 99 / 100, and the probability that "jackpot 2" ("jackpot pattern 2") will be selected is 1 / 100. On the other hand, "Jackpot 3" ("Jackpot pattern 3") is specified as the winning type (type of "jackpot pattern") to be selected when a "jackpot" is won through the second special pattern lottery. If you win the "jackpot" in the second special pattern lottery, the probability that "jackpot 3" ("jackpot pattern 3") will be selected is 1 / 1. On the other hand, the winning types (types of "small win patterns") that will be selected when a "small win" is won in the second special pattern lottery are specified as "small win 1," "small win 2," and "small win 3" ("small win pattern 1," "small win pattern 2," and "small win pattern 3"). If you win a "small win" in the second special pattern lottery, the probability that "small win 1" ("small win pattern 1") will be selected is 25 / 100, the probability that "small win 2" ("small win pattern 2") will be selected is 20 / 100, and the probability that "small win 3" ("small win pattern 3") will be selected is 55 / 100.
[0184] When "Jackpot 1" is won, the stop pattern (display mode) corresponding to "Jackpot pattern 1" is stopped and displayed on the special chart 1 display device. Also, in the performance pattern display areas a1 to a4, the stop pattern (display mode) corresponding to "Challenge pattern" is stopped and displayed. Here, the "challenge symbol" is a stopped symbol that suggests a transition to a "challenge section" described later. The "challenge symbol" is, for example, a display mode in which the first effect symbol z1 stopped and displayed at the lottery result display positions of the three first effect symbol display areas a1 to a3 are aligned with the "number symbol" showing the same even numbers such as "2, 2, 2," and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. When "Jackpot 2" is won, the stop pattern (display mode) corresponding to "Jackpot pattern 2" is stopped and displayed on the special chart 1 display device. Also, in the performance pattern display areas a1 to a4, the stop pattern (display mode) corresponding to "Super Rush pattern" is stopped and displayed. Here, the "Super Rush symbol" is a stopped symbol that indicates a transition to a "Super Rush section" described later. The "Super Rush symbol" is, for example, a display mode in which the first effect symbol z1 stopped and displayed at the lottery result display positions of the three first effect symbol display areas a1 to a3 are aligned with "number symbols" showing the same odd numbers, such as "1, 1, 1," and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. When "Jackpot 3" is won, the stop pattern (display mode) corresponding to "Jackpot pattern 3" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display areas a1 to a4, the stop pattern (display mode) corresponding to "Super Rush pattern" is stopped and displayed.
[0185] When "small win 1" is won, the stop pattern (display mode) corresponding to "small win pattern 1" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode) corresponding to "rush pattern 1" is stopped and displayed. Here, "Rush pattern 1" is a display mode in which, for example, the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "2, 2, 2," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When "small win 2" is won, the stop pattern (display mode) corresponding to "small win pattern 2" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode) corresponding to "rush pattern 2" is stopped and displayed. Here, "Rush pattern 2" is a display mode in which, for example, the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "4, 4, 4," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When "small win 3" is won, the stop pattern (display mode) corresponding to "small win pattern 3" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode) corresponding to "rush pattern 3" is stopped and displayed. Here, "rush pattern 3" is a display mode in which, for example, the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "6, 6, 6," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0186] If you lose the special symbol lottery (first special symbol lottery or second special symbol lottery) (in the case of a "lose"), the stop symbol (display mode) corresponding to the "lose symbol" is stopped and displayed on the special symbol 1 display device or the special symbol 2 display device. Also, the stop symbol (display mode) corresponding to the "lose symbol" is stopped and displayed in the performance symbol display areas a1 to a4. A "losing pattern" is, for example, a combination in which at least one of the first performance patterns z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 displays identification information different from that of the other first performance patterns z1, and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0187] If "Jackpot 1" to "Jackpot 3" ("Jackpot symbol 1" to "Jackpot symbol 3") are won, a jackpot gaming state is generated. In the jackpot gaming state, the special electric device 53a is shifted from a closed state to an open state, and the game ball can enter the big prize opening 53. Specifically, when a jackpot gaming state occurs, a predetermined number of rounds of gaming are executed. In this embodiment, if "Jackpot 1" or "Jackpot 2" is won, the number of rounds of play is set to 5 [times], and if "Jackpot 3" is won, the number of rounds of play is set to 2 [times]. In addition, if a player wins any of "Jackpot 1" to "Jackpot 3," the maximum opening time of the special electric device 53a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 53a was opened, and (2) the number of game balls entering the large prize opening 53 during the round of play reaches a predetermined upper limit (8 balls in this embodiment).
[0188] When "small win 1" to "small win 3" ("small win symbol 1" to "small win symbol 3") are won, a small win game state is generated. In the small win game state, the special electric device 53a is shifted from a closed state to an open state, and the game ball can enter the large prize opening 53. Specifically, when a small win game state occurs, a predetermined number of small win games are executed. In this embodiment, when "small win 1" to "small win 3" are won, the number of small win games is set to 1 [times]. In addition, if you win "Small Win 1" to "Small Win 3," the maximum opening time of the special electric device 53a in each small win game is set to a predetermined time (29.0 [s] in this embodiment). Each small win game ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 53a was opened, and (2) the number of game balls entering the large prize opening 53 during the small win game reaches a predetermined upper limit (10 balls in this embodiment). Also, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state. At this time, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state in such a manner that the game ball that enters the large prize opening 53 during the execution of the small win game can easily (possibly) pass through the V area. As a result, if "small win 1" to "small win 3" are won, the game ball can easily (possibly) pass through the V area during the occurrence of the small win game state.
[0189] If the passage of a game ball through the V area is detected during the occurrence of a small win game state (if the passage of a game ball that has entered the large prize opening 53 through the V area is detected during the execution of a small win game), a large win game state is generated upon the end of the small win game state. In this case, if "small win 1" is won and the passage of the game ball through the V area is detected during the small win game state, the number of round games is set to 9 [times]. As a result, 10 [times] rounds will be played, with the small win game being the first round game. On the other hand, if "small win 2" is won and the passage of the game ball through the V area is detected during the small win game state, the number of round games is set to 6. As a result, 7 rounds will be played, with the small win game being the first round game. On the other hand, if "small win 3" is won and the passage of the game ball through the V area is detected during the small win game state, the number of round games is set to 3 [times]. As a result, 4 [times] rounds will be played, with the small win game being the first round game. In addition, if a "small win 1" to "small win 3" is won and the passage of the game ball through the V area is detected during the small win game state, the maximum opening time of the special electric device 53a in each round of play is set to a predetermined time (in this embodiment, 29.0 [s]). Each round of play ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 53a was opened, and (2) the number of game balls entering the large prize opening 53 during the round of play reaches a predetermined upper limit (8 balls in this embodiment). On the other hand, if the passage of the game ball through the V area is not detected during the occurrence of a small win game state (if the passage of the game ball that entered the large prize opening 53 during the execution of a small win game is not detected), the large win game state is not generated.
[0190] If "Big Win 1" to "Big Win 3" are won, time-saving control will be initiated in response to the end of the big win gaming state. Also, if "Small Win 1" to "Small Win 3" are won and the passage of the gaming ball through the V area is detected during the small win gaming state, time-saving control will be initiated in response to the end of the big win gaming state. In this embodiment, a plurality of time-saving termination conditions (specifically, "time-saving termination condition 1" to "time-saving termination condition 4") are prescribed as termination conditions for the time-saving control (hereinafter referred to as "time-saving termination conditions"). In particular, as the time-saving termination conditions, a time-saving termination condition related to variable play (the number of variable play times) (specifically, "time-saving termination condition 1" and "time-saving termination condition 2") and a time-saving termination condition related to a "small win" (the result of the special symbol win determination) (specifically, "time-saving termination condition 3") are prescribed. Then, after the start of the time-saving control, the time-saving control is terminated depending on the establishment of any one of the time-saving termination conditions, "time-saving termination condition 1" to "time-saving termination condition 4".
[0191] "Time-saving end condition 1" is a time-saving end condition based on variable play related to special chart 2 game information. Specifically, "time-saving end condition 1" is a time-saving end condition based on the number of variable plays related to special chart 2 game information. "Variable play based on special chart 2 game information" is a variable display of the second special symbol. In addition, "Variable play based on special chart 2 game information" may be a notification display (variable display and stop display) of the second special symbol. On the other hand, the "variable game based on special chart 1 game information" described later is a variable display of the first special symbol. Note that the "variable game based on special chart 1 game information" may also be a notification display (variable display and stop display) of the first special symbol. In this embodiment, the "time-saving end condition 1" is met when the number of times that the special chart 2 changes during the time-saving period reaches the first time-saving number of times that was set at the end of the jackpot game state.
[0192] "Number of times that special chart 2 changes during time-saving control" is the number of times that variable play is performed based on special chart 2 game information executed during time-saving control. In this embodiment, when "Time-saving End Condition 1" is met, the time-saving control is terminated at the end of the variable display of the second special pattern that triggered the time-saving end condition to be met (when the variable time has elapsed or ended). In other words, when "Time-saving End Condition 1" is met, the time-saving control ends when the second special pattern that triggered the time-saving end condition to be met starts to stop displaying (when the stop time is set or starts). Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. At the end of the jackpot gaming state, the CPU 210 sets the value of the first time-saving counter to the first number of times the time-saving mode is performed according to the type of win (the type of symbol that won). In addition, each time the variable display of the second special symbol ends, "1" is subtracted from the value of the first time-saving counter. Then, when the value of the first time-saving counter has been subtracted to "0," it is determined that "time-saving termination condition 1" is met, and the time-saving control is stopped.
[0193] "Time-saving end condition 2" is a time-saving end condition based on the variable play related to the special chart 1 game information and the variable play related to the special chart 2 game information. Specifically, "time-saving end condition 2" is a time-saving end condition based on the total number of times of variable play related to the special chart 1 game information and the number of times of variable play related to the special chart 2 game information. In this embodiment, the "time-saving end condition 2" is met when the total number of times the special chart changes during the time-saving period reaches the second time-saving number of times set at the end of the jackpot game state. The "total number of times special charts are changed during time-saving control" is the total number of times variable play is performed based on special chart 1 game information and the number of times variable play is performed based on special chart 2 game information during time-saving control. In this embodiment, when "time-saving termination condition 2" is met, the time-saving control is terminated at the end of the variable display of the special pattern (first special pattern or second special pattern) that triggered the time-saving termination condition to be met (when the variable time has elapsed or ended). In other words, when "Time-saving End Condition 2" is met, the time-saving control ends when the special pattern (first special pattern or second special pattern) that triggered the time-saving end condition to be met starts to stop displaying (when the stop time is set or starts). Specifically, the main control board 200 is configured with a second time-saving counter that counts the total number of times the special symbols change during the time-saving mode. At the end of the jackpot gaming state, the CPU 210 sets the value of the second time-saving counter to the second number of times the time-saving mode is activated according to the type of win (the type of symbol that won). In addition, each time the variable display of the special symbol (first special symbol or second special symbol) ends, "1" is subtracted from the value of the second time-saving counter. Then, when the value of the second time-saving counter has been subtracted to "0," it is determined that "time-saving termination condition 2" is established and the time-saving control is stopped.
[0194] "Time-saving end condition 3" is a time-saving end condition based on a "small win" (the result of the special winning judgment). Specifically, "Time-saving end condition 3" is a time-saving end condition based on the number of times a "small win" has been won (or the number of variable games related to a "small win"). In this embodiment, the "time-saving end condition 3" is established when the number of time-saving small / medium hit fluctuations reaches the third time-saving number of times set at the end of the big hit game state. The "number of small and medium-sized hits during time-saving control" is the number of small hits during time-saving control. Here, the "small hits during time-saving control" is a variable game that is executed when a "small hit" is won by the special symbol lottery (the first special symbol lottery or the second special symbol lottery). In this embodiment, when "Time-saving End Condition 3" is met, the time-saving control is terminated at the end of the variable display of the second special pattern related to the "small hit" that triggered the time-saving end condition to be met (when the variable time has elapsed or ended). In other words, when "Time-saving End Condition 3" is met, the time-saving control ends when the second special pattern related to the "small hit" that triggered the time-saving end condition to be met starts to stop displaying (when the stop time is set / starts). Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of times the time-saving small / medium hits change. At the end of the big hit game state, the CPU 210 sets the value of the third time-saving counter to a predetermined third number of times. In addition, each time the variable display of the second special symbol related to the "small hit" ends, "1" is subtracted from the value of the third time-saving counter. Then, when the value of the third time-saving counter has been subtracted to "0," it is determined that "time-saving end condition 3" is met and the time-saving control is stopped. In particular, in the pachinko machine 1, the predetermined third time-saving number of times is set to 1 [time]. As a result, if a "small win" is won by the special symbol lottery (in this embodiment, the second special symbol lottery) executed during the execution of the time-saving control, the time-saving control is ended in response to the end of the variable display of the special symbol based on the special symbol lottery. Therefore, when a player wins a winning type that is disadvantageous to the player among "Small Win 1" to "Small Win 3" (for example, a winning type with a small number of rounds, a winning type with a small number of time reductions (first time reductions and second time reductions)), it is possible to prevent the player from intentionally causing the game ball to pass through the V area while the small win game state related to that winning type is occurring, and to prevent the player from playing in a way that waits for the player to win a more advantageous winning type.
[0195] "Condition 4 for ending time-saving mode" is a condition based on winning a "jackpot" (jackpot game state). In this embodiment, the "time-saving end condition 4" is established when a "jackpot" is won (a jackpot gaming state is generated). In this embodiment, if the "time-saving end condition 4" is established, the time-saving control is ended when the stopped display of the "jackpot symbol" ends (when the stopped time has elapsed or ended). In other words, if the "time-shortening end condition 4" is established, the time-shortening control is ended at the start of the big win gaming state (at the time of setting or starting the opening time).
[0196] In this embodiment, the first time-saving number of times and the second time-saving number of times are set to different numbers depending on the winning type (type of winning symbol), and the third time-saving number of times is set to the same number regardless of the winning type (type of winning symbol). Note that the third time-saving number may also be set to different numbers depending on the winning type (type of winning symbol). Specifically, as shown in Figure 6(a), when "jackpot 1" ("jackpot symbol 1") is won, the first number of time-saving times is set to 1 [time] or 12 [times] at the end of the jackpot game state. In this case, if the game state when the special symbol hit determination is executed is during the stoppage of time-saving control, the first number of time-saving times is set to 1 [time], and if the game state when the special symbol hit determination is executed is during the execution of time-saving control, the first number of time-saving times is set to 12 [times]. In addition, if "Jackpot 1" ("Jackpot pattern 1") is won, the second number of time-saving times will be set to 5 [times] or 16 [times] at the end of the jackpot game state. In this case, if the game state when the special pattern hit determination is executed is during the time-saving control stop, the second number of time-saving times will be set to 5 [times], and if the game state when the special pattern hit determination is executed is during the time-saving control execution, the second number of time-saving times will be set to 16 [times]. Furthermore, if "Jackpot 1" ("Jackpot pattern 1") is won, regardless of the game state when the special pattern hit determination is executed, the third time reduction number of times will be set to 1 [time] at the end of the jackpot game state.
[0197] On the other hand, if "Jackpot 2" ("Jackpot pattern 2") is won, the first number of time-saving times will be set to 100 [times] or 12 [times] at the end of the jackpot game state. In this case, if the game state when the special pattern hit determination is executed is during the time-saving control stop, the first number of time-saving times will be set to 100 [times], and if the game state when the special pattern hit determination is executed is during the time-saving control execution, the first number of time-saving times will be set to 12 [times]. In addition, if "Jackpot 2" ("Jackpot pattern 2") is won, the second time-saving number of times will be set to 100 [times] or 16 [times] at the end of the jackpot game state. In this case, if the game state when the special pattern hit determination is executed is during the time-saving control stop, the second time-saving number of times will be set to 100 [times], and if the game state when the special pattern hit determination is executed is during the time-saving control execution, the second time-saving number of times will be set to 16 [times]. Furthermore, if "Jackpot 2" ("Jackpot Pattern 2") is won, regardless of the game state when the special pattern hit determination is executed, the third time reduction number of times will be set to 1 [time] at the end of the jackpot game state.
[0198] On the other hand, as shown in Figure 6(b), if "Jackpot 3" ("Jackpot pattern 3") is won, the first number of time-saving times will be set to 100 at the end of the jackpot game state, regardless of the game state at the time the special pattern hit determination is executed. In addition, if "Jackpot 3" ("Jackpot pattern 3") is won, regardless of the game state when the special pattern hit judgment is executed, the second time reduction number of times will be set to 100 at the end of the jackpot game state. Furthermore, if "Jackpot 3" ("Jackpot pattern 3") is won, regardless of the game state when the special pattern hit determination is executed, the third time reduction number will be set to 1 [time] at the end of the jackpot game state.
[0199] On the other hand, if a "small win 1" ("small win pattern 1") to a "small win 3" ("small win pattern 3") is won and the passage of the game ball through the V area is detected during the small win game state, the first number of time reductions will be set to 12 [times] at the end of the big win game state, regardless of the game state when the special pattern hit determination is executed. In addition, if a "small win 1" ("small win pattern 1") to a "small win 3" ("small win pattern 3") is won and the passage of the game ball through the V area is detected during the small win game state, the second number of time-saving times will be set to 16 [times] at the end of the big win game state, regardless of the game state when the special pattern hit judgment is executed. Furthermore, if a "small win 1" ("small win pattern 1") to a "small win 3" ("small win pattern 3") is won and the passage of the game ball through the V area is detected during the small win game state, the third time reduction number will be set to 1 [time] at the end of the big win game state, regardless of the game state when the special pattern hit judgment is executed. Here, in this embodiment, when a "small win" is won, the first time-saving number of times, the second time-saving number of times, and the third time-saving number of times are set to the same number regardless of the win type (the type of winning symbol). However, when a "small win" is won, the first time-saving number of times, the second time-saving number of times, and the third time-saving number of times may be set to different numbers depending on the win type (the type of winning symbol).
[0200] As described above, at the end of the jackpot gaming state, the first number of time-shortening times, the second number of time-shortening times, and the third number of time-shortening times are set, and time-shortening control is started in response to the end of the jackpot gaming state. The time-saving control is terminated when one of the following time-saving termination conditions is met: (1) the number of times the time-saving special chart 2 changes reaches the first time-saving number set at the end of the jackpot game state ("time-saving termination condition 1"); (2) the total number of times the time-saving special chart changes reaches the second time-saving number set at the end of the jackpot game state ("time-saving termination condition 2"); (3) the number of times the time-saving small / medium jackpot changes reaches the third time-saving number set at the end of the jackpot game state ("time-saving termination condition 3"); or (4) a "jackpot" is won ("time-saving termination condition 4").
[0201] (Regarding control commands) Next, the control commands sent from the main control board 200 to the performance control board 300, and the control commands sent and received between the main control board 200 and the payout control board 400 will be explained. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Here, communication between the main control board 200 and the performance control board 300 is carried out in only one direction, from the main control board 200 to the performance control board 300, and communication from the performance control board 300 to the main control board 200 is not carried out. Each control command sent from the main control board 200 to the performance control board 300 consists of one byte of upper data indicating the type of control command and one byte of lower data indicating the content of the control command. Then, the main control board 200 transmits a control command consisting of upper and lower data via serial communication to the performance control board 300. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the control command data to be stored in a specified area of RAM.
[0202] In the pachinko machine 1, the control commands sent from the main control board 200 to the performance control board 300 include a pattern type designation command, a variation pattern designation command, a stop designation command, a game status designation command, a hold number designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a first pre-reading designation command, a second pre-reading designation command, an error designation command, a demo designation command, etc. The symbol type designation command is a command that designates the type of the stopping symbol (stopping symbol number). Specifically, the symbol type designation command designates one type from among the "missing symbol," "sma...
Claims
[Claim 1] A game ball guide member provided on the front surface of the game board; A play area including a left area and a right area formed on the front surface of the play board; and a launch control means for controlling the launch of the game balls in response to the rotation operation of the operating means. The game board has an opening, The game ball guide member includes a first game ball guide member and a second game ball guide member that guide the game ball, the first game ball guiding member and the second game ball guiding member are arranged adjacent to each other along the periphery of the opening, and cover the periphery of the opening so that the game ball does not come into contact with the periphery of the opening; A gap is provided between the first game ball guiding member and the second game ball guiding member, The size of the gap is set so that the game ball cannot contact the peripheral portion of the opening through the gap, the operating means is rotatable within a range from an initial position to a maximum position, When an operation torque required to start rotating the operation means from the initial position is defined as a first operation torque, an operation torque required to rotate the operation means from the initial position to a predetermined reference position is defined as a second operation torque, and an operation torque required to rotate the operation means from the initial position to the maximum position is defined as a third operation torque, The second operating torque is greater than the first operating torque, the third operating torque is greater than the second operating torque but is equal to or less than twice the second operating torque, When the operating means is rotated to the predetermined reference position, a game ball is launched toward the left area, and when the operating means is rotated to the maximum position, a game ball is launched toward the right area.
Citation Information
Patent Citations
Game machine
JP2018078989A