Gaming machine

The gaming machine improves entertainment value through varied ball launch intensities, position-changing collision members, and notification features, offering enhanced player engagement and diverse gameplay.

JP2026038357APending Publication Date: 2026-03-06SANYO BUSSAN KK
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Patent Information

Application Number
JP2024141748
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-23
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value.

Method used

The gaming machine incorporates a launching mechanism for balls with varying launch intensities, collision members that can change positions, and movement control to create different game states, along with notification mechanisms to enhance player engagement.

Benefits of technology

Enhances entertainment value by providing diverse gameplay experiences and increased player interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of improving amusement.SOLUTION: The game machine according to the present invention includes movement control means capable of executing movement control for moving the position of the collision member to a first position and a second position. The movement control means is configured to be capable of executing at least a first movement control for moving the collision member so as to pass through a third position which is a predetermined position between the second position and the first position from the second position side toward the first position side, and a second movement control for moving the collision member so as to pass through the third position from the first position side toward the second position side, and is configured to be capable of moving the collision member in such a manner that at least a part of the game ball which has reached the collision member moved to the third position by the first movement control does not flow down to the specific flow path and at least a part of the game ball which has reached the collision member moved to the third position by the second movement control flows down to the specific flow path. The game machine has a notification means capable of notifying a player that the collision member is moved before the collision member is moved when the position of the collision member is moved by movement control by the movement control means.SELECTED DRAWING: Figure 239
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pinball gaming machines (also called pachinko machines) and slot machine gaming machines (also called pachislot machines). [Background technology]

[0002] A conventional gaming machine is known in which a winning lottery is executed when a gaming ball enters a predetermined starting winning hole provided on a gaming board, and a bonus is awarded depending on the lottery result. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-64108 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement in terms of entertainment value. An object of the present invention is to provide a gaming machine that can improve entertainment value. [Means for solving the problem]

[0005] The gaming machine of the present invention comprises a launching means capable of launching gaming balls at different launch intensities, a predetermined flow path through which gaming balls launched by the launching means at a first launch intensity can flow, a first ball entry means through which gaming balls that have flowed down the predetermined flow path can enter, a first benefit granting means capable of granting a first benefit based on the entry of a gaming ball into the first ball entry means, a collision member against which gaming balls launched by the launching means at a second launch intensity stronger than the first launch intensity can collide, and a specific flow path through which at least some of the gaming balls launched at the second launch intensity can flow. The gaming machine has a second ball entry means into which a gaming ball that has flowed down the specific flow path can enter, and a second benefit granting means that can grant a second benefit based on the gaming ball entering the second ball entry means, and is configured to allow a player to continuously play a shooting game using the shooting means under a plurality of game states including at least a first game state and a second game state in which the player is more advantageous when the gaming ball is shot with the second shooting intensity than in the first game state, and the position of the collision member is set to a first position where the gaming ball cannot be shot down the specific flow path, and a second position that is different from the first position and that can cause the game ball to flow down into the specific flow path, and the movement control means is capable of performing movement control to move the collision member to a second position that is different from the first position and that can cause the game ball to flow down into the specific flow path, and the movement control means is capable of controlling the movement of the collision member so that the collision member is more likely to be located at the first position under the first game state than under the second game state, and the movement control includes a first movement control that moves the collision member from the second position side toward the first position side, passing through a third position that is a predetermined position between the second position and the first position, and a second movement control that moves the collision member from the first position side toward the first position side, and a second movement control that moves the collision member toward the second position by passing through the third position, and the gaming machine is configured to be able to move the collision member in a manner that makes it difficult for gaming balls that reach the collision member moved to the third position by the first movement control to flow down into the specific flow path, and at least a portion of the gaming balls that reach the collision member moved to the third position by the second movement control can flow down into the specific flow path, and when the position of the collision member is moved by the movement control by the movement control means,The device is characterized by having a notification means that can notify a player that the collision member will be moved before the collision member is actually moved. [Effects of the Invention]

[0006] According to the present invention, it is possible to provide a gaming machine that can improve entertainment value. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a plan view of the gaming machine according to the first embodiment with the front door frame open, and a diagram showing the positional relationship with the player. FIG. [Figure 2] 1 is a front view of a gaming machine according to a first embodiment. [Figure 3] 1 is an exploded perspective view showing the main components of the gaming machine according to the first embodiment. [Figure 4] 1 is an exploded perspective view showing the main components of the gaming machine according to the first embodiment. [Figure 5] 1 is a rear view showing the configuration of the gaming machine according to the first embodiment. [Figure 6] 2 is a rear view showing the configuration of the front door frame of the gaming machine according to the first embodiment. FIG. [Figure 7] 1 is a front view showing the configuration of the inner frame of the gaming machine according to the first embodiment. FIG. [Figure 8] 1 is a front view of a gaming board of the gaming machine according to the first embodiment. [Figure 9] 1 is an oblique view illustrating a variable winning device of the gaming machine according to the first embodiment. FIG. [Figure 10] FIG. 2 is a diagram illustrating the configuration of a detector. [Figure 11] 10 is an oblique view illustrating a variable winning device of a gaming machine according to another embodiment. FIG. [Figure 12] 3 is a diagram showing a display screen of the symbol display device of the gaming machine according to the first embodiment. FIG. [Figure 13] 2 is a rear view showing the configuration of the inner frame of the gaming machine according to the first embodiment. FIG. [Figure 14] 1 is a perspective view showing the rear configuration of a gaming board of the gaming machine according to the first embodiment. FIG. [Figure 15] 1 is a rear view showing the state in which the main control device unit has been removed from the gaming board of the gaming machine according to the first embodiment. [Figure 16] 1 is a perspective view showing the configuration of a main control device unit of the gaming machine according to the first embodiment. [Figure 17] 1 is a front view showing the configuration of the back pack unit of the gaming machine according to the first embodiment. FIG. [Figure 18] 2 is an exploded perspective view of the first monitoring device as seen from the front of the gaming machine according to the first embodiment. FIG. [Figure 19] 2 is an exploded perspective view of the first monitoring device as seen from the rear of the gaming machine according to the first embodiment. FIG. [Figure 20] 1 is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 21] 1 is a plan view showing the operation buttons of the gaming machine according to the first embodiment. FIG. [Figure 22] 10 is a diagram showing the contents of each counter used in the internal lottery of the gaming machine according to the first embodiment. FIG. [Figure 23] FIG. 10 is a diagram showing a hit / lose table that stores the random number values ​​that will result in a jackpot occurring in the gaming machine of the first embodiment. [Figure 24] 10 is a diagram showing an allocation table that stores random number values ​​relating to allocation destinations for types of jackpots in the gaming machine according to the first embodiment. FIG. [Figure 25] A figure showing a fluctuation pattern table that stores the duration of the fluctuation display of the gaming machine of the first embodiment. [Figure 26] FIG. 3 is a flowchart showing main processing of the main control device according to the first embodiment. [Figure 27] FIG. 4 is a flowchart showing normal processing of the main control device according to the first embodiment. [Figure 28] FIG. 4 is a flowchart showing a timer interrupt process of the main control device according to the first embodiment. [Figure 29] A figure showing a flowchart of the winning processing for the starting port of the main control device in the first embodiment. [Figure 30]FIG. 4 is a flowchart showing a pre-determination process of the main control device according to the first embodiment. [Figure 31] FIG. 10 is a diagram showing a flowchart of the consecutive game counting process of the main control device according to the first embodiment. [Figure 32] A figure showing a flowchart of the game play control processing of the main control device related to the first embodiment. [Figure 33] FIG. 4 is a flowchart showing a data setting process of the main control device according to the first embodiment. [Figure 34] FIG. 2 is a flowchart showing the fluctuation start processing of the main control device according to the first embodiment. [Figure 35] FIG. 4 is a flowchart showing a process for setting a display duration of the main control device according to the first embodiment. [Figure 36] A figure showing a flowchart of the game state transition processing of the main control device in the first embodiment. [Figure 37] A figure showing a flowchart of the main control device's processing for opening and closing the large prize opening in the first embodiment. [Figure 38] A figure showing a flowchart of the main control device's processing for opening the large prize opening in the first embodiment. [Figure 39] FIG. 10 is a flowchart showing a transition process when the main control device according to the first embodiment ends an opening / closing execution mode. [Figure 40] FIG. 2 is a diagram showing a flowchart of the monitoring process of the gaming machine according to the first embodiment. [Figure 41] A figure showing a flowchart of the front door frame opening monitoring process of the gaming machine of the first embodiment. [Figure 42] 10 is a diagram showing a flowchart of the open / close door position monitoring process of the gaming machine according to the first embodiment. FIG. [Figure 43] 1 is a block diagram showing the electrical configuration of an audio and light emission control device and a display control device according to a first embodiment. [Figure 44] 2 is a diagram showing a schematic diagram of a reserved memory area of ​​the audio and light emission control device according to the first embodiment. FIG. [Figure 45]This figure shows the data structure stored in the ROM of the audio and light-emitting control device of the first embodiment, where (a) shows the data structure stored in ROM 412 and (b) shows the data structure stored in common ROM 404. [Figure 46] 2 is a conceptual diagram for explaining the configuration of a register included in a sound output LSI of the audio and light emission control device according to the first embodiment. FIG. [Figure 47] 2 is a conceptual diagram for explaining the connection relationship between the DAC and the speaker unit provided in the sound output LSI of the audio and light emission control device according to the first embodiment. FIG. [Figure 48] A figure showing a win / lose table that stores the value of the random number that wins in the audio data playback of the gaming machine of the first embodiment. [Figure 49] 4 is a diagram showing a flowchart of a timer interrupt process executed by the audio and light emission control device according to the first embodiment. FIG. [Figure 50] 10 is a diagram showing a flowchart of a performance determination process executed by the audio and light emission control device according to the first embodiment. FIG. [Figure 51] 10 is a diagram showing a flowchart of a hold generation process executed by the audio and light emitting control device according to the first embodiment. FIG. [Figure 52] FIG. 2 is a diagram showing a flowchart of a hold shift process executed by the audio and light emission control device according to the first embodiment. [Figure 53] 3 is a diagram showing a flowchart of a suggestion / notification process executed by the audio and light emission control device according to the first embodiment. FIG. [Figure 54] 1 is a diagram showing the relationship between game results and game states, etc. of the gaming machine according to the first embodiment. FIG. [Figure 55] 1 is a diagram showing the relationship between the game result (jackpot type) and the presentation content of the gaming machine (audio and light emitting control device) according to the first embodiment. FIG. [Figure 56] 10 is a diagram showing a flowchart of the ending effect setting process executed by the sound and light emission control device of the gaming machine according to the first embodiment. FIG. [Figure 57] 3 is a diagram showing a flowchart of the sound control process executed by the sound and light emission control device of the gaming machine according to the first embodiment. FIG. [Figure 58] 3 is a diagram showing a flowchart of the sound control process executed by the sound and light emission control device of the gaming machine according to the first embodiment. FIG. [Figure 59] 10 is a diagram showing a flowchart of a voice data reproduction lottery process executed by the voice and light emission control device of the gaming machine according to the first embodiment. FIG. [Figure 60] 10 is a diagram showing a flowchart of an abnormality notification process executed by the audio and light emitting control device of the gaming machine according to the first embodiment. FIG. [Figure 61] FIG. 3 is a diagram showing a flowchart of a timer interrupt process executed by the display control device according to the first embodiment. [Figure 62] A figure showing a flowchart of the hold display processing executed by the display control device related to the first embodiment. [Figure 63] 10 is a diagram showing a flowchart of the ending effect setting process executed by the display control device of the gaming machine according to the first embodiment. FIG. [Figure 64] 10 is a diagram showing a flowchart of the decorative image stop display processing executed by the display control device of the gaming machine according to the first embodiment. FIG. [Figure 65] 10A to 10C are sequential diagrams showing examples of effect images corresponding to the varying and stationary display of special symbols (when no jackpot is won) in the gaming machine according to the first embodiment. [Figure 66] 10A to 10C are sequential diagrams showing examples of effect images corresponding to the varying and stationary display of special symbols (when a jackpot is won) in the gaming machine according to the first embodiment. [Figure 67] 10A to 10C are sequential views showing an example of a jackpot win (open / close execution mode) in a special game of the gaming machine according to the first embodiment. [Figure 68] 10A to 10C are sequential diagrams showing an example of the ending presentation of the special game of the gaming machine according to the first embodiment. [Figure 69] 10A to 10C are sequential diagrams showing an example of ending effects of a special game of a gaming machine according to Modification 1 of the first embodiment. [Figure 70] 10A to 10C are sequential diagrams showing an example of ending effects of a special game of a gaming machine according to Modification 2 of the first embodiment. [Figure 71]FIG. 11 is a diagram showing a flowchart of an ending effect setting process executed by the sound and light emission control device of the gaming machine according to the fifth modified example of the first embodiment. [Figure 72] FIG. 11 is a diagram showing a flowchart of a shot notification cancellation process executed by the audio and light emitting control device of the gaming machine according to the fifth modified example of the first embodiment. [Figure 73] FIG. 13 is a diagram showing a flowchart of an ending effect setting process executed by a display control device of a gaming machine according to a fifth modified example of the first embodiment. [Figure 74] FIG. 11 is a diagram showing a flowchart of a shot notification cancellation process executed by a display control device of a gaming machine according to a fifth modified example of the first embodiment. [Figure 75] FIG. 13 is a diagram showing a flowchart of an ending effect setting process executed by the sound and light emission control device of the gaming machine according to the sixth modified example of the first embodiment. [Figure 76] FIG. 13 is a diagram showing a flowchart of a shot stop notification process executed by the audio and light emitting control device of the gaming machine according to the sixth modified example of the first embodiment. [Figure 77] FIG. 13 is a diagram showing a flowchart of an ending effect setting process executed by a display control device of a gaming machine according to a sixth modified example of the first embodiment. [Figure 78] FIG. 13 is a diagram showing a flowchart of a shot stop notification process executed by a display control device of a gaming machine according to a sixth modified example of the first embodiment. [Figure 79] FIG. 13 is a diagram showing a flowchart of an ending effect setting process executed by the sound and light emission control device of the gaming machine according to the seventh modified example of the first embodiment. [Figure 80] FIG. 13 is a diagram showing a flowchart of a shot notification process executed by the audio and light emitting control device of the gaming machine according to the seventh modified example of the first embodiment. [Figure 81] FIG. 13 is a diagram showing a flowchart of an ending effect setting process executed by a display control device of a gaming machine according to a seventh modified example of the first embodiment. [Figure 82] FIG. 13 is a diagram showing a flowchart of a shot notification process executed by a display control device of a gaming machine according to a seventh modified example of the first embodiment. [Figure 83] FIG. 13 is a diagram showing an example of a shot effect of a gaming machine according to a seventh modified example of the first embodiment. [Figure 84] FIG. 10 is a diagram showing a winning / losing table that stores the value of the random number that will be won when a normal symbol is hit in a gaming machine according to variant 8 of the first embodiment. [Figure 85] FIG. 13 is a diagram showing the allocation destination of the electric accessory opening pattern executed when a winning normal symbol occurs in the gaming machine according to the eighth variant of the first embodiment. [Figure 86] FIG. 13 is a flowchart showing the electrical support processing of the normal processing of the main control device in variant 8 of the first embodiment. [Figure 87] FIG. 13 is a diagram showing a flowchart of a shot notification process of the sound and light emission control device according to Modification 8 of the first embodiment. [Figure 88] FIG. 10 is a diagram showing a flowchart of the audio control process executed by the audio and light emission control device of the gaming machine according to the second embodiment. [Figure 89] FIG. 10 is a diagram showing a flowchart of the audio control process executed by the audio and light emission control device of the gaming machine according to the second embodiment. [Figure 90] 11 is a diagram showing audio data stored in a shared ROM 404 of the audio and light emission control device according to the third embodiment. FIG. [Figure 91] FIG. 11 is a diagram showing a flowchart of the voice control process executed by the voice and light emission control device of the gaming machine according to the third embodiment. [Figure 92] FIG. 11 is a diagram showing a flowchart of the voice control process executed by the voice and light emission control device of the gaming machine according to the third embodiment. [Figure 93] FIG. 11 is a diagram showing a flowchart of the audio data reproduction process executed by the audio and light emission control device of the gaming machine according to the third embodiment. [Figure 94] FIG. 13 is a diagram showing audio data stored in a shared ROM 404 of the audio and light emission control device according to Modification 1 of the third embodiment. [Figure 95] FIG. 10 is a diagram showing a flowchart of the sound control process executed by the sound and light emission control device of the gaming machine according to the fourth embodiment. [Figure 96]FIG. 10 is a diagram showing a flowchart of the sound control process executed by the sound and light emission control device of the gaming machine according to the fourth embodiment. [Figure 97] FIG. 11 is a diagram showing a flowchart of the sound control process executed by the sound and light emission control device of the gaming machine according to the fifth embodiment. [Figure 98] FIG. 11 is a diagram showing a flowchart of the decorative image stop display process executed by the display control device of the gaming machine according to the fifth embodiment. [Figure 99] FIG. 13 is a diagram showing a display screen when a double reach is achieved, which is displayed on the symbol display device of the gaming machine according to the first modified example of the fifth embodiment. [Figure 100] FIG. 13 is a diagram showing a flowchart of a sound control process executed by a sound and light emission control device of a gaming machine according to Modification 1 of the fifth embodiment. [Figure 101] FIG. 13 is a diagram showing a flowchart of a decorative image stop display process executed by a display control device of a gaming machine according to variant example 1 of the fifth embodiment. [Figure 102] FIG. 13 is a front view of a decorative device of the gaming machine according to the sixth embodiment. [Figure 103] FIG. 10 is a diagram showing a schematic configuration of the drive mechanism and abutment means of the decorative part of the gaming machine according to the sixth embodiment. [Figure 104] FIG. 13 is a diagram showing a flowchart of a timer interrupt process executed in the audio and light emission control device of the sixth embodiment. [Figure 105] FIG. 20 is a diagram showing a flowchart of the process of determining an effect pattern in the sixth embodiment. [Figure 106] FIG. 13 is a diagram showing the timing at which a preview display is generated in the sixth embodiment. [Figure 107] A figure showing a flowchart of the audio light emitting side notice display execution process in the sixth embodiment. [Figure 108] FIG. 13 is a flowchart showing the advance notice display generation process of the sixth embodiment. [Figure 109] FIG. 13 is a flowchart showing the display side preview display execution process of the sixth embodiment. [Figure 110] A figure showing a flowchart of the display side character driving processing in the sixth embodiment. [Figure 111] A figure showing a success / failure table for notification in the sixth embodiment. [Figure 112] A figure showing a flowchart of the sound-emitting side character drive execution process in the sixth embodiment. [Figure 113] A figure showing a flowchart of the reel drive generation processing in the sixth embodiment. [Figure 114] A figure showing an example of the movement pattern of the decorative accessory of the sixth embodiment. [Figure 115] A figure showing an example of the movement pattern of the decorative accessory of the sixth embodiment. [Figure 116] FIG. 13 is a front view of the gaming board of the gaming machine according to the seventh embodiment. [Figure 117] FIG. 13 is a front view of the game board of the pachinko machine according to the eighth embodiment, with the first role device lowered. [Figure 118] 1(a) is a schematic diagram showing the configuration of the first role-playing device, and FIG. 1(b) is a diagram showing the general configuration of the origin detection sensor. [Figure 119] FIG. 13 is a block diagram showing the electrical configuration of the sound and light emission control device and display control device of a pachinko machine according to an eighth embodiment. [Figure 120] (a) is a schematic diagram showing various data stored in the ROM in the audio and light emission control device, (b) is a schematic diagram showing an example of a character drive data table specification table, and (c) is a schematic diagram showing various data stored in the ROM in the display control device. [Figure 121] 2 is a schematic diagram showing various data stored in a RAM in the audio and light emission control device. FIG. [Figure 122] FIG. 13 is a diagram showing the detection range of a touch sensor of a pachinko machine according to an eighth embodiment. [Figure 123] FIG. 13 is a diagram showing an example of a normal performance executed by the pachinko machine according to the eighth embodiment. [Figure 124] FIG. 13 is a diagram showing an example of an abnormality presentation executed by the pachinko machine according to the eighth embodiment. [Figure 125]FIG. 13 is a flowchart showing a timer interrupt process executed by the audio and light emission control device of the eighth embodiment. [Figure 126] FIG. 20 is a diagram showing a flowchart of the process of determining a presentation pattern in the eighth embodiment. [Figure 127] FIG. 13 is a diagram showing the timing at which a preview display is generated in the eighth embodiment. [Figure 128] A figure showing a flowchart of the audio light emitting side notice display execution process in the eighth embodiment. [Figure 129] FIG. 20 is a flowchart showing the advance notice display generation process of the eighth embodiment. [Figure 130] FIG. 20 is a diagram showing a flowchart of the display side preview display execution process of the eighth embodiment. [Figure 131] A figure showing a flowchart of the display side role object performance processing in the eighth embodiment. [Figure 132] A figure showing a success / failure table for notification in the eighth embodiment. [Figure 133] A figure showing a flowchart of the sound-emitting side character drive execution process of the eighth embodiment. [Figure 134] A figure showing a flowchart of the reel drive generation processing in the eighth embodiment. [Figure 135] A figure showing a flowchart of the reel abnormality detection processing in the eighth embodiment. [Figure 136] FIG. 13 is a diagram showing another example of the effects executed by the pachinko machine according to the eighth embodiment in the event of an abnormality. [Figure 137] FIG. 13 is a diagram showing another example of the effects executed by the pachinko machine according to the eighth embodiment in the event of an abnormality. [Figure 138] A figure showing a flowchart of another example of the reel drive generation processing of the eighth embodiment. [Figure 139] A figure showing a flowchart of another example of the reel abnormality detection processing of the eighth embodiment. [Figure 140] FIG. 13 is a diagram showing an example of a normal performance executed by a pachinko machine according to Modification 1 of the eighth embodiment. [Figure 141]FIG. 13 is a diagram showing an example of a normal performance executed by a pachinko machine according to Modification 1 of the eighth embodiment. [Figure 142] FIG. 20 is a diagram showing an example of an effect executed by a pachinko machine according to Modification 1 of the eighth embodiment when an abnormality occurs. [Figure 143] FIG. 13 is a diagram showing another example of the effects executed by the pachinko machine according to the first modified example of the eighth embodiment when an abnormality occurs. [Figure 144] FIG. 13 is a diagram showing another example of the effects executed by the pachinko machine according to the first modified example of the eighth embodiment when an abnormality occurs. [Figure 145] FIG. 13 is a front view of the gaming board of the gaming machine according to the ninth embodiment. [Figure 146] FIG. 13 is a diagram illustrating the variable winning device of the gaming machine according to the ninth embodiment. [Figure 147] FIG. 13 is a block diagram showing the electrical configuration of the gaming machine according to the ninth embodiment. [Figure 148] FIG. 13 is a diagram showing a winning / losing table that stores the random number values ​​that will result in a big win and a small win for the gaming machine of the ninth embodiment. [Figure 149] FIG. 13 is a diagram showing an allocation table that stores random number values ​​relating to allocation destinations for types of big wins and small wins of the gaming machine according to the ninth embodiment. [Figure 150] FIG. 13 is a game flow diagram showing the flow of play in the gaming machine according to the ninth embodiment. [Figure 151] 13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Figure 152] 13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Figure 153] 13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Fig. 154] 13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Figure 155] 13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Figure 156]13 is a flowchart showing the process of determining whether a game has been won or lost in a gaming machine according to the ninth embodiment. [Figure 157] 13 is a flowchart showing the processing of a jackpot game for a gaming machine according to a ninth embodiment. [Figure 158] 13 is a flowchart showing the processing of a jackpot game for a gaming machine according to a ninth embodiment. [Figure 159] 13 is a flowchart showing the processing of a jackpot game for a gaming machine according to a ninth embodiment. [Figure 160] 13 is a flowchart showing the processing of a small win game of the gaming machine according to the ninth embodiment. [Figure 161] 13 is a flowchart showing the processing of a small win game of the gaming machine according to the ninth embodiment. [Figure 162] 13 is a flowchart showing the processing of a small win game of the gaming machine according to the ninth embodiment. [Figure 163] FIG. 13 is a diagram showing an example of a presentation displayed on the display device of the pachinko machine according to the ninth embodiment. [Fig. 164] FIG. 13 is a diagram showing an example of a presentation displayed on the display device of the pachinko machine according to the ninth embodiment. [Figure 165] FIG. 22 is a plan view showing the operation buttons of the gaming machine according to the tenth embodiment. [Figure 166] FIG. 23 is a diagram showing an example of a demo display screen executed by the gaming machine according to the tenth embodiment. [Figure 167] FIG. 20 is a diagram showing an example of a predetermined effect executed by the gaming machine according to the tenth embodiment. [Figure 168] FIG. 20 is a diagram showing an example of a predetermined effect executed by the gaming machine according to the tenth embodiment. [Figure 169] FIG. 20 is a diagram showing an example of a timing chart of a predetermined effect executed by the gaming machine according to the tenth embodiment. [Figure 170] FIG. 22 is a diagram showing an allocation table used in a predetermined effect executed by the gaming machine according to the tenth embodiment. [Figure 171]A figure showing an example of a flowchart of a demo display execution process executed by the audio and light emission control device of the gaming machine related to the 10th embodiment. [Fig. 172] FIG. 20 is a diagram showing an example of a flowchart of a demo display execution process executed by a display control device of a gaming machine according to a tenth embodiment. [Figure 173] A figure showing an example of a flowchart of the effect execution process executed by the audio and light control device of the gaming machine related to the 10th embodiment. [Fig. 174] A figure showing an example of a flowchart of the result allocation process executed by the audio and light control device of the gaming machine related to the 10th embodiment. [Figure 175] A figure showing an example of a flowchart of the effect execution process executed by the display control device of the gaming machine related to the 10th embodiment. [Figure 176] FIG. 23 is a diagram showing an example of a flowchart of a variation process executed by the sound and light emission control device of the gaming machine according to the first modified example of the tenth embodiment. [Figure 177] FIG. 23 is a diagram showing an example of a flowchart of a variation process executed by a display control device of a gaming machine according to Modification 1 of the tenth embodiment. [Figure 178] FIG. 23 is a diagram showing an example of a flowchart of a variation discarding process executed by the sound and light emission control device of the gaming machine according to the second modified example of the tenth embodiment. [Figure 179] FIG. 23 is a diagram showing an example of a flowchart of a variation process executed by a display control device of a gaming machine according to Modification 2 of the tenth embodiment. [Figure 180] FIG. 23 is a diagram showing an example of a flowchart of the effect execution process executed by the sound and light emission control device of the gaming machine according to the sixth modified example of the tenth embodiment. [Figure 181] FIG. 23 is a diagram showing an example of a flowchart of a predetermined effect interruption process executed by the audio and light emission control device of the gaming machine according to the seventh modified example of the tenth embodiment. [Figure 182] FIG. 23 is a diagram showing an example of a flowchart of a predetermined effect interruption process executed by a display control device of a gaming machine according to Modification 7 of the tenth embodiment. [Figure 183] FIG. 23 is a diagram showing an example of a flowchart of a predetermined effect execution process executed by the audio and light emission control device of the gaming machine according to variant 8 of the tenth embodiment. [Figure 184] FIG. 23 is a diagram showing an example of a flowchart of a predetermined effect execution determination process executed by the audio and light emission control device of the gaming machine according to variant 8 of the tenth embodiment. [Figure 185] FIG. 22 is a front view of the gaming board of the gaming machine according to the eleventh embodiment. [Figure 186] FIG. 23 is an enlarged view of a part (specific winning device) of the gaming board of the gaming machine according to the eleventh embodiment. [Figure 187] FIG. 22 is a block diagram showing the electrical configuration of the gaming machine according to the eleventh embodiment. [Figure 188] FIG. 22 is a diagram showing various tables of the gaming machine according to the eleventh embodiment. [Figure 189] FIG. 22 is a diagram showing various tables of the gaming machine according to the eleventh embodiment. [Figure 190] FIG. 22 is a flowchart showing normal processing of the main control device according to the 11th embodiment. [Figure 191] FIG. 23 is a flowchart showing a pre-determination process of the main control device according to the 11th embodiment. [Figure 192] A figure showing a flowchart of the game play control processing of the main control device related to the 11th embodiment. [Figure 193] A figure showing a flowchart of the fluctuation start processing of the main control device related to the 11th embodiment. [Figure 194] FIG. 23 is a flowchart showing a process for setting a display duration of the main control device according to the eleventh embodiment. [Figure 195] A figure showing a flowchart of the game state transition processing of the main control device related to the 11th embodiment. [Figure 196] A figure showing a flowchart of the large prize opening and closing processing of the main control device related to the 11th embodiment. [Figure 197] A figure showing a flowchart of the large prize opening processing of the main control device related to the 11th embodiment. [Figure 198]16 is a flowchart of a transition process when the opening / closing execution mode of the main control device according to the eleventh embodiment is completed. [Figure 199] A figure showing a flowchart of the specific winning execution processing of the main control device related to the 11th embodiment. [Figure 200] A figure showing a flowchart of the fluctuation termination processing of the main control device related to the 11th embodiment. [Figure 201] A figure showing a flowchart of the C time-saving transition processing of the main control device in the 11th embodiment. [Figure 202] A figure showing a flowchart of the processing for game play presentation of the audio and light control device related to the 11th embodiment. [Figure 203] A figure showing a flowchart of the game round presentation pattern setting process of the audio and light control device related to the 11th embodiment. [Figure 204] FIG. 22 is a flowchart showing main processing of a display control device according to an eleventh embodiment. [Figure 205] FIG. 22 is a flowchart showing a command interrupt process of the display control device according to the eleventh embodiment. [Figure 206] FIG. 22 is a flowchart showing V interrupt processing of the display control device according to the eleventh embodiment. [Figure 207] FIG. 23 is a flowchart showing normal processing of the main control device according to the twelfth embodiment. [Figure 208] A figure showing a flowchart of the ceiling determination processing of the main control device related to the 12th embodiment. [Figure 209] FIG. 22 is a diagram showing an example of a ceiling effect in a display control device according to a twelfth embodiment. [Figure 210] A figure showing a flowchart of the effect pattern determination process of the audio and light emission control device related to the 13th embodiment. [Figure 211] FIG. 23 is a diagram showing a flowchart of the effect pattern determination process of the display control device according to the thirteenth embodiment. [Figure 212] FIG. 22 is a front view of the gaming board of the gaming machine according to the fourteenth embodiment. [Figure 213]FIG. 23 is a diagram showing the configuration of an interference member provided in the gaming machine according to the fourteenth embodiment. [Figure 214] FIG. 23 is a diagram showing an example of interference with a game caused by an interference member provided in the gaming machine according to the fourteenth embodiment. [Figure 215] FIG. 23 is a diagram showing another configuration of the interference member provided in the gaming machine according to the fourteenth embodiment. [Figure 216] FIG. 23 is a diagram showing another configuration of the interference member provided in the gaming machine according to the fourteenth embodiment. [Figure 217] FIG. 23 is a diagram showing another configuration of the interference member provided in the gaming machine according to the fourteenth embodiment. [Figure 218] FIG. 23 is another example of a front view of the gaming board of the gaming machine according to the fourteenth embodiment. [Figure 219] FIG. 23 is a diagram showing an example of interference with a game by an interference member provided in a gaming machine according to Modification 1 of the fourteenth embodiment. [Figure 220] FIG. 23 is a diagram showing an example of interference with a game by an interference member provided in a gaming machine according to Modification 1 of the fourteenth embodiment. [Figure 221] FIG. 23 is a diagram showing an example of a front view of a gaming board of a gaming machine according to a fifteenth embodiment. [Figure 222] FIG. 22 is a diagram showing an example of a table in which the end state of the open round and the additional period are associated with each other, the table being stored in the ROM 312 of the main control device of the gaming machine according to the fifteenth embodiment. [Figure 223] A figure showing an example of a flowchart of the large prize opening and closing processing of the main control device related to the 15th embodiment. [Figure 224] A figure showing an example of a flowchart of the large prize opening processing of the main control device related to the 15th embodiment. [Figure 225] FIG. 22 is a diagram showing an example of a flowchart of the interval period setting process of the main control device according to the 15th embodiment. [Figure 226] A figure showing an example of the operation of the opening and closing doors of the variable winning device related to the 15th embodiment. [Figure 227] FIG. 23 is a diagram showing an example of a flowchart of an additional period determination process of the main control device according to the fifteenth embodiment. [Figure 228] FIG. 22 is a diagram showing an example of a flowchart of the countdown performance processing of the audio and light emission control device according to the 15th embodiment. [Figure 229] FIG. 22 is a diagram showing an example of a flowchart of countdown effect processing of a display control device according to a fifteenth embodiment. [Figure 230] FIG. 22 is a diagram showing an example of a countdown effect in the gaming machine according to the fifteenth embodiment. [Figure 231] FIG. 22 is a diagram showing an example of a countdown effect in the gaming machine according to the fifteenth embodiment. [Figure 232] FIG. 23 is a diagram showing an example of a table in which the end state of the open round and the additional period are associated with each other, the table being stored in the ROM 312 of the main control device of the gaming machine according to the modified example of the fifteenth embodiment. [Figure 233] FIG. 23 is a diagram showing an example of a flowchart of interval period setting processing by the main control device according to a modified example of the fifteenth embodiment. [Figure 234] FIG. 23 is a diagram showing an example of a flowchart of an additional period determination process of a main control device according to a modified example of the fifteenth embodiment. [Figure 235] FIG. 22 is a diagram showing an example of a front view of a gaming board of a gaming machine according to a 16th embodiment. [Figure 236] FIG. 22 is a diagram showing an example of a front view of a gaming board of a gaming machine according to a 16th embodiment. [Figure 237] FIG. 22 is a diagram showing an example of a structure for moving the return rubber of the gaming machine according to the sixteenth embodiment. [Figure 238] FIG. 20 is a diagram showing an example of the structure of the return rubber of the gaming machine according to the 16th embodiment. [Figure 239] FIG. 22 is a diagram showing an example of notification of the movement of the return rubber displayed on the display device of the gaming machine according to the 16th embodiment. [Figure 240] FIG. 22 is a diagram showing an example of notification of the movement of the return rubber displayed on the display device of the gaming machine according to the 16th embodiment. [Figure 241] FIG. 20 is a block diagram showing the electrical configuration of an audio and light emission control device and a display control device according to a 16th embodiment. [Figure 242]A flowchart showing an example of timer interrupt processing executed by the audio and light emission control device of the gaming machine according to the 16th embodiment. [Figure 243] A flowchart showing an example of a return rubber moving process executed by the sound and light emission control device of the gaming machine according to the 16th embodiment. [Figure 244] FIG. 20 is a flowchart showing an example of a movement process executed by the audio and light emitting control device of the gaming machine according to the 16th embodiment. [Figure 245] FIG. 20 is a flowchart showing an example of a timer interrupt process executed by the display control device of the gaming machine according to the 16th embodiment. [Figure 246] FIG. 22 is a flowchart showing an example of a movement effect process executed by the display control device of the gaming machine according to the 16th embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] The basic configurations of various gaming machines to which the present invention can be applied are shown below.

[0009] [Pinball game machine] A gaming machine comprising an operating means (launch handle 41) operated by a player, a ball launching means (game ball launching mechanism 110) that bounces and launches game balls based on the operation of the operating means, a ball passage (inner rail 101 and outer rail 102) that guides the launched game balls to a specified game area 104, and various game components (general winning opening 82, nails, etc.) arranged within the game area 104.

[0010] [Pinball game machine equipped with special display means and variable display device] A gaming machine comprising an operating means operated by a player, a ball launching means that bounces and launches gaming balls based on the operation of the operating means, a ball passage that leads the launched gaming balls to a predetermined gaming area 104, and first and second starting holes 84a and 84b, a main display device 98, a variable display unit 86, and a variable winning device 83 that are arranged within the gaming area 104, and when it detects that a gaming ball has entered the first or second starting hole 84a or 84b, the display content displayed on the main display device 98 is variably displayed, and if the display content at the time of stopping is a specific display content, the variable winning device 83 is opened in a predetermined manner.

[0011] [Slot machines and other reel-type gaming machines] This gaming machine is provided with a variable display means for displaying a sequence of symbols consisting of a plurality of symbols in a variable manner and then displaying the sequence of symbols in a final stopped state, and the variation of the symbols is started by operation of a start operation means, and the variation of the symbols is stopped by operation of a stop operation means or after a predetermined time has passed, and a gaming state (bonus game, etc.) advantageous to the player is generated on the condition that the final stopped symbol at the time of the stop is a specific symbol.

[0012] [Ball-operated belt-type gaming machine] A gaming machine comprising a variable display means for displaying a variable pattern string consisting of a plurality of patterns and then displaying the pattern string at a final stop, wherein the pattern variation is started due to the operation of a start operating means, and the pattern variation is stopped due to the operation of a stop operating means or after a predetermined time has passed, and a gaming state (bonus game, etc.) advantageous to the player is generated on the condition that the final stopped pattern at the time of the stop is a specific pattern, and further comprising a ball receiving device for performing a throw-in process to take in game balls from the ball receiving device, and a payout device for paying out game balls to the ball receiving device, and wherein the operation of the start operating means is made effective when game balls are thrown in by the throw-in device.

[0013] Hereinafter, each embodiment of the present invention will be described with reference to the drawings. Note that a general pachinko machine will be used as an example of the gaming machine. In the following description, unless otherwise specified, directions such as up, down, left, and right will be specified based on a front view of the pachinko machine 10. For example, the front side of Figure 2 will be referred to as the front side, and the back side will be referred to as the rear side.

[0014] [First embodiment] <Pachinko machine>

[0015] As shown in Figure 1, the pachinko machine 10 has a front door frame 14, which opens to face the right side (see Figure 1(a)) or the left side (see Figure 1(b)) of the upper body of a player U. As shown in Figure 2, the pachinko machine 10 according to this embodiment (hereinafter referred to as pachinko machine 10) comprises a rectangular outer frame 11 that forms an outer shell, and a gaming machine main body 12 that is rotatably attached to the front of this outer frame 11.

[0016] The outer frame 11 is a fixed frame formed in a rectangular shape with openings at the front and rear, and is installed vertically on a game center installation table (so-called island equipment). As shown in Figures 3 and 4, the gaming machine main body 12 includes an inner frame 13 (frame body) rotatably supported on the outer frame 11 toward the front (player side), a front door frame 14 (frame body) rotatably supported on the inner frame 13 toward the front (player side), and a back pack unit 15 (box-shaped body) rotatably supported on the inner frame 13 toward the rear (away from the player). The machine is configured to be locked by a locking device 131 (see Figure 4). Thus, "front" refers to the front and rear directions relative to the player, and is perpendicular or approximately perpendicular to the game board 81. A prepaid card-type ball dispensing device (CR unit) (not shown) is provided on the left side of the outer frame 11.

[0017] The inner frame 13 is supported on either the right side or the left side of the outer frame 11, with either the right side or the left side serving as a support side. The front door frame 14 is supported on either the right side or the left side (the left side in Figures 3 and 4) of the inner frame 13, with either the right side or the left side serving as a support side (the left side in Figures 3 and 4). The back pack unit 15 is supported on either the right side or the left side (the left side in Figures 3 and 4) of the inner frame 13, with either the right side or the left side serving as a support side. The locking device 131 has a cylinder lock 75 provided at the bottom of the right side or the left side of the gaming machine main body 12 (the lower right side in Figure 2), and has the function of preventing the inner frame 13 (gaming machine main body 12) from being opened relative to the outer frame 11 and the function of preventing the front door frame 14 from being opened relative to the inner frame 13. In the pachinko machine 10, when a key is inserted into the cylinder lock 75 (see FIG. 7) and then turned clockwise, the function that prevents the inner frame 13 from being opened relative to the outer frame 11 is released, and when the key is turned counterclockwise, the function that prevents the front door frame 14 from being opened relative to the inner frame 13 is released. The locking device 131 will also be described in detail in FIG. 13.

[0018] The front door frame 14 is arranged to cover the front side of the inner frame 13 and has an oval-shaped window portion 21 that opens in the thickness direction, and a window panel 22 made of a see-through glass plate, synthetic resin material, etc. that is fitted into this window portion 21 (see Figure 3).

[0019] The front door frame 14 also includes an indicator lamp device 23A serving as a light-emitting device disposed on the right side of the window 21, an indicator lamp device 23B serving as a light-emitting device disposed on the left side of the window 21, an error indicator lamp unit 24 provided at the top of the pachinko machine 10, and speaker units 26A and 26B serving as audio output means and navigation means disposed on the upper right (speaker unit 26A) and upper left (speaker unit 26B) of the gaming machine main body 12. While the pachinko machine 10 includes two speaker units 26A and 26B in this embodiment, it is sufficient to include one or more speaker units, and for example, three or more may be included. The indicator lamp devices 23A and 23B each include a light-emitting element (not shown) such as a light bulb with a light-emitting element such as an LED (light-emitting diode), filament, or discharge element enclosed in a glass spherical shell, and light up or flash in response to changes in the game state, such as when a jackpot is hit or a predetermined reach is reached. The error display lamp unit 24 lights up when a predetermined error occurs. The speaker units 26A, 26B can output voice, sound effects, etc. The display lamp units 23A, 23B light up or flash (light-emitting effect) in accordance with the pattern change effect on the pattern display device 91, which is a display device, and the speaker units 26A, 26B output voice and sound effects (audio effect), so that the display lamp units 23A, 23B and the speaker units 26A, 26B function as effect execution means.

[0020] The front door frame 14 also has an upper bulge 31 and a lower bulge 32 below the window 21 that bulge forward (toward the player). The upper bulge 31 and the lower bulge 32 are arranged side by side in the vertical direction. The upper bulge 31 is provided inside so as to open upward and has an upper tray 33 that serves as a tray for storing game balls. The lower bulge 32 is provided inside so as to open upward and has a lower tray 34 that serves as a tray for storing game balls. The bottom of the upper tray 33 is configured to slope gently from left to right and taper toward the right side, and has the function of lining up the stored game balls one by one and guiding them to the game ball launching mechanism 110 (see FIG. 7), which is the position from which the game balls are launched. The launch position of the game ball may be any predetermined position (predetermined first position) from which the game ball launching mechanism 110 can launch the game ball.

[0021] When excess game balls remain in the upper tray 33, the game balls are discharged into the lower tray 34. In other words, the lower tray 34 has the function of storing excess game balls in the upper tray 33. The lower bulging portion 32 is provided with a lever (not shown) that can slide left and right, and is configured so that when a player slides the lever, the game balls stored in the lower tray 34 are discharged from the bottom of the lower tray 34. In this embodiment, the upper bulging portion 31 and the lower bulging portion 32 are molded integrally with the front door frame 14 at a lower position of the front door frame 14, and are configured so that the upper bulging portion 31 and the lower bulging portion 32 also open and close in accordance with the opening and closing of the front door frame 14.

[0022] The pachinko machine 10 also has a launching handle 41 serving as a launching means located at the lower right position of the gaming machine main body 12. The launching handle 41 is biased counterclockwise (left-handed), and when a player rotates the launching handle 41 clockwise (right-handed), a gaming ball launching mechanism 110, which is an operating member that moves gaming balls, is activated, and gaming balls stored in the upper tray 33 are launched one by one toward the gaming area 104 of the gaming board 81 (see FIG. 8). In this embodiment, the launching operation of the gaming ball launching mechanism 110 is performed at a predetermined cycle (for example, 0.6 seconds). In this embodiment, the number of gaming balls launched by the gaming ball launching mechanism 110 is controlled so as not to exceed 100 balls per minute.

[0023] The game ball launching mechanism 110 is a launching means capable of launching game balls with different launch intensities, and is configured so that the hitting force of the game ball by the game ball launching mechanism 110 changes depending on the amount of rotation of the launch handle 41. As the player rotates the launch handle 41 clockwise (right), the hitting force of the game ball by the game ball launching mechanism 110 gradually increases, and as the player rotates the launch handle 41 counterclockwise (left), the hitting force of the game ball by the game ball launching mechanism 110 gradually decreases. In other words, the ball is a moving member that moves on the game board 81, and as the player rotates the launch handle 41 clockwise (right), the movement of the game ball launched by the game ball launching mechanism 110 on the game board 81 shifts from left to right. The launch intensity when hit from the left is also referred to as the first launch intensity. The launch intensity when hit from the right is also referred to as the second launch intensity. In addition, the flow path through which a game ball launched with a first launch intensity (left-handed hit) can flow is also called a predetermined flow path, and the flow path through which a game ball launched with a second launch intensity (right-handed hit) can flow is also called a specific flow path.

[0024] The launch handle 41 is also provided with a touch sensor 41a that detects when the player is touching the handle, and a launch stop switch 41b that temporarily stops the launch of game balls (see Figures 2 and 20). The launch of game balls by the game ball launching mechanism 110 is performed when the launch handle 41 is rotated and the touch sensor 41a is on and the launch stop switch 41b is off, and game balls are not launched when the touch sensor 41a is off or the launch stop switch 41b is on.

[0025] In addition, an operation button 35 serving as an operation means is provided on the top surface of the upper bulge 31. The operation button 35 is used when selecting a type of effect (type of effect), and the player can select the type of effect by operating the operation button 35. As shown in FIG. 21 , the operation button 35 includes a centrally located decision button 35a, a left direction button 35b located to the left of the decision button 35a, and a right direction button 35c located to the right of the decision button 35a. When selecting a type of effect, the player can select the type of effect by pressing the left direction button 35b or the right direction button 35c, and can confirm the type of effect by pressing the centrally located decision button 35a. Furthermore, on the top surface of the upper bulge portion 31, there are arranged a ball lending button (not shown) for instructing the lending of game balls within the value balance (valuable balance) of the card inserted into the CR unit, a return button (not shown) for instructing the return of the card inserted into the CR unit, and buttons (not shown) for setting the volume and light intensity of the pachinko machine 10.

[0026] As shown in Figures 3 and 6, a passage forming unit 50 is attached to the back of the front door frame 14. The passage forming unit 50 is made of synthetic resin, and is formed with a front door side upper tray passage 51 that leads to the upper tray 33, and a front door side lower tray passage 52 that leads to the lower tray 34. In the passage forming unit 50, a receiving portion 53 that protrudes rearward and opens upward is formed at the upper corner, and the receiving portion 53 is divided into left and right parts by a partition wall 54, thereby forming the entrance portions of the front door side upper tray passage 51 and the front door side lower tray passage 52. The upstream sides of the front door side upper tray passage 51 and the front door side lower tray passage 52 lead to the gaming ball distribution section 225, and gaming balls that enter the front door side upper tray passage 51 are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage 52 are guided to the lower tray 34.

[0027] Protruding shafts 61, 62 are provided at the upper and lower ends of the pivot base end side (right side in FIG. 6) on the rear surface of the front door frame 14. These protruding shafts 61, 62 constitute an assembly mechanism for the inner frame 13. Furthermore, at the pivot tip end side (left side in FIG. 6) on the rear surface of the front door frame 14, as shown in FIG. 3, a plurality of hooks 63 extending rearward are arranged in parallel in the vertical direction. These hooks 63 constitute a locking mechanism for the inner frame 13.

[0028] Next, the inner frame 13 will be described with reference to FIG. The inner frame 13 is mainly composed of a resin base 71 whose outer shape is substantially the same as that of the outer frame 11. Support fittings 72, 73 are attached to the upper and lower ends of the pivot base side (left side in FIG. 7) on the front surface of the resin base 71. Although not shown, shaft holes are formed in the support fittings 72, 73, and the protruding shafts 61, 62 of the front door frame 14 are inserted into these shaft holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.

[0029] At the front of the resin base 71, on the rotation tip side (right side in FIG. 7), there are provided insertion holes 74 for inserting the hooks 63 provided on the back surface of the front door frame 14. In the pachinko machine 10, a locking device for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back surface of the inner frame 13. Therefore, when the hooks 63 are engaged with the locking device via the insertion holes 74, the front door frame 14 is locked to the inner frame 13 so that it cannot be opened.

[0030] A cylinder lock 75 for unlocking the locking device is installed in the lower right corner of the resin base 71. The cylinder lock 75 is integrated with the locking device, and when a key inserted into the keyhole of the cylinder lock 75 is turned counterclockwise, the front door frame 14 is unlocked from the inner frame 13. When the key inserted into the keyhole of the cylinder lock 75 is turned clockwise, the inner frame 13 is unlocked from the outer frame 11. A substantially rectangular opening 71b penetrating inward and outward (i.e., in the front-to-back direction) is formed in the upper right corner of the resin base 71, i.e., on the side of the rotation tip of the front door frame 14. A first monitoring device 250 for monitoring the opening of the front door frame 14 is installed in this opening 71b.

[0031] A substantially elliptical window hole 76 is formed in the center of the resin base 71. A game board 81 is detachably attached to the resin base 71. The game board 81 is made of plywood, and a game area 104 (see Figure 8) formed on the front of the game board 81 is exposed to the front side of the inner frame 13 through the window hole 76 of the resin base 71.

[0032] <Game Board 81> As shown in FIG. 8, the game board 81 is a substantially rectangular plate member made of plywood or synthetic resin. The game board 81 has a guide section 103 (hereinafter also referred to as the guide rail) consisting of two rails (an inner rail 101 and an outer rail 102) curved into a substantially circular shape provided on the front (player side). The guide rail 103 has the function of guiding game balls launched by the game ball launching mechanism 110 to the upper left of the game board 81. A player plays a game by operating the launch handle 41 to launch game balls into a substantially circular game area 104 defined by the guide rail 103. In addition, a return section 103a is provided at the end of the guide rail 103 to prevent game balls launched into the game area 104 from returning into the guide rail 103. Additionally, a return rubber 167 is provided in the upper right portion of the play area 104. The return rubber 167 bounces back game balls that are launched by the game ball launching mechanism 110 and guided into the play area 104. The return rubber 167 is made of opaque or low-transparency rubber (e.g., black), and changes the flow path of the game balls upon contact with the launched game balls. This affects the behavior of the game balls and alters their trajectory. Game balls launched into the play area 104 are detected by a detection sensor (not shown) provided in the back pack unit 15 (not shown), and a ball detection signal from the detection sensor is output to a hall computer (not shown). In this embodiment, the detection sensor is provided in the back pack unit 15, but it may be provided elsewhere, for example, on the game board 81.

[0033] Furthermore, the return rubber 167 is not limited to rubber as long as it can bounce back the game ball launched by the game ball launching mechanism 110 and guided into the game area 104. For example, it may be an elastic member such as a spring. The return rubber 167 functions as a member that collides with the game ball launched by the game ball launching mechanism 110, bounces back the game ball, and affects the trajectory of the game ball. Here, the return rubber 167 bounces back the game ball with a repulsive force that corresponds to the speed of the game ball at the time of collision. In other words, if the game ball collides with the return rubber 167 strongly (at a high speed), it is bounced back strongly, and if the game ball collides with the return rubber 167 weakly (at a low speed), it is bounced back weakly. In this way, the return rubber 167 is made of rubber, which is an elastic member, and the force with which the game ball is bounced back changes depending on the speed of the game ball at the time of collision.

[0034] The gaming board 81 is also routed to form multiple large and small openings penetrating the board thickness at appropriate locations. Each opening on the gaming board 81 is provided with multiple winning holes, such as a general winning hole 82, a first starting hole 84a, a second starting hole 84b, and a variable winning device 83 (special winning hole 83a), and an outlet hole 87 at predetermined locations. The positions and number of openings formed in the gaming area 104 of the gaming board 81 can be changed as needed. These openings serve as ball entry means through which gaming balls can enter. When a gaming ball enters a winning hole, such as the general winning hole 82, the first starting hole 84a, the second starting hole 84b, or the variable winning device 83, the MPU 302 (award granting means) pays out a predetermined number of prize balls to the player as a bonus. The gaming board 81 is provided with through gates 85 on the left and right sides of the center. A main display device 98 is provided on the gaming board 81 in a position visible to the player. A variable display unit 86 is provided in the center of the gaming board 81. A large number of gaming pins 89 are provided in a gaming area 104 on the gaming board 81, and a rotation guide member 88 (a so-called "windmill") is disposed on the right side of the gaming board 81. The rotation guide member 88 is disposed on the gaming board 81 so as to rotate freely when contacted by a gaming ball flowing down the gaming area 104. For this reason, when a gaming ball flowing down the gaming area 104 comes into contact with the gaming pins 89 or the rotation guide member 88, the flow direction of the gaming ball changes irregularly (randomly). In other words, this affects the behavior of the gaming ball.

[0035] In this embodiment, "ball entry" refers to a game ball passing through an opening, and includes not only a game ball passing through an opening and being discharged from the play area 104, but also a game ball continuing to flow down the play area 104 without being discharged. To clearly distinguish this from a game ball entering the outlet 87, the entry of a game ball into any of the winning ports is also referred to as "winning." A ball entering the through gate 85 refers to a game ball passing through a gate provided in the play area 104 and continuing to flow down the play area 104 without being discharged. The entry of a game ball into the through gate 85 is also referred to as "winning," just like a game ball entering any of the winning ports. The flow of a game ball down the play area 104 while contacting the game nails 89 and / or the rotation guide member 88 is also referred to as "rolling." At least a portion of the return rubber 167 is fixed to the pachinko machine 10 by screws (not shown) in an area other than the play area 104. In addition, affecting the behavior of the game ball is also called interference.

[0036] <Starting prize entry> As shown in Figure 8, the first starting opening 84a and the second starting opening 84b are arranged vertically, i.e., side by side. Here, the first starting opening 84a located on the upper side is a constantly open winning opening that is always open upward within the game area 104. In addition, on both the left and right sides of the second starting opening 84b located on the lower side, there are provided electric devices (so-called electric tulips (electric chutes)) consisting of a pair of opening / closing members 84b1 configured to open and close the second starting opening 84b. An electric device drive unit 84b2 is connected to the pair of opening / closing members 84b1, and the pair of opening / closing members 84b1 are configured to be displaced between a closed position that closes the second starting opening 84b and an open position that opens it as the electric device drive unit 84b2 is driven. In this embodiment, a pair of opening and closing members 84b1 that open and close the second starting opening 84b are arranged on the left and right sides of the second starting opening 84b, and the pair of opening and closing members 84b1 are driven to move closer to and farther apart as the electric role drive unit 84b2 is driven.

[0037] That is, in this embodiment, the first starting opening 84a is configured so that game balls flowing down the game area 104 can always enter with a fixed probability, and the second starting opening 84b is configured so that the winning probability of the game ball can be changed by driving the electric role drive unit 84b2. Here, when the opening and closing members 84b1 provided on both the left and right sides of the second starting opening 84b are displaced to the closed position (hereinafter, electric role closed state), the game ball is prevented from entering the second starting opening 84b, and the probability of the game ball entering the second starting opening 84b is lower than the probability of the game ball entering the first starting opening 84a. Furthermore, when the opening / closing member 84b1 is displaced to the open position (hereinafter referred to as the electric open state), the game ball received by the opening / closing member 84b1 is guided to the second starting port 84b, and the probability of the game ball entering the second starting port 84b is higher than the probability of the game ball entering the first starting port 84a.

[0038] In addition, instead of the electric role closed state and electric role open state described above, the electric role device may be configured to switch between a state in which it is difficult for game balls to enter the second starting hole 84b (a state in which game balls can enter, unlike the electric role closed state), and a state in which it is easy for game balls to enter the second starting hole 84b.

[0039] <Variable prize device> As shown in FIG. 8, the variable winning device 83 includes an opening / closing door (opening / closing member, opening / closing means) 83b that freely opens and closes a special winning opening 83a (hereinafter referred to as a large winning opening) serving as a special winning means that opens into the play area 104. The opening / closing door 83b is an actuated object configured to be closed or opened in response to the actuation of a variable winning drive unit 83c serving as an operating member. The material of the opening / closing door 83b is not particularly limited, but may be made of an elastic material or the like. The opening / closing door 83b is fixed to the variable winning drive unit 83c on the back side of the play board 81, i.e., in an area other than the play area 104. For example, a portion of the opening / closing door 83b may be fixed to the variable winning drive unit 83c by screws. The variable winning drive unit 83c is formed, for example, of an electromagnetic solenoid. In this embodiment, the opening / closing door 83b is configured to open and close the special prize opening 83a by moving back and forth relative to the game board 81 along a predetermined movement trajectory, and Figure 8 shows the state in which the large prize opening 83a is closed by the opening / closing door 83b.

[0040] In this embodiment, the opening / closing door 83b is normally located in the closed position and is set to a first closed state in which a game ball cannot enter the opening / closing door 83b because it abuts against the opening / closing door 83b. When the internal lottery results in a win to transition to the opening / closing execution mode and the mode transitions to the opening / closing execution mode, the opening / closing door 83b is set to a second open state in which a game ball cannot enter the opening / closing door 83b because it is located in the open position. In other words, in a winning game state such as a small win or a big win, the movement of the opening / closing door 83b is controlled so that it is more likely to be located in the open position than in a normal game state. In other words, in a normal game state, the movement of the opening / closing door 83b is controlled so that it is more likely to be located in the closed position than in a winning game state. The opening / closing execution mode (specific control state) refers to a mode in which the opening / closing door 83b is set to the open state and a game ball can enter the big prize opening 83a. When the door 83b is closed or open, the door 83b and the game ball are in a non-interfering state. Furthermore, in the open / close execution mode, the door 83b alternates between being closed and being open, resulting in an interference state in which the door 83b and the game ball may interfere with each other. In other words, the door 83b may come into contact with or collide with a game ball launched with a launch strength corresponding to a right hit. Thus, the door 83b also functions as a contact or collision member that determines whether or not a prize is won depending on whether or not the door 83b comes into contact with or collides with the game ball. In addition, in the open / close execution mode, one round of play is defined as the period from when the door 83b is set to the open state until it is set to the closed state again. However, the number of times the door 83b is opened and closed in one round of play is optional. For example, the opening and closing door 83b may be opened and closed multiple times (two or more times) during one round of play. In this case, the opening and closing door 83b will be opened and closed multiple times during one round of play. The opening and closing door 83b has a rectangular plate shape with an upper surface, a lower surface opposite the upper surface, and four side end surfaces parallel to the plate thickness direction. Furthermore, since the plate thickness is shorter than the vertical or horizontal width of the first surface, the area of ​​the first or second surface is larger than the area of ​​any of the four side end surfaces. Therefore, game balls continuously launched by the game ball launching mechanism 110 are more likely to collide with the upper surface (first surface) of the opening and closing door 83b than with the side end surfaces (second surfaces).In addition, under the condition that the opening and closing door 83b is moving by the movement control that moves the opening and closing door 83b from the open position to the closed position, the game ball that collides with the side end face of the opening and closing door 83b is configured to flow down the specific flow path more easily than the game ball that collides with the upper surface of the opening and closing door 83b. In addition, when the opening and closing door 83b is in the open position or the closed position, the game ball is configured not to collide with the side end face of the opening and closing door 83b.

[0041] The player can guide the game ball to the variable winning device 83, avoiding the variable display unit 86, etc., by maximizing the rotation amount of the launch handle 41 and shifting the arrival position of the game ball at the top of the game area 104 from the side where the exit portion of the guide rail 103 is formed to the opposite side (so-called right hit).

[0042] FIG. 9 is a perspective view illustrating the configuration and operation of the variable winning device 83. The variable winning device 83 will be described in more detail below with reference to FIG. 9. The variable winning device 83 is provided so as to protrude forward (toward the player) of the game board 81 so as to be visible to the player. The variable winning device 83 is surrounded on all four sides (left-right and front-rear directions) and the bottom side of the pachinko machine 10, and an opening is formed at the top. The opening formed at the top of the variable winning device 83 is the special winning opening 83a. An opening door 83b is provided at the top of the variable winning device 83. As shown in FIG. 9(a), the opening door 83b is normally maintained in a visible closed state that closes the special winning opening 83a. Here, the position of the opening door 83b in the closed state is also referred to as the first position. When the opening door 83b is closed, game balls cannot flow down the flow path within the variable winning device 83.

[0043] As described above, the variable winning device 83 is arranged to protrude from the front side (player side) of the game board 81, so when the opening and closing door 83b is maintained in a closed state that closes the special winning opening 83a, the game balls flowing down the game area 104 fall onto the opening and closing door 83b, so the opening and closing door 83b and the game balls cannot be in a state of non-interference, for example, a state in which the game balls are caught in the opening and closing door 83b of the variable winning device 83. Here, the variable winning device 83 has a base that is approximately parallel to the horizontal direction, and the right side of the pachinko machine 10 is slightly longer in the height direction than the left side. Therefore, the special winning opening 83a is slightly lower on the left side of the pachinko machine 10 than on the right side, and the opening and closing door 83b, which is kept in a closed state, is also inclined so that the left side of the pachinko machine 10 is slightly lower than the right side. Therefore, when the special winning opening 83a is kept in the closed state, the gaming ball rolls from right to left on the opening and closing door 83b as shown by the arrow in FIG. 9(a).

[0044] On the other hand, if the internal lottery results in a transition to the open / close execution mode, for example, the opening / closing door 83b slides backward (away from the player) to enter an open state in which a game ball can enter the special winning opening 83a, as shown in FIG. 9(b). The game ball flowing down the game area 104 of the game board 81 falls into the special winning opening 83a (and enters the special winning opening 83a). Here, the position of the opening / closing door 83b in the open state is also referred to as the second position. In the open state in which the opening / closing door 83b is open, the game ball can flow down the flow path within the variable winning device 83. Even in this case, there is no possibility of interference between the opening / closing door 83b and the game ball, such as a game ball being caught in the opening / closing door 83b of the variable winning device 83. When the opening / closing door 83b moves to a position in which it is open, a game ball can enter the special winning opening 83a. When the gaming ball enters the special winning opening 83a, a predetermined prize ball is paid out to the player by a bonus awarding means that uses prize balls as a bonus. As shown in Figure 9(c), when the opening / closing door 83b of the variable winning device 83 changes from an open state to a closed state, an interference state such as the gaming ball getting caught in the opening / closing door 83b may occur. Note that, since the gaming ball is a sphere, the width by which the opening / closing door 83b opens and closes, i.e., the movement width of the opening / closing door 83b, varies depending on the position at which the gaming ball comes into contact. In this way, the opening and closing door 83b comes into contact with the gaming balls ejected into the gaming area 104, thereby changing the flow path through which the gaming balls flow down.

[0045] The pachinko machine 10 according to this embodiment is equipped with detectors S1 and S2 that detect whether the door 83b is in a closed state or an open state. When the door 83b is in a closed state, both detectors S1 and S2 are in an ON or OFF state, and when the door 83b is in an open state, both detectors S1 and S2 are in an OFF or ON state. Also, when the door 83b is in a state that is neither closed nor open, for example, in the above-mentioned interference state, either one of detectors S1 or S2 is in an ON or ON state. The pachinko machine 10 according to this embodiment alerts an abnormality when either one of detectors S1 or S2 remains in an ON or ON state for a predetermined period of time.

[0046] Furthermore, the variable winning device 83 may be provided on the game board 81 in a state that is not parallel to the main surface of the game board 81 or in a state that is not parallel to the left-right direction of the pachinko machine 10. In this case, the lengths of sides 831, 832 located in the front-to-rear direction of the variable winning device 83 are different. Specifically, the side 832 located on the left side of the pachinko machine 10 is slightly shorter than the side 831 located on the right side. Therefore, the special winning opening 83a and the opening / closing door 83b that closes the special winning opening 83a are also shorter on the right side of the pachinko machine 10 than on the left side. Because the special winning opening 83a and the opening / closing door 83b that closes the special winning opening 83a are not parallel in this way, the width by which the opening / closing door 83b opens and closes, i.e., the width by which the opening / closing door 83b can move, differs depending on where the game ball is caught in the opening / closing door 83b. The opening / closing door 83b is typically made of a transparent or highly transparent material, but it does not necessarily have to be a transparent or highly transparent material and may be made of an opaque or less transparent material. As described above, the opening / closing door 83b affects the behavior of the gaming ball and changes the trajectory of the gaming ball. In this way, the opening / closing door 83b functions as a component that affects the behavior of the gaming ball. As described above, the pachinko machine 10 according to this embodiment is configured to be capable of at least performing the following movement control of the opening / closing door 83b: movement control for moving the opening / closing door 83b from the open position toward the closed position, passing through a third position intermediate between the open position and the closed position, for example, an open or closed position that prevents the ball from entering the special winning opening 83a; and movement control for moving the opening / closing door 83b from the closed position toward the open position, passing through the third position intermediate therebetween. Furthermore, game balls that reach the opening / closing door 83b, which has been moved to a third position along the way by the movement control that moves the opening / closing door 83b from the open position toward the closed position, are less likely to flow down into a specific flow path within the variable winning device 83, for example, a flow path leading to the special winning port 83a, and it is possible to move the opening / closing door 83b in such a manner that at least a portion of the game balls that reach the opening / closing door 83b, which has been moved to a third position along the way by the movement control that moves the opening / closing door 83b from the closed position toward the open position, can flow down into a flow path leading to the special winning port 83a within the variable winning device 83.

[0047] The time required for the opening / closing door 83b to move from the open position to the closed position may be different from the time required for the opening / closing door 83b to move from the closed position to the open position. For example, the time required for the opening / closing door 83b to move from the open position to the closed position may be longer than the time required for the opening / closing door 83b to move from the closed position to the open position, or vice versa. Furthermore, the time required for the opening / closing door 83b to reach the intermediate position after the movement control is executed may be shorter or longer than the time required for the game ball launched by the game ball launching mechanism 110 to collide with the opening / closing door 83b. Preferably, the time required for the opening / closing door 83b to reach the intermediate position after the movement control is executed is shorter than the time required for the game ball launched by the game ball launching mechanism 110 to collide with the opening / closing door 83b.

[0048] Fig. 10 is a diagram illustrating the configuration of detectors S1 and S2. The configuration of detectors S1 and S2 will be described below with reference to Fig. 10. Note that detectors S1 and S2 have the same configuration. Detectors S1 and S2 are U-shaped sensors composed of a light-emitting element mounting portion 311a to which a light-emitting element (not shown) is mounted, a light-receiving element mounting portion 311b to which a light-receiving element (not shown) is mounted, and a connecting portion 311c that connects one end of the light-emitting element mounting portion 311a to one end of the light-receiving element mounting portion 311b so that the light-emitting element and the light-receiving element are arranged facing each other at a predetermined distance apart, and a detection groove 311d is formed by the light-emitting element mounting portion 311a, the light-receiving element mounting portion 311b, and the connecting portion 311c.

[0049] When there is no object, such as the opening / closing door 83b, inserted into the detection groove 311d, the light emitted from the light-emitting element attached to the light-emitting element attachment portion 311a is received directly by the light-receiving element attached to the light-receiving element attachment portion 311b. On the other hand, when the opening / closing door 83b is inserted into the detection groove 311d, the light emitted from the light-emitting element attached to the light-emitting element attachment portion 311a is blocked, and the light-receiving element attached to the light-receiving element attachment portion 311b cannot receive the light. The detector S1 outputs an OFF signal when the light-receiving element receives light, and an ON signal when the light-receiving element does not receive light. This allows the main control device 300, which receives the signal, to determine whether or not an object (the opening / closing door 83b) has been inserted into the detection groove 311d.

[0050] Detectors S1 and S2 are mounted so that light irradiated from the light-emitting element to the light-receiving element is blocked when the door 83b is inserted into the detection groove 311d. Therefore, when detector S1 detects that light irradiated from the light-emitting element to the light-receiving element has been blocked, detectors S1 and S2 output an ON signal, which allows the audio light emission control device 400 to determine that the door 83b is in the open state. Detectors S1 and S2 output an OFF signal, which allows the audio light emission control device 400 to determine that the door 83b is in the closed state. Detectors S1 output an ON signal and detector S2 output an OFF signal, which allows the audio light emission control device 400 to determine that the door 83b is neither in the closed state nor the open state. It is optional whether the light-receiving element outputs an OFF signal when it receives light and an ON signal when it does not receive light, or whether the light-receiving element outputs an ON signal when it receives light and an OFF signal when it does not receive light. Either configuration is acceptable.

[0051] Figure 11 is a diagram illustrating a variable winning device 83 according to another embodiment. The variable winning device 83 illustrated in Figure 11 differs from the variable winning device 83 described with reference to Figure 9 in the method of opening and closing the door. In the variable winning device 83 illustrated in Figure 9, the opening and closing door 83b swings back and forth to open and close the special winning opening 83a, but the variable winning device 83 illustrated in Figures 11(a) and 11(b) moves from a closed state to an open state by moving one side of the back side of the pachinko machine 10 downward, with one side located on the front side of the pachinko machine 10 as the axis of rotation. In addition, the variable winning device 83 illustrated in Figures 11(a) and 11(b) changes from a closed state to an open state by moving one side on the back side of the pachinko machine 10 downward, with one side located on the front side of the pachinko machine 10 as the rotation axis.

[0052] The variable winning device 83 illustrated in Figure 11, like the variable winning device 83 shown in Figure 9, has an opening / closing door 83b provided on the top of the variable winning device 83, and as shown in Figure 11(a), the opening / closing door 83b is normally maintained in a closed state in which the variable winning device 83 is closed. The variable winning device 83 illustrated in Figure 11 is arranged to protrude from the front side (player side) of the game board 81, so when the opening and closing door 83b is maintained in a closed state that closes the special winning opening 83a, game balls flowing down the game area 104 fall onto the opening and closing door 83b. Here, the variable winning device 83 has a base that is approximately parallel to the horizontal direction, and the right side of the pachinko machine 10 is slightly longer in the height direction than the left side. Therefore, the special winning opening 83a is slightly lower on the left side of the pachinko machine 10 than on the right side, and the opening and closing door 83b, which is kept in a closed state, is also inclined so that the left side of the pachinko machine 10 is slightly lower than the right side. Therefore, when the special winning opening 83a is kept in the closed state, the gaming ball rolls from right to left on the opening and closing door 83b as shown by the arrow in FIG. 11(a).

[0053] On the other hand, if the internal lottery results in a win for transitioning to the open / close execution mode, and the mode is transitioned to the open / close execution mode, as shown in FIG. 11(b), the open / close door 83b rotates around one side located on the front side of the pachinko machine 10 as an axis, and moves one side on the back side of the pachinko machine 10 downward to enter an open state in which a game ball can enter the special winning opening 83a. A game ball that has flowed down the game area 104 of the game board 81 falls into the special winning opening 83a (enters the special winning opening 83a). When a game ball enters the special winning opening 83a, a predetermined prize ball is paid out to the player. Note that the multiple winning openings, such as the variable winning device 83, the first starting opening 84a, and the second starting opening 84b, are predetermined second positions into which game balls can enter.

[0054] <Detection sensor> The gaming board 81 is provided with detection sensors 152 to 154b for detecting the entry of gaming balls near the various entry ports provided, namely the general entry port 82, the first start port 84a, the second start port 84b, and the large entry port 83a of the variable entry device 83 (see FIG. 20). These detection sensors 152 to 154b are also arranged on the back side of the gaming board 81, with the detection sensor 152 detecting the entry of gaming balls into the general entry port 82, the detection sensor 154a detecting the entry of gaming balls into the first start port 84a, the detection sensor 154b detecting the entry of gaming balls into the second start port 84b, and the detection sensor 153 detecting the entry of gaming balls into the large entry port 83a of the variable entry device 83. The detection sensors 152-154b are wired and connected to a main control board 301 disposed on the back side of the pachinko machine 10, and are configured so that a predetermined number of prize balls (game balls obtained by winning) are paid out when each of the detection sensors 152-154b detects a game ball (entry of a game ball into various winning holes such as the general winning hole 82, the first starting hole 84a, the second starting hole 84b, and the large winning hole 83a of the variable winning device 83). In other words, when each of the detection sensors 152-154b detects entry of a game ball into various winning holes such as the general winning hole 82, the first starting hole 84a, the second starting hole 84b, and the large winning hole 83a of the variable winning device 83, a bonus is awarded to the player.

[0055] In this embodiment, the pachinko machine 10 pays out 10 prize balls when the detection sensor 152 detects a ball entering the normal prize opening 82, pays out 3 prize balls when the detection sensor 154a detects a ball entering the first start opening 84a, pays out 2 prize balls when the detection sensor 154b detects a ball entering the second start opening 84b, and pays out 13 prize balls when the detection sensor 153 detects a ball entering the large prize opening 83a of the variable prize winning device 83. Note that the number of prize balls paid out when a game ball enters each prize opening is not limited to these and can be changed as appropriate. For example, the number of prize balls paid out when a game ball enters the first start opening 84a and the number of prize balls paid out when a game ball enters the second start opening 84b may be the same. In addition, multiple (two or more) variable winning devices 83 may be provided in the game area 104 of the game board 81, and the number of prize balls paid out for each win in the large winning opening 83a of these multiple variable winning devices 83 may be different.For example, if two variable winning devices 83 are provided, the number of prize balls paid out for each win in the large winning opening 83a of each variable winning device 83 may be 13 and 14, respectively.

[0056] The outlet 87 is provided at the bottom of the game area 104 of the game board 81, and game balls that do not enter the various winning holes etc. are discharged from the game area 104 through this outlet 87. The outlet 87 is arranged on the back side of the game board 81, and is equipped with a detection sensor 156 that detects game balls entering (see Figure 20).

[0057] Each through gate 85 is provided with a detection sensor 155 that is disposed on the rear side of the game board 81 and detects the entry of game balls (see FIG. 20). The detection sensors 155 and 156 are connected by wiring to a main control board 301 disposed on the rear side of the pachinko machine 10, but unlike when a ball enters one of the various winning ports, the pachinko machine 10 does not pay out prize balls when a ball enters the outlet port 87 or each through gate 85.

[0058] Each of the detection sensors 152 to 156 may be any type that can individually detect the entry of game balls into the various winning holes, and may be, for example, an electromagnetic induction sensor or a transmission type photosensor.

[0059] <Pattern display> The main display device 98 has a main display section 93, a bonus device display section 94, and a round display section 97, and is configured by arranging multiple display devices, such as a segment display device in which multiple segment light-emitting sections are arranged in a predetermined pattern, and a dot display device. The main display device 98 is mounted on the game board 81 so as to bulge toward the window panel 22 provided on its front side, and is visible from the front of the pachinko machine 10 through the window panel 22. The distance (gap) between the main display device 98 and the window panel 22 is narrower than the outer diameter of a gaming ball. This prevents gaming balls from flowing down the gap between the main display device 98 and the window panel 22, i.e., in front of the main display device 98.

[0060] <Main display 93> The main display unit 93 has a first result display unit 93a for displaying the results of an internal lottery conducted based on winning at the first starting port 84a, and a second result display unit 93b for displaying the results of an internal lottery conducted based on winning at the second starting port 84b (see Figure 20).

[0061] <First result display section 93a> The first result display unit 93a executes a variable display of symbols triggered by a winning ball entering the first starting slot 84a, and displays the result of the internal lottery conducted based on the winning ball entering the first starting slot 84a as a result of stopping the variable display. Specifically, triggered by a winning ball entering the first starting slot 84a, the first result display unit 93a performs a variable display in which the first result display unit 93a sequentially lights up and goes out, and finally, depending on the lighting position (stop result) where the first result display unit 93a is definitely lit, multiple types (types) of special symbols (hereinafter also referred to as first special symbols (sometimes simply referred to as special symbols)) are displayed. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 93a displays a predetermined stop result, and then the pachinko machine 10 transitions to the opening / closing execution mode.

[0062] <Second result display section 93b> The second result display unit 93b executes a variable display of symbols triggered by a winning ball entering the second starting slot 84b, and displays the result of the internal lottery conducted based on the winning ball entering the second starting slot 84b as a result of stopping the variable display. Specifically, triggered by a winning ball entering the second starting slot 84b, the second result display unit 93b performs a variable display that flashes and fluctuates by sequentially lighting on and off, and finally, the second result display unit 93b displays multiple types (types) of special symbols (hereinafter also referred to as second special symbols (or simply special symbols)) depending on the lighting position (stop result) that is finally determined to be lit. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 93b displays a predetermined stop result, and then the pachinko machine 10 transitions to the opening / closing execution mode.

[0063] Here, the special symbol is a notification symbol that indicates the result of an internal lottery, such as whether or not a jackpot (special game) has occurred, and the first result display unit 93a and the second result display unit 93b are capable of displaying multiple types of special symbols depending on the lighting position of LEDs or the like. Specifically, the special symbols that can be displayed on the first result display unit 93a and the second result display unit 93b are set to include multiple types of special symbols as jackpot display results that can indicate a jackpot, and one type of special symbol as a loss display result that can indicate a loss. One special symbol is determined according to the result of the special symbol lottery, and the previously determined special symbol is displayed as a stopped symbol on the first result display unit 93a or the second result display unit 93b as a result of stopping the variable display.

[0064] In the following explanation, the change display performed in the first result display unit 93a is referred to as the "special chart 1 change display," and the special chart that is displayed as a fixed stop on the first result display unit 93a as a result of the special chart 1 change display is also referred to as special chart 1. Similarly, the change display performed in the second result display unit 93b is referred to as the "second special chart change display," and the special chart that is displayed as a fixed stop on the second result display unit 93b as a result of the second special chart change display is also referred to as special chart 2. When the main control device 300 transitions to a pattern determination state in which the first result display unit 93a or the second result display unit 93b of the main display unit 93 displays a flashing variable display in which the first result display unit 93a or the second result display unit 93b lights up and goes out sequentially, the main control device 300 functions as a means for maintaining the pattern determination state of the first result display unit 93a or the second result display unit 93b of the main display unit 93 for at least a predetermined period of time. In addition, in either case, when a stop display state of a losing symbol occurs and the first result display section 93a or the second result display section 93b of the main display section 93 is transitioned to a pattern determination state, or when a stop display state of a winning symbol occurs and the first result display section 93a or the second result display section 93b of the main display section 93 is transitioned to a pattern determination state, the predetermined stop state of the symbol (pattern determination state) is executed for a predetermined period of time.

[0065] <Display unit for accessories 94> The device display unit 94 displays a variable pattern triggered by a winning ball entering each through gate 85, and displays the result of the internal lottery based on the winning ball entering each through gate 85 as the result of the variable display. Specifically, when a game ball enters each through gate 85, the device display unit 94 sequentially lights up and goes out, flashing and displaying a variable pattern. Finally, the device display unit 94 displays multiple types of normal patterns (hereinafter also referred to as "normal patterns") depending on the lighting position (stop result) at which the device display unit 94 finally lights up. If the result of the internal lottery corresponds to a transition to an electric role release state, the device display unit 94 displays a predetermined stop result, and then the pachinko machine 10 transitions to the electric role release state. In this electric role release state, the opening / closing member 84b1 of the electric role provided in the second starting opening 84b is opened.

[0066] <Round display section 97> In addition, in the pachinko machine 10 according to this embodiment, when a jackpot determination is made, one of multiple types of jackpot games (special games) is selected. Multiple types of jackpot games with different numbers of rounds are set for this jackpot game, and the number of rounds of the selected jackpot game is reported by the round display unit 97. In this embodiment, two types of jackpot game rounds are set: "15" and "2." The number of rounds is reported by the lighting pattern of the LEDs provided on the round display unit 97. During a jackpot game, a predetermined effect, such as a promotion effect, may be performed. In this promotion effect, the MUP 402 of the audio / light-emitting control device 400 divides the promotion effect into an introductory effect, which includes an effect suggesting the start of the promotion effect, and a suggestive effect, which includes an effect suggesting the result of the promotion. If a predetermined condition, for example, no operation by the player using the operation button 35, is met within a predetermined period from the start of the introductory effect, the MUP 402 transmits a command to the display control device 500 to execute a suggestive effect (second suggestive effect) according to the passage of the predetermined period. Furthermore, if a predetermined condition is met within a predetermined period from the start of the introduction effect, for example, if a player's operation is accepted using the operation button 35, a command to execute a suggestive effect (first suggestive effect) is sent to the display control device 500 before the predetermined period has elapsed. When the display control device 500 receives a command sent from the audio and light emitting control device 400, it executes the corresponding effect. Specifically, when it receives a command to execute an introduction effect, it executes an introduction effect including an effect suggesting the start, and when it receives a command to execute a suggestive effect, it executes a suggestive effect including an effect suggesting the result. Note that the MPU 402 of the audio and light emitting control device 400 determines whether a jackpot game is in progress, in other words, whether it is not within a variable period. Furthermore, the frequency of occurrence of at least one or more effects executed after a predetermined effect or one or more effects may be changed depending on the result. In this embodiment, the round display unit 97 has two LEDs arranged on the left and right, and when the left LED lights up, it is announced that the jackpot game has a number of rounds of "15", and when the right LED lights up, it is announced that the jackpot game has a number of rounds of "2". In addition, the first suggestive effect may include, for example, suggestive effect A, and the second suggestive effect may include, for example, suggestive effect B.

[0067] In this embodiment, the main display unit 93 and the bonus item display unit 94 are configured with a plurality of display devices, such as segment displays and dot displays, but are not limited thereto and may be configured with other types of display devices, such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. Furthermore, the symbols variably displayed on the main display unit 93 and the bonus item display unit 94 may be configured to variably display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors, etc. In this embodiment, the round display unit 97 notifies the number of rounds of play using an LED light-emitting display, but is not limited thereto and may be configured to notify the number of rounds of play using other types of display devices, such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. The display areas of the main display unit 93, the device display unit 94, and the round display unit 97 are set to be extremely small compared to the display areas of the notification effects, etc., described below, executed by the pattern display unit 91, and for a player who is paying attention to the various effects executed by the pattern display unit 91 on which the effects are displayed, it is difficult to easily recognize each piece of information when the main display unit 93, the device display unit 94, and the round display unit 97 are lit.

[0068] The variable display unit 86 also includes a pattern display device 91 that variably displays (variably displays or switchably displays) a pattern, which is a type of pattern. The variable display unit 86 also includes a center frame 92 that is disposed so as to surround the pattern display device 91. The upper part of this center frame 92 is disposed so as to bulge out toward the window panel 22 disposed on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 91, and is configured so as to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls. In addition, if a jackpot is won, the jackpot game is executed before the next variable display starts. Therefore, under predetermined conditions, for example, under a predetermined game state such as a full reserve state, when the first result display section 93a or the second result display section 93b of the main display section 93 displays a missing symbol as a predetermined first state in a stopped display state, and the first result display section 93a or the second result display section 93b of the main display section 93 sequentially lights up and goes out and the display shifts from a flashing variable display to a fixed symbol state, the state shifts to the next variable symbol state more quickly than when the winning symbol as a predetermined second state is displayed in a stopped display state and the display shifts from a variable display to a fixed symbol state, which is a predetermined third state. Also, for example, when a winning symbol stop display state occurs in the reserved full state and the first result display section 93a or the second result display section 93b of the main display section 93 is shifted to a symbol determination state, a symbol stop state during a jackpot, which is different from the symbol determination state, may be executed. In this case, the MPU 302 functions as an execution means for executing a symbol stop state during a jackpot (symbol stop control during a jackpot).

[0069] <Pattern display device 91> The display device, the symbol display device 91, is configured as a liquid crystal display device equipped with a liquid crystal display and is detachably attached to the game board 81 so that the display screen G of the symbol display device 91 faces the front side (player side) of the game board 81. This symbol display device 91 starts variable display of decorative symbols (hereinafter also referred to as decorative symbols) for performance when a predetermined condition is met (a game ball enters the first start hole 84a or the second start hole 84b). That is, when the symbol display device 91 executes variable display in the first result display section 93a of the main display unit 93 and when it executes variable display in the second result display section 93b of the main display unit 93, it executes variable display accordingly. Note that the symbol display device 91 is not limited to a liquid crystal display device, and various conventionally known display devices capable of statically and variably displaying various symbols, such as a plasma display device, an organic EL display device, a CRT, a drum-type symbol display device, a dot-matrix type symbol display device, etc., may be used.

[0070] As shown in FIG. 12, the symbol display device 91 according to this embodiment has multiple symbol columns Z1, Z2, and Z3 that can variably display decorative symbols. When a winning ball enters the first starting slot 84a or the second starting slot 84b, the decorative symbols in each of the symbol columns Z1, Z2, and Z3 begin to change. Each of the symbol columns Z1, Z2, and Z3 has a corresponding effective stop position. A symbol change effect is generated to determine a symbol combination for the decorative symbols that will be displayed on the effective stop symbol lines L1-L5, which are a combination of the effective stop positions of the symbol columns Z1, Z2, and Z3. Each of the symbol columns Z1, Z2, and Z3 has a corresponding effective stop position. A symbol change effect is generated to determine a symbol combination for the decorative symbols that will be displayed on the effective stop symbol lines L1-L5, which are a combination of the effective stop positions of the symbol columns Z1, Z2, and Z3. That is, five stop symbol effective lines L1 to L5 are set in the symbol display device 91 of this embodiment. Specifically, as shown in Fig. 12, five lines, namely, a left line L1, a center line L2, a right line L3, a right-upward line L4, and a left-upward line L5, are set as effective lines. In the following description, these may be referred to as a symbol row Z1, a symbol row Z2, and a symbol row Z3 in order from the top of the drawing.

[0071] In addition, the display area of ​​the decorative symbols in each of the symbol rows Z1, Z2, and Z3 of the symbol display device 91 is larger than the first result display section 93a and the second result display section 93b, and the decorative symbols are displayed much larger than the special symbols. Therefore, the player can visually determine whether the symbol combination displayed on the effective symbol stop lines L1 to L5 of the symbol display device 91 is a jackpot or a miss.

[0072] The pattern display device 91 is configured to display the change by moving the decorative figures along a predetermined change direction (in this embodiment, horizontally from the left side to the right side of the paper in FIG. 12 and / or horizontally from the right side to the left side of the paper in FIG. 12) upon the start of the pattern change performance, and the display of the changing decorative figures is stopped and displayed in a predetermined stopping order at the valid stopping positions of each pattern sequence Z1, Z2, Z3. Also, before the pattern change performance ends, the pattern display device 91 temporarily stops and displays the decorative figures at the valid stopping positions of each pattern sequence Z1, Z2, Z3, and stops and displays the decorative figures of each pattern sequence Z1, Z2, Z3, thereby completing one pattern change performance. In other words, the pattern change performance (special pattern 1 change display and second special pattern change display) is executed once from the start of the change of the decorative figures (special pattern 1 and special pattern 2) based on one start hold information to the final stop.

[0073] More specifically, as shown in FIG. 12, the decorative symbols are displayed in three rows (left, center, and right) on the display screen G of the symbol display device 91 for each of the upper, middle, and lower symbol rows Z1 to Z3. When a winning entry occurs in the first starting slot 84a or the second starting slot 84b, the decorative symbols are displayed in a variable manner. After a certain period of time has elapsed according to the variable manner selected by the main control device 300, the variable manner stops, and nine decorative symbols (3 vertical x 3 horizontal) are displayed on the symbol display device 91 as a result of the display. In the variable manner in which a winning jackpot lottery is selected, the display control device 500 controls the nine decorative symbols so that three or more of the same main symbols (number symbols with characters) stop in a horizontal or diagonal line, thereby indicating to the player that a jackpot has occurred. On the other hand, in the variable manner in which a losing jackpot lottery is selected, the display control device 500 controls the nine decorative symbols so that three or more of the same main symbols do not stop in a horizontal or diagonal line, thereby indicating to the player that a loss has occurred.

[0074] Here, the decorative symbols displayed on the symbol display device 91 of the pachinko machine 10 according to this embodiment are composed of ten main symbols (e.g., turtle, shark, dugong, angelfish) corresponding to the numbers "0" to "9," and one sub-symbol (in this embodiment, a shell design) smaller than the main symbols. These main symbols and sub-symbols are arranged in ascending or descending numerical order, with the sub-symbols arranged between each main symbol to form a symbol string. As will be described in detail later, each character symbol is associated with its own unique sound. In other words, in the pachinko machine 10 according to this embodiment, sound data with different tones is prepared for each of the main symbols (ten character symbols corresponding to the numbers "0" to "9") of the decorative symbols.

[0075] As the sound data, for example, when a normal reach occurs with a main symbol of "0" as a reach symbol (a reach that results in a jackpot with a low probability result in the win / loss lottery mode when the symbols are lined up (in this embodiment, a "low probability result")), a 0th symbol normal reach sound data, which is sound data for reproducing a sound "It's a reach!" in the voice of a character symbol (e.g., "rockfish") corresponding to the main symbol of "0", is stored in the common ROM 404 of the sound light emission control device 400, which will be described later. Also, when a probability variable reach occurs with a main symbol of "1" as a reach symbol (a reach that results in a jackpot with a high probability result in the win / loss lottery mode when the symbols are lined up (in this embodiment, an "explicit few-round high probability result" and a "most advantageous result")), a 1st symbol probability variable reach sound data, which is sound data for reproducing a sound "Reach!" in the voice of a character symbol (e.g., "octopus") corresponding to the main symbol of "1", is stored in the common ROM 404 of the sound light emission control device 400, which will be described later.

[0076] In addition, for each of the main patterns "2" to "9", when a normal reach or a special chance reach occurs with that main pattern as a reach pattern, audio data for playing sounds such as "It's a reach!", "Reach!", or "It's a reach!" in the voice of the character pattern corresponding to that main pattern are stored in the common ROM 404 of the audio and light emission control device 400 described later as second pattern normal reach audio data to 9th pattern special chance reach audio data, respectively.

[0077] The sound data of the character symbols corresponding to the main symbols stored in the common ROM 404 of the sound and light emitting control device 400 described later is not limited to sound data for reproducing sound at the time of reaching a winning state. Sound data for reproducing sound at various timings (the various timings will be described later) is prepared for each character symbol corresponding to the main symbol, and is stored in the common ROM 404 of the sound and light emitting control device 400 described later.

[0078] Here, the various timings include timings when a decorative symbol is stopped and displayed on any of the effective stop symbol lines L1 to L5, in addition to the above-mentioned reach. Also, the various timings may be during a pattern change effect in which a decorative symbol is stopped and displayed on any of the effective stop symbol lines L1 to L5 (hereinafter, a pattern change effect in which a decorative symbol is stopped and displayed on any of the effective stop symbol lines L1 to L5 is also referred to as a corresponding pattern change effect). Furthermore, the various timings may be during a pattern change effect before or after a pattern change effect in which a decorative symbol is stopped and displayed on any of the effective stop symbol lines L1 to L5 (for example, during a pattern change effect immediately before the corresponding pattern change effect (hereinafter, a pattern change effect immediately before the corresponding pattern change effect is also referred to as a previous pattern change effect), during a pattern change effect immediately after the corresponding pattern change effect (hereinafter, a pattern change effect immediately after the corresponding pattern change effect is also referred to as a subsequent pattern change effect), etc.).

[0079] Furthermore, the decorative images displayed in each of the symbol columns Z1, Z2, and Z3 of the symbol display device 91 according to this embodiment are formed by vertically lining up 18 symbols in the upper and lower symbol columns Z1 and Z3 of the symbol columns Z1 to Z3. Furthermore, the middle symbol column Z2 is formed by vertically lining up 20 symbols. Under normal circumstances, each symbol column is displayed by periodically scrolling from right to left simultaneously with the start of the special symbol variability, and all symbol columns stop variability before the special symbol variability stops. Under normal circumstances, each symbol column Z1 to Z3 is displayed by scrolling from right to left. Since the numbers in symbol column Z1 are arranged in ascending order toward the left, the numbers of the main symbol appear in ascending order. Meanwhile, since the numbers in symbol column Z3 are arranged in descending order toward the left, the numbers of the main symbol appear in descending order.

[0080] Here, "variable display" refers to a state in which the decorative figures displayed at the valid stop positions in each of the symbol rows Z1, Z2, and Z3 change in a predetermined order. Furthermore, a "fixed stop" of a decorative figure refers to a state in which the decorative figure is continuously displayed as stopped at the valid stop position in each of the symbol rows Z1, Z2, and Z3 for a predetermined special symbol change interval (e.g., 600 ms (milliseconds)). Furthermore, a "temporary stop" of a decorative figure refers to a state in which the decorative figure displayed to remain at the valid stop position in each of the symbol rows Z1, Z2, and Z3 is not continuously stopped during the special symbol change interval. In other words, the temporary stop of a decorative figure includes a state in which the decorative figure is displayed in a fluctuating state at the valid stop position, and a state in which the decorative figure is displayed as stopped for a time shorter than the special symbol change interval.

[0081] Furthermore, the first result display unit 93a and the pattern display unit 91 start a special chart 1 change display and a pattern change presentation related to the special chart 1 change display, and the special chart 1 and the decorative chart are displayed as fixed and stopped. Similarly, the second result display unit 93b and the pattern display unit 91 start a second special chart change display and a pattern change presentation related to the second special chart change display, and the special chart 2 and the decorative chart are displayed as fixed and stopped. Note that the first result display unit 93a and the second result display unit 93b do not display special chart changes simultaneously, and when a special chart change display is being displayed on either the first result display unit 93a or the second result display unit 93b, the other special chart change display is not displayed.

[0082] In the symbol display device 91 according to this embodiment, ten numbers from "0" to "9" are set as basic decorative symbols for each symbol column Z1, Z2, and Z3, and the decorative symbols are displayed in a variable manner in each symbol column Z1, Z2, and Z3. The manner in which the symbols are displayed in a variable manner on the symbol display device 91 is not limited to this and is arbitrary. For example, the number of symbol columns, the scrolling direction of each symbol column, and the number of symbols in each symbol column can be changed as appropriate. Furthermore, the symbols in each symbol column may be a combination of pictures and numbers, or may be pictures only, instead of numbers only. The decorative symbols are classified into a first identification symbol that a player can reliably recognize as indicating that a probability variable state (described below) will be granted after the end of a jackpot game, and a second identification symbol that a player can unreliably recognize as indicating that a probability variable state will be granted after the end of a jackpot game.

[0083] The first identification symbol may be selected from among the basic decorative symbols, or a special decorative symbol other than the basic decorative symbols may be used. For example, odd-numbered symbols such as "1," "3," "5," "7," and "9" or even-numbered symbols such as "0," "2," "4," "6," and "8" may be used as the first identification symbol, and even-numbered symbols such as "0," "2," "4," "6," and "8" may be used as the second identification symbol. In this manner, the player can determine whether a winning game will be awarded based on the decorative symbols of each of the symbol strings Z1, Z2, and Z3 that are displayed in the valid stop positions (valid stop symbol lines L1-L5) of each of the symbol strings Z1, Z2, and Z3 on the symbol display device 91. In this embodiment, winning symbol combinations are set as symbol combinations in which the same decorative symbols are displayed in the valid stop positions of each symbol string (e.g., "1·1·1," "2·2·2," etc.).

[0084] The symbol combination of the decorative symbols that allows the player to recognize this jackpot becomes the winning display result, and after the symbol variation effect ends, the player is awarded a jackpot game that is advantageous to the player. On the other hand, if even one of the symbols in the entire row that are fixed and displayed in the valid stop position of the symbol display device 91 is of a different type, it can be recognized from the symbol combination that, in principle, it is a "miss" that will not award a jackpot game. The symbol combination of the decorative symbols that allows the player to recognize this miss becomes the losing display result.

[0085] Furthermore, the symbol display device 91 displays a symbol combination of decorative symbols corresponding to the displayed special symbols as a result of the special symbol variation display on the first result display unit 93a and the second result display unit 93b. That is, the special symbols displayed on the first result display unit 93a and the second result display unit 93b correspond to the symbol combinations of the decorative symbols displayed on the symbol display device 91, respectively. When the symbol variation effect ends, the special symbols are fixed and stopped on the first result display unit 93a and the second result display unit 93b, and the decorative symbols are fixed and stopped and displayed on each symbol row Z1, Z2, and Z3 of the symbol display device 91. Note that the symbol combination of the decorative symbols with the special symbols does not necessarily have to be one-to-one; symbol combinations of multiple decorative symbols may be associated with one special symbol. Note that the introduction effect constitutes the first effect, and the suggestion effect constitutes the second effect.

[0086] The center frame 92 has a first hold lamp section 95a provided in the lower left area of ​​the pattern display device 91, a second hold lamp section 95b provided in the lower right area of ​​the pattern display device 91, and a third hold lamp section 96 provided in the upper area of ​​the pattern display device 91.

[0087] <Hold lamp> The first reserve lamp unit 95a is equipped with LEDs that display the number of reserved game balls that have entered the first start slot 84a, and the LEDs light up in the same number as the number of reserved game balls. The pachinko machine 10 can reserve up to four game balls. Therefore, the number of LEDs provided in the first reserve lamp unit 95a is four, the same as the maximum number of reserved game balls. Furthermore, the first reserve lamp unit 95a corresponds to the variable display of the first result display unit 93a and the symbol display device 91. In other words, the number of reserved balls displayed by the first reserve lamp unit 95a is incremented by one each time a game ball enters the first start slot 84a, and is decremented by one each time the variable display of the first result display unit 93a is performed.

[0088] The second reserve lamp unit 95b is equipped with LEDs that display the number of reserved game balls that have entered the second start slot 84b, and the LEDs light up in the same number as the number of reserved game balls. The pachinko machine 10 can reserve up to four game balls. Therefore, the number of LEDs provided in the second reserve lamp unit 95b is four, the same as the maximum number of reserved game balls. In addition, the second reserve lamp unit 95b corresponds to the variable display of the second result display unit 93b and the symbol display device 91. In other words, the number of reserved balls displayed by the second reserve lamp unit 95b is incremented by one each time a game ball enters the second start slot 84b, and is decremented by one each time the variable display of the second result display unit 93b is performed.

[0089] The third reserve lamp unit 96 is equipped with LEDs that display the number of reserved game balls that have entered each through gate 85, and the LEDs light up according to the number of reserved game balls. The pachinko machine 10 can reserve up to four game balls with this third reserve lamp unit 96. Therefore, the number of LEDs provided in the third reserve lamp unit 96 is four, the same as the maximum number of reserved game balls. In addition, the second reserve lamp unit 95b corresponds to the variable display of the bonus device display unit 94. In other words, the number of reserved balls displayed by the third reserve lamp unit 96 is incremented by one each time a game ball enters each through gate 85, and is decremented by one each time the variable display of the bonus device display unit 94 is performed.

[0090] The pachinko machine 10 is configured to notify the player of the number of reserved game balls by lighting up the LEDs of each reserved lamp unit 95a, 95b, 96, but may also be configured in other ways, such as notifying the player of the number of reserved game balls that have entered the first start gate 84a, the second start gate 84b, and each through gate 85 as an image on the pattern display device 91. The pachinko machine 10 is configured such that each reserved lamp unit 95a-96 has four LEDs corresponding to the maximum number of reserved balls of four, but, for example, two LEDs may be arranged side by side, and the LEDs may be "lit" in order from left or right when the number of reserved balls is "1" to "2", and "flashed" in order from left or right when the number of reserved balls is "3" to "4", thereby notifying the player of the number of reserved balls.

[0091] The game ball launching mechanism 110 is a mechanism for launching a game ball from a predetermined position to another predetermined position, and is attached below the window hole 76 in the resin base 71, as shown in Figure 7. The game ball launching mechanism 110 as an operating member is composed of an electromagnetic solenoid 111, a launch rail 112, and a ball feeding mechanism 113, and the output shaft of the solenoid 111 moves in the extension / retraction direction, and the game ball, which is also an abutment member placed on the launch rail 112 by the ball feeding mechanism 113, is launched toward the playing area by the output shaft of the solenoid 111 coming into contact with the game ball.

[0092] There is a predetermined gap between the launching rail 112 and the inner and outer rails 101, 102 attached to the game board 81, and below this gap is disposed the foul ball passage 55 formed in the passage forming unit 50 of the front door frame 14 (see Figure 3). Therefore, if a game ball launched from the game ball launching mechanism 110 does not reach the top of the game area and travels back along the guide rail formed by the inner and outer rails 101, 102, the foul ball will enter the foul ball passage 55. The foul ball passage 55 is connected to the lower tray passage 52 on the front door side, and game balls that enter the foul ball passage 55 are discharged into the lower tray 34. In addition, when a game ball launched from the game ball launching mechanism 110 enters the openings of multiple winning holes such as the variable winning device 83, the first starting hole 84a and the second starting hole 84b, it can be in a first state where it enters by abutting against the periphery of the opening, or in a second state where it enters without abutting against the periphery of the opening.

[0093] A substantially rectangular opening 71c penetrating from inside to outside (i.e., in the front-to-rear direction) is formed in the resin base 71 below the launch rail 112 (see FIG. 5). A second monitoring device 290 that monitors the opening of the inner frame 13 is fitted into this opening 71c.

[0094] To the left of the launch rail 112 in the resin base 71, a passage forming section (see Figure 3) 121 is provided, penetrating the resin base 71 in the front-to-back direction. As shown in Figure 13, the passage forming section 121 has a main body side upper tray passage 122 and a main body side lower tray passage 123 formed therein. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 are connected to the game ball distribution section 225. In addition, the receiving port 53 of the passage forming unit 50 attached to the front door frame 14 extends below the passage forming section 121, and the front door side upper tray passage 51 is located below the main body side upper tray passage 122, and the front door side upper tray passage 51 is located below the main body side lower tray passage 123 (see Figure 6).

[0095] An opening / closing member 124 (see FIG. 13) that opens and closes the main body side upper tray passage 122 and the main body side lower tray passage 123 is attached to the resin base 71 below the passage forming portion 121. The opening / closing member 124 is supported so as to be rotatable in the front-to-rear direction by a support shaft provided at its lower end, and is further provided with a biasing member (not shown) that biases it to a forward position that closes the main body side upper tray passage 122 and the main body side lower tray passage 123. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises as shown, closing the main body side upper tray passage 122 and the main body side lower tray passage 123. This prevents the stored balls from spilling out when the front door frame 14 is opened while the main body side upper tray passage 122 or the main body side lower tray passage 123 is filled with game balls. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by the receiving port 53 provided in the passage forming unit 50 of the front door frame 14. In this state, the upper tray passage 122 on the main body side and the upper tray passage 51 on the front door side are connected, and further, the lower tray passage 123 on the main body side and the lower tray passage 52 on the front door side are connected.

[0096] Next, a description will be given of the rear structure of the inner frame 13. FIG. A locking device 131 is provided on the rear surface of the resin base 71 at the tip of the pivot (left side in Figure 13), and the locking device 131 operates in conjunction with key operation on the cylinder lock 75 to unlock the inner frame 13 and the front door frame 14. Also, as shown in Figures 4 and 13, a rear pack unit opening detector S3 that detects the opening of the rear pack unit 15 is provided on the upper left side of the rear surface of the inner frame 13.

[0097] A bearing fitting 132 is attached to the pivot base end side (right side in Figure 13) on the back surface of the resin base 71. Bearing portions 133 are formed on the bearing fitting 132 at intervals above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, fastening holes 134 for fastening the back pack unit 15 to the inner frame 13 are provided on the back surface of the resin base 71.

[0098] A plurality of locking fittings 135 are provided on the back surface of the resin base 71, and as described above, the game board 81 is attached to the resin base 71 by these locking fittings 135. Here, the configuration of the back surface of the game board 81 will be explained. Figure 14 is a perspective view of the game board 81 seen from the rear, and Figure 15 is a rear view showing the game board 81 with the main control device unit 160 removed.

[0099] The variable display unit 86, located in the center of the game board 81, has a frame cover 141 made of synthetic resin that protrudes rearward and covers the center frame 92 from behind. The above-mentioned symbol display device 91 is attached to the frame cover 141 from the rear, and a display control device (not shown) for driving the symbol display device is also attached. The symbol display device 91 and the display control device are arranged one on top of the other in the front-to-back direction (the symbol display device is in the front, and the display control device is in the rear), and a voice and lamp control device unit 142 is mounted behind them. The voice and lamp control device unit 142 is configured to include a voice and light emitting control device 400 (not shown in Figures 13 to 15) and a mounting base 144, and the voice and light emitting control device 400 is attached to the mounting base 144.

[0100] The sound and light emitting control device 400 is equipped with a sound and lamp control board that controls sound and lamp display, and the display control device 500 in accordance with instructions from the main control device 300, and the sound and lamp control board is housed in a board box 145 made of a transparent resin material or the like. The sound and light emitting control device 400 mainly controls the dramatic actions of the game.

[0101] A collection board unit (not shown) is provided on the back of the game board 81 below the variable display unit 86. The collection board unit is provided with a game ball recovery mechanism for recovering game balls that have entered the various winning holes, a winning detection mechanism for detecting the entry of game balls into the various winning holes, etc.

[0102] Explaining the game ball recovery mechanism with reference to Figure 8, the collection board unit is formed with recovery passages 151 that correspond to the game board openings of the general winning opening 82, the variable winning device 83, and the operating opening 84 (first and second starting openings 84a, 84b) and that collect at one location downstream. Therefore, all game balls that have won at the general winning opening 82, etc. are collected below the game board 81 via the recovery passage 151. There is a discharge passage below the game board 81, and the game balls that have collected below the game board 81 by the recovery passage 151 are discharged into the discharge passage. The outlet 87 also leads to a discharge passage, and game balls that have not won at any of the winning openings are also discharged into the discharge passage via the outlet 87.

[0103] Similarly, the winning detection mechanism will be explained with reference to Figure 15. The collection board unit is provided with detection sensors 152 at positions corresponding to the general winning holes 82 on the front side of the game board 81. Furthermore, a detection sensor 153 is provided at a position corresponding to the variable winning device 83, and detection sensors 154a and 154b are provided at positions corresponding to the first and second starting holes 84a and 84b. These detection sensors 152 to 154b detect the winning of game balls. Furthermore, a detection sensor 155 that detects game balls passing through the through gate 85 is provided on the right side of the variable display unit 86 outside the collection board unit. Furthermore, a detection sensor 156 (see Figure 7) is provided at a position corresponding to the outlet 87.

[0104] As shown in Figure 14, a main control device unit 160 is mounted on the back of the game board 81 so as to cover the assembly board unit from the rear side. The configuration of the main control device unit 160 will be explained using Figure 16. Figure 16 is a perspective view showing the configuration of the main control device unit 160. The main control device unit 160 has a mounting base 161 made of synthetic resin, and a main control device 300 (not shown in FIG. 16) is mounted on the mounting base 161. The main control device 300 is equipped with a main control board that has the function of mainly controlling the basic operations of the game (main control circuit) and the function of monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0105] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are unopenably connected by a sealing part 164 as a sealing means, thereby sealing the board box 163. A plurality of sealing parts 164 are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.

[0106] The sealing portion 164 can have any configuration as long as it connects the box base and box cover together in an unopenable manner. The sealing portion 164 is configured to connect the box base and box cover in an unopenable manner by inserting a locking claw into the elongated hole that constitutes the sealing portion 164. The sealing process using the sealing portion 164 prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized opening that may occur. Even after opening, the sealing process can be performed again. That is, the sealing process is performed by inserting a locking claw into at least one elongated hole of the multiple sealing portions 164. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the sealing portion with the locking claw inserted and the other sealing portions is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the board, a locking claw is inserted into the elongated hole of the other sealing portion. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily detect that the board box 163 has been opened improperly by looking at the board box 163.

[0107] A plurality of connecting pieces 165 are provided on one short side of the board box 163 so as to protrude laterally. These connecting pieces 165 correspond one-to-one to a plurality of connectable pieces 166 formed on the mounting base 161, and the connecting pieces 165 and the connectable pieces 166 form a seal between the board box 163 and the mounting base 161.

[0108] Next, we will explain the rear pack unit 15. Figure 17 is a front view of the rear pack unit 15. The rear pack unit 15 includes a rear pack 201, to which a payout mechanism 202, a discharge passage panel 203 (see FIG. 4), and a control device assembly unit 204 are attached. The rear pack 201 is molded from a transparent synthetic resin, and has a base 211 to which the payout mechanism 202 and the like are attached, and a protective cover 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover 212 has a shape in which the left and right side surfaces and the top surface are closed and only the bottom surface is open, and is large enough to surround at least the variable display unit 86.

[0109] The base portion 211 is provided with a pair of upper and lower latching pins 214 at the right end when viewed from the rear of the pachinko machine 10, and by inserting the latching pins 214 into bearing portions 133 provided in the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. In addition, the base portion 211 is provided with fasteners 215 for fastening to fastening holes 134 provided in the inner frame 13, and by fitting the fasteners 215 into the fastening holes 134, the back pack unit 15 is fixed to the inner frame 13.

[0110] The payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. That is, a tank 221 opening upward is provided at the top of the rear pack 201, and the tank 221 is successively replenished with gaming balls supplied from the island facilities of the gaming hall. A tank rail 222 gently sloping downstream is connected below the tank 221, and a case rail 223 extending in the vertical direction is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. The gaming balls paid out from the payout device 224 are supplied to a gaming ball distributor 225 provided on the base 211 of the rear pack 201 through a payout passage (not shown) provided downstream of the payout device 224.

[0111] The game ball distribution section 225 has the function of distributing game balls paid out from the payout device 224 to either the upper tray 33, the lower tray 34 or the discharge passage, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned upper tray passage 122 on the main body side and the upper tray passage 51 on the front door side, its central opening leads to the lower tray 34 via the lower tray passage 123 on the main body side and the lower tray passage 52 on the front door side, and its outer opening leads to the discharge passage.

[0112] The dispensing mechanism 202 is provided with a back pack board (power receiving unit or external power receiving unit) 229. A main power supply of, for example, 24 volts AC is supplied to the back pack board 229, and the power is turned on or off by switching the power switch 229a.

[0113] A discharge passage panel 203 (see FIG. 4) and a control device assembly unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned recovery passage 151 or the like are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0114] The control device aggregate unit 204 has a horizontally long mounting base 241, and a payout control device 242 and a power supply and launch control device 243 (hereinafter also referred to as the power supply and launch control device 243) are mounted on the mounting base 241. The payout control device 242 and the power supply and launch control device 243 are stacked one on top of the other in front of the other so that the payout control device 242 is at the rear of the pachinko machine 10.

[0115] The dispensing control device 242 houses a dispensing control board that controls the dispensing device 224 in a board box 244. Note that dispensing command signals from the dispensing control device 242 to the dispensing device 224 are relayed by the back pack board 229 described above. The dispensing control device 242 is also provided with a status return switch 245. For example, when the status return switch 245 is pressed in the event of a dispensing error, such as a ball jam in the dispensing device 224, the ball jam is cleared.

[0116] An external terminal board 213 is provided on the right side of the board box 244. The external terminal board 213 is provided with output terminals for outputting information on various errors (alarms) that occur in the pachinko machine 10, an output terminal for outputting a signal when the inner frame 13 is opened, and an output terminal for outputting a signal when the front door frame 14 is opened. Then, signals relating to the status of the frame side are output to a management control device (or hall computer) on the gaming hall side through these output terminals.

[0117] The power supply and launch control device 243 has a power supply and launch control board housed in a board box 246, which generates and outputs the required power for various control devices, etc., and also controls the launch of game balls in response to the player's operation of the launch handle 41. The power supply and launch control device 243 is also provided with a RAM erase switch 247. The pachinko machine 10 according to this embodiment has a function for storing and retaining various data, so that in the event of a power outage, the state at the time of the power outage is retained and can be restored to the state at the time of power recovery. Therefore, for example, if the power is turned off in the normal manner, such as when the game hall closes, the state before the power outage is retained, but if the power is turned on while pressing the RAM erase switch 247, the RAM data is initialized.

[0118] As shown in FIGS. 3 and 13, a first monitoring device 250 and a second monitoring device 290 are attached to the resin base 71 of the inner frame 13. Also, as shown in FIGS. 4 and 13, a back pack unit opening detector S3 that detects the opening of the back pack unit 15 is provided on the upper left side of the rear surface of the inner frame 13. The first monitoring device 250 is disposed at the top of the opening / closing front end of the inner frame 13, and this first monitoring device 250 monitors the opening of the front door frame 14. Meanwhile, the second monitoring device 290 is disposed at the bottom of the inner frame 13. Specifically, when the back pack unit 15 is closed, it is disposed below the bottom edge of the back pack unit 15, and is visible from the rear of the pachinko machine 10 (see FIG. 5). This second monitoring device 290 monitors the opening of the inner frame 13. Also, the back pack unit opening detector S3 detects the opening of the back pack unit 15.

[0119] As shown in Figures 3 and 13, the first monitoring device 250 and the second monitoring device 290 are attached to the resin base 71 of the inner frame 13. The first monitoring device 250 is disposed at the upper part of the opening / closing tip end of the inner frame 13, and this first monitoring device 250 monitors the opening of the front door frame 14. On the other hand, the second monitoring device 290 is disposed at the lower part of the inner frame 13. Specifically, the second monitoring device 290 is disposed below the lower edge of the rear pack unit 15 when the rear pack unit 15 is in the closed state, and monitors the opening of the gaming machine main body 12, in other words, the opening of the inner frame 13.

[0120] The first monitoring device 250 and the second monitoring device 290 have the same configuration, but differ in their installation direction and accompanying components. Therefore, only the configuration of the first monitoring device 250 will be described here, and the configuration of the second monitoring device 290 will be omitted. 18 and 19, the first monitoring device 250 includes a storage case body 251 and a lid case body 280, and both case bodies 251, 280 are fixed together with fasteners such as screws to form a housing 252. The housing 252 (both case bodies 251, 280) is made of a material such as a transparent synthetic resin material that is optically transparent, making the inside of the housing 252 visible. This makes it easy to check the inside of the first monitoring device 250, facilitating maintenance and the like. Since it is easy to check the inside of the first monitoring device 250 in this way, it is easy to discover any fraudulent activity that interferes with the monitoring function of the first monitoring device 250.

[0121] The first monitoring device 250 is disposed at an upper corner of the resin base 71, with the storage case body 251 on the front side and the lid case body 280 on the rear side. In this state, the first monitoring device 250 is fixed to the rear surface of the resin base 71 with fasteners such as bolts. The storage case body 251 has a top plate portion 253, a bottom plate portion 254, a front plate portion 255, a left side plate portion 256, and a right side plate portion 257, and is formed in a box shape with the rear side of the pachinko machine 10 open when attached to the upper part of the opening / closing tip end side of the inner frame 13. The front plate portion 255 is approximately parallel to the back surface of the resin base 71. The front plate portion 255 is formed with an upper extension portion 258 extending upward from the boundary with the top plate portion 253, and a lower extension portion 259 extending downward from the boundary with the bottom plate portion 254, and both extension portions 258, 259 abut against the back surface of the resin base 71.

[0122] The extending portions 258, 259 are provided with round holes 258a, 259a, respectively, into which cylindrical bosses formed on the resin base 71 fit. The first monitoring device 250 is positioned in the up-down and left-right directions by fitting the cylindrical bosses into the round holes 258a, 259a, respectively.

[0123] A protruding portion 260 protruding forward in a stepped manner is formed at the bottom of the front plate portion 255, and an opening 71b corresponding to the protruding portion 260 is formed in the resin base 71. The opening 71b is a through-hole penetrating in the front-rear direction, and its inner peripheral shape is substantially identical to the outer peripheral shape of the protruding portion 260. The protruding portion 260 fits into the opening 71b, creating a crank-shaped boundary between the resin base 71 and the first monitoring device 250. This prevents the insertion of unauthorized tools or the like through the boundary between the opening 71b and the protruding portion 260. Furthermore, the dimensions of the front surfaces of the resin base 71 and the protruding portion 260 are set so that they are substantially flush with each other, and the protruding portion 260 does not protrude forward beyond the resin base 71. This prevents the protruding portion 260 from getting caught during maintenance work, causing the first monitoring device 250 to become misaligned.

[0124] Inside the housing 252 (more specifically, inside the storage case body 251), there is installed a detection device 265 that detects the open / closed state of the front door frame 14, and an operating mechanism 275 that operates continuously when power is supplied.

[0125] The detection device 265 is disposed behind the opening 71b of the resin base 71, i.e., behind the protruding portion 260. More specifically, it is disposed on the rotation tip side of the front door frame 14 inside the storage case body 251. The detection device 265 includes a light-emitting element 266 (photodiode) that emits light, a light-receiving element 267 (phototransistor) that receives light from the light-emitting element 266, and a storage body 268 that stores the light-emitting element 266 and the light-receiving element 267.

[0126] The housing body 268 has a substantially rectangular parallelepiped main body 269 and protrusions 269a, 269b protruding in the left-right direction from a lower portion of the main body 269. The housing body 268 is disposed so that its front surface is parallel to the front plate 255. The protrusions 269a, 269b are formed in the shape of a plate parallel to the bottom plate 254, and the detection device 265 is attached to the housing case body 251 by fitting (inserting) the protrusions 269a, 269b into first guide grooves 270 formed in the housing case body 251. The first guide grooves 270 face each other and extend in the front-to-rear direction, with their rear ends opening to the rear of the pachinko machine 10. When the protrusions 269a, 269b are inserted into the first guide grooves 270, the outer surfaces of the protrusions 269a, 269b come into contact with the inner surface of the first guide groove 270, restricting the movement of the detection device 265 in the up-down and left-right directions.

[0127] Further, a contact portion 271 with which the housing body 268 comes into contact is provided at the front of the first guide groove 270. The contact portion 271 protrudes inward from the housing case body 251 and has an upper contact surface 271a parallel to the inner surface of the bottom plate portion 254 and a rear contact surface 271b parallel to the inner surface of the front plate portion 255. When the detection device 265 is pushed along the first guide groove 270, the housing body 268 comes into contact with the rear contact surface 271b. This restricts forward movement of the detection device 265. With forward movement restricted in this manner, a predetermined gap is maintained between the front plate portion 255 of the housing case body 251 and the detection device 265. The housing body 268 is fixed to the housing case body 251 with fasteners such as screws in a state in which movement in the forward, left-right, and up-down directions is restricted as described above.

[0128] The main body 269 of the housing 268 has through-holes 269c and 269d that penetrate in the front-rear direction and are arranged side by side at a predetermined interval. A light-emitting element 266 and a light-receiving element 267 are fitted into each through-hole 269c and 269d with their light-emitting and light-receiving portions facing forward. Each through-hole 269c and 269d is positioned above the upper abutment surface 271a (abutment portion 271) so that the abutment portion 271 does not block the passage of light between the elements 272 and 273. More specifically, light emitted from the light-emitting element 266 is emitted from the housing case body 251 without being blocked by the abutment portion 271 and is irradiated toward the rear surface of the front door frame 14. The central axes of the through-holes 269c and 269d are perpendicular to the front plate portion 255, and the central axes of both elements 266 and 267 are also perpendicular to the front plate portion 255. Therefore, when light from the light emitting element 266 enters the front plate portion 255, it is less likely to be refracted or reflected.

[0129] 6, a light reflecting member 274 that reflects light from the light emitting element 266 toward the light receiving element 267 is provided in front of the detection device 265, i.e., on the back side of the front door frame 14. The light reflecting member 274 is accommodated in an accommodating recess 14a formed in the front door frame 14 and is fixed to the front door frame 14 with fasteners such as screws, so that protrusion from the back side of the front door frame 14 is suppressed. The light reflecting member 274 is made of a light-transmitting glass prism. When the front door frame 14 is not opened, in other words, when the front door frame 14 is closed, the light from the light emitting element 266 is reflected by the light reflecting member 274, and the reflected light is received by the light receiving element 267. On the other hand, when the front door frame 14 is open, in other words, when the front door frame 14 is not closed, the position of the light reflecting member 274 is shifted due to the opening of the front door frame 14. As a result, the direction in which the light from the light emitting element 266 is reflected by the light reflecting member 274 is shifted, and the reflected light is not received by the light receiving element 267.

[0130] Next, the operating mechanism 275 will be described in detail. As shown in Figures 18 and 19, the operating mechanism 275 is disposed to the side of the detection device 265, and mainly comprises a solenoid 276 provided as a power source for the operating mechanism 275, and an operating shaft 277 inserted into the solenoid 276.

[0131] The solenoid 276 is formed in a generally cylindrical shape extending in the vertical direction, and an attachment portion 278 for attachment to the accommodating case body 251 is provided at its upper portion. The attachment portion 278 is formed in a plate shape parallel to the top plate portion 253 of the accommodating case body 251 and is fitted into second guide grooves 279 formed in the top plate portion 253 and the left side plate portion 256. These second guide grooves 279 face each other and extend in the front-rear direction, with their rear ends opening toward the rear of the pachinko machine 10. The operating mechanism 275 is attached by inserting the attachment portion 278 from the rear end side of the second guide groove 279 and pushing the solenoid 276 in. In this way, by inserting the attachment portion 278 into the second guide groove 279, the outer peripheral surface of the attachment portion 278 comes into contact with the inner peripheral surface of the second guide groove 279. This restricts the movement of the operating mechanism 275 in the vertical and horizontal directions. By pushing the operating mechanism 275 along the second guide groove 279, the mounting portion 278 and the front plate portion 255 of the accommodating case body 251 come into contact, and the movement of the operating mechanism 275 toward the front of the pachinko machine 10 is restricted. With the movement of the operating mechanism 275 restricted in each direction in this manner, the operating mechanism 275 is fixed to the accommodating case body 251 by fasteners such as screws. Note that, in this embodiment, the second guide groove 279 is provided to improve the ease of mounting the operating mechanism 275, but the second guide groove 279 may not be provided.

[0132] The operating shaft 277 has a cylindrical portion 277a made of iron that extends in the vertical direction. Most of the cylindrical portion 277a is housed inside the solenoid 276. The central axis of the cylindrical portion 277a and the central axis of the solenoid 276 overlap, and the operating shaft 277 is movable in the direction of the central axis of the solenoid 276. The lower end of the operating shaft 277 protrudes outside the solenoid 276, and is integrally formed with a plate-shaped shielding portion 277b and a crank portion 277c that offsets the shielding portion 277b from the operating shaft 277 toward the front of the pachinko machine 10. In this embodiment, the cylindrical portion 277a, the shielding portion 277b, and the crank portion 277c of the operating shaft 277 are integrally formed, but they can also be formed separately. For example, it is preferable that only the cylindrical portion 277a is made of iron, and the shielding portion 277b and the crank portion 277c are made of synthetic resin.

[0133] The shielding portion 277b is formed substantially parallel to the front plate portion 255 and moves parallel to the front plate portion 255 in response to the up and down movement of the operating shaft 277. The crank portion 277c positions the shielding portion 277b forward of the detection device 265, and the space formed between the detection device 265 and the front plate portion 255 ensures a clearance (operation gap) for operation. The lower end of the shielding portion 277b abuts against the upper abutment surface 271a at its lowermost position. In this abutment state, the shielding portion 277b overlaps with the light receiving element 267 when viewed from the front of the pachinko machine 10. In other words, the shielding portion 277b covers the front side of the light receiving element 267. On the other hand, when the shielding portion 277b is in its uppermost position, the lower end of the shielding portion 277b is set to be above the light receiving element 267. In other words, it does not cover the front side of the light receiving element 267. The shielding portion 277b is coated with a light-absorbing paint (paint with low light reflectance) to prevent problems such as light from other light sources being reflected by the shielding portion 277b and reaching the light receiving element 267. In this embodiment, the shielding portion 277b is configured to overlap only the light receiving element 267, but it may also be configured to overlap the light emitting element 266, or it may be configured to overlap both the light receiving element 267 and the light emitting element 266.

[0134] In this embodiment, when power is supplied to the solenoid 276, the operating shaft 277 is held at the upper limit position of its operating range, in other words, at a position that does not cover the front surface of the detection device 265 (hereinafter also referred to as the first position). Here, the output of the solenoid 276 is set to be large enough to lift the operating shaft 277 against gravity when power is supplied. On the other hand, when power supply is stopped, the operating shaft 277 descends by its own weight and is held at the lower limit position of its operating range, in other words, at a position that covers the front surface of the detection device 265 (hereinafter also referred to as the second position). More specifically, when the shielding portion 277b abuts against the upper abutment surface 271a, the operating shaft 277 is held at the second position. That is, the holding position of the operating shaft 277 changes between the first position and the second position depending on whether or not power is supplied. In other words, as the position of the operating shaft 277 is switched, the position of the shielding portion 277b switches between the first position and the second position.

[0135] A predetermined gap is defined between the lower end of the shielding portion 277b in the first position and the upper end of the shielding portion 277b in the second position. In other words, the operating distance of the operating shaft 277 is set to be greater than the axial length of the shielding portion 277b. A through-hole 260a penetrating inward and outward (i.e., in the front-to-rear direction of the pachinko machine 10) is formed in a portion of the front plate portion 255 (specifically, the protruding portion 260) that overlaps with the gap in a front view of the pachinko machine 10. As shown in FIG. 6, a protrusion 14b that can be inserted into the through-hole 260a is provided on the rear surface of the front door frame 14. The protrusion 14b is integrally molded with the front door frame 14 and extends rearward of the pachinko machine 10. The tip of the protrusion 14b is located slightly rearward of the rear end of the shielding portion 277b. Since the protrusion 14b is provided on the front door frame 14 as described above, it moves as the front door frame 14 rotates. In other words, when the front door frame 14 is closed to the inner frame 13, the protrusion 14b is inserted into the insertion hole 260a, and when the front door frame 14 is opened to a predetermined amount or more, the protrusion 14b is not inserted into the insertion hole 260a.

[0136] When the protrusion 14b is inserted into the insertion hole 260a, i.e., when the front door frame 14 is closed, the shielding portion 277b and the protrusion 14b come into contact with each other, thereby restricting movement of the shielding portion 277b between the first position and the second position. More specifically, when the protrusion 14b is inserted into the insertion hole 260a while the shielding portion 277b is in the first position, movement of the shielding portion 277b to the second position is restricted. Furthermore, when the protrusion 14b is inserted while the shielding portion 277b is in the second position, movement of the shielding portion 277b to the first position is restricted.

[0137] As described above, the front door frame 14 is rotatably mounted relative to the inner frame 13. Therefore, before the hook metal fitting 63 of the front door frame 14 and the bearing metal fitting 132 are locked, the relative positions of the protrusion 14b, the shielding portion 277b, and the insertion hole 260a may vary. This raises concerns that the protrusion 14b and other components may get caught, hindering the closing of the front door frame 14. However, the protrusion 14b has a predetermined gap with the shielding portion 277b when in both positions, and the insertion hole 260a has a tapered shape that widens toward the front of the pachinko machine 10. As a result, getting caught when the protrusion 14b is inserted is suppressed, ensuring ease of closing the front door frame 14.

[0138] Next, the relative relationship between the protrusion 14b and the shielding portion 277b will be described in detail. When the front door frame 14 is closed, the rear end of the protrusion 14b protrudes slightly further rearward than the rear end of the shielding portion 277b. This ensures the function of the protrusion 14b even if the front door frame 14 is slightly displaced in the front-to-rear direction. When the front door frame 14 is opened, by opening it beyond a predetermined angle, the protrusion 14b moves to a position where it does not overlap with the shielding portion 277b in a plan view of the pachinko machine 10. This releases the restriction (restriction) on the movement of the shielding portion 277b.

[0139] Additionally, an opening flange 13a is integrally formed on the periphery of the inner frame 13, extending toward the front of the pachinko machine 10, i.e., toward the front door frame 14. This opening flange 13a allows the periphery of the inner frame 13 and the periphery of the front door frame 14 to overlap in a side view and a plan view of the pachinko machine 10. This overlapping configuration prevents the insertion of illegal tools or the like at the boundary between the inner frame 13 and the front door frame 14. The overlap between the protrusion 14b and the shielding portion 277b is set smaller than the overlap between the opening flange 13a and the front door frame 14. More specifically, the front-to-rear distance from the front surface of the shielding portion 277b to the rear end of the protrusion 14b is set smaller than the front-to-rear distance from the front edge of the opening flange 13a to the rear edge of the front door frame 14. For this reason, when the front door frame 14 rotates and transitions to a state where the protrusion 14b and the shielding portion 277b do not overlap, the opening flange 13a does not expose the boundary portion between the inner frame 13 and the front door frame 14. In other words, at a position where the front surface of the inner frame 13 can be seen from the boundary portion between the inner frame 13 and the front door frame 14, the restriction on movement of the shielding portion 277b by the protrusion 14b is released.

[0140] Next, the main configuration of the lid case body 280 will be described with reference to Figures 18 and 19. The lid case body 280 has a top plate portion 281, a bottom plate portion 282, a back plate portion 283, a left side plate portion 284, and a right side plate portion 285, and is box-shaped and open toward the front of the pachinko machine 10. The rear end opening edge of the storage case body 251 is accommodated in the open portion of the lid case body 280. Inside the lid case body 280, there is arranged a relay board 286 that is electrically connected to the detection device 265 and the like by a harness (not shown). The relay board 286 is substantially plate-shaped and parallel to the back plate portion 283, and is fixed to the inner surface of the back plate portion 283 by fasteners such as screws.

[0141] A communication hole 287 penetrating from the inside to the outside is formed behind the relay board 286, i.e., in a portion of the back plate portion 283 facing the relay board 286. A connector 288 is disposed behind this communication hole 287. In other words, the relay board 286 and the connector 288 are provided facing each other across the communication hole 287, and the relay board 286 and the connector 288 are electrically connected by a harness or the like (not shown). The connector 288 is fixed to the back surface of the back plate portion 283 with a fastener such as a screw, with its insertion opening facing the rear of the pachinko machine 10. The first monitoring device 250 and the main control device 300 are electrically connected by a harness (not shown) via the connector 288. Note that in this embodiment, the lid case body 280 is configured to be optically transparent as described above, making it easy to check for tampering with the first monitoring device 250. However, the lid case body 280 may also be configured not to be optically transparent. In this case, the lid case body 280 may be made of, for example, an opaque synthetic resin material or a light metal material such as aluminum.

[0142] Next, detection of the opening of the front door frame 14 while power is being supplied to the pachinko machine 10 will be described. When power is supplied to the first monitoring device 250, i.e., when the solenoid 276 is energized, the solenoid 276 is excited. As a result, the operating shaft 277 is held in the first position. In this state, the shielding portion 277b is not present in front of the light receiving element 267, and light emitted from the light emitting element 266 reaches the light receiving element 267 via the light reflecting member 274. When the light reaches the light receiving element 267, a light receiving signal is output to the relay board 286. By reading this light receiving signal, it is detected that the front door frame 14 is in the closed state.

[0143] When the front door frame 14 is opened while power is being supplied to the first monitoring device 250, the relative positions of the elements 266, 267 and the light reflecting member 274 change. In this case, the light emitted from the light emitting element 266 does not reach the light reflecting member 274, or, even if it does reach the light reflecting member 274, the reflected light is emitted toward a location other than the light receiving element 267. As a result, the light from the light emitting element 266 does not reach the light receiving element 267. Therefore, the specified light receiving signal is no longer output. Then, by reading this change in the light receiving signal, it is detected that the front door frame 14 is closed.

[0144] In this way, by making it possible to detect the opening of the front door frame 14 while power is being supplied, it is possible to prevent unauthorized opening of the front door frame 14 while the hall is open. As a result, it is possible to contribute to the prevention of fraud against the pachinko machine 10.

[0145] Furthermore, if the power supply to the first monitoring device 250 is interrupted due to a store closing, a power outage, or other reason, the power supply to the solenoid 276 is stopped, and the solenoid 276 is de-energized. In this case, the operating shaft 277 and the shielding portion 277b move downward due to their own weight and abut against the protrusion 14b. The shielding portion 277b abuts against the protrusion 14b, restricting its downward movement and restricting its movement to the second position. If the power supply is resumed in this state, the solenoid 276 enters an excited state, and the operating shaft 277 is lifted upward by overcoming the force of its own weight. In this case, light from the light-emitting element 266 can reach the light-receiving element 267, making it possible to detect that the front door frame 14 is closed. In this way, it is detected that the front door frame 14 was not opened while the power supply was interrupted.

[0146] Next, a case where the front door frame 14 is opened or closed while the power supply is stopped will be described. As the front door frame 14 opens, the protrusion 14b moves away from the first monitoring device 250, causing the shielding portion 277b to lose support and move downward (i.e., to the second position) under its own weight. As the shielding portion 277b moves downward, it abuts against the upper abutment surface 271a, restricting further downward movement. When the front door frame 14 is closed again in this state, the protrusion 14b returns to its original position (the state in which the protrusion 14b is inserted into the insertion hole 260a), restricting the upward movement of the shielding portion 277b. In this state, the shielding portion 277b is located in front of the light receiving element 267, and its vertical movement is restricted by the protrusion 14b and the upper abutment surface 271a. By thus preventing the shielding portion 277b from moving from the second position, the fact that the front door frame 14 has been opened is mechanically preserved.

[0147] When power supply is initiated while the movement of the shielding portion 277b from the second position is restricted, the solenoid 276 is excited, and the shielding portion 277b attempts to move upward (i.e., to the first position). However, the shielding portion 277b hits the protrusion 14b and prevents its movement. That is, the light receiving element 267 remains covered by the shielding portion 277b. When power supply is initiated, the light emitting element 266 begins to emit light. Light emitted from the light emitting element 266 is irradiated toward the light receiving element 267 via the light reflecting member 274. However, the light is blocked from reaching the light receiving element 267 by the shielding portion 277b located in front of the light receiving element 267. As a result, the output of the light reception signal is suppressed, and it is detected that the front door frame 14 is in an open state. In reality, the front door frame 14 is closed, but it is detected that it is open when the power is shut off.

[0148] As described above, when the opening of the front door frame 14 during power interruption is detected, opening the front door frame 14 again causes the protrusion 14b to move away from the first monitoring device 250, and the shielding portion 277b to move to the first position. In other words, the restriction on the movement of the shielding portion 277b is released. By operating the front door frame 14 in this manner, the unauthorized opening detection state is released and the door returns to its normal state. Furthermore, with this configuration, the unauthorized opening detection state is reset by opening the front door frame 14, eliminating the need for a reset switch or the like, which contributes to simplifying the configuration. Furthermore, because the front door frame 14 is opened by a predetermined operation (locking / unlocking operation), it is possible to prevent the unauthorized opening detection state from being released unauthorizedly.

[0149] Like the first monitoring device 250, the second monitoring device 290 also comprises a storage case body 251, a lid case body 280, a detection device 265, an operating mechanism 275, a relay board 286 and a connector 288, and protrusions and light-reflecting members corresponding to the second monitoring device 290 are provided on the outer frame 11.

[0150] In the above description, the first monitoring device 250 and the second monitoring device 290 are configured to detect that the front door frame 14 and the inner frame 13 are open even when power is cut off and no power is being supplied (specifically, they are equipped with the operating mechanism 275). However, a configuration that detects that the front door frame 14 and the inner frame 13 are open when power is cut off and no power is being supplied is not an essential configuration for this embodiment, as long as they are configured to detect that the front door frame 14 and the inner frame 13 are open when power is being supplied. Specifically, in this embodiment, the first monitoring device 250 and the second monitoring device 290 are only required to be equipped with a detection device 265 that detects the open / closed state of the front door frame 14 or the inner frame 13.

[0151] In the above description, the detection device 265 includes the light-emitting element 266 and the light-receiving element 267, and detects the open / closed states of the front door frame 14 and the inner frame 13 based on whether the light emitted by the light-emitting element 266 is reflected by the light-reflecting member 274 and whether the reflected light can be received by the light-receiving element 267. However, in this embodiment, it is sufficient to be able to detect the open / closed states of the front door frame 14 and the inner frame 13. For this reason, for example, the light-emitting element 266 and the light-receiving element 267 may be provided at opposing positions on the back side of the resin base 71 and the front door frame 14, respectively, so that when the front door frame 14 is closed, the light emitted by the light-emitting element 266 can be received by the light-receiving element 267, and when the front door frame 14 is open, the light emitted by the light-emitting element 266 cannot be received by the light-receiving element 267. Similarly, for detecting whether the inner frame 13 is open or closed, a light-emitting element 266 and a light-receiving element 267 may be provided at opposing positions on the front side of the resin base 71 and the inner frame 13, respectively, so that when the inner frame 13 is closed, the light emitted by the light-emitting element 266 can be received by the light-receiving element 267, and when the inner frame 13 is open, the light emitted by the light-emitting element 266 cannot be received by the light-receiving element 267.

[0152] Furthermore, in this embodiment, the opening and closing of the front door frame 14 and the inner frame 13 are detected using the optical elements of the light-emitting element 266 and the light-receiving element 267, but other methods may be used to detect the opening and closing of the front door frame 14 and the inner frame 13. For example, an ultrasonic oscillation element may be provided instead of the light-emitting element 266, and an ultrasonic reception element may be provided instead of the light-receiving element 267, to detect the opening and closing of the front door frame 14 and the inner frame 13. Furthermore, a magnet may be provided instead of the light-emitting element 266, and a magnetic sensor may be provided instead of the light-receiving element 267, to detect the opening and closing of the front door frame 14 and the inner frame 13. Also, as shown in FIGS. 4 and 13, the pachinko machine 10 according to this embodiment is provided with a back pack unit opening detector S3 that detects the opening of the back pack unit 15, but various mechanisms for detecting the opening of the back pack unit 15 may be employed. For example, similar to the first monitoring device 250 and the second monitoring device 290, the opening and closing of the rear pack unit 15 may be detected using optical elements of the light emitting element 266 and the light receiving element 267, or an ultrasonic oscillation element may be provided instead of the light emitting element 266 and an ultrasonic receiving element may be provided instead of the light receiving element 267 to detect the opening and closing of the rear pack unit 15. Furthermore, a magnet may be provided instead of the light emitting element 266 and a magnetic sensor may be provided instead of the light receiving element 267 to detect the opening and closing of the rear pack unit 15, or a mechanical contact sensor may be provided.

[0153] <Electrical configuration> FIG. 20 is a block diagram showing the electrical configuration of a pachinko machine. As shown in Fig. 20, the pachinko machine 10 comprises a main control device 300, an audio and light emission control device 400, and a display control device 500. These devices are mounted on the rear side of the inner frame 13. The pachinko machine 10 also comprises a payout control device 242 that executes payout control to cause the payout device 224 to pay out game balls, and a power supply / launch control device 243 that supplies the necessary power to the pachinko machine 10 and controls the game ball launching mechanism 110, and these devices are mounted on the back pack unit 15.

[0154] The main control device 300 includes a main control board 301 that performs the main control (main control) of the pachinko machine 10, and a power outage monitoring board 303 that monitors the power supply. The main control device 300 also includes a board box that houses the main control board 301 and other components. This board box may have a trace structure that leaves a trace when opened. Specifically, the trace means may include a structure in which the board box is formed by joining multiple case bodies and a joint (crimped portion) is provided that requires destruction of a predetermined portion when the case bodies are separated, or a structure in which a seal sticker is attached across the boundaries between multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object when peeled off. Furthermore, the trace structure may include a structure in which an adhesive is applied to the boundaries between these case bodies.

[0155] The main control board 301 includes an MPU (Micro-Processing Unit) 302 mounted thereon, and a ROM (Read Only Memory) 312 and a RAM (Random Access Memory) 313 constituting the MPU 302. The MPU 302 is a semiconductor device that integrates the ROM 312 and RAM 313, as well as a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit serving as a random number generator, on a single chip, and is known as a one-chip microcomputer. While the ROM 312 and RAM 313 are integrated on a single chip for the MPU 302 in this embodiment, the ROM 312 and RAM 313 may also be integrated on separate chips. Furthermore, the ROM 312 and RAM 313 are physically separate memories, but they may also be integrated into a single memory that is not physically separate, with the ROM 312 and RAM 313 areas defined by logical addresses. In this case, for example, a specific area in the RAM may be write-protected to provide the ROM functionality. The same applies to the MPUs of the other control devices other than the main control device 300.

[0156] ROM 312 is a memory for storing various control programs and fixed value data, and is used as the main memory of MPU 302. ROM 312 is a non-volatile memory that does not require an external power supply to retain stored information (data), and is a non-writable semiconductor device. This ROM 312 has multiple areas (regions) logically separated by logical addresses, and stores game control programs and tables necessary for various games. For example, it has various areas, such as a win / lose table storage area referenced in the jackpot lottery, an allocation table storage area, a stop symbol data storage area referenced when displaying the results of an internal lottery conducted based on winnings at the first and second start gates 84a, 84b, and through gate 85, a reach table storage area, and a variable table storage area. These areas will be described in detail later. Note that the tables listed here are only a partial list; many more tables are provided.

[0157] The RAM 313 is a semiconductor memory to which information can be written and erased as desired. The RAM 313 is a memory for temporarily storing various data and the like when reading and executing the control program stored in the ROM 312. It is a volatile memory that requires an external power supply to retain the stored information. The RAM 313 has multiple areas (regions) logically separated by logical addresses, including various counter areas, reserved ball storage areas, electric role reserved areas, and stop result storage areas. These areas will be described in detail later. In this embodiment, the RAM 313 uses a volatile memory such as a dynamic random access memory (DRAM) or a static random access memory (SRAM). However, a nonvolatile memory such as a magnetoresistive random access memory (MRAM) may also be used. In this embodiment, the RAM 313 is configured to retain data even after the power supply to the pachinko machine 10 is cut off by receiving data storage power from a power supply / launch control board provided in the power supply / launch control device 243.

[0158] The MPU 302 has an input port (not shown) and an output port (not shown). The input port of the MPU 302 is connected to a power outage monitoring board 303 and a plurality of detection sensors 152-156 provided in the main control device 300. The output port of the MPU 302 is connected to the power outage monitoring board 303, the payout control device 242, and the sound and light emitting control device 400. The sound and light emitting control device 400 and the display control device 500 connected to the sound and light emitting control device 400 will be described in detail later. In addition, the output port of the MPU 302 is connected to an electric role drive unit 84b2 that opens and closes the opening and closing member 84b1 of the second starting opening 84b, a variable winning drive unit 83c that opens and closes the opening and closing door 83b of the variable winning device 83, the main display unit 93, the role display unit 94, and the round display unit 97.

[0159] Here, the main control board 301 has a driver circuit (not shown), and the MPU 302 executes drive control of various drive units, etc., through this driver circuit. Specifically, in the electric role open state, the MPU 302 executes drive control of the electric role drive unit 84b2 to open and close the opening / closing member 84b1. Furthermore, in the opening / closing execution mode, the MPU 302 executes drive control of the variable winning drive unit 83c to open and close the opening / closing door 83b of the variable winning device 83. Furthermore, during each game, the MPU 302 executes display control of the main display unit 93 to display the results of an internal lottery conducted based on winnings at each start gate 84a, 84b. Furthermore, the MPU 302 executes display control of the role display unit 94 to display the results of an internal lottery conducted based on winnings at each through gate 85.

[0160] The power failure monitoring board 303 relays between the main control board 301 and the power supply / launch control device 243, which has the function of supplying operating power, and monitors the stable 24V DC voltage output from the power supply / launch control device 243. The MPU 302 receives power (DC 24V) via the power failure monitoring board 303. The MPU 302 also performs winning determinations (ball entry determinations) for the various winning holes 82-84b, the out hole 87, and each through gate 85 based on the detection results of the detection sensors 152-156. The MPU 302 performs an internal lottery based on the winning determination for the first starting hole 84a or the second starting hole 84b.

[0161] The payout control device 242 performs payout control to cause the payout device 224 to pay out prize balls (game balls obtained by winning) and loan balls (game balls loaned to players) based on commands (control instructions) sent from the main control device 300.

[0162] The power supply and launch control device 243 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply and launch control device 243 is equipped with an AC-DC converter that generates the operating power required for the main control board 301, the payout control device 242, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power to each device. The power supply and launch control device 243 is equipped with a power supply unit for use in the event of a power outage, such as a backup capacitor. This power supply unit for use in the event of a power outage supplies power for memory retention to the RAM 313 of the main control device 300 in the event of a power outage in which the power supply to the pachinko machine 10 is cut off.

[0163] The power supply and launch control device 243 executes launch control to cause the game ball launching mechanism 110 to launch game balls. Here, the game ball launching mechanism 110 includes a launch rail extending toward the guide rail 103 of the game board 81, a ball feed device that supplies game balls stored in the upper tray 33 onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 103. When predetermined launch conditions are met (when the launch handle 41 is rotated, the touch sensor 41a is on, and the launch stop switch 41b is off), the power supply and launch control device 243 supplies a drive signal (launch permission signal) to this solenoid, causing the game balls to be launched.

[0164] In this embodiment, the game ball launching mechanism 110 of the pachinko machine 10 employs a system in which game balls are launched by the linear expansion and contraction of a plunger-type solenoid. However, the system may also employ a system in which a striking hammer directly connected to the rotary solenoid's rotation shaft operates to launch game balls, or a system in which a striking hammer supported in a separate position operates in response to the rotation of the motor to launch game balls. Specifically, in a system in which game balls are launched by a motor, the motor and the striking hammer are supported in separate positions, and the striking hammer is operated by the rotation of a cam connected to the motor. The striking hammer, operated by the motor (cam), moves in the opposite direction due to the elasticity of a connected spring or the like, thereby hitting the game ball and launching it into the play area 104 of the play board 81. In a system in which game balls are launched by a rotary solenoid, the game ball is hit by rotating the rotation shaft in response to pulses from the power supply / launch control device 243, and the game ball is launched into the play area 104 of the play board 81. The battering hammer, directly connected to the rotary solenoid's rotation axis, rotates to the ball support position, striking the ball on the launch rail and launching it. After hitting the ball, the torque of the rotary solenoid disappears, and the battering hammer rotates in the opposite direction due to the recoil from hitting the stopper and its own weight, and is stopped by the stopper at its original position. In a system using a plunger-type solenoid to launch the ball, the battering hammer is directly connected to the moving iron core of the plunger-type solenoid, and the ball is hit by its linear reciprocating motion, launching the ball into the play area 104 of the game board 81. The plunger-type solenoid may be either a type that launches the battering hammer by energizing the solenoid, or a type that compresses a spring by energizing the battering hammer, which then advances the battering hammer using the spring's elasticity to hit the ball.

[0165] The ball feeding device of the game ball launching mechanism 110 may be either mechanical or magnetic. In the case of a mechanical type, the ball feeding device is operated using the power of the motor that drives the striking hammer. In the case of a mechanical type, the striking hammer and the ball feeding device share the same drive source, making it possible to supply game balls one by one onto the launch rail according to the timing of the hit ball with a simple structure. In the case of a magnetic type, the ball feed is operated by an independent solenoid separate from the operation of the striking hammer, and game balls are supplied one by one onto the launch rail. The magnetic type is preferably used when the game ball launching mechanism 110 launches game balls using a rotary solenoid or a plunger-type solenoid.

[0166] The first monitoring device 250, the second monitoring device 290, and the detectors S1 to S3 are connected to the main control board 301 via a built-in relay board (not shown). The first monitoring device 250, the second monitoring device 290, and the detectors S1 to S3 operate by receiving power supply from the main control board 301.

[0167] <Internal lottery> FIG. 22 is a diagram showing the contents of each counter used in the internal lottery. The "internal lottery" refers to a lottery to determine whether or not a game state advantageous to a player (e.g., a jackpot game state) will be transitioned to when a game ball enters a start winning hole (first and second start holes 84a, 84b) provided on the game board. A game state advantageous to a player (e.g., a jackpot game state) is also called a special game. As shown in FIG. 22, the MPU 302 executes the internal lottery by using the values ​​(information) of each counter C1 to C3, CINI, CS, and C4. Specifically, the MPU 302 uses the jackpot random number counter C1 to determine whether or not a jackpot will occur, the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not a reach display will be generated. Furthermore, the MPU 302 uses a random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and a variation type counter CS to determine the display duration time on the main display unit 93 and the symbol display device 91. Furthermore, the MPU 302 uses an electric accessory opening counter C4 to perform a lottery to determine whether or not to open the opening / closing member 84b1 of the second starting port 84b. The counters C1 to C3, CINI, CS, and C4 are provided in various counter areas of the RAM 313 (see FIG. 22).

[0168] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds (increments) 1 to its previous value each time it is updated, and returns to 0 after reaching a predetermined maximum value. Each counter is updated periodically (e.g., every 4 msec). The updated value is stored in a lottery counter buffer set in a predetermined area of ​​the RAM 313. Of the values ​​stored in the lottery counter buffer, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area (see FIG. 22) provided as acquired information storage means in the RAM 313 when a gaming ball enters the first start opening 84a or the second start opening 84b. Furthermore, of the values ​​stored in the lottery counter buffer, the value of the electric role release counter C4 is stored in an electric role reserve area (see FIG. 22) of the RAM 313 when a gaming ball enters each through gate 85.

[0169] The reserved ball storage area includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.

[0170] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 has a storage capacity large enough to store one set of values ​​from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 302 stores the sets of values ​​from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserved information in each of the areas Ra1 to Ra4 in chronological order, i.e., sequentially from the value acquired first, in accordance with the entry of a gaming ball into the first start opening 84a. Specifically, when multiple consecutive entries into the first start opening 84a occur, the MPU 302 stores the reserved information in the order of the first area Ra1, the second area Ra2, the third area Ra3, and the fourth area Ra4.

[0171] In this embodiment, the first result display unit reserve area Ra has four memory areas, so that up to four winning game balls can be reserved in the first start opening 84a. The first result display unit reserve area Ra also has a memory area for writing the number of reserved balls, which is the number of sets of reserved values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The number of reserved balls in the first start opening 84a is not limited to four and can be any number, for example, one to three, or five or more.

[0172] The second result display reserve area Rb, provided as the second acquired information storage means, includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store one set of values ​​for the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 302 stores the sets of values ​​for the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserved information in each of the areas Rb1 to Rb4 in chronological order, i.e., sequentially from the first acquired value, in accordance with the entry of a gaming ball into the second start opening 84b. Specifically, when multiple consecutive entries into the second start opening 84b occur, the MPU 302 stores the reserved information in chronological order: first area Rb1 → second area Rb2 → third area Rb3 → fourth area Rb4.

[0173] In this embodiment, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the second start hole 84b. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls, which is the number of sets of reserved values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The number of reserved balls in the second start hole 84b is not limited to four and can be any number, for example, one to three, or five or more. Note that if more balls than the maximum number that can be reserved (four in this embodiment) enter the first or second starting slot 84b, the winning entry is ignored. Specifically, even if more balls than the maximum number that can be reserved (four in this embodiment) enter the first or second starting slot 84b, the number of reserved balls does not increase (it remains four, not five). Note that the payout of prize balls due to the winning entry may or may not be performed. That is, for example, if the MPU 302 of the pachinko machine 10 detects a predetermined winning entry (a winning entry with the reserved balls in the start winning entry slot fully filled) similar to the winning entry that wins the jackpot during the period from when a winning symbol is displayed in a stationary state in the first result display section 93a or the second result display section 93b of the main display unit 93, when the display is transitioned to the symbol determination state, to when the display is transitioned to the variable display state, the MPU 302 stops the detection function. That is, the MPU 302 functions as a function stop means that stops the reserved ball count function when a winning entry is performed with the reserved balls fully filled.

[0174] The execution area AE is an area for moving the pending information stored in the memory area of ​​the first result display unit pending area Ra or the second result display unit pending area Rb when starting the variable display of each result display unit 461, 462.

[0175] The electric role holding area has four memory areas, so that up to four winning game balls can be held in each through gate 85. Although the pachinko machine 10 has two through gates 85, regardless of which through gate 85 is won, if one of the through gates 85 is won, the winning game balls in the through gate 85 are held in the electric role holding area. The number of balls held in the second start port 84b is not limited to four and may be any number between 1 and 3, or may be five or more, for example.

[0176] <Explanation of each counter> Next, each counter will be described in detail. <Electric device opening counter C4> First, the electric accessory opening counter C4 will be described. The electric accessory opening counter C4 is a loop counter that loops within the range of 0 to 250 by, for example, adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 250. The electric accessory opening counter C4 is updated periodically (for example, every 4 msec), and the updated value is stored in the electric accessory holding area of ​​the RAM 313 via a lottery counter buffer at the timing when a gaming ball enters each through gate 85. The MPU 302 executes a lottery (electric accessory opening lottery) on whether or not to open the opening / closing member 84b1 of the second starting opening 84b based on the value of the electric accessory opening counter C4 stored in the electric accessory holding area.

[0177] <Support mode> Here, the pachinko machine 10 has a plurality of (two or more) modes (hereinafter, support modes) in which the frequency with which the open / close member 84b1, which allows a gaming ball to enter the second starting hole 84b, is set to the open state differs from one another. Specifically, the pachinko machine 10 has a low-frequency support mode in which the frequency with which the open / close member 84b1 is set to the open state is relatively low, and a high-frequency support mode in which the frequency with which the open / close member 84b1 is set to the open state is relatively high.

[0178] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role release state in the electric role release lottery is the same (for example, 4 / 5 for both), but in the high-frequency support mode, when the electric role release state is won, the opening / closing member 84b1 is set to the open state more times and the opening time per time that the opening / closing member 84b1 is set to the open state is longer compared to the low-frequency support mode. Also, in the high-frequency support mode, the closing time for setting the opening / closing member 84b1 to the closed state between each opening of one electric role release state is shorter than the opening time per time. Furthermore, in the high-frequency support mode, the minimum waiting time (the duration of one variable display on the role display unit 94) between the end of the electric role release lottery and the next electric role release lottery is shorter compared to the low-frequency support mode.

[0179] In the high frequency support mode, compared to the low frequency support mode, the gaming ball is more likely to enter the second start hole 84b. That is, in the low frequency support mode, the gaming ball is more likely to enter the first start hole 84a than the second start hole 84b, and in the high frequency support mode, the gaming ball is more likely to enter the second start hole 84b than the first start hole 84a. Furthermore, when entry into the second start hole 84b is detected by the detection sensor 154b, a predetermined number of prize balls (for example, two) are paid out, so in the high frequency support mode, the player can play without losing much of their gaming balls.

[0180] The low-frequency support mode and the high-frequency support mode are not limited to the above. For example, the high-frequency support mode may be configured to increase the probability of winning the electric role release state in the electric role release lottery compared to the low-frequency support mode. Furthermore, for example, multiple types of set times may be provided, and the high-frequency support mode may be configured to make it easier to select a short set time compared to the low-frequency support mode, or to shorten the average selected set time. Furthermore, by combining the conditions of the number of times the opening / closing member 84b1 is set to the open state, the opening time, and the set time, the high-frequency support mode may be configured to set the opening / closing member 84b1 to the open state relatively more frequently compared to the low-frequency support mode. The number of types of support modes is not limited to two and may be arbitrary, for example, three or more types.

[0181] <Jackpot Random Number Counter> Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599 by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 599. Furthermore, each time the jackpot random number counter C1 goes through one loop, it reads the value of the random number initial value counter CINI at that time as its initial value. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the jackpot random number counter C1.

[0182] In other words, the pachinko machine 10 uses a jackpot random number counter C1 and a random number initial value counter CINI to perform a jackpot lottery using a plus method in which the next value (initial value) when the final value of the random number sequence appears is determined by a random value. Specifically, when the power is turned on, the jackpot random number counter C1 starts counting random numbers from an initial value of 0. When the counter reaches the maximum value of 599, the next value is not 0, but rather the value obtained from the random number initial value counter CINI becomes the initial value. Here, assuming that the initial value is 100, the jackpot random number counter C1 counts up to 100, 101, 102, and returns to 0 after counting up to 599. When the counter reaches 99, the counter obtains the initial value again from the random number initial value counter CINI. In other words, in this method, the initial value is changed every time the jackpot random number counter C1 goes around once, so there is no periodicity in the timing at which a specific random number appears.

[0183] The jackpot random number counter C1 is updated periodically (for example, every 4 msec), and the updated value is stored in the reserved ball storage area of ​​the RAM 313 via the lottery counter buffer when a gaming ball enters the first start hole 84a or the second start hole 84b. Specifically, the value of the jackpot random number counter C1 is stored in the reserve area Ra for the first result display section of the RAM 313 when a gaming ball enters the first start hole 84a, and is stored in the reserve area Rb for the second result display section of the RAM 313 when a gaming ball enters the second start hole 84b. Then, the MPU 302 executes a lottery for the occurrence of a jackpot (a win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area.

[0184] 23 is a diagram showing the value of the random number that is selected to generate a jackpot. Of the values ​​of the jackpot random number counter C1, the value of the random number that is selected to generate a jackpot is stored as a win / loss table (win / loss information group) in a win / loss table storage area of ​​the ROM 312 provided as win / loss information group storage means, as shown in FIG.

[0185] Here, the pachinko machine 10 has two winning / losing lottery modes: a low probability mode (hereinafter also referred to as a low probability state) in which it is difficult to win a jackpot, and a high probability mode (hereinafter also referred to as a high probability state or a probability variable state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (a group of winning / losing information for low probability (normal)) shown in Figure 23(a) and a winning / losing table for the high probability mode (a group of winning / losing information for high probability (probability variable)) shown in Figure 23(b). The MPU 302 executes a lottery for the occurrence of a jackpot by comparing these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area.

[0186] These hit / miss tables have the results of multiple jackpot lottery draws (hit / miss results), including a "jackpot win," a "special miss result," and a "normal miss result." Specifically, in a gaming state (low probability state) where a hit / miss table for a low probability mode is referenced when drawing a jackpot, there are two random number values ​​that result in a "jackpot win," as shown in FIG. 23(a). Also, in a gaming state (high probability mode) where a hit / miss table for a high probability mode is referenced when drawing a jackpot, there are 21 random number values ​​that result in a "jackpot win," as shown in FIG. 23(b). Here, the random number value that results in a jackpot win stored in the hit / miss table for the low probability mode is included in the random number value that results in a "jackpot win" stored in the hit / miss table for the high probability mode.

[0187] The values ​​and numbers of random numbers stored in each hit / miss table are arbitrary, and the high probability mode only needs to have a higher probability of "winning the jackpot" compared to the low probability mode. Also, the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the high probability mode does not have to include the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode.

[0188] Furthermore, in each winning / losing lottery mode, any random number other than the value that results in a "jackpot win" will result in a losing result and not a winning jackpot. As mentioned above, the pachinko machine 10 has two types of losing results: a "special losing result" and a "normal losing result." These losing results have in common that they do not trigger a transition to the winning / losing lottery mode or the support mode. However, they differ in that the "special losing result" triggers a transition to the opening / closing execution mode, whereas the "normal losing result" does not trigger a transition to the opening / closing execution mode.

[0189] Next, the jackpot type counter C2 will be described. The jackpot type counter C2 is a loop counter that loops within the range of 0 to 29 by, for example, adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 29. The jackpot type counter C2 is updated periodically (for example, every 4 msec), and the updated value is stored in the reserved ball storage area of ​​the RAM 313 via the lottery counter buffer when a gaming ball enters the first start hole 84a or the second start hole 84b. Specifically, the value of the jackpot type counter C2 is stored in the first result display reserve area Ra of the RAM 313 when a gaming ball enters the first start hole 84a, and is stored in the second result display reserve area Rb of the RAM 313 when a gaming ball enters the second start hole 84b. Then, when a jackpot occurs, the MPU 302 executes a lottery (allocation lottery) for the type of the jackpot based on the value of the jackpot type counter C2 stored in the reserved ball storage area.

[0190] Figure 24 is a diagram showing the values ​​of random numbers related to the allocation destinations of the types of jackpots. As shown in Figure 24, the values ​​of random numbers related to the allocation destinations of the types of jackpots are stored as an allocation table (allocation information group) in the allocation table storage area (see Figure 20) of ROM 312 provided as allocation information group storage means. The allocation table includes a first allocation table (first allocation information group) shown in Figure 24(a) and a second allocation table (second allocation information group) shown in Figure 24(b). The MPU 302 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area to execute a lottery for determining the type of big win.

[0191] The first allocation table is a table that is referenced when a lottery is performed for the value of the jackpot type counter C2 that has been shifted from the first result display reserve area Ra to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning into the first starting hole 84a. As shown in Figure 24(a), the first allocation table allocates multiple allocation results, including "low probability result (special allocation result corresponding to low probability)", "non-explicit few-round high probability result (latent high probability result corresponding to few rounds)", "explicit few-round high probability result (high probability result corresponding to few rounds)", and "most advantageous result (special allocation result corresponding to high probability)". Specifically, in the first allocation table, of the values ​​"0 to 29" of the jackpot type counter C2, "0 to 9" (probability 1 / 3) are allocated to the "low probability result", "10 to 14" (probability 1 / 6) are allocated to the "unspecified few rounds high probability result", "15 to 19" (probability 1 / 6) are allocated to the "explicit few rounds high probability result", and "20 to 29" (probability 1 / 3) are allocated to the "most favorable result".

[0192] The second allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the second result display reserve area Rb to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning at the second start port 84b. As shown in FIG. 24(b), the second allocation table allocates two allocation results, a "low probability result" and a "most favorable result." Specifically, in the second allocation table, of the jackpot type counter C2 values ​​"0 to 29," "0 to 9" (probability 1 / 3) are allocated to the "low probability result," and "10 to 29" (probability 2 / 3) are allocated to the "most favorable result."

[0193] The respective allocation results differ in at least one of the following conditions (1) to (3). (1) Win / lose lottery mode after the opening / closing execution mode (2) Support mode after the opening / closing execution mode (3) Opening and closing control of the variable winning device 83 in the opening and closing execution mode

[0194] First, we will explain the differences in the winning / losing lottery modes in (1). A "low probability result" is an allocation result in which the winning / losing lottery mode is set to low probability mode after the opening / closing execution mode ends, regardless of the winning / losing lottery mode before the opening / closing execution mode ends. This low probability mode continues at least until the winning / losing lottery results in a "jackpot win." An "unspecified few-round high probability result," "specified few-round high probability result," and "most favorable result" are allocation results in which the winning / losing lottery mode is set to high probability mode after the opening / closing execution mode ends, regardless of the winning / losing lottery mode before the opening / closing execution mode ends.

[0195] Next, we will explain the differences in the support modes in (2). "Low probability result," "high probability result with fewer explicit rounds," and "most favorable result" are allocation results in which the support mode is set to high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. For "high probability result with fewer explicit rounds" and "most favorable result," this high frequency support mode continues until the next big win. Also, for "low probability result," if the number of plays reaches the end reference number (specifically, 100 plays), the mode will switch to low frequency support mode.

[0196] The "non-explicit few rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode is maintained as is. This high frequency support mode transitions to the low frequency support mode when the number of times played reaches the end reference number (specifically, 100 times).

[0197] When the allocation result is such that the game state of the pachinko machine 10 has a high probability after the jackpot or the number of rounds of the jackpot game is the maximum (for example, 10 times), an indication or notification of this (the allocation result is such that the game state of the pachinko machine 10 has a high probability or the number of rounds of the jackpot game is the maximum (for example, 10 times)) is made (for example, when the allocation result is such that the probability is high, an "odd number symbol" is stopped and displayed on the symbol display device 91, and when the number of rounds is the maximum, a "7 symbol" is stopped and displayed on the symbol display device 91), at the timing when the jackpot game starts (first timing), an indication or notification (for example, a sound such as "Chance!" (in the case of a high probability), "Great!" (in the case of the maximum number of rounds) is made) of the game state of the pachinko machine 10 has a high probability or the number of rounds of the jackpot game is the maximum (for example, 10 times) A voice may be output from the speaker units 26A, 26B or displayed on the display screen G of the pattern display device 91 (suggestion effect A), and if there is no suggestion or notification of the allocation result in which the game state of the pachinko machine 10 will have a high probability after a jackpot or the number of rounds of jackpot play will be the maximum (for example, 10 times) at the timing when the jackpot play starts (first timing), there may be no suggestion or notification of the allocation result in which the game state of the pachinko machine 10 will have a high probability or the number of rounds of jackpot play will be the maximum (for example, 10 times), but there may be a suggestion or notification (suggestion effect B) during round play (second timing) or after the jackpot play has ended (second timing) of the allocation result in which the game state of the pachinko machine 10 will have a high probability or the number of rounds of jackpot play will be the maximum (for example, 10 times).

[0198] The difference in the manner of opening and closing control of the variable winning device 83 in the opening and closing execution mode (3) will be explained in detail later.

[0199] <Reach random number counter> Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by, for example, adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is updated periodically (for example, every 4 msec), and the updated value is stored in the reserved ball storage area of ​​the RAM 313 via the lottery counter buffer when a gaming ball enters the first start hole 84a or the second start hole 84b. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 313 when a gaming ball enters the first start hole 84a, and is stored in the reserve area Rb for the second result display section of the RAM 313 when a gaming ball enters the second start hole 84b. Then, the MPU 302 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area.

[0200] When the lottery result is a "normal miss" rather than a "jackpot win," the MPU 302 compares the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area to execute a lottery to determine whether or not to generate a reach display, and generates the reach display if the lottery results in the generation of the reach display. The reach table is information on the value of the random number related to the generation of the reach display, and is stored in the reach table storage area of ​​the ROM 312 (see FIG. 20).

[0201] Here, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in the "most advantageous result," the pattern display device 91 displays a combination of symbols having the same odd numbers or the same even numbers as a stopped result on the effective stopped pattern lines L1 to L5. Also, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in the "low probability result," the pattern display device 91 displays a combination of symbols having the same even numbers as a stopped result on the effective stopped pattern lines L1 to L5. Furthermore, if the result of the win / loss lottery is a "jackpot win" and the result of the allocation lottery is an "unspecified low-round high-probability result" or an "explicit low-round high-probability result", or if the result of the win / loss lottery is a "special loss result" without a "jackpot win", the pattern display device 91 will stop and display, on the effective stopped pattern lines L1 to L5, a combination of special patterns with different numbers that would not be selected in the case of a "normal loss result" in the win / loss lottery, rather than a combination of patterns with the same numbers.

[0202] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in a "most favorable result" or a "low probability result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in an "unspecified low round high probability result" or an "explicit low round high probability result", or when the win / loss lottery results in a "special loss result" without a "jackpot win").

[0203] The reach display mode is configured such that, among the multiple symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 91, specific symbol columns (in this embodiment, symbol columns Z1 and Z3) are displayed as stopped symbols on the effective stop symbol lines L1 to L5, and the remaining symbol columns (in this embodiment, symbol column Z2) are displayed as variable symbols (reach display), thereby enabling the player to recognize that a reach state (reach) has occurred. Specifically, the reach display is a symbol combination in which the same decorative symbols are displayed as stopped symbols in symbol columns Z1 and Z3, such as "1 ↓ 1" or "2 ↓ 2" ("↓" indicates that the symbol is changing). Furthermore, the symbols in the specific symbol columns (symbol columns Z1 and Z3) that form the reach display are displayed as provisionally stopped symbols, and after the decorative symbols in the remaining symbol column (symbol column Z2) are displayed as provisionally stopped symbols (provisionally stopped symbols), the decorative symbols in all symbol columns are displayed as definitively stopped symbols.

[0204] By generating a reach display, the pachinko machine 10 can make the player hope that after the variable display starts on the symbol display device 91 and before the predetermined stop result is displayed, the win / lose lottery will result in a "jackpot win" and the player will be assigned a "low probability result" or a "most favorable result" in the allocation lottery. Note that the reach display mode is not limited to this, and it is also possible to display some symbol rows as static symbols and then display the remaining symbol rows as variable symbols, while displaying predetermined characters or the like as animation in the background, or to display each symbol row in a reduced size or non-display and then display predetermined characters or the like as animation over almost the entire display screen G.

[0205] In this embodiment, the main control board 301 of the main control device 300 is equipped with a reach random number counter C3, and the MPU 302 performs a lottery to determine whether or not to generate a reach display by comparing the reach table stored in the reach table storage area of ​​the ROM 312 with the value of the reach random number counter C3 stored in the reserved ball storage area. That is, in this embodiment, the lottery to determine whether or not to generate a reach display is performed by the main control device 300, but the lottery to determine whether or not to generate this reach display may be configured to be performed by the sound and light emission control device 400.

[0206] <Expected performance> The pachinko machine 10 has an expectation effect as a type of variable display of the symbol display device 91. The expectation effect is an effect that makes the player expect that a "jackpot win" has been achieved in the win / loss lottery after the variable display has started on the symbol display device 91 and before the predetermined stop result is displayed. The reach display mentioned above is also an expectation effect that occurs when the win / loss lottery does not result in a "jackpot win" but in a "normal miss result," and the pachinko machine 10 has two types of expectation effects: the reach display mentioned above and a notice display. The reach display has already been explained, so the notice display will be explained below.

[0207] <Preview display> The advance notice display is an expected effect that makes it easier for an effect to occur when the lottery results in a "jackpot win" or when the lottery results in a "special miss" rather than a "jackpot win" compared to when the lottery results in a "normal miss" rather than a "jackpot win." This advance notice display may make it easier to select an effect with a low appearance rate instead of making the effect more likely to occur, or these may be combined. In this embodiment, the lottery for whether or not to generate a reach display is performed by the main control device 300, whereas the lottery for whether or not to generate an advance notice display is performed by the audio and light emission control device 400.

[0208] The mode of the advance notice display is such that, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 91, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, or a portion of the symbol sequences (for example, the symbol sequence Z1) is displayed in a static manner on the effective stationary symbol lines L1 to L5, and then multiple symbol sequences (for example, the symbol sequences Z2 and Z3) are displayed in a variable manner, and a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when a reach display is generated and when a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. Note that the advance notice display is not limited to this, and for example, the background may be changed and the shape of the symbol sequences Z1 to Z3 may be changed and displayed.

[0209] Finally, the fluctuation type counter CS will be described. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 198. The fluctuation type counter CS is updated at least once each time normal processing is executed, and is stored in the lottery counter buffer each time it is updated. Then, the MPU 302 determines the display duration of the pattern on the main display unit 93 and the display duration of the pattern on the pattern display device 91 based on a comparison between the fluctuation table and the value of the fluctuation type counter CS stored in the lottery counter buffer. The fluctuation table is information on the value of a random number related to the display duration, and is stored in the fluctuation table storage area of ​​the ROM 312 (see FIG. 20) as described above.

[0210] In the pachinko machine 10 according to this embodiment, random numbers are generated by counter circuits (counters C1 to C3, CINI, CS, C4) which are random number generation ICs, and this allows for extremely fast counting compared to program control by software (so-called software random numbers). In addition, software random numbers are processed as part of the program control of the gaming machine, which places a burden on the software given the limited memory space, but in the case of hardware random numbers, random numbers are generated by hardware, so it is possible to generate random numbers with count values ​​several times larger than software random numbers without placing a burden on the software.

[0211] FIG. 25 is a diagram showing a variation pattern table that stores the duration of the variable display of the pachinko machine 10. As shown in FIG. The variation pattern of the first special symbol (first special symbol) during non-time-saving mode (non-frequency support mode) is shown in Figure 25(a). In pattern 1, the duration of the variation display is 4 seconds. In pattern 2, the duration of the variation display is 8 seconds. In pattern 3, the duration of the variation display is 12 seconds. In pattern 4, the duration of the variation display is 40 seconds. In the pachinko machine 10 according to this embodiment, the long variation of pattern 4 is selected when a jackpot occurs. In addition, in pattern 1, the value of the fluctuation type counter CS is 0 to 80. In pattern 2, the value of the fluctuation type counter CS is 81 to 120. In pattern 3, the value of the fluctuation type counter CS is 121 to 150. In pattern 4, the value of the fluctuation type counter CS is 151 to 198. In other words, when the value of the fluctuation type counter CS is 0 to 80, pattern 1 is selected, when the value of the fluctuation type counter CS is 81 to 120, pattern 2 is selected, when the value of the fluctuation type counter CS is 121 to 150, pattern 3 is selected, and when the value of the fluctuation type counter CS is 151 to 198, pattern 4 is selected.

[0212] The variation pattern of the first special symbol (first special symbol) during time-saving (high frequency support mode) is shown in Figure 25(b). In pattern 5, the duration of the variation display is 1 second. In pattern 6, the duration of the variation display is 2 seconds. In pattern 7, the duration of the variation display is 3 seconds. In pattern 8, the duration of the variation display is 10 seconds. In addition, in pattern 5, the value of the fluctuation type counter CS is 0 to 80. In pattern 6, the value of the fluctuation type counter CS is 81 to 120. In pattern 7, the value of the fluctuation type counter CS is 121 to 150. In pattern 8, the value of the fluctuation type counter CS is 151 to 198. In other words, when the value of the fluctuation type counter CS is 0 to 80, pattern 5 is selected, when the value of the fluctuation type counter CS is 81 to 120, pattern 6 is selected, when the value of the fluctuation type counter CS is 121 to 150, pattern 7 is selected, and when the value of the fluctuation type counter CS is 151 to 198, pattern 8 is selected.

[0213] The variation pattern of the second special symbol (second special symbol) is shown in Figure 25(c). Note that in the pachinko machine 10 according to this embodiment, the second special symbol (second special symbol) has a common variation pattern table during non-time-saving (non-frequency support mode) and time-saving (high frequency support mode), but as with the first special symbol (first special symbol), different variation pattern tables may be selected during non-time-saving (non-frequency support mode) and time-saving (high frequency support mode). In pattern 9, the duration of the variation display is 1 second. In pattern 10, the duration of the variation display is 2 seconds. In pattern 11, the duration of the variation display is 3 seconds. In pattern 12, the duration of the variation display is 10 seconds. Furthermore, in pattern 9, the value of the fluctuation type counter CS is 0 to 80. In pattern 10, the value of the fluctuation type counter CS is 81 to 120. In pattern 11, the value of the fluctuation type counter CS is 121 to 150. In pattern 12, the value of the fluctuation type counter CS is 151 to 198. In other words, when the value of the fluctuation type counter CS is 0 to 80, pattern 9 is selected, when the value of the fluctuation type counter CS is 81 to 120, pattern 10 is selected, when the value of the fluctuation type counter CS is 121 to 150, pattern 11 is selected, and when the value of the fluctuation type counter CS is 151 to 198, pattern 12 is selected.

[0214] In the normal game mode in which the pachinko machine 10 is in the low probability mode and low frequency support mode, it is assumed that a so-called "left hit" will be performed, and therefore the first special symbol is determined based on the winning of the first starting hole 84a. At this time, if the result of the special symbol determination is a "jackpot," a variation pattern is selected based on the variation pattern random number. On the other hand, if the result of the special symbol determination is a "miss," a variation pattern is determined based on the number of reserved balls, the reach random number, and the variation pattern random number. On the other hand, in the probability variable game mode, it is assumed that a "right hit" will be performed, and therefore the first special symbol and the second special symbol are determined based on the winning of the first starting hole 84a and the second starting hole 84b. As described above, the pachinko machine 10 of this embodiment has a plurality of variable times, and the MPU 302 functions as, for example, a change means that can change the variable times. For example, in FIG. 25, the display duration at the time of a jackpot and the display duration at the time of a loss may be stored separately. In this case, a plurality of display durations are set for each of the display duration at the time of a jackpot and the display duration at the time of a loss according to the CS value as shown in FIG. 25. In this case, the stopped display state of the winning symbol or the stopped display state of the losing symbol occurs after the first result display section 93a or the second result display section 93b of the main display section 93 continues to display a fluctuating flashing display that turns on and off sequentially for a predetermined period of time. In this way, when the pachinko machine 10 has generated a stopped display state of the winning symbol in a state where the reserved balls are full, for example, and has shifted the first result display section 93a or the second result display section 93b of the main display section 93 to a pattern determination state, it is possible to change the period until the first result display section 93a or the second result display section 93b of the main display section 93 is shifted to a pattern fluctuating state to a plurality of different periods. Furthermore, by providing multiple display durations at the time of a jackpot, it is possible to configure the system so that when a winning symbol stops and is displayed for a first specific time, the system can transition to a symbol-changing state more quickly than when a winning symbol stops and is displayed for a second specific time that is shorter than the first specific time.

[0215] <Regarding various processes executed by the main control device 300> The MPU 302 of the main control device 300 executes timer interrupt processing and normal processing that progress the game, as well as main processing that is started when the power is turned on. The main processing, timer interrupt processing, and normal processing will be explained below in order. In addition to the main processing, timer interrupt processing, and normal processing, the MPU 302 also executes NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but an explanation of this processing will be omitted.

[0216] <Main processing> FIG. 26 is a flowchart of the main processing. (Step S101) The MPU 302 executes a startup process when power is turned on. This startup process includes a waiting time for the sub-side control board (such as the control board of the audio and light emission control device 400) to become operable. Specifically, the MPU 302 waits until a predetermined time (for example, about 500 msec) has elapsed after power is turned on.

[0217] (Step S102) The MPU 302 determines whether 1 second has elapsed, which is the period during which access to the RAM 313 is prohibited (hereinafter referred to as the permission prohibition period). The MPU 302 repeatedly executes the process of step S102 until it determines in step S102 that 1 second has elapsed. That is, if the MPU 302 does not determine in step S102 that 1 second has elapsed, it repeatedly executes the process of step S102, and if it determines in step S102 that 1 second has elapsed, it executes the processes from step S103 onwards.

[0218] In this embodiment, the MPU 302 determines whether 1 second has elapsed by counting the number of times the process of step S102 is executed. For example, if the interval at which the process of step S102 is repeatedly executed is 0.1 msec, the MPU 302 counts the number of times the process of step S102 is executed and determines that 1 second has elapsed when the number of times reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock (RTC).

[0219] (Step S103) The MPU 302 permits access to the RAM 313 .

[0220] (Step S104) The MPU 302 determines whether a RAM erase switch (not shown) provided on the power supply / launch control device 243 is on. If the MPU 302 determines in step S104 that the RAM erase switch is on (YES), it executes the processing of step S109 and thereafter. If the MPU 302 does not determine in step S104 that the RAM erase switch is on (NO), it executes the processing of step S105.

[0221] (Step S105) In step S105, the MPU 302 determines whether a power outage flag is set in the power outage flag storage area of ​​the RAM 313. If the MPU 302 determines that the power outage flag is not set (NO), the MPU 302 executes the processing of step S109 and thereafter. If the MPU 302 determines that the power outage flag is set in step S105 (YES), the MPU 302 executes the processing of step S106.

[0222] (Step S106) The MPU 302 calculates a RAM judgment value (checksum).

[0223] (Step S107) The MPU 302 determines whether the RAM judgment value calculated in step S106 is normal or not, thereby confirming the validity of the data stored in the RAM 313. Specifically, the MPU 302 compares the RAM judgment value (checksum) calculated in step S106 with the RAM judgment value (checksum) stored in step S211 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.

[0224] If the MPU 302 determines in step S107 that the RAM determination value is not normal (NO), i.e., if it does not determine that the checksum values ​​match, it executes the processes of step S109 and onward. If the MPU 302 determines in step S107 that the RAM determination value is normal (YES), i.e., if it determines that the checksum values ​​match, it executes the process of step S108.

[0225] (Step S108) The MPU 302 clears the power outage flag stored in the power outage flag storage area of ​​the RAM 313.

[0226] In this embodiment, a checksum is used to confirm the validity of the data stored in RAM 313. However, the validity of the data stored in RAM 313 may be determined by a method other than confirming the consistency of the checksum value. For example, the validity of the data stored in RAM 313 may be confirmed by writing a keyword to a predetermined area of ​​RAM 313 during power outage processing and then determining whether the keyword was written correctly during main processing. Alternatively, a CRC (cyclic redundancy check) or MD5 (hash function) hash value may be used to confirm the validity of the data stored in RAM 313. The checksum calculation method is very simple; for example, the lowest word of the sum of the individual words in a word string may be used as the code value. Therefore, the validity of data confirmation using a checksum is less reliable than other error detection codes. However, because the algorithm is very simple, it can be calculated without imposing a burden on MPU 302 even with limited memory space.

[0227] If MPU302 determines in step S104 that the RAM erase switch is on (YES), if it does not determine in step S105 that the power outage flag is set (NO), or if it does not determine in step S107 that the RAM judgment value is normal (NO), it executes the processing from step S109 onwards.

[0228] (Step S109) In step S109, the MPU 302 outputs an audio lamp initialization command to the audio light emission control device 400. This notifies the initialization of RAM data and the abnormality of data stored and held by the RAM determination value.

[0229] (Step S110) In step S110, the MPU 302 outputs a dispensing initialization command, etc. to initialize the dispensing control board, etc., which is the slave control board.

[0230] (Step S111) In step S111, the MPU 302 clears the work area of ​​the RAM 313.

[0231] (Step S112) In step S112, the MPU 302 performs initialization of the RAM 313 (initial setting).

[0232] Therefore, for example, the manager of the gaming facility can initialize the data stored in the RAM 313 by turning on the power to the pachinko machine 10 while pressing the RAM erase switch when the gaming facility opens for business. The pachinko machine 10 also initializes the data stored in the RAM 313 when the power outage monitoring board 303 does not confirm the occurrence of a power outage or when the RAM determination value is abnormal.

[0233] (Step S113) In step S113, the MPU 302 allows timer interrupt processing to occur. After that, the MPU 302 proceeds to the normal processing described with reference to Fig. 27. This returns to the state before power was cut off.

[0234] <Normal processing> FIG. 27 is a diagram showing a flowchart of normal processing. Normal processing is the main processing for progressing a game. Specifically, the MPU 302 periodically executes steps S201 to S209 at a cycle of 4 msec, and when remaining time occurs, repeatedly executes steps S208 to S211, and executes step S212 and subsequent steps according to the determination result of step S208. Note that the "remaining time" refers to the remaining time obtained by subtracting the time taken to process steps S201 to S209 from the cycle time (4 msec).

[0235] (Step S201) The MPU 302 executes an external output process that transmits the command set in the timer interrupt process or the previous normal process to each control device on the sub-side. For example, the MPU 302 determines whether or not a prize ball command is set, and if it determines that a prize ball command is set, it transmits the prize ball command to the sound and light emitting control device 400 and the payout control device 242. The MPU 302 also determines whether or not a command for presentation, such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an open / close execution mode, is set, and if it determines that a command for presentation is set, it transmits the command for presentation to the sound and light emitting control device 400. Furthermore, the MPU 302 determines whether or not a high probability command indicating that the pachinko machine 10 is in a high probability state, a low probability command indicating that the pachinko machine 10 is in a low probability state, a high frequency support mode command indicating that it is in a high frequency support mode, a low frequency support mode command indicating that it is in a low frequency support mode, an electric role opening lottery result command indicating the lottery result of the electric role opening lottery, etc. are set, and if it determines that a command is set, it transmits the command to the sound and light emission control device 400. Note that if a command other than those described above is set, the MPU 302 transmits the command to the sound and light emission control device 400.

[0236] (Step S202) The MPU 302 updates the fluctuation type counter CS. Specifically, the MPU 302 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of ​​the RAM 313. Note that if the previous value of the fluctuation type counter CS has reached its maximum value when the MPU 302 adds 1 to the previous value, the MPU 302 resets the value of the fluctuation type counter CS to 0.

[0237] (Step S203) The MPU 302 executes a game round control process for progressing the game round. Specifically, the MPU 302 executes a win / lose lottery and an allocation lottery, and also executes determination of information related to the symbols to be finally stopped and displayed on the symbol display device 91 and determination of information related to the symbols to be finally stopped and displayed on the main display unit 93. The game round control process in step S203 will be described in detail later.

[0238] (Step S204) The MPU 302 executes a game state transition process for transitioning the game state. Specifically, the MPU 302 executes a transition process to each game state such as an open / close execution mode, a high probability mode, a high frequency support mode, etc. The game state transition process in step S204 will be described in detail later.

[0239] (Step S205) The MPU 302 executes a demo display execution determination process. Specifically, the MPU 302 determines whether a predetermined start waiting period (e.g., 3 seconds) for starting a demo has elapsed after a game round has ended without a new game round being started, and if it determines that the start waiting period has elapsed, it transmits a demo command to the audio and light emitting control device 400 to start the demo display. The audio and light emitting control device 400 starts the demo display execution process based on the demo command transmitted from the MPU 302.

[0240] Here, the MPU 302 determines whether the start waiting period has elapsed by counting the number of times the process of step S205 has been executed. For example, if the start waiting period is 3 seconds and the interval at which the process of step S205 is repeatedly executed is 0.1 msec, the MPU 302 counts the number of times the process of step S205 has been executed and determines that the start waiting period has elapsed when the number of times reaches 3,000. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock (RTC). Furthermore, if a new game round is started while the MPU 302 is counting the number of times the process of step S205 has been executed, the MPU 302 resets the count value.

[0241] (Step S206) The MPU 302 executes a process (hereinafter, an electric role support process) for controlling the opening and closing of the opening and closing member 84b1 provided in the second starting port 84b. Specifically, the MPU 302 executes an electric role opening lottery based on the value of the electric role opening counter C4 stored in the electric role holding area of ​​the RAM 313, and executes the opening and closing process of the opening and closing member 84b1 if the electric role opening lottery is won. In addition, the MPU 302 executes display control of the role display unit 94 so as to display the result of the electric role opening lottery.

[0242] (Step S207) The MPU 302 executes a game ball launch control process. Specifically, the MPU 302 causes the power supply / launch control device 243 to execute launch control to launch a game ball based on the player rotating the launch handle 41 clockwise (right). More specifically, the power supply / launch control device 243 excites the solenoid of the game ball launch mechanism 110 at a predetermined cycle (e.g., 0.6 seconds) to cause the game ball launch mechanism 110 to launch a game ball. The solenoid is excited so as to launch the game ball with a launch strength corresponding to the amount of rotation of the launch handle 41. Specifically, the greater the amount of rotation of the launch handle 41, the stronger the excitation, and therefore the greater the launch strength of the game ball. When the specified launch conditions (the launch handle 41 is rotated, the touch sensor 41a is on, and the launch stop switch 41b is off) are met, the power supply / launch control device 243 outputs a drive signal to the solenoid of the game ball launch mechanism 110 to launch the game ball.

[0243] (Step S208) The MPU 302 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 313. If it is determined that the power outage flag is set (YES), the MPU 302 executes the processing of step S212. If it is determined that the power outage flag is not set (NO), the MPU 302 executes the processing of step S209. The power outage flag is set in the RAM 313 when a power outage signal is input from the power outage monitoring board 303 to the NMI terminal of the MPU 302. The power outage monitoring board 303 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main processing is executed.

[0244] Here, the pachinko machine 10 sets various flags by assigning 1 to predetermined areas such as the RAM 313, and clears various flags by assigning 0. For example, the pachinko machine 10 sets a power outage flag by assigning 1 to a power outage flag storage area of ​​the RAM 313, and clears the power outage flag by assigning 0 to the power outage flag storage area of ​​the RAM 313.

[0245] (Step S209) The MPU 302 determines whether it is time to execute the next normal process, that is, whether a predetermined time (for example, 4 msec) has elapsed since the current normal process started. If it is determined that 4 msec has elapsed (YES), the MPU 302 executes the process of step S201. If it is determined that 4 msec has not elapsed (NO), the MPU 302 executes the process of step S210.

[0246] (Step S210) If the MPU 302 determines in step S209 that it is not time to execute the next normal processing (NO), that is, if the periodic time of 4 msec has not elapsed and there is remaining time, then in step S210, it updates the random number initial value counter CINI.

[0247] (Step S211) The MPU 302 updates the fluctuation type counter CS. The MPU 302 repeatedly executes the processes of steps S208 to S211 until it determines in step S209 that it is time to execute the next normal process (the cycle time of 4 msec has elapsed).

[0248] (Step S212) The MPU 302 prohibits the occurrence of timer interrupt processing.

[0249] (Step S213) The MPU 302 calculates and stores (saves) a RAM judgment value (a checksum of the RAM 313).

[0250] (Step S214) The MPU 302 prohibits access to the RAM 313. After that, the MPU 302 continues the infinite loop until the power is completely cut off and the processing can no longer be executed.

[0251] <Timer interrupt processing> Fig. 28 is a diagram showing a flowchart of the timer interrupt process. In the timer interrupt process, the MPU 302 executes steps S301 to S306 periodically (for example, every 2 msec) as shown in Fig. 28.

[0252] (Step S301) The MPU 302 reads the states (detection states) of the plurality of detection sensors 152-156, determines the states, and stores the determined states as winning detection information in the RAM 313. When the MPU 302 determines that the detection sensors 152-154b provided at the various winning ports, i.e., the general winning port 82, the first starting port 84a, the second starting port 84b, and the special winning port 83a, have detected the winning of a game ball, it sets a prize ball command instructing the payout of prize balls and transmits this set command to the payout control device 242. For example, when the MPU 302 determines that the detection sensor 153 corresponding to the variable winning device 83 has detected the winning of a game ball, it transmits a prize ball command instructing the payout of 13 prize balls to the payout control device 242.

[0253] (Step S302) The MPU 302 updates the random number initial value counter CINI. Specifically, the MPU 302 updates the random number initial value counter CINI by adding 1 to the previous value thereof, and stores the updated value in a lottery counter buffer set in a predetermined area of ​​the RAM 313. Note that if the previous value of the random number initial value counter CINI has reached the maximum value when the MPU 302 adds 1 to the previous value thereof, the MPU 302 resets the value of the random number initial value counter CINI to 0.

[0254] (Step S303) The MPU 302 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 302 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 by adding 1 to the previous values ​​thereof, and stores the updated values ​​in a lottery counter buffer set in a predetermined area of ​​the RAM 313. Note that if the maximum value has been reached when the MPU 302 adds 1 to the previous value of each of the counters C1 to C4, the MPU 302 resets the value of each of the counters C1 to C4 to 0. Furthermore, the jackpot random number counter C1 reads the value of the random number initial value counter CINI at that time as its initial value each time it makes one loop.

[0255] (Step S304) The MPU 302 executes a winning process for the through-play. Specifically, when the MPU 302 determines that the detection sensor 155 provided in each through gate 85 has detected a winning ball, it stores the value of the electric role opening counter C4 updated in step S303 in the electric role reserve area. The MPU 302 also sets a command to execute a variable display of the symbols on the role display unit 94 and causes the role display unit 94 to display the results of the internal lottery conducted based on the winning of each through gate 85. The role display unit 94 performs a variable display that flashes and fluctuates by sequentially turning on and off based on the command instruction from the MPU 302, and finally displays a normal symbol based on the lighting position (stop result) where the role display unit 94 is definitely lit. The MPU 302 also sets a command to instruct the third reserve lamp unit 96 to light up and transmits this set command to the audio and light-emitting control device 400. The sound and light emission control device 400 lights up the third reserve lamp unit 96 based on a command sent from the MPU 302. The maximum number of game balls that enter the through gate 85 that can be reserved is four, and the same number of third reserve lamp units 96 that are lit up will be the same as the number of reserved balls.

[0256] (Step S305) The MPU 302 executes the winning process for the starting slot.

[0257] (Step S306) The MPU 302 executes monitoring processing, which will be described in detail later.

[0258] <Winning process for the starting gate executed by the main control device 300> FIG. 29 is a diagram showing a flowchart of the winning process for the starting gate. (Step S401) The MPU 302 determines whether or not a gaming ball has entered the first starting hole 84a (starting winning) based on whether or not the detection sensor 154a provided in the first starting hole 84a has detected the entry of a gaming ball. If the MPU 302 determines that a gaming ball has entered the first starting hole 84a (YES), it executes the process of step S402. If the MPU 302 does not determine that a gaming ball has entered the first starting hole 84a in step S401 (NO), it executes the process of step S403.

[0259] (Step S402) The MPU 302 grasps the number of reserved items stored in the first result display unit reserved area Ra, and sets the reserved number as the first start reserved memory number RaN in a predetermined memory area in the first result display unit reserved area Ra.

[0260] (Step S403) When the MPU 302 determines in step S401 that the gaming ball has not entered the first start opening 84a (NO), it determines whether or not the gaming ball has entered the second start opening 84b (start winning) based on whether or not the detection sensor 154b provided in the second start opening 84b has detected the entry of the gaming ball. When the MPU 302 does not determine that the gaming ball has entered the second start opening 84b (NO), it ends the winning process for the start opening. When the MPU 302 determines that the gaming ball has entered the second start opening 84b (YES), it executes the process of step S404.

[0261] (Step S404) The MPU 302 grasps the number of reserved items stored in the reserve area Rb for the second result display section, and sets the reserved number as the second start reserved memory number RbN in a predetermined memory area in the reserve area Rb for the second result display section.

[0262] (Step S405) The MPU 302 determines whether the start pending memory number N (RaN or RbN) set in step S402 or step S404 is less than the upper limit (4 in this embodiment). If the MPU 302 does not determine that the start pending memory number N is less than the upper limit (NO), it terminates the winning process for the start port. Also, if the MPU 302 determines that the start pending memory number N is less than the upper limit (YES), it executes the process of step S406.

[0263] (Step S406) The MPU 302 updates the start pending memory number N (RaN or RbN) by adding 1 to the value.

[0264] (Step S407) The MPU302 stores the sets of values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and variable type counter CS updated in step S303 (see Figure 28) of the timer interrupt processing as hold information in the first memory area among the empty memory areas in the hold area for the result display section, i.e., the memory area corresponding to the start hold memory number N updated in step S406.

[0265] For example, when the MPU 302 sets the first start pending memory number RaN in step S402, it stores the sets of values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS updated in step S303 (see FIG. 28) of the timer interrupt process as pending information in the first free memory area of ​​the first result display unit reserve area Ra, i.e., the memory area corresponding to the first start pending memory number RaN updated in step S406. When the MPU 302 sets the first start pending memory number RaN to "3" in step S402, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S406, "4".

[0266] Also, for example, when the MPU 302 sets the second start pending memory number RbN in step S404, it stores the set of values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS updated in step S303 of the timer interrupt processing as pending information in the first free memory area of ​​the second result display unit reserve area Rb, i.e., the memory area corresponding to the second start pending memory number RbN updated in step S406. When the MPU 302 sets the second start pending memory number RbN to "3" in step S404, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S406, "4".

[0267] Furthermore, the MPU 302 sets a command to instruct the lighting of the first reserve lamp unit 95a or the second reserve lamp unit 95b, and transmits this set command to the audio-based light-emitting control device 400. The audio-based light-emitting control device 400 turns on the first reserve lamp unit 95a or the second reserve lamp unit 95b based on the command transmitted from the MPU 302. In this embodiment, the maximum number of game balls that can be reserved after entering the first start hole 84a or the second start hole 84b is four. The first reserve lamp unit 95a or the second reserve lamp unit 95b are lit in the same number (corresponding to) the number of reserved balls.

[0268] (Step S408) The MPU 302 performs a preliminary determination. Specifically, the MPU 302 performs a jackpot determination, a jackpot type determination, and a variation pattern selection in advance.

[0269] (Step S409) The MPU 302 sets a hold command. The hold command includes information on the results, such as information (starting gate data) that distinguishes whether the hold is related to the first special symbol or the second special symbol, information on the stop symbols that indicate the type of jackpot and the loss (stop symbol data), and information on the fluctuation pattern that indicates the fluctuation pattern (fluctuation pattern data). In the following description, the hold command related to the first special symbol will also be referred to as the first hold command. Also, the hold command related to the second special symbol will also be referred to as the second hold command. The hold command set in step S409 is output to the audio and light emission control device 400 in the external output process of the normal process (step S201 in FIG. 27).

[0270] <Winning process of the pre-determination process executed by the main control device 300> 30 is a flowchart of the preliminary determination process, specifically, the preliminary determination process in step S408 of FIG.

[0271] (Step S501) In step S501, the MPU 302 determines whether the winning / losing lottery mode is the high probability mode. If it is determined that the winning / losing lottery mode is the high probability mode (YES), the MPU 302 executes the process of step S503. If it is not determined that the winning / losing lottery mode is the high probability mode (NO), the MPU 302 executes the process of step S502.

[0272] (Step S502) The MPU 302 reads out the win / loss table for the low probability mode (see FIG. 23( a )) from the win / loss table storage area of ​​the ROM 312 .

[0273] (Step S503) The MPU 302 reads out the win / loss table for the high probability mode (see FIG. 23( b )) from the win / loss table storage area of ​​the ROM 312 .

[0274] (Step S504) After executing the process of step S502 or step S503, the MPU 302 executes a win / lose determination process in step S504. Specifically, the MPU 302 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table for the low probability mode read out in step S502 or the win / lose table for the high probability mode read out in step S503.

[0275] (Step S505) The MPU 302 determines whether or not the second result display unit flag is set in the RAM 313. If it is determined that the second result display unit flag is set in the RAM 313 (YES), the MPU 302 executes the process of step S507. On the other hand, if it is not determined that the second result display unit flag is set in the RAM 313 (NO), the MPU 302 executes the process of step S506.

[0276] (Step S506) If the second result display unit flag is not set in the RAM 313, this indicates that the first result display unit 93a will start a variable display based on the winning of the gaming ball into the first start hole 84a. Therefore, if it is not determined in step S505 that the second result display unit flag is set in the RAM 313 (NO), the MPU 302 reads out the first allocation table (see FIG. 24(a)) from the allocation table storage area of ​​the ROM 312.

[0277] (Step S507) If the second result display unit flag is set in the RAM 313, it indicates that a variable display is to be started on the second result display unit 93b based on the winning of the gaming ball into the second start hole 84b. Therefore, if it is determined in step S505 that the second result display unit flag is set in the RAM 313 (YES), the MPU 302 reads out the second allocation table (see FIG. 24(b)) from the allocation table storage area of ​​the ROM 312.

[0278] (Step S508) After executing the process of step S506 or step S507, the MPU 302 executes allocation determination process. In this allocation determination process, the MPU 302 compares the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S506 or step S507 to determine the result of the allocation lottery (allocation result).

[0279] (Step S509) The MPU 302 executes a stop result determination process. In this stop result determination process for a jackpot result, the MPU 302 determines information (stop symbol data) related to the symbols to be finally stopped and displayed in the first result display section 93a or the second result display section 93b of the main display unit 93. Here, the MPU 302 determines information (stop symbol data) related to the symbols to be finally stopped and displayed in the main display unit 93 by comparing the allocation result determined in step S508 with a stop result table for a jackpot result stored in advance in the ROM 312. This stop result table for a jackpot result specifies different patterns of symbols to be stopped and displayed in the main display unit 93 for each allocation result.

[0280] (Step S510) The display duration (variable time) is determined. Note that the process for determining the display duration is the same as the process in FIG. 35, so a description thereof will be omitted.

[0281] <Consecutive game counting process executed by main control device 300> 31 is a diagram showing a flowchart of the consecutive game counting process, specifically, the consecutive game counting process in step S905 of FIG.

[0282] (Step S601) The MPU 302 determines whether the result of step S904 in Fig. 34 is a "jackpot win." If the result is a "jackpot win" (YES), the MPU 302 executes the process of step S602. If the result is not a "jackpot win" (NO), the MPU 302 ends the consecutive win count process.

[0283] (Step S602) The MPU 302 determines whether the pachinko machine 10 is in the high probability mode, in other words, whether the high probability mode flag is set ("ON") in the RAM 313. If the pachinko machine 10 is in the high probability mode (YES), the MPU 302 executes the process of step S603. If the pachinko machine 10 is not in the high probability mode (NO), the MPU 302 ends the consecutive win count process.

[0284] (Step S603) The MPU 302 performs a process of adding 1 to the value of the limit counter C12. In other words, the MPU 302 increments the value of the limit counter C12 by 1.

[0285] (Step S604) The MPU 302 sets a consecutive game count command in the various command storage area of ​​the RAM 313. This consecutive game count command is a command for notifying the value (number of consecutive games) of the limit counter C12. The set command is output to the audio and light-emitting control device 400 in the external output process of the normal process (step S201 in FIG. 27).

[0286] 31, the number of consecutive wins is counted depending on whether the high probability mode of the pachinko machine 10 continues, but it may also be configured to count the number of consecutive wins depending on whether the high frequency support mode continues. In this case, in step S602 of FIG. 31, the MPU 302 determines whether the pachinko machine 10 is in the high frequency support mode, in other words, whether the high frequency support mode flag is set in the RAM 313 (whether it is "ON"). If the pachinko machine 10 is in the high frequency support mode (YES), the MPU 302 executes the process of step S603. If the pachinko machine 10 is not in the high frequency support mode (NO), the MPU 302 ends the consecutive win count process.

[0287] <Game play control processing> FIG. 32 is a diagram showing a flowchart of the game play control process. (Step S701) The MPU 302 determines whether or not the machine is in the opening / closing execution mode. If the MPU 302 determines in step S701 that the machine is in the opening / closing execution mode (YES), the MPU 302 terminates the game round control process. In other words, if the MPU 302 determines that the machine is in the opening / closing execution mode, the MPU 302 does not start the progress of the game round regardless of whether or not it has detected the entry of a game ball into each start port 84a, 84b. Also, if the MPU 302 does not determine in step S701 that the machine is in the opening / closing execution mode (NO), the MPU 302 executes the process of step S702.

[0288] Here, the MPU 302 determines whether or not the system is in the opening and closing execution mode by referencing the opening and closing execution mode flag stored in the RAM 313. This also applies to the following steps. The MPU 302 also sets the opening and closing execution mode flag when the system transitions to the opening and closing execution mode, and clears the opening and closing execution mode flag when the opening and closing execution mode ends.

[0289] (Step S702) The MPU 302 determines whether the main display unit 93 is in a variable display state, i.e., whether a game round is in progress. If the MPU 302 does not determine that the main display unit 93 is in a variable display state (NO), it executes processing for starting a game round in steps S703 to S705. If the MPU 302 determines that the main display unit 93 is in a variable display state (YES), it executes processing for progressing a game round in steps S706 to S710.

[0290] (Step S703) In step S703, the MPU 302 recognizes the number of reserved balls stored in the reserve area Ra for the first result display section and the number of reserved balls stored in the reserve area Rb for the second result display section, and determines whether the total number CRN of these reserved balls is "0" or less. If the MPU 302 determines that the total number CRN is "0" or less (YES), it ends the game play control process. If the MPU 302 does not determine that the total number CRN is "0" or less (NO), it executes the process of step S704.

[0291] (Step S704) The MPU 302 executes a data setting process to set the reserved information stored in the reserved area Ra for the first result display unit or the reserved area Rb for the second result display unit for consumption of the game round. The data setting process of step S704 will be described later with reference to FIG.

[0292] (Step S705) In step S705, the MPU 302 executes a fluctuation start process for starting the variable display on the main display unit 93 and the symbol display device 91 to consume the number of games, and ends the game number control process. The fluctuation start process in step S705 will be described later with reference to FIG.

[0293] (Step S706) The MPU 302 determines whether the display duration time set in step S917 of the variation start processing (see FIG. 34), which will be described later, has elapsed. Specifically, the MPU 302 determines whether the value set in the display duration time counter of the RAM 313 has become equal to or less than "0." The value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed. If it is determined that the display duration time has not elapsed (NO), the MPU 302 executes the processing of step S707. If it is determined that the display duration time has elapsed (YES), the MPU 302 executes the processing of step S708.

[0294] (Step S707) The MPU 302 executes a variable display process. In this variable display process, the MPU 302 updates the display of the main display unit 93 during the variable display. After that, the MPU 302 ends the game number control process.

[0295] (Step S708) The MPU 302 executes a variation end process. In this variation end process, the MPU 302 identifies information (information related to the symbols to be finally stopped and displayed on the main display unit 93) stored in the RAM 313 in any one of steps S911, S914, and S916 of the variation start process (see FIG. 34) described later. Then, at the end of a game round, the MPU 302 executes display control of the main display unit 93 so that the symbols corresponding to this identified information are displayed on the main display unit 93 during the variation display.

[0296] Here, the symbols that are finally stopped and displayed on the main display unit 93 differ depending on the type of game result. Therefore, the manager of the gaming facility or the like can check the game result by visually checking the main display unit 93 at the end of a game round. This allows the manager of the gaming facility or the like to easily check whether or not fraudulent activity is being committed, for example, by attempting to make the pachinko machine 10 behave in the same way as if a jackpot had been won in a lottery.

[0297] The main display unit 93 has a smaller display area than the display screen G of the pattern display device 91, and the symbols displayed in a stopped state on the main display unit 93 are harder for the player to recognize than the symbol strings Z1 to Z3 displayed in a stopped state on the display screen G of the pattern display device 91. Therefore, when a round of play ends, the player will determine whether or not they have won a jackpot by checking the display screen G of the pattern display device 91 rather than the main display unit 93, which increases the player's attention to the display screen G.

[0298] (Step S709) The MPU 302 sets a fluctuation end command. In step S201 of normal processing, the MPU 302 transmits the fluctuation end command set in step S709 to the sound and light-emitting control device 400. Thereafter, the MPU 302 terminates the game round control processing. Note that the sound and light-emitting control device 400 executes processing to terminate the presentation of that game round based on the fluctuation end command transmitted from the MPU 302. Here, the sound and light-emitting control device 400 may be configured to terminate the presentation of the game round independently without needing to receive a fluctuation end command.

[0299] (Step S710) The MPU 302 performs processing to update the value of the number of games counter provided in the various counter areas of the RAM 313. Specifically, the MPU 302 determines whether the number of games counter (see step S1410 in FIG. 39 described later) is set, and if it is set, updates the value of the number of games counter by subtracting "1". The MPU 302 sets the updated value as a remaining number of games command in the various command storage areas of the RAM 313. The set command is output to the sound and light emission control device 400 in the external output processing of the normal processing (step S201 in FIG. 27).

[0300] <Data setting process> Figure 33 is a diagram showing a flowchart of the data setting process. Figure 33(a) shows the data setting process when winning the first start opening 84a, and Figure 33(b) shows the data setting process when winning the second start opening 84b.

[0301] First, the data setting process for the first result display will be described with reference to FIG. 33(a). (Step S801) The MPU302 subtracts 1 from the value of the first start pending memory number RaN in the holding area Ra for the first result display section, and updates the value of the first start pending memory number RaN stored in the holding area Ra for the first result display section.

[0302] (Step S802) The MPU 302 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE.

[0303] (Step S803) The MPU 302 executes a data shift process to shift the reserved information stored in the storage area of ​​the reserve area Ra for the first result display unit. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 302 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3. That is, in steps S802 and S803, the shift process of the data stored in the reserve area Ra for the first result display unit is executed using a FIFO (First In, First Out) method.

[0304] (Step S804) The MPU 302 clears the second result display unit flag stored in the RAM 313. This second result display unit flag is a flag for specifying which of the first result display unit 93a and the second result display unit 93b has started variable display when a game round is completed. In this step S805, the MPU 302 clears the second result display unit flag, which indicates that when a game round is completed, the first result display unit 93a will start variable display based on the entry of a gaming ball into the first start hole 84a.

[0305] (Step S805) The MPU 302 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 400, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the first start hole 84a.

[0306] The sound and light emitting control device 400 changes the lighting state of the first reserve lamp unit 95a based on the shift command transmitted from the MPU 302. Specifically, the sound and light emitting control device 400 reduces the number of lights in the first reserve lamp unit 95a in accordance with a decrease in the number of reserved game balls that have entered the first start hole 84a, that is, a decrease in the first start reserve memory number RaN stored in the first result display unit reserve area Ra.

[0307] Next, the data setting process for the second result display will be described with reference to FIG. 33(b). (Step S811) The MPU302 subtracts 1 from the value of the second start pending memory number RbN in the holding area Rb for the second result display section, and updates the value of the second start pending memory number RbN stored in the holding area Rb for the second result display section.

[0308] (Step S812) The MPU 302 moves the reserved information stored in the second area Rb2 of the second result display section reserved area Rb to the execution area AE.

[0309] (Step S813) The MPU 302 executes a data shift process to shift the reserved information stored in the storage area of ​​the second result display section reserve area Rb. This data shift process is a process of sequentially shifting the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 302 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3. That is, in steps S812 and S813, the shift process of the data stored in the second result display section reserve area Rb is executed using a FIFO (First In, First Out) method.

[0310] (Step S814) The MPU 302 sets the second result display unit flag in the RAM 313. In this step S814, the MPU 302 sets the second result display unit flag, which indicates that the second result display unit 93b will start a variable display based on the entry of a gaming ball into the second start hole 84b when a game round is played.

[0311] (Step S815) The MPU 302 sets a shift command to acknowledge that a shift of reserved information has been executed, transmits the set shift command to the audio and light-emitting control device 400, and terminates the data setting process. The shift command includes information for the audio and light-emitting control device 400 to acknowledge that a shift of reserved information has been executed for the reserved information stored in the second result display unit reserve area Rb based on the entry of a gaming ball into the second start opening 84b. The audio and light-emitting control device 400 changes the lighting state of the second reserve lamp unit 95b based on the shift command transmitted from the MPU 302. Specifically, the audio and light-emitting control device 400 reduces the number of lit second reserve lamp units 95b in accordance with a decrease in the number of reserved gaming balls that have entered the second start opening 84b, i.e., a decrease in the second start reserve memory number RbN stored in the second result display unit reserve area Rb.

[0312] As described above, the data setting process in Figure 33 includes a data setting process (S801 to S805) for the first result display unit (for the first start port 84a) that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process (S811 to S815) for the second result display unit (for the second start port 84b) that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round.

[0313] <Disclosure of fluctuations> Fig. 34 is a diagram showing a flowchart of the fluctuation start processing. Hereinafter, with reference to Fig. 34, the fluctuation start processing of step S705 in Fig. 32 will be described in detail.

[0314] (Step S901) The MPU 302 determines whether the win / loss lottery mode is the high probability mode. If it is not determined in step S901 that the win / loss lottery mode is the high probability mode (NO), the MPU 302 executes the process of step S902. Also, if it is determined in step S901 that the win / loss lottery mode is the high probability mode (YES), the MPU 302 executes the process of step S903.

[0315] (Step S902) The MPU 302 reads out the win / loss table for the low probability mode (see FIG. 23( a )) from the win / loss table storage area of ​​the ROM 312 .

[0316] (Step S903) The MPU 302 reads out the win / loss table for the high probability mode (see FIG. 23( b )) from the win / loss table storage area of ​​the ROM 312 .

[0317] (Step S904) After executing the processing of step S902 or step S903, MPU 302 executes a win / lose determination process in step S904. Specifically, MPU 302 determines the result of the win / lose lottery (win / lose result) by comparing the value of jackpot random number counter C1 stored in execution area AE with the win / lose table for low probability mode read out in step S902 or the win / lose table for high probability mode read out in step S903. The win / lose result is either a "jackpot win," a "special loss result," or a "normal loss result," and whether it is the low probability mode or the high probability mode, the win / lose result will be either a "jackpot win," a "special loss result," or a "normal loss result."

[0318] (Step S905) The MPU 302 executes a consecutive win count process (see FIG. 31).

[0319] (Step S906) In step S906, the MPU 302 determines whether the result determined in step S904 is a "jackpot win." If the MPU 302 determines in step S906 that the result is a "jackpot win" (YES), it executes the processes in steps S907 and onward, and if the MPU 302 does not determine in step S906 that the result is a "jackpot win" (NO), it executes the processes in steps S913 and onward.

[0320] (Step S907) If the MPU 302 determines in step S906 that the result is a "jackpot win" (YES), then in step S907 it determines whether or not the second result display unit flag is set in RAM 313. If it does not determine that the second result display unit flag is set in RAM 313 (NO), then the MPU 302 executes the process of step S908. If it determines that the second result display unit flag is set in RAM 313 (YES), then the MPU 302 executes the process of step S909.

[0321] (Step S908) If the second result display unit flag is not set in the RAM 313, this indicates that the first result display unit 93a will start a variable display based on the winning of the gaming ball into the first start hole 84a. Therefore, if the MPU 302 does not determine in step S907 that the second result display unit flag is set in the RAM 313 (NO), in step S908, the MPU 302 reads out the first allocation table (see FIG. 24(a)) from the allocation table storage area of ​​the ROM 312.

[0322] (Step S909) If the second result display unit flag is set in the RAM 313, this indicates that the second result display unit 93b will start a variable display based on the winning of the gaming ball into the second start hole 84b. Therefore, if the MPU 302 determines in step S907 that the second result display unit flag is set in the RAM 313 (YES), then in step S909, it reads out the second allocation table (see FIG. 24(b)) from the allocation table storage area of ​​the ROM 312.

[0323] (Step S910) After executing the process of step S908 or step S909, the MPU 302 executes allocation determination processing in step S910. In this allocation determination processing, the MPU 302 determines the result of the allocation lottery (allocation result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S908 or step S909.

[0324] (Step S911) The MPU 302 executes a stop result setting process for a jackpot result. In this stop result setting process for a jackpot result, the MPU 302 determines information related to the symbols to be finally stopped and displayed in the first result display section 93a or the second result display section 93b of the main display unit 93, and stores the determined information, i.e., the information related to the symbols to be stopped and displayed, in the RAM 313. Here, the MPU 302 determines information related to the symbols to be finally stopped and displayed in the main display unit 93 by comparing the allocation result determined in step S910 with a stop result table for a jackpot result stored in advance in the ROM 312. This stop result table for a jackpot result specifies different patterns of symbols to be stopped and displayed in the main display unit 93 for each allocation result.

[0325] (Step S912) The MPU 302 sets a flag in the RAM 313 according to the allocation result determined in step S910. Specifically, if the MPU 302 determines that the allocation result is a "low probability result," it sets a low probability result flag; if it determines that the allocation result is an "inexplicit low round high probability result," it sets a non-explicit low round high probability result flag; if it determines that the allocation result is an "explicit low round high probability result," it sets a explicit low round high probability result flag; and if it determines that the allocation result is a "most advantageous result," it sets a most advantageous result flag. Thereafter, the MPU 302 executes the processing from step S917 onwards. Note that in the processing of each of the following steps, the MPU 302 determines the allocation result by referring to the presence or absence of a flag set in the RAM 313.

[0326] (Step S913) If the MPU302 does not determine in step S906 that the win / loss result is a "jackpot win" (NO), it determines in step S913 whether the win / loss result determined in step S904 is a "special loss result." If the MPU302 determines in step S913 that the win / loss result is a "special loss result" (YES), it executes the processing from step S914 onwards, and if it does not determine in step S913 that the win / loss result is a "special loss result" (NO), it executes the processing from step S916 onwards.

[0327] (Step S914) In step S914, the MPU 302 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 302 determines information related to the symbols to be finally stopped and displayed on the first result display section 93a or t...

Claims

[Claim 1] a launching means capable of launching game balls at different launch intensities; a predetermined flow path through which the game balls shot at the first shooting intensity by the shooting means can flow; A first ball entry means into which the game ball flowing down the predetermined flow path can enter; a first benefit awarding means for awarding a first benefit based on a game ball entering the first ball entry means; a collision member with which the game ball launched by the launching means at a second launch intensity stronger than the first launch intensity can collide; A specific flow path through which at least some of the game balls shot at the second shooting intensity can flow; A second ball entry means into which the game ball flowing down the specific flow path can enter; and second benefit awarding means for awarding a second benefit based on the game ball entering the second ball entry means, A gaming machine configured to allow a player to continuously play a shooting game using the shooting means under a plurality of game states including at least a first game state and a second game state in which the player is more advantageous when shooting game balls at the second shooting intensity than in the first game state, a movement control means capable of executing movement control to move the position of the collision member to a first position where the game ball cannot flow down into the specific flow path, and a second position which is different from the first position and where the game ball can flow down into the specific flow path; The movement control means The collision member can be controlled to move so that the collision member is more likely to be located at the first position under the first gaming state than under the second gaming state, As the movement control, at least a first movement control for moving the collision member from the second position side toward the first position side, passing through a third position that is a predetermined position between the second position and the first position, and a second movement control for moving the collision member from the first position side toward the second position side, passing through the third position, The gaming machine includes: The collision member is configured to be moved in such a manner that game balls that have reached the collision member moved to the third position by the first movement control are unlikely to flow down into the specific flow path, and at least a portion of game balls that have reached the collision member moved to the third position by the second movement control can flow down into the specific flow path, a notification means for notifying a player that the collision member will be moved before the collision member is actually moved, when the position of the collision member is moved by the movement control by the movement control means; A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2023064108A