Gaming machine
The gaming machine optimizes wireless connection processes to facilitate easier reconnection of recently disconnected music devices, improving user experience by reducing the inconvenience of reconnecting after interruptions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2026-04-07
AI Technical Summary
Players of gaming machines face inconvenience when reconnecting wireless music devices after disconnection due to interruptions, leading to a cumbersome reconnection process.
The gaming machine facilitates easier reconnection of the most recently disconnected wireless music device by optimizing the wireless connection process.
Enhances user experience by simplifying the reconnection of wireless music devices, reducing the hassle associated with reconnecting after disconnections.
Smart Images

Figure 2026059072000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko machine or the like.
Background Art
[0002] For example, in the gaming machine described in Patent Document 1 below, sound is output from a speaker (sound output means) attached to the gaming machine frame.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, a gaming machine that can output sound from a wireless music device by wirelessly connecting the wireless music device provided outside the gaming machine to the gaming machine has been considered. In the case of this gaming machine, the player can be made to hear the sound output from the wirelessly connected wireless music device by performing an operation for wirelessly connecting the wireless music device and the gaming machine. However, there may be a case where the player wants to reconnect the wireless music device again after disconnecting the wireless connection of the wireless music device due to interruption of the game or the like. In this case, if the player has to perform the operation for reconnecting the same wireless connection again, there is a risk of feeling it troublesome.
[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine capable of facilitating the wireless connection of a wireless music device.
Means for Solving the Problems
[0006] The gaming machine of the present invention is In a gaming machine configured to be wirelessly connectable to a wireless music device located outside the gaming machine, so that sound is output from the wireless music device, This gaming machine is characterized in that, after the wireless connection of the aforementioned wireless music device has been disconnected, it is easier to reconnect the wireless music device that was most recently connected to the device than when connecting a different wireless music device that was most recently connected. [Effects of the Invention]
[0007] According to the gaming machine of the present invention, it is possible to facilitate wireless connection of wireless music equipment. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of a gaming machine according to the first embodiment. [Figure 2] This is a disassembled perspective view of the upper decorative unit and front frame of the gaming machine. [Figure 3] This is a front view of the game board of the gaming machine. [Figure 4] This is an enlarged view of section A shown in Figure 3, illustrating the display devices installed in the gaming machine. [Figure 5] (A) is a front view showing the movable unit when the movable body is in the origin position, and (B) is a front view showing the movable unit when the movable body is in the performance position. [Figure 6] This is a front view showing the left-side guide mechanism and the left-side drive mechanism. [Figure 7] This is a perspective view showing the left-side drive mechanism and the receiving mechanism. [Figure 8] This is a perspective view showing the locking mechanism when the movable part of the control panel is in the origin position. [Figure 9] This is a front view showing the initial movement of the movable part of the game board in a gaming arcade. [Figure 10] This is a front view showing the initial operation of the movable panel during mass production. [Figure 11] This is a perspective view showing the left side of the upper decorative unit in this embodiment. [Figure 12] It is a perspective view showing the left side of the upper decoration unit of the comparative example. [Figure 13] It is a perspective view showing the relationship between the lens member and the inner connecting member in a state where the rear cover member is removed. [Figure 14] It is a cross-sectional view taken along the line A-A of FIG. 13. [Figure 15] It is a cross-sectional view showing the relationship between the lens member, the inner connecting member, and the rear cover member. [Figure 16] It is a block diagram showing the electrical configuration on the game control board side of the game machine. [Figure 17] It is a block diagram showing the electrical configuration on the effect control board side of the game machine. [Figure 18] It is a block diagram showing the electrical configuration between the effect control board and the frame peripheral board of the game machine. [Figure 19] (A) is a diagram showing an electric circuit in a state where the connection terminal of the headset is not inserted into the earphone jack, and (B) is a diagram showing an electric circuit in a state where the connection terminal of the headset is inserted into the earphone jack. [Figure 20] It is a winning type determination table. [Figure 21] It is a table showing various random numbers acquired by the game control microcomputer. [Figure 22] (A) is a big win determination table, (B) is a reach determination table, (C) is a normal symbol win determination table, and (D) is a normal symbol variation pattern selection table. [Figure 23] (A) is a normal special symbol variation pattern determination table, and (B) is a special special symbol variation pattern determination table. [Figure 24] It is an electric chew release pattern determination table. [Figure 25] It is a flowchart of the main control main process. [Figure 26] It is a flowchart of the main side timer interrupt process. [Figure 27] It is a flowchart of the sensor detection process. [Figure 28]This is a flowchart of the gate passage process. [Figure 29] This is a flowchart of the normal operation process. [Figure 30] This is a flowchart for special operation processing. [Figure 31] This is a flowchart for the special symbol waiting process. [Figure 32] This is a flowchart for the process of determining a jackpot. [Figure 33] This is a flowchart of the variable pattern selection process. [Figure 34] This is a flowchart of the variable pattern selection process. [Figure 35] This is a flowchart of the variable pattern selection process. [Figure 36] This is a flowchart of the processing during special symbol changes. [Figure 37] This is a flowchart for the process of determining special symbols. [Figure 38] This is a flowchart for managing the game state. [Figure 39] This is a flowchart for the special electric mechanism processing. [Figure 40] This is a flowchart for the game state setting process. [Figure 41] This is a flowchart of the sub-control main processing. [Figure 42] This is a flowchart for receiving interrupt processing. [Figure 43] This is a flowchart for handling a 1ms timer interrupt. [Figure 44] This is a flowchart for handling a 10ms timer interrupt. [Figure 45] This is a flowchart of the received command parsing process. [Figure 46] This is a diagram showing the first example of the production. [Figure 47] This is a diagram showing the first example of the production. [Figure 48] This is a diagram showing the second example of the production. [Figure 49] This is a diagram showing the second example of the production. [Figure 50]This is a diagram showing the second example of the production. [Figure 51] This block diagram shows the electrical configuration of the performance control board, the first frame peripheral board, and the second frame peripheral board in the first modified example. [Figure 52] This block diagram shows the electrical configuration of the performance control board, amplifier board, and frame peripheral board in the second modified example. [Figure 53] This block diagram shows the electrical configuration of the performance control board and the frame peripheral board in the third modified example. [Figure 54] This diagram shows the connection explanation display in the fourth modified example. [Figure 55] This block diagram shows the electrical configuration of the performance control board, the first frame peripheral board, and the second frame peripheral board in the fifth modified example. [Figure 56] This block diagram shows the electrical configuration of the performance control board, amplifier board, and frame peripheral board in the sixth modified example. [Figure 57] This block diagram shows the electrical configuration of the performance control board and the frame peripheral board in the seventh modified example. [Figure 58] This block diagram shows the electrical configuration of the game control board side of the second embodiment. [Figure 59] This figure shows an example of how the system changes from a non-output state to a forced output state when a vibration abnormality occurs. [Figure 60] This figure shows an example of how the system changes from a non-output state to a forced output state when a vibration abnormality occurs. [Figure 61] This figure shows an example of how the system transitions from a non-output state to a forced output state when a magnetic anomaly occurs. [Figure 62] This diagram illustrates an example of a game machine where a special operation performed on the select button can cause the game to switch from a non-output state to a forced output state. [Figure 63] This figure shows an example of a visual effect where, after a certain amount of time has elapsed while the device is waiting for customers, it changes from a state where output is impossible to a state where output is forced. [Figure 64] This diagram illustrates the mode the system enters when a RAM reset is performed upon power-on. [Figure 65](A) is a diagram showing the game inspection mode, and (B) is a diagram showing the setting mode. [Figure 66] This is a diagram showing the wireless deactivation time setting. [Figure 67] This diagram illustrates an example of how the system switches from a no-output state to a forced output state when the distance between the wireless earphones and the wireless connection module exceeds the wireless connection distance. [Figure 68] This is a front view of a gaming machine according to the third embodiment. [Figure 69] This figure shows an example of how the sound output notification LED is displayed when headphones are connected via a wired connection. [Figure 70] This figure shows an example of how the sound output notification LED is displayed when the wired connection of headphones is disconnected. [Figure 71] This figure shows an example of how an LED notification system can be used to indicate sound output when wireless earphones are connected wirelessly. [Figure 72] This figure shows an example of how an LED notification system can be used to alert users when the wireless connection of wireless earphones is lost. [Figure 73] This figure shows an example of how an LED notification system can alert users to vibration abnormalities when headphones are connected via a wired connection. [Figure 74] This diagram shows an example of how an LED notification system can alert wireless earphones to vibration abnormalities when they are wirelessly connected. [Figure 75] This figure shows an example of how an LED notification system can be used to alert users when a magnetic anomaly occurs while headphones are connected via a wired connection. [Figure 76] (A) is a diagram showing a modified version of the example performance shown in Figure 73(C), and (B) is a diagram showing a modified version of the example performance shown in Figure 74(C). [Figure 77] This diagram shows an example of how wireless earphones that were recently connected wirelessly are reconnected wirelessly. [Figure 78] This figure shows a modified version of the example presentation shown in Figure 77. [Figure 79] This diagram shows that players can set the volume level as they wish. [Figure 80] This figure shows an example of how the volume setting is reset to the default volume when headphones are connected via a wired connection. [Figure 81] This diagram illustrates an example of how the volume setting changes when headphones are connected via a wired connection. [Figure 82] This figure illustrates an example where the volume setting reverts to the default volume when the wired connection of headphones is disconnected. [Figure 83] This diagram illustrates an example where the volume setting does not revert to the default volume when the wireless connection of wireless earphones is lost. [Figure 84] This diagram illustrates an example of how the volume setting changes when wireless earphones are connected wirelessly. [Figure 85] This figure shows an example of how the volume setting reverts to the default volume when the wireless connection of wireless earphones is lost. [Figure 86] This diagram shows an example of an effect where sound is output from headphones after connecting them via a wired connection and pressing the effect button. [Figure 87] This diagram shows an example of an effect where the headphone wire connection is disconnected, and then the effect button is pressed to output sound from the speaker. [Figure 88] This diagram shows an example of a sound effect where headphones are connected via a wire and sound is output from the headphones. [Figure 89] This diagram illustrates an example of a scenario where wireless earphones are connected wirelessly while wired headphones are already connected. [Figure 90] This diagram illustrates an example of a scenario where headphones and wireless earphones are connected, and sound is being output from the wireless earphones, and the wireless connection of the wireless earphones is then disconnected. [Figure 91] This diagram illustrates an example of a scenario where wireless earphones are connected wirelessly, headphones are connected via a wired connection, and then the wired connection of the headphones is disconnected. [Figure 92] This diagram illustrates an example of how wireless earphones can be reconnected wirelessly after their wireless connection has been disconnected, by operating the select button and the effect button. [Figure 93] This diagram shows an example of a performance where, after wirelessly connecting wireless earphones, the performance button is pressed to output sound from the wireless earphones. [Figure 94] This diagram shows an example of an effect where, after disconnecting the wireless connection of wireless earphones, the effect button is pressed to output sound from the speaker. [Modes for carrying out the invention]
[0009] 1. Structure of a gaming machine A pachinko game machine PY1, which is a first embodiment of the present invention, will be described based on the drawings. In the following description, the left-right direction of each part of the pachinko game machine PY1 will be described as coinciding with the left-right direction for a player facing the pachinko game machine PY1. Furthermore, the front direction of each part of the pachinko game machine PY1 will be described as the direction approaching the player facing the pachinko game machine PY1, and the rear direction of each part of the pachinko game machine PY1 will be described as the direction away from the player facing the pachinko game machine PY1.
[0010] As shown in Figure 1, the pachinko game machine PY1 of the first embodiment is equipped with a game machine frame 2. The game machine frame 2 comprises an outer frame 22 (base frame), an inner frame 21 (base frame), and a front frame 23 (front frame). The outer frame 22 is a vertical rectangular frame that forms the outer casing of the pachinko game machine PY1. The inner frame 21 is positioned inside the outer frame 22 and is a vertical rectangular frame to which the game board 1, described later, is attached. The front frame 23 is positioned on the front side of the outer frame 22 and the inner frame 21 and is a vertical rectangular frame that protects the game board 1. The front frame 23 is the part that faces the player and is decorated in various ways.
[0011] The gaming machine frame 2 is configured with a hinge portion 24 on its left end. This hinge portion 24 allows the front frame 23 to rotate freely relative to the outer frame 22 and the inner frame 21, and the inner frame 21 to rotate freely relative to the outer frame 22 and the front frame 23. As shown in Figure 2, an opening 23a is formed in the center of the front frame 23, and a transparent plate is attached to the opening 23a so that the player can see the gaming area 6, which will be described later. In this embodiment, the transparent plate 23t is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate 23t should be such that the gaming area 6 can be seen from the front.
[0012] As shown in Figure 2, the front frame 23 is composed of a front frame body 180 and an upper decorative unit 200. The upper decorative unit 200 is a unit that decorates the upper part of the front frame 23 and is detachable from the upper part of the front frame body 180. As shown in Figures 1 and 2, the lower part of the front frame body 180 (front frame 23) is provided with a handle 72k (game ball launching means) for launching game balls with launching strength according to the rotation angle, a ball supply tray (upper tray) 34 for storing game balls, and a surplus ball receiving tray (lower tray) 35 for storing game balls that cannot be accommodated in the ball supply tray 34. The front frame body 180 (front frame 23) is also provided with an effect button (input unit) 40k and a select button 42k that can be operated by the player during effects that are performed as the game progresses. The select button (directional pad) 42k is composed of an up button, a down button, a left button, and a right button. The front frame body 180 (front frame 23) is also equipped with decorative frame lamps 56 and speakers 43R and 43L (not shown in Figure 1) that output sound. Speaker 43R is located on the right side, and speaker 43L is located on the left side.
[0013] The game board 1 shown in Figure 3 is attached to the game machine frame 2. As shown in Figure 3, the game board 1 has a game area 6 on which game balls launched by operating the handle 72k flow, surrounded by rail members 62. The game board 1 is also equipped with numerous decorative panel lamps 54. Multiple game pins are provided protruding from the game area 6 to guide the game balls. The game board 1 is an integrated unit consisting of a plate-shaped member located at the front and a rear unit located at the rear (a unit to which various control boards, image display devices 50, harnesses, etc., described later are attached).
[0014] Furthermore, an image display device 50 (performance display means, image display means), which is a liquid crystal display device, is provided near the center of the game area 6. Note that the image display device may be other image display devices such as an organic EL display device. The display screen 50a (display section) of the image display device 50 has a performance symbol display area that performs a variable display of performance symbols EZ (decorative symbols) synchronized with the variable display of the first special symbols and the second special symbols described later. Note that the performance that displays the performance symbols EZ is called a performance symbol variation performance. The performance symbol variation performance is sometimes called a "decorative symbol variation performance" or simply a "variation performance".
[0015] The display area for the performance symbols consists of, for example, three performance symbol display areas: "left," "center," and "right." The left performance symbol EZ1 is displayed in the left performance symbol display area, the center performance symbol EZ2 is displayed in the center performance symbol display area, and the right performance symbol EZ3 is displayed in the right performance symbol display area. Each performance symbol EZ consists of multiple symbols representing, for example, numbers from "1" to "8." The image display device 50 displays the results of the variable display of the first special symbol and the second special symbol displayed on the first special symbol display 81a and the second special symbol display 81b described later (i.e., the results of the jackpot lottery) in an easy-to-understand manner, based on the combination of the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3.
[0016] For example, if a jackpot is won, the display will stop on a sequence of identical numbers such as "777". Conversely, if the result is a loss, the display will stop on a sequence of different numbers such as "637". This makes it easier for the player to understand the progress of the game. In other words, the player generally understands the result of the jackpot lottery not by the first special symbol display 81a or the second special symbol display 81b, but by the image display device 50. The position of the display area for the display of the display of the display of the display of the display of the display of the display of the display of the display of the display of the display of identical numbers such as "777".
[0017] The image display device 50 displays on the display screen 50a not only the effect symbol variation effect using the effect symbol EZ as described above, but also the jackpot effect that is performed in parallel with the jackpot game, and the demo effect for when customers are waiting (customer waiting effect). In the effect symbol variation effect, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as background images and character images, are also displayed.
[0018] Furthermore, the display screen 50a of the image display device 50 has a reserve icon display area that displays reserve icons HA (performance reserve images) according to the number of reserved first and second special symbol reserves described later. The display of the reserve icons HA makes it easy for the player to see the number of reserved first special symbol reserves displayed on the first special symbol reserve indicator 83a described later, and the number of reserved second special symbol reserves displayed on the second special symbol reserve indicator 83b described later.
[0019] A center frame 61 (inner wall) is positioned near the center of the game area 6, in front of the image display device 50. A stage 61s is formed at the bottom of the center frame 61, which can guide the game balls rolling on the upper surface to the first start opening 11, described later. A warp 61w is provided on the left side of the center frame 61, which allows game balls to flow in from the entrance and out to the stage 61s from the exit. A movable board body 55k, which can move up and down, is provided at the top of the center frame 61. The movable board body 55k can move from the origin position above the display screen 50a (the position shown in Figure 5(A)) to a performance position that overlaps with the center of the display screen 50a in the front-to-back direction (the position shown in Figure 5(B)).
[0020] Below the image display device 50 in the game area 6, there is a first start prize device 11D equipped with a first start opening 11 that ensures the ease with which game balls can enter remains constant. The first start opening 11 is also called the first ball entry opening, fixed ball entry opening, first start prize opening, or first start area. The first start prize device 11D is also called the first ball entry means, fixed ball entry means, or first start prize device. The entry of a game ball into the first start opening 11 triggers the drawing of the first special symbol (jackpot drawing, i.e., the acquisition and determination of jackpot random numbers, etc.).
[0021] Furthermore, below the first start opening 11 in the game area 6, there is a standard variable prize entry device (standard electric prize mechanism, also known as an electric chute) 12D equipped with a second start opening 12. The second start opening 12 is also called the second ball entry opening, variable ball entry opening, second start prize entry opening, or second start area. The electric chute 12D is also called the second ball entry means, variable ball entry means, or second start prize entry device. The entry of a game ball into the second start opening 12 triggers the drawing of the second special symbol (jackpot drawing).
[0022] The electric tuner 12D is equipped with an electric tuner opening / closing member 12k (ball entry opening / closing member) that takes an open state and a closed state, and the operation of the electric tuner opening / closing member 12k opens and closes the second start opening 12. The electric tuner opening / closing member 12k is driven by the electric tuner solenoid 12s, which will be described later. When the electric tuner opening / closing member 12k is in the open state, it is possible for game balls to enter the second start opening 12, and when it is in the closed state, it is impossible for game balls to enter the second start opening 12. In other words, the second start opening 12 is a start opening in which the ease of entry of game balls can be changed. Note that the electric tuner does not have to make it impossible for game balls to enter the second start opening when the electric tuner opening / closing member is in the open state to enter the second start opening more easily than when it is in the closed state.
[0023] Furthermore, to the right of the first starting opening 11 in the game area 6, there is a large prize winning device (special electric mechanism) 14D equipped with a large prize winning opening 14. The large prize winning opening 14 is also called the special prize winning opening. The large prize winning device 14D is also called the attacker (AT), special prize winning means, or special variable prize winning device. The large prize winning device 14D is equipped with an AT opening / closing member 14k (special prize winning opening opening / closing member) that takes an open state and a closed state, and the large prize winning opening 14 is opened and closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by an AT solenoid 14s, which will be described later. The large prize winning opening 14 can only accept game balls when the AT opening / closing member 14k is in the open state.
[0024] Furthermore, a gate 13 through which game balls can pass is provided to the right of the center frame 61. The gate 13 is also called a passage opening or passage area. The passage of a game ball through the gate 13 triggers the execution of a regular symbol lottery (i.e., the acquisition and determination of a regular symbol random number (winning random number)) that determines whether or not to open the electric tuner 12D. In addition, multiple general prize entry openings 10 are provided at the bottom of the game area 6. At the very bottom of the game area 6, an out opening 19 is provided to discharge game balls that were shot into the game area 6 but did not enter any of the prize entry openings to the outside of the game area 6.
[0025] The game area 6, in which various prize winning slots are arranged, is divided into a left game area 6L (first game area) to the left of the center in the left-right direction, and a right game area 6R (second game area) to the right. The method of shooting the game ball so that it flows down the left game area 6L is called left-handed shooting. On the other hand, the method of shooting the game ball so that it flows down the right game area 6R is called right-handed shooting. In this form of pachinko game machine PY1, the path through which the game ball flows when playing with left-handed shooting is called the first path R1, and the path through which the game ball flows when playing with right-handed shooting is called the second path R2.
[0026] The first flow path R1 is equipped with a first start opening 11, a general prize entry opening 10, an electric tuner 12D, and an out opening 19. By shooting the game balls so that they flow down the first flow path R1, players can aim to enter the first start opening 11 or the general prize entry opening 10. Since there are no gates on the first flow path R1, the electric tuner 12D will not open when shooting to the left.
[0027] Meanwhile, the second flow path R2 is equipped with a gate 13, a general prize entry point 10, a large prize device 14D, an electric chute 12D, and an out exit 19. By shooting game balls so that they flow down the second flow path R2, players can aim to pass through the gate 13 and enter the general prize entry point 10, the second starting point 12, and the large prize entry point 14.
[0028] As shown in Figure 3, the display units 8 are located in the lower right corner of the game board 1. The display units 8 include, as shown in Figure 5, a first special symbol display unit 81a that variably displays the first special symbol, a second special symbol display unit 81b that variably displays the second special symbol, and a regular symbol display unit 82 that variably displays the regular symbol. The first special symbol is also called the first special symbol or special symbol 1, and the second special symbol is also called the second special symbol or special symbol 2. The regular symbol is also called a regular symbol.
[0029] The indicators 8 also include a first special drawing hold indicator 83a which displays the number of operations held back (first special drawing hold) for the first special drawing indicator 81a, a second special drawing hold indicator 83b which displays the number of operations held back (second special drawing hold) for the second special drawing indicator 81b, and a general drawing hold indicator 84 which displays the number of operations held back (general drawing hold) for the general drawing indicator 82.
[0030] The variable display of the first special symbol is triggered when a game ball enters the first starting opening 11. The variable display of the second special symbol is triggered when a game ball enters the second starting opening 12. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol indicator 81a and the second special symbol indicator 81b may be collectively referred to as special symbol indicator 81. Also, the first special symbol hold indicator 83a and the second special symbol hold indicator 83b may be collectively referred to as special symbol hold indicator 83. Also, the first special symbol hold and the second special symbol hold may be collectively referred to as special symbol hold.
[0031] The special symbol display unit 81 notifies the result of the lottery (special symbol lottery, jackpot lottery) based on winning into the first start opening 11 or the second start opening 12 by displaying a special symbol in a variable (variable) state and then displaying it as stopped. The special symbol that is displayed as stopped (the special symbol that is displayed as a result of the display of the stopped symbol, variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed in which the large prize opening 14 is opened in an opening pattern corresponding to the type of specific special symbol that was displayed as stopped (i.e., the type of jackpot won). The opening patterns of the large prize opening in the special game will be described later.
[0032] Specifically, the special symbol display unit 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery depending on the way they light up. For example, if a jackpot is won (one of several types of jackpots described later), the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If it is a loss, the losing symbol is displayed with only the rightmost LED lit up, such as "●●●●●●●○". It is also possible to use a mode where all LEDs are turned off as a losing symbol. Note that the losing symbol is not a specific special symbol. In addition, before the special symbol is displayed, the special symbol is shown fluctuating for a predetermined fluctuating time, and the mode of this fluctuating display is, for example, one in which the LEDs light up so that the light flows repeatedly from left to right. The mode of the variable display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not showing a stopped display (lighting in a specific mode).
[0033] In this pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, the values of various random numbers (numerical information, judgment information) such as the jackpot random number obtained for that entry are temporarily stored in the special symbol reserve storage unit 105 described below. Specifically, if the ball enters the first start port 11, it is stored as the first special symbol reserve in the first special symbol reserve storage unit 105a described below, and if the ball enters the second start port 12, it is stored as the second special symbol reserve in the second special symbol reserve storage unit 105b described below. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage unit 105, and the upper limit in this configuration is "4" for each.
[0034] Special symbol reserves stored in the special symbol reserve memory unit 105 are consumed when it becomes possible to display a variable special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the jackpot random number, etc., corresponding to that special symbol reserve and executing a variable special symbol display to show the result of that determination. Therefore, in this pachinko game machine PY1, even if the variable special symbol display based on the entry of a game ball into the first start port 11 or the second start port 12 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable special symbol display is being executed or while a special game is being executed, the right to draw a jackpot for that entry can be reserved up to a predetermined number.
[0035] The number of these special feature reserves is then displayed on the special feature reserve indicator 83. Specifically, each special feature reserve indicator 83 is composed of, for example, four LEDs, and the number of special feature reserves is displayed by lighting up the corresponding number of LEDs. The variable display of the regular symbols is triggered by the passage of a game ball through gate 13. The regular symbol display unit 82 notifies the result of the regular symbol lottery based on the passage of the game ball through gate 13 by displaying the regular symbols in a variable (variable) state and then stopping. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a regular winning symbol), an auxiliary game is performed to open the second start opening 12 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 12 will be described later.
[0036] Specifically, the regular symbol display unit 82 is composed of, for example, two LEDs (see Figure 4), and displays a regular symbol corresponding to the result of the regular symbol lottery depending on how the LEDs are lit. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit, such as "●○". A mode in which all LEDs are turned off may also be adopted for the regular losing symbol. Note that the regular losing symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as fluctuating for a predetermined fluctuating time, and the mode of this fluctuating display is, for example, the two LEDs lighting up alternately. Note that the mode of fluctuating display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not displayed as stopped (lit in a specific mode).
[0037] In this pachinko game machine PY1, when a game ball passes through gate 13, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve storage unit 106, which will be described later. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106, and the upper limit in this configuration is "4".
[0038] The regular symbol reserves stored in the regular symbol reserve memory unit 106 are consumed when it becomes possible to display a variable regular symbol based on that regular symbol reserve. Consumption of a regular symbol reserve means determining the regular symbol random number (winning random number) corresponding to that regular symbol reserve and executing a variable regular symbol display to show the result of that determination. Therefore, in this pachinko game machine PY1, even if a variable regular symbol display based on the passage of a game ball through gate 13 cannot be performed immediately after the passage, that is, even if a win occurs while the variable regular symbol display is being executed or while an auxiliary game is being executed, the right to draw a regular symbol for that passage can be reserved up to a predetermined number.
[0039] The number of such reserved slots is then displayed on the reserved slot indicator 84. Specifically, the reserved slot indicator 84 is composed of, for example, four LEDs, and the number of reserved slots is displayed by lighting up the corresponding number of LEDs.
[0040] Next, the configuration of the movable unit 300 in this embodiment will be described. As shown in Figures 5(A) and 5(B), the movable unit 300 is a unit equipped with the aforementioned movable board 55k and is attached to the game board 1. Specifically, the movable unit 300 is positioned behind the plate-shaped member of the game board 1 and in front of the image display device 50. Figure 5(A) shows the movable board 55k in the origin position, and Figure 5(B) shows the movable board 55k in the performance position.
[0041] The movable unit 300 includes a mounting member 310 extending in the left-right direction and to which the movable panel 55k is attached, a left-side guide mechanism 320 extending in the up-down direction and guiding the left side of the mounting member 310, a left-side drive mechanism 330 provided below the left-side guide mechanism 320, a right-side guide mechanism 340 extending in the up-down direction and guiding the right side of the mounting member 310, a right-side drive mechanism 350 provided below the right-side guide mechanism 340, and a fixing member 360 extending in the left-right direction and fixing the upper part of the left-side guide mechanism 320 and the upper part of the right-side guide mechanism 340.
[0042] The configurations of the left-side guide mechanism 320 and left-side drive mechanism 330 are symmetrical and identical to those of the right-side guide mechanism 340 and right-side drive mechanism 350. Therefore, the configurations of the left-side guide mechanism 320 and left-side drive mechanism 330 will be described below, while the configurations of the right-side guide mechanism 340 and right-side drive mechanism 350 will not be described.
[0043] As shown in Figures 6 and 7, the left-side guide mechanism 320 comprises a support plate 321, an outer guide pole 322, and an inner guide pole 323. The outer guide pole 322 is fixed to the left side of the support plate 321 so as to extend vertically. The inner guide pole 323 is fixed to the right side of the support plate 321 so as to extend vertically. The outer guide pole 322 and the inner guide pole 323 are connected to a connecting member 311, which is attached to the left end of the mounting member 310, so as to be movable vertically. As a result, the movable panel 55k, the mounting member 310, and the connecting member 311 are movable vertically relative to the outer guide pole 322 and the inner guide pole 323.
[0044] The left-side drive mechanism 330 includes a first gear 331, a second gear 332, a third gear 333, a fourth gear 334, a belt member 335, a lift member 336, and a drive motor 337. The first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 are each rotatably assembled at the lower end of the support plate 321.
[0045] The first gear 331 is rotatable when driven by a drive motor 337, which is mounted on the rear surface of the lower end of the support plate 321. The second gear 332 meshes with the first gear 331. The third gear 333 meshes with the second gear 332. The fourth gear 334 meshes with the third gear 333. The belt member 335 is rotatably mounted to the support plate 321 and can rotate by the rotation of the fourth gear 334. The lift member 336 (holding member) is mounted to the outer guide pole 322 so as to be movable in the vertical direction, and is also mounted integrally with the belt member 335 so as to be movable. The drive motor 337 is controlled by a microcontroller 121 for performance control.
[0046] Thus, when the drive motor 337 rotates in the forward direction, the first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 rotate, and the rotation of the fourth gear 334 causes the belt member 335 to rotate clockwise (right-handed in Figure 6). As a result, the lift member 336 can move upward along the outer guide pole 322 as the belt member 335 rotates clockwise.
[0047] On the other hand, when the drive motor 337 rotates in the reverse direction, the first gear 331, the second gear 332, the third gear 333, and the fourth gear 334 rotate, and the rotation of the fourth gear 334 causes the belt member 335 to rotate counterclockwise (leftward in Figure 6). As a result, the lift member 336 can move downward along the outer guide pole 322 as the belt member 335 rotates counterclockwise.
[0048] In Figure 6, the position of the movable panel 55k shown by the solid line is the origin position, and the position of the movable panel 55k shown by the dashed line is the performance position. As shown in Figures 6 and 7, when the movable panel 55k is in the performance position, the lift member 336 is positioned below the lower left end of the connecting member 311. Therefore, when the drive motor 337 rotates in the forward direction from the position of the movable panel 55k (see the dashed line in Figure 6), the lift member 336 moves upward along the outer guide pole 322. As a result, the lower left end of the connecting member 311 is lifted upward by the lift member 336, causing the connecting member 311, the mounting member 310, and the movable panel 55k to move upward. Thus, the upward movement of the lift member 336 allows the movable panel 55k to move from the performance position shown in Figure 5(B) to the origin position shown in Figure 5(A).
[0049] In the movable unit 300, when the movable panel 55k is in the origin position, the locking mechanism 370 holds the movable panel 55k in the origin position. The locking mechanism 370 is provided on both the left and right sides of the fixed member 360, but the locking mechanism 370 on the left side of the fixed member 360 and the locking mechanism 370 on the right side of the fixed member 360 have the same configuration. Therefore, in the following description, with reference to Figure 8, the locking mechanism 370 provided on the left side of the fixed member 360 will be described as representative.
[0050] Figure 8 shows the state of the locking mechanism 370 when the movable panel 55k is in the origin position. As shown in Figure 20, the locking mechanism 370 comprises a lock solenoid 371, a biasing member 372, and a locking member 373. The lock solenoid 371 is controlled by the performance control microcomputer 121 and is connected to the biasing member 372. The biasing member 372 biases the locking member 373 forward (in the direction of the arrow pointing to the lower right in Figure 20). The locking member 373 is movable in the front-back direction (in the direction indicated by the arrow in Figure 8), and its tip 373a is locked to the tip 312a of the locking hook 312 provided on the left side of the mounting member 310. In other words, as shown in Figure 8, when the movable panel 55k is in the origin position, the tip 312a of the locking hook 312 is locked so as to ride up onto the tip 373a of the locking member 373. In this way, the movable panel 55k can remain in the origin position shown in Figure 8 by the locking of the tip 373a of the locking member 373 and the tip 312a of the locking hook 312.
[0051] Here, when the lock solenoid 371 is activated from the state shown in Figure 8, the biasing force of the biasing member decreases. As a result, the locking member 373 moves backward (in the direction of the arrow pointing to the upper left in Figure 8) against the biasing force of the biasing member 372. This releases the lock between the tip 373a of the locking member 373 and the tip 312a of the locking hook 312. Consequently, the connecting member 311 connected to the locking hook 312 moves downward along the outer guide pole 322 and the inner guide pole 323. In other words, when the lock solenoid 371 is activated, the locking hook 312 is no longer locked to the locking member 373, and the movable panel 55k free falls from the origin position shown in Figure 6(A) due to gravity.
[0052] When the movable panel 55k falls from the origin position shown in Figure 5(A), it is received by a receiving mechanism 380 (see Figure 7) provided at the lower end of the support plate 321, and stops at the performance position shown in Figure 5(B). The receiving mechanism 380 is provided at the lower end of the support plate 321 of the left guide mechanism 320 and at the lower end of the support plate of the right guide mechanism 340, respectively. However, the receiving mechanism 380 provided on the support plate 321 of the left guide mechanism 320 and the receiving mechanism provided on the support plate of the right guide mechanism 340 have the same configuration. Therefore, in the following description, with reference to Figure 7, the receiving mechanism 380 provided on the support plate 321 of the left guide mechanism 320 will be described as representative.
[0053] As shown in Figure 7, the bearing mechanism 380 comprises a cylinder member 381, a cylinder rod 382, and a cushioning member 383. The cylinder member 381 is fixed to the lower end of the support plate 321. The cylinder rod 382 extends vertically, with its tip protruding from the cylinder member 381. The cylinder rod 382 is assembled to slide vertically relative to the cylinder member 381 and is biased upward by a biasing member provided inside the cylinder member 381. The cushioning member 383 is made of a material capable of absorbing impact force, such as rubber, resin, or sponge, and is attached to the tip of the cylinder rod 382.
[0054] Thus, when the movable panel 55k falls from the origin position shown in Figure 5(A), the lower end of the mounting member 310 comes into contact with the cushioning member 383 of the receiving mechanism 380, as shown by the dashed line in Figure 6. As a result, the cushioning member 383 and the cylinder rod 382 of the receiving mechanism 380 move downward against the biasing force of the biasing member, causing the movable panel 55k to stop at the performance position shown in Figure 5(B). In this way, even if the mounting member 310 collides with the cushioning member 383 of the receiving mechanism 380 due to the fall of the movable panel 55k, the collision between the mounting member 310 and the cushioning member 383 can be absorbed.
[0055] Next, we will explain the position of the lift member 336 when the movable board drive effect is performed. The movable board drive effect is an effect that suggests to the player the likelihood of winning a jackpot by having the movable board 55k move from the origin position shown in Figure 5(A) to the effect position shown in Figure 5(B) during gameplay. The lift member 336 is in the lowered position shown in Figure 5(B) before the movable board drive effect is performed during gameplay. That is, the lift member 336 is in the lowered position shown in Figure 5(B) and not the raised position shown in Figure 5(A), which allows the movable board 55k and the connecting member 311 to move downward along the outer guide pole 322 and the inner guide pole 323.
[0056] When the control panel movable body drive effect is started, the lock solenoid 371 moves from the state shown in Figure 6. The mechanism activates. As a result, the locking hook 312 (see Figure 8) is no longer locked to the locking member 373, and the movable panel 55k, the mounting member 310, and the connecting member 311 fall freely due to gravity. Then, as shown in Figure 5(B), the mounting member 310 collides with the buffer member 383, causing the movable panel 55k to stop at the performance position. In this way, the movable panel drive performance is executed.
[0057] Subsequently, in order to return the movable panel 55k to its origin position, the drive motor 337 rotates in the forward direction, causing the belt member 335 to rotate clockwise (right-handed in Figure 6). As a result, the lift member 336 moves from the lowered position shown in Figure 5(B) to the raised position shown in Figure 5(A), thereby lifting the connecting member 311. With the connecting member 311 lifted by the lift member 336, the movable panel 55k moves from the performance position shown in Figure 5(B) towards the origin position shown in Figure 5(A). Then, as shown in Figure 8, the tip 312a of the locking hook 312 locks onto the tip 373a of the locking member 373. As a result, the locking hook 312, the connecting member 311, the mounting member 310, and the movable panel 55k are prevented from free-falling from the state shown in Figure 8.
[0058] Next, in order to enable the execution of the next panel movable body drive effect, the drive motor 337 rotates in the reverse direction, causing the belt member 335 to rotate counterclockwise (leftward in Figure 6). As a result, the lift member 336 moves from the raised position shown in Figure 5(A) to the lowered position shown in Figure 5(B). Thus, with the panel movable body 55k in the origin position shown in Figure 5(A) and the lift member 336 in the lowered position shown in Figure 5(B), the panel movable body drive effect is in a state where it is ready to be executed (the panel movable body drive effect is ready to be executed). In other words, the panel movable body drive effect can be executed at any time simply by activating the lock solenoid 371.
[0059] However, the movable unit 300 configured as described above has the following problems. In recent years, pachinko game machines are not manufactured by the manufacturer and sent to the game hall in an assembled state. Instead, each unit (game board 1, game machine frame 2) is sent to the game hall, and the employees of the game hall assemble the received units to complete the pachinko game machine.
[0060] In such cases, after the movable unit 300 is mass-produced, when the game board 1 with each movable unit 300 assembled is transported, there is a risk that the locking between the locking member 373 and the locking hook 312 (see Figure 8) may be released due to vibrations during transport. If this happens, the movable board 55k, the mounting member 310, and the connecting member 311 may fall forcefully, potentially damaging the movable board 55k, etc. Conventionally, as shown by the dashed line in Figure 6, cushioning material KN was placed to prevent the movable board 55k, the mounting member 310, and the connecting member 311 from moving even if the locking between the locking member 373 and the locking hook 312 (see Figure 8) was released. However, placing cushioning material KN during transport increased costs.
[0061] Therefore, in this embodiment, in order to address the above-mentioned problems, the lift member 336 is moved from the lowered position shown in Figure 5(B) to the raised position shown in Figure 5(A), thereby moving the movable panel 55k to the origin position shown in Figure 5(A), and then the lift member 336 is kept waiting in the raised position shown in Figure 5(A). That is, after the movable panel 55k returns to the raised position shown in Figure 5(A), the lift member 336 is kept in the raised position shown in Figure 5(A) to prevent the movable panel 55k from moving downward from the origin position shown in Figure 5(A). In this way, during transport, the presence of the lift member 336 in the raised position provides a double locking mechanism for the movable panel 55k in the raised position, not only through the locking of the locking member 373 and the locking hook 312, but also through the lift member 336 waiting in the raised position. As a result, the movable panel 55k can be fixed in an immovable position without the need to place cushioning material KN during transport, thus preventing damage to the movable panel 55k and other components.
[0062] Next, the difference between the initial operation of the movable board 55k in a game arcade and the initial operation of the movable board 55k during mass production will be explained based on Figures 9 and 10. The initial operation of the movable board 55k is to confirm whether the movable board 55k is functioning correctly. First, the initial operation of the movable board 55k in a game arcade will be explained based on Figure 9. In a game arcade, the initial operation of the movable board 55k is started by the performance control microcomputer 121 when the power is turned on, when the entire pachinko game machine PY1 is assembled (the game board 1 is installed inside the game machine frame 2).
[0063] In this configuration, when the initial operation of the movable board 55k is performed in the game hall, the entire pachinko game machine PY1 is assembled, and the upper decorative unit 200 (see Figure 2) is attached to the front frame body 180. In this configuration, a connection detection sensor 201 (not shown) is provided that can detect whether the upper decorative unit 200 is attached to the front frame body 180. Therefore, when the initial operation of the movable board 55k is performed in the game hall, the detection signal from the connection detection sensor is input to the performance control microcontroller 121. As a result, when the performance control microcontroller 121 receives the detection signal from the connection detection sensor at power-on (when it receives a power-on command from the game control board 100), it determines that the situation is such that the initial operation of the movable board 55k is to be performed in the game hall, and executes the initial operation of the movable board 55k as shown in Figure 9.
[0064] Specifically, in the initial operation of the movable board 55k in the amusement arcade, as shown in Figure 9(A), the movable board 55k is first in the origin position and the lift member 336 is in the lowered position. Then, when the performance control microcomputer 121 activates the lock solenoid 371, the locking between the locking member 373 and the locking hook 312 is released, causing the movable board 55k to move (fall) from the origin position shown in Figure 9(A) to the performance position shown in Figure 9(B). Subsequently, when the performance control microcomputer 121 rotates the drive motor 337 in the forward direction, the lift member 336 moves from the lowered position shown in Figure 9(B) to the raised position shown in Figure 9(C), causing the movable board 55k to rise from the performance position shown in Figure 9(B) to the origin position shown in Figure 9(C). As a result, the locking hook 312 is locked to the locking member 373 (see Figure 8), preventing the movable board 55k from falling. Finally, when the performance control microcomputer 121 rotates the drive motor 337 in the reverse direction, the lift member 336 moves from the raised position shown in Figure 9(C) to the lowered position shown in Figure 9(D). In this way, after the movable board 55k moves from the origin position to the performance position and back to the origin position, the lift member 336 moves to the lowered position, and the movable board drive performance can be executed, thus completing the initial operation of the movable board 55k in the game hall.
[0065] Next, the initial operation of the movable panel 55k during mass production will be explained based on Figure 10. The initial operation of the movable panel 55k during mass production is initiated by the performance control microcomputer 121 when the power is turned on, while only the game board 1 is present, before the movable unit 300 is transported to the game hall.
[0066] In this scenario, when the initial operation of the mass-produced movable panel 55k is performed, only the game board 1 exists, and therefore the upper decorative unit 200 (see Figure 2) is not attached to the front frame body 180. Consequently, when the initial operation of the mass-produced movable panel 55k is performed, the detection signal from the connection detection sensor, which can detect whether the upper decorative unit 200 is attached to the front frame body 180, is not input to the performance control microcontroller 121. Therefore, when the power is turned on (when the power-on command is received from the game control board 100), if the detection signal from the connection detection sensor is not input, the performance control microcontroller 121 determines that it is a situation to perform the initial operation of the mass-produced movable panel 55k, and executes the initial operation of the movable panel 55k as shown in Figure 10.
[0067] Specifically, in the initial operation of the movable panel 55k during mass production, as shown in Figure 10(A), the movable panel 55k is first in the origin position and the lift member 336 is in the lowered position. Then, when the performance control microcomputer 121 activates the lock solenoid 371, the locking between the locking member 373 and the locking hook 312 is released, causing the movable panel 55k to move (fall) from the origin position shown in Figure 10(A) to the performance position shown in Figure 10(B). Subsequently, when the performance control microcomputer 121 rotates the drive motor 337 in the forward direction, the lift member 336 moves from the lowered position shown in Figure 10(B) to the raised position shown in Figure 10(C), causing the movable panel 55k to rise from the performance position shown in Figure 10(B) to the origin position shown in Figure 10(C). As a result, the locking hook 312 is locked to the locking member 373 (see Figure 8), preventing the movable board 55k from falling. Subsequently, the microcontroller 121 for performance control does not rotate the drive motor 337 in the reverse direction, unlike the initial operation of the movable board 55k in the game arcade. Therefore, the lift member 336 remains in the raised position shown in Figure 10(C). In this way, after the movable board 55k moves from the origin position to the performance position and back to the origin position, the lift member 336 remains in the raised position, and the initial operation of the movable board 55k in mass production is completed.
[0068] As described above, immediately after the initial operation of the movable board 55k during mass production is completed, the movable board 55k can be fixed in an immovable position by both the locking of the locking member 373 and the locking hook 312, and the waiting position of the lift member 336 in the raised position. Therefore, when transporting the game board 1 (movable unit 300) after the game board 1 has been mass-produced, even if the locking of the locking member 373 and the locking hook 312 is released, the movable board 55k can be fixed in an immovable position by the waiting position of the lift member 336 in the raised position. Therefore, there is no need to place the cushioning material KN shown by the dashed line in Figure 6 when transporting the game board 1. As a result, the movable board 55k can be fixed in an immovable position without increasing costs, and damage to the movable board 55k and other components can be avoided.
[0069] Next, the configuration of the right side of the upper decorative unit 200 (see Figure 2) will be described with reference to Figures 11 to 15. As shown in Figure 11, the right side of the upper decorative unit 200 is provided with a lens member 210, a rear cover member 220, and a rear connecting member 240. As shown in Figure 2, the rear connecting member 240 is the part that connects to the front of the upper part of the front frame body 180.
[0070] The lens member 210 is made of a translucent material and has a front wall portion 211 (design wall portion) that stands upright on the front side, and an upper side wall portion 212 (side wall portion) that extends slightly backward from the upper side of the front wall portion 211. The front surface of the front wall portion 211 is a design surface with a design applied to enhance the decorative effect. Therefore, when the LED 251 mounted on the LED substrate 250 (see Figure 14), which will be described later, emits light, the lens member 210 can display the illuminated design surface (the front surface of the front wall portion 211).
[0071] The rear cover member 220 (cover member) is positioned behind the lens member 210 and in front of the rear connecting member 240. The rear cover member 220 has a cover wall portion 221 on its upper side. The rear cover member 220 is positioned so that the outer surface (upper surface) of the cover wall portion 221 and the outer surface (upper surface) of the upper side wall portion 212 of the lens member 210 are on the same plane.
[0072] Here, the configuration of the comparative example upper decorative unit 200A will be described based on Figure 12. In Figure 12, among the parts of the comparative example upper decorative unit 200A, those that are the same as those of the upper decorative unit 200 (see Figure 11) described above are denoted by the letter "A" and detailed explanations are omitted. As shown in Figure 12, the upper side wall portion 212A of the lens member 210A has a projection portion 212B that protrudes upward. Also, the cover wall portion 221 of the rear cover member 220 has a projection portion 221B that protrudes upward.
[0073] The protrusion 212B of the upper side wall portion 212A of the lens member 210A and the protrusion 221B of the cover wall portion 221A of the rear cover member 220A are shaped to overlap in the front-to-back direction, and each has an insertion hole that extends in the front-to-back direction. A connecting screw 290 is inserted through the insertion hole of the protrusion 212B of the upper side wall portion 212A and the insertion hole of the protrusion 221B of the cover wall portion 221A. This allows the lens member 210A to be attached to the rear cover member 220A.
[0074] However, in a structure where the protrusions 212B and 221B are connected using connecting screws 290 to attach the lens member 210A, the outer surface of the cover wall portion 221A of the rear cover member 220A and the outer surface of the upper side wall portion 212A of the lens member 210A are not flat surfaces, thus compromising the aesthetic appearance of the lens member 210A. In other words, the presence of the upward-projecting protrusions 212B and 221B results in the appearance of the lens member 210A not being what the developer intended.
[0075] Therefore, in this embodiment, in order to address the above-mentioned problems, the lens member 210 is attached as follows. Figure 13 shows the state in which the rear cover member 220 has been removed on the right side of the upper decorative unit 200. Figure 14 shows a cross-sectional view along line AA in Figure 13. As shown in Figures 13 and 14, the inner connecting member 230 is positioned inside (towards the rear) of the design surface of the front wall portion 211 of the lens member 210, and inside (below) the outer surface of the upper side wall portion 212 of the lens member 210.
[0076] As shown in Figure 14, the inner connecting member 230 has an upright portion 231 extending in the vertical direction and a bent portion 232 that bends towards the rear from the upper end of the upright portion 231. An LED substrate 250 on which multiple LEDs 251 are mounted is positioned behind the upright portion 231 of the inner connecting member 230. Therefore, each LED 251 on the LED substrate 250 is configured to emit light toward the front wall portion 211 of the lens member 210.
[0077] As shown in Figure 13, the upper side wall portion 212 of the lens member 210 and the inner connecting member 230 are engaged via the engagement mechanism KG. Specifically, a U-shaped portion 213 (through hole portion) extending backward is formed in the central part of the upper side wall portion 212 of the lens member 210 in the left-right direction. Also, as shown in Figures 13 and 14, an inclined projection portion 233 (projection portion) that protrudes inclined backward is formed at the upper end of the bent portion 232 of the inner connecting member 230. Thus, in the engagement mechanism KG, the inclined projection portion 233 is inserted vertically into the U-shaped portion 213, thereby engaging the upper side wall portion 212 of the lens member 210 and the bent portion 232 of the inner connecting member 230. In other words, the lens member 210 is positioned such that the U-shaped portion 213 of the upper side wall portion 212 is inserted into the inclined projection portion 233 of the bent portion 232 of the inner connecting member 230.
[0078] However, as shown in Figure 13, simply inserting the U-shaped portion 213 into the inclined projection portion 233 is not sufficient to secure the lens member 210. Therefore, in this embodiment, as shown in Figure 14, when the upper side wall portion 212 of the lens member 210 and the bent portion 232 of the inner connecting member 230 are engaged (the U-shaped portion 213 is inserted into the inclined projection portion 233), the rear cover member 220 is positioned such that the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230 sandwich the engagement mechanism KG. As a result, the upper side wall portion 212 (U-shaped portion 213) of the lens member 210 not only engages with the bent portion 232 of the inner connecting member 230, but is also sandwiched between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230, thereby enabling sufficient securing of the lens member 210.
[0079] Here, as shown in Figure 14, the rear end of the upper side wall portion 212 of the lens member 210 is provided with a recessed portion 212a that is recessed inward (downward). This recessed portion 212a is a part for which the front end portion 221a of the cover wall portion 221 of the rear cover member 220 (the end portion 221a on the lens member 210 side) rests. In this way, when the end portion 221a of the cover wall portion 221 of the rear cover member 220 is resting on (in contact with) the recessed portion 212a of the upper side wall portion 212 of the lens member 210, the outer surface of the cover wall portion 221 of the rear cover member 220 and the outer surface of the upper side wall portion 212 of the lens member 210 are on the same plane. As described above, when attaching the rear cover member 220 from the state shown in Figure 13, and sandwiching the engagement mechanism KG between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230, as shown in Figure 14, the recessed portion 212a makes it easier to determine the position of the rear cover member 220.
[0080] As shown in FIG. 15, the rear cover member 220 has an inclined wall portion 222 that inclines downward from the rear end of the cover wall portion 221 toward the rear. Then, with the engagement mechanism KG sandwiched between the cover wall portion 221 of the rear cover member 220 and the bent portion 232 of the inner connecting member 230, the rear cover member 220, the inclined wall portion 222, and the upright portion 231 of the inner connecting member 230 are connected to each other via bolts 223.
[0081] Thus, in this embodiment, the lens member 210 is not attached only in a two-member relationship with the rear cover member 220, but is attached in a three-member relationship with the rear cover member 220 and the inner connecting member 230. That is, the lens member 210 is engaged with the inner connecting member 230 via the engagement mechanism KG, and the engagement mechanism KG is attached by being sandwiched between the rear cover member 220 and the inner connecting member 230. Therefore, in this embodiment, it is possible to fix the lens member 210 without providing the protruding portion 212B on the upper side wall portion 212A of the lens member 210A as in the comparative example shown in FIG. 12.
[0082] 2. Electrical Configuration of Pachinko Machine Next, based on FIGS. 16 to 18, the electrical configuration of this pachinko machine PY1 will be described. As shown in FIGS. 16 and 17, the pachinko machine PY1 includes a game control board 100 (main control board) that controls game benefits such as jackpot lottery and transition of game states, an effect control board 120 (sub control board) that controls effects executed as the game progresses, a payout control board 170 that controls payout of game balls, and the like. The game control board 100 constitutes the main control unit, and the effect control board 120 constitutes the sub control unit together with the frame peripheral board 150 described later.
[0083] The sub control unit includes at least the effect control board 120, and it is only necessary to be able to control game effects using effect means (image display device 50, speakers 43R, 43R, panel lamp 54, panel movable body 55k, frame lamp 56, etc.). The pachinko game machine PY1 is also equipped with a power supply board 190. The power supply board 190 (power supply unit) receives an AC24V power supply from an external source and generates various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) necessary for the operation of the pachinko game machine PY1 based on the AC24V power supply. The power supply board 190 supplies the generated power to the game control board 100, the performance control board 120, and the payout control board 170, and also supplies power to other devices via these boards.
[0084] The power supply board 190 is equipped with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM (Random Access Memory) 104 of the game control board 100 and the performance RAM 124 of the performance control board 120 when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the game control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is lost. A power switch 191 is also connected to the power supply board 190. The power is switched on / off by operating the power switch 191 ON / OFF. Note that a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, or a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.
[0085] As shown in Figure 16, the game control board 100 is equipped with a game control one-chip microcontroller (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 (game control means) includes a game ROM (Read Only Memory) 103 that stores programs for controlling the progress of the game, a game RAM 104 used as work memory, a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103, and game I / O (Input / Output) ports 118 for inputting and outputting data and signals. The game RAM 104 is provided with the special symbol hold storage unit 105 (first special symbol hold storage unit 105a and second special symbol hold storage unit 105b) and the general symbol hold storage unit 106. The game ROM 103 may be external.
[0086] Various sensors and solenoids are connected to the game control board 100 via the relay board 110. As a result, signals are input to the game control board 100 from each sensor, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors connected include the first start gate sensor 11a, the second start gate sensor 12a, the gate sensor 13a, the big prize gate sensor 14a, and the general prize gate sensor 10a.
[0087] The first start-up sensor 11a is installed inside the first start-up opening 11 and detects game balls that have entered the first start-up opening 11. The second start-up sensor 12a is installed inside the second start-up opening 12 and detects game balls that have entered the second start-up opening 12. The gate sensor 13a is installed inside the gate 13 and detects game balls that have passed through the gate 13. The big prize-winning opening sensor 14a is installed inside the big prize-winning opening 14 and detects game balls that have entered the big prize-winning opening 14. The general prize-winning opening sensor 10a is installed inside the general prize-winning opening 10 and detects game balls that have entered the general prize-winning opening 10.
[0088] In addition, the following solenoids are connected: the electric tuner solenoid 12s and the automatic transmission (AT) solenoid 14s. The electric tuner solenoid 12s drives the electric tuner opening / closing member 12k of the electric tuner 12D. The AT solenoid 14s drives the automatic transmission (AT) opening / closing member 14k of the big prize device 14D.
[0089] Furthermore, the game control board 100 is connected to a special symbol indicator 81 (first special symbol indicator 81a and second special symbol indicator 81b), a general symbol indicator 82, a special symbol hold indicator 83 (first special symbol hold indicator 83a and second special symbol hold indicator 83b), and a general symbol hold indicator 84. In other words, the display control of these indicators 8 is performed by the game control microcomputer 101.
[0090] The game control board 100 also transmits various commands and signals to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0091] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or dispense rental balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PY1. The dispensed game balls are detected by the prize ball sensor 73a for counting, and the detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0092] When a player operates the handle 72k (see Figure 1) of the launching device 72, the touch switch 72a detects contact with the handle 72k, and the launching volume 72b detects the amount of rotation of the handle 72k. Then, the launching solenoid 72s is driven so that a game ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 72b. In this pachinko game machine PY1, one game ball is launched in approximately 0.6 seconds.
[0093] The game control board 100 also transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the game control board 100 and the performance control board 120 as a means of restricting the direction of communication.
[0094] As shown in Figure 17, the performance control board 120 is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 (performance control means) includes a performance ROM 123 that stores programs for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and performance I / O ports 138 for inputting and outputting data and signals. The performance ROM 123 may be external.
[0095] As shown in Figure 17, the performance control board 120 is connected to an image display device 50, a frame lamp 56, a panel lamp 54, a drive motor 337, a lock solenoid 371, speakers 43R and 43L, a connection detection sensor 201, an input detection sensor 40a, and a select button detection sensor 42a.
[0096] As shown in Figure 17, the performance control microcomputer 121 (performance control means) of the performance control board 120 controls the display of the image display device 50 based on commands received from the game control board 100. The performance ROM 123 stores image data such as still image data and video data displayed on the image display device 50, specifically characters, items, shapes, letters, numbers and symbols (including performance patterns) and background images.
[0097] Furthermore, the microcontroller 121 for performance control outputs voices, music, sound effects, etc., from speakers 43R and 43L based on commands received from the game control board 100. The audio data, such as voices, output from speakers 43R and 43L is stored in the performance ROM 123 of the performance control board 120.
[0098] As shown in Figure 17, the performance control microcontroller 121 controls the lighting of lamps such as the frame lamp 56 and the panel lamp 54 based on commands received from the game control board 100. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting / exit state, light color, etc., also called lamp drive data) that determines the light emission pattern of each lamp, and controls the light emission of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0099] Furthermore, the performance control microcontroller 121 controls the drive of the movable panel 55k based on commands received from the game control board 100. Specifically, the performance control microcontroller 121 creates operation pattern data (also called drive data) that determines the operation mode of the movable panel 55k, and controls the drive of the drive motor 337 and lock solenoid 371 in order to drive the movable panel 55k according to the operation pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the operation pattern data.
[0100] The performance control board 120 is also connected to an input detection sensor (performance button detection sensor) 40a and a select button detection sensor 42a. The input detection sensor 40a detects when the performance button 40k (see Figure 1) is pressed. When the performance button 40k is pressed, a detection signal is output from the input detection sensor 40a to the performance control board 120. The select button detection sensor 42a detects when the select button 42k (see Figure 1) is pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.
[0101] Figures 6 and 7 are merely functional block diagrams illustrating the electrical configuration of the PY1 pachinko machine, and do not necessarily only include the circuit boards shown in Figures 6 and 7. Except for the game control board 100, any multiple circuit boards shown in Figures 6 and 7 may be configured as a single circuit board, or one circuit board shown in Figures 6 and 7 may be configured as multiple circuit boards.
[0102] By the way, in this pachinko game machine PY1, players can connect external music equipment (music players) and listen to the sound output from the pachinko game machine PY1 through the external music equipment. Examples of external music equipment include headphones HPJ (wired music equipment, external music equipment) that are wired to the pachinko game machine PY1, and wireless earphones ISP (wireless music equipment, external music equipment) that are wirelessly connected, as shown in Figure 18. Figure 18 shows the electrical configuration of this pachinko game machine PY1 for connecting headphones HPJ and wireless earphones ISP.
[0103] As shown in Figure 18, the performance control board 120 is equipped with a performance control microcontroller 121, as well as a sound source IC 125, a buffer IC 126, and a digital amplifier IC 127. The pachinko game machine PY1 is also equipped with a frame peripheral board 150 (frame side board), an earphone jack 25 (connection device, wired connection device), and a wireless connection module 26 (connection device, wireless connection device). The frame peripheral board 150, the earphone jack 25, and the wireless connection module 26 are each located on the front frame 23, particularly near the upper tray 34.
[0104] The sound source IC 125 receives an audio selection signal from the performance control microcontroller 121 and reads the corresponding audio data from the performance ROM 123 as a digital audio signal. The sound source IC 125 then outputs the read audio data to signal line sn1 using the I2S (Inter IC Sound) transmission method. The I2S transmission method consists of three signal lines: the first signal line is the "L / R clock," which transmits information to distinguish between left and right audio; the second signal line is the "bit clock," which transmits the sampling frequency of the audio data; and the third signal line outputs the audio data read from the performance ROM 123 as a serial signal. Thus, the audio data output from the sound source IC 125 to signal line sn1 can also be called an I2S signal.
[0105] The audio data (I2S signal) output to signal line sn1 passes through buffer IC126 and then through signal line sn2. Buffer IC126 is a buffer circuit that compensates for the input voltage drop caused by electrical resistance. In other words, buffer IC126 prevents voltage drop due to long wiring lengths by allowing a large current to flow to prevent the voltage from dropping. The audio data (I2S signal) that has passed through signal line sn2 is split at branching point bn1 into two paths: one that is sent to signal line sn3 and the other that is sent to signal line sn4. The audio data (I2S signal) that passes through signal line sn3 is then sent to digital amplifier IC127.
[0106] The digital amplifier IC 127 amplifies the audio data (I2S signal), which is a digital audio signal. The digital amplifier IC also has an ADC (analog-to-digital converter) that converts the amplified audio data into an analog signal. The audio data converted into an analog signal is then transmitted from the performance control board 120 to speaker 43L via wiring hn6, and also to speaker 43R via wiring hn7. As a result, speakers 43R and 43R output audio corresponding to the performance.
[0107] On the other hand, the audio data (I2S signal) that branches off from branch point bn1 to signal line sn4 and is transmitted is output from the performance control board 120. The performance control board 120 and the frame peripheral board 150 are connected via wiring hn1. As a result, the audio data (IS2 signal) output from the performance control board 120 is input to the frame peripheral board 150 through wiring hn1.
[0108] Here, the frame peripheral board 150 is provided with a photomos relay 151 (insulating element) and a digital amplifier IC 152. The photomos relay 151 is used to insulate the frame peripheral board 150 from the performance control board 120, and is a semiconductor relay having an LED as an input element and a MOSFET as an output element. In this way, with the photomos relay 151, if no signal current flows to the input side, the LED input element does not light up, so the MOSFET output element is in a non-conductive state (insulated state). On the other hand, when a signal current flows to the input side, the LED input element lights up, so the MOSFET output element becomes conductive (non-insulated state). In this way, by insulating the frame peripheral board 150 from the performance control board 120 with the photomos relay 151, it is possible to electrically isolate the frame peripheral board 150 from the performance control board 120 and prevent unauthorized signals from being input from the performance control board 120 to the frame peripheral board 150. Furthermore, even if a weak noise is input to the photomos relay 151, it is possible to remove the weak noise and output a signal.
[0109] Thus, the audio data (I2S signal) input to the frame peripheral board 150 can pass through the photomos relay 151 and then through the signal line sn5. In other words, the photomos relay 151 is provided on the signal line sn5, and the photomos relay 151 controls the illumination of the input element LED by the performance control microcontroller 121. Therefore, only while the performance control microcontroller 121 is conducting (non-insulated) the photomos relay 151, the audio data (I2S signal) that has passed through the signal line sn5 branches at branching point bn2 into one that is sent to signal line sn6 and the other that is sent to signal line sn7. The audio data (I2S signal) that passes through signal line sn6 is then transmitted to the digital amplifier IC 152.
[0110] The digital amplifier IC 152, like the digital amplifier IC 127 provided for the speakers 43R and 43L mentioned above, amplifies the audio data (I2S signal), which is a digital audio signal. The digital amplifier IC 152 has an ADC (analog-to-digital converter) and converts the amplified audio data into an analog signal. The audio data converted into an analog signal is then transmitted from the frame peripheral board 150 to the earphone jack 25 via wiring hn2. As a result, when the headphone HPJ's connection terminal HP1 is connected to the earphone jack 25 via a wired connection, the headphone HPJ will output audio corresponding to the performance.
[0111] On the other hand, the audio data (I2S signal) that branches off from branch point bn2 to signal line sn7 and is transmitted is output from the frame peripheral board 150. The frame peripheral board 150 and the wireless connection module 26 are connected by wiring hn3. As a result, the audio data (IS2 signal) output from the performance control board 120 is input to the wireless connection module 26 through wiring hn3.
[0112] The wireless connection module 26 is a wireless digital audio module that transmits audio data wirelessly to a remote location. This wireless connection module can communicate wirelessly with wireless earphones ISP using Bluetooth®, and can transmit audio data to the wireless earphones ISP as digital data, enabling high-quality audio playback on the wireless earphones ISP. The wireless earphones ISP (other external music device) has an ADC (analog-to-digital converter) and an amplifier, and converts the transmitted audio data (I2S signal) into analog data using the ADC, and then amplifies that analog data with the amplifier. Thus, when the wireless earphones ISP is wirelessly connected to the wireless connection module through pairing, the wireless earphones ISP will output audio corresponding to the performance.
[0113] Incidentally, as shown in Figure 1, the earphone jack 25 is located near the upper tray 34 (ball supply tray) on the front frame 23, making it easy for the player to insert the headphone HPJ's connection terminal HP1. The wireless connection module 26 is also located near the upper tray 34 on the front frame 23. In particular, the wireless connection module 26 is located below the game area 6 of the game board 1 (see Figure 3). This is to avoid as much as possible the metal game pins located in the game area 6 adversely affecting the radio waves (audio data) transmitted from the wireless connection module 26.
[0114] Here, we will explain why the frame peripheral board 150 is provided on the front frame 23. Unlike this first embodiment, as a comparative example, it is conceivable to provide a digital amplifier IC corresponding to the earphone jack 25 on the performance control board 120. In this comparative example, it is conceivable to directly connect the performance control board 120 and the earphone jack 25 with wiring, and transmit analog audio data to the earphone jack 25 from the digital amplifier IC of the performance control board 120 via that wiring. However, in this comparative example, the wiring between the performance control board 120 provided on the game board 1 and the earphone jack 25 provided on the front frame 23 becomes long. In that case, the audio data, which is analog data that is susceptible to noise, becomes even more susceptible to noise due to the long wiring length, and there is a risk that accurate audio data cannot be transmitted.
[0115] Therefore, in this embodiment, by providing the frame peripheral board 150 (digital amplifier board) having the digital amplifier IC 152 on the front frame 23, the wiring hn2 between the frame peripheral board 150 and the earphone jack 25 can be shortened. In other words, because both the frame peripheral board 150 and the earphone jack 25 are provided on the front frame 23, the wiring length of the wiring hn2 that transmits analog audio data can be shortened. As a result, even when transmitting analog data that is susceptible to noise in the wiring hn2, it becomes easier to transmit accurate audio data.
[0116] Furthermore, in this configuration, the wiring hn3 between the frame peripheral board 150 and the wireless connection module 26 is also shortened. Here, audio data (I2S signal), which is digital data that is less susceptible to noise than analog data, is transmitted over wiring hn3. However, even digital data becomes more susceptible to noise if the wiring length is long. Therefore, by shortening the wiring hn3 as in this configuration, it is possible to transmit accurate audio data (I2S signal) over wiring hn3.
[0117] Here, if the frame peripheral circuit board 150, earphone jack 25, and wireless connection module 26 are located on the front frame 23 (game machine frame 2) instead of the game board 1, there are the following advantages. That is, when constructing a pachinko game machine, the game machine frame 2 may be reused as is, and only the game board 1 may be replaced. In this case, if the frame peripheral circuit board 150, earphone jack 25, and wireless connection module 26 are located on the game board 1, then when the game board 1 is replaced, the frame peripheral circuit board 150, earphone jack 25, and wireless connection module 26 will also be replaced, increasing costs. In contrast, as in this configuration, if the earphone jack 25 and wireless connection module 26 are located on the game machine frame 2, then when the game board 1 is replaced, the earphone jack 25 and wireless connection module 26 can be reused as is, thus reducing costs.
[0118] By the way, in this configuration, after the headphones HPJ are wired to the earphone jack 25, no sound is output from the speakers 43R and 43L. This is because if sound corresponding to the performance is also output from the speakers 43R and 43L while the player is listening to sound corresponding to the performance through the headphones HPJ, the player will not be able to concentrate on the sound corresponding to the performance coming from the headphones HPJ.
[0119] However, if the headphones HPJ are connected to the earphone jack 25 via a wire, and no sound is output from speakers 43R and 43L, the following problems arise. Specifically, if no sound is output from speakers 43R and 43L, employees of the amusement arcade may mistakenly believe that the headphones are malfunctioning. Therefore, it is preferable that when the headphones HPJ are connected to the earphone jack 25 via a wire, a wired connection notification sound (a special sound such as "Beep beep, music player connected via wire" as shown in Figure 46(B)) is output from speakers 43R and 43L. Accordingly, in this configuration, when the headphones HPJ are connected to the earphone jack 25 via a wire, first, a wired connection notification sound is output from speakers 43R and 43L, and then, no sound is output from speakers 43R and 43L. Furthermore, a state in which sound can be output from external music devices (headphones HPJ, wireless earphones ISP) but cannot be output from speakers 43R and 43L (sound output means) can also be called an "external output state."
[0120] Next, we will explain the case where the headphone HPJ connector HP1 is inserted into the earphone jack 25 using Figure 19. Figure 19(A) shows the electrical circuit when the headphone HPJ connector HP1 is not inserted into the earphone jack 25, and Figure 19(B) shows the electrical circuit when the headphone HPJ connector HP1 is inserted into the earphone jack 25.
[0121] As shown in Figure 19(A), the connector HP1 has a small-diameter section HPa at the tip and a large-diameter section HPb at the base. The earphone jack 25 is provided with a connector 25a, which has a through-hole 25b through which the large-diameter section HPb of the connector HP1 can be inserted. In the state shown in Figure 19(A), contacts st1 and st2 are connected, resulting in a normally closed state. On the other hand, contacts st3 and st4 are not connected. Thus, when the connector HP1 of the headphone HPJ is not inserted into the earphone jack 25, contacts st1 and st2 are connected, and no "H" level wired connection signal is output from the earphone jack 25.
[0122] In other words, as shown in Figure 18, the earphone jack 25 and the performance control board 120 are connected via wiring hn4. Furthermore, as shown in Figure 19(A), when the headphone HPJ connection terminal HP1 is not inserted into the earphone jack 25, no wired connection signal of the "H" level is output from the earphone jack 25 to wiring h4. Therefore, in the state shown in Figure 19(A), the performance control microcontroller 121 of the performance control board 120 is not receiving a wired connection signal of the "H" level from the earphone jack 25.
[0123] In contrast, as shown in Figure 19(B), when the headphone HPJ's connection terminal HP1 is inserted into the earphone jack 25, the small-diameter portion HPa of the connection terminal HP1 pushes down the movable piece KD1. This causes contact st1 and contact st2 to become disconnected. At this time, the large-diameter portion HPb of the connection terminal HP1 is inserted in contact with the insertion hole 25b of the connecting fitting 25a, and contact st3 and contact st4 are connected via the large-diameter portion HPb and the connecting fitting 25a. As a result, an "H" level wired connection signal (specific signal) is output from the earphone jack 25. In other words, as shown in Figure 19(B), when the headphone HPJ's connection terminal HP1 is inserted into the earphone jack 25, an "H" level wired connection signal is output from the earphone jack 25 to the wiring h4. Therefore, in the state shown in Figure 19(B), the microcontroller 121 for performance control on the performance control board 120 receives a wired connection signal at the "H" level from the earphone jack 25, and can recognize that a wired music device (headphones HPJ) is connected via a wired connection.
[0124] As described above, if the microcontroller 121 for performance control does not receive an "H" level wired connection signal, it determines that a wired music device (headphones HPJ) is not connected to the earphone jack 25 and sets the speakers 43R and 43L to an output-enabled state where sound can be output as usual. Conversely, when the microcontroller 121 receives an "H" level wired connection signal, it determines that a wired music device (headphones HPJ) is connected to the earphone jack 25 and first controls the speakers 43R and 43L to output a wired connection notification sound (see Figure 46(B)). After the wired connection notification sound is output from speakers 43R and 43L, the microcontroller 121 for performance control includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127. As a result, when the digital amplifier IC127 receives mute information, it controls its internal mute terminal, thereby rendering speakers 43R and 43L completely silent and unable to output any sound.
[0125] Incidentally, as shown in Figure 19(A), one possible method is to directly transmit the "H" level wired connection signal output from the earphone jack 25 to the digital amplifier IC 127 when the HP1 connection terminal of the headphone HPJ is inserted into the earphone jack 25. However, in this method, the digital amplifier IC 127 controls its internal mute terminal at the moment it receives the wired connection signal, rendering the speakers 43R and 43L completely silent. As a result, the wired connection notification sound (see Figure 46(B)) cannot be output from the speakers 43R and 43L. Therefore, in this configuration, the "H" level wired connection signal output from the earphone jack 25 is input to the microcontroller 121 for performance control. As a result, the microcontroller 121 for performance control can detect that a wired music device (headphone HPJ) has been connected via a wired connection, output a wired connection notification sound (see Figure 45(B)) from speakers 43R and 43L, and then put speakers 43R and 43L into an output-disabled state (external output state) where no sound is output at all.
[0126] Next, we will explain the case where the wireless earphone ISP and the wireless connection module 26 are wirelessly connected. As shown in Figure 18, the wireless connection module 26 and the performance control board 120 are connected via wiring hn5. When the wireless earphone ISP and the wireless connection module 26 are not wirelessly connected, the wireless connection module 26 does not output an "H" level wireless connection signal to wiring hn5. Therefore, in this case, the performance control microcontroller 121 of the performance control board 120 does not receive an "H" level wireless connection signal from the wireless connection module 26.
[0127] In contrast, when the wireless earphone ISP and the wireless connection module 26 are wirelessly connected, the wireless connection module 26 outputs a "H" level wireless connection signal to the wiring hn5. Therefore, in this case, the performance control microcontroller 121 of the performance control board 120 receives a "H" level wireless connection signal from the wireless connection module 26. As a result, the performance control microcontroller 121 can recognize that the wireless music device (wireless earphone ISP) has been wirelessly connected.
[0128] As described above, similar to the case where a wired music device (headphone HPJ) is wired to the earphone jack 25, the performance control microcontroller 121 determines that a wireless music device (wireless earphone ISP) is not wirelessly connected to the wireless connection module 26 unless an "H" level wireless connection signal is input, and sets the speakers 43R and 43L to the normal speaker output state where sound can be output as usual. In contrast, when the performance control microcontroller 121 receives an "H" level wireless connection signal, it determines that a wireless music device (wireless earphone ISP) has been wirelessly connected to the wireless connection module 26, and first controls the speakers 43R and 43L to output a wireless connection notification sound (the "Beep beep, music player wirelessly connected" sound shown in Figure 48(D), a special sound). Subsequently, after wireless connection notification sounds are output from speakers 43R and 43L, the performance control microcontroller 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127. As a result, when the digital amplifier IC 127 receives the mute information, it controls its internal mute terminal to disable speaker output, resulting in a state where no sound is output from speakers 43R and 43L.
[0129] 3. Explanation of jackpots, etc. In this form of pachinko game machine PY1, the results of the jackpot lottery (special symbol lottery) are either a "jackpot" or a "miss." When a "jackpot" is won, the "jackpot symbol" is displayed on the special symbol display 81. When a "miss" is won, the "miss symbol" is displayed on the special symbol display 81. When a jackpot is won, a "jackpot game" is executed, which opens the large prize slot 14 in an opening pattern corresponding to the type of special symbol (type of jackpot) that was displayed. The jackpot game is also called a special game.
[0130] In this form, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (also referred to as OP) before the start of the first round of gameplay, and an ending (also referred to as ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the OP or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ED. The time (interval time) when the jackpot opening closes between rounds of gameplay is included in the round of gameplay that was open before that closure.
[0131] There are several types of jackpots. The types of jackpots are as shown in Figure 20. As shown in Figure 20, there are two main types in this form: probability-increasing jackpots and normal jackpots. A probability-increasing jackpot is a jackpot that controls the game state after the jackpot to the high-probability state described later. A normal jackpot is a jackpot that controls the game state after the jackpot to the normal probability state (low-probability state) described later.
[0132] More specifically, the probability-increasing jackpots and regular jackpots that can be won in the lottery for Special Symbol 1 (the lottery for the first special symbol) are jackpots in which the large prize slot 14 is open for a maximum of 29.5 seconds per round from round 1 to round 8, and for a maximum of 0.1 seconds per round from round 9 to round 10. In other words, although the total number of rounds for these jackpots is 10 rounds, the effective number of rounds is 8 rounds. The effective number of rounds is the number of rounds in which the maximum number of balls that can be awarded per round (8 balls in this form) can be awarded. In these jackpots, from round 9 to round 10, the opening time of the large prize slot 14 is extremely short, making it a round in which no prize balls can be expected. Furthermore, if a "probability-increasing jackpot" is won through the lottery of Special Feature 1, "Special Feature 1_Probability-increasing Symbol" will be displayed on the first Special Feature Display Unit 81a, and if a "regular jackpot" is won, "Special Feature 1_Regular Symbol" will be displayed on the first Special Feature Display Unit 81a.
[0133] Furthermore, the probability-increasing jackpots and regular jackpots that can be won through the lottery of Special Symbol 2 (lottery for the second special symbol) are jackpots in which the large prize entry opening 14 is opened for a maximum of 29.5 seconds per round, from 1R to 10R. In other words, these jackpots also effectively have 10 rounds. If a "probability-increasing jackpot" is won through the lottery of Special Symbol 2, "Special Symbol 2_Probability-increasing symbol" will be stopped and displayed on the second special symbol display 81b, and if a "regular jackpot" is won, "Special Symbol 2_Regular symbol" will be stopped and displayed on the second special symbol display 81b.
[0134] Regardless of which jackpot is won, after the jackpot game, the game is controlled to the electric support control state (high base state) described below. When the electric support control state is controlled in conjunction with the high probability state, it continues until the next jackpot is won. On the other hand, when the control state is controlled in conjunction with the normal probability state (low probability state), the number of electric support rounds (time reduction rounds) is set to 100. The number of electric support rounds refers to the maximum number of times the special symbol variation display is executed in the electric support control state.
[0135] As shown in Figure 20, the distribution rates for jackpots in both the Special Feature 1 and Special Feature 2 lotteries are 65% for probability-increasing jackpots and 35% for regular jackpots. However, when a jackpot is won based on the Special Feature 1 lottery, a jackpot game with an effective number of rounds is played, while when a jackpot is won based on the Special Feature 2 lottery, a jackpot game with an effective number of rounds is played. Thus, the Special Feature 2 lottery is set to be more advantageous for the player than the Special Feature 1 lottery.
[0136] In this pachinko game machine PY1, the lottery to determine whether or not a jackpot is won is based on a "jackpot random number," and the lottery to determine the type of jackpot won is based on a "jackpot type random number." As shown in Figure 21(A), the jackpot random number takes values in the range of 0 to 65535. The jackpot type random number takes values in the range of 0 to 99. In addition to the jackpot random number and jackpot type random number, the random numbers obtained based on entry into the first start gate 11 or the second start gate 12 also include a "reach random number" and a "variation pattern random number."
[0137] The reach random number is a random number that determines whether or not a reach occurs in the symbol variation animation when the result of the jackpot judgment is a miss. Reach is a state in which, out of multiple animation symbols, only one animation symbol remains to be displayed, and depending on which animation symbol the remaining animation symbol stops on, it will result in a combination of animation symbols that indicates a jackpot win (for example, the state of "7↓7"). Note that the animation symbol that is stopped on the display screen 50a may be displayed as if it is shaking slightly or as if it is repeatedly expanding and contracting. This reach random number takes a value in the range of 0 to 255.
[0138] Furthermore, the variable pattern random number is a random number used to determine the variable pattern, including the variable time. The variable pattern random number takes values in the range of 0 to 99. In addition, the random numbers obtained based on passing through gate 13 include the normal symbol random number (winning random number) shown in Figure 21(B). The normal symbol random number is a random number used for the lottery (normal symbol lottery) to determine whether or not to perform the auxiliary game that opens the electric tuner 12D. The normal symbol random number takes values in the range of 0 to 65535.
[0139] 4. Explanation of game status Next, the game state of the pachinko game machine PY1 in this configuration will be explained. The special symbol display unit 81 and the regular symbol display unit 82 of the pachinko game machine PY1 have a probability variation function and a variation time reduction function, respectively. The state in which the probability variation function of the special symbol display unit 81 is activated is called the "high probability state," and the state in which it is not activated is called the "normal probability state (non-high probability state)." In the high probability state, the probability of hitting a jackpot is higher than in the normal probability state. That is, a jackpot determination is made using a jackpot determination table in which the value of the jackpot random number that determines a jackpot is greater than that of the jackpot determination table used in the normal probability state (see Figure 22(A)). In other words, when the probability variation function of the special symbol display unit 81 is activated, the probability that the display result of the variable display of special symbols by the special symbol display unit 81 (i.e., the stopped symbols) will be jackpot symbols is higher compared to when it is not activated.
[0140] Furthermore, the state in which the special symbol display unit 81's variation time reduction function is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the variation time of the special symbols (the time from the start of variation display to the display of the derived display result) is shorter than in the non-time reduction state. In other words, the variation pattern is determined using a variation pattern table (the normal special symbol variation pattern determination table shown in Figure 23(A), and the special special symbol variation pattern determination table shown in Figure 23(B)) which is set up so that variation patterns with shorter variation times are selected more often than in the non-time reduction state. In short, when the variation time reduction function of the special symbol display unit 81 is activated, a shorter variation time is more likely to be selected as the variation time for the variable display of the special symbols compared to when it is not activated. As a result, in the time reduction state, the pace of consumption of special symbol reserves is faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0141] The probability variation function and variation time reduction function of the special symbol display unit 81 may operate simultaneously, or only one of them may operate. Furthermore, the probability variation function and variation time reduction function of the regular symbol display unit 82 are synchronized with the variation time reduction function of the special symbol display unit 81. In other words, the probability variation function and variation time reduction function of the regular symbol display unit 82 operate in the time-reduced state and do not operate in the non-time-reduced state. Therefore, in the time-reduced state, the probability of winning in the regular symbol lottery is higher than in the non-time-reduced state. That is, the win determination (determination of regular symbols) is performed using a regular symbol win determination table in which the value of the regular symbol random number (winning random number) that is determined to be a win is greater than in the regular symbol win determination table used in the non-time-reduced state (see Figure 22(C)). In short, when the probability variation function of the regular symbol display unit 82 is activated, the probability of the variable display result of the regular symbol by the regular symbol display unit 82 being a regular winning symbol is higher compared to when it is not activated.
[0142] Furthermore, in the time-saving mode, the variation time of the regular symbols is shorter than in the non-time-saving mode. In this configuration, the variation time of the regular symbols is 7 seconds in the non-time-saving mode, but 1 second in the time-saving mode (see Figure 22(D)). In addition, in the time-saving mode, the opening time of the electric tuner 12D during auxiliary play is longer than in the non-time-saving mode (see Figure 24). In other words, the function to extend the opening time of the electric tuner 12D is activated. Moreover, in the time-saving mode, the number of times the electric tuner 12D opens during auxiliary play is greater than in the non-time-saving mode (see Figure 24). In other words, the function to increase the number of times the electric tuner 12D opens is activated.
[0143] When the probability variation function and variation time reduction function of the general display unit 82, and the opening time extension function and opening number increase function of the electric tuner 12D are in operation, the electric tuner 12D opens more frequently and game balls enter the second start opening 12 more frequently compared to when these functions are not in operation. As a result, the base, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, the state in which these functions are in operation is called the "high base state," and the state in which they are not in operation is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls held. The high base state is the state in which so-called electric support control (control that supports entry into the second start opening 12 by the electric tuner 12D) is being executed. Therefore, the high base state is also called the electric support control state or the easy ball entry state. In contrast, the low base state is also called the non-electric support control state or the non-easy ball entry state.
[0144] The high base state does not necessarily require all of the above functions to be activated. In other words, it is sufficient if the operation of one or more of the following functions of the regular display 82—the probability variation function of the regular display 82, the variation time reduction function of the regular display 82, the opening time extension function of the electric tuner 12D, and the opening count increase function of the electric tuner 12D—makes the electric tuner 12D more likely to open than when that function is not activated. Furthermore, the high base state may be controlled independently of the time reduction state.
[0145] In this form of the Pachinko game machine PY1, the game state after a jackpot win resulting from a probability variation jackpot is a high probability state, a time-saving state, and a high base state. This game state is specifically called the "high probability high base state." The high probability high base state ends when a predetermined number of variable special symbol displays (10,000 times in this form) are performed, or when a jackpot is won and that jackpot game is performed. In other words, in this form, the high probability high base state effectively continues until the next jackpot win. Alternatively, the termination condition for the high probability high base state may be set to be only when a jackpot is won and that jackpot game is performed.
[0146] Furthermore, the game state after a jackpot win is the normal probability state (not a high probability state, i.e., a low probability state), a time-saving state, and a high base state. This game state is specifically called the "low probability high base state." The low probability high base state ends when the variable display of special symbols is performed a predetermined number of times (100 times in this form), or when a jackpot is won and the jackpot game is performed.
[0147] When playing the Pachinko machine PY1 for the first time, the game state after power-on is the normal probability state, non-time-saving state, and low base state. This game state is specifically called the "low probability low base state." The low probability low base state will be referred to as the "normal game state." In addition, the state during the execution of a special game (jackpot game) will be referred to as the "special game state (jackpot game state)." Furthermore, the state in which at least one of the high probability state and high base state is controlled will be referred to as the "bonus game state."
[0148] In high-base states, such as high-probability high-base states or low-probability high-base states, it is advantageous to play by shooting to the right to guide the game ball into the right game area 6R (see Figure 4). This is because the electric support control makes it easier for the electric tuner 12D to open compared to low-base states, making it easier to enter the second start opening 12 than to enter the first start opening 11. Therefore, players should shoot to the right to guide the game ball through gate 13, which is the trigger for the normal symbol lottery, while also aiming to get the game ball into the second start opening 12. This allows for more start entries (entries into start openings) than shooting to the left. In this pachinko machine PY1, players should also shoot to the right during jackpot play.
[0149] In contrast, in a low base state, it is more advantageous to play by shooting left to guide the game ball into the left game area 6L (see Figure 4). This is because, since the electric support control is not being executed, the electric tuner 12D is less likely to open compared to a high base state, making it easier to enter the first start opening 11 than to enter the second start opening 12. Therefore, players should shoot left to guide the game ball into the first start opening 11. This allows for more start entries than shooting right.
[0150] 5. Operation of the microcontroller 101 for game control [Main Control Processing] Next, the operation of the game control microcontroller 101 will be explained based on Figures 25 to 40. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 101 are located in the game RAM 104. When the power to the pachinko game machine PY1 is turned on, the game control microcontroller 101 on the game control board 100 reads the main control processing program shown in Figure 25 from the game ROM 103 and executes it. As shown in the figure, the main control processing first performs initial settings (step S001). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the game CPU 102, setting SIO, PIO, CTC (circuit for managing interrupt times), and resetting various flags, status, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial setup (S001) is performed only once after power-on and will not be performed again thereafter.
[0151] Following the initial setup (S001), interrupts are disabled (S002), and the main random number update process for normal and special symbols (S003) is executed. In this main random number update process for normal and special symbols (S003), the various random number counter values shown in Figure 21 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC, etc.
[0152] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, it is executed at a 4 msec period, for example. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0153] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 26, the main timer interrupt processing (S005) first executes output processing (S101). In output processing (S101), commands etc. set in the output buffer provided in the game RAM 104 of the game control board 100 for each of the processes described below are output to the performance control board 120, the payout control board 170, etc.
[0154] In the input processing (S102) that follows the output processing (S101), detection signals detected by various sensors attached to the pachinko game machine PY1 (first start port sensor 11a, second start port sensor 12a, gate sensor 13a, big prize port sensor 14a, general prize port sensor 10a, etc. (see Figure 6)) are read and stored (set) as prize ball information in the output buffer of the game RAM 104. In addition, detection signals from the lower tray full switch that detects when the lower tray 35 is full are also taken in and stored as lower tray full data in the output buffer of the game RAM 104.
[0155] The next process, the regular and special symbol main random number update process (S103), is the same as the regular and special symbol main random number update process (S003) performed in the main control process shown in Figure 25. That is, the update process for the various random number counter values (including the regular symbol random number counter value) shown in Figure 21 is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).
[0156] Following the normal and special symbol main random number update process (S103), the sensor detection process (S104), normal operation process (S105), and special operation process (S106), which will be described later, are executed. After that, other processes (S107) are executed, and the main timer interrupt process (S005) is terminated. Other processes (S107) include controlling the second special symbol hold indicator 83b to display the number of balls held in special symbol 2, as described later, and controlling the first special symbol hold indicator 83a to display the number of balls held in special symbol 1, as described later. Then, until an interrupt pulse is input to the game CPU 102, the processes of steps S002 to S004 of the main control process are repeatedly executed (see Figure 25), and when an interrupt pulse is input (after about 4 msec), the main timer interrupt process (S005) is executed again. In the output processing (S101) of the main timer interrupt processing (S005) which is executed again, the commands and other information that were set in the output buffer of the game RAM 104 in the previous main timer interrupt processing (S005) are output.
[0157] [Sensor Detection Process] As shown in Figure 27, the sensor detection process (S104) first determines whether a game ball has passed through gate 13, that is, whether a game ball has been detected by gate sensor 13a (S201). If a game ball has passed through gate 13 (YES in S201), the gate passage process described later is performed (S202). On the other hand, if a game ball has not passed through gate 13 (NO in S201), the gate passage process (S202) is skipped and the process proceeds to step S203.
[0158] In step S203, it is determined whether a game ball has entered the second start opening 12, that is, whether a game ball has been detected by the second start opening sensor 12a (S203). If no game ball has entered the second start opening 12 (NO in S203), the process proceeds to step S207. However, if a game ball has entered the second start opening 12 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved balls for special symbol 2, specifically the value of the counter in the game RAM 104 that counts the number of reserved balls for special symbol 2) has reached "4" (upper limit memory) (S204). If the number of reserved balls for special symbol 2 has reached "4" (YES in S204), the process proceeds to step S207. However, if the number of reserved balls for special symbol 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205).
[0159] Next, the process of acquiring random numbers related to Special Feature 2 is performed (S206). In the process of acquiring random numbers related to Special Feature 2 (S206), the jackpot random number counter value (label-TRND-A), the jackpot type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the variation pattern random number counter value (label-TRND-T1) are acquired (that is, the group of random numbers shown in Figure 21(A) are acquired), and these acquired random numbers are stored in the storage area of the second Special Feature Reserve Storage Unit 105b corresponding to the current number of Special Feature 2 reserved balls.
[0160] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first start opening 11, that is, whether or not a game ball has been detected by the first start opening sensor 11a (S207). If no game ball has entered the first start opening 11 (NO in S207), the process ends. However, if a game ball has entered the first start opening 11 (YES in S207), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in the game RAM 104 that counts the number of reserved balls for Special Feature 1) has reached "4" (upper limit of memory) (S208). If the number of reserved balls for Special Feature 1 has reached "4" (YES in S208), the process ends. However, if the number of reserved balls for Special Feature 1 is less than "4" (NO in S208), "1" is added to the number of reserved balls for Special Feature 1 (S209).
[0161] Next, the Special Feature 1 related random number acquisition process (S210) is performed to complete this process. In the Special Feature 1 related random number acquisition process (S210), similar to the Special Feature 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the jackpot type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the variation pattern random number counter value (label-TRND-T1) are acquired (that is, the group of random numbers shown in Figure 21(A) are acquired), and these acquired random numbers are stored in the memory area of the first Special Feature Reserved Storage Unit 105a corresponding to the current number of Special Feature 1 reserved balls.
[0162] [Gate Passage Processing] As shown in Figure 28, in the gate passage processing (S202), it is determined whether the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter that counts the number of normal symbol reserved balls in the game RAM 104) is 4 or more (S301). If the number of normal symbol reserved balls is 4 or more (YES in S301), the process ends. On the other hand, if the number of normal symbol reserved balls is not 4 or more (NO in S301), "1" is added to the number of normal symbol reserved balls (S302), and the normal symbol random number acquisition processing is performed (S303). In the normal symbol random number acquisition processing (S303), the normal symbol random number counter value (the value of label-TRND-H, see Figure 21(B)) is acquired, and the acquired random number value is stored in the memory area of the normal symbol reserved ball storage unit 106 of the game RAM 104 corresponding to the current number of normal symbol reserved balls.
[0163] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 101 performs normal operation processing (S105) (see Figure 26). As shown in Figure 29, in normal operation processing (S105), it is first determined whether the electric tuner 12D is in operation or not (S401). If the electric tuner 12D is not in operation (NO in S401), it is then determined whether the normal symbols are stopped or not (S402). If the normal symbols are not stopped or not (NO in S402), it is then determined whether the normal symbols are changing or not (S403). If the normal symbols are not changing or not (NO in S403), it is then determined whether the number of reserved balls for the normal symbols is "0" (S404). If the number of reserved balls for the normal symbols is "0" (YES in S404), this process is completed.
[0164] In step S404, if the number of reserved balls with normal symbols is not "0" (NO in S404), a win determination process is performed (S405). In the win determination process (S405), the normal symbol random number counter value (value of label-TRND-H) stored in the normal symbol reserved memory unit 106 is read, and a win or loss is determined based on the normal symbol win determination table shown in Figure 22(C). Then, a symbol determination process is performed to set the normal symbol stop symbol data corresponding to the win determination result in a predetermined memory area of the game RAM 104 (S406). In other words, in the symbol determination process (S406), if it is a "miss", data corresponding to the "normal symbol miss" is set, and if it is a "win", data corresponding to the "normal winning symbol" is set.
[0165] Next, the microcomputer 101 for game control performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), the microcomputer refers to the normal symbol variation pattern selection table shown in Figure 22(D) and, if the game state is a time-saving state, selects a normal symbol variation pattern with a normal symbol variation time of 1 second. On the other hand, if the game state is not a time-saving state, selects a normal symbol variation pattern with a normal symbol variation time of 7 seconds.
[0166] Next, the game control microcomputer 101 decrements the number of reserved regular symbol balls by 1 (S408). Then, it shifts the storage location (storage area) of each reserved regular symbol in the regular symbol reserve storage unit 106 by one position from its current position toward the side from which it is read, and clears the storage area corresponding to the fourth reserved ball in the regular symbol reserve storage unit 106 (the storage area furthest from the side from which it is read) (S409). In this way, the reserved regular symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 101 starts displaying the regular symbol variation using the regular symbol variation pattern selected in step S407 (S410). Accordingly, it sets a regular symbol variation start command to notify the performance control board 120 of the start of the regular symbol variation.
[0167] If the display of the normal symbols is active in step S403 (YES in S403), then it is determined whether the time for the normal symbols to change has elapsed (S411). If it has not elapsed, the process ends. If it has elapsed (YES in S411), the display of the normal symbols to change is stopped with a display result (normal winning symbol or normal losing symbol) corresponding to the determination result of the normal symbol random number (S412). Then, a normal symbol change stop command is set on the performance control board 120 to notify it that the normal symbols have stopped changing (S413), and the stop time for the normal symbols is set (S414), ending this process.
[0168] Furthermore, if the normal symbols are displayed stopped in step S402 (YES in S402), then it is determined in step S414 whether the stop time for the normal symbols set has elapsed (S415). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S415), it is determined whether the normal symbol stop data for a normal winning symbol has been set (S416). If it is not data for a normal winning symbol (i.e., if it is not a win (NO in S416)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if it is a win (YES in S416)), the opening pattern for the electric tuner 12D is set (S417). Specifically, if it is in a time-saving state, the opening pattern for the time-saving state (see electric tuner opening TBL2 in Figure 24) is set as the opening pattern for the electric tuner 12D. In contrast, if the machine is not in a time-saving state, the opening pattern for the electric tuner 12D is set to the opening pattern for the machine in a time-saving state (see electric tuner opening TBL1 in Figure 24). Then, the electric tuner 12D is operated according to the opening pattern set in step S417 (S418).
[0169] Furthermore, if the electric tuner 12D is operating in step S401 (YES in S401), then it is determined whether the operating time for the electric tuner 12D has elapsed (S419). If it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S419), the operation of the electric tuner 12D is terminated (S420).
[0170] [Special Operation Processing] The game control microcomputer 101 performs special operation processing (S106) following normal operation processing (S105) (see Figure 26). As shown in Figure 30, in special operation processing (S106), the processing related to the special display unit 81 and the big prize device 14D is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each of these stages. Then, the microcomputer 101 for game control performs the special symbol waiting process (S1302) if the "special operation status" is "1" (YES in S1301), the special symbol variation process (S1304) if the "special operation status" is "2" (NO in S1301, YES in S1303), the special symbol confirmation process (S1306) if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), and the special electric mechanism process (S1307) if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305). The special operation status is initially set to "1".
[0171] [Special Symbol Waiting Process] As shown in Figure 31, in the special symbol waiting process (S1302), it is first determined whether the number of reserved balls in the second start port 12 (i.e., the number of reserved balls for special symbol 2) is "0" (S1401). If the number of reserved balls for special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the group of random number counter values obtained due to entry into the second start port 12, it is determined whether the number of reserved balls in the first start port 11 (i.e., the number of reserved balls for special symbol 1) is "0" (S1407). If the number of reserved balls for special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the group of random number counter values obtained due to entry into the first start port 11, it is determined whether the customer waiting flag is ON or OFF (S1415). If ON (YES in S1415), this process is completed. If not ON (NO in S1415), the customer waiting command is set in the output buffer of the game RAM 104 (S1416), the customer waiting flag is turned ON (S1417), and this process is completed.
[0172] If, in step S1401, the number of reserved balls in Special Feature 2 is not "0" (NO in S1401), that is, if there is one or more stored random counter values (reserved information for Special Feature 2) acquired due to entry into the second start opening 12, the Special Feature 2 jackpot determination process (S1402) and the Special Feature 2 variation pattern selection process (S1403) described below are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 2 by 1 (S1404). Then, the storage location (storage area) of various counter values in the second Special Feature reserved storage unit 105b is shifted one position away from the current position to the side where it is read, and the storage area corresponding to the first reserved ball in the second Special Feature reserved storage unit 105b is cleared (S1405). Subsequently, the game control microcomputer 101 executes the Special Feature 2 variation start process (S1406) and proceeds to step S1413. In the Special Symbol 2 Variation Start Processing (S1406), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1406) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1402) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1403).
[0173] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values (reserved information for Special Feature 1) acquired due to entry into the first start opening 11, the Special Feature 1 jackpot determination process (S1408) and the Special Feature 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 1 by 1 (S1410). Then, the storage location (storage area) of various counter values in the first Special Feature reserved storage unit 105a is shifted one position away from the current position towards the side from which it is read, and the storage area corresponding to the fourth reserved ball in the first Special Feature reserved storage unit 105a (the storage area furthest from the side from which it is read) is cleared (S1411). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the Special Symbol 1 variation start process (S1412) and proceeds to step S1413. In the Special Symbol 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1409).
[0174] Step S1413 determines whether the customer waiting flag is ON or OFF. If it is ON, the customer waiting flag is turned OFF (S1414), and the process ends. As described above, in this configuration, the display of special symbols based on the first special symbol hold is performed only when the second special symbol hold is "0" (YES in S1401). In other words, the consumption of the second special symbol hold is performed in priority over the consumption of the first special symbol hold.
[0175] [Special Feature 2 Jackpot Determination Processing (Special Feature 1 Jackpot Determination Processing)] The Special Feature 2 Jackpot Determination Processing (S1402) and the Special Feature 1 Jackpot Determination Processing (S1408) have the same processing flow, so they will be explained together based on Figure 32. As shown in Figure 32, in either the Special Feature 2 Jackpot Determination Processing (S1402) or the Special Feature 1 Jackpot Determination Processing (S1408), first, the jackpot random number counter value (the value of label-TRND-A) is read out as the determination value (S1501). In detail, in the Special Feature 2 Jackpot Determination Processing (S1402), the jackpot random number counter value stored in the first memory area of the second special feature reserve storage unit 105b of the game RAM 104 (i.e., the memory area corresponding to the first of the second special feature reserves) is read out. Furthermore, in the special feature 1 jackpot determination process (S1408), the jackpot random number counter value stored in the first memory area of the first special feature reserve memory unit 105a of the game RAM 104 (i.e., the memory area corresponding to the first of the first special feature reserves) is read out.
[0176] Next, the jackpot determination table (Figure 22(A)) is set (S1502). Then, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1503). If it is not in a high probability state (NO in S1503), that is, in a normal probability state (not a high probability state), then it is determined whether or not it is a jackpot based on the table for the non-high probability state (jackpot determination value from "1" to "210") of the jackpot determination table (Figure 22(A)) (S1504). On the other hand, if it is in a high probability state (YES in S1503), then it is determined whether or not it is a jackpot based on the table for the high probability state (jackpot determination value from "1" to "1660") of the jackpot determination table (Figure 22(A)) (S1505).
[0177] If the result of the jackpot determination (S1504, S1505) is "jackpot", the random number counter value for the jackpot type (value of label-TRND-AS) is read, and the jackpot type is determined based on the jackpot type determination table shown in Figure 20 (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop data corresponding to the jackpot type (see Figure 20) is set in the jackpot type buffer provided in the game RAM 104 (S1508), ending the process. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop data (01H) corresponding to the miss is set (S1508), ending the process.
[0178] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The Special Figure 2 Variation Pattern Selection Process (S1403) and the Special Figure 1 Variation Pattern Selection Process (S1409) have the same processing flow, so they will be explained together based on Figures 33 to 35. As shown in Figure 33, in the Special Figure 2 Variation Pattern Selection Process (S1403) or the Special Figure 1 Variation Pattern Selection Process (S1409), it is first determined whether the game state is a time-saving state or not (whether the time-saving flag is ON or OFF) (S1601).
[0179] If the time-saving state is not active (NO in S1601), that is, if the time-saving state is not active, the next step is to determine whether the jackpot flag is ON or not (S1602). If it is ON (YES in S1602), the normal jackpot table during the non-time-saving state (the part of the normal special symbol variation pattern determination table shown in Figure 23(A) that corresponds to the non-time-saving state and the jackpot) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (value of label-TRND-T1) (S1603). As shown in Figures 23(A) and 23(B), once the variation pattern is determined, the variation time is also determined.
[0180] In the PY1 pachinko machine's reel spinning animations, in addition to complete misses and normal reaches, SP (Super Reach) can also be performed. A complete miss is a reel spinning animation where the combination of animation symbols EZ1, EZ2, and EZ3 stops on a scattered number (for example, "458"). A normal reach is a reel spinning animation where, after forming the aforementioned reach, no further development animation is performed, and the remaining animation symbol that continues to be displayed stops on the reel. An SP reach is a reel spinning animation where, after forming the aforementioned reach, a further development animation is performed, and the reel spinning time after the reach is longer than that of a normal reach. Thus, in this form, the reel spinning pattern is selected so that complete misses, normal reaches, and SP reaches can be performed.
[0181] In SP Reach, the distribution rates of various variation patterns are set so that the probability of winning (the expected probability of winning a jackpot, the likelihood of the jackpot game being executed) is higher than in Normal Reach (see Figures 23(A) and (B)). Therefore, players can understand that SP Reach, which has a longer variation time, has a higher probability of winning than Normal Reach. There are different types of SP Reach: Weak SP Reach A, Weak SP Reach B, and Strong SP Reach. The distribution rates of various variation patterns are set so that the probability of winning increases in the order of Weak SP Reach A ⇒ Weak SP Reach B ⇒ Strong SP Reach.
[0182] In step S1602 shown in Figure 33, if the jackpot flag is not ON, it is determined whether the reach random number counter value (label-TRND-RC value) is a reach-establishing random number value or not (S1604). As shown in Figure 22(B), the reach-establishing random number value is "1" to "30" in the non-time-saving state, and "1" to "10" in the time-saving state. In other words, in the time-saving state, it is less likely to get a reach on a miss than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more misses with short variation times without reaches in the time-saving state.
[0183] If the reach random number counter value is the random number value for a reach (YES in S1604), that is, if it is a reach but a miss, the table for reaches but misses during non-time-saving states (the part of the normal special symbol variation pattern determination table shown in Figure 23(A) that corresponds to non-time-saving states and reaches but misses) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1605).
[0184] On the other hand, if the reach random number counter value is not the random number value for a reach (NO in S1604), that is, if it is a no-reach miss, the no-reach miss table during non-time-saving state (the part of the normal special symbol variation pattern determination table shown in Figure 23(A) that corresponds to a non-time-saving state and a no-reach miss) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1606). In the case of a no-reach miss, the function of shortening the variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2" (see Figure 23).
[0185] Furthermore, if it is determined in step S1601 that the game state is a time-saving state (YES in S1601), the process proceeds to step S1612 shown in Figure 34. In step S1612, it is determined whether the number of special symbol variations (number of variations displayed) since the game was controlled to a high probability state is 101 or more. The game control microcomputer 101 determines whether the number of special symbol variations is 101 or more based on the value of the set probability counter (whether it is 9899 or less). If it is not 101 or more (NO in S1612), the process proceeds to step S1607. From step S1607 onward, the process (S1607 to S1611) follows the same flow as steps S1602 to S1606 above, except that the normal special symbol variation pattern determination table referenced is changed to the table for the time-saving state (the part of the normal special symbol variation pattern determination table shown in Figure 23(A) that corresponds to the time-saving state).
[0186] In other words, if it is a jackpot, the system selects a variation pattern based on the variation pattern random number counter value by referring to the section in Figure 23(A) that corresponds to the time-saving state and the jackpot (S1608). If it is a near miss, the system selects a variation pattern based on the variation pattern random number counter value by referring to the section in Figure 23(A) that corresponds to the time-saving state and the near miss (S1610). If it is a near miss, the system selects a variation pattern based on the variation pattern random number counter value by referring to the section in Figure 23 that corresponds to the time-saving state and the near miss (S1611).
[0187] Furthermore, in the normal special symbol variation pattern determination table during the time-saving state (the part of the normal special symbol variation pattern determination table shown in Figure 23(A) that corresponds to the time-saving state), the function of shortening the variation according to the number of reserved balls when there is a miss without a reach is activated when the number of reserved balls is "2" to "4". In other words, shortening the variation is more likely to be selected than in the non-time-saving state. Also, the variation time for shortening the variation is shorter in the time-saving state than in the non-time-saving state. In short, the special symbol variation pattern determination table during the time-saving state is a table in which the variation time is shorter than that of the special symbol variation pattern determination table in the non-time-saving state.
[0188] Furthermore, in step S1612, if it is determined that the number of special symbol variations since being controlled to a high probability state is 101 or more (YES in S1612), the process proceeds to step S1613 shown in Figure 35. From step S1613 onward, the process follows the same flow as steps S1602 to S1606 above (S1614 to S1617), except that the special symbol variation pattern determination table to be referenced is changed to the special special symbol variation pattern determination table shown in Figure 23(B).
[0189] In other words, if it is a jackpot, the system refers to the section corresponding to a jackpot in Figure 23(B) and selects a variation pattern based on the variation pattern random number counter value (S1614). If it is a near miss, the system refers to the section corresponding to a near miss in Figure 23(B) and selects a variation pattern based on the variation pattern random number counter value (S1616). If it is a miss without a near miss, the system refers to the section corresponding to a miss without a near miss in Figure 23(B) and selects a variation pattern based on the variation pattern random number counter value (S1617).
[0190] After selecting a variation pattern as described above, the selected variation pattern is set (S1618) as shown in Figure 33, and the process is completed. The information of the variation pattern set in step S1618 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the performance control board 120 by output processing (S101).
[0191] [Special Symbol Fluctuation Processing] As shown in Figure 36, in the special symbol fluctuation processing (S1304), it is first determined whether the fluctuation time for the special symbol (fluctuation time determined according to the fluctuation pattern selected in step S1403 or S1409, see Figures 23(A) and 23(B)) has elapsed (S1801). If it has not elapsed (NO in S1801), this process is immediately terminated. This allows the display of the special symbol fluctuation to continue.
[0192] On the other hand, if the variation time has elapsed (YES in S1801), the variation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, other processing is performed, such as stopping the variation display of the special symbols with a symbol corresponding to the set special symbol stop symbol data (jackpot symbol or losing symbol) (S1804), and then this process is completed.
[0193] [Special Symbol Confirmation Process] As shown in Figure 37, the special symbol confirmation process (S1306) first determines whether the special symbol's stop time (the stop time determined according to the variation pattern selected in step S1403 or S1409, see Figures 23(A) and 23(B)) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. As a result, the special symbol's stop display continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described later is performed (S1902).
[0194] Next, it is determined whether the jackpot flag is ON or not (S1903). If the jackpot flag is ON (YES in S1903), the opening pattern corresponding to the type of jackpot won (see Figure 20 for details) is set (S1904). At this time, the value of the round counter, which counts the number of unit opening games (round games) executed during the jackpot game, is set to the number of rounds corresponding to the type of jackpot won. Note that the opening pattern setting (setting of data according to the opening pattern) may be performed for each round.
[0195] The game control microcomputer 101 performs a game state reset process (S1905) following step S1904. In the game state reset process (S1905), first, if the probability variation flag is ON, the probability variation flag is turned OFF, and if the time reduction flag is ON, it is turned OFF. In other words, during the execution of a jackpot game, the game is controlled to be in a non-high probability state and a non-time reduction state. The values of the probability variation counter and the time reduction counter are also set to "0". After that, in order to start a jackpot game, the jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is completed.
[0196] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special operation status is set to "1" (S1909) and this process ends. [Game State Management Processing] As shown in Figure 38, in the game state management processing (S1902), first, it is determined whether the probability variation flag is ON or OFF (S2001). If it is ON (YES in S2001), the value of the probability variation counter, which counts the number of times the special symbols have been varied during the high probability state, is decremented by 1 (S2002), and it is determined whether the value of the probability variation counter is "0" or OFF (S2003). If it is "0" (YES in S2003), the probability variation flag is turned OFF (S2004), and the process proceeds to step S2005. If the result of the determination in step S2001 or S2003 is NO, the process immediately proceeds to step S2009.
[0197] In step S2005, it is determined whether the time-saving flag is ON or OFF. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times special symbols have been changed during the time-saving state, is decremented by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" or not (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the result of the determination in step S2005 or S2007 is NO, the process immediately proceeds to step S2009. In step S2009, a game state specification command, which includes information on the current game state (information on whether the probability change flag and time-saving flag are ON or OFF), the value of the probability change counter, and the value of the time-saving counter, is set in the output buffer of the game RAM 104, and this process ends.
[0198] [Special Electric Mechanism Processing (Big Win Game)] As shown in Figure 39, in the special electric mechanism processing (S1307), it is first determined whether or not the big win end flag is ON (S2201). The big win end flag is a flag that indicates that the opening of all the big prize winning openings 14 has finished in the big win game currently being played.
[0199] If the jackpot end flag is not ON (NO in S2201), it is determined whether the jackpot entry point 14 is open or not (S2202). If it is not open (NO in S2202), it is determined whether it is time to open the jackpot entry point 14, that is, whether the opening time of the jackpot game has elapsed and it is time to start opening in the first round of gameplay, or whether the interval time (closing time) until the jackpot entry point 14 is reopened after being closed has elapsed and it is time to start opening (S2203).
[0200] If the result of step S2203 is NO, the process ends. On the other hand, if the result of step S2203 is YES, the large prize slot 14 is opened according to the opening pattern corresponding to the type of jackpot (see Figure 20) (S2204). In the following step S2205, a round specification command transmission determination process is performed. In the round specification command transmission determination process (S2205), it is determined whether the opening of the big prize slot 14 in step S2204 is the first opening during a single round of gameplay. If so, a round specification command containing information about the number of rounds of the currently running jackpot game is set in the output buffer of the game RAM 104. In this configuration, the big prize slot 14 will not be opened multiple times during a single round of gameplay. Therefore, in this step S2205, a round specification command will always be set.
[0201] In step S2202 of the special electric prize processing (S1307), if the large prize opening 14 is open (YES in S2202), it is determined whether the closing condition for the large prize opening 14 has been met (S2206). In this embodiment, the closing condition is that either the number of prizes that have entered the large prize opening 14 in that round of play has reached the prescribed maximum number of prizes (8 per round in this embodiment), or the time to close the large prize opening 14 has arrived (i.e., a predetermined open time (see Figure 20) has elapsed since the large prize opening 14 was opened). If the closing condition for the large prize opening 14 has not been met (NO in S2206), the process ends.
[0202] On the other hand, if the closing condition for the large prize slot 14 is met (YES in S2206), the large prize slot 14 is closed (blocked) (S2207). Then, it is determined whether or not one round of gameplay ends due to the closing in step S2207 (S2208). If one round of gameplay does not end (NO in S2208), this process ends. On the other hand, if one round of gameplay does end (YES in S2208), the value of the round counter is decremented by 1 (S2209), and it is determined whether or not the value of the round counter is "0" (S2210). If it is not "0" (NO in S2210), the process ends as is in order to start the next round of gameplay.
[0203] On the other hand, if the result is "0" (YES in S2210), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2211) and starting the jackpot ending (S2212). Then, the jackpot termination flag is set (S2213) and the process ends.
[0204] Furthermore, if the jackpot end flag is ON in step S2201 (YES in S2201), the final round has ended, so it is determined whether or not the jackpot ending time has elapsed (S2214). If the ending time has not elapsed (NO in S2214), the process ends. On the other hand, if the ending time has elapsed (YES in S2214), the jackpot end flag is turned OFF (S2215), the jackpot flag is turned OFF (S2216), and the special operation status is set to "1" (S2217). As a result, in the next main timer interrupt process (S005), the special symbol waiting process (S1302) will be executed again as a special operation process (see Figure 30). After that, the game state setting process (S2218) described later is performed, and this process ends.
[0205] [Game State Setting Process] As shown in Figure 40, the game state setting process (S2218) first determines whether the type of jackpot is a probability variation jackpot (the stopping symbols are Special Symbol 1_Jackpot Symbol 1 or Special Symbol 2_Jackpot Symbol 1, see Figure 20) (S2301). If it is not a probability variation jackpot (NO in S2301), the time reduction flag is turned ON (S2306), the time reduction counter is set to "100" (S2307), and the process proceeds to step S2308. As a result, the game state after this jackpot game becomes a normal probability state, a time reduction state, and a high base state (i.e., a low probability high base state). This low probability high base state ends when either of the following conditions is met: the variable display of the special symbols is performed 100 times, or the next jackpot is won.
[0206] On the other hand, if a probability variation jackpot is won in step S2301, the probability variation flag is turned ON (S2302) and the time reduction flag is turned ON (S2303). Then, the probability variation counter is set to "10000" (S2304) and the time reduction counter is set to "10000" (S2305), and the game proceeds to step S2308. As a result, the game state after this jackpot game becomes a high probability state, a time reduction state, and a high base state (i.e., a high probability high base state). This high probability high base state will effectively continue until the next jackpot is won. This is because it is almost impossible for the special symbol fluctuation display to be executed until the value of the probability variation counter and the time reduction counter goes from "10000" to "0", so the probability variation flag and time reduction flag will not be turned OFF until the next jackpot game starts. Alternatively, a probability variation flag may be used alone without a probability variation counter, so that the high probability state continues until the next jackpot is won.
[0207] In step S2308, a game state specification command, which includes information on the current game state (whether the probability variation flag and time reduction flag are ON or OFF), the value of the probability variation counter, and the value of the time reduction counter, is set in the output buffer of the game RAM 104, and this process ends. 6. Operation of the microcontroller 121 for performance control [Sub-control Main Processing] Next, the operation of the performance control microcontroller 121 will be explained based on Figures 41 to 43. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the performance control microcontroller 121 are provided in the performance RAM 124. When the power of the pachinko game machine PY1 is turned on, the performance control microcontroller 121 on the performance control board 120 reads the sub-control main processing program shown in Figure 41 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). In the CPU initialization processing (S4001), the stack is set, constants are set, the performance CPU 122 is set, and settings such as SIO, PIO, CTC (circuit for managing interrupt time) are set. At this time, if the microcontroller 121 for performance control receives a detection signal from the connection detection sensor 201, it will perform the initial operation of the movable panel 55k in the game arcade (see Figure 9). If it does not receive a detection signal from the connection detection sensor 201, it will perform the initial operation of the movable panel 55k during mass production (see Figure 10).
[0208] Next, it is determined whether the power-off signal is ON and whether the contents of the performance RAM 124 are normal (S4002). If the result of this determination is NO, the performance RAM 124 is initialized (S4003) and the process proceeds to step S4004. On the other hand, if the result of this determination is YES (YES in S4002), the process proceeds to step S4004 without initializing the performance RAM 124. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the performance RAM 124 are not normal (NO in S4002), the performance RAM 124 is initialized. However, if the power-off signal is ON due to a power outage, etc., but the contents of the performance RAM 124 remain normal (YES in S4002), the performance RAM 124 is not initialized. Note that initializing the performance RAM 124 resets the values of various flags, statuses, and counters. Also, steps S4001 to S4003 are executed only once after power-on and are not executed thereafter.
[0209] In step S4004, interrupts are disabled. Next, the random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of the random number counters used to determine various effects are updated. The random numbers used to determine effects include random numbers used to determine the effect symbols, random numbers used to determine the variable effect patterns, and random numbers used to determine various pre-announcement effects. The method for updating the random numbers can be the same as the random number update process performed by the game control board 100 described above. When updating, instead of adding 1 to the random value, it may be added by 2, for example. This is also the case in the random number update process performed by the game control board 100 described above.
[0210] Once the random number seed update process (S4005) is complete, the command transmission process is executed (S4006). In the command transmission process (S4006), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are sent to the image display device 50. Upon receiving the commands, the image display device 50 executes various performances (variation performances, opening performances, round performances, ending performances, etc. associated with jackpot games) according to the commands. As will be described later, in conjunction with the execution of various performances, the performance control board 120 outputs sound from speakers 43R and 43L, illuminates the panel lamps 54 and frame lamps 56, and drives the panel movable body 55k. The performance control microcontroller 121 then enables interrupts (S4007). From here, steps S4004 to S4007 are looped. While interrupts are enabled, the following can be executed: receive interrupt processing (S4008), 1ms timer interrupt processing (S4009), and 10ms timer interrupt processing (S4010).
[0211] [Receive Interrupt Processing] The receive interrupt processing (S4008) is performed based on the input of a strobe signal (STB signal) sent from the game control board 100 to the external INT input of the performance control microcontroller 121. In other words, if the strobe signal is not input to the external INT input of the performance control microcontroller 121, the receive interrupt processing (S4008) will not be performed. As shown in Figure 42, in the receive interrupt processing (S4008), various commands sent from the game control board 100 are stored in the receive buffer of the performance RAM 124 (S4101). This receive interrupt processing (S4008) is a process that is executed in priority over other interrupt processing (S4009, S4010).
[0212] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a period of 1 msec is input to the performance control board 120. As shown in Figure 43, the 1ms timer interrupt processing (S4009) first performs input processing (S4201). In input processing (S4201), switch data (edge data and level data) is created based on detection signals from the input detection sensor 40a (see Figure 7) and the select button detection sensor 42a.
[0213] Next, the lamp data output process (S4202) is performed. In the lamp data output process (S4202), the panel lamp 54 and frame lamp 56 are illuminated in a predetermined illumination pattern based on the lamp data created in the other processing (S4305) in the 10ms timer interrupt processing (S4010) described later, in order to illuminate the panel lamp 54 and frame lamp 56 at a timing that matches the performance.
[0214] Next, drive control processing is performed (S4203). In drive control processing (S4203), drive data (movable panel drive data) is created to drive the movable panel 55k at timings that match the performance, such as during SP reach or jackpot performances, and the lock solenoid 371 and drive motor 337 are driven according to the drive data.
[0215] After the drive control process (S4203), the watchdog timer process (S4204) is performed to reset the watchdog timer, and then this process is completed. [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4010) is executed each time an interrupt pulse with a period of 10 msec is input to the performance control board 120. As shown in Figure 44, the 10ms timer interrupt processing (S4010) first performs the received command analysis processing described later (S4301).
[0216] Next, a switch state acquisition process is performed (S4302) to store the switch data created in the input processing (S4201) of the 1ms timer interrupt processing (S4009) as switch data for the 10ms timer interrupt processing in the RAM 124 for display purposes. Then, a switch process is performed (S4303) to set the display content of the display screen 50a based on the switch data stored in the switch state acquisition process (S4302).
[0217] Next, the audio control process (S4304) is performed. In the audio control process (S4304), audio data (data that controls the output of sound from speaker 610), output of audio data from sound source IC 125, and timing management of the audio effects are performed. As a result, the appropriate sound for the effect to be performed is output from speakers 43R and 43L. In this audio control process (S4304), the effect control microcontroller 121 determines whether or not an "H" level wired connection signal has been input. If it has not been input, it puts speakers 43R and 43L into an output-enabled state where sound can be output normally. On the other hand, if it determines that an "H" level wired connection signal has been input, it controls speakers 43R and 43L to output a wired connection notification sound (see Figure 46(B)). Subsequently, by including mute information in the audio data (I2S signal) output from the sound source IC125 to the digital amplifier IC127, the speakers 43R and 43L are rendered completely silent, resulting in an output-disabled state.
[0218] In this audio control processing (S4304), the performance control microcontroller 121 determines whether or not an "H" level wireless connection signal has been input. If no signal has been input, it puts speakers 43R and 43L into an output-enabled state where sound can be output as usual. On the other hand, if it determines that an "H" level wireless connection signal has been input, it controls speakers 43R and 43L to output a wireless connection notification sound (see Figure 48(E)). After that, by including mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127, speakers 43R and 43L are put into an output-disabled state where no sound is output at all. Thus, after the audio control processing (S4304), the performance control microcontroller 121 performs other processing such as updating various random numbers for performances (S4305) and then finishes this process.
[0219] [Received Command Analysis Processing] As shown in Figure 45, in the received command analysis processing (S4301), the performance control microcomputer 121 first determines whether or not it has received a game state specification command from the game control board 100 (S4401), and if it has received one, it performs mode status setting processing (S4402). In the mode status setting processing (S4402), the received game state specification command is analyzed, and the value of the mode status is set based on the game state information contained in the game state specification command. The value of the mode status is set to "1" if it is a normal game state, to "2" if it is a high probability high base state, and to "3" if it is a low probability time reduction state. In this way, the performance control microcomputer 121 can grasp the current game state. Furthermore, since the game state specification command includes information on the value of the probability variation counter and the time reduction counter, the performance control microcomputer 121 can determine how many times the special symbol variation display has been executed since the game was controlled to a high probability time reduction state (high probability state and time reduction state) or a low probability time reduction state (normal probability state and time reduction state), based on this information on the value of the probability variation counter and the time reduction counter.
[0220] Next, the microcontroller 121 for performance control determines whether or not it has received a variation start command (special feature 1 variation start command or special feature 2 variation start command) from the game control board 100 (S4403), and if it has received one, it performs variation performance start processing to start the variation performance (S4404). Next, the microcontroller 121 for performance control determines whether or not it has received a variation stop command (special feature 1 variation stop command or special feature 2 variation stop command) from the game control board 100 (S4405), and if it has received one, it performs variation performance termination processing (S4406). In the variation performance termination processing (S4406), the variation stop command is analyzed, and based on the analysis result, a variation performance termination command to terminate the variation performance is set in the output buffer of the performance RAM 124.
[0221] Next, the microcontroller 121 for performance control determines whether or not it has received an opening command from the game control board 100 (S4407), and if it has received one, it performs an opening performance selection process (S4408). In the opening performance selection process (S4408), it analyzes the opening command and, based on the analysis results, selects an opening performance pattern (content) to be executed during the opening of a jackpot game. Then, it sets an opening performance start command in the output buffer of the performance RAM 124 to start the opening performance using the selected opening performance pattern.
[0222] Next, the microcontroller 121 for performance control determines whether or not it has received a round specification command from the game control board 100 (S4409), and if it has received one, it performs a round performance selection process (S4410). In the round performance selection process (S4410), the microcontroller analyzes the round specification command and, based on the analysis results, selects a round performance pattern (content) to be executed during the round game of the jackpot game. Then, it sets a round performance start command in the output buffer of the performance RAM 124 to start the round performance with the selected round performance pattern.
[0223] Subsequently, the effect control microcomputer 121 determines whether or not it has received an ending command from the game control board 100 (S4411). If it has received the command, it performs ending effect selection processing (S4412). In the ending effect selection processing (S4412), the ending command is analyzed, and based on the analysis result, the pattern (content) of the ending effect to be executed during the ending of the big win game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of the effect RAM 124.
[0224] Subsequently, as other processing (S4413), the effect control microcomputer 121 performs processing based on received commands other than the above commands (for example, processing for performing a waiting customer effect based on the reception of a waiting customer command, or processing for performing a normal symbol variation effect based on the reception of a normal symbol variation start command), and ends the received command analysis processing (S4301).
[0225] 7. Effect Example Next, an effect example when the headphone HPJ is wired-connected to the earphone jack 25 and an effect example when the wireless earphone ISP is wirelessly connected to the wireless connection module 26 will be described. First, the effect example when the headphone HPJ is wired-connected to the earphone jack 25 will be described based on FIGS. 46 and 47. As a prerequisite, it is assumed that the game is controlled in the normal game state and a variation effect is being executed based on the lottery of special figure 1.
[0226] In this case, as shown in FIG. 46(A), on the display screen 50a, the effect symbols EZ1, EZ2, and EZ3 are variably displayed, and a daytime background image Ha indicating that the game is controlled in the normal game state is displayed. Then, from the speakers 43R and 43L, the normal BGM selected by the effect control microcomputer 121 when the game is controlled in the normal game state is output. Here, it is assumed that the player inserts the connection terminal HP1 of the headphone HPJ into the insertion hole 25b of the earphone jack 25 to make a wired connection between the headphone HPJ and the earphone jack 25.
[0227] As a result, a wired connection signal at the "H" level is output from the earphone jack 25 to the effect control board 120 via the wiring hn4, and the effect control microcomputer 121 inputs the wired connection signal at the "H" level. Then, the effect control microcomputer 121 grasps that the wired music device (headphone HPJ) is wired-connected, and as shown in FIG. 46(B), causes the speakers 43R and 43L to output a wired connection notification sound ("Boo Boo. The music player has been wired-connected"). At this time, the audio data (I2S signal) transmitted from the effect control board 120 to the frame peripheral board 150 is amplified and converted into an analog signal by the digital amplifier IC 152, and is output from the earphone jack 25. As a result, as shown in FIG. 46(B), the player can be made to listen to the normal BGM via the headphones HPJ.
[0228] Also, when the headphones HPJ and the earphone jack 25 are wired-connected, the effect control microcomputer 121 displays a wired connection notification image YS1 indicating "The music player has been wired-connected" at the upper part of the display screen 50a, as shown in FIG. 46(B). Thus, by outputting the wired connection notification sound from the speakers 43R and 43L and displaying the wired connection notification image YS1, it is possible to make it easier for the casino staff and the player to grasp that the wired music device (headphones HPJ) has been wired-connected.
[0229] Thereafter, the effect control microcomputer 121 includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127, so that, as shown in FIG. 46(C), a speaker output disabled state is entered in which no sound is output from the speakers 43R and 43L. As a result, the player can concentrate on the sound coming from the headphones HPJ.
[0230] At this time, the microcontroller 121 for performance control displays a wired connection icon IC1 (connection type) at the top of the display screen 50a, indicating that the wired music device is connected via a wired connection. This wired connection icon IC1 is basically displayed continuously until the wired connection of the wired music device (headphone HPJ) is disconnected (until the connection terminal HP1 of the headphone HPJ is unplugged from the earphone jack 25). Therefore, employees of the gaming arcade who see the wired connection icon IC1 can always be aware that the wired music device (headphone HPJ) is connected via a wired connection.
[0231] Next, as shown in Figure 46(D), assume that the symbols EZ1, EZ2, and EZ3 have entered the "7↓7" reach pattern. Then, as shown in Figure 47(A), when the symbols EZ1, EZ2, and EZ3 stop in the "767" reach-miss pattern, the wired connection icon IC1 that was displayed at the top of the display screen 50a becomes invisible. In this way, when the symbols EZ1, EZ2, and EZ3 stop, the wired connection icon IC1 is hidden, which prevents the visibility of the stopped symbols EZ1, EZ2, and EZ3 from being obstructed by the wired connection icon IC1.
[0232] Subsequently, when the stop display (stop time) of the performance symbols EZ1, EZ2, and EZ3 ends, the wired connection icon IC1 is displayed again at the top of the display screen 50a, as shown in Figure 47(B). At this time, the variation display of the performance symbols EZ1, EZ2, and EZ3 has started. At this point, the wired connection between the headphones HPJ and the earphone jack 25 is considered to have been disconnected when the player unplugs the headphone HPJ's connection terminal HP1 from the earphone jack 25.
[0233] In this case, the microcontroller 121 for performance control recognizes that the wired connection between the wired music device (headphone HPJ) and the earphone jack 25 has been disconnected when it stops receiving an "H" level wired connection signal from the earphone jack 25. As a result, the microcontroller 121 switches from a speaker output disabled state, where no sound is output from speakers 43R and 43L, to a normal speaker output state, where sound is output from speakers 43R and 43L as usual, and outputs a wired connection disconnection sound ("Beep beep, the wired connection of the music player has been disconnected") from speakers 43R and 43L, as shown in Figure 47(C).
[0234] At this time, the microcontroller 121 for performance control displays a wired connection disconnection image YS2 at the top of the display screen 50a, indicating that "the wired connection of the music player has been disconnected." In this way, when a wired connection disconnection sound is output from speakers 43R and 43L, and the wired connection disconnection image YS2 is displayed, it becomes easier for amusement hall employees and players to understand that the wired connection of the wired music equipment (headphone HPJ) has been disconnected. Since the wired connection of the headphone HPJ has been disconnected, as shown in Figure 47(C), the normal background music is not output from the headphone HPJ.
[0235] Subsequently, as shown in Figure 47(D), the wired connection icon IC1 is not displayed at the top of the display screen 50a, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Then, the normal background music is output from speakers 43R and 43L.
[0236] Next, an example of how the wireless earphone ISP is wirelessly connected to the wireless connection module 26 will be explained based on Figures 48 to 50. In this configuration, the wireless connection between the wireless music device (wireless earphone ISP) and the wireless connection module 26 is performed by the player using a setting operation while the player is waiting (a game state in which no special symbol variation display is being performed).
[0237] When the machine is waiting for customers, as shown in Figure 48(A), the display screen 50a shows a setting image KM1 for making various settings as part of the waiting-for-customers presentation. This setting image KM1 has a "Volume Setting" section for setting the volume of the sound output from speakers 43R, 43L and music equipment (wired music equipment, wireless music equipment), a "Light Intensity Setting" section for setting the light intensity output from frame lamps 56 and panel lamps 54, and a "Wireless Connection" section for wireless connection with wireless music equipment. When the machine is waiting for customers, background music indicating that it is waiting for customers is output from speakers 43R and 43L.
[0238] Here, let's assume that while the setting image KM1 shown in Figure 48(A) is displayed, the player operates the select button 42k to move the cursor to the "Wireless Connection" field and then presses the performance button 40k. As a result, as shown in Figure 48(B), the wireless connection setting image MS1 indicating "Wireless Connection" is displayed at the top of the display screen 50a, and the wireless connection explanation image MS2 indicating "Please turn on the music player and make it ready for wireless connection" is displayed in the center of the display screen 50a. This wireless connection explanation image MS2 is an image that explains how to wirelessly connect a wireless music device. In this way, the player turns on the wireless earphone ISP (wireless music device) and makes it ready for wireless connection (pairing).
[0239] In this way, the wireless connection module 26 obtains authentication information from the wireless music device that can be wirelessly connected and transmits the information of the wireless music device that can be wirelessly connected to the performance control board 120. Based on this, the performance control microcontroller 121, having received the information of the wireless music device that can be wirelessly connected, displays a wireless connection status image MS3 on the display screen 50a, as shown in Figure 48(C), which shows the name of the wireless music device that can be wirelessly connected and its connection status ("Not connected" or "Connected"). The performance control microcontroller 121 also displays a connection operation explanation image SM1 on the display screen 50a, which says, "Please select the music player you want to connect and press the performance button." These connection operation explanation image SM1 and wireless connection status image MS3 are images that explain how to wirelessly connect the wireless music device. In this way, the player operates the select button 42k to move the cursor to the "Not connected" field and then presses the performance button 40k.
[0240] As a result, as shown in Figure 48(D), the display screen 50a shows a code input image CO1 indicating "Please enter the code". This causes the player to operate the performance button 40k and the select button 42k to enter the code for the wireless earphone ISP. This initiates the wireless connection (pairing) between the wireless connection module 26 and the wireless earphone ISP. At this time, the wireless connection module 26 outputs an "H" level wireless connection signal to the performance control board 120 via the wiring hn5, and the performance control microcontroller 121 receives the "H" level wireless connection signal. As a result, the performance control microcontroller 121 recognizes that the wireless music device (wireless earphone ISP) has been wirelessly connected and outputs a wireless connection notification sound ("Beep beep, music player has been wirelessly connected") from speakers 43R and 43L, as shown in Figure 48(E).
[0241] At this time, audio data (I2S signal) transmitted from the performance control board 120 to the wireless connection module 26 via the frame peripheral board 150 is transmitted to the wireless earphone ISP via a wireless connection between the wireless connection module 26 and the wireless earphone ISP. The wireless earphone ISP then converts the transmitted audio data (I2S signal) into analog data and amplifies that analog data with an amplifier. As a result, as shown in Figure 48(E), the player can listen to background music for when customers are waiting via the wireless earphone ISP.
[0242] As described above, when a wireless music device (wireless earphone ISP) is connected wirelessly, similar to when a wired music device (headphone HPJ) is connected via a wired connection, after a wireless connection notification sound is output from speakers 43R and 43L, the microcontroller 121 for performance control includes mute information in the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127. As a result, speakers 43R and 43L are completely silent, creating a speaker output disabled state, allowing the player to concentrate on the audio coming from the wireless earphone ISP (see Figure 49(A)).
[0243] Furthermore, when the performance control microcontroller 121 detects that the wireless earphone ISP has been wirelessly connected, it changes the display screen 50a from the "Not Connected" column in the wireless connection status image MS to "Connected," as shown in Figure 48(E). The performance control microcontroller 121 also displays a disconnection explanation image SM2 on the display screen 50a, which indicates, "Please select the music player you wish to disconnect and press the performance button."
[0244] Thus, in this configuration, when the wireless connection status image MS is displayed while the player is waiting for a customer, selecting the field for the wireless music device whose wireless connection they wish to disconnect and pressing the performance button 40k will disconnect the wireless connection between the selected wireless music device and the wireless connection module 26. As described above, the disconnection explanation image SM2 shown in Figure 48(E) is displayed, making it easy for the player to understand how to disconnect the wireless music device's wireless connection.
[0245] Furthermore, in this configuration, the wireless connection between the wireless music device (wireless earphone ISP) and the wireless connection module 26 can be disconnected not only when the player is waiting, but also when a special symbol is being displayed (during a variation effect) or when a jackpot is being played. Specifically, by pressing the up direction button of the select button 42k three times in a row, the performance control microcontroller 121 can disconnect the wireless connection between the wireless music device and the wireless connection module 26. In this way, the player can switch from audio output from the wireless music device to audio output to speakers 43R and 43L, even in the middle of a variation effect or a jackpot game.
[0246] Therefore, in this configuration, when the wireless music device is wirelessly connected and the customer waiting state (customer waiting animation) ends, as shown in Figure 49(A), the display screen 50a shows that the up direction button of the select button 42k is highlighted, and an image MS4 showing the method of disconnecting the connection is displayed, indicating that "you can disconnect the wireless connection by pressing the up direction button three times." This makes it possible for players to understand that they can disconnect the wireless music device wirelessly even when not in the customer waiting state, simply by pressing the up direction button of the select button 42k three times.
[0247] Also, when a wireless music device (wireless earphone ISP) is wirelessly connected, as shown in Fig. 49(A), the effect control microcomputer 121 displays a wireless connection icon IC2 (connection mode) indicating that the wireless music device is wirelessly connected at the upper part of the display screen 50a. This wireless connection icon IC2 is basically continuously displayed until the wireless connection of the wireless music device (wireless earphone ISP) is released. Therefore, it is possible for the casino staff who sees the wireless connection icon IC2 to always grasp the situation where the wireless music device (wireless earphone ISP) is wirelessly connected.
[0248] As described above, when the customer waiting state ends, as shown in Fig. 49(B), the variable display of the effect symbols EZ1, EZ2, and EZ3 starts, and the wireless connection icon IC2 is displayed at the upper part of the display screen 50a. And, normal BGM is being output from the wireless earphone ISP. Subsequently, as shown in Fig. 49(C), it is assumed that the effect symbols EZ1, EZ2, and EZ3 have entered the reach mode of "7↓7". Then, as shown in Fig. 49(D), it is assumed that the effect symbols EZ1, EZ2, and EZ3 have stopped displaying in the big win mode (triple seven) of "777". At this time, the wired connection icon IC1 becomes non-displayed at the upper part of the display screen 50a. Thus, similar to the case when the wired music device (headphone HPJ) was wired-connected as described above, when the effect symbols EZ1, EZ2, and EZ3 stop displaying, it is possible to prevent the visibility of the stop display of the effect symbols EZ1, EZ2, and EZ3 from being obstructed by the wireless connection icon IC2 by making the wireless connection icon IC2 non-displayed.
[0249] Subsequently, when the big win game starts, as shown in Fig. 50(A), as an opening effect, an opening effect image OP is displayed. Also, opening BGM indicating that the opening effect is being executed is output from the wireless earphone ISP. Here, it is assumed that the player wants to enjoy the big win game by listening to the powerful sound from the speakers 43R and 43L instead of listening to the voice from the wireless earphone ISP. Therefore, in this case, it is assumed that the player has continuously pressed the upward button of the select button 42k three times.
[0250] As a result, the performance control microcontroller 121 instructs the wireless connection module 26 to disconnect the wireless connection with the wireless earphone ISP. The performance control microcontroller 121 then switches from a speaker output disabled state, where no sound is output from speakers 43R and 43L, to a normal speaker output state, where sound is output from speakers 43R and 43L as usual, and outputs a wireless connection disconnection sound ("Beep beep, the wireless connection to the music player has been disconnected") from speakers 43R and 43L, as shown in Figure 50(B).
[0251] At this time, the microcontroller 121 for performance control displays a wireless connection disconnection image MS5 at the top of the display screen 50a, indicating that "the wireless connection of the music player has been disconnected." In this way, the wireless connection disconnection sound is output from speakers 43R and 43L, and the wireless connection disconnection image MS5 is displayed, making it easier for amusement hall employees and players to understand that the wireless connection of the wireless music equipment (wireless earphone ISP) has been disconnected. Since the wireless connection of the wireless earphone ISP has been disconnected, the opening background music will not be output from the wireless earphone ISP, as shown in Figure 50(C).
[0252] Thus, after the wireless connection disconnection sound is output from speakers 43R and 43L, the opening background music is output. Then, as shown in Figure 50(D), the round animation image RU is displayed on the display screen 50a as a round animation. At this time, the round background music indicating that the round animation is in progress is output from speakers 43R and 43L. In this way, the player can enjoy the jackpot game by listening to powerful sound from speakers 43R and 43L, rather than listening to the audio through wireless earphones ISP during the jackpot game.
[0253] Furthermore, while the wireless earphone ISP is wirelessly connected, the player may operate the wireless earphone ISP to disconnect it. In this case, the performance control microcontroller 121 recognizes that the wireless connection between the wireless music device (wireless earphone ISP) and the wireless connection module has been disconnected when it stops receiving an "H" level wireless connection signal from the wireless connection module 26. As a result, the performance control microcontroller 121 switches from a speaker output disabled state, where no sound is output from speakers 43R and 43L, to a normal speaker output state, where sound is output from speakers 43R and 43L as usual, and outputs a wireless connection disconnection sound ("Beep beep, the wireless connection of the music player has been disconnected") from speakers 43R and 43L (see Figure 50(B)). The performance control microcontroller 121 also displays a wireless connection disconnection image MS5 at the top of the display screen 50a indicating "The wired connection of the music player has been disconnected" (see Figure 50(B)).
[0254] Incidentally, when a standard wireless connection module and a wireless music device are wirelessly connected, the standard wireless connection module stores connection information indicating which wireless music device it was wirelessly connected to. Therefore, even after the wireless connection of the wireless music device is disconnected, the standard wireless connection module retains the connection information indicating which wireless music device it was wirelessly connected to, and the next time a wireless connection is initiated with a wireless music device, the display unit will show the information of the previously wirelessly connected wireless music device as history. This makes it possible to automatically and easily establish a wireless connection with a wireless music device that has been wirelessly connected before.
[0255] However, in a gaming machine used by an unspecified number of players, if the wireless connection module 26 stores connection information indicating which wireless music device was wirelessly connected to, and the display screen 50a of the image display device 50 displays information about the wireless music device that was previously wirelessly connected, then information about the possessions of the player who was playing the game last time will be displayed. In other words, it is undesirable for information about an individual's possessions to be recorded as history in a gaming machine.
[0256] Therefore, in this configuration, when the wireless connection with the wireless music device (wireless earphone ISP) is disconnected in the wireless connection module 26, the connection information indicating that it was previously wirelessly connected to that wireless music device (wireless earphone ISP) is erased. As a result, even if the wireless music device is attempted to be wirelessly connected again, the performance control microcontroller 121 will not display information about the previously wirelessly connected wireless music device (wireless earphone ISP) on the display screen 50a of the image display device 50. In other words, the name of the previously wirelessly connected wireless music device, etc., will not be shown in the wireless connection status image MS3 shown in Figure 48(C). In this way, it is possible to prevent information about personal belongings from being recorded as history on the display screen 50a of the pachinko game machine PY1.
[0257] 8. Effects of this form As explained in detail above, according to the pachinko game machine PY1 of this embodiment, as shown in Figure 9(A), when the lift member 336 is in the lowered position, the movable board 55k can be moved from the origin position to the performance position, as shown in Figure 9(B) from the state shown in Figure 9(A). Then, as shown in Figure 9(C) from the state shown in Figure 9(B), the movable board 55k in the performance position can be moved back to the origin position by moving the lift member 336 from the lowered position to the raised position. Based on this premise, as shown in Figures 9(B), (C), and (D), after the lift member 336 has moved from the lowered position to the raised position, the movable board 55k in the origin position can be moved to the performance position by moving the lift member 336 from the raised position to the lowered position. On the other hand, as shown in Figures 10(B) and 10(C), after the lift member 336 moves from the lowered position to the raised position, maintaining the lift member 336 in the raised position causes the movable board 55k, which is in the origin position, to become immobile and unable to move to the performance position. Therefore, during gameplay, it is possible to perform a performance that moves the movable board 55k from the origin position to the performance position by moving the movable board 55k from the performance position to the origin position and then making it movable. On the other hand, when transporting the movable unit 300 (game board 1) having the movable board 55k, it is possible to safely transport the movable board 55k from the origin position without moving it to the performance position by moving the movable board 55k from the performance position to the origin position and then making it immobile, thereby preventing damage to the movable board 55k.
[0258] Furthermore, in this form of the pachinko game machine PY1, when the movable board 55k is in the origin position, the locking mechanism 370 locks it in place (see Figure 8), preventing the movable board 55k from moving to the performance position. However, during transport of the movable unit 300 having the movable board 55k, the locking mechanism 370 may become unlocked due to impact or other factors. However, even in this case, by keeping it immobile, it is possible to safely transport the movable board 55k from the origin position without moving it to the performance position.
[0259] Furthermore, in this form of the pachinko game machine PY1, when the movable board 55k is in the origin position and the lift member 336 is in the lowered position, if the locking mechanism 370 switches from the locked state to the unlocked state, the movable board 55k falls from the origin position to the performance position. However, during transport of the movable unit 300 having the movable board 55k, if it switches from the locked state to the unlocked state due to impact or the like, the movable board 55k may fall forcefully and be damaged. However, by keeping it immobile during transport, even if the locking mechanism 370 switches to the unlocked state, it is possible to prevent the movable board 55k from falling and thus prevent damage to the movable board 55k.
[0260] Furthermore, in this form of the Pachinko game machine PY1, the upper decorative unit 200 is connected to the front frame body 180 during gameplay. In other words, the Pachinko game machine PY1 is assembled in a completed state. Therefore, the performance control microcomputer 121 moves the movable board 55k from the performance position to the origin position and then makes it movable. Consequently, during gameplay, it is possible to execute a performance that moves the movable board 55k from the origin position to the performance position. On the other hand, during the mass production of the movable unit 300 before the movable unit 300 having the movable board 55k is transported, the upper decorative unit 200 is not connected to the front frame body 180. In other words, the Pachinko game machine PY1 is not assembled in a completed state. Therefore, during the operational inspection in mass production, the performance control microcomputer 121 moves the movable board 55k from the performance position to the origin position and then makes it immobile. Therefore, when transporting the mass-produced movable unit 300, it is possible to transport it safely without moving the movable panel 55k, which is in the origin position, to the performance position.
[0261] Furthermore, in the pachinko game machine PY1 of this embodiment, as shown in Figure 13, the upper side wall portion 212 of the lens member 210 and the inner connecting member 230, which is located inside the upper side wall portion 212, are engaged via an engagement mechanism KG. However, the engagement mechanism KG alone is not sufficient to firmly fix the lens member 210. Therefore, as shown in Figure 14, the lens member 210 is attached by sandwiching the engagement mechanism KG between the rear cover member 220 and the inner connecting member 230, so that the outer surface of the upper side wall portion 212 and the outer surface of the cover wall portion 221 of the rear cover member 220 are on the same plane. In this way, the lens member 210 can be fixed without using screws and without using the space outside the lens member 210. Therefore, it is possible to attach the lens member 210 while maintaining a good appearance.
[0262] Furthermore, according to this embodiment of the pachinko game machine PY1, as shown in Figure 14, the front end portion 221a of the rear cover member 220 on the lens member 210 side (front side) contacts the recessed portion 212a provided in the upper side wall portion 212 of the lens member 210, so that the outer surface of the upper side wall portion 212 and the outer surface of the cover wall portion 221 of the rear cover member 220 become the same plane. In this way, when the rear cover member 220 and the inner connecting member 230 sandwich the engagement mechanism KG, the recessed portion 212a of the upper side wall portion 212 of the lens member 210 makes it easier to determine the position of the rear cover member 220.
[0263] Furthermore, in the present embodiment of the pachinko game machine PY1, the engagement mechanism KG for engaging the upper side wall portion 212 of the lens member 210 with the inner connecting member 230 is composed of an inclined projection portion 233 of the inner connecting member 230 and a U-shaped portion 213 inserted into the inclined projection portion 233, as shown in Figure 13. Therefore, the upper side wall portion 212 of the lens member 210 and the inner connecting member 230 can be engaged with a simple and inexpensive configuration.
[0264] Furthermore, according to this form of the pachinko game machine PY1, as shown in Figure 18, players can hear the sound output from the headphones HPJ by connecting the headphones HPJ via a wired connection. In addition, since the frame peripheral board 150 is separated from the performance control board 120 which has the sound source IC 125, the frame peripheral board 150 can be placed in a position close to the earphone jack 25. This makes it possible to shorten the wiring hn2 between the frame peripheral board 150 and the earphone jack 25, thereby reducing the influence of noise acting on this wiring hn2.
[0265] Furthermore, with this form of pachinko game machine PY1, players can easily connect headphones HPJ via a wired connection to the earphone jack 25 provided on the front frame 23, as shown in Figure 1. Also, since the frame peripheral circuit board 150 is also provided on the front frame 23, the wiring between the frame peripheral circuit board 150 and the earphone jack 25 can be made shorter, thereby further reducing the impact of noise.
[0266] Furthermore, in this form of the pachinko game machine PY1, the audio signal transmitted from the frame peripheral circuit board 150 to the earphone jack 25 is an analog signal and is therefore susceptible to noise. However, as mentioned above, since both the frame peripheral circuit board 150 and the earphone jack 25 are located on the front frame 23, the influence of noise can be reduced as much as possible by shortening the wiring hn2 that transmits the aforementioned audio signal (analog signal) between the frame peripheral circuit board 150 and the earphone jack 25.
[0267] Furthermore, according to this form of the pachinko game machine PY1, as shown in Figure 18, players can hear the sound output from wireless earphones by wirelessly connecting wireless earphones ISP. Since a wireless connection module 26 that can wirelessly connect to the wireless earphones ISP is provided on the front frame 23, the wiring hn3 between the frame peripheral board 150 and the wireless connection module 26 can be shortened. Also, since one frame peripheral board 150 transmits audio signals to both the earphone jack 25 and the wireless connection module 26, it can be implemented at a lower cost compared to a configuration in which two separate boards transmit audio signals to both the earphone jack 25 and the wireless connection module 26 (see Figure 51).
[0268] Furthermore, in this form of the pachinko game machine PY1, when transmitting an audio signal (I2S signal) from the performance control board 120 to the frame peripheral board 150, a voltage drop may occur, potentially preventing the audio signal from being transmitted properly. Therefore, the performance control board 120 outputs the audio signal from the sound source IC 125 to the frame peripheral board 150 via the buffer IC 126, thereby suppressing the voltage drop and enabling the proper transmission of the audio signal.
[0269] Furthermore, in this form of the Pachinko game machine PY1, the photomos relay 151 provided on the frame peripheral board 150 insulates the frame peripheral board 150 from the performance control board 120, making it difficult to transmit malicious signals between the frame peripheral board 150 and the performance control board 120. The frame peripheral board 150 transmits the audio signal (I2S signal) input from the sound source IC 125 via the photomos relay 151, making it possible to remove weak noise with the photomos relay 151.
[0270] Furthermore, with this form of the pachinko game machine PY1, players can listen to the sound output from the headphones HPJ by connecting the headphones HPJ via a wired connection. When the headphones HPJ and the earphone jack 25 are connected via a wired connection, as shown in Figure 46(C), the speakers 43R and 43L enter a speaker output disabled state where sound cannot be output. This allows players to concentrate on the sound coming from the headphones HPJ without hearing the sound from the speakers 43R and 43L. Similarly, when the wireless earphone ISP and the wireless connection module 26 are connected wirelessly, as shown in Figure 49(A), the speakers 43R and 43L enter a speaker output disabled state where sound cannot be output. This allows players to concentrate on the sound coming from the wireless earphone ISP without hearing the sound from the speakers 43R and 43L.
[0271] Furthermore, with this form of pachinko game machine PY1, if the speaker output becomes impossible immediately after a music device (headphones HPJ, wireless earphones ISP) is connected (wired or wireless), it is difficult for the player to know whether the music device is properly connected or not. Therefore, before the speaker output becomes impossible after the music device (headphones HPJ, wireless earphones ISP) is connected, a wired connection sound message, "Beep beep, music player connected via wired connection," is output from speakers 43R and 43L, as shown in Figure 46(B), or a wireless connection sound message, "Beep beep, music player connected wirelessly," is output from speakers 43R and 43L, as shown in Figure 48(E). This makes it possible for the player to know whether the music device is properly connected or not before the speaker output becomes impossible.
[0272] Furthermore, in this form of the pachinko game machine PY1, when the headphones HPJ and the earphone jack 25 are connected via a wired connection, the image display device 50 displays a wired connection notification image YS1, indicating that the headphones HPJ are connected via a wired connection, as shown in Figure 46(B). Also, when the wireless earphone ISP and the wireless connection module 26 are connected wirelessly, the image display device 50 switches the "Not Connected" column in the wireless connection status image MS to "Connected," as shown in Figure 48(E). In this way, when music equipment is connected (wired or wireless), not only is wired audio output from speakers 43R and 43L, but the wired connection notification image YS1 and the wireless connection status image MS are also displayed, allowing the player to understand that the music equipment is properly connected.
[0273] Furthermore, in this form of the pachinko game machine PY1, when headphones HPJ are connected via a wire to the earphone jack 25, the connection state of each contact st1 to st4 provided on the earphone jack 25 switches from the state shown in Figure 19(A) to the state shown in Figure 19(B). As a result, an "H" level wired connection signal (specific signal) is output from the earphone jack 25 to the performance control board 120. Consequently, the performance control microcontroller 121, based on the input of an "H" level wired connection signal, puts it into an output-disabled state. In this way, by utilizing the movable piece KD1 provided on the earphone jack 25, it is possible to switch to an output-disabled state without adding any new hardware components.
[0274] Furthermore, in this configuration of the Pachinko game machine PY1, when the wired connection between the headphones HPJ and the earphone jack 25 is disconnected, the system switches from a state where speaker output is impossible to a normal speaker output state where sound can be output from speakers 43R and 43L, as shown in Figure 47(C). Similarly, when the wireless connection between the wireless earphone ISP and the wireless connection module 26 is disconnected, the system switches from a state where speaker output is impossible to a normal speaker output state where sound can be output from speakers 43R and 43L, as shown in Figure 50(B). Thus, by disconnecting the music equipment (headphones HPJ, wireless earphone ISP), the system automatically switches to a state where sound from the Pachinko game machine PY1 can be heard through speakers 43R and 43L.
[0275] Furthermore, with this form of pachinko game machine PY1, players can listen to the sound output from the wireless earphone ISP by wirelessly connecting the wireless earphone ISP. However, elderly players may not know how to connect the wireless earphone ISP and may not use it. Therefore, as shown in Figure 48(B), a wireless connection explanation image MS2 indicating "Please turn on the music player and put it in a state where it can be wirelessly connected" is displayed in the center of the display screen 50a. After the player turns on the power of the wireless earphone ISP (wireless music device) and puts it in a state where it can be wirelessly connected (paired), as shown in Figure 48(C), a wireless connection status image MS3 indicating the name of the wireless music device that can be wirelessly connected and the connection status ("Not connected" or "Connected") is displayed on the display screen 50a. At this time, a connection operation explanation image SM1 indicating "Please select the music player you want to connect and press the performance button" is also displayed on the display screen 50a. In this way, the step-by-step display of wireless connection explanation image MS2, wireless connection status image MS3, and connection operation explanation image SM1 (step-by-step connection explanation presentation) makes it possible for players to easily understand how to connect the wireless earphone ISP.
[0276] Furthermore, in this form of the pachinko game machine PY1, after the wireless earphone IS is wirelessly connected, as shown in Figure 48(E), a disconnection explanation image SM2 is displayed on the display screen 50a, indicating "Please select the music player you want to disconnect and press the performance button." Also, after the wireless earphone IS is wirelessly connected and the customer waiting state ends, as shown in Figure 49(A), the display screen 50a shows that the up direction button of the select button 42k is highlighted, and a disconnection method image MS4 is displayed, indicating "You can disconnect the wireless connection by pressing the up direction button three times." In this way, by displaying the disconnection explanation image SM2 and the disconnection method image MS4 (disconnection explanation performance), it is possible to easily make it clear to the player how to disconnect the wireless connection of the wireless earphone ISP.
[0277] Furthermore, with this form of the pachinko game machine PY1, when the wireless earphone ISP is wirelessly connected, the player can disconnect the wireless connection between the wireless earphone ISP and the wireless connection module 26 by pressing the upward button of the select button 42k (operating means) three times (specific operation), as shown in Figure 50(B) from the state shown in Figure 50(A). In this way, the player can easily disconnect the wireless connection of the wireless earphone ISP without operating the wireless earphone ISP itself.
[0278] 9. Example of changes The following describes examples of modifications. In the description of the modifications, components similar to those of the Pachinko game machine PY1 in the above configuration will be denoted by the same reference numerals and their explanation will be omitted. Of course, components related to the modifications may be combined as appropriate. Furthermore, technical features in the above configuration and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0279] In the above configuration (first configuration), as shown in Figure 18, the earphone jack 25 and the wireless connection module 26 were connected to one frame peripheral board 150. In contrast, in the first modified configuration, as shown in Figure 51, the earphone jack 25 is connected to the first frame peripheral board 150A, and the wireless connection module 26 is connected to the second frame peripheral board 150B. The first modified configuration will be described below.
[0280] In the first modified configuration, the first frame peripheral board 150A is located near the upper tray 34 on the front frame 23 and is connected to the earphone jack 25 via wiring hn2. The first frame peripheral board 150A is also connected to the performance control board 120 via wiring hn11 and has a photomos relay 151A. The photomos relay 151A and the digital amplifier IC 152 are connected via signal line sn8.
[0281] The second frame peripheral board 150B is located near the upper tray 34 on the front frame 23 and is connected to the wireless connection module 26 via wiring hn3. The second frame peripheral board 150B is also connected to the performance control board 120 via wiring hn12 and has a photomos relay 151B.
[0282] Here, in the performance control board 120, the audio data (I2S signal) output from the sound source IC 125 via the buffer IC 126 passes through signal line s2, branch point bn1 and signal line sn4, and branches at branch point bn3. Of the audio data (I2S signal) branched at branch point bn3, one is input to the first frame peripheral board 150A via wiring hn11, and the other is input to the second frame peripheral board 150B via wiring hn12.
[0283] The photomos relay 151A insulates the first frame peripheral board 150A from the performance control board 120, thereby electrically isolating the connection between the two and preventing unauthorized signals from being input from the performance control board 120 to the first frame peripheral board 150A. Furthermore, even if weak noise is input to the photomos relay 151A, it is possible to remove the weak noise and output the signal. In the first frame peripheral board 150A, the audio data (I2S signal) input via the photomos relay 151A is supplied to the digital amplifier IC 152 through the signal line sn8.
[0284] The photomos relay 151B insulates the second frame peripheral board 150B from the performance control board 120, thereby electrically isolating the connection between the two and preventing unauthorized signals from being input from the performance control board 120 to the second frame peripheral board 150B. Furthermore, even if weak noise is input to the photomos relay 151B, it is possible to remove the weak noise and output the signal. On the second frame peripheral board 150B, the audio data (I2S signal) input via the photomos relay 151B is transmitted to the wireless connection module 26 through the signal line sn9 and wiring hn3.
[0285] As described above, in the first modified example shown in Figure 51, since it is equipped with two boards, the first frame peripheral board 150A and the second frame peripheral board 150B, the cost is higher compared to the first form (see Figure 18) which is equipped with one frame peripheral board 150. Furthermore, the presence of two boards, the first frame peripheral board 150A and the second frame peripheral board 150B, makes the wiring more complex and makes it more susceptible to noise. On the other hand, in the first modified example, the size of the first frame peripheral board 150A and the second frame peripheral board 150B is smaller than that of a single frame peripheral board 150, making it easier to place in locations with limited space (for example, near the upper tray 34 of the front frame 23).
[0286] In the above configuration (first configuration), as shown in Figure 18, the performance control board 120 had a digital amplifier IC 127 corresponding to speakers 43R and 43L. In contrast, in the second modified configuration, as shown in Figure 52, an amplifier board 160 having a digital amplifier IC 127 corresponding to speakers 43R and 43L is provided separately from the performance control board 120. The second modified configuration will be described below.
[0287] In the second modified example, as shown in Figure 52, the performance control board 120 and the amplifier board 160 are connected via wiring hn8. The amplifier board 160 is located near speakers 43R and 43L within the front frame 23. Speaker 43L is connected to the amplifier board 160 via wiring h6, and speaker 43R is connected to the amplifier board 160 via wiring h7.
[0288] In the performance control board 120, the audio data (I2S signal) output from the sound source IC 125 via the buffer IC 126 is input to the amplifier board 160 via signal line s2 and wiring hn8. The audio data (I2S signal) input to the amplifier board 160 is then branched at branching point bn4 via signal line sn10. Of the branched audio data (I2S signal) at branching point bn4, one is transmitted to the digital amplifier IC 127 via signal line sn11, and the other is input to the second frame peripheral board 150B via signal line sn12 and wiring hn1.
[0289] The digital amplifier IC 127 amplifies the audio data (I2S signal) input from the signal line sn11, and converts the amplified audio data into an analog signal using an ADC (analog-to-digital converter). The audio data converted into an analog signal is then transmitted from the performance control board 120 to speaker 43L via wiring hn6, and also to speaker 43R via wiring hn7. As a result, speakers 43R and 43R output audio corresponding to the performance.
[0290] As described above, in the second modified example shown in Figure 52, the amplifier board 160 and speakers 43R and 43L are arranged on the front frame 23, so the wiring h6 and h7 between the amplifier board 160 and speakers 43R and 43L can be made shorter compared to the first embodiment shown in Figure 18. Therefore, even when transmitting analog data that is susceptible to noise in the wiring h6 and h7, it is possible to transmit accurate audio data more easily.
[0291] In the above configuration (first configuration), as shown in Figure 18, the frame peripheral substrate 150 has a digital amplifier IC 152 corresponding to the earphone jack 25, but does not have a digital amplifier IC 127 corresponding to the speakers 43R and 43L. In contrast, in the third modified configuration, as shown in Figure 53, the frame peripheral substrate 150X has a digital amplifier IC 152 corresponding to the earphone jack 25, as well as a digital amplifier IC 127 corresponding to the speakers 43R and 43L.
[0292] In the third modified example, as shown in Figure 53, the performance control board 120 and the frame peripheral board 150X are connected via wiring hn9, and the frame peripheral board 150X is located near the upper tray 34 on the front frame 23. In the performance control board 120, the audio data (I2S signal) output from the sound source IC 125 via the buffer IC 126 is input to the frame peripheral board 150X via signal line s2 and wiring hn9. The audio data (I2S signal) input to the frame peripheral board 150X then branches at branching point bn1 via signal line sn2. Of the branched audio data (I2S signal) at branching point bn1, one is transmitted to the digital amplifier IC 127 via signal line sn3, and the other is sent to the photomos relay 151 via signal line sn4.
[0293] The digital amplifier IC127 amplifies the audio data (I2S signal) input from signal line sn3, and converts the amplified audio data into an analog signal using an ADC (analog-to-digital converter). The audio data converted into an analog signal is then transmitted from the frame peripheral board 150X to speaker 43L via wiring hn6, and also to speaker 43R via wiring hn7. As a result, speakers 43R and 43R output audio corresponding to the performance.
[0294] As described above, in the third modified example shown in Figure 53, the frame peripheral substrate 150X and speakers 43R and 43L are arranged on the front frame 23. Therefore, the wiring h6 and h7 between the frame peripheral substrate 150X and speakers 43R and 43L can be made shorter compared to the first embodiment shown in Figure 18. Consequently, even when transmitting analog data that is susceptible to noise in the wiring h6 and h7, it is possible to transmit accurate audio data more easily.
[0295] In the above configuration (first configuration), as shown in Figures 48(B) and 48(C), a connection explanation presentation (display of wireless connection explanation image MS2, wireless connection status image MS3, and connection operation explanation image SM1) was executed to explain how to wirelessly connect a wireless music device (wireless earphone ISP). In contrast, in the fourth modified configuration, as shown in Figure 54, a connection explanation presentation explaining how to wired music device (headphone HPJ) is executed on the display screen 50a.
[0296] In the fourth variation, as shown in Figure 54, the text "You can connect music devices via wired connection!" and a wired connection explanation image OYS showing how to connect the headphone HPJ's connection terminal HP1 to the earphone jack 25 are displayed as a waiting-for-customer effect during the customer waiting state. The display of this wired connection explanation image OYS is the connection explanation effect. Therefore, for players who are unaware that the headphone HPJ can be used, the display of the wired connection explanation image OYS makes it possible to make them aware that the headphone HPJ can be used and to easily understand how to connect the headphone HPJ. In other words, the wired connection explanation image OYS shows the location of the earphone jack 25 and shows that the headphone HPJ's connection terminal HP1 can be inserted into the earphone jack 25, making it possible to easily make it clear to players how to connect the headphone HPJ via wire.
[0297] In the above configuration (first configuration), as shown in Figure 18, the earphone jack 25 (connection device) is provided at a position away from the frame peripheral substrate 150 (frame side substrate), and the wireless connection module 26 (connection device) is also provided at a position away from the frame peripheral substrate 150 (frame side substrate). In contrast, in the fifth modified example, as shown in Figure 55, the earphone jack 25 is provided on the first frame peripheral substrate 150C (frame side substrate), and the wireless connection module 26 is provided on the second frame peripheral substrate 150D (frame side substrate).
[0298] In the fifth configuration, as shown in Figure 55, on the first frame peripheral board 150C, the audio signal (I2S signal) input via wiring hn11 is first transmitted to signal line sn8 via photomos relay 151A. Then, the audio signal (I2S signal) passing through signal line sn8 is transmitted to digital amplifier IC 152. As a result, the audio signal (I2S signal) input to digital amplifier IC 152 is amplified and converted to an analog signal, which is then transmitted to the earphone jack 25 via signal line sn13. On the second frame peripheral board 150D, the audio signal (I2S signal) input via wiring hn12 is first transmitted to signal line sn9 via photomos relay 151B. Then, the audio signal (I2S signal) passing through signal line sn8 is transmitted to wireless connection module 26.
[0299] In the fifth modified example shown in Figure 55, the earphone jack 25 is provided on the first frame peripheral board 150C. Therefore, compared to the first modified example, where the earphone jack 25 is provided at a distance from the first frame peripheral board 150A as shown in Figure 51, the wiring between the first frame peripheral board 150C and the earphone jack 25 is shorter. In other words, in the fifth modified example shown in Figure 55, the wiring distance between the first frame peripheral board 150C and the earphone jack 25 is only the distance between signal lines sn8 and sn13 on the first frame peripheral board 150C. Thus, it is possible to reduce the impact of noise on the wiring between the first frame peripheral board 150C and the earphone jack 25 compared to the first modified example.
[0300] Furthermore, in the fifth modified example shown in Figure 55, the wireless connection module 26 is provided on the second frame peripheral board 150D. Therefore, compared to the first modified example, where the wireless connection module 26 is provided at a distance from the second frame peripheral board 150B as shown in Figure 51, the wiring between the second frame peripheral board 150D and the wireless connection module 26 is shorter. In other words, in the fifth modified example shown in Figure 55, the distance between the second frame peripheral board 150D and the wireless connection module 26 is only the signal line sn9 on the second frame peripheral board 150D. Thus, it is possible to reduce the impact of noise on the wiring between the second frame peripheral board 150D and the wireless connection module 26 compared to the first modified example.
[0301] In the fifth modified example described above, as shown in Figure 55, the first frame peripheral board 150C on which the earphone jack 25 is provided and the second frame peripheral board 150D on which the wireless connection module 26 is provided were separate boards. In contrast, in the sixth modified example, as shown in Figure 56, the earphone jack 25 and the wireless connection module 26 are provided on the same (single) frame peripheral board 150E.
[0302] In the sixth modification, as shown in Figure 56, the audio signal (I2S signal) input via wiring hn1 to the frame peripheral substrate 150E is first transmitted to signal line sn5 via photomos relay 151A. The audio signal (I2S signal) passing through signal line sn5 then branches at branching point bn2. As a result, the audio signal (I2S signal) that branches off from branching point bn2 to signal line sn6 is transmitted to digital amplifier IC 152. Consequently, the audio signal (I2S signal) input to digital amplifier IC 152 is amplified and converted to an analog signal, which is then transmitted to the earphone jack 25 via signal line sn13. Meanwhile, the audio signal (I2S signal) that branches off from branching point bn2 to signal line sn7 is transmitted to wireless connection module 26.
[0303] In the sixth modified example shown in Figure 56, the earphone jack 25 (connection device) and the wireless connection module 26 (connection device) are provided on a single frame peripheral board 150E. Therefore, compared to the fifth modified example shown in Figure 55, where the earphone jack 25 and the wireless connection module 26 are provided on separate frame peripheral boards (first frame peripheral board 150C, second frame peripheral board 150D), the number of frame peripheral boards can be reduced, making implementation less expensive. Furthermore, the sixth modified example shown in Figure 56 uses fewer photomos relays (insulating elements) than the fifth modified example shown in Figure 55, making implementation less expensive.
[0304] In the above configuration (first configuration), as shown in Figure 18, the sound source IC 125 was not provided on the frame peripheral substrate 150. In contrast, in the seventh modified configuration, as shown in Figure 57, the sound source IC 125 is provided on the frame peripheral substrate 150F.
[0305] In the seventh modification, as shown in Figure 57, the sound source IC 125 is not located on the performance control board 120, but on the frame peripheral board 150F. Therefore, the sound source IC 125 receives an audio selection signal from the performance control microcontroller 121 and reads the audio data corresponding to the audio selection signal as a digital audio signal from the audio ROM 153 located on the frame peripheral board 150F. The sound source IC 125 then outputs the read audio data to the signal line sn1 using the I2S (Inter IC Sound) transmission method.
[0306] The audio data (I2S signal) passing through signal line sn1 splits at branching point bn1 into two branches: one sent to signal line sn3 and the other to signal line sn4. The audio data (I2S signal) sent to signal line sn3 is transmitted to digital amplifier IC 127. Meanwhile, the audio data (I2S signal) sent to signal line sn4 splits at branching point bn2 into two branches: one sent to signal line sn6 and the other to signal line sn7. The audio signal (I2S signal) sent to signal line sn6 is transmitted to digital amplifier IC 152. As a result, the audio signal (I2S signal) input to digital amplifier IC 152 is amplified and converted into an analog signal, which is then transmitted through signal line sn14 to the earphone jack 25. Meanwhile, the audio signal (I2S signal) sent to signal line sn7 is transmitted to the wireless connection module 26.
[0307] As described above, in the seventh modified example shown in Figure 57, the frame peripheral circuit board 150F is equipped not only with the earphone jack 25, digital amplifier IC 152, wireless connection module 26, and digital amplifier IC 127, but also with the sound source IC 125 and audio ROM 153. Therefore, it is possible to consolidate the components for audio control onto the circuit board on the gaming machine frame 2 side, thereby creating an innovative frame peripheral circuit board 150F.
[0308] <Other variations> In the above configuration, the movable board 55k (movable member) could move to an upper origin position (first position) or a lower performance position (second position). However, the relationship between the first position and the second position is not limited to the relationship between the upper origin position (see Figure 5(A)) and the lower performance position (see Figure 5(B)), and can be changed as appropriate. For example, the movable board 55k can move horizontally, and the first position and the second position may be at the same height. Furthermore, the movable member is not limited to the movable board 55k provided on the game board 1, but may also be a movable frame provided on the game machine frame 2 (front frame 23), and can be changed as appropriate.
[0309] In the above configuration, as shown in Figure 8, the movable panel 55k at the origin position was prevented from moving to the performance position by a locking mechanism 370 in which the tip 312a of the locking hook 312 and the tip 373a of the locking member 373 are locked together. However, the locking mechanism 370 is not limited to the above and can be modified as appropriate. For example, in the locking mechanism, the lock pin of the lock solenoid is inserted through the insertion hole of the mounting member 310, preventing the movable panel 55k at the origin position from moving to the performance position. When the lock solenoid is activated, the lock pin is pulled out from the insertion hole of the mounting member 310, allowing the movable panel 55k at the origin position to move to the performance position. Alternatively, the locking mechanism 370 may not be provided at all.
[0310] In the above configuration, if the performance control microcontroller 121 does not receive a detection signal from the connection detection sensor 201 upon power-up, it determines that the upper decorative unit 200 is not attached to the front frame 23 and that the game machine is not assembled in a completed state, and performs the initial operation of the movable board 55k for mass production (see Figure 10). However, the performance control microcontroller 121 may also determine that the game machine is not assembled in a completed state if it determines that no units other than the upper decorative unit 200 are attached, and perform the initial operation of the movable board 55k for mass production. For example, if the game board 1 is not attached inside the game machine frame 2, the performance control microcontroller 121 may determine that the game machine is not assembled in a completed state and perform the initial operation of the movable board 55k for mass production (see Figure 10).
[0311] In the above configuration, as shown in Figure 6, the lift member 336 (holding member) moved from a lowered position to an raised position, making it possible to move the movable panel 55k from the performance position to the origin position. However, the holding member that can move the movable panel 55k from the performance position to the origin position is not limited to the lift member 336 and can be changed as appropriate. For example, the holding member may be another movable panel, and the movement of the other movable panel may make it possible to move the movable panel 55k from the performance position to the origin position.
[0312] In the above configuration, as shown in Figure 11, the outer surface of the upper side wall portion 212 of the lens member 210 and the outer surface of the cover wall portion 221 of the rear cover member 220 were on the same plane. However, it is also acceptable for the outer surface of the upper side wall portion 212 of the lens member 210 and the outer surface of the cover wall portion 221 of the rear cover member 220 to have a slight step difference and be substantially on the same plane.
[0313] In the above configuration, as shown in Figure 13, in the engagement mechanism KG, the inclined projection 233 (protruding portion) of the inner connecting member 230 is inserted into the U-shaped portion 213 (through-hole portion) of the lens member 210, thereby engaging the upper side wall portion 212 of the lens member 210 with the bent portion 232 of the inner connecting member 230. However, the engagement mechanism KG is not limited to the above configuration and can be modified as appropriate. For example, the inner connecting member 230 (inner member) may be provided with a U-shaped portion (through-hole portion), and the lens member 210 (design member) may be provided with an inclined projection (protruding portion), and the inclined projection portion of the lens member 210 may be inserted into the U-shaped portion 213 of the inner connecting member 230, thereby engaging the lens member 210 and the inner connecting member 230.
[0314] In the above configuration, as shown in Figures 11 and 13, the lens member 210 (design member), the rear cover member 220 (cover member), and the inner connecting member 230 (inner member) were provided on the upper decorative unit 200. However, the design member, cover member, and inner member may be provided in locations other than the upper decorative unit 200, and their placement can be changed as appropriate. For example, the design member, cover member, and inner member may be provided near the top tray of the front frame 23, or on the game board 1.
[0315] In the above configuration, as shown in Figure 18, the frame peripheral circuit board 150 (frame-side circuit board) was provided on the front frame 23. However, the location of the frame-side circuit board is not limited to the front frame 23 and can be changed as appropriate. For example, the frame-side circuit board may be provided on the inner frame 21 or the outer frame 22. Alternatively, the frame peripheral circuit board 150 may be configured as a board-side circuit board provided on the game board 1, rather than as a frame-side circuit board provided on the game machine frame 2.
[0316] In the above configuration, as shown in Figure 18, a photomos relay 151 (insulating element) was provided on the frame peripheral substrate 150 to insulate it from the performance control board 120 (performance board). However, the insulating element is not limited to the photomos relay 151 and can be changed as appropriate. For example, the insulating element may be a digital isolator. Although digital isolators are more expensive than the photomos relay 151, they have the advantages of high speed, low noise, low current consumption, and long lifespan. Among digital isolators, any of the following types may be used: capacitive isolation type digital isolator, magnetic isolation type digital isolator, or optical isolation type digital isolator. The frame peripheral substrate 150 may also be configured without an insulating element to reduce costs.
[0317] In the above configuration, the earphone jack 25 (connection device, wired connection device) was located on the front frame 23. However, the location of the earphone jack 25 is not limited to the front frame 23 and can be changed as appropriate. For example, the earphone jack 25 may be located on the inner frame 21 or the outer frame 22.
[0318] In the above configuration, the wireless connection module 26 (connection device, wireless connection device, other connection devices) was located on the front frame 23. However, the location of the wireless connection module 26 is not limited to the front frame 23 and can be changed as appropriate. For example, the wireless connection module 26 may be located on the inner frame 21 or the outer frame 22.
[0319] In the above configuration, as shown in Figure 18, the frame peripheral substrate 150 was not configured to transmit audio signals (I2S signals) via a buffer IC. However, the frame peripheral substrate 150 may be configured to transmit audio signals (I2S signals) via a buffer IC. In this way, the buffer IC provided on the frame peripheral substrate 150 prevents voltage drop, making it possible to properly transmit audio signals through wiring hn2 and wiring hn3.
[0320] In the above configuration, as shown in Figure 46(B), after the wired music player (headphones HPJ) was connected via a wired connection but before it became unable to output, speakers 43R and 43L emitted a wired connection sound (special sound) saying "Buzz buzz, music player connected via wired connection." However, the special sound is not limited to the wired connection sound described above and can be changed as appropriate. For example, the special sound could be a simple warning sound such as a buzzer.
[0321] In the above configuration, as shown in Figure 48(E), after the wireless music device (wireless earphones) was wirelessly connected but before it became unable to output, speakers 43R and 43L emitted a wireless connection sound (special sound) saying "Buzz buzz, music player wirelessly connected." However, the special sound is not limited to the wireless connection sound described above and can be changed as appropriate. For example, the special sound could be a simple warning sound such as a buzzer.
[0322] In the above configuration, as shown in Figure 46(B), when a wired music player (headphones HPJ) is connected via a wired connection, the display screen 50a shows a wired connection notification image YS1 indicating "The music player has been connected via a wired connection" as a connection notification effect. However, the connection notification effect is not limited to the above and can be changed as appropriate. For example, displaying a wired connection icon IC1 could also serve as a connection notification effect. Similarly, when a wireless music player (wireless earphones ISP) is connected wirelessly, displaying a wireless connection icon IC2 could also serve as a connection notification effect.
[0323] In the above configuration, during the customer waiting state, the method for connecting the wireless earphone ISP was explained by sequentially displaying the wireless connection explanation image MS2, the wireless connection status image MS3, and the connection operation explanation image SM1, as shown in Figures 46(B) and (C), as a step-by-step connection explanation presentation. However, the step-by-step connection explanation presentation may also be executed during a variation performance or a jackpot game, rather than during the customer waiting state. Furthermore, while the above configuration allowed for wireless connection of the wireless music device (wireless earphone ISP) during the customer waiting state, it may also allow for wireless connection of the wireless music device (wireless earphone ISP) during a variation performance or a jackpot game.
[0324] In the above configuration, during the customer waiting state, the method for disconnecting the wireless connection of the wireless earphone ISP is explained by displaying the disconnection explanation image SM2 as shown in Figure 48(E). However, the disconnection explanation may also be executed during fluctuation effects or jackpot gameplay, rather than during the customer waiting state.
[0325] In the above configuration, after the wireless music device (wireless earphone ISP) is wirelessly connected, the wireless connection of the wireless music device is disconnected based on the upward button of the select button 42k (operating means) being pressed three times (specific operation). However, the operating means and specific operation are not limited to the upward button of the select button 42k and pressing it three times as described above, and can be changed as appropriate. For example, the wireless connection of the wireless music device may be disconnected by simultaneously pressing the downward button of the select button 42k and the performance button 40. Furthermore, the disconnection of the wireless music device by a specific operation of the operating means may be limited to a certain period (for example, while waiting for a customer, while a variation performance is being executed, during a pre-reach performance, or during a jackpot game).
[0326] In the above configuration, the disconnection method image MS4 shown in Figure 49(A) was displayed when the customer waiting state ended. However, the timing of the display of the disconnection method image MS4 is not limited to when the customer waiting state ends and can be changed as appropriate. For example, the disconnection method image MS4 may be displayed during the execution of a variation effect, or at the end of a jackpot effect (during the execution of the ending effect).
[0327] In the above configuration, as shown in Figure 18, the sound source IC 125 was provided on the performance control board 120. However, the sound source IC 125 may be provided on a board other than the performance control board 120, and the location where the sound source IC 125 is provided can be changed as appropriate. For example, the sound source IC 125 may be provided on a sound control board (performance board) that is different from the performance control board 120 and can receive signals (commands) from the performance control microcontroller 121.
[0328] The above configuration did not account for the case where a wired music player (headphones HPJ) is connected via a wired connection and a wireless music player (wireless earphones ISP) is connected via a wireless connection. However, the case where a wired music player is connected via a wired connection and a wireless music player is connected via a wireless connection may be handled as follows: For example, if a wired music player is connected via a wired connection and a wireless music player is connected via a wireless connection, the sound of the pachinko game machine PY1 may be output from both the wired music player and the wireless music player. Alternatively, if a wired music player is connected via a wired connection and a wireless music player is connected via a wireless connection, the sound of the pachinko game machine PY1 may be output from the wired music player while the sound of the pachinko game machine PY1 may not be output from the wireless music player. Alternatively, if a wired music player is connected via a wired connection and a wireless music player is connected via a wireless connection, the sound of the pachinko game machine PY1 may be output from the wireless music player while the sound of the pachinko game machine PY1 may not be output from the wired music player.
[0329] The above configuration assumes a case where one wireless music device (wireless earphone ISP) is wirelessly connected, and does not assume a case where two or more wireless music devices are wirelessly connected. However, one wireless connection module 26 may be configured to wirelessly connect to two or more wireless music devices, and when two or more wireless music devices are wirelessly connected, the sound of the pachinko game machine PY1 may be output from each wireless music device.
[0330] In the above configuration, when the upper decorative unit 200 (first unit) and the front frame body 180 (second unit) are assembled, the initial operation of the game board movable body 55k in the game hall (initial operation in the first operation mode) is performed (see Figure 9), and when the upper decorative unit 200 (first unit) and the front frame body 180 (second unit) are not assembled, the initial operation of the game board movable body 55k during mass production (initial operation in the second operation mode) is performed (see Figure 10). However, the relationship between the first unit and the second unit is not limited to the relationship between the upper decorative unit 200 and the front frame body 180, and can be changed as appropriate. For example, when the game board 1 (first unit) and the game machine frame 2 (second unit) are assembled, the initial operation of the movable board 55k in the game hall (initial operation in the first operation mode) is performed (see Figure 9), and when the game board 1 (first unit) and the game machine frame 2 (second unit) are not assembled, the initial operation of the movable board during mass production (initial operation in the second operation mode) may be performed (see Figure 10). Furthermore, the initial operation of the first operation mode is not limited to the operation mode shown in Figure 9 and can be changed as appropriate. For example, the movable board 55k may move from the origin position ⇒ performance position ⇒ origin position ⇒ performance position ⇒ origin position. Similarly, the initial operation of the second operation mode is not limited to the operation mode shown in Figure 10 and can be changed as appropriate. For example, the movable board 55k may move from the origin position ⇒ performance position.
[0331] In the above configuration, when the headphones HPJ are connected via a wire to the earphone jack 25, an "H" level wired connection signal (specific signal) is output from the earphone jack 25 to the performance control board 120, and the performance control microcontroller 121, based on receiving an "H" level wired connection signal, puts it into an output-disabled state. However, the specific signal is not limited to an "H" level wired connection signal and can be changed as appropriate. For example, in the state shown in Figure 19(A), the earphone jack 25 outputs an "H" level wired connection signal to the performance control board 120, and the performance control microcontroller 121, based on receiving an "H" level wired connection signal, puts it into an output-enabled state. Then, when the state changes from the state shown in Figure 19(A) to the state shown in Figure 19(B), the earphone jack 25 may output an "L" level wired connection signal (specific signal) to the performance control board 120, and the performance control microcontroller 121, based on receiving an "L" level wired connection signal, puts it into an output-disabled state.
[0332] In the above configuration, when the wired connection icon IC1 is displayed, as shown in Figure 47(A), the wired connection icon IC1 is hidden when the performance symbols EZ1, EZ2, and EZ3 stop displaying. However, the wired connection icon IC1 may be hidden at times other than when the performance symbols EZ1, EZ2, and EZ3 stop displaying, and this can be changed as appropriate. For example, the wired connection icon IC1 may be hidden from the start to the end of the reach performance. Also, for example, the wired connection icon IC1 may be hidden when the variation display of the performance symbols EZ1, EZ2, and EZ3 begins.
[0333] In the above configuration, when the wireless connection icon IC2 is displayed, as shown in Figure 49(E), the wireless connection icon IC2 is hidden when the performance symbols EZ1, EZ2, and EZ3 stop displaying. However, the wireless connection icon IC2 may be hidden at times other than when the performance symbols EZ1, EZ2, and EZ3 stop displaying, and this can be changed as appropriate. For example, the wireless connection icon IC2 may be hidden from the start to the end of the reach performance. Also, for example, the wireless connection icon IC2 may be hidden when the variation display of the performance symbols EZ1, EZ2, and EZ3 begins.
[0334] In the above configuration shown in Figure 18, a sound source IC is not provided on the frame peripheral substrate 150, but a sound source IC and a storage means for storing audio data may be provided on the frame peripheral substrate 150. In the first modified example shown in Figure 51, a sound source IC is not provided on the first frame peripheral substrate 150A and the second frame peripheral substrate 150B, but a sound source IC and a storage means for storing audio data may be provided on the first frame peripheral substrate 150A and the second frame peripheral substrate 150B, respectively. In the second modified example shown in Figure 52, a sound source IC is not provided on the frame peripheral substrate 150, but a sound source IC and a storage means for storing audio data may be provided on the frame peripheral substrate 150. In the fifth modified example shown in Figure 55, a sound source IC is not provided on the first frame peripheral substrate 150C and the second frame peripheral substrate 150D, but a sound source IC and a storage means for storing audio data may be provided on the first frame peripheral substrate 150C and the second frame peripheral substrate 150D, respectively. Here, "connection device (earphone jack 25, wireless connection module 26) capable of receiving audio signals transmitted from the frame-side circuit board" includes both cases where the connection device is located at a distance from the frame-side circuit board and cases where the connection device is located on the frame-side circuit board.
[0335] In the above configuration, the game machine is configured such that the transition to a high probability state is determined based on the type of winning jackpot symbol. However, it may also be configured as a so-called V-probability machine (a game machine that controls the state to a high probability state based on the passage of a specific area (V area) within the jackpot opening). Furthermore, in the above configuration, the game machine is configured such that once it is controlled to a high probability state, the control to the high probability state continues until the start of the next jackpot game (a so-called probability variation loop type game machine). However, it may also be configured as a so-called ST machine (a game machine with a limited number of probability variations). It may also be configured as a so-called type 1 and type 2 mixed machine or a flipper-type game machine. In addition, once it is controlled to a high probability state, it may be configured as a fall-out machine where it falls from the high probability state to the normal probability state by lottery, or as a limiter machine where the number of consecutive times it is controlled to a high probability state or time-saving state is limited. In other words, the invention shown herein can be suitably adopted for game machines of various game types, regardless of the game type of the game machine.
[0336] <Second Embodiment> Next, the pachinko game machine PY1 of the second embodiment will be described based on the drawings. In each of the figures referenced, the same parts are denoted by the same reference numerals, and redundant explanations of the same parts will be omitted as a general rule. The pachinko game machine PY1 of the second embodiment is provided with a vibration sensor 85 and a magnetic sensor 86, as shown in Figure 58. The vibration sensor 85 detects the magnitude of vibrations acting on the pachinko game machine PY1. The magnetic sensor 86 detects the magnitude of the magnetic flux density generated in the pachinko game machine PY1.
[0337] As shown in Figure 58, the vibration sensor 85 is connected to the game control board 100. Therefore, the detection signal from the vibration sensor 85 (a signal containing information about the magnitude of the vibration) is input to the game control board 100. This allows the game control microcomputer 101 to determine, based on the detection signal from the vibration sensor 85, whether or not abnormal vibrations (vibrations due to earthquakes, vibrations as a result of fraudulent activity) are occurring in the pachinko game machine PY1. If the game control microcomputer 101 determines that abnormal vibrations (vibration anomalies) are occurring, it sends a command to the performance control board 120 indicating that abnormal vibrations are occurring, so that the performance control microcomputer 121 can understand that abnormal vibrations are occurring.
[0338] The magnetic sensor 86 is connected to the game control board 100. Therefore, the detection signal from the magnetic sensor 86 (a signal containing information on the magnitude of the magnetic flux density) is input to the game control board 100. This allows the game control microcomputer 101 to determine, based on the detection signal from the magnetic sensor 86, whether or not abnormal magnetism (magnetism as a fraudulent act) is occurring in the pachinko game machine PY1. If the game control microcomputer 101 determines that abnormal magnetism (magnetic anomaly) is occurring, it sends a command to the performance control board 120 indicating that abnormal magnetism is occurring, so the performance control microcomputer 121 can understand that abnormal magnetism is occurring. Furthermore, if the game control microcomputer 101 determines that abnormal magnetism is occurring, it treats this as a serious fraudulent act and controls the game to be unplayable. In this way, when the game is controlled to be unplayable, the player cannot continue playing, and the state in which the game is unplayable continues until the power is cut off.
[0339] By the way, while it is possible to connect external music devices (headphones HPJ, wireless earphones ISP) and output sound from the external music devices, the following problems may occur after the speakers 43R and 43L enter a speaker output disabled state (external output state) where sound cannot be output from the speakers. Specifically, if a particular abnormality such as a vibration abnormality or magnetic abnormality occurs after the speaker output disabled state (hereinafter also simply referred to as the "output disabled state"), it is preferable to output an abnormal sound from speakers 43R and 43L to let the staff of the amusement facility know that an abnormality has occurred. However, if the player maintains the connection of the external music device (headphones HPJ, wireless earphones ISP) without performing any operation while an abnormality is occurring, the abnormal sound will not be output from speakers 43R and 43L. As a result, the problem arises that it is difficult for the staff of the amusement facility to notice that the pachinko machine PY1 is malfunctioning.
[0340] For example, after the output becomes impossible, a player may stop playing and move away from the pachinko machine PY1. In this case, if the player moves away from the pachinko machine PY1 without disconnecting their external audio device (headphones HPJ, wireless earphones ISP) (wired or wireless connection), it will be difficult for the next player to know if they are allowed to start playing on that pachinko machine PY1 because no sound will be output from speakers 43R and 43L. In other words, even though the game on the pachinko machine PY1 has ended, the output impossible state where no sound is output from speakers 43R and 43L is not resolved, creating a problem where it is difficult for the next player to start playing.
[0341] Therefore, in the second form of the pachinko game machine PY1, while it is possible to output sound from an external music device, after the speakers 43R and 43L enter a state where they cannot output sound, they can be forced to an output state where they can output sound based on the fulfillment of a forced release condition that does not require any operation from the player. Specifically, the fulfillment of the forced release condition is when a specific abnormality such as a vibration abnormality or magnetic abnormality occurs, when a game hall employee performs a special operation on the select button 42k, when a specific time (e.g., 5 minutes) has elapsed while the machine is waiting for customers, or when the distance between the wireless music device (wireless earphone ISP) and the wireless connection module 26 exceeds the wireless connection distance (e.g., 10m). In this way, by switching from the output-non-output state to the forced output state based on the fulfillment of the forced release condition, it is possible to output sound from the speakers 43R and 43L without requiring any operation from the player.
[0342] The following describes examples of the effects when the forced release conditions are met, with reference to Figures 59 to 67. First, using Figures 59 and 60, we will explain the case where the output changes from a non-output state to a forced output state when a vibration abnormality occurs. As shown in Figure 59(A), the display screen 50a shows the effect symbols EZ1, EZ2, and EZ3 changing, and the daytime background image Ha is displayed, indicating that the game is controlled to a normal game state. The normal background music is output from speakers 43R and 43L. Now, let's assume that the player has connected the headphone HPJ and the earphone jack 25 via a wired connection by inserting the connection terminal HP1 of the headphone HPJ into the insertion hole 25b of the earphone jack 25.
[0343] As a result, the microcontroller 121 for performance control receives the "H" level wired connection signal transmitted from the earphone jack 25 and outputs a wired connection notification sound ("Beep beep, music player connected via wired connection") from speakers 43R and 43L, as shown in Figure 59(B). At the same time, the display screen 50a shows the wired connection notification image YS1 indicating "Music player connected via wired connection," and the normal background music is output from the headphones HPJ.
[0344] Subsequently, the audio data (I2S signal) output from the sound source IC125 to the digital amplifier IC127 includes mute information, resulting in a state of no output from speakers 43R and 43L, as shown in Figure 59(C). At this time, the wired connection icon IC1 is displayed on the display screen 50a. Now, let's assume that vibrations due to an earthquake have occurred. In this case, the detection signal from the vibration sensor 85 (a signal containing information on the magnitude of the vibration) is input to the game control board 100, and the game control microcontroller 101 determines that an abnormal vibration has occurred. As a result, the game control microcontroller 101 sends a command to the performance control board 120 indicating that an abnormal vibration has occurred, and the performance control microcontroller 121 understands that an abnormal vibration has occurred.
[0345] As a result, as shown in Figure 59(D), the microcontroller 121 for performance control displays a vibration abnormality image SDE on the display screen 50a, indicating "vibration abnormality." This makes it easier for players wearing headphones HPJ and employees of the gaming arcade to understand that a vibration abnormality is occurring. However, for a predetermined period of time (for example, 3 seconds) after the vibration abnormality occurs, as shown in Figure 59(D), speakers 43R and 43L remain in an output-disabled state where no sound is output, and normal background music is output from the headphones HPJ.
[0346] Then, after a predetermined time (for example, 3 seconds) has elapsed since the vibration abnormality occurred, the performance control microcontroller 121 determines that the forced release condition based on the vibration abnormality has been met, and switches from a no-output state where sound cannot be output from speakers 43R and 43L to a forced output state where sound can be output from speakers 43R and 43L. Specifically, the performance control microcontroller 121 prevents the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127 from including mute information.
[0347] As a result, as shown in Figure 60(A), the microcontroller 121 for performance control repeatedly outputs a vibration abnormality sound, "Vibration abnormality detected," from speakers 43R and 43L. This makes it easier for employees and players in the amusement arcade to understand that there is a vibration abnormality in the pachinko machine PY1. In particular, as shown in Figures 59(D) to 60(A), when the output disable state is released based on the vibration abnormality, sound output from the headphones HPJ (external music device) becomes disabled. Therefore, players wearing headphones HPJ are surprised by the sudden silence of the headphones HPJ, while simultaneously hearing the vibration abnormality sound, "Vibration abnormality detected," output from speakers 43R and 43L. Thus, for example, in the case of a vibration abnormality caused by an earthquake, it is possible to prevent a situation where a player wearing headphones HPJ does not notice the vibration abnormality caused by the earthquake.
[0348] Subsequently, once the vibration abnormality is resolved, the vibration abnormality image SDE indicating "vibration abnormality" disappears from the display screen 50a, as shown in Figure 60(B). At this time, although the headphone HPJ connection terminal HP1 is inserted into the earphone jack 25, sound can be output from speakers 43R and 43L, while sound cannot be output from the headphone HPJ (normal speaker output state). Thus, in Figure 60(B), the vibration abnormality sound is no longer output from speakers 43R and 43L, and normal background music is being output.
[0349] Next, using Figure 61, we will explain the case where a magnetic anomaly occurs and the system changes from an output-disabled state to a forced output state. When a player connects the headphones HPJ to the earphone jack 25, as shown in Figure 61(A), the display screen 50a shows a wired connection notification image YS1 indicating "The music player has been connected via wired connection," and the normal background music is output from the headphones HPJ. In addition, a wired connection notification sound ("Beep beep, the music player has been connected via wired connection") is output from speakers 43R and 43L. Subsequently, as shown in Figure 61(B), sound (normal background music) can be output from the headphones HPJ, but the speakers 43R and 43L are completely silent, resulting in an output-disabled state. At this time, the wired connection icon IC1 is displayed on the display screen 50a.
[0350] Here, let's assume that a player has brought a magnet close to the pachinko machine PY1 as an act of misconduct. In this case, the detection signal from the magnetic sensor 86 (a signal containing information on the magnitude of the magnetic flux density) is input to the game control board 100, and the game control microcomputer 101 determines that a magnetic anomaly has occurred. As a result, the game control microcomputer 101 sends a command to the performance control board 120 indicating that an abnormal magnetic field has been generated, and the performance control microcomputer 121 becomes aware that an abnormal magnetic field has been generated.
[0351] As a result, as shown in Figure 61(C), the performance control microcontroller 121 displays a magnetic anomaly image GDE on the display screen 50a indicating "Magnetic Anomaly: Please restart the power supply." This makes it easier for players wearing headphones HPJ and employees of the gaming facility to understand that a magnetic anomaly has occurred. At this time, the performance control microcontroller 121 switches from a no-output state where sound cannot be output from speakers 43R and 43L to a forced output state where sound can be output from speakers 43R and 43L. Specifically, the performance control microcontroller 121 prevents the audio data (I2S signal) output from the sound source IC 125 to the digital amplifier IC 127 from including mute information.
[0352] As a result, as shown in Figure 61(C), the performance control microcontroller 121 repeatedly outputs a magnetic anomaly sound, "Magnetic anomaly detected," from speakers 43R and 43L. This makes it easier for employees and players at the amusement arcade to understand that a magnetic anomaly has occurred in the pachinko machine PY1. Furthermore, unlike the case of vibration anomalies described above, when a magnetic anomaly occurs, the performance control microcontroller 121 also repeatedly outputs a magnetic anomaly sound, "Magnetic anomaly detected," from the headphones HPJ. In other words, when the output failure state is released based on the magnetic anomaly, a magnetic anomaly sound, "Magnetic anomaly detected," is output from speakers 43R and 43L (sound output means), as well as from the headphones HPJ. This makes it possible to make players more strongly aware that a magnetic anomaly has occurred.
[0353] If a magnetic anomaly occurs, the game control microcomputer 101 will treat it as a serious fraudulent act and disable the game. As a result, the player will not be able to continue playing, and the game will remain unplayable until the power is cut off. Therefore, as shown in Figure 61(C), the display screen 50a will continuously display a magnetic anomaly image GDE indicating "Magnetic Anomaly. Please restart the power," and the speakers 43R, 43L, and headphones HPJ will repeatedly output a magnetic anomaly sound indicating "Magnetic Anomaly."
[0354] Next, using Figure 62, we will explain the case where the output changes from a non-output state to a forced output state when a game arcade employee performs a special operation on the select button 42k. First, as shown in Figure 62(A), the headphone HPJ is connected to the earphone jack 25, so sound can be output from the headphone HPJ, while the speakers 43R and 43L are in a non-output state with no sound output at all, and the normal background music is output from the headphone HPJ. At this time, the wired connection icon IC1 is displayed on the display screen 50a.
[0355] In this situation, a player wearing headphones (HPJ) may be engrossed in the game at a high volume setting, and a game hall employee may want to give the player a specific notice or warning. In such a case, the game hall employee performs a special operation on the select button 42k by simultaneously pressing the up and down buttons on the select button 42k. As a result, the microcontroller 121 for performance control determines that the forced release condition based on the special operation has been met, and switches from a state where sound cannot be output from speakers 43R and 43L to a forced output state where sound can be output from speakers 43R and 43L.
[0356] As a result, the system switches from the state shown in Figure 62(A) to the state shown in Figure 62(B), where the normal background music is output from the headphone HPJ, to the state where the normal background music is output from speakers 43R and 43L. At this time, no sound is output from the headphone HPJ. This makes it easier for players to hear the designated announcements and warnings from the arcade staff. At this time, the performance control microcontroller 121 displays the wired connection forced disconnection image YSZ on the display screen 50a, as shown in Figure 62(B), indicating that "the wired connection has been forcibly disconnected." In this way, players who see the wired connection forced disconnection image YSZ are more likely to notice that the wired connection of the headphone HPJ (wired music device) has been forcibly disconnected, or in other words, that the state in which sound is output from the headphone HPJ has been forcibly terminated.
[0357] Subsequently, the player unplugs the headphone HPJ connector HP1 from the earphone jack 25 and then reinserts it. When the headphone HPJ is reconnected in this way, as shown in Figure 62(C), a wired connection notification sound ("Beep beep, music player connected via wire") is output from speakers 43R and 43L. At this time, the display screen 50a shows a wired connection notification image YS1 indicating "Music player connected via wire," and normal background music is output from the headphone HPJ. Subsequently, as shown in Figure 62(D), speakers 43R and 43L become completely silent and output is impossible, and the wired connection icon IC1 is displayed on the display screen 50a.
[0358] Next, using Figure 63, we will explain the case where the system switches from an unoutput state to a forced output state after 5 minutes (a specific time) has elapsed while the system is in a waiting state. In the waiting state, as shown in Figure 63(A), the display screen 50a shows a setting image KM1 for making various settings as one of the waiting state effects. This setting image KM1 has a "Volume Setting" section for setting the volume of the sound output from speakers 43R, 43L and music equipment (wired music equipment, wireless music equipment), a "Light Intensity Setting" section for setting the light intensity of the light output from frame lamps 56 and panel lamps 54, and a "Wireless Connection" section for wireless connection with wireless music equipment. Here, in Figure 63(A), since the wireless earphone ISP is wirelessly connected, background music for waiting to indicate that the system is in a waiting state is output from the wireless earphone ISP.
[0359] Furthermore, after the player stops playing, they do not know how to disconnect the wireless connection of the wireless earphone ISP, and leave the pachinko machine PY1 while the wireless earphone ISP is still connected. Subsequently, five minutes have passed since the start of the customer waiting state at the pachinko machine PY1. Note that five minutes of customer waiting state means that the customer waiting state has continued for five minutes without any special symbol variation display being executed, or it may also mean that the customer waiting state indication has continued for five minutes.
[0360] If the system remains in a waiting state for 5 minutes, the performance control microcontroller 121 instructs the wireless connection module 26 to disconnect the wireless connection with the wireless earphone ISP. The performance control microcontroller 121 then switches from a state where sound cannot be output from speakers 43R and 43L to a forced output state where sound can be output from speakers 43R and 43L, and outputs a wireless connection disconnection sound ("Beep beep, the wireless connection to the music player has been disconnected") from speakers 43R and 43L, as shown in Figure 63(B).
[0361] At this time, the wireless connection disconnection image MSK, indicating "The wireless connection of the music player has been disconnected," is displayed on the display screen 50a. In this way, when the machine is in a waiting state, the wireless connection disconnection sound is output from speakers 43R and 43L, and the wireless connection disconnection image MSK is displayed on the display screen 50a, making it easier for the staff of the amusement arcade and the next player to start playing to understand that no game is being played on the pachinko machine PY1. Furthermore, even if a player does not know how to disconnect the wireless earphone ISP and leaves the pachinko machine PY1 while the wireless earphone ISP is still connected, as described above, the wireless connection of the wireless earphone ISP can be automatically disconnected when the pachinko machine PY1 is in a waiting state. After that, as shown in Figure 63(C), the background music for waiting is no longer output from the wireless earphone ISP, and instead, the background music for waiting is output from speakers 43R and 43L.
[0362] In the above example, the specific time elapsed while waiting for customers to switch from a non-output state to a forced output state was fixed at 5 minutes. However, in the following example, the aforementioned specific time is not fixed at 5 minutes, but can be set to any time desired by the arcade staff. The specific time elapsed while waiting for customers to switch from a non-output state to a forced output state will be referred to as the "wireless deactivation time" below.
[0363] Before explaining the setting of the wireless deactivation time, the following will explain the mode to which the system transitions when a RAM clear is performed upon power-on, using Figure 64. As shown in Figure 64, when the RAM clear switch (RAM clear operation means) provided on the game control board 100 is pressed upon power-on, the system transitions to the game inspection mode and the setting mode before the game-related information stored in the game RAM 104 is erased (RAM cleared).
[0364] The game inspection mode is a mode set by the game control board 100 (game control microcomputer 101). The game inspection mode is a mode for checking whether the game drive components connected to the game control board 100 are operating normally. Specifically, the game drive components (objects to be inspected) are the electric tuner solenoid 12s and the AT solenoid 14s. When the game inspection mode is set, the game control board 100 (game control microcomputer 101) drives the electric tuner solenoid 12s and the AT solenoid 14s. As a result, while the game inspection mode is set, the opening and closing operation of the electric tuner opening / closing member 12k and the opening and closing operation of the AT opening / closing member 14k are repeatedly performed, as shown in Figure 65(A). In this way, when the game is set to game inspection mode, the employees of the game arcade can confirm that the electric tuner solenoid 12s is functioning correctly by observing the opening and closing operation of the electric tuner opening / closing member 12k, and they can also confirm that the AT solenoid 14s is functioning correctly by observing the opening and closing operation of the AT opening / closing member 14k.
[0365] In the second configuration, the system is set to both game inspection mode and setting mode. Specifically, as shown in Figure 64, when the RAM clear switch (not shown) is pressed when the power is turned on, the performance control board 120 (performance control microcomputer 121) is set to setting mode, which allows employees of the gaming arcade to make various settings. Thus, the game inspection mode and setting mode start at the same time when the RAM clear switch is pressed upon power-on. After the game inspection mode and setting mode are set, pressing the RAM clear switch will cause both modes to end at the same time. In other words, the termination condition for the game inspection mode and setting mode is when the RAM clear switch is pressed. Once the game inspection mode and setting mode end, a RAM clear is performed, and then the system transitions to game mode, where the game progress is controlled by the game control board 100.
[0366] Figure 65(A) shows the game inspection mode, and Figure 65(B) shows the setting mode. When the RAM clear switch is pressed when the power is turned on, first, as shown in Figure 65(A), the game inspection mode image YK showing the words "Game Inspection Mode in Progress" is displayed, and the termination condition explanation image S3 showing the words "To exit, press the RAM clear switch" is displayed. The display of this termination condition explanation image S3 makes it easy for employees of the amusement arcade to understand that the game inspection mode and the setting mode are terminated by pressing the RAM clear switch. Below the termination condition explanation image S3 on the display screen 50a, the setting change image SK showing the shape of the select button 42k and the words "Change Settings" is displayed. The display of this setting change image SK makes it easy for employees of the amusement arcade to understand that in order to make various setting changes, they should press the select button 42k (up button or down button or left button or right button).
[0367] Thus, when the setting change image SK shown in Figure 65(A) is displayed, if an employee of the arcade presses the select button 42k, the item selection image ISQ, which shows the items "Wireless Deactivation Time Setting", "Other Settings", and "Back", is displayed, as shown in Figure 65(B). Also, on display screen 50a, the item confirmation image KK, which shows the shape of the select button 42k and the words "Item Confirmation", is displayed, as well as the button confirmation image DM, which shows the shape of the performance button 40k and the words "Confirm". The display of the item confirmation image KK allows the arcade employee to understand that by pressing the select button 42k, they can select the item displayed in the item selection image ISQ. The display of the button confirmation image DM allows the arcade employee to understand that by pressing the performance button 40k, they can confirm the item selected in the item selection image ISQ.
[0368] Furthermore, as shown in Figure 65(B), the display screen 50a shows the termination condition explanation image S3, clearly indicating that the game inspection mode and setting mode can be terminated at any time by pressing the RAM clear switch. Note that, as shown in Figure 65(B), even if the item confirmation image KK is displayed on the display screen 50a, the game inspection mode is set, so the opening and closing operation of the electric tuner opening / closing member 12k and the opening and closing operation of the AT opening / closing member 14k are repeatedly performed.
[0369] Then, while the item selection image ISQ shown in Figure 65(B) is displayed, the arcade employee selects the "Wireless Deactivation Time Setting" item on the item selection image ISQ and presses the performance button 40k. As a result, the wireless deactivation time setting image MKS shown in Figure 66 is displayed. As shown in Figure 66, the wireless deactivation time setting image MKS displays the words "Wireless Deactivation Time Setting", the words "Time elapsed from customer waiting state required for automatic wireless deactivation", and the selection items "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", and "Do not automatically connect wirelessly".
[0370] Furthermore, on display screen 50a, an item confirmation image KK is displayed showing the shape of the select button 42k and the words "Item Confirmation," while a button confirmation image DM is displayed showing the shape of the performance button 40k and the words "Confirm." The display of item confirmation image KK allows the staff of the arcade to understand that by pressing the select button 42k, they can select each of the selection items displayed on the wireless release time setting image MKS. Similarly, the display of button confirmation image DM allows the staff of the arcade to understand that by pressing the performance button 40k, they can confirm the selection item selected on the wireless release time setting image MKS. Additionally, on display screen 50a, an termination condition explanation image S3 is displayed, clearly showing that the game inspection mode and setting mode can be terminated at any time by pressing the RAM clear switch.
[0371] Thus, while the wireless deactivation time setting image MKS shown in Figure 66 is displayed, the arcade staff can press the select button 42k and the effect button 40k to set the wireless deactivation time to any time from 1 to 10 minutes, depending on the situation in the arcade. Furthermore, if the arcade staff select the "Do not automatically connect wirelessly" option on the wireless deactivation time setting image MKS and then press the effect button 40k, the wireless deactivation time will not be set. In this case, no matter how long the waiting time is while the wireless music device (wireless earphone ISP) is wirelessly connected, the wireless connection of the wireless music device will not be automatically disconnected. In other words, if the arcade staff do not want the wireless connection of the wireless music device to be disconnected when the waiting time is triggered by a customer, they can select the "Do not automatically connect wirelessly" option.
[0372] Next, using Figure 67, we will explain the case where the output state changes from a no-output state to a forced output state when the distance between the wireless music device (wireless earphone ISP) and the wireless connection module 26 exceeds the wireless connection distance (10m). Assume that the player has finished playing on the pachinko machine PY1 and has moved away from the pachinko machine PY1 without disconnecting the wireless connection of the wireless earphone ISP. In this case, as shown in Figure 67(A), the display screen 50a shows the setting image KM1 for making various settings as one of the customer waiting effects. Also, as shown in Figure 67(A), since the wireless earphone ISP is wirelessly connected at this time, background music for customer waiting is output from the wireless earphone ISP.
[0373] Then, assuming that the player is moving while holding the wireless earphone ISP, the distance between the wireless earphone ISP and the wireless connection module 26 exceeds 10m, which is the distance at which wireless connection is possible. In this case, the performance control microcontroller 121 instructs the wireless connection module 26 to disconnect the wireless connection with the wireless earphone ISP. The performance control microcontroller 121 then switches from a state where sound cannot be output from speakers 43R and 43L to a forced output state where sound can be output from speakers 43R and 43L, and outputs a wireless connection disconnection sound ("Beep beep, the wireless connection to the music player has been disconnected") from speakers 43R and 43L, as shown in Figure 67(B).
[0374] At this time, the wireless connection disconnection image MSK, indicating "The wireless connection of the music player has been disconnected," is displayed on the display screen 50a. In this way, the wireless connection disconnection sound is output from speakers 43R and 43L, and the wireless connection disconnection image MSK is displayed on the display screen 50a, making it easier for amusement hall employees and players who want to start playing next to understand that the wireless connection of the wireless music device (wireless earphone ISP) has been disconnected. Subsequently, as shown in Figure 63(C), background music for waiting customers is no longer output from the wireless earphone ISP, and background music for waiting customers is output from speakers 43R and 43L.
[0375] As explained in detail above, according to the second embodiment of the pachinko game machine PY1, when external music equipment (headphones HPJ, wireless earphones ISP) is connected by wire or wireless, and speakers 43R and 43L are in an output-disabled state where sound cannot be output, the player can still hear the sound output from the external music equipment. However, even in situations where it is preferable to release the output-disabled state, it can be problematic if the player always needs to take action to release the output-disabled state. Therefore, after entering the output-disabled state, the system switches to a forced output state where sound can be output from speakers 43R and 43L based on the fulfillment of a forced release condition that does not require player action. This makes it possible to output sound from speakers 43R and 43L without requiring player action.
[0376] Furthermore, according to the second embodiment of the pachinko game machine PY1, when a vibration abnormality causes the system to switch from a state where sound cannot be output from speakers 43R and 43L (as shown in Figure 59(D)) to a forced output state where sound can be output from speakers 43R and 43L (as shown in Figure 60(A)), sound will no longer be output from the headphones HPJ. This surprises the player who was listening to the sound output from the headphones HPJ, making it easier for them to notice that the output non-function state has been resolved.
[0377] Furthermore, according to the second embodiment of the pachinko game machine PY1, if a vibration abnormality occurs while the machine is in an output-disabled state, as shown in Figure 60(A), sound can be output from speakers 43R and 43L, while a forced output state occurs where sound cannot be output from headphones HPJ. At this time, a vibration abnormality sound indicating that a vibration abnormality has occurred is output from speakers 43R and 43L. This makes it easier for employees of the game hall and players to understand that a vibration abnormality has occurred by hearing the vibration abnormality sound from speakers 43R and 43L.
[0378] Furthermore, according to the second embodiment of the pachinko game machine PY1, a player may play in a state where sound can be output from wireless earphones ISP (external music device) but cannot be output from speakers 43R and 43L, and then finish playing and move away from the pachinko game machine PY1. In that case, if the wireless connection of the wireless earphones ISP is not disconnected and the output-disabled state is maintained, it will be difficult for the next player to know whether they are allowed to start playing on the pachinko game machine PY1 because no sound is being output from speakers 43R and 43L. Therefore, if the system remains in an output-disabled state and the customer waiting state continues for 5 minutes, it will enter a forced output state where sound is output from speakers 43R and 43L, as shown in Figure 63(B). This makes it easier for the next player to know that they are allowed to start playing.
[0379] Furthermore, according to the second embodiment of the pachinko game machine PY1, when sound can be output from the headphones HPJ (external music device) but the speakers 43R and 43L are unable to output sound, a magnetic anomaly occurs, and a forced output state is triggered. In this case, as shown in Figure 61(C), a magnetic anomaly sound indicating that a magnetic anomaly has occurred is output from the speakers 43R and 43L, as well as from the headphones HPJ. This allows players to be aware of the magnetic anomaly by the magnetic anomaly sound heard from the headphones HPJ, and allows employees of the game hall to be aware of the magnetic anomaly by the magnetic anomaly sound heard from the speakers 43R and 43L.
[0380] A modified version of the second embodiment is described below. In the second embodiment described above, when sound can be output from the wired music player (headphone HPJ) but sound cannot be output from the speakers 43R and 43L (sound output means), the system switches to a forced output state where sound can be output from the speakers 43R and 43L but sound cannot be output from the wired music player (headphone HPJ) based on the occurrence of a vibration abnormality (a specific abnormality) (see Figure 60(A)). However, when the system is in an output-non-output state, the system may switch to a forced output state where sound can be output from the speakers 43R and 43L but sound cannot be output from the wired music player (headphone HPJ) based on the occurrence of a specific abnormality other than a vibration abnormality (for example, an abnormality in the discharge of game balls at the large prize opening 14, a radio wave abnormality, an abnormality in the game machine frame 2 being open (frame open abnormality), a magnetic abnormality).
[0381] In the second embodiment described above, when a wired music device (headphones HPJ) is connected via a wire and is in an output-disabled state where it ca...
Claims
1. In a gaming machine configured to be wirelessly connectable to a wireless music device located outside the gaming machine, so that sound is output from the wireless music device, A gaming machine characterized in that, after the wireless connection of the aforementioned wireless music device is disconnected, when reconnecting the wireless music device that was most recently wirelessly connected, it is easier to wirelessly connect to a different wireless music device than when connecting to a wireless music device that was most recently wirelessly connected.
2. In the gaming machine described in claim 1, When the wireless connection of the aforementioned wireless music device is disconnected, information about the most recently connected wireless music device can be stored, but information about wireless music devices that were connected before the most recently connected wireless music device cannot be stored. A gaming machine characterized in that, after the wireless connection of the aforementioned wireless music device is disconnected, when the wireless music device that was most recently wirelessly connected is to be wirelessly connected again, the machine stores information about the wireless music device that was most recently wirelessly connected, making it easier to wirelessly connect a wireless music device that is different from the wireless music device that was most recently connected.
3. In the gaming machine described in claim 2, Equipped with operating means that can be operated by the player, A gaming machine characterized in that, after the wireless connection of the wireless music device is disconnected, if the wireless music device that was most recently wirelessly connected is within wireless connection range, the user can select whether or not to reconnect wirelessly to the wireless music device that was most recently wirelessly connected, based on an operation on the operating means.
4. In a gaming machine according to any one of claims 1 to 3, A gaming machine characterized in that, after the wireless music device has been wirelessly connected, it can automatically disconnect the wireless connection to the wireless music device based on the fulfillment of an automatic disconnection condition that does not require any operation by the player.
5. In the gaming machine described in claim 4, The aforementioned automatic release condition is characterized by the fact that a customer waiting state in which the display of changing identification symbols is not performed continues for a specific period of time.
Citation Information
Patent Citations
Game machine
JP2008161222A