Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-06-01
- Publication Date
- 2026-08-14
Smart Images

Figure 2026131691000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Some gaming machines such as pachinko machines are equipped with a symbol display device that variably displays symbols on a display screen. In this type of gaming machine, for example, a lottery is conducted to determine whether to generate a special gaming state advantageous to the player, such as a winning state, triggered by winning a prize in an operation port provided in the gaming area, and the variable display of symbols is started. When winning the lottery, a specific symbol combination or the like is finally stopped and displayed on the display screen, and the gaming state shifts to a special gaming state (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In recent years, various devices have been made to increase the attention to games. However, there is still room for improvement in realizing an increase in the attention to games in the configuration of the gaming machine.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably improving the attention to games.
Means for Solving the Problems
[0006] The present invention is operation means provided on the front surface of the gaming machine and having an operation portion that is operated by a player in a predetermined direction, and effect execution means for executing an operation-corresponding effect based on the operation of the operation portion A gaming machine equipped with, A count determination means for determining the number of times the operating unit repeatedly reaches the first detection position during the operation validity period, A period determination means for determining the period during which the operation unit is located in the second detection position during the effective operation period. Equipped with, The performance execution means includes means for executing a special performance as the operation-corresponding performance when the number of repetitions determined by the count determination means to have reached the first detection position reaches a predetermined number of repetitions, or when the period determined by the period determination means to have been at the second detection position reaches a predetermined period. The second detection position is characterized in that it is set to be further back in the predetermined direction than the first detection position. [Effects of the Invention]
[0007] According to the present invention, the level of attention given to the game can be effectively increased. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view showing a pachinko machine according to the first embodiment. [Figure 2] This is a perspective view showing the main components of a pachinko machine. [Figure 3] This is a perspective view showing the main components of a pachinko machine. [Figure 4] This is a front view of the inner frame. [Figure 5] This is a front view of the game board unit. [Figure 6] This is a perspective view of the game board unit from the front. [Figure 7] This is a perspective view of the game board unit from the rear. [Figure 8] This is a rear view of the inner frame. [Figure 9] This is a rear view of the gaming machine. [Figure 10] This is a front view of the back pack unit. [Figure 11] It is a front view of the front door frame. [Figure 12] (a) A longitudinal sectional view showing the internal structure of the top lamp section, (b) A timing chart showing the flow of light effects. [Figure 13] It is an exploded perspective view showing the top lamp section disassembled by each main component. [Figure 14] (a) A schematic diagram showing the light irradiation state during low-speed rotation, (b) A schematic diagram showing the light irradiation state during high-speed rotation. [Figure 15] (a) A partial enlarged view of the front door frame, (b) A partial sectional view taken along the line B-B in Fig. 15(a). [Figure 16] It is a block diagram showing the electrical configuration of a pachinko machine. [Figure 17] It is a schematic diagram for explaining the contents of various counters used for winning or losing lottery etc. [Figure 18] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 19] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 20] It is a flowchart showing the timer interrupt processing executed by the MPU of the main control device. [Figure 21] It is a flowchart showing the winning process of the operating port. [Figure 22] It is a flowchart showing the information acquisition process. [Figure 23] It is a flowchart showing the normal processing by the MPU of the main control device. [Figure 24] It is a flowchart showing the game turn control process. It is a block diagram showing an electrical configuration related to a game performance. [Figure 30] It is a flowchart showing variable display control processing by the MPU of the notification and performance control device. [Figure 31] It is a flowchart showing start processing for variation. [Figure 32] (a) A schematic diagram showing the types of variable display modes, (b) A schematic diagram showing an overview of each variable display mode. [Figure 33] (a) A flowchart showing command correspondence processing for hold display by the MPU of the display control device, (b) A schematic diagram showing the state of hold display. [Figure 34] It is a flowchart showing confirmation processing for hold notice by the MPU of the main control device. [Figure 35] It is a flowchart showing setting processing of a hold command by the MPU of the main control device. [Figure 36] It is a flowchart showing setting processing for hold notice performance by the MPU of the notification and performance control device. [Figure 37] (a) A schematic diagram showing the types of hold icons, (b) A schematic diagram showing an overview of the notice performance. [Figure 38] (a) A schematic diagram showing an overview of the first type of notice performance, (b) A schematic diagram showing an overview of the second type of notice performance. [Figure 39] It is a perspective view of the front door frame seen from the front. [Figure 40] (a) A perspective view of the performance button device seen from the front of the gaming machine, (b) A side view of the performance button device. [Figure 41] It is an exploded perspective view showing the performance button device disassembled by each main component. [Figure 42] It is a perspective view of the performance button device with the side cover omitted. [Figure 43] It is a partial sectional view of the performance button device. [Figure 44] It is an exploded perspective view showing the operation block disassembled by each main component. [Figure 45] It is an exploded perspective view showing the button unit disassembled by each main component. [Figure 46] This is a disassembled perspective view of the button unit, which is the main component operating unit. [Figure 47] This is a cross-sectional view of the control block. [Figure 48] (a) Perspective view of the operating block in the operating state, (b) Cross-sectional view of the operating block in the operating state. [Figure 49] This is a perspective view of the second form of the performance button device. [Figure 50] This is a perspective view showing the lift mechanism. [Figure 51] (a) Perspective view of the rotor, (b) Plan view of the power transmission mechanism. [Figure 52] (a) Cross-sectional view of the lift mechanism in the first embodiment, (b) Cross-sectional view of the lift mechanism in the second embodiment. [Figure 53] (a) A schematic diagram showing the movement of the lift mechanism when switching from the first form to the second form, and (b) A schematic diagram showing the movement of the lift mechanism when switching from the second form to the first form. [Figure 54] (a) A side view of the performance button device in its first form, and (b) A cross-sectional view of the performance button device in its first form. [Figure 55] (a) A side view of the performance button device in its second form, and (b) A cross-sectional view of the performance button device in its second form. [Figure 56] (a) A side view of the performance button device in its third form, and (b) A cross-sectional view of the performance button device in its third form. [Figure 57] This is a schematic diagram showing the operation flow when the system is in its first form. [Figure 58] This is a schematic diagram showing the operation flow when the device is in its second form. [Figure 59] (a) A schematic diagram showing the relationship between the variable display pattern and the probability of winning a jackpot, and (b) A schematic diagram showing the flow of the first special effect. [Figure 60] This flowchart shows the setting process for the first special effect, which is executed by the MPU of the notification and effect control device. [Figure 61] This is a schematic diagram showing the relationship between the presentation patterns and the timing of the start of the operation suggestions. [Figure 62] This is a schematic diagram showing the distribution table for Super Reach A and B. [Figure 63] This is a schematic diagram showing the distribution table for Super Reach C. [Figure 64] This flowchart shows the first special effects processing performed by the MPU of the notification and effects control device. [Figure 65] This is a timing chart showing the flow of the first special effect A. [Figure 66] This is a timing chart showing the flow of the first special effect C. [Figure 67] A schematic diagram showing the movement of the performance button device in the second embodiment. [Figure 68] This is a schematic diagram showing the relationship between the position of the operation button and the detection position. [Figure 69] (a) A schematic diagram to supplement the display flow during reach display, and (b) A schematic diagram showing the types of effects added to the character. [Figure 70] (a) A schematic diagram showing the relationship between the effect level and the trigger for changing the effect level, and (b) A schematic diagram showing the effect update pattern. [Figure 71] This is a flowchart showing the process for executing the first special effect for the second part. [Figure 72] This is a flowchart showing the process for executing the linked display. [Figure 73] This is a schematic diagram showing the flow of the first special effect in Part 2. [Figure 74] This is a schematic diagram showing the flow of the first special effect in Part 2. [Figure 75] This is a front view of a pachinko machine in the third embodiment. [Figure 76] This is a schematic diagram showing the relationship between the types of special effects and their corresponding targets. [Figure 77] This is a schematic diagram showing the light-emitting parts and movable display devices of the ring-shaped illuminated section. [Figure 78] This is a schematic diagram showing the relationship between the position of the operation button and the detection position. [Figure 79] This is a flowchart showing the processing for the second special effect. [Figure 80] This is a flowchart showing the process for executing the second special effect. [Figure 81] This is a schematic diagram showing the relationship between the shift patterns of the notification target and the light-emitting target. [Figure 82] This is a schematic diagram showing the shift pattern when the second special effect A is executed. [Figure 83] This is a schematic diagram showing the shift pattern when the second special effect B is executed. [Figure 84] This is a schematic diagram showing the shift pattern when the second special effect C is executed. [Figure 85] This is a schematic diagram showing the shift pattern when the second special effect D is executed. [Figure 86] (a) A schematic diagram showing the classification of the positions of the operation buttons in the fourth embodiment, and (b) A schematic diagram showing the relationship between the amount of protrusion and the torque generated. [Figure 87] This is a schematic diagram illustrating the outline of the third special effect. [Figure 88] This flowchart shows the processing for the third special effect, which is executed by the MPU of the notification and effect control system. [Figure 89] This is a flowchart showing the execution process for the third special effect. [Figure 90] This is a flowchart showing the torque change process. [Figure 91] This is a timing chart showing the flow of gameplay when the third special effect occurs. [Figure 92] This is a schematic diagram illustrating the flow of the third special effect. [Figure 93] This is a schematic diagram illustrating the flow of the third special effect. [Figure 94] This is a schematic diagram showing the relationship between the type of jackpot and the display mode in the fifth embodiment. [Figure 95](a) A schematic diagram showing an overview of the display in the second display mode, and (b) A schematic diagram showing an overview of the display in the third display mode. [Figure 96] This is a schematic diagram showing the relationship between the display mode and the display time of variation. [Figure 97] This flowchart shows the display mode switching process executed by the MPU of the notification and performance control device. [Figure 98] This flowchart shows the fourth special effects processing performed by the MPU of the notification and effects control system. [Figure 99] This flowchart shows the processing for the third normal game state. [Figure 100] This flowchart shows the operation response process for the third normal game state. [Figure 101] This flowchart shows the processing for the second normal game state. [Figure 102] This flowchart shows the operation response process for the second normal game state. [Figure 103] This is a timing chart showing the flow of the fourth special effect. [Figure 104] This is a schematic diagram showing the flow of the fourth special effect. [Figure 105] This is a flowchart showing the sixth special effect processing in the sixth embodiment. [Figure 106] This is a flowchart showing the processing for the first half of the process. [Figure 107] This is a schematic diagram illustrating the switching between the free state and the held state. [Figure 108] This is a flowchart showing the processing for the second half of the process. [Figure 109] This is a flowchart showing the process for continuing the process. [Figure 110] This is a schematic diagram showing the flow of the sixth special effect. [Figure 111] This is a timing chart showing the movement of the performance button device. [Figure 112] This is a schematic diagram comparing the various seventh special effects in the seventh embodiment. [Figure 113]This flowchart shows the seventh special effect processing performed by the MPU of the notification and effect control system. [Figure 114] This is a flowchart showing the processing for Part 1. [Figure 115] This flowchart shows the processing for Part 2. [Figure 116] This is a flowchart showing the process for initiating the switch to the second form. [Figure 117] This is a flowchart showing the process for changing the switching speed. [Figure 118] This is a timing chart showing how the speed changes. [Figure 119] This is a schematic diagram showing the flow of the seventh special effect. [Figure 120] This is a schematic diagram showing the flow of the seventh special effect. [Figure 121] This is a flowchart showing the eighth special effect processing in the eighth embodiment. [Figure 122] This is a flowchart showing the processing for the first half of the process. [Figure 123] This is a flowchart showing the processing for the second half of the process. [Figure 124] (a) A schematic diagram comparing various forms of the performance button device, and (b) A schematic diagram comparing various types of the 8th special performance. [Figure 125] This flowchart shows the process for switching between different forms. [Figure 126] This is a schematic diagram showing the flow of the 8th special effect. [Figure 127] This is a schematic diagram showing the flow of the 8th special effect. [Figure 128] This is a flowchart showing the ninth special effect setting process in the ninth embodiment. [Figure 129] (a) A schematic diagram comparing the various 9th special effects, and (b) A schematic diagram comparing the differences in the amount of protrusion at each protrusion level. [Figure 130] (a) A schematic diagram showing the pattern for reaching LV3, and (b) A schematic diagram showing the pattern for reaching LV4. [Figure 131]This is a flowchart showing the processing for the 9th special effect. [Figure 132] This is a flowchart showing the final game cycle processing. [Figure 133] This is a schematic diagram illustrating the relationship between the number of pending items and the level of prominence. [Figure 134] This is a flowchart showing the 10th special effect setting process in the 10th embodiment. [Figure 135] This is a flowchart showing the processing for the 10th special effect. [Figure 136] This is a schematic diagram illustrating the relationship between the number of pending items and the level of prominence. [Figure 137] (a) A schematic diagram comparing the various 11th special effects in the 11th embodiment, and (b) A schematic diagram showing the relationship between the position of the operation button and the operating resistance. [Figure 138] This flowchart shows the 11th special effects processing performed by the MPU of the notification and effects control system. [Figure 139] This is a flowchart showing the main processing for the 11th special effect. [Figure 140] This is a flowchart showing the torque variable processing. [Figure 141] This is a schematic diagram showing the relationship between the position of the control buttons and the operating resistance. [Figure 142] This is a schematic diagram of the performance button device in the twelfth embodiment. [Figure 143] This flowchart shows the height position adjustment process executed by the MPU of the notification and performance control system. [Figure 144] This is a flowchart showing the position control process. [Figure 145] This is a schematic diagram showing the operating stroke to the operation detection position for each protrusion level. [Figure 146] This is a schematic diagram comparing the various 12th special effects in the 13th embodiment. [Figure 147] This flowchart shows the 12th special effects processing performed by the MPU of the notification and effects control system. [Figure 148]This is a flowchart showing the processing for the first half of the process. [Figure 149] This flowchart shows the processing for rapid-fire operations. [Figure 150] This is a flowchart showing the processing for the second half of the process. [Figure 151] This is a schematic diagram showing the flow of the 12th special effect. [Figure 152] This is a schematic diagram showing the flow of the 12th special effect. [Figure 153] This is a schematic diagram showing the relationship between the position of the operation button and position control in the 14th embodiment. [Figure 154] This flowchart shows the processing for rapid-fire operations executed by the MPU of the notification and performance control system. [Figure 155] This flowchart shows the process for automatic rapid-fire button presses. [Figure 156] This flowchart shows the torque control process for automatic rapid-fire operation. [Figure 157] This is a schematic diagram showing the relationship between the position of the control buttons and the operating resistance. [Figure 158] This is a schematic diagram showing a variation in the relationship between the position of the control button and the operating resistance. [Modes for carrying out the invention]
[0009] <First Embodiment> The following describes in detail a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), a type of amusement machine, based on the drawings. Figure 1 is a front view of the pachinko machine 10, and Figures 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an unfolded state. Note that, for convenience, the components within the game area of the pachinko machine 10 are omitted in Figure 2.
[0010] As shown in Figure 1, the pachinko machine 10 has an outer frame 11 that forms the outer casing of the pachinko machine 10, and a game machine main unit 12 attached to the outer frame 11.
[0011] The outer frame 11 is constructed by connecting boards on all four sides and has a rectangular frame shape. The pachinko machine 10 is installed in the island equipment of a gaming parlor by attaching and fixing the outer frame 11 to the island equipment. However, the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be installed in the island equipment of a gaming parlor or the like.
[0012] The main body of the gaming machine 12 is supported by this outer frame 11 in a state that allows it to be opened and closed. Specifically, as shown in Figure 1, an upper support fitting 17 is fixed to the connecting portion between the upper frame and the left frame of the outer frame 11, and a lower support fitting 18 is fixed to the connecting portion between the lower frame and the left frame of the outer frame 11. These upper support fittings 17 and 18 constitute a support mechanism, and this support mechanism allows the main body of the gaming machine 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10.
[0013] Furthermore, a detection sensor is provided in the upper right portion of the outer frame 11, specifically in the connection portion between the upper frame and the right frame, to detect the opening and closing of the gaming machine main unit 12. The opening of the gaming machine main unit 12 is monitored based on the detection information from this sensor.
[0014] As shown in Figure 2, the main body of the gaming machine 12 comprises an inner frame 13 as a base body, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 (see Figure 3) positioned behind the inner frame 13. The inner frame 13 of the main body of the gaming machine 12 is rotatably supported relative to the outer frame 11.
[0015] A front door frame 14 is rotatably attached to the pivot end of the inner frame 13, and the front door frame 14 is rotatable forward with the left side as the pivot end and the right side as the pivot tip when viewed from the front. In addition, as shown in Figure 3, a back pack unit 15 is rotatably attached to the pivot end of the inner frame 13, and the back pack unit 15 is rotatable backward with the left side as the pivot end and the right side as the pivot tip when viewed from the front.
[0016] Next, the front door frame 14 will be described. As shown in Figure 2, the front door frame 14 mainly consists of a synthetic resin frame body 20 whose outer shape is almost identical to that of the outer frame 11, and a cover body 21 attached to the front of the frame body 20 and decorated with various ornaments, and covers almost the entire front side of the inner frame 13. In the central part of the front door frame 14, there is a roughly elliptical window portion 22 (see Figure 1) which allows almost the entire gaming area PE, which will be described later, to be visible from the front of the gaming machine, and this window portion 22 is covered from the rear side of the front door frame 14 by a glass unit 30.
[0017] As shown in Figure 2, the frame 20 has a glass unit mounting section 23 formed around the window section 22. More specifically, the glass unit mounting section 23 is located on the back side of the frame 20 and is recessed toward the front of the pachinko machine 10, with the window section 22 positioned at its bottom. The glass unit 30 is fitted into the glass unit mounting section 23, which restricts its displacement in the vertical and horizontal directions.
[0018] The glass unit 30 comprises a pair of transparent front and rear glass panels 31 and a glass holder 32 that holds these glass panels 31. The glass holder 32 has an annular frame formed along the window portion 22, and the glass panels 31 are housed in the area enclosed by the frame.
[0019] Referring again to Figure 1, the front door frame 14 (more specifically, the cover body 21) is equipped with various light-emitting means such as lamps that illuminate according to the game state. The light-emitting means consists of an annular illuminated section 24 with built-in light-emitting elements such as LEDs along the periphery of the window section 22. In addition, speaker sections 27 that output sound effects according to the game state are provided in the upper left and upper right corners of the front door frame 14.
[0020] Below the window portion 22 of the front door frame 14, an upper bulge 28 and a lower bulge 29 are arranged vertically side by side, bulging toward the front. The upper bulge 28 is provided with an upper tray 33 that opens upward, and the lower bulge 29 is provided with a lower tray 34 that also opens upward. The upper tray 33 has the function of temporarily storing the game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism (described later) while aligning them in a line. The lower tray 34 has the function of storing any game balls that are left over in the upper tray 33.
[0021] In the upper bulge 28, a portion in front of the upper tray 33 (game ball storage area) is provided with a performance button device 40 that is manually operated by the players. The performance button device 40 is an operating device that allows players to give predetermined instructions during the course of the game, with the aim of causing predetermined performances to be displayed on the display screen of the symbol display device, which will be described later.
[0022] A game ball launching handle 45 is provided in a position adjacent to the lower bulge 29, protruding toward the front. When the game ball launching handle 45 is operated, game balls are launched from the game ball launching mechanism, which will be described later.
[0023] As shown in Figure 2, a passage forming unit 50 is attached to the back of the front door frame 14. The passage forming unit 50 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. A receiving portion 53 that protrudes rearward and opens upward is formed at the upper corner of the passage forming unit 50, and by dividing the receiving portion 53 into left and right by a partition wall 54, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are formed. The upstream side of the front door side upper tray passage and the front door side lower tray passage leads to a game ball distribution section which will be described later, and game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0024] Next, the inner frame 13 will be described in detail based on Figure 4. Figure 4 is a front view of the inner frame 13. Note that, as with Figure 2, the configuration within the game area of the pachinko machine 10 is omitted in Figure 4.
[0025] The inner frame 13 is mainly composed of an inner frame base body 60, whose outer shape is almost identical to that of the outer frame 11. On the front of the inner frame base body 60, on the pivot base side (left side in Figure 4), inner frame fittings 71 and 72 are attached to the upper and lower ends. On the rear of the front door frame 14, on the pivot base side (left side in Figure 1), bearing fittings 57 and 58 are provided corresponding to the inner frame fittings 71 and 72. The inner frame fittings 71 and 72 have shafts, and these shafts are inserted into the bearing holes of the bearing fittings 57 and 58 of the front door frame 14, thereby supporting the front door frame 14 so that it can rotate relative to the inner frame 13. In other words, these inner frame fittings 71 and 72 and the bearing fittings 57 and 58 constitute an assembly mechanism for the inner frame 13.
[0026] A locking device 75 is provided on the front of the inner frame 13. The locking device 75 has a plurality of front door hook members 76 that extend toward the front door frame 14. Corresponding to these front door hook members 76, a plurality of hook receiving members 59 extending toward the inner frame 13 are provided on the back of the front door frame 14 (see Figure 2). The front door frame 14 is locked in the closed position when the front door hook members 76 catch on the hook receiving members 59. In addition, as shown in Figure 3, the locking device 75 has an inner frame hook member 77 that extends toward the rear of the inner frame 13. The main part of the gaming machine 12 is locked in the closed position relative to the outer frame 11 when these inner frame hook members 77 catch on the hook receiving members 19 of the outer frame 11.
[0027] A cylinder lock 78 for unlocking the locking device 75 is installed in the lower right corner of the inner frame base body 60. The cylinder lock 78 is integrated with the locking device 75, and its tip (keyhole portion) is exposed to the front of the pachinko machine 10 through a hole provided in the front door frame 14. Turning the key inserted into the keyhole of the cylinder lock 78 to the right unlocks the front door frame 14 to the inner frame 13, and turning the same key to the left unlocks the inner frame 13 to the outer frame 11.
[0028] A recessed area 61 for housing the game board unit 80 is formed in the approximate center of the front surface of the inner frame base body 60. The recessed area 61 is recessed at the rear of the pachinko machine 10, forming a storage space for housing the game board unit 80, and the game board unit 80 attached to the inner frame base body 60 is fitted into this storage space.
[0029] The game board unit 80 is formed by integrating a game area forming body 80a, which has a game area PE formed on its front surface through which game balls flow, and a back block 80b, which is provided on the back side of the game area forming body 80a and has various game components (such as a variable display unit, a control device, a movable performance mechanism, a light-emitting decorative member, etc.) mounted on a base body 251. The game area forming body 80a is made of a transparent synthetic resin material, and the front portion of the back block 80b is visible through the game area forming body 80a.
[0030] As already explained, the game area PE is covered by a glass unit 30 (more specifically, the rear glass panel 31). The glass unit 30 is positioned such that the gap between the rear glass panel 31 and the front of the game area forming body 80a is slightly larger than the diameter of the game balls, that is, so that the game balls flowing down the game area PE do not line up front to back at the same point in the game area PE. This suppresses ball jamming in the game area PE.
[0031] The following describes the game board unit 80 (particularly the various components arranged in the game area PE of the game area forming body 80a) based on Figures 5 to 7. Figure 5 is a front view of the game board unit 80, Figure 6 is a perspective view of the game board unit 80 seen from the front, and Figure 7 is a perspective view of the game board unit 80 seen from the rear. In Figure 6, components visible through the game area forming body 80a are also indicated by two-dot lines to approximate the overall appearance of the game board unit 80 when actually viewed.
[0032] The game area forming body 80a has multiple openings of varying sizes that penetrate in its own thickness direction (front-to-back direction). As shown in Figure 5, each opening is equipped with a general prize entry opening 81, a variable prize entry device 82, operation openings 83a, 83b, a through gate 84, etc. When game balls enter the general prize entry opening 81, the variable prize entry device 82, and the operation openings 83a, 83b, these game balls are detected by detection sensors (not shown) provided corresponding to each entry point, and based on the detection result, the player is granted a predetermined number of prize balls (dispensing of game balls) or other benefits. In addition, an out opening 89 is provided at the bottom of the game area forming body 80a, and game balls that do not enter the various entry points are discharged from the game area PE through the out opening 89. In the following explanation, to clearly distinguish it from the entry of game balls into the out opening 89, the entry of game balls into the general prize opening 81, the variable prize device 82, and the operating openings 83a and 83b will also be referred to as "winning a prize."
[0033] Furthermore, the game area forming body 80a is equipped with numerous nail members 93 to appropriately disperse and adjust the flow path of the game balls, as well as various components (mechanisms) such as windmills 94. These various components such as nail members 93 and windmills 94 differentiate the flow path of the game balls, and are adjusted so that the balls enter the general prize winning openings 81, etc., as described above, with a reasonable probability.
[0034] A central opening 85 is formed in the center of the game area forming body 80a, and a transparent opening cover 86 is attached to cover this central opening 85 from the back side of the game area forming body 80a. Behind this central opening 85 are the variable display unit 252 and the like, which belong to the back block 80b, and the variable display unit 252 and the like can be seen from the front of the game machine through the central opening 85 (opening cover 86). For the sake of explanation, in Figure 6 the opening cover 86 is shown with a dashed line to indicate that the variable display unit 252 is visible.
[0035] Operating ports 83a, 83b and a through gate 84 are arranged around the central opening 85. The operating ports 83a and 83b consist of an upper operating port 83a located below the variable display unit 252 and a lower operating port 83b located directly below the upper operating port 83a. In particular, the lower operating port (lottery trigger ball entry section) 83b is provided with an electric mechanism 91 as an open / close ball entry assist device (ball entry assist means) or an open / close member (open / close means). The electric mechanism 91 has a movable piece and a solenoid-type drive unit that drives the movable piece, and by changing the position of the movable piece by the drive unit, it is possible to switch between an open state (assist state) in which balls can enter or are easy to enter the lower operating port 83b and a closed state (non-assist state) in which balls cannot enter or are difficult to enter.
[0036] In the game area PE, the through gate 84 is located upstream of the lower operating port 83b (more specifically, to the side of the variable display unit 252). When a winning combination is determined by a lottery triggered by the passing of a game ball through the through gate 84, the electric mechanism 91 is switched from a closed state to an open state for a predetermined period of time.
[0037] When a ball enters the upper opening 83a, three game balls are dispensed, and when a ball enters the lower opening 83b, four game balls are dispensed. However, the number of game balls dispensed is not limited to the above. However, in order to increase the advantage of the lower opening 83b over the upper opening 83a, it is preferable to set the number of balls dispensed from the lower opening 83b to be greater than the number of balls dispensed from the upper opening 83a.
[0038] The variable prize-winning device (special ball-entry device or special ball-entry means) 82 has a large prize-winning opening that leads to the back side of the game area forming body 80a, and is provided with an opening / closing door as an opening / closing member (opening / closing means) for opening and closing the large prize-winning opening. The opening / closing door can be switched between an open state (auxiliary state) in which game balls can be entered or entered easily, and a closed state (non-auxiliary state) in which game balls cannot be entered or entered easily. The opening / closing door is also connected to a variable prize-winning drive unit (specifically a solenoid) provided on the back side of the game area forming body 80a, and under normal circumstances the opening / closing door remains in the closed state, and is switched to the open state when the player wins the internal lottery to transition to the opening / closing execution mode (open / closing execution state) (jackpot: when the result is a transition to a special game state that is more advantageous to the player than the normal game state).
[0039] Here, the opening / closing execution mode is the mode that is entered when a jackpot is won. In this opening / closing execution mode, the variable prize winning device 82 is set to open and close repeatedly for a maximum of multiple rounds (for example, 16 rounds or 4 rounds), with one round defined as the elapsed time (for example, 30 seconds) or the winning of a predetermined number of items (for example, 10 items).
[0040] Here, we will provide a supplementary explanation of the variable display unit 252. The variable display unit 252 has a symbol display device 253 that displays symbols in a variable manner (variable display) when a prize is awarded in the operating ports 83a and 83b. The symbol display device 253 is configured as a liquid crystal display device equipped with a liquid crystal display, and its display content is controlled by the display control device described later. On the display screen 253a of the symbol display device 253, symbols are displayed in a row, for example, at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling in the left and right direction. When a jackpot is won, a predetermined combination of symbols is stopped and displayed on the preset active lines, and the game transitions to the opening and closing execution mode (special game state or jackpot). Note that the symbol display device 253 does not necessarily have to be a liquid crystal display device; it may also be a dot matrix or 7-segment type display device.
[0041] A center frame 95 is provided in the game area forming body 80a so as to surround the central opening 85. The center frame 95 is fixed to the game area forming body 80a (more specifically, the plate body) from its front side, and in this fixed state, it stands upright from the front of the game area forming body 80a, so that the gap between the center frame 95 and the glass unit 30 is smaller than the diameter of the game ball. As a result, collisions between the game ball flowing down the game area PE and the pattern display device 253 are avoided, and the flow path of the game ball flowing down the game area PE is broadly divided into a route that bypasses the variable display unit 252 (more specifically, the center frame 95) from the right side and a route that bypasses it from the left side.
[0042] A stage is formed on the upper surface of the frame portion that constitutes the lower part of the center frame 95, allowing game balls to roll from side to side. Game balls that flow in through the inlets formed in the left frame portions on the left and right sides of the center frame 95 are discharged onto the stage portion through warp passages also formed in the center frame 95. The stage portion is configured such that game balls that reach the stage portion tend to flow into the upper operating opening 83a, contributing to increased player attention to the movement of game balls on this stage portion. In this embodiment, as described above, the central opening 85 is covered by a transparent opening cover 86, which restricts game balls that reach the stage portion from moving toward the rear block 80b (variable display unit 252).
[0043] The operating ports 83a and 83b are positioned closer to the central opening 85 (variable display unit 252). Since a win in the operating ports 83a and 83b can trigger a transition to a special game state, it is thought that players will pay attention to whether or not a win occurs in the operating ports 83a and 83b, and also to the symbol display device 253 to determine whether or not they will transition to a special game state. Placing the operating ports 83a and 83b closer to the variable display unit 252 is a design feature that concentrates the area that players want to focus on around the variable display unit 252.
[0044] At the right end of the game area forming body 80a (the rotating tip of the game board unit 80, which will be described later), a game area partitioning member 99 is provided, which, together with the guide rail 100 (described later), partitions the game area PE. The game area partitioning member 99 is equipped with a stopper member to which game balls flying along the main display unit 87 and the guide rail 100 will collide. The stopper member is a buffering member positioned near the tip of the guide rail 100, and after the game ball collides with the stopper member, its momentum is weakened before it flows down the game area PE. In other words, the stopper member is provided with a force-reducing function that weakens the momentum of the colliding game ball.
[0045] Here, we will provide a supplementary explanation regarding the main display unit 87. The main display unit 87 is embedded in the game area partition member 99, and a portion of it is positioned to face the glass unit 30. This facing portion is provided with a main display section D on which predetermined patterns and other images are displayed. The main display unit 87 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is controlled by the main control device.
[0046] The main display unit D comprises an upper operation slot display unit DU that displays the lottery results based on winning into the upper operation slot 83a, and a lower operation slot display unit DL that displays the lottery results based on winning into the lower operation slot 83b. In the upper operation slot display unit DU, a change in the pattern is displayed as a trigger when a win occurs in the upper operation slot 83a, and as a result of stopping the change in the pattern display, the result of the internal lottery based on winning into the upper operation slot 83a is clearly displayed. If the result of the internal lottery based on winning into the upper operation slot 83a is a winning result corresponding to the transition to the opening / closing execution mode, the change in the pattern display unit DU is stopped, and as a result of stopping, a predetermined pattern corresponding to the jackpot result is displayed, after which the system transitions to the opening / closing execution mode.
[0047] In the lower opening display unit DL, a change in the pattern is displayed when a prize is won in the lower opening 83b, and the result of the internal lottery based on the prize being won in the lower opening 83b is clearly shown when the change in the pattern stops. If the result of the internal lottery based on the prize being won in the lower opening 83b is a winning result corresponding to a jackpot, the change in the pattern display unit DL stops, and after the predetermined pattern corresponding to the jackpot result is displayed as a result of the stop, the system transitions to the opening / closing execution mode described above according to the result.
[0048] Here, based on a winning entry into either of the operating ports 83a or 83b, a variable display is initiated on the corresponding operating port display unit DL or DU. After the symbol corresponding to the lottery result is displayed in a stopped state, the period until a predetermined stopped display time (stopped display period or confirmed display period) has elapsed (until the confirmed display ends) is considered one game round. However, one game round is not limited to the above. For example, it is also possible to have a single display area, and regardless of whether a winning entry occurs into either of the operating ports 83a or 83b, the variable display is performed in that single display area. In this case, the variable display is initiated in that single display area, and the period from when the variable display stops until the confirmed display ends is considered one game round.
[0049] In addition to the two displays mentioned above, the main display unit 87's main display section D is also equipped with a through-gate display section DS that displays the lottery results based on winning a prize in the through-gate 84. The through-gate display section DS displays a changing pattern when a prize is won in the through-gate 84, and the result of the internal lottery conducted based on winning a prize in the through-gate 84 is clearly displayed as the result of stopping the changing pattern. If the result of the internal lottery based on winning a prize in the through-gate 84 is a winning result corresponding to the transition to the electric device open state, the through-gate display section DS displays a predetermined stop result and the changing pattern stops, after which the device transitions to the electric device open state. In the electric device open state, the electric device 91 provided in the lower operating opening 83b is opened in a predetermined manner.
[0050] Furthermore, in this embodiment, the number of times a game ball passes through the through gate 84 is limited to a maximum of four times, and the main display unit D of the main display unit 87 is provided with a display unit for the number of balls to be limited.
[0051] As described above, the main display unit D is visible from the front of the pachinko machine 10 through the glass unit 30 of the front door frame 14, and its visibility is ensured because the game balls do not move in front of these various display units.
[0052] To explain again using Figure 4, below the housing recess 61 (game board unit 80) in the inner frame base body 60, there is a game ball launching mechanism 110 that launches game balls into the game area PE based on the operation of the game ball launching handle 45. The game ball launching mechanism 110 mainly consists of a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is attached to the inner frame base body 60 via a reinforcing plate which will be described later.
[0053] The launch rail 112 is fixed to the base plate 114 at an angle so as to slope upward toward the game board unit 80. A ball stopper is positioned near the downstream end (i.e., the lower end) of the launch rail 112 to hold the game balls supplied from the ball feeding device 113 in the aforementioned launch standby position. The solenoid 111 is positioned further downstream from the ball stopper.
[0054] The solenoid 111 is electrically connected to the power supply and launch control device, which will be described later. Based on the output of the electrical signal from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension and retraction direction, causing the game ball, which is placed in the launch standby position, to be launched toward the game board unit 80, or more specifically toward the guide rail 100 attached to the game board unit 80.
[0055] The guide rail 100, together with the game area partitioning member 99 (see Figure 5), described later, partitions the game area PE so that the outer shape of the game area PE is approximately circular. The guide rail 100 consists of an inner rail 101 and an outer rail 102 that are positioned opposite each other with a gap slightly larger than the diameter of the game ball, and these two rails 101 and 102 partition a single guide passage 103. The guide passage 103 has an entrance portion 104 that is open on the tip side (diagonally downward) of the launch rail 112 and an exit portion 105 located at the top of the game area PE. The game ball, launched based on the operation of the solenoid 111, is guided to the game area PE by moving in the order of launch rail 112 → guide rail 100 (entrance portion 104 → exit portion 105). Furthermore, in the game board unit 80, a reverse return prevention member 106 is attached to the front of the exit portion 105, more specifically near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby suppressing the obstruction of subsequent game ball launches by game balls that have reached the game area PE earlier.
[0056] The guide rail 100 and the launch rail 112 are positioned such that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 face each other at an angle with a gap between them. Below the gap formed in this manner, a foul ball passage 55 (see Figure 3) is provided. The foul ball passage 55 is integrally molded with the passage forming unit 50 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns to the guide rail 103 as a foul ball, these foul balls will enter the foul ball passage 55 through the gap. The foul ball passage 55 leads to the lower tray passage on the front door side, and game balls that enter the foul ball passage 55 are discharged into the lower tray 34 shown in Figure 1, etc. This suppresses interference between foul balls and the next game ball to be launched.
[0057] Furthermore, the inner frame base 60 is provided with multiple locking devices that can be switched between a locked state, which prevents the removal of the game board unit 80 from the housing recess 61, and an unlocked state, which allows the removal of the game board unit 80. The locking devices have contact portions that abut against the front surface of the game board unit 80 when locked, and by the contact portions abutting against the front surface of the game board unit 80, the displacement of the game board unit 80 toward the front door frame 14 is suppressed.
[0058] In the inner frame base 60, a through hole is formed to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14), and a passage forming member 121 is arranged to cover this through hole. The passage forming member 121 is screwed to the inner frame base 60 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 lead to the game ball distribution section, which will be described later. Below the passage forming member 121, the receiving portion 53 (see Figure 2) of the passage forming unit 50 attached to the front door frame 14 is inserted, and below the main body side upper tray passage 122 is the front door side upper tray passage, and below the main body side lower tray passage 123 is the front door side upper tray passage.
[0059] In the inner frame base 60, a shutter 124 is provided below the passage forming member 121 to restrict the outflow of game balls from the main body-side upper tray passage 122 and the main body-side lower tray passage 123. The shutter 124 is supported by the inner frame base 60 in a manner that allows it to be switched between a blocking position, which narrows the exit portions of both passages and prevents the outflow of game balls, and an allowable position, which allows the outflow of game balls. Furthermore, a biasing member is attached to the inner frame base 60 to bias the shutter 124 toward the blocking position, and when the front door frame 14 is opened relative to the inner frame 13, the biasing force of the biasing member keeps the shutter 124 in the blocking position. This prevents the inconvenience of game balls spilling out when the front door frame 14 is opened while game balls are stored in the main body-side upper tray passage 122 or the main body-side lower tray passage 123. In contrast, when the front door frame 14 is closed, the shutter 124 is pushed back to the acceptable position against the biasing force by the receiving portion 53 provided in the passage forming unit 50 of the front door frame 14. In this state, the upper tray passage 122 on the main body side and the upper tray passage on the front door side are in communication with the lower tray passage 123 on the main body side and the lower tray passage on the front door side, respectively, and the movement of the game balls is permitted.
[0060] Next, the rear configuration of the inner frame 13 (inner frame base body 60 and game board unit 80) will be described based on Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.
[0061] As shown in Figure 8, a bearing fitting 132 is attached to the pivot base end side (right side in Figure 8) on the back of the inner frame base body 60. The bearing fitting 132 has bearing portions 133 formed at vertically spaced intervals, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, multiple fixing levers 134 are provided on the back of the inner frame base body 60 for fixing the back pack unit 15 to the inner frame base body 60 in the closed state.
[0062] As already explained, a central opening 64 is formed at the bottom of the housing recess 61 in the inner frame base 60, penetrating in the thickness direction of the inner frame base 60 and opening to the rear side of the inner frame base 60. This central opening 64 is covered from the front side of the inner frame 13 by the game board unit 80 housed in the housing recess 61. Various components such as control devices are mounted on the rear side of the game board unit 80 (rear block 80b), and these various components are exposed to the rear side of the inner frame 13 through the central opening 64. Now, the configuration of the rear side of the game board unit 80 will be described.
[0063] As already explained, a back block 80b is attached to the back of the game area forming body 80a. The back block 80b has a roughly box-shaped base body 251 that is open to the game area forming body 80a side, and this base body 251 is fixed to the back of the game area forming body 80a, thereby integrating the game area forming body 80a and the back block 80b.
[0064] The front side of the base body 251 is an area for arranging movable performance mechanisms and luminescent decorative members, while the back side is an area for arranging control devices that control these various components and the variable display unit 252 (pattern display device 253).
[0065] More specifically, a portion of the base body 251 protrudes from the back side of the inner frame base body 60, and the aforementioned pattern display device 253 (see Figure 5) and a display control device for driving the pattern display device 253 are attached to this protruding portion. These pattern display device 253 and display control device are arranged in a stacked manner in the front-to-back direction (the thickness direction of the inner frame base body 60), with the pattern display device at the front and the display control device at the rear. Furthermore, a notification and effect control device 143 is mounted on the back of the base body 251, positioned behind the display control device.
[0066] The notification and performance control device 143 is equipped with a notification and performance control board that controls sound output, lamp display, and display control device according to instructions from the main control device, which will be described later. The notification and performance control board is housed in a board box 141 made of a transparent resin material or the like.
[0067] Below the notification and performance control device 143, a main control unit 160 is provided so as to cover the base body 96 from the rear. The main control unit 160 has a mounting base 161 made of synthetic resin fixed to the back of the game board unit 80 (specifically the back block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 has a main control board that has a function to control the main game (main control circuit) and a function to monitor the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of transparent resin material or the like.
[0068] The circuit board box 163 comprises a box base (front case) with a roughly rectangular shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are connected in an unopenable manner by a box sealing part 164, which serves as a sealing means, thereby sealing the circuit board box 163. Multiple box sealing parts 164 are provided on the short side of the circuit board box 163, and at least one of them is used to perform the sealing process.
[0069] The box sealing section 164 can be configured in any way that makes it impossible to open the box base and the box cover, but the box base and the box cover are made impossible to open by inserting a locking pin into the locking hole of the box sealing section 164. The sealing process by the box sealing section 164 prevents unauthorized opening after sealing, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to reseal the box even after it has been opened. That is, the sealing process is performed by inserting a locking pin into at least one locking hole of the multiple box sealing sections 164. When the main control board inside malfunctions or when the main control board needs to be inspected, the connection between the box sealing section with the locking pin inserted and the main body of the board box 163 is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be removed. After that, if the sealing process is to be repeated, a locking pin is inserted into another locking hole. If a record indicating that the circuit board box 163 has been opened is left on the circuit board box 163, it will be easy to discover that unauthorized opening has occurred by looking at the circuit board box 163.
[0070] The circuit board box 163 and the mounting base 161 are indestructibly connected by a base seal 165. Specifically, the base seal 165, like the box seal 164, has a locking hole and a locking pin. When the locking pin is inserted into the locking hole, the circuit board box 163 and the mounting base 161 are indestructibly connected. This makes it easier to detect if the circuit board box 163 has been illegally removed.
[0071] On the front of the base body 251, in the portion facing the lower rear of the game area forming body 80a, a collection passage (not shown) is formed that corresponds to the game board openings of the general prize opening 81, the variable prize opening device 82, and the operating openings 83a and 83b, and that converges at one location downstream. As a result, all game balls that enter the general prize opening 81, etc., are collected below the game board unit 80 via the collection passage. In other words, the base body 251 is equipped with the function of collecting game balls that enter the various prize openings.
[0072] Below the game board unit 80 is a discharge passage, which will be described later. Game balls that have been collected below the game board unit 80 by the collection passage are led into the discharge passage. Similarly, the out-out opening 89 also leads to the discharge passage, and game balls that do not enter any of the winning slots are led into the discharge passage via the out-out opening 89.
[0073] Furthermore, the base body 251 that constitutes the rear block 80b is equipped with detection sensors for each of the ball entry sections mentioned above, including a general prize entry detection sensor that detects game balls that have entered the general prize entry opening 81, and an operation opening detection sensor that detects game balls that have entered the operation openings 83a and 83b. These various detection sensors constitute the prize entry detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) is output from each detection sensor to the main control device 162.
[0074] Next, the back pack unit 15 will be described based on Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.
[0075] As shown in Figure 9, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 includes a back pack 201 as the main body of the back pack unit 15, and the dispensing mechanism 202, the discharge passage panel, and the control device manifold unit 204 are attached to the back pack 201.
[0076] The back pack 201 is molded from a transparent synthetic resin and has a base portion 211 to which the dispensing mechanism 202 and the like are attached, as shown in Figure 10, and a protective cover portion 212 that protrudes from the rear of the pachinko machine 10 and has a roughly rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 252 (see Figure 9).
[0077] An external output terminal board 213 is provided on the upper part of the base section 211. Various output terminals are provided on the external output terminal board 213, and wiring WH1, which connects the management control device (hall computer HC) on the gaming hall side to the pachinko machine 10, is connected to these output terminals. Various signals output from the external output terminal board 213 (output terminals) of the pachinko machine 10 are transmitted to the hall computer HC via wiring WH1, and the hall computer HC is configured to understand the status of the pachinko machine 10 and the game status based on these various signals.
[0078] Furthermore, as shown in Figure 10, the base portion 211 is provided with a pair of upper and lower locking pins 214 at its right end when viewed from the rear of the pachinko machine 10. By inserting the locking pins 214 into the bearing portion 133 provided on the inner frame 13, the back pack unit 15 is rotatably supported relative to the inner frame 13. The base portion 211 has multiple insertion points through which the fixing lever 134 provided on the inner frame 13 is inserted. The back pack unit 15 is fixed to the inner frame 13 by contacting the base portion 211 from the rear when the fixing lever 134 is inserted into the insertion points.
[0079] A dispensing mechanism 202 is provided on the base 211, bypassing the protective cover 212. The dispensing mechanism 202 is equipped with a tank 221 located at the top of the back pack 201 and opening upwards, into which game balls supplied from the island equipment of the gaming hall are sequentially replenished. A tank rail 222 that slopes gently downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A dispensing device 224 is provided at the downstream end of the case rail 223. Game balls dispensed from the dispensing device 224 are supplied to a game ball distribution unit 225 provided on the base 211 of the back pack 201 through a dispensing passage (not shown) located downstream of the dispensing device 224.
[0080] The game ball distribution unit 225 has the function of distributing game balls dispensed from the payout device 224 to either the upper tray 33, the lower tray 34, or the discharge passage described later. The inner opening is connected to the upper tray 33 via the main body side upper tray passage 122 and the front door side upper tray passage described above, and the outer opening is connected to the lower tray 34 via the main body side lower tray passage 123 and the front door side lower tray passage.
[0081] A discharge passage panel and a control device assembly unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from front to back. The discharge passage panel has a discharge passage formed on the side facing the control device assembly unit 204 that is open to the rear, and the opening of the discharge passage is closed by the control device assembly unit 204. The discharge passage is formed to discharge game balls to island equipment in a game hall, and game balls that are led from the above-mentioned collection passage to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0082] The control unit assembly 204 has a horizontally elongated mounting base 241, on which a payout control device 242 and a power supply / launch control device 243 are mounted. The payout control device 242 and the power supply / launch control device 243 are arranged stacked front to back, with the payout control device 242 facing the rear of the pachinko machine 10.
[0083] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a circuit board box 244, and a state reset switch 245 provided on the dispensing control board protrudes outside the circuit board box 244. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 224, pressing the state reset switch 245 will resolve the ball jam.
[0084] The power supply and launch control device 243 has a power supply and launch control board housed in a circuit board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, and also controls the launch of game balls in response to the player's operation of the game ball launch handle 45. Specifically, it performs drive control of the solenoid 111 that constitutes the game ball launch mechanism 110 and drive control of the ball feeding device 113.
[0085] Furthermore, the power supply and launch control device 243 is equipped with a power switch 247. By operating the power switch 247, the power to the pachinko machine 10 can be switched between an on state and an off state.
[0086] Here, the pachinko machine 10 has a function to store and retain various data, so that even if a power outage occurs, it will retain the state it was in at the time of the power outage, and when power is restored, it will be able to return to that state. For example, when the power is shut off in the normal procedure, such as when a gaming hall closes for the day, the state it was in before the shutoff is stored in memory. On the other hand, when the power is turned on while pressing the RAM erase switch 166 provided on the main control device 162, the RAM data is initialized.
[0087] These various switches can be operated from the front of the gaming machine by opening the main unit 12 (inner frame 13) and exposing the back of the inner frame 13. On the other hand, when the opening of the main unit 12 of the gaming machine is restricted by the locking device 75, these various switches cannot be operated from the front of the gaming machine. In other words, these various switches are difficult to operate when the main unit 12 of the gaming machine is closed, making it difficult for someone who does not possess the key for the locking device 75 (for example, a cheater) to operate them from the front of the gaming machine.
[0088] In gaming machines such as the pachinko machine 10, a lottery for jackpots and the like is performed based on the balls entering the operating ports 83a and 83b, and the results of the lottery are announced on the symbol display device 253 (display screen 253a) provided on the game board unit 80. Therefore, during gameplay, the player's attention is particularly likely to be drawn to the game board unit 80 (especially the display screen 253a of the symbol display device 253). In light of this situation, the gaming machine (pachinko machine 10) shown in this embodiment takes into consideration the player, such as ensuring visibility during gameplay.
[0089] Specifically, as shown in the schematic diagram of Figure 11, when the pachinko machine 10 is installed in an island facility such as a gaming hall, the game board unit 80 (particularly the display screen 253a of the symbol display device 253) is configured to be positioned directly in front of the player's face. In other words, the player's face is positioned in front of the glass panel 31 and in front of the symbol display device 253 (a specific area SE described later). This makes it easier for the game board unit 80 (particularly the display screen 253a of the symbol display device 253) to be within the player P's field of vision.
[0090] As already explained, when playing the game, it is necessary to operate the aforementioned game ball launching handle 45 by hand to launch the game balls. For this reason, the distance between the pachinko machine 10 and the player tends to be close. In this embodiment, a first movable display device 300, which is a light-emitting type movable display device, is installed in the front door frame 14 above the game board unit 80. Here, although there are individual differences in the extent of a person's field of vision, it is approximately 180 to 200 degrees horizontally (the range that can be seen with both eyes at the same time is approximately 120 degrees), and approximately 60 degrees upwards and approximately 70 degrees downwards vertically. Therefore, when a player is intently watching the symbol display device 253, there is a high possibility that the first movable display device 300 will be located in a blind spot outside the player's field of vision. In other words, there is a high possibility that the first movable display device 300 will be outside the player's field of vision (the range that can be seen without moving the eyes).
[0091] In particular, as the game board unit 80 becomes larger, the window portion 22 of the front door frame 14 is enlarged, which increases the constraints on the placement of the first movable display device 300, as shown in Figure 11, thus increasing the likelihood of the aforementioned problems occurring. Furthermore, even when the first movable display device 300 is within the player's field of vision, if the first movable display device 300 is located near the boundary between the inside and outside of the field of vision, it becomes difficult to perceive the colors and movements, and the level of visibility (identification level) is significantly reduced.
[0092] For the reasons stated above, even if a light effect is performed using the first movable display device 300, it may not effectively appeal to players who are focused on the display screen 253a, and there is a possibility that the light effect will be missed. Therefore, even if a light effect function (notification / performance function for players) is added to the first movable display device 300, there is a concern that it will not function properly. If the first movable display device 300 is not equipped with a performance / notification function for players, but rather with a notification function for other players or hall managers, the above inconvenience will not occur. However, the above inconvenience occurs when the first movable display device 300 is used as a means of performance / notification for players. While it is true that the above inconvenience can be resolved by increasing the distance between the player and the game machine, such an approach may lead to other inconveniences such as a decrease in the visibility and operability of the game board unit 80.
[0093] One of the features of the first movable display device 300 shown in this embodiment is that measures have been taken to address the above-mentioned inconveniences that occur when a light effect function is added to the first movable display device 300. The first movable display device 300 in this embodiment will be described below with reference to Figures 12(a) and 13. Figure 12(a) is a partial cross-sectional view showing the internal structure of the first movable display device 300 (partial cross-sectional view along line AA in Figure 10), and Figure 13 is an exploded perspective view showing the first movable display device 300 disassembled into its main components.
[0094] (1st movable performance device 300) As shown in Figure 12(a), the first movable performance device 300 comprises a light-emitting device 301 as a core on which a light source is mounted, and a housing 302 that forms the outer casing of the first movable performance device 300. The light-emitting device 301 is housed within the housing 302 and fixed to the frame 20 and the cover 21.
[0095] The housing 302 has a cover body 310 made of a colored, transparent synthetic resin material. The cover body 310 is hemispherical in shape with an open top (see Figure 12), and its upper open portion is covered by a lid body 320 which functions as an attachment part to the frame body 20 or the like. By combining these cover body 310 and lid body 320, the housing space for the light-emitting device 301 is partitioned.
[0096] The lid 320 is dish-shaped, and an opening 322 is formed at its bottom 321, connecting the internal space of the lid 320 to the storage space. A relay board 330 is positioned at the bottom 321 so as to cover the opening 322 from the opposite side (above) of the storage area. The light-emitting device 301 is electrically connected to the notification / performance control device 143 via the relay board 330, and performs (operates) light effects based on signals from the notification / performance control device 143.
[0097] The light-emitting device 301 housed within the housing 302 has a light-emitting unit 350 that is controlled by the notification / performance control device 143. The light-emitting unit 350 consists of a columnar light-emitting block 355 to which multiple light-emitting elements 356 (specifically LEDs) are attached, and a base 351 to which the light-emitting block 355 is fixed. The base 351 is cylindrical in shape, extending vertically (see Figure 12), and is integrated with the housing 302 by fixing an upper flange portion 352 formed at its upper end to a bottom portion 321. The lower flange portion 353 formed at its lower end functions as a mounting portion to which the light-emitting block 355 is attached. The hollow portion of the base 351 communicates with the opening 322, and the light-emitting block 355 and the relay board 330 are connected by wiring through this hollow portion and the opening 322.
[0098] In this embodiment, the area on the circumferential surface of the light-emitting block 355 other than the part facing the front of the gaming machine (the side and back: the part that will be on the central axis CL1 side, as described later) is the area where the light-emitting element 356 is installed. This prevents the light from the light-emitting block 355 from directly shining towards the front of the gaming machine. More specifically, the range of light irradiation from the light-emitting unit 350 (light-emitting block 355) is restricted to the rear and diagonally rear of the gaming machine.
[0099] The light-emitting device 301 is equipped with a light-reflecting mechanism that reflects light from the light-emitting block 355 forward of the gaming machine. The light-reflecting mechanism is movable, and when this light-reflecting mechanism is operated, the direction of the reflected light, that is, the direction of the light emitted from the first movable display device 300, changes. Hereinafter, the variable light-reflecting mechanism that diversifies the direction of light emission will be referred to as the variable mechanism 340.
[0100] (Variable mechanism 340) The variable mechanism 340 comprises a movable body 360 provided with a reflector 364 as a light reflecting means, and a holder member 370 as a holding means for holding the movable body 360, and is integrated with the housing 302 by attaching the holder member 370 to the cover 320.
[0101] First, the configuration for attaching the variable mechanism 340 to the lid 320 will be described. An annular projection 323 is formed on the bottom 321 of the lid 320 so as to surround the installation area (upper flange portion 352) of the light-emitting unit 350. The annular projection 323 is cylindrical in shape, and its central axis is configured to be coaxial with the opening 322 and the light-emitting unit 350 (base 351).
[0102] The holder member 370 has a cylindrical portion 371 that surrounds the light-emitting unit 350, and the inner diameter of the cylindrical portion 371 is configured to be equal to the outer diameter of the annular projection 323. The holder member 370 is positioned such that the annular projection 323 is inserted into it, and the inner surface of the cylindrical portion 371 is in surface contact with the outer surface of the annular projection 323. The central axis of the annular projection 323 and the central axis of the holder member 370 (cylindrical portion 371) are coaxial, and the holder member 370 is held by the cover 320 in a state where rotation around the central axis CL1 is permitted. The detailed configuration of the holding structure is arbitrary, as long as the holder member 370 can be held rotatably.
[0103] A motor 381 is provided at the bottom 321 of the lid 320 as a drive unit for rotating the holder member 370. The motor 381 is connected to the notification / performance control device 143 via the relay board 330 and operates based on the drive signal from the notification / performance control device 143. The driving force of the motor 381 is transmitted to the holder member 370, causing the holder member 370 to rotate around the central axis CL1.
[0104] The cylindrical portion 371 of the holder member 370 is formed such that its lower end is at the same height as the lower end of the base 351 of the light-emitting unit 350, and the light-emitting block 355 protrudes below the area enclosed by the holder member 370. This prevents the light from the light-emitting block 355 from being blocked by the holder member 370.
[0105] The lower end of the holder member 370 has a pair of left and right extensions 372 that extend to the same side (downward) as the light-emitting block 355. The extensions 372 face each other across the light-emitting unit 350 (specifically the central axis CL1), and the shaft portion 373 is fixed so as to straddle these extensions 372.
[0106] The movable body 360 has a main body portion 361 made up of long plates arranged side by side (see Figure 12), and a bearing hole 362 through which a shaft portion 373 is inserted is formed in the middle of the main body portion 361. By engaging the bearing hole 362 with the shaft portion 373, the movable body 360 is held by the holder member 370 in a state where rotation (change of posture) around the shaft portion 373 is permitted.
[0107] A reflector 364 is attached to one end of the main body 361, and a weight 363 is attached to the other end of the main body 361. The weight of the weight 363 is set so that the center of gravity GP1 of the movable body 360 is closer to the other end than the shaft 373 (center of rotation). By offsetting the center of rotation and the center of gravity GP1, the movable body 360 tilts so that the reflector 364 is on the upper side and the weight 363 is on the lower side.
[0108] Here, the main body portion 361 of the movable body 360 has a stopper portion 366 formed therein that abuts against the holder member 370 (the lower end of the cylindrical portion 371) to prevent further rotation. The state in which the movable body 360 is tilted at an angle due to the stopper portion 366 abutting against the lower end of the cylindrical portion 371 is the standby state of the movable body 360. In this state, the center of gravity GP1 is off the central axis CL1.
[0109] When a drive signal is input from the notification / performance control device 143 to the motor 381, the holder member 370 begins to rotate around the central axis CL1. Following this, the movable body 360 held by the holder member 370 also rotates.
[0110] In the initial stages of rotation starting from a standby (stationary) state, the rotational speed is low due to resistance such as friction, and as rotation continues, it accelerates and the rotational speed gradually increases. After the rotational speed reaches a predetermined speed, it transitions to steady rotation. At this time, as the rotational speed increases, the centrifugal force generated in the movable body 360 also increases. As the centrifugal force increases in this way, the weight 363 rises and the reflector 364 descends against gravity, and the inclination ANG1 of the movable body 360 with respect to the horizontal plane gradually decreases.
[0111] If the rotational speed of the movable body 360 slows down, for example, when the motor 381 stops, the centrifugal force generated on the movable body 360 decreases. As the centrifugal force decreases in this way, gravity causes the weight 363 to descend and the reflector 364 to rise, and the tilt ANG1 of the movable body 360 with respect to the horizontal plane gradually increases.
[0112] Here, based on the operation of the variable mechanism 340 described above, the flow of the light effect by the first movable effect device 300 will be explained with reference to Figures 12(b) and 14. Figure 12(b) is a timing chart showing the flow of the light effect, and Figure 14 is a schematic diagram showing the direction of light irradiation in each state.
[0113] As shown in Figure 12(b), when the light effect starts at timing t1, the output of a light-emitting signal (power supply) to the light-emitting element 356 of the light-emitting unit 350 begins, and the output of a drive signal to the motor 381 also begins. As a result, light from the light-emitting unit 350 is projected forward of the gaming machine by the reflector 364 of the movable body 360.
[0114] Furthermore, the reflective surface 365 of the reflector 364 has a curved shape that is convex on the opposite side from the center of rotation, thereby suppressing the diffusion of reflected light. In other words, the light from the light-emitting unit 350 is directed in the direction of the reflective surface 365, with its spread suppressed by the reflective surface 365. To put it another way, the reflector 364 (reflective surface 365) is provided with the function of defining the direction (optical axis) of the light emitted from the first movable display device 300.
[0115] The rotation speed gradually increases from timing t1 to timing t2, which is after a predetermined period has elapsed. During the predetermined period, the number of rotations of the movable body 360 is set to be at least greater than a predetermined number of times (1 time in this embodiment). In this embodiment, the movable body 360 is rotatable, and by configuring it so that the movable body 360 rotates at least once during the predetermined period, it is ensured that light is emitted towards the front of the gaming machine at least once in the first irradiation state described later.
[0116] Here, the light irradiation pattern from timing t1 to timing t2 will be explained with reference to Figure 14(a). During this period, the reflector 364 (the optical axis defined by the reflector) is oriented diagonally downward. Therefore, the light from the first movable display device 300 is irradiated diagonally downward. Specifically, the light emitted from the light-emitting unit 350 is irradiated in the horizontal direction, but its direction is changed by the reflector 364 located on its extension. The orientation of the reflector 364 is defined so that the direction of light irradiation passes through a specific region SE in front of the graphic display device 253 (display screen 253a).
[0117] As already explained, the specific area SE is the area where the player P's head HD (specifically, the eyes) is assumed to be located. Therefore, the light directed towards the specific area SE will be shone towards the player P. Hereafter, the state in which the movable body 360 is tilted and light is shone towards the specific area SE will be referred to as the first illumination state. In the first illumination state, the light is shone towards the player P, so the player can perceive that light has been shone.
[0118] Subsequently, at the timing ta2 when the rotation speed increases and reaches a predetermined speed, as shown in Figure 14(b), the tilt of the movable body 360 decreases due to the centrifugal force described above, and its posture changes to become almost horizontal. As a result, the direction of light irradiation becomes approximately horizontal, and the irradiation of light toward the specific area SE is avoided. In other words, the light from the first movable display device 300 passes over the head of the player P, and the irradiation of light toward the player P is avoided. Hereinafter, the state in which the irradiation of light toward the specific area SE is avoided (the state in which the direction of light irradiation has changed to be further out of the game machine than the first irradiation state) will be referred to as the second irradiation state.
[0119] Even in the second illumination state, the flashing of the first movable display device 300 can be visually confirmed by the player P. However, in this case, the amount of light reaching the player P's eyes is less than in the first illumination state. As a result, even if the player looks directly at the first movable display device 300, it is suppressed from causing discomfort such as glare to the player. In this embodiment, the light is emitted through a curved cover body 310, and the light is diffused as it passes through this cover body 310. Therefore, when the first movable display device 300 is looked at directly in the second illumination state, it can give the player the impression that the first movable display device 300 is flashing.
[0120] After the first movable lighting device 300 enters the second illumination state, the lighting effect continues in the second illumination state for a longer period than the duration of the lighting effect in the first illumination state. In other words, the output of the light emission signal (power supply) to the light emission unit 350 continues until timing t3, when the lighting effect ends. When the output of the light emission signal stops at timing t3, the light emission unit 350 turns off. Subsequently, at timing t4, the output of the drive signal to the motor 381 stops.
[0121] When the motor 381 stops, the rotational speed of the movable body 360 and the holder member 370 rapidly decreases due to friction and other resistance, and the return to the standby state is completed at timing t5. However, since the light-emitting unit 350 has already turned off at timing t3, no light is emitted towards the player during this recovery process.
[0122] In this embodiment, the pachinko machine 10 is configured such that when installed in the island equipment of a gaming hall, a part of the main part of the gaming machine 12 (front door frame 14) bulges out toward the front of the pachinko machine 10, and a movable display device, the second movable display device 400, is arranged in this bulging part. Now, the configuration of the second movable display device 400 will be described with reference to Figures 2 and 15. Figure 15(a) is a partially enlarged view of the pachinko machine 10 as seen from the front, and Figure 15(b) is a vertical cross-sectional view of the first movable display device 300 (cross-sectional view of the part along line BB in Figure 15(a)).
[0123] (Second movable performance device 400) As shown in Figure 2, a bulge 435 is formed in the cover body 21 of the front door frame 14, in the portion located above the window portion 22, which bulges forward towards the game. The amount of bulge in this bulge 435 gradually increases from both the left and right ends toward the center, and it bulges out in a convex shape toward the front of the game machine. As shown in Figure 15(1), a housing portion 436 for housing the second movable display device 400 is formed in the central portion of the bulge 435, more specifically the portion behind the first movable display device 300 which constitutes part of the annular illuminated section 24. In other words, the bulge 435 houses two game devices, with the first movable display device 300 on the front side and the second movable display device 400 on the rear side.
[0124] The housing section 436 has a concave shape that opens upward, and a part of the second movable display device 400 is exposed through this opening. The second movable display device 400 has a decorative body 410 on its outer circumference, which is decorated with patterns or other designs. The decorative body 410 is held in a state where it can rotate back and forth about the rotational axis CL2 by a holding part 438 formed on the side wall 437 of the housing section 436. By rotating about this rotational axis CL2, the decorative body 410 can move between a standby position where it does not protrude from the housing section 436 and a display position where it protrudes outwards (upwards) from the housing section 436.
[0125] Three surfaces are formed on the outer periphery of the decorative body 410, aligned in the direction of rotation of the decorative body 410. Specifically, a first flat surface 411 and a second flat surface 412, and a curved surface 413 sandwiched between these two flat surfaces 411 and 412 are formed, and the cross-section is formed to be roughly fan-shaped. The pivot point of the fan-shaped decorative body 410 is the holding point by the holding part 438, and the rotational axis CL2 and the center of gravity GP2 of the decorative body 410 are offset.
[0126] As shown in Figure 15(b1), when the decorative body 410 is in the standby position, the second flat portion 412 abuts against the rear wall portion 439 of the housing portion 436, preventing the decorative body 410 from rotating due to its own weight. In other words, the rear wall portion 439 functions as a stopper. In this state, the first flat portion 411 is located on approximately the same plane as the upper surface of the frame 20, and the open portion of the housing portion 436 is blocked by the first flat portion 411. As a result, the curved portion 413 remains inside the housing portion 436, making it impossible to see the curved portion 413 from the outside.
[0127] The second movable performance device 400 is provided with a solenoid 420 that constitutes a driving means for the decorative body 410. The solenoid 420 is connected to the notification and performance control device 143, and the solenoid 420 operates based on signals from the notification and performance control device 143. When a performance is to be executed by the second movable performance device 400, a drive signal is output to the notification and performance control device 143 to energize the solenoid 420. When the solenoid 420 is energized, the plunger of the solenoid 420 pushes the decorative body 410, causing the decorative body 410 to rotate in a predetermined direction.
[0128] As shown in Figure 15(b), when the decorative body 410 reaches the performance position, the projection 415 formed on the second flat portion 412 of the decorative body 410 strikes the stopper portion 440 provided on the housing portion 436. This prevents further rotation in the predetermined direction. In this state, the curved portion 413 protrudes from the housing portion 436, and the curved portion 413 is made visible from the front of the gaming machine. The decorative body 410 has a light-emitting element (LED) built in, and when a performance using the second movable performance device 400 is executed, the light from the light-emitting element is projected through the curved portion 413 towards the front of the gaming machine. By illuminating the decorative body 410 in this way, the change in the appearance of the second movable performance device 400 is emphasized.
[0129] When the performance by the decorative element 410 is finished, the output of the drive signal to the solenoid 420 is stopped, and the solenoid 420 becomes de-energized. As a result, the decorative element 410 returns from the performance position to the standby position due to its own weight, etc. (see Figure 15(b) → Figure 15(a)). Incidentally, the second movable performance device 400 may be provided with a biasing means such as a spring, and the biasing force of the biasing means may be used to encourage the decorative element 410 to move to the standby position.
[0130] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be explained with reference to the block shown in Figure 16.
[0131] The main control board 601, provided in the main control unit 162, is equipped with an MPU 602. The MPU 602 is an element that incorporates a ROM 603 that stores various control programs and fixed value data executed by the MPU 602, a RAM 604 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 603, and various counter circuits such as interrupt circuits, timer circuits, data input / output circuits, and random number generators. Note that some of the functions of the MPU 602, for example, the functions of the ROM 603 and the RAM 604, may be configured to be provided by other elements.
[0132] The MPU602 is equipped with both input and output ports. The input side of the MPU602 is connected to the power outage monitoring board 605, the payout control device 242, and various detection sensors, all of which are located on the main control device 162. The power supply and launch control device 243 is connected to the power outage monitoring board 605, and power is supplied to the MPU602 via the power outage monitoring board 605.
[0133] As part of the various detection sensors, a detection sensor 391a for detecting entry into the general prize slot 81, a detection sensor 391b for detecting entry into the variable prize device 82, a detection sensor 391c for detecting entry into the variable prize device 82, a detection sensor 391d for detecting entry into the upper operating slot 83a, a detection sensor 391e for detecting entry into the lower operating slot 83b, and a detection sensor 391f for detecting entry into the through gate 84 are connected, and the MPU 602 of the main control device 162 performs prize entry determination (entry determination) for each ball entry section. In addition, the MPU 602 performs a jackpot occurrence lottery based on entry into the upper operating slot 83a and the lower operating slot 83b, and performs a support occurrence lottery based on entry into the through gate 84.
[0134] The output side of the MPU602 is connected to the power outage monitoring board 605, the payout control device 242, and the notification / performance control device 143. The payout control device 242 outputs a prize ball command based on the result of determining whether a ball has entered a prize-winning ball entry section such as the aforementioned operating openings 83a and 83b. In this case, the command information storage area 625 of the ROM603 is referenced when outputting the prize ball command. When a prize is determined to enter the general prize opening 81, a prize ball command corresponding to the payout of 10 game balls is output; when a prize is determined to enter the variable prize device 82, a prize ball command corresponding to the payout of 15 game balls is output; when a prize is determined to enter the upper operating opening 83a, a prize ball command corresponding to the payout of 3 game balls is output; and when a prize is determined to enter the lower operating opening 83b, a prize ball command corresponding to the payout of 4 game balls is output.
[0135] The notification and performance control device 143 receives various commands from the main control device 162, including commands for variation, type commands, variation end commands, opening commands, and ending commands. In this case, the command information storage area 625 of the ROM 603 is referenced when outputting these various commands. Details of these various commands will be explained later. Each of the above commands is composed of information of a predetermined number of bytes, and various information is included in that predetermined number of bytes.
[0136] Furthermore, the output side of the MPU 602 is connected to a variable prize drive unit that opens and closes the opening / closing body (e.g., shutter member 88) of the variable prize device 82, an electric mechanism drive unit that opens and closes the electric mechanism 91 of the lower operating opening 83b, and a main display unit 87. The main control board 601 is provided with various driver circuits, and the MPU 602 performs drive control of the various drive units through these driver circuits.
[0137] In other words, in the opening / closing execution mode, the MPU 602 controls the drive of the variable prize drive unit so that the variable prize device 82 is opened and closed. Also, if the support lottery for the electric prize 91 is won, the MPU 602 controls the drive of the electric prize drive unit so that the electric prize 91 is opened and closed. In addition, the MPU 602 controls the display of the main display unit of the main display unit 87.
[0138] Furthermore, an external output terminal board 213 is connected to the output side of the MPU602, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side through this external output terminal board 213. This makes it possible for the hall computer HC to understand the status of the pachinko machine 10 and the gameplay situation.
[0139] The power outage monitoring board 605 acts as a relay between the main control board 601 and the power supply / launch control device 243. The power outage monitoring board 605 is equipped with the function of monitoring the maximum voltage output from the power supply / launch control device 243, which is a stable DC voltage of 24 volts. The payout control device 242 controls the payout of prize balls and loaned balls by the payout device 224 based on prize ball commands input from the main control device 162.
[0140] The power supply and launch control device 243 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 601, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, which is driven when predetermined launching conditions are met.
[0141] The notification and performance control device 143 is equipped with a notification and performance control board that has an MPU (Multi-Purpose Unit) installed. The MPU has a ROM (Map Engine) that stores various control programs and fixed value data executed by the MPU, a RAM (Memory for Temporarily Storing Various Data etc. When executing the control programs stored in the ROM, the RAM is a memory for temporarily storing various data etc., and various circuits such as interrupt circuits, timer circuits, and data input / output circuits are built into it. It is not a requirement that the ROM and RAM be integrated into a single chip for the MPU; they may be configured as separate chips. The MPU of the notification and performance control device 143 drives and controls the lamp section 24, speaker section 27, movable performance devices 300, 400 etc., installed in the front door frame 14, based on various commands input from the main control device 162, and also controls the display control device 142.
[0142] The display control device 142 executes display control of the symbol display device 253 based on commands input from the notification and performance control device 143. In this case, the notification and performance control device 143 determines the pattern of symbol variation display on the symbol display device 253 (for example, whether or not a reach occurs and the content of the reach performance) and the pattern of symbol stop display (the type of symbol combination to be displayed when the variation display ends) based on various commands input from the main control device 162.
[0143] (Regarding various counters) Next, the operation of the pachinko machine 10 configured as described above will be explained.
[0144] The MPU602 uses various counter information during gameplay to perform tasks such as the lottery for the occurrence of a jackpot, setting the display on the main display unit 87 (main display section D), and setting the outline of the symbol display on the symbol display device 253. Specifically, as shown in the schematic diagram of Figure 17, it uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variation jackpot result or a normal jackpot result, a reach random number counter C3 used for the reach lottery when the symbol display device 253 is fluctuating without a win, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the display time of the fluctuation of the symbols in the operation port display sections DL and DU of the main display unit 87 and the display time of the fluctuation of the symbols on the symbol display device 253. Furthermore, it uses an electric mechanism release counter C4 used for the lottery to determine whether or not to put the electric mechanism 91 of the lower operation port 83b into the electric mechanism release state.
[0145] Each counter C1-C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 631 set in a predetermined area of RAM 604. In the lottery counter buffer 631, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored in the retained ball storage area 632, which is an acquired information storage means, when a prize is awarded to the operation openings 83a and 83b.
[0146] The reserved ball storage area 632 includes a reserved area RE and an execution area AE for the operation port. The reserved area RE comprises the first area Ra1, the second area Ra2, the third area Ra3, the fourth area Ra4, the fifth area Ra5, the sixth area Ra6, the seventh area Ra7, and the eighth area Ra8. In accordance with the winning history of the operation ports 83a and 83b, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the lottery counter buffer 631 is stored as reserved information in one of the areas Ra1 to Ra8. This reserved information corresponds to special information.
[0147] In areas 1 Ra1 to 8 Ra8, if multiple consecutive entries occur into the operating ports 83a and 83b, the numerical information is stored chronologically in the order of area 1 Ra1 → area 2 Ra2 → area 3 Ra3 → area 4 Ra4 → area 5 Ra5 → area 6 Ra6 → area 7 Ra7 → area 8 Ra8. With these eight areas Ra1 to Ra8, up to four entries (a total of eight) of the winning history for each operating port 83a and 83b can be stored in reserve. In addition, the reserved ball storage area 632 is provided with a total reserved ball storage area, which stores information to identify the number of reserved balls that have been acquired and stored based on entries into the operating ports 83a and 83b.
[0148] The execution area AE is an area for moving the values stored in the first area Ra1 of the hold area RE when the variable display of the operation port display section DL,DU of the main display unit 87 is started. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0149] For details on each counter, the jackpot random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 299, and then return to 0 after reaching the maximum value (i.e., 299). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 299). The jackpot random number counter C1 is updated periodically and stored in the reserved ball storage area 632 of RAM 604 when a game ball enters the operating opening 83a or 83b.
[0150] The random number values that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 621, which serves as a win / loss information group storage means in ROM 603. The contents of the win / loss table will now be explained.
[0151] The win / loss table has a one-to-one correspondence between address information, which consists of binary data, and jackpot numerical information, which also consists of binary data. Specifically, the address information is expressed in decimal and has 10 types set from "1" to "10", and the jackpot numerical information is expressed in decimal and has 10 types set from "7", "36", "67", "100", "131", "164", "195", "223", "241", and "272", and these address information and jackpot numerical information are associated one-to-one. The numerical value of each jackpot numerical information is included in the range of random number information, from "0" to "299", which can be updated by the jackpot random number counter C1.
[0152] In this pachinko machine 10, two lottery modes are set for the win / loss lottery mechanism: a low probability mode (low probability state) and a high probability mode (high probability state). The number of jackpot numerical information referenced in the low probability mode is different from the number of jackpot numerical information referenced in the high probability mode, with the former being fewer than the latter. Specifically, in the low probability mode, only jackpot numerical information with address information of "1" is referenced when determining the win / loss, while in the high probability mode, jackpot numerical information corresponding to all address information is referenced when determining the win / loss. In other words, in the low probability mode there is one jackpot winning numerical information, while in the high probability mode there are 10, which is more than in the low probability mode. As a result, the probability of winning a jackpot in the low probability mode is 1 / 300, while the probability of winning a jackpot in the high probability mode is 1 / 30, meaning that the probability of winning a jackpot is higher in the high probability mode than in the low probability mode. Note that the number and value of the random numbers that result in the win are arbitrary, as long as the probability of winning is higher in the high probability mode than in the low probability mode.
[0153] The jackpot type counter C2 is configured to increment by 1 in the range of 0 to 29, and then reset to 0 after reaching the maximum value (i.e., 29). The jackpot type counter C2 is updated periodically, and when a game ball enters the operating opening 83a or 83b, it is stored in the reserved ball storage area 632 of the RAM 604.
[0154] The distribution destinations for game results for the jackpot type counter C2 are stored as a distribution table (distribution information group) in the distribution table storage area, which serves as a distribution information group storage means in ROM 603. These distribution destinations include normal jackpot results (special game results corresponding to low probability) and probability variation jackpot results (special game results corresponding to high probability).
[0155] Normally, a big win result occurs when, after the opening / closing execution mode ends, the win / loss lottery mode switches to a low probability mode, and the support mode remains in high-frequency support mode until the number of plays reaches the termination threshold (specifically, 100 plays). After the termination threshold has elapsed, the mode switches to low-frequency support mode.
[0156] A guaranteed jackpot result is one in which, after the opening / closing execution mode ends, the win / loss lottery mode becomes a high-probability mode and the support mode becomes a high-frequency support mode. This high-frequency support mode continues until the lottery result in a jackpot is won and the machine transitions back to the opening / closing execution mode.
[0157] In the distribution table, "0-9" corresponds to normal jackpot results, and "10-29" corresponds to probability-increasing jackpot results, but the distribution of these numbers is arbitrary.
[0158] In this embodiment, a difference is provided so that the distribution based on winning at the lower operating port 83b is more advantageous to the player than the distribution based on winning at the upper operating port 83a. Specifically, the probability variation jackpot results are broadly divided into two results with different degrees of advantage: a 16R probability variation jackpot result with 16 rounds and a 4R probability variation jackpot result with 4 rounds. When a probability variation jackpot result is obtained through the distribution based on winning at the lower operating port 83b, it is more likely to be a 16R probability variation jackpot result compared to when a probability variation jackpot result is obtained through the distribution based on winning at the upper operating port 83a.
[0159] The reach random number counter C3 is configured to increment by 1 sequentially within a range of, for example, 0 to 238, and then return to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is updated periodically and stored in the reserved ball storage area 632 of the RAM 604 when a game ball enters the operating opening 83a or 83b. Then, the system decides whether or not to generate a reach based on the reach table stored in the reach table storage area of the ROM 603. However, in game rounds that transition to the opening / closing execution mode, the MPU 602 makes the decision to generate a reach regardless of the value of the reach random number counter C3. The number of reach random number counters C3 corresponding to the occurrence of a reach display is the same in each game state, but it may be set individually depending on the game state. For example, the number of reach random number counters C3 corresponding to the occurrence of a reach display may be set to be higher in the high-frequency support mode than in the low-frequency support mode.
[0160] Here, we will provide supplementary explanations regarding the configuration and content of the display of the changing symbols for each game round. In the following explanation, please refer to Figures 18 and 19 as appropriate. Figures 18 and 19 are schematic diagrams illustrating the display content on the display screen 253a of the symbol display device 253.
[0161] The display control device 142 is equipped with a character ROM. This character ROM pre-stores data for nine types of main symbols numbered "1" through "9" (see Figures 19(a) to (i)) and data for sub-symbols that are not numbered (see Figure 19(j)).
[0162] As shown in Figure 18(a), the display screen 253a of the pattern display device 253 has three pattern rows Z1, Z2, and Z3 set up as upper, middle, and lower rows. Each pattern row Z1 to Z3 is composed of main patterns and sub-patterns arranged in a predetermined order. On the display screen 253a, the patterns of each of these pattern rows Z1 to Z3 are displayed in a periodic manner, scrolling in a predetermined direction (specifically, from right to left).
[0163] In the upper symbol row Z1, nine main symbols from "1" to "9" are arranged in descending order, with one secondary symbol placed between each main symbol. In the lower symbol row Z3, nine main symbols from "1" to "9" are arranged in ascending order, with one secondary symbol placed between each main symbol. In other words, the upper and lower symbol rows Z1 and Z3 consist of 18 symbols. In contrast, the middle symbol row Z2 has nine main symbols from "1" to "9" arranged in ascending order, with an additional main symbol of "4" placed between the main symbols of "9" and "1", and one secondary symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 20 symbols, with 10 main symbols.
[0164] Furthermore, as shown in Figure 18(b), the display screen 253a displays three symbols for each symbol row, resulting in a total of nine symbols being displayed in a 3x3 grid. The display screen 253a also has five active lines, namely the left line L1, the middle line L2, the right line L3, the downward-right line L4, and the upward-right line L5. The display stops in the order of upper symbol row Z1 → lower symbol row Z3 → middle symbol row Z2, and when the display of all symbol rows Z1 to Z3 has finished with a predetermined combination of symbols (for example, a combination of symbols with the same number) formed on any of the active lines, a jackpot video is displayed as a result of either a normal jackpot or a probability variation jackpot.
[0165] Furthermore, considering that the display of variations in each symbol row is stopped as described above, the upper symbol row Z1 can be referred to as the first symbol row (or first picture row), the lower symbol row Z3 as the second symbol row (or second picture row), and the middle symbol row Z2 as the third symbol row (or third picture row).
[0166] Of the main symbols listed above, those with odd numbers (1, 3, 5, 7, 9) are considered "specific symbols," and in the event of a jackpot with a chance of winning, a combination of the same specific symbols will be displayed. Furthermore, main symbols with even numbers (2, 4, 6, 8) are considered "non-specific symbols," and in the event of a jackpot with a chance of winning, and in the event of a regular jackpot, a combination of the same non-specific symbols will be displayed.
[0167] Furthermore, the manner in which the patterns are displayed in the pattern display device 253 is not limited to those described above and is arbitrary; the number of pattern rows, the direction of the pattern display in each pattern row, and the number of patterns in each pattern row can be changed as appropriate. For example, multiple pattern rows may be set to be arranged horizontally, and the direction of the pattern display in each pattern row may be set to vertical.
[0168] In the display screen 253a, a reserve display area NE is set in the lower part of the variable display area ME, which has a variable display area for the upper row of symbols, a variable display area for the middle symbols, and a variable display area for the lower symbols. The reserve display area NE is provided with a reserve number display area Da, which is partitioned by arranging unit reserve display areas Da1 to Da8 in the left-right direction, with a number of units equal to the maximum number of reserves when game balls enter the operating openings 83a and 83b.
[0169] Specifically, when a game ball enters the operating openings 83a and 83b, the maximum number of reserved balls is 4 each (8 in total). Correspondingly, the reserved ball display area Da is set up with the first unit reserved ball display area Da1, the second unit reserved ball display area Da2, the third unit reserved ball display area Da3, the fourth unit reserved ball display area Da4, the fifth unit reserved ball display area Da5, the sixth unit reserved ball display area Da6, the seventh unit reserved ball display area Da7, and the eighth unit reserved ball display area Da8. Reserved icons MP are displayed in these unit reserved ball display areas as predetermined reserved ball display images.
[0170] For example, if the number of reserved balls is 0 when a game ball enters the operating slots 83a and 83b, and this entry brings the total number of reserved balls to 1, the reserved ball icon MP will be displayed only in the first unit reserved ball display area Da1. If the number of reserved balls becomes 4 when a game ball enters the operating slots 83a and 83b, the reserved ball icon MP will be displayed in the first unit reserved ball display area Da1 to the fourth unit reserved ball display area Da4. Figure 18(b) illustrates the case where the number of reserved balls is 3.
[0171] Furthermore, the hold display area NE is provided with an execution target display area Db, which displays a hold icon MP corresponding to the currently running game round, positioned horizontally with the hold count display area Da (specifically, the first unit hold display area Da1). In this embodiment, the execution target display area Db is positioned to the left of the hold count display area Da, but their relative positions are arbitrary. For example, the execution target display area Db may be positioned to the right of the hold count display area Da.
[0172] When a game round ends and the game moves to the next round, the reserved icon MP displayed in the reserved number display area Da (specifically the first unit reserved display area Da1) shifts (moves) to the execution target display area Db. If there are other reserved icon MPs displayed in the reserved number display area Da, those reserved icon MPs also shift to the adjacent unit reserved display area closer to the execution target display area Db. For the sake of explanation, the side closer to the execution target display area Db will be referred to as the "downstream side," and the side opposite the execution target display area Db will be referred to as the "upstream side."
[0173] Here, "reach display" (reach state) refers to a display state that makes the player believe that the display state is likely to result in the special display state, in a gaming machine equipped with a symbol display device 253 (display screen 253a) capable of displaying (or changing) the variation of symbols (pictures), where in a game round in which the game result corresponds to a game result corresponding to the open / close execution mode, the stop display result after the variation display may become a special display result.
[0174] In other words, this is a display state in which, by stopping the display of some of the multiple rows of symbols shown on the display screen 253a of the symbol display device 253, a combination of symbols that may form a winning combination corresponding to the occurrence of the opening / closing execution mode is displayed, and the remaining rows of symbols are displayed in a variable state.
[0175] More specifically, as a preliminary step before ending the display of changing symbols, a reach line is formed by stopping and displaying combinations of reach symbols that have the potential to form a combination of symbols corresponding to the occurrence of the opening / closing execution mode on a pre-set active line in the display screen 253a of the symbol display device 253, and then the change in symbols is displayed using the final stopped symbol sequence while the reach line is formed.
[0176] To explain the display content on display screen 253a in more detail, first the display of changing symbols in the upper symbol row is completed, and then the display of changing symbols in the lower symbol row is completed. At this point, a reach line is formed when a main symbol with a number that constitutes a winning symbol combination is displayed to stop on any of the valid lines, and when this reach line is formed, the display of changing symbols in the middle symbol row is performed to indicate a reach. When a jackpot occurs, the display of changing symbols in the middle symbol row is completed so that the main symbols forming the reach line, along with the main symbols with numbers that constitute a winning symbol combination, are displayed to stop on the reach line.
[0177] Furthermore, the reach display includes methods such as displaying the combination of reach symbols as described above, then displaying the remaining symbol variations in the remaining symbol rows, and displaying predetermined characters as animations on the background screen to create a reach effect, or displaying the combination of reach symbols in a reduced size or hidden, and then displaying predetermined characters as animations on approximately the entire display screen 253a to create a reach effect. In addition, the decision of whether or not to display a pre-announcement using predetermined images such as predetermined characters when a reach display is being made, or before a reach display, may be made using the reach random number counter C3 or other counters.
[0178] The variation type counter CS is configured to increment by 1 sequentially within a range of, for example, 0 to 198, and then return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in the MPU 602 to determine the variation display time in the operation port display units DL and DU of the main display unit 87 and the variation display time of the symbols in the symbol display device 253. The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The buffer value of the variation type counter CS is then acquired when determining the variation pattern at the start of the symbol variation by the symbol display device 253.
[0179] When determining the display time for variations in the pattern display device 253 and the main display unit 87 (specifically the display units DL and DU for the operation port), the buffer values of the reach random number counter C3 and the variation type counter CS, and the variation display time table storage area 623 of the ROM 603 are referenced. In addition, the MPU 602 uses the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the execution area AE to determine the stop result in the result display unit for the operation port, and the stop result determination table stored in the ROM 603 is used for this determination.
[0180] The electric accessory opening counter C4 is configured to be incremented by one in sequence within a range of, for example, 0 to 249, and to return to 0 after reaching the maximum value (that is, 249). The electric accessory opening counter C4 is updated periodically and stored in the electric accessory reserved area 633 of the RAM 604 at the timing when a game ball wins in the through gate 84. Then, at a predetermined timing, a lottery is performed to determine whether to control the electric accessory 91 to an open state according to the value of the stored electric accessory opening counter C4. For example, if C4 = 0 to 199, the electric accessory 91 is controlled to an open state, and if C4 = 200 to 249, the electric accessory 91 is not controlled to an open state.
[0181] (Regarding various processes executed by the main control device 162) Next, the timer interrupt process and the normal process executed by the MPU 602 of the main control device 162 to advance the game in each game round will be described. In addition to the above timer interrupt process and normal process, the MPU 602 executes a main process started when the power is turned on and an NMI interrupt process started by the input of a power failure signal to the NMI terminal (non-maskable terminal), but the description of these various processes will be omitted.
[0182] (Timer interrupt process) First, referring to the flowchart of FIG. 20, the timer interrupt process will be described. This process is periodically started by the MPU 602 (for example, at a cycle of 2 msec).
[0183] In step S101, a reading process of various winning detection sensors is executed. That is , the states of various winning detection sensors connected to the main control device 162 are read, the states of these detection sensors are judged, and detection information (winning detection information) is saved.
[0184] After that, in step S102, the update of the random number initial value counter CINI is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when its counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area (lottery counter buffer 631) of the RAM604.
[0185] In the subsequent step S103, the update of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 is executed. Specifically, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are each incremented by 1, and when their counter values reach the maximum value, they are each cleared to 0. Then, the updated values of the counters C1 to C4 are stored in the corresponding buffer area (lottery counter buffer 631) of the RAM604.
[0186] In the subsequent step S104, the winning process for the through gate 84 is executed when winning the through gate. In the winning process for the through gate, it is determined whether a winning detection flag for the through gate is stored in the various flag storage areas 635 of the RAM604. When the flag is stored, on the condition that the number of accessory reservation memories stored in the electric accessory reservation area is less than 4, the value of the electric accessory release counter C4 updated in step S103 is stored in the electric accessory reservation area 633. And when the winning detection flag for the through gate is stored in the various flag storage areas 635, the winning detection flag is erased and the winning process for the through gate is terminated.
[0187] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where the winning process for the operating ports 83a and 83b is executed when winning the operating ports, and this timer interrupt process is terminated.
[0188] (Winning process for the operating ports) Here, the prize-winning process for the operating port will be explained with reference to the flowcharts in Figures 21 and 22.
[0189] In step S201, it is determined whether or not a game ball has entered (become a prize) the upper opening 83a. If it is determined that a game ball has entered the upper opening 83a, the process proceeds to step S202, where a prize ball command is set in the payout control device 242 to dispense 3 game balls.
[0190] In the following step S203, an external signal setting process is performed to output a signal to the hall computer HC on the gaming hall side indicating that a game ball has entered the upper operating opening 83a. As a result, the hall computer HC is aware that a game ball has entered the upper operating opening 83a. Then, in step S204, an information acquisition process is performed to store various values such as the jackpot random number counter C1 and the jackpot type counter C2, and this prize entry process is completed.
[0191] On the other hand, if it is determined in step S201 that the game ball has not entered the upper opening 83a, the process proceeds to step S205. In step S205, it is determined whether or not the game ball has entered the lower opening 83b. If it is determined that the game ball has entered the lower opening 83b, the process proceeds to step S205, and a prize ball command is set to the payout control device 242 to dispense 4 game balls. The prize ball command set in steps S202 and S205 is transmitted to the payout control device 242 in the external output process S401 of the normal processing described later.
[0192] In the following step S207, an external signal setting process is performed to output a signal to the hall computer HC on the gaming hall side indicating that a game ball has entered the lower opening 83b. As a result, the hall computer HC is aware that a game ball has entered the lower opening 83b. After that, information acquisition processing is performed in step S204, and this prize entry process is completed.
[0193] Furthermore, if both steps S201 and S205 result in a negative determination, that is, if no ball enters either the upper opening 83a or the lower opening 83b, the prize-winning process is terminated.
[0194] Now, with reference to Figure 22, the information acquisition process in step S204 will be explained.
[0195] (Information acquisition process) In the information acquisition process, first in step S301, it is determined whether the number of start-up reserves N stored in the reserve count memory area FE of the reserve ball storage area 632, specifically the number of start-up reserves N related to the operation port that triggered the information acquisition process among the upper operation port 83a and lower operation port 83b, is less than the upper limit (in this embodiment, "4"). If the number of start-up reserves N is at the upper limit, the information acquisition process is terminated. If it is less than the upper limit, in step S302, the number of start-up reserves N for the corresponding operation port is incremented by 1, and in step S303, the total number of reserves stored in the reserve count memory area FE (hereinafter referred to as the common reserve count CRN) is incremented by 1.
[0196] In the following step S304, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS, which were updated in step S103, are stored in the first memory area of the empty memory area of the reserve area RE for the operation slot, that is, the memory area corresponding to the common reserve number CRN which was incremented by 1 in step S302. After the storage process is performed, the process proceeds to step S305.
[0197] In step S305, the display update process of the reserve count display section of the main display unit 87 (main display section D) is executed. In the display update process, if the winning destination this time is the upper operating port 83a, the display of the reserve count display section for the upper operating port is updated, and if the winning destination this time is the lower operating port 83b, the display of the reserve count display section for the lower operating port is updated.
[0198] The upper slot's reserved number display unit consists of four LEDs, and the number of lit LEDs corresponds to the number of reserved balls related to the upper slot 83a. If the number of reserved balls related to the upper slot 83a increases due to this win, the number of lit LEDs will be increased accordingly. Similarly, the lower slot's reserved number display unit consists of four LEDs, and the number of lit LEDs corresponds to the number of reserved balls related to the lower slot 83b. If the number of reserved balls related to the lower slot 83b increases due to this win, the number of lit LEDs will be increased accordingly.
[0199] In the subsequent steps S306 and S307, the notification / performance control device 143 and display control device 142, which are the sub-side control devices, are made aware that a prize has been won in the operation openings 83a and 83b. The confirmation process for the hold notification and the setting process for the hold command, which will be executed later, are then performed, and this information acquisition process ends. The hold command includes information on which of the upper operation openings 83a and lower operation opening 83b the prize was won in.
[0200] The hold command set in the hold command setting process in step S307 will be sent to the notification / effect control device 143 and the display control device 142 in the external output process of the normal process described later (step S401). Upon receiving the hold command, the display control device 142 executes a process to change the display in the hold count display area Da described above in accordance with the increase in the number of hold items.
[0201] Specifically, when the display control device 142 receives the hold command via the notification / effect control device 143, it executes a process to display (for example, add) the hold icon MP in the hold count display area Da. In the hold count display area Da, hold images are displayed sequentially from left to right. For example, if the common hold count CRN is 1, the hold image is displayed in the leftmost first unit hold display area Da1, and if the common hold count CRN is 8, the hold image is displayed in the eighth unit hold display area Da8, which is the eighth from the left. A detailed explanation of the processes in steps S306 and S307 will be given later.
[0202] (Normal processing) Next, the normal processing flow will be explained with reference to the flowchart in Figure 23. Normal processing is the process that begins after the main processing, which is started when the power is turned on, has been executed, and the main processing for the game is performed during normal processing. In summary, the processing in steps S401 to S406 is executed as a periodic process with a 4 msec cycle, and the counter update processing in steps S408 and S409 is executed in the remaining time.
[0203] In normal processing, the first step is to perform external signal output processing in step S401. In the external signal output processing of step S401, output data such as timer interrupt processing or commands set in the previous normal processing is sent to each control device on the sub side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 242. In addition, if various commands such as performance commands such as variation start command, type command, variation end command, hold command, or shift command (described later) are set, they are sent to the notification / performance control device 143.
[0204] Next, in step S402, the variation type counter CS is updated. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of RAM 604.
[0205] In the subsequent step S403, a game round control process for controlling the game in each game round is executed. In this game round control process, jackpot determination, setting of variable display of symbols by the symbol display device 253, display control of the main display unit 87, etc. are performed.
[0206] After executing the game round control process of step S403, the process proceeds to step S404, and a game state transition process is executed. Although details will be described later, by this game state transition process, the game state transitions to an opening / closing execution mode, a high-probability mode, a high-frequency support mode, etc. Note that details of the game round control process of step S403 and the game state transition process of step S404 will be described later.
[0207] In the subsequent step S405, an electric accessory support process for driving and controlling the electric accessory 91 provided in parallel with the lower operation port 83b is executed. In this electric accessory support process, an electric accessory release lottery for determining whether to set the electric accessory 91 to an open state is performed using the numerical information obtained from the electric accessory release counter C4 stored in the electric accessory reservation area 633 of the RAM604. When the electric accessory release state is selected as the winning result, the opening / closing process of the electric accessory 91 is executed. Also, display control of the through gate display unit DS is performed so as to teach the lottery result of the electric accessory release lottery.
[0208] As already described, as the support modes by the electric accessory 91, a low-frequency support mode and a high-frequency support mode are set, and a transition to either support mode is performed in the game state transition process. If the high-frequency support flag is set in the various flag storage areas 635 of the RAM604 after this process, it becomes the high-frequency support mode, and if the flag is not set, it becomes the low-frequency support mode.
[0209] In the processing for electric support, it is determined whether or not the system is in high-frequency support mode by checking whether or not a high-frequency support flag is set in the various flag storage area 635 of RAM 604. If it is in high-frequency support mode, the number of times the electric device 91 opens when the electric device opens is determined is set to be greater than in low-frequency support mode, and the duration of each opening is set to be longer. Also, if the system is in high-frequency support mode and the electric device 91 opens multiple times when the electric device opens, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the duration of one opening state.
[0210] Incidentally, when the system switches to open / close execution mode, even if the high-frequency support flag is set in the various flag storage area 635 of RAM 604, the support mode is forcibly set to low-frequency support mode.
[0211] Subsequently, in step S406, the game ball launch control process is executed. In the game ball launch control process, provided that a launch permission signal is input from the power supply / launch control device 243, the solenoid 111 of the game ball launch mechanism 110 is excited once at a predetermined interval (for example, 0.6 sec). As a result, the game ball is launched toward the game area PE.
[0212] In the following step S407, it is determined whether or not it is time to execute the next normal process, that is, whether or not one cycle (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until it is time to execute the next normal process, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.
[0213] In other words, step S408 updates the random number initial value counter CINI. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of RAM 604. In step S409, the variation type counter CS is updated. Specifically, 1 is added to the variation type counter CS, and when the counter values reach their maximum values, they are cleared to 0. The updated values of the variation type counter CS are then stored in the corresponding area of RAM 604.
[0214] Here, the execution time of each process in steps S401 to S406 changes depending on the state of the game, so the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0215] (Game turn control processing) Next, the game round control process in step S403 will be explained with reference to the flowcharts in Figures 24 to 27.
[0216] In the game round control process, first, as shown in the flowchart in Figure 24, it is determined in step S501 whether or not the opening / closing execution mode is active. If the opening / closing execution mode is active, the game round control process is terminated without executing any of the processes from step S502 onward, namely the game round start process in steps S503 to S505 and the game round progress process in steps S506 to S509.
[0217] If the machine is not in opening / closing mode, step S502 determines whether a game round is in progress. Specifically, it determines whether the operation port display units DL and DU of the main display unit 87 are showing a variable display or a confirmed display. If a game round is not in progress, the process proceeds to steps S503 to S505 for starting a game round. In the game round starting process, step S503 first determines whether the total number of starting reserved balls (common reserved ball count CRN) is "0". If the common reserved ball count CRN is "0", it means that no reserved ball information is stored in the reserved ball storage area 632. Therefore, this game round control process ends there.
[0218] On the other hand, if the common reserve number CRN is not "0", in step S504 a data setting process is executed to set the data stored in the reserve area RE of the reserve ball storage area 632 for variable display. Furthermore, in step S505 a variable start process is executed to start the variable display of the symbols in the operation port display section DL,DU of the main display unit 87 and the variable display of the symbols on the display screen of the symbol display device 253, after which the game round control process is terminated.
[0219] Here, we will explain in detail the data setting process in step S504 and the variation start process in step S505. First, we will explain the data setting process in step S504 with reference to the flowchart in Figure 25.
[0220] (Data setting process) In the data setting process, first in step S601, the number of start-up hold memory N stored in the hold memory area FE that is the target of this setting process, as well as the common hold memory CRN, are decremented by 1. In the following step S602, the data stored in the first area Ra1 of the hold area RE is moved to the execution area AE.
[0221] Subsequently, in step S603, a process is executed to shift the data (i.e., the reserved information) stored in each area Ra1 to Ra8 of the reserved area RE. This data shift process shifts the data stored in the first area Ra1 to the eighth area Ra8 downwards in order, clearing the data in the first area Ra1, and shifting the data within each area as follows: second area Ra2 → first area Ra1, third area Ra3 → second area Ra2, fourth area Ra4 → third area Ra3, fifth area Ra5 → fourth area Ra4, sixth area Ra6 → fifth area Ra5, seventh area Ra7 → sixth area Ra6, eighth area Ra8 → seventh area Ra7.
[0222] In the following step S604, a shift command is set, which is information that allows the notification and display control device 143 to recognize that a data shift has occurred in the hold area RE. After that, this data setting process is terminated. The shift command set in step S604 is transmitted to the display control device 142 via the notification and display control device 143 in step S401 of the normal process (Figure 23). Upon receiving the shift command, the display control device 142 executes a process to change the display in the hold count display area Da for the operation port in accordance with the decrease in the hold count.
[0223] (Initiation of change process) Next, the variation initiation process in step S505 will be explained with reference to the flowchart in Figure 26.
[0224] In the variation start process, first, in step S701, a win / fail determination process is executed to determine whether the pending information referenced in this variation start process corresponds to a jackpot win. Specifically, the information for jackpot determination, i.e., the information updated by the jackpot random number counter C1, is obtained from the information stored in the execution area AE. If the win / fail lottery mode is low probability mode, the win / fail table for low probability mode stored in the win / fail table storage area 621 of ROM 603 is referenced to determine whether the obtained information is included in the information corresponding to a jackpot win. If the win / fail lottery mode is high probability mode, the win / fail table for high probability mode stored in the win / fail table storage area 621 of ROM 603 is referenced to determine whether the obtained information is included in the information corresponding to a jackpot win.
[0225] In the following step S702, it is determined whether the result of the win / loss determination process in step S701 corresponds to a jackpot win. If the result corresponds to a jackpot win, the type determination process is executed in step S703.
[0226] In the type determination process, the information used for type determination, i.e., the information updated by the jackpot type counter C2, is obtained from the information stored in the execution area AE. Furthermore, the distribution table stored in the distribution table storage area 622 of ROM 603 is referenced to determine whether the obtained type determination information is included in the information corresponding to the probability variation jackpot result. Specifically, if the reserved information corresponds to a ball entering the upper operation opening 83a, the distribution table for the upper operation opening 83a is referenced, and if the reserved information corresponds to a ball entering the lower operation opening 83b, the distribution table for the lower operation opening 83b is referenced to perform the type determination.
[0227] In the following step S704, based on the information identified in the type determination process in step S703, it is determined whether the type of jackpot win is a probability variation jackpot result (16R probability variation jackpot result, 4R probability variation jackpot result). If it is a probability variation jackpot result, the stop result setting process for probability variation jackpots is executed in step S705. If it is not a probability variation jackpot result, the stop result setting process for normal jackpots is executed in step S706. Also, if it is determined in step S702 that it is not a jackpot win, the stop result setting process for misses is executed in step S707. Probability variation jackpot results are broadly divided into 16R probability variation jackpot results and 4R probability variation jackpot results. If it is a probability variation jackpot result, the distribution described above determines whether it is a 16R probability variation jackpot result or a 4R probability variation jackpot result.
[0228] In each stop result setting process from step S705 to step S707, information on the pattern of the image to be ultimately displayed on the main display unit 87 is identified by referring to the stop result table stored in the stop result table storage area of ROM 603, and this identified information is stored in RAM 604. In addition, in steps S705 and S706, information for MPU 602 to identify whether the result of the win / loss judgment for this game round is a probability variation jackpot result or a normal jackpot result is stored in the various flag storage area 635 of RAM 604. Specifically, in step S705, the probability variation jackpot flag is stored, and in step S706, the normal jackpot flag is stored.
[0229] After executing any of the processes in steps S705 to S707, the process for setting the variable display time is executed in step S708.
[0230] (Setting the variable display time) In the process of setting the variable display time, as shown in the flowchart in Figure 27, first, in step S801, it is determined whether or not the above-mentioned lottery has been won. Specifically, it is determined whether or not either the probability variation jackpot flag or the normal jackpot flag is stored in the various flag storage area 635 of RAM 604.
[0231] If a negative result is determined in step S801, that is, if the result of the above win / loss lottery is a loss, the process proceeds to step S802. In step S802, it is determined whether or not a reach display will occur on the symbol display device 253 during this game round. Specifically, if the value of the reach random number counter C3 stored in the execution area AE corresponds to the occurrence of a reach, a positive result is determined in step S802, indicating that a reach display has occurred. When determining whether or not a reach has occurred using the value of the reach random number counter C3, the reach determination table stored in the ROM 603 is referred to.
[0232] If a positive result is obtained in either step S801 or step S802, the process proceeds to step S803, where the variable display time table for reach generation stored in the variable display time table storage area 623 of ROM 603 is referenced to obtain variable display time information corresponding to the value of the current variable type counter CS, etc. In the following step S804, this variable display time information is set in the variable display time counter area (variable display time measurement means) provided in the various counter areas 634 of RAM 604. After that, this setting process is terminated.
[0233] In other words, in this embodiment, the system is configured to display "reach" when the result of the win / loss lottery is a jackpot win, or when the result of the win / loss lottery is a loss and the lottery for generating a reach is won.
[0234] Here, the reach display includes a normal reach display and a super reach display, which have different variable display patterns. The variable display time table for reach generation contains variable display time information corresponding to the normal reach display and the super reach display, and by referring to this table, the variable display time information corresponding to each reach display can be obtained. Regarding the determination of the type of reach display, a table is provided that corresponds the type of reach display to the value of the variable type counter CS, and by referring to this table, the reach display corresponding to the value of the variable type counter CS in the current case is determined.
[0235] More specifically, the variable display time table for triggering a reach corresponds to the type of jackpot. In the case of a probability variation jackpot, the variable display time is set so that a specific combination of symbols can be displayed, and in the case of a normal jackpot, the variable display time is set so that a combination of non-specific symbols can be displayed.
[0236] On the other hand, if a negative determination is made in step S802, in step S805, the variable display time table for non-reach occurrences stored in the variable display time table storage area 623 is referenced to obtain the variable display time corresponding to the value of the current variable type counter CS, and in step S806, this variable display time information is set in the variable display time counter area. After that, this setting process is terminated.
[0237] The display time information for fluctuations when a reach does not occur is set so that the display time decreases as the number of common reserve numbers (CRN) increases. However, this is not limited to this, and for example, the configuration may not depend on the number of common reserve numbers (CRN), and the display time may be set so that the display time decreases as the number of common reserve numbers (CRN) decreases. Also, in situations where the support mode is high-frequency support mode, the display time table for fluctuations when a reach does not occur is set so that a shorter display time is selected compared to situations where the number of reserve information is the same, compared to situations where the support mode is low-frequency support mode, but this is not limited to this, and the selected display time may be the same, or the relationship may be reversed. Furthermore, the above configuration may also be applied to the display time when a reach occurs, and the display time that is likely to be selected and the display time that is unlikely to be selected may differ between when a jackpot is won and when a reach fails. In addition, the display time table for fluctuations when a probability variation jackpot is won, when a normal jackpot is won, when a reach fails, and when a complete miss is failed may each be set individually. As described above, the display time for each game round is determined by parameters such as whether or not a reach occurs, the type of reach display, the number of reserved information, and the value of the variation type counter CS.
[0238] Returning to the explanation of the variation start process (Figure 26), after the variation display time setting process is executed in step S708, the variation start command and type command are set in step S709. The variation start command includes information on whether or not a reach has occurred and information on the variation display time. The type command includes information on the game result. In other words, the type command includes information on the game result, such as information on the probability variation jackpot result, information on the normal jackpot result, and information on the loss result.
[0239] The variation start command and type command set in step S709 are transmitted to the notification / performance control device 143 in step S401 of the normal processing (Figure 23). Based on the received variation start command and type command, the notification / performance control device 143 determines the light emission pattern of the ring-shaped illuminated section 24 and the sound output pattern from the speaker section 27 for that game round, and controls the ring-shaped illuminated section 24 and the speaker section 27 so that the determined performance content is executed.
[0240] Furthermore, the notification and display control device 143 transmits the above-mentioned variation start command and type command to the display control device 142 while maintaining their information format. The display control device 142 determines the variation display pattern on the symbol display device 253 for that game round based on the received variation start command and type command, and controls the display of the symbol display device 253 so that the determined variation display pattern is executed. After that, in step S710, the variation display of the symbols is started on the corresponding of the operation port display units DL and DU of the main display unit 87, and then this variation start process is terminated.
[0241] Returning to the explanation of the game round control process (Figure 24), if the main display unit 87 is in the process of displaying a variable display, the game round progression process from steps S506 to S509 is executed. In the game round progression process, first in step S506, it is determined whether or not the variable display time for the current game round has elapsed. Specifically, it is determined whether or not the value of the variable display time information stored in the variable display time counter area of RAM 604 has become "0". As mentioned above, this value of the variable display time information is set in the variable display time setting process (Figure 27). Furthermore, this set value of the variable display time information is decremented by 1 each time the timer interrupt process (Figure 20) is activated.
[0242] If the variable display time has not elapsed, the variable display processing is executed in step S507. In the variable display processing, the display mode of the corresponding display section DL or DU of the main display unit 87 is changed. After that, the game round control processing is terminated.
[0243] If the display time for the variation has elapsed, the variation termination process is executed in step S508. In the variation termination process, the information stored in RAM 604 in any of the processes in steps S705 to S707 above is identified, and the operation port display units DL and DU are controlled so that the image corresponding to that information is stopped and displayed on the operation port display units DL and DU.
[0244] In the following step S509, a variation termination command is set. After that, the game round control process is terminated. The variation termination command set in step S509 is sent to the notification / performance control device 143 in step S401 of the normal process (Figure 23). The notification / performance control device 143 sends the received variation termination command to the display control device 142 while maintaining its information format. Upon receiving the variation termination command, the display control device 142 confirms and displays the final stop symbol combination for that game round (final stop display).
[0245] (Game state transition process) Next, the game state transition process in step S404 will be explained with reference to the flowchart in Figure 28.
[0246] In the game state transition process, first, in step S901, it is determined whether or not the machine is in opening / closing execution mode. If it is not in opening / closing execution mode, the process proceeds to step S902, where it is determined whether or not the display of the changing symbols on the main display unit 87 (specifically the display units DL and DU for the operating port) for one game round has finished. If it is not the time when the display of the changing symbols has finished, the game state transition process ends immediately.
[0247] If the variable display has finished, step S903 determines whether the result of this game round corresponds to a transition to the open / close execution mode. Specifically, it determines whether either the normal jackpot flag or the probability variation jackpot flag is stored in RAM604. If neither of the above flags is stored, the game state transition process ends.
[0248] If any of the above flags are stored, in step S904, a value determined according to the type of jackpot, specifically "16" or "4", is set in the round counter area RC provided in the various counter areas 634 of RAM 604. The round counter area RC is a counter area for counting the number of times the large prize slot of the variable prize device 82 has been opened. After that, the game state transition process ends.
[0249] On the other hand, if the opening / closing execution mode is active, a positive determination is made in step S901, and the process proceeds to step S905. In step S905, the opening / closing process for the main prize slot is executed. In the opening / closing process for the main prize slot, if the main prize slot 32a is closed, the variable prize drive unit is activated to open the main prize slot, provided that the round counter area RC is "1" or greater. Also, if the main prize slot is open, the variable prize drive unit is deactivated and the main prize slot is closed, provided that a predetermined amount of time has elapsed since the opening of the main prize slot or a predetermined number of game balls have entered.
[0250] In the following step S906, it is determined whether the value of the round counter area RC is "0" or not. If the value of the round counter area RC is not "0", the game state transition process ends as is. If the value of the round counter area RC is "0", the transition process for when the opening / closing execution mode ends is executed in step S907.
[0251] During the transition process at the end of the opening / closing execution mode, if a probability variation jackpot flag is stored in RAM604, the win / loss lottery mode is set to high probability mode, and the support mode is set to high frequency support mode. These high probability mode and high frequency support mode are maintained at least until the next jackpot win occurs. If a normal jackpot flag is stored in RAM604, the win / loss lottery mode is set to low probability mode, and the support mode is set to high frequency support mode. However, the high frequency support mode ends after 100 game rounds, and then the game transitions to a normal game state where the win / loss lottery mode is low probability mode and the support mode is low frequency support mode.
[0252] Subsequently, in step S908, the termination process for the opening / closing execution mode is executed, and then the game state transition process is terminated. In the termination process for the opening / closing execution mode, the stored flags, either the normal jackpot flag or the probability variation jackpot flag, are erased.
[0253] (Regarding the electrical configuration of the notification / performance control device 143 and the display control device 142) Next, with reference to the block diagram in Figure 29, we will provide a supplementary explanation of the electrical configuration related to the notification / performance control device 143 and the display control device 142.
[0254] The notification and effect control board 911, provided in the notification and effect control device 143, is equipped with an MPU 912. The MPU 912 contains a ROM 913 that stores various control programs and fixed value data executed by the MPU 912, a RAM 914 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 913, and various circuits such as interrupt circuits, timer circuits, and data input / output circuits. It is not a requirement that the ROM 913 and RAM 914 be integrated into a single chip for the MPU 912; they may be configured as separate chips. This is also true for MPUs in other control devices.
[0255] The MPU912 is equipped with input and output ports. The input side of the MPU912 is connected to the main control unit 162, from which it receives game turn control commands (game turn control information) such as the variation start command, type command, and variation end command, as previously described. It also receives hold display control commands (hold display control information) such as the shift command and hold command, as well as open / close execution mode commands (open / close execution mode information) such as the opening command and ending command.
[0256] As previously explained, the output side of the MPU912 is connected to the ring-shaped illuminated section 24 and speaker section 27 located on the front door frame 14, and the display control device 142. Some of the various commands input from the main control device 162 to the notification / performance control device 143 are transmitted to the display control device 142 while maintaining their original information format.
[0257] The display control device 142 includes an MPU 952, which is an element in which a program ROM 953 and a work RAM 954 are integrated into a single chip, and a display control board 951 on which a video display processor (VDP) 955, a character ROM 956, and a video RAM 957 are mounted. It is not mandatory for the program ROM 953 and work RAM 954 to be integrated into a single chip on the MPU 952; they may be configured as separate chips.
[0258] The MPU 952 of the display control device 142 analyzes various commands received from the main control device 162 via the notification and performance control device 143, or performs predetermined calculation processing based on the received commands to control the VDP 955 (specifically, to generate internal commands for the VDP 955). More specifically, the MPU 952 performs processing to identify the variation display pattern for each game round on the symbol display device 253 based on the commands transmitted from the notification and performance control device 143, and also performs processing related to the hold notification described later, and then performs drawing processing for the VDP 955 in accordance with the processing results. As a result, various images are displayed on the display screen 253a of the symbol display device 253.
[0259] The program ROM 953 is a memory for storing various control programs and fixed value data executed by the MPU 952, and also stores JPEG format image data for background images. The work RAM 954 is a memory for temporarily storing work data and flags used when various programs are executed by the MPU 952. This work data and flags are stored in various areas of the work RAM 954.
[0260] The VDP955 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the pattern display device 253. Because the VDP955 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. The VDP955 intervenes in data reading and writing by adjusting the timing of the MPU952, video RAM957, etc., and reads image data to be stored in the video RAM957 from the character ROM956 at a predetermined timing and displays it on the pattern display device 253.
[0261] The character ROM 956 serves as an image data library for storing character data such as patterns displayed in the pattern display device 253. This character ROM 956 holds bitmap image data of various display patterns, a color palette table that is referenced when determining the representation color of each dot in the bitmap image, and so on.
[0262] Furthermore, the character ROM 956 is provided with a storage area 971 for reserved image data, which stores image data (reserved icon MP) to be displayed in the reserved display area NE of the pattern display device 253 and image data for the partition frame to be displayed in the execution target display area Db, as part of the above data, and a storage area 972 for preview effect image data, which stores image data to be displayed when the preview effect described later is executed. It is also possible to provide multiple character ROMs 956 and store image data etc. in each character ROM 956. It is also possible to configure the character ROM 956 to store JPEG format image data for background images stored in the program ROM 953.
[0263] The video RAM 957 is a memory for storing display data to be displayed on the pattern display device 253, and the display content of the pattern display device 253 is changed by rewriting the contents of the video RAM 957. The video RAM 957 is provided with a hold display area 981 corresponding to the hold display area NE and an execution display area 982.
[0264] The hold display area 981 has a first unit area to an eighth unit area set up so that it corresponds one-to-one with the first area Ra1 to the eighth area Ra8 in the hold area RE for the operation port. In the hold count display area Daa1 to Da8 of the display screen 253a, the hold icon MP is displayed according to the hold display information (data) written in each unit area. In the unit hold display areas Da1 to Da8 corresponding to unit areas for which no data has been set, no image is displayed, or the background image from the display screen 253a of the graphic display device 253 is displayed.
[0265] The execution display area 982 corresponds to the execution area AE. In the execution target display area Db on the display screen 253a, the above-mentioned hold icon MP is displayed according to the data written to the execution display area 982. If no data is set, the background image on the display screen 253a of the graphic display device 253 is displayed.
[0266] As already explained, in this embodiment, the general outline of the pattern variation display mode on the display screen 253a is identified by the notification / performance control device 143 by referring to a command from the main control device 162, and the details of the pattern variation display mode are determined by the display control device 142 based on the result of this identification. Specifically, the MPU 912 of the notification / performance control device 143 executes a pattern variation control process as part of a periodic process that is started at a predetermined interval (for example, 2 msec), and in this pattern variation control process, the general outline of the pattern variation display mode is identified. Now, the pattern variation control process will be explained with reference to the flowchart in Figure 30.
[0267] (Fluctuating display control processing) In the variable display control process, first, in step S1001, it is determined whether or not a game round is in progress, that is, whether or not the variable display or confirmed display of the symbols for one game round is being executed on the symbol display device 253. If it is determined that a game round is not in progress, the process proceeds to step S1002, where it is determined whether or not a variable start command transmitted from the main control device 162 has been received.
[0268] If a negative result is obtained in step S1002, the current fluctuation display control process is terminated. On the other hand, if a positive result is obtained in step S1002, the fluctuation start process described later is executed in step S1003, and then the current fluctuation display control process is terminated.
[0269] Returning to the explanation of step S1001, if a positive result is obtained in step S1001, that is, if it is determined that a game round is in progress, the process proceeds to step S1004. In step S1004, it is determined whether or not a variation end command transmitted from the main control device 162 has been received. If a negative result is obtained in step S1004, the process for during variation is executed in step S1005, and then this variation display control process is terminated. The process for during variation is the process of executing various effects or changing the determined effects in the game round that was started by the variation start process.
[0270] If a positive result is obtained in step S1004, the process proceeds to step S1006, where a process for ending the variation is executed, and then the variation display control process is terminated. In the variation termination process, the variation display of the symbols and the ongoing effects are terminated (confirmed and stopped) in accordance with the pending information for the game round. In this process, the effects corresponding to the confirmed stop are performed by driving and controlling the speaker unit 27 and the ring-shaped illuminated unit 24. Then, a confirmation command is output to the display control device 142, and then the variation termination process is terminated. The MPU 952 of the display control device 142 controls the symbol display device 253 to confirm and stop the symbols based on the received confirmation command.
[0271] (Processing to initiate changes) Here, referring to the flowchart in Figure 31, we will provide a supplementary explanation of the variation initiation process in step S1003. The variation initiation process is the process of starting the game round's effects based on the receipt of the variation initiation command transmitted from the main control unit 162. In the variation initiation process, settings such as the reach display and the hold notification effect, which will be described later, are made as effects for the game round. Here, we will explain the process related to setting the reach display, and the process related to setting the hold notification effect will be described later.
[0272] In the variation start process, first, in step S1101, the variation start command received is read, and from this command, information on whether a reach occurred and information on the variation display time are identified. Also, as already explained, when a variation start command is sent from the main control unit 162, a type command is also sent. In step S1101, the type command received along with the variation start command is read, and from this command, information on the game result, such as information on the probability variation jackpot result, information on the normal jackpot result, or information on the loss result, is identified. Then, in step S1101, from the identified information, information on whether a jackpot was won, information on the type of jackpot if a jackpot was won, information on whether a reach occurred if a jackpot was not won, and information on the variation display time are obtained, and this obtained information is stored in the register of the MPU912.
[0273] In the following step S1102, based on the information obtained in step S1101, it is determined whether the result of the game round to be started corresponds to a jackpot result. If it is a jackpot result, that is, a probability-increasing jackpot result or a regular jackpot result, the process of setting the effects for the jackpot is executed in the following step S1103.
[0274] In the jackpot setting process, the stopping result of the jackpot symbols is determined (stop result determination process is performed). In the stop result determination process, in some cases where it is a probability variation jackpot result, the stopping result in which the same specific symbol combination (main symbol with an odd number) is formed on one of the active lines L1 to L5 is determined as the stopping result for this game round. In addition, in some cases where it is a probability variation jackpot result and in the case of a normal jackpot result, the stopping result in which the same non-specific symbol combination (main symbol with an even number) is formed on one of the active lines L1 to L5 is determined as the stopping result for this game round.
[0275] When a jackpot is achieved, the type of main symbol displayed and the active lines L1 to L5 are randomly determined by a lottery or similar method. The final stop line table stored in the various table areas of ROM913 stores the address information for each active line L1 to L5, and the final stop line determined by the above process is stored as address information in the final stop line address storage area provided in RAM914. At this time, a process is also executed to store the information of the determined stop result in the stop result address storage area. In the following explanation as well, the address information of the stop result determined by the various stop result determination processes is stored in the stop result address storage area of RAM914.
[0276] Furthermore, the process for setting the effects for a jackpot determines the variation display pattern for the jackpot symbols (the variation display pattern determination process (effect pattern determination process) is performed). As already explained, if a jackpot is achieved, the result is notified via a reach display. In the variation display pattern determination process for the reach display, the variation display pattern table for the reach display stored in the various table areas of ROM913 is obtained, and the effect pattern for a normal reach display or a super reach display corresponding to the variation display time of the variation start command received and the game result of the type command is determined. The address information of the determined variation display pattern is also stored in the pattern address storage area of RAM914. In addition, in the variation display pattern determination process shown below, the corresponding variation display pattern table is obtained from the variation display pattern table storage area of ROM913, and the effect pattern corresponding to the variation display time and game result is determined. The address information of the effect pattern determined in the effect pattern determination process is then stored in the pattern address storage area of RAM914.
[0277] If it is determined in step S1102 that the result is not a jackpot, the game proceeds to step S1104. In step S1104, it is determined whether or not a reach will occur in the current game round. If a reach occurs, the game proceeds to step S1105, where the process for setting up the reach animation is executed. In the process for setting up the reach animation, the outline of the animation and the combination of symbols to be stopped at the end are determined. The former is the same as the process in step S1103 above, so the explanation will be used as a reference. This process corresponds to a losing reach, so the stopping symbols are determined so that they do not become a combination of symbols that corresponds to a jackpot result. In other words, the stopping result for this round is determined to be a combination of losing reach symbols that occurs on one of the valid lines L1 to L5. In this case, the type of losing reach symbol combination and the valid lines L1 to L5 are determined randomly by a lottery or the like. Furthermore, in making this decision, the stopping result on the active lines is determined such that no identical combination of symbols occurs on any of the active lines L1 to L5, and the symbols in the same middle symbol row Z2 as those forming the reach line are ultimately stopped at a position shifted forward or backward relative to the reach line. Subsequently, the information of the determined stopping result is stored in the stopping result address storage area.
[0278] If it is determined in step S1104 that a reach has not occurred, the process proceeds to step S1106. In step S1106, the outline of the animation for a complete miss and the combination of symbols to be stopped at the end are determined. Since this process corresponds to a complete miss, the stopping symbols are determined in such a way that a combination of symbols corresponding to a jackpot result is not formed.
[0279] After executing any of steps S1103, S1105, or S1106, the process proceeds to step S1107. In step S1107, the system outputs commands containing information about the stop result and performance pattern determined in steps S1103, S1105, and S1106 to the display control device 142 as a stop result command and a pattern command, respectively. The MPU 952 of the display control device 142 controls the display of the symbol display device 253 to execute the performance for the current game round based on the received stop result command and pattern command.
[0280] After executing the process in step S1107, the process to start the game round's effects is executed in the following step S1108, and then the process for starting this variation is terminated. Specifically, based on the effects pattern determined in steps S1103, S1105, and S1106, the drive control of the speaker unit 27 and the ring-shaped lighting unit 24 is started to begin the game round's effects.
[0281] Here, we will provide a supplementary explanation of the variable display modes of the patterns displayed on the pattern display device 253 (display screen 253a) based on Figure 32. Figure 32(a) is a schematic diagram showing the types of variable display modes, and Figure 32(b) is a schematic diagram showing an overview of each variable display mode.
[0282] (Variable display method) As shown in Figure 32(a), the patterns of symbol variation displayed on the display screen 253a are broadly classified into five types: complete miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. Each of these variation display patterns is set to have a different variation display time, and based on the information related to the variation display time attached to the command from the main control device 162, it is possible to grasp an overview of the variation display pattern for each game round. In this embodiment, the relationship between the variation display pattern and the variation display time differs depending on whether the support mode by the electric mechanism 91 is in low-frequency support mode or high-frequency support mode.
[0283] First, let's explain the case when the low-frequency support mode is active. In low-frequency support mode, the display time for a complete miss is "3 sec to 8 sec" (the difference is set according to the number of reserved balls), the display time for normal reach A is "20 sec", the display time for normal reach B is "24 sec", which is longer than the display time for normal reach A, the display time for super reach A is "31 sec", the display time for super reach B is "32 sec", which is longer than the display time for super reach A, and the display time for super reach C is "33 sec", which is longer than the display times for the other super reaches A and B. For example, if the information regarding the display time of the variation attached to the command from the main control device 162 is "24 sec", the notification / performance control device 143 will understand that normal reach B should be executed.
[0284] Next, we will explain the case when high-frequency support mode is enabled. When high-frequency support mode is enabled, the display time for a complete miss is "1 sec to 8 sec" (the difference is set according to the number of reserved balls), the display time for normal reach A is "20 sec", the display time for normal reach B is "24 sec", which is longer than the display time for normal reach A, the display time for super reach A is "36 sec", the display time for super reach B is "37 sec", which is longer than the display time for super reach A, and the display time for super reach C is "38 sec", which is longer than the display times for the other super reaches A and B. For example, if the information regarding the display time of the variation attached to the command from the main control device 162 is "24 sec", the notification / performance control device 143 will understand that normal reach B should be executed.
[0285] In addition, in the game round corresponding to the jackpot result, Super Reach C > Super Reach B The order in which the outcomes are most likely to be selected is: Super Reach A > Normal Reach B > Normal Reach A. In rounds of play corresponding to a losing result, the order is: Complete Loss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > The system is configured to make it easier to select Super Reach C in that order. In other words, the longer the display time for the variation, the higher the probability of winning a jackpot.
[0286] Here, the display patterns for normal reach A and B will be explained with reference to Figure 32(b1). When normal reach A or B is selected, the display of all stopped symbol rows begins to change (scroll display), then the display of the symbols in the upper symbol row Z1 ends (stops), and then the display of the symbols in the lower symbol row Z3 ends (stops). With the upper and lower symbol rows Z1 and Z3 stopped in this state, a reach line is formed when the main symbols with the same number are stopped on any of the valid lines L1 to L5 (see Figure 6). Then, with the reach line formed, the display of the middle symbol row Z2 changes, resulting in a reach display (reach change display). After the reach display, the display of the middle symbol row Z2 ends when it stops. Then, if the same symbols that make up the winning combination stop on the winning line, it is announced that a jackpot has been won. If any other symbols stop on the same winning line, it is announced that a jackpot has not been won. In this way, the combination of symbols that was last stopped is maintained for a predetermined period of time. In other words, the current game round continues until the display period has elapsed, and once that period has elapsed, the player is allowed to move on to the next game round.
[0287] In this embodiment, the difference in the display time of the middle symbol sequence Z2 after the reach line is formed is ensured, thereby providing a difference in the display time of the variation between normal reach A and normal reach B. However, the method of setting the difference between the two is arbitrary. For example, it is also possible to ensure the above-mentioned difference in display time by setting a difference in the time from when the variation display starts until the reach line is formed.
[0288] Next, based on the display patterns of normal reaches A and B described above, the display patterns of super reaches A, B, and C will be explained. As shown in Figures 21(b2) to (b4), super reaches A, B, and C form the reach lines described above through the same process as normal reaches A and B. After the reach lines are formed, the reach effect is performed by displaying predetermined characters as animations in conjunction with the display of the middle symbol row Z2. Specifically, in super reach A, after the reach lines are formed, a character modeled after a fairy is displayed in the center of the display area of the middle symbol row Z2 (center of the display area ME), in super reach B, after the reach lines are formed, a character modeled after a boy is displayed in the center of the display area of the middle symbol row Z2 (center of the display area ME), and in super reach C, after the reach lines are formed, a character modeled after a girl is displayed in the center of the display area of the middle symbol row Z2 (center of the display area ME).
[0289] (Regarding the notice of postponement) In this embodiment, a performance related to a hold notification that suggests the content of the hold information stored in the hold ball storage area 632 of the RAM 604 is executed with a predetermined probability before the start of the game round related to the hold information. Because a performance corresponding to hold information that has not yet been subject to drawing is executed at a timing before the game round related to that hold information begins, players can not only check the drawing results of the hold information corresponding to the currently ongoing game round, but also check or predict the results when the hold information that will later become subject to drawing becomes subject to drawing, according to the content of the performance, thereby diversifying the game. This can increase the level of attention players receive from the game.
[0290] This hold notification can be broadly divided into two types: one that is executed in conjunction with the change in the pattern display described above in the change display area ME of the display screen 253a, and another that is executed in conjunction with the change in the hold display pattern in the hold display area NE of the display screen 253a. Of these, the hold notification executed in the hold display area NE utilizes the hold display on the display screen 253a. The following describes the configuration that is the premise of the hold notification and the hold display control processing (hold display control command corresponding processing) executed by the MPU952 of the display control device 142, with reference to the flowchart in Figure 33(a) and the schematic diagram in Figure 33(b). The hold display control command corresponding processing is a process that is executed as part of a periodic process that is started at a predetermined interval (2 msec in this embodiment).
[0291] (Processing for commands to control the hold display) As shown in Figure 33(a), in the command handling process for hold display control, first in step S1201, it is determined whether or not a hold command has been received from the main control device 162 via the notification / effect control device 143. If the determination in step S1201 is positive, then in step S1202, the value of the hold count counter (hold memory count SN) provided in the various counter areas of the work RAM 954 is incremented by 1.
[0292] After executing the update process in step S1202, the process proceeds to step S1203 to execute the pending display addition process, and then the process corresponding to the command for controlling the pending display ends. The pending memory count SN mentioned above corresponds to the pending display area 981 of the video RAM 957. When setting the display of the pending icon MP in the pending display addition process, the pending display information (specifically, the address of the pending image stored in the pending image data storage area 971) is set in the unit area corresponding to the pending memory count SN in the pending display area 981. In the unit pending display areas Da1 to Da8 of the pending number display area Da on the display screen 253a, the above-mentioned pending icon MP is added and displayed according to the data written to each unit area.
[0293] For example, as shown in Figure 33(b1), when a hold command is received while the hold icon MP is displayed in the first unit hold display area Da1 and the second unit hold display area Da2, that is, when the hold memory count SN = "2", the hold memory count SN changes from "2" to "3", and the hold display information is set in the third unit area of the hold display area 981. As a result, as shown in Figure 33(b2), the hold icon MP is displayed in the third unit hold display area Da3.
[0294] Returning to the explanation of step S1201, if a negative result is obtained in step S1201, the process proceeds to step S1204. In step S1204, it is determined whether or not a shift command has been received from the main control device 162 via the notification / performance control device 143. If a negative result is obtained in step S1204, the command handling process for this hold display control is terminated.
[0295] If a positive result is obtained in step S1204, the process proceeds to step S1205. In step S1205, the value of the hold counter (hold memory count SN) located in the hold counter area of the work RAM 954 is deducted by 1.
[0296] In the following step S1206, a shift process is executed, and the command handling process for this hold display control is terminated. During the shift process, the hold display information set in the first unit area of the hold display area 981 is moved to the execution display area 982, and the hold display information set in the first to eighth unit areas of the hold display area 981 is sequentially shifted to the lower areas.
[0297] Specifically, the pending display information from the first unit area is moved to the execution display area 982, and the pending display information within each unit area is shifted as follows: second unit area → first unit area, third unit area → second unit area, fourth unit area → third unit area, fifth unit area → fourth unit area, sixth unit area → fifth unit area, seventh unit area → sixth unit area, eighth unit area → seventh unit area.
[0298] For example, as shown in Figure 33(b1), when a shift command is received while the hold icon MP is displayed in the first unit hold display area Da1 and the second unit hold display area Da2, that is, when the hold memory count SN = "2", the hold memory count SN changes from "2" to "1". Consequently, the hold display information in the execution display area 982 is cleared, and the hold display information from the first unit area is shifted to the execution display area 982, the hold display information from the second unit area is shifted to the first unit area, and the hold display information from the third unit area is shifted to the second unit area. As a result, as shown in Figure 33(b3), the hold icon MP is displayed in the execution target display area Db and the first unit hold display area Da1.
[0299] Here, the hold image data storage area 971 stores hold icon MPs of different colors (specifically, four types: white, blue, yellow, and red) as a group of hold images, and each color has a different address. When setting the hold display information, the notification / performance control device 143 determines which color to display depending on whether or not there is a hold notification as described above, and this information is incorporated into the hold command by the notification / performance control device 143 when the hold command passes through the notification / performance control device 143. In other words, the display control device 142 reads the color information from the received hold command to determine which color's corresponding address to set as the hold display information.
[0300] Next, the process related to the hold notification executed by the MPU 602 of the main control unit 162 will be explained. The process related to the hold notification includes a confirmation process for the hold notification (step S306 in Figure 22) and a hold command setting process (step S307 in Figure 22). Each of these processes is configured to be executed as part of the prize entry process for the operating gate (see Figure 21), which is set as part of the timer interrupt process (see Figure 20), and more specifically as part of the information acquisition process in step S204. In other words, the confirmation process for the hold notification and the hold command setting process are configured to be executed based on the prize entry into the operating gates 83a and 83b.
[0301] The confirmation process for pending notification will be explained below, referring to the flowchart in Figure 34.
[0302] (Confirmation process for pending notification) In the confirmation process for the hold notification, in step S1301, the initial hold memory number N and the common hold number CRN stored in the hold number memory area FE of the hold ball storage area 632 are read, and this hold number information is stored in the register of the MPU 602. Then, in steps S1302 to S1306, it is checked whether the hold information obtained by this win includes information about a big win.
[0303] Specifically, in step S1302, based on the winnings in the operating ports 83a and 83b, the information for determining a jackpot, which is the value of the acquired jackpot random number counter C1, is determined from the pending information acquired in step S304.
[0304] In the following step S1303, it is determined whether or not the system is in low probability mode. Specifically, it is determined whether or not the current win / loss lottery mode is low probability mode by checking whether or not the high probability mode flag is stored in the various flag storage area 635 of RAM 604. If it is in low probability mode, the system proceeds to step S1304, where it refers to the win / loss table for low probability mode to determine whether the information for determining the jackpot (the value of the jackpot random number counter C1) obtained in step S1302 is included in the information group corresponding to a jackpot win. If it is in high probability mode, the system proceeds to step S1305, where it refers to the win / loss table for high probability mode to determine whether the information for determining the jackpot (the value of the jackpot random number counter C1) obtained in step S302 is included in the information set as a jackpot win.
[0305] After step S1304 or step S1305, the process proceeds to step S1306, where it is determined whether the information for determining a jackpot (the value of the jackpot random number counter C1) obtained in step S1302 corresponds to a jackpot win. If it corresponds to a jackpot win, the jackpot information is stored in the register of the MPU602 in step S1307, and the confirmation process for this hold notification ends there.
[0306] In step S1307, based on the current win, the information for determining the type of jackpot, specifically the value of the acquired jackpot type counter C2, is obtained from the pending information acquired in step S304, and the type of jackpot is determined by referring to the distribution table. The information stored in the register of the MPU602 in step S1307 will include information related to the type of jackpot.
[0307] On the other hand, if a negative result is determined in step S1306, the process proceeds to step S1308. In step S1308, based on the current winnings in the operating ports 83a and 83b, the information used for determining a losing reach among the pending information obtained in step S304, i.e., the value of the acquired reach random number counter C3, is determined.
[0308] In the following step S1309, the system refers to the reach determination table (set of reach determination information) stored in the ROM 603 to determine whether the reach determination information (value of reach random number counter C3) obtained in step S1308 is included in the information set as a reach win.
[0309] After executing the process in step S1309, the process proceeds to step S1310, where it is determined whether the information for determining a reach (the value of the reach random number counter C3) obtained in step S1308 corresponds to a reach occurring. If it does, in step S1311, the reach occurrence information is stored in the register of the MPU602, and then this verification process is terminated. On the other hand, if it does not correspond to a reach occurring, this verification process is terminated immediately.
[0310] (Setting the pending command) Next, we will explain the process of setting up a hold command by referring to the flowchart in Figure 35.
[0311] In the process of setting the hold command, first, in step S1401, it is determined whether or not jackpot information is stored in the registers of the MPU602, thereby determining whether or not the information for jackpot determination in the preceding hold notification confirmation process (Figure 34) was identified as corresponding to a jackpot win. If jackpot information is stored, the process proceeds to step S1302, where the jackpot-corresponding hold command is set. The setting of the above command and the various commands described later are performed by storing the command information in the command setting area provided in RAM604. The jackpot-corresponding hold command includes information about the type of jackpot.
[0312] On the other hand, if a negative determination is made in step S1401, that is, if it is determined that no jackpot information is stored in the register of the MPU602, the process proceeds to step S1403, where it is determined whether or not reach occurrence information is stored in the register of the MPU602, thereby determining whether or not the information for reach determination in the previous confirmation process for the hold notification (Figure 34) was identified as corresponding to the occurrence of a reach. If reach occurrence information is stored, a hold command corresponding to a losing reach is set in step S1404, and if reach occurrence information is not stored, a hold command corresponding to a complete loss is set in step S1405.
[0313] When setting a hold command in steps S1402, S1404, and S1405, the display time for the variation is determined by referring to the value of the variation type counter CS, etc., and the information related to the display time for the variation is stored in the hold command. When determining the display time for the variation, the display time table is referred to in the same way as the setting process for the display time for the variation shown in step S708 above. The hold command set in this way is sent to the display control device 142, and the display control device 142 is able to understand the variation display pattern of the symbols, etc., based on the hold command. As already explained, in the case of a complete miss, the display time for the variation may change depending on the number of hold information stored when the game round related to the hold information is started. Therefore, when setting a hold command for a complete miss, a provisional setting of the display time for the variation is performed.
[0314] After executing the command setting process in step S1402, step S1404, or step S1405, step S1406 is executed to set the number of pending items for the pending command. Specifically, the information for the pending command that has been set is composed of multi-byte information, and some of the bits of this information include information indicating that it is a pending command and information about the type of pending command, as well as the number of pending items that can be set.
[0315] In step S1406, first, the information on the number of pending items stored in the register of the MPU602 in step S1301 of the preceding confirmation process for pending notification (Figure 34) is read. Then, the read information on the number of pending items is stored in the bit for the information on the number of pending items in the already set pending command by performing an operation such as a logical OR. As a result, for a pending command set in any of the processes of steps S1402, S1404, or S1405, information is included to identify which pending information corresponds to that pending command. After executing the process of step S1406 as described above, this pending command setting process is terminated.
[0316] In step S1406, the hold command, which includes information on the number of hold items, is transmitted to the notification / performance control device 143 by the external output processing in step S401 during the next normal processing (Figure 23). Upon receiving this hold command, the notification / performance control device 143 identifies that the amount of hold information has increased. The notification / performance control device 143 also adds information for hold notification, described later, to the hold command and transmits it to the display control device 142. The display control device 142 then executes hold display and hold notification processing based on the received hold command.
[0317] Furthermore, the method of setting the hold commands is arbitrary as long as the display control device 142 can specify whether or not a jackpot has been won, the type of jackpot if a jackpot has been won, and whether or not a reach has occurred if a jackpot has not been won, in other words, the pattern of the changing symbols. For example, combinations of jackpot-compatible hold commands, losing reach-compatible hold commands, and complete loss-compatible hold commands are set individually according to the number of holds, and the hold command setting process can be configured to select one hold command according to the confirmation result in the hold notification confirmation process (Figure 34).
[0318] Next, the processing related to the hold notification executed by the MPU912 of the notification / performance control device 143 will be explained. The processing related to the hold notification can be broadly divided into command response processing, which determines the command from the main control device 162, and hold notification performance setting processing, which determines the type of hold notification.
[0319] (Handling of pending commands) In the pending command handling process, if a pending command transmitted by the main control unit 162 is received, processing corresponding to the information contained in the received pending command is executed. Note that the pending command handling process is executed as part of a periodic process that is repeatedly started at a predetermined interval (for example, every 2 msec).
[0320] In the processing for handling pending commands, it is first determined whether or not a pending command has been received. Commands received by the MPU 912 of the notification / performance control device 143 are temporarily stored in the command storage area 931 of the RAM 914. The command storage area 931 is configured as a ring buffer that can individually store multiple commands and read commands in the order they were stored, so that even if multiple commands are received at the same time, the processing corresponding to each of those commands can be executed smoothly. When determining whether or not a corresponding pending command has been received, it is determined whether or not a jackpot-related pending command has been received in the area of the command storage area 931 that is currently being read. Note that the configuration for reading such commands is the same for reading other commands such as commands for starting variations.
[0321] When a hold command is received, various information contained in the hold command is stored in the hold information storage area 934. The hold information storage area 934 has eight areas, Rc1 to Rc8, and is configured to store one hold information item in each area. The hold information stored in each area Rc1 to Rc8 is shifted sequentially to the lower areas when a shift command is received from the main control device 162, that is, when a game round is started. Specifically, the data in the first area Rc1 is cleared, and the data within each area is shifted as follows: Rc2 → Rc1, Rc3 → Rc2, Rc4 → Rc3, ... Rc8 → Rc7. In the hold information storage area 934 of the notification / performance control device 143, as in the hold ball storage area 632 (specifically the hold area RE) of the main control device 162, the hold information is stored chronologically regardless of the ball's destination. For more details, the system identifies the number of pending items included in the received command and stores the above-mentioned information in the area corresponding to the identified number of pending items among the first area Rc1 to the eighth area Rc8.
[0322] When the aforementioned hold command is received, a hold command reception flag is set in the various flag storage area 933 of RAM 914, and when a shift command is received, a shift command reception flag is set in the various flag storage area 933. These flags serve as triggers for the setting process for the hold notification effect, which is described below, and are cleared when the setting process for the hold notification effect is completed.
[0323] In the MPU 912 of the notification and performance control device 143, setting processing for the hold notification performance is performed based on the information stored in the hold information storage area 934. Here, the setting processing for the hold notification performance will be explained with reference to the flowchart in Figure 36. Note that the setting processing for the hold notification performance is performed as part of a periodic process that is repeatedly activated at a predetermined interval (for example, every 2 msec).
[0324] (Settings for the pending notification effect) In the setting process for the hold notification effect, first, in step S1501, it is determined whether or not a hold command has been received from the main control device 162. Specifically, it is determined whether or not a hold command reception flag is set in the various flag storage area 933 of RAM 914. If the determination in step S1501 is positive, the hold command reception lottery process is executed in step S1502.
[0325] In the lottery process related to the hold command, the target of the hold notification lottery is limited to the newly added hold information. In other words, the lottery for whether or not a hold notification is possible is performed based on the information stored in the area corresponding to the hold command received this time, from the first area Rc1 to the eighth area Rc8 provided in the hold information storage area 934 of RAM 914. This lottery is performed based on whether or not the game round related to the hold information is a jackpot, whether or not a reach display is made, and if a reach display is made, the pattern of that display is determined from the stored information, and is performed based on the corresponding lottery table and the value of the lottery counter.
[0326] The lottery table storage area of ROM913 stores the following lottery tables for when a hold command is received: a lottery table for a big win, a lottery table for a losing normal reach A, a lottery table for a losing normal reach B, a lottery table for a losing super reach A, a lottery table for a losing super reach B, a lottery table for a losing super reach C, and a lottery table for a complete miss.
[0327] These various tables are set up so that the probability of winning increases in the following order: Big Win > Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A > Complete Miss.
[0328] Returning to the explanation of step S1501, if a negative result is obtained in step S1501, that is, if it is determined that no hold command has been received, the process proceeds to step S1503. In step S1503, it is determined whether or not a shift command has been received from the main control unit 162. Specifically, it is determined whether or not the shift command reception flag is set in the various flag storage area 933 of RAM 914. If a negative result is obtained in step S1503, that is, if neither a hold command nor a shift command has been received, the setting process for this hold notification effect is terminated. If a positive result is obtained in step S1503, the shift command reception lottery process is executed in step S1504.
[0329] In the lottery process related to the shift command, the lottery target for the hold notification is all the hold information remaining after the shift. In other words, the lottery for whether or not to issue a hold notification is performed based on all the information stored in the first area Rc1 to the eighth area Rc8 in the hold information storage area 934 of RAM 914. This lottery is performed individually for each piece of stored information. The order of the lottery (priority order) is specified to be in reverse chronological order (eighth area Rc8 → seventh area Rc7 → ... → first area Rc1). For example, if the common hold number CRN is "2", the lottery is first performed based on the information stored in the second area Rc2, and if this lottery is unsuccessful, the lottery is then performed based on the information stored in the first area Rc1.
[0330] In this embodiment, in particular, as the value of the common reserve number CRN increases, the display time for fluctuations in the game round corresponding to a complete miss is shortened. Therefore, by prioritizing the selection of new reserve information as described above, the duration of the notification effect when executing a reserve notification can be suitably secured.
[0331] The lottery method is the same as when a hold command is received: the system uses stored information to determine whether the game round related to the hold information is a jackpot, whether a reach display will occur, and if a reach display occurs, the pattern of the reach display is determined, and the lottery is conducted based on the corresponding lottery table and the value of the lottery counter.
[0332] The lottery table storage area of ROM913 stores the following lottery tables for when a shift command is received: a lottery table for a big win, a lottery table for a losing normal reach A, a lottery table for a losing normal reach B, a lottery table for a losing super reach A, a lottery table for a losing super reach B, a lottery table for a losing super reach C, and a lottery table for a complete miss.
[0333] These various tables are set so that the probability of winning increases in the following order: Big Win > Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A > Complete Miss. However, these lottery tables for when a shift command is received are set so that the probability of winning a hold notification is lower compared to the lottery tables for when a hold command is received. For example, when comparing the lottery tables for big wins, the probability of winning when referring to the lottery table for when a shift command is received is set lower than the probability of winning when referring to the lottery table for when a hold command is received.
[0334] However, if the value of the common hold number CRN (number of holds) is less than a predetermined number (4 in this embodiment), the overall probability of winning will be lower than when the hold command is received. However, if the value of the common hold number CRN (number of holds) is equal to or greater than the predetermined number, the overall probability of winning will be higher than when the hold command is received.
[0335] In this embodiment, in particular, when the value of the common reserve number CRN exceeds the predetermined number ("4"), the degree to which the display time of the variation is shortened in the game round corresponding to a complete miss becomes greater compared to when the value of the common reserve number CRN is 4 or less. While this can speed up the game's progress, there is a concern that the monotony of the game's progress may become more noticeable. In this regard, with the above configuration, when the number of reserves increases and the display time of the variation is significantly shortened, the reserve notification becomes more likely to occur. This is desirable in order to speed up the game's progress while suppressing a decrease in the player's attention to the game.
[0336] After executing the lottery process in step S1502 or step S1504, the process proceeds to step S1505. In step S1505, it is determined whether the conditions for executing the hold notification effect were met in those lottery processes. If a negative result is obtained in step S1505, that is, if the result was not a win in steps S1502 or S1504, the setting process for this hold notification effect is terminated. On the other hand, if a positive result is obtained in step S1505, the process for determining the hold notification effect pattern is executed in the following step S1506, and after storing the determined hold notification effect pattern in the following step S1507, the setting process for this hold notification effect is terminated.
[0337] If it is decided that a hold notification animation will be performed, based on the information stored in step S1507, the hold information will be excluded from the draw for the hold notification animation until the game round related to that hold information is executed. The stored information will then be erased when the hold information moves to the execution area.
[0338] Here, referring to the schematic diagrams in Figures 37 and 38, we will explain the types of hold notification effects (more specifically, notification effects performed in the hold display area NE).
[0339] (Types of pending notification effects) All of the pending notification effects share the common feature of indicating the likelihood of a big win by changing the display pattern of the pending icon MP shown in the pending display area NE. There are four colors for the display pattern (color) of the pending icon MP: white, blue, yellow, and red. Of these colors, white is the default, and when a pending notification effect is performed, the pending icon MP will change to one of the other colors (blue, yellow, or red).
[0340] The colors of the hold icon MP are set so that the probability of a big win increases in the order of white < blue < yellow < red. Specifically, when a hold notification is executed with a hold icon MP corresponding to a game round that will result in a big win, the probability of selection is in the order of white < blue < yellow < red, while when a hold notification is executed with a hold icon MP corresponding to a game round that will result in a loss, the probability of selection is in the order of red < yellow < blue < white.
[0341] This hold notification effect is broadly classified into Type 1 and Type 2 based on the display method (color change) of the hold icon MP. As shown in Figure 38(a), in Type 1 notification effects, after the color of the hold icon MP changes, that color of the hold icon is maintained until the corresponding game round (until it moves to the execution target display area Db). In contrast, in Type 2 notification effects, as shown in Figure 38(b), the color of the hold icon MP changes multiple times as the game progresses. For example, even if the final color it changes to is red, it will first change to a lower-ranking color with a lower expectation level (blue or yellow), and then step up (promote) to a higher-ranking color with a higher expectation level at the timing when the hold icon MP shifts. By using these two types of hold notification effects in combination, even if the color becomes low-expectation, there is a possibility that it will change to a higher-expectation color before the corresponding game round. This prevents the attention given to the hold notification effect from decreasing too early.
[0342] Furthermore, the color of the pending icon MP does not only change in the pending display area Ra, but may also change when moving to the execution target display area Db. For example, a pending icon MP that was yellow in the pending display area Ra could change to red when it moves to the execution target display area Db, or a pending icon MP that was white in the pending display area Ra could change to another color (blue, yellow, red) when it moves to the execution target display area Db.
[0343] (Performance button device 40) In this embodiment, the performance button device 40 provided on the front door frame 14 and the configuration related to the performance using the performance button device 40 are distinctive features. The structure of the performance button device 40 will be further explained below with reference to Figures 39 to 44. Figure 39 is a perspective view of the front door frame 14 seen from the front, Figures 40(a) and 42 are perspective views of the front door frame 14 seen from the front of the gaming machine, Figure 40(b) is a side view of the performance button device 40, Figure 41 is an exploded perspective view of the performance button device 40, Figure 43 is a partial breakaway view showing the internal structure of the performance button device 40, and Figure 44 is an exploded perspective view of the operation block. Note that in Figure 42, for the sake of explanation, the illustration of the side cover 755 of the performance button device 40 is omitted.
[0344] As shown in Figure 39, the performance button device 40 is located in the upper bulge 28 of the front door frame 14, specifically in the portion of the upper bulge 28 that is in front of the upper tray 33 (storage area KE). The majority of the performance button device 40 is housed inside the upper bulge 28, and a portion of the operation buttons protrudes upward through an opening 28b formed in the upper surface 28a of the upper bulge 28.
[0345] As shown in Figures 40 and 41, the performance button device 40 comprises an operation block 701 having an operation button 721 that is the target of a press operation, and a base block 702 on which the operation block 701 is mounted. The base block 702 consists of a metal base plate 711 that functions as a mounting surface for the operation block 701, and a synthetic resin bracket 712 fixed to the base plate 711 from below. The performance button device 40 is integrated with the frame 20 by fixing means such as screws to the frame 20 of the front door frame 14.
[0346] Furthermore, the performance button device 40 is not fixed to the upper bulge 28 that forms the upper tray 33, thereby suppressing the transmission of the load generated when the performance button device 40 is operated to the upper bulge 28 through the fixed point. This is a measure to suppress deformation of the storage area KE (see Figure 39) provided in the upper tray 33 and to ensure a smooth flow of game balls toward the game ball launching mechanism 110.
[0347] As shown in Figure 44, the operation block 701 includes a button unit 720 having the operation button 721 and a holder unit 750 that holds the button unit 720. The base plate 711 has a recess in the center (see Figure 42), and the holder unit 750, which is disposed in this recess, is fixed to the base plate 711, thereby integrating the operation block 701 and the base block 702.
[0348] As will be described in more detail later, the holder unit 750 is equipped with a lift mechanism 785 (see Figure 43) for raising and lowering the button unit 720, and a side cover 755 that covers the side of the button unit 720. The lift mechanism 785 is covered by the outer casing of the button unit 720 and the side cover 755.
[0349] Now, the button unit 720 will be described with reference to Figures 45 to 47. Figures 45 and 46 are exploded perspective views of the button unit 720, and Figure 47 is a longitudinal cross-sectional view of the operation block 701.
[0350] As shown in Figure 45, the button unit 720 is formed by combining the operation button 721 and the movable base 741 vertically. As shown in Figure 46, the operation button 721 comprises inner and outer double button members 722 and 723 that constitute the upper part of the operation button 721, and a housing 726 that constitutes the lower part of the operation button 721.
[0351] The button members 722 and 723 each have a cylindrical body and an upper surface that closes the opening at the upper end of the body. Of these, the upper surface of the outer button member 722 functions as the "operating surface 721a" that is pressed by the player. In the following description, the outer button member 722 and the inner button member 723 will be appropriately distinguished as inner button member 723.
[0352] A decorative element 724 is provided on the upper surface of the inner button member 723. The outer button member 722 is made of a colorless, transparent synthetic resin, and the decorative element 724 is visible through the operating surface 721a of the outer button member 722. The housing 726 is fixed to the inner button member 723 from below. The housing 726 is cylindrical with a bottom, and the bottom surface 736 of the housing 726 faces the base plate 742 of the movable base 741, separated by a gap.
[0353] The base plate 742 is flat, and a cylindrical guide shaft 743 is fixed to its upper surface. A slider 744 is attached to the guide shaft 743 so that it can slide along the guide shaft 743. The guide shaft 743 extends in the same direction as the central axis direction of the button members 722, 723, in other words, in the same direction as the combination direction of the operation button 721 and the movable base 741 (hereinafter referred to as the reference direction), and a stopper 743a is formed at its upper end to prevent the slider 744 from falling off.
[0354] A coil spring 745 is inserted through the guide shaft 743. The coil spring 745 is sandwiched (compressed) between the slider 744 and the base plate 742, and this coil spring 745 biases the slider 744 toward the side (up) that abuts against the stopper 743a. The slider 744 is fixed to the housing 726 using fasteners such as screws. The slider 744 and the guide shaft 743 function as connecting means that link the base plate 742 and the housing 726. The biasing force of the coil spring 745 is set taking into account the weight of the operation button 721, and when the operation button 721 is not operated, the slider 744 is held in a position that abuts against the stopper 743a.
[0355] The area enclosed by the inner button member 723 and the housing 726 houses the light-emitting block 725. The light-emitting block 725 has a light-emitting substrate 732 on which multiple light-emitting elements (LEDs) are mounted, and a case body 731 that houses the light-emitting substrate 732. The element mounting surface of the light-emitting substrate 732 is positioned to face the upper surface of the inner button member 723. The light-emitting substrate 732 is connected to the notification and performance control device 143, and the light emission is controlled by the notification and performance control device 143.
[0356] The case body 731 is made of a colored, transparent synthetic resin and is light-transmitting. Light from the light-emitting substrate 732 is emitted from the performance button device 40 through the case body 731 → the upper surface of the inner button member 723 → the decorative member 724 → the upper surface (operating surface 721a) of the outer button member 722.
[0357] In the performance button device 40 shown in this embodiment, the mounting structure of the button unit 720 to the holder unit 750 is distinctive. The mounting structure will be described below with reference to Figures 44 and 47.
[0358] As shown in Figure 44, the button unit 720 and the holder unit 750 are connected by a plurality (3) of shafts 728 that are provided to span across the button unit 720 and the holder unit 750. Specifically, each shaft 728 extends in the reference direction and is inserted into an insertion portion such as the central opening 737 formed in the bottom surface portion 736 of the housing 726 and the hollow portion of the guide shaft 743.
[0359] As shown in Figure 47, one end (upper end) of each shaft 728 is fixed to a fixing part 734 provided on the light-emitting block 725 (specifically the case body 731) of the button unit 720, and the other end (lower end) is fixed to a fixing part 765 provided on the holder body 751 of the holder unit 750. In this way, the button unit 720 and the holder unit 750 are integrated via the shaft 728.
[0360] The outer diameter of the shaft body 728 matches the inner diameter of the guide shaft 743, and these shaft bodies 728 and guide shaft 743 stipulate that the upward and downward direction of the operation button 721 by the lift mechanism described above is the same as the reference direction. In addition, multiple shaft bodies 728 are arranged in the circumferential direction around the central axis CLX of the operation button 721, and these shaft bodies 728 restrict the rotation of the operation button 721 (excluding the outer button member 722) around the central axis CLX.
[0361] As shown in Figure 48, when the operating surface 721a of the operation button 721 is pressed against the biasing force of the coil spring 745, the operation button 721 descends along the central axis CLX, and the bottom surface 736 of the housing 726 comes into contact with the base plate 742 of the movable base 741, preventing further displacement. The holder unit 750 is equipped with a detection sensor 791 (see Figure 44) that detects the displacement when the operation button 721 descends to a position where it contacts the base plate 742. The detection sensor 791 is connected to the notification / performance control device 143, and the MPU 912 of the notification / performance control device 143 determines whether or not the operation button 721 has been operated based on the detection information from the detection sensor 791. In the following description, the position of the operation button 721 detected by the detection sensor 791 will be referred to as the "operation detection position".
[0362] (Lift mechanism 785) In this embodiment, as shown in the schematic diagram of Figure 49, the amount of protrusion from the upper surface portion 28a (opening 28b) of the upper bulge portion 28, i.e., the operating stroke of the operating button 721, can be changed by raising and lowering the operating button 721 using the lift mechanism 785. The lift mechanism 785 will be described below with reference to Figures 44, 47, 50, and 51. Figure 50 is a perspective view showing the lift mechanism 785 and its related configuration, Figure 51(a) is a perspective view of the rotor 752, and Figure 51(b) is a plan view of the power transmission mechanism 754.
[0363] As shown in Figure 44, the holder body 751 has a disc-shaped bottom portion 761, a peripheral wall portion 762 formed along the outer circumference of the bottom portion 761, and a columnar bearing portion 763 (see Figure 47) erected in the central part of the bottom portion 761 so as to extend in the same direction as the reference direction (upward). As shown in Figure 47, the central axis of the bearing portion 763 is coaxial with the central axis CLX of the operation button 721, and the rotor 752 is mounted on this bearing portion 763.
[0364] More specifically, the rotor 752 has a cylindrical holder body 751, and this holder body 751 is inserted into the bearing portion 763 and fixed to the bearing portion 763 using fasteners such as screws. When the rotor 752 is mounted on the bearing portion 763, its lifting from the bottom 761 (displacement in the direction of the central axis CLX) is restricted, while rotation about the central axis CLX is permitted.
[0365] Central openings 737 and 746 are formed in the central portion of the movable base 741 and the central portion of the housing 726, respectively, and the rotor 752 protrudes toward the light-emitting block 725 through these central openings 737 and 746. The case body 731 of the light-emitting block 725 has a bearing portion 733 formed therein that engages with the upper end of the rotor 752 from the inside, and this bearing portion 733 prevents the rotor 752 from tilting or other such issues.
[0366] As shown in Figure 50, the base plate 742 of the movable base 741 is provided with a pair of protruding pins 747 on either side of a central opening 746 (central axis CLX). Each protruding pin 747 has a pin member extending in a direction perpendicular to the central axis CLX, and these pin members are attached to the base plate 742 so that they can rotate about the central axis of the pin member.
[0367] The end (tip) of the pin member on the CLX side of the central axis protrudes toward the central opening 746, and roller members 748 are arranged on these tips coaxially with the pin member. The rotor 752 has a pair of engagement grooves 772 formed on the outer circumference of the main body 771. The groove width of each engagement groove 772 is set to be slightly larger than the outer diameter of the protruding pin 747 (roller member 748), and the protruding pin 747 (roller member 748) engages with these engagement grooves 772.
[0368] As shown in Figure 51(a), each engagement groove 772 is composed of a horizontal portion 775 extending horizontally and a spiral inclined portion 776 extending upward from one end of the horizontal portion 775. These horizontal portion 775 and inclined portion 776 are continuous, and the protruding pin 747 can move between the horizontal portion 775 and the inclined portion 776 while maintaining engagement with the engagement groove 772. In other words, the movable base 741 on which the protruding pin 747 is mounted and the rotor 752 are allowed to change their relative position in the circumferential direction around the central axis CLX while maintaining engagement between the roller member 748 and the engagement groove 772.
[0369] As shown in Figure 50, the holder body 751 is equipped with a stepping motor 753 as a drive unit for the rotor 752, and a power transmission mechanism 754 that transmits power from the stepping motor 753 to the rotor 752. As shown in Figure 51(b), the power transmission mechanism 754 has a drive gear 781 fixed to the output shaft of the stepping motor 753, a driven gear 779 fixed to the main body 771 (lower end) of the rotor 752, and a connecting gear 782 that connects the drive gear 781 and the driven gear 779. The stepping motor 753 is connected to the notification / performance control device 143 and operates based on a drive signal from the notification / performance control device 143. This driving force is transmitted to the rotor 752 via the power transmission mechanism 754, causing the rotor 752 to rotate about the central axis CLX.
[0370] In this embodiment, the performance button device 40 can be switched to three different appearances by changing the amount of protrusion of the operation button 721 using the lift mechanism 785. The movement of the lift mechanism 785 will now be described with reference to Figures 52 and 53. Figure 52 is a cross-sectional view of the lift mechanism 785, and Figure 53 is a schematic diagram showing the relationship between the protruding pin 747 and the engagement groove 772. In the following description, the rotation direction of the rotor 752 in a clockwise direction around the central axis CLX in a plan view of the performance button device 40 will be referred to as the "positive direction," and the rotation direction of the rotor 752 in a counterclockwise direction will be referred to as the "reverse direction."
[0371] As shown in Figure 52(a), when the protruding pin 747 is positioned in the horizontal portion 775 of the engagement groove 772, the operating stroke of the operation button 721 is minimized. When the stepping motor 753 rotates in the forward direction under these conditions, the rotor 752 rotates in the forward direction, as shown in Figure 53(a1) → Figure 53(a2).
[0372] As rotation in the positive direction continues, the protruding pin 747 is pushed upward by the right wall portion 777 of the inclined portion 776, as shown in Figure 53(a2) → Figure 53(a3). Here, the rotor 752 is restricted from downward displacement along the central axis CLX by the holder unit 750, while the movable base 741 on which the protruding pin 747 is mounted is allowed to be displaced upward along the central axis CLX. Furthermore, the rotation of the movable base 741 about the central axis CLX is restricted by the shaft body 728. For these reasons, the movable base 741, i.e., the operating button 721, is displaced upward along the central axis CLX to follow the upward-pushed protruding pin 747.
[0373] The amount of rotation of the stepping motor 753 is controlled by the number of pulses in the drive signal (pulse control), and as shown in Figure 53(a3) → Figure 53(a4), the output of the drive signal for rotation to the stepping motor 753 is stopped just before the protruding pin 747 reaches the vicinity of the upper end 773 of the engagement groove 772. As a result, as shown in Figure 52(b), the movable base 741 moves upward away from the holder unit 750, and the operating stroke of the operation button 721 is extended.
[0374] In this embodiment, the rotation of the rotor 752 (stepping motor 753) is stopped by pulse control just before the protruding pin 747 contacts the upper end portion 773 of the engagement groove 772 to avoid a collision between the protruding pin 747 and the upper end portion 773. However, it is also possible to configure the system so that the rotation of the rotor 752 (stepping motor 753) is stopped when the protruding pin 747 contacts the upper end portion 773.
[0375] Current supply to the stepping motor 753 continues even after the protruding pin 747 reaches the upper end portion 773. This generates a holding torque in the stepping motor 753 that maintains its rotational position. This holding torque is set taking into account the weight of the operation button 721, and the operation button 721 is held in the position after the stroke change (for example, the maximum protruding position). As will be described in detail later, it is possible to change the resistance to the pressing operation by changing the current supplied to the stepping motor 753.
[0376] Here, the outer button member 722 and the inner button member 723 are not fixed, and relative displacement between them is permitted at least in the circumferential direction around the central axis CLX. This configuration suppresses the sensation of the rotor 752 rotating when a pressing operation is performed from being transmitted to the player's hand. This is preferable in suppressing the occurrence of discomfort caused by the operation. Furthermore, even if the outer button member 722 is rotated by hand, it is possible to avoid the operation button 721 descending as a result, and it is possible to effectively suppress the operation being performed in a manner different from the operation manner (pressing operation) intended for the performance button device 40.
[0377] As shown in Figure 52(b), when the protruding pin 747 is located near the upper end 773 of the engagement groove 772, the operating stroke of the operating button 721 is at its maximum. When the stepping motor 753 rotates in the reverse direction under these conditions, the rotor 752 rotates in the reverse direction, as shown in Figure 53(b1) → Figure 53(b2).
[0378] As already explained, the rotor 752 is restricted from downward displacement along the central axis CLX by the holder unit 750, while the movable base 741 on which the protruding pin 747 is mounted is permitted to be moved downward along the central axis CLX. Furthermore, the movable base 741 is restricted from rotating about the central axis CLX by the shaft 728. For these reasons, the protruding pin 747 follows the right wall portion 777 of the inclined portion 776 and descends due to its own weight, causing the movable base 741, i.e., the operating button 721, to be moved downward along the central axis CLX.
[0379] The amount of rotation of the stepping motor 753 is controlled by the number of pulses of the drive signal (pulse control), and as shown in Figures 53(b3) to 53(b4), the rotation of the stepping motor 753 continues even after the protruding pin 747 reaches the horizontal portion 775 of the engagement groove 772. Then, just before the protruding pin 747 reaches the vicinity of the lower end portion 774 of the engagement groove 772, the output of the drive signal for rotation to the stepping motor 753 is stopped. As a result, as shown in Figure 52(a), the movable base 741 comes into contact with the holder unit 750 from above, and the extension of the operating stroke of the operation button 721 is released.
[0380] In this embodiment, the rotation of the rotor 752 (stepping motor 753) is stopped by pulse control just before the protruding pin 747 contacts the lower end portion 774 of the engagement groove 772 to avoid a collision between the protruding pin 747 and the lower end portion 774. However, it is also possible to configure the system so that the rotation of the rotor 752 (stepping motor 753) is stopped when the protruding pin 747 contacts the lower end portion 774.
[0381] After the protruding pin 747 reaches the lower end portion 774, the current supply to the stepping motor 753 is stopped. In other words, the stepping motor 753 does not generate a holding torque to maintain its rotational position. By adopting this configuration, it is possible to minimize the increase in power consumption caused by the multi-functionality of the performance button device 40.
[0382] Next, with reference to Figures 54 to 56, we will provide a supplementary explanation of the relationship between each form of the performance button device 40 and its operation stroke. Figure 54 is a schematic diagram showing the first form of the performance button device 40, Figure 55 is a schematic diagram showing the second form of the performance button device 40, and Figure 57 is a schematic diagram showing the third form of the performance button device 40.
[0383] As shown in Figure 54, in the first embodiment where the operating stroke of the performance button device 40 is not enlarged, the operating stroke S1 is the same as the gap Sa between the housing 726 (bottom portion 736) of the operation button 721 and the base plate 742 of the movable base 741. In contrast, as shown in Figure 55, in the second embodiment where the operating stroke of the performance button device 40 is enlarged to its maximum, the operating stroke S2 is the same as the sum of the gap Sa between the housing 726 (bottom portion 736) of the operation button 721 and the base plate 742 of the movable base 741 and the gap Sb between the base plate 742 of the movable base 741 and the holder body 751 (bottom portion 761) of the holder unit 750. As shown in Figure 56, in the third embodiment, in which the operating stroke of the performance button device 40 is enlarged to about half that of the second embodiment, the operating stroke S3 is the same as the sum of the gap Sa between the housing 726 (bottom surface 736) of the operation button 721 and the base plate 742 of the movable base 741, and the gap Sb between the base plate 742 of the movable base 741 and the holder body 751 (bottom 761) of the holder unit 750.
[0384] In other words, the first to third forms are common in that the operating stroke includes the gap Sa, and the difference in the size of the gap Sb directly corresponds to the difference in the operating stroke.
[0385] Here, with reference to Figures 57 and 58, the movement of the performance button device 40 when a press operation is performed will be explained. Note that since the movement during operation is the same for the second and third forms, the movement of the performance button device 40 when it is in the second form will be explained, and the movement when it is in the third form will not be explained.
[0386] As shown in Figure 57(a), when a pressing operation (downward pressing operation) is performed with the performance button device 40 in its first configuration, the coil spring 745 (see Figure 42, etc.) is compressed as a result of the operation, allowing the operation button 721 to be displaced (descended) in the same direction as the central axis CLX. In the first configuration, the operating stroke is not extended, and the movable base 741 is in contact with the holder body 751 of the holder unit 750 from above. Therefore, as shown in Figures 57(a) to 57(b), the operation button 721 (housing 726) is in contact with the movable base 741 from above, preventing further displacement.
[0387] As shown in Figure 58(a), when a pressing operation (downward pressing operation) is performed with the performance button device 40 in the second configuration, the coil spring 745 is compressed as a result of the operation, allowing the operation button 721 to be displaced (descended) in the same direction as the central axis CLX. In the second configuration, the operating stroke is enlarged, and the movable base 741 is spaced upward relative to the holder body 751 of the holder unit 750. Furthermore, the holding torque of the movable base 741 (operating block 701) by the stepping motor 753 is greater than the biasing force of the coil spring 745 (see Figure 49, etc.). Therefore, in the initial stages of the pressing operation, the coil spring 745 is compressed, causing the operation button 721 to be displaced toward the movable base 741, and the displacement of the movable base 741 toward the holder unit 750 is substantially avoided. As shown in Figures 58(b) and 58(c), after the operation button 721 contacts the movable base 741 from above, the continued pressing operation maintains the contact state, causing the operation button 721 and the movable base 741 to displace together as a single unit (button unit 720) toward the holder unit 750. Further displacement is then prevented when the movable base 741 contacts the holder body 751 of the holder unit 750 from above.
[0388] As previously explained, the direction of displacement (operating direction) when the operating button 721 descends toward the movable base 741 coincides with the direction of displacement (operating direction) when the operating button 721 descends toward the holder unit 750 together with the movable base 741, thus avoiding changes in the trajectory during the stroke.
[0389] As already explained, the game effects performed in this pachinko machine 10 include operation-responsive effects using the above-mentioned effect button device 40. The operation-responsive effects are configured to occur in various situations during gameplay, and in this embodiment, a first special effect is provided as one of these operation-responsive effects. The first special effect will now be described with reference to Figure 59. Figure 59(a) is a schematic diagram showing the types of the first special effect, and Figure 59(b) is a schematic diagram showing the patterns of the first special effect.
[0390] (1st special performance) As shown in Figure 59(a), the first special effect is configured to be executed in part of the game rounds corresponding to the super reach. The super reaches include super reach A, super reach B, and super reach C, which do not correspond to the first special effect, as well as super reach A, super reach B, and super reach C, which do correspond to the first special effect. The expected probability of transitioning to a special game state (expected probability of winning a jackpot) when each super reach occurs is set to increase in the following order: super reach A < super reach B < super reach C < super reach A < super reach B < super reach C.
[0391] As shown in Figure 59(b), for all of the Super Reach A to C, the performance part after the transition to the reach display (reach display to confirmed display) is broadly divided into Part 1 to Part 3. In Part 1, which constitutes the beginning of the reach display, a branching performance to Super Reach A to C is performed, in Part 2, which constitutes the middle of the reach display, a chance-up performance in which the character's display style changes is performed, and in Part 3, which constitutes the end of the reach display, a chance-up performance in the form of a cut-in display (interrupt display) is performed.
[0392] More specifically, in the branching sequence performed in Part 1, the characters corresponding to Super Reach A to C are swapped and displayed on screen 253a, and the Super Reach to which the game will develop is clearly indicated when one of the characters is displayed stationary in the center of screen 253a. As already explained, the expected probability of transitioning to the special game state is set to increase in the order of Super Reach A < Super Reach B < Super Reach C, so players who are hoping to transition to the special game state can be encouraged to pay attention to the development destination.
[0393] In the chance-up sequence performed in Part 2, an effect is added to the character displayed in the center of screen 253a, and the color of this effect indicates the likelihood of transitioning to a special game state. There are three effect colors: white, blue, and red, and the likelihood of transitioning to a special game state increases in the order of white < blue < red. In Part 2, the effect may or may not be added, but if the above-mentioned first special sequence occurs, the addition of the effect is guaranteed.
[0394] The chance-up effect performed in Part 3 is an effect in which a chance-up cut-in image is displayed on display screen 253a, covering the symbols and characters displayed on the same display screen 253a. The size of the cut-in image indicates the likelihood of transitioning to a special game state. There are three sizes of cut-in images: small, medium, and large, with the likelihood of transitioning to a special game state increasing in the order of small < medium < large. In Part 3, the cut-in image may or may not be displayed, but if the above-mentioned first special effect occurs, the display of the cut-in image is guaranteed.
[0395] When the first special effect is performed, the player is prompted to operate the effect button device 40 in at least one of the first to third parts. If the player operates the effect button device 40 in accordance with this suggestion, the effects in each part will proceed based on that operation.
[0396] In detail, if the performance button device 40 is operated in accordance with the operation prompt in Part 1, the super reach to which the development will occur will be clearly indicated in accordance with the operation. Specifically, the character corresponding to the development will be displayed stationary in the center of the display screen 253a at the time of the operation, and the above swap display will end. If the performance button device 40 is operated in accordance with the operation prompt in Part 2, an effect will be added to the character displayed on the display screen 253a in accordance with the operation. Specifically, an effect of a color corresponding to the current first special effect will be added at the time of the operation. If the performance button device 40 is operated in accordance with the operation prompt in Part 3, a cut-in image will be displayed on the display screen 253a. Specifically, a cut-in image of a size corresponding to the current first special effect will be displayed at the time of the operation.
[0397] Furthermore, if the performance button device 40 is not operated during the operation valid period despite the operation being suggested in Part 1, the next development will be revealed at the end of Part 1. In other words, only the timing of the reveal of the next development differs depending on whether or not the performance button device 40 is operated. Conversely, if the performance button device 40 is not operated during the operation valid period despite the operation being suggested in Part 2, the effect display in Part 2 will be canceled. Also, if the performance button device 40 is not operated during the operation valid period despite the operation being suggested in Part 3, the cut-in display in Part 3 will be canceled.
[0398] Here, referring to the flowchart in Figure 60, we will explain the setting process for the first special effect, which is executed by the MPU 912 of the notification and effect control device 143 as part of periodic processing (for example, the effect setting process in the processing for starting a variation).
[0399] (Setting process for the first special effect) In the setting process for the first special effect, first, in step S1601, it is determined whether the current game state is a normal game state compatible with high-frequency support mode, specifically either the second normal game state or the third normal game state. If the determination in step S1601 is negative, the setting process ends there. If the determination in step S1601 is positive, the process proceeds to step S1602.
[0400] Step S1602 determines whether the game round to be played is a game round that supports Super Reach. If the game round to be played is not a game round that supports Super Reach, this setting process is terminated. If the game round to be played is a game round that supports Super Reach, a positive determination is made in step S1602 and the process proceeds to step S1603.
[0401] Step S1603 executes a lottery process for the first special performance. In this lottery process, it is decided whether or not to perform the first special performance depending on the result of the win / fail lottery. If the result of the win / fail lottery is a result corresponding to a transition to a special game state (jackpot result), the probability of winning is set to be higher than if the result is a result that does not correspond to a transition to a special game state (miss result).
[0402] If the lottery process in step S1603 results in a non-winning result, a negative determination is made in step S1604 and this setting process is terminated. If the lottery process in step S1603 results in a winning result, a positive determination is made in step S1604 and the process proceeds to step S1605. In step S1605, the process for determining the performance pattern of the first special performance is executed, and in the following step S1606, the first special performance setting process is executed based on the performance pattern determined in step S1605, and then the setting process for this first special performance is terminated.
[0403] In the first special effect shown in this embodiment, the expected probability of transitioning to a special game state differs depending on the timing at which the operation suggestion is made after transitioning to the reach display, or more specifically, after switching the effect button device 40 to the second form. The types of the first special effect and their distribution will be explained below with reference to Figures 61 to 63. Figure 61 is a schematic diagram showing the relationship between Super Reach A to C and the types of the first special effect, Figure 62 is a schematic diagram showing the distribution table for Super Reach A to B, and Figure 63 is a schematic diagram showing the distribution table for Super Reach C.
[0404] As shown in Figure 61, the first special performance is broadly divided into the following: the first special performance A, in which an operation suggestion is made in the first part; the first special performance B, in which an operation suggestion is made in the second part; the first special performance C, in which an operation suggestion is made in the third part; the first special performance D, in which an operation suggestion is made in the first and third parts; the first special performance E, in which an operation suggestion is made in the second and third parts; and the first special performance F, in which an operation suggestion is made in the special game state (specifically the 7th round) that is entered immediately after the game round ends without any operation suggestion being made in any of the first to third parts.
[0405] (In the case of Super Reach A) Specifically, as shown in Figure 61(a), in Super Reach A corresponding to the first special effect A, the operation suggestion starts 17 seconds after the start of the game (during the first part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or when 21 seconds have passed since the start of the game (during the first part).
[0406] In Super Reach A, which corresponds to Special Performance B, the operation suggestion begins 24 seconds after the start of the game (during Part 2), and the operation suggestion ends when the performance button device 40 is operated or 28 seconds after the start of the game (during Part 2).
[0407] In Super Reach A, which corresponds to Special Performance C, the operation prompt begins 31 seconds after the start of the game (during Part 3), and the operation prompt ends when the performance button device 40 is operated or 35 seconds after the start of the game (during Part 3).
[0408] In Super Reach A, which corresponds to Special Performance D, the operation suggestion begins 17 seconds after the start of the game (during Part 1), and ends when the performance button device 40 is operated or when 21 seconds have passed since the start of the game (during Part 1). After that, the operation suggestion begins again 31 seconds after the start of the game (during Part 3), and ends when the performance button device 40 is operated or when 35 seconds have passed since the start of the game (during Part 3).
[0409] In Super Reach A corresponding to Special Performance E, the operation suggestion begins 24 seconds after the start of the game (during Part 2), and ends when the performance button device 40 is operated or when 28 seconds have passed since the start of the game (during Part 2). Thereafter, the operation suggestion begins 31 seconds after the start of the game (during Part 3), and ends when the performance button device 40 is operated or when 35 seconds have passed since the start of the game (during Part 3).
[0410] In Super Reach A corresponding to the first special effect F, no operation suggestions are given during the game round until the game round ends. After the game round ends, operation suggestions are given at the start of a predetermined round (specifically, the 7th round) in the special game state to which the player transitions. The operation suggestions end when the effect button device 40 is operated or when 5 seconds have elapsed since the start of the 7th round.
[0411] (In the case of Super Reach B) As shown in Figure 61(b), in Super Reach B corresponding to the first special effect A, the operation suggestion starts 17 seconds after the start of the game (during the first part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or when 21 seconds have passed since the start of the game (during the first part).
[0412] In Super Reach B, which corresponds to Special Performance B, the operation suggestion begins 24 seconds after the start of the game (during Part 2), and the operation suggestion ends when the performance button device 40 is operated or 28 seconds after the start of the game (during Part 2).
[0413] In Super Reach B, which corresponds to the first special effect C, the operation suggestion begins 32 seconds after the start of the game (during the third part), and the operation suggestion ends when the effect button device 40 is operated or 36 seconds after the start of the game (during the third part).
[0414] In Super Reach B corresponding to Special Performance D, the operation suggestion begins 17 seconds after the start of the game (during Part 1), and ends when the performance button device 40 is operated or when 21 seconds have passed since the start of the game (during Part 1). After that, the operation suggestion begins 32 seconds after the start of the game (during Part 3), and ends when the performance button device 40 is operated or when 36 seconds have passed since the start of the game (during Part 3).
[0415] In Super Reach B corresponding to Special Performance E, the operation suggestion begins 24 seconds after the start of the game (during Part 2), and ends when the performance button device 40 is operated or when 28 seconds have passed since the start of the game (during Part 2). After that, the operation suggestion begins 32 seconds after the start of the game (during Part 3), and ends when the performance button device 40 is operated or when 36 seconds have passed since the start of the game (during Part 3).
[0416] In Super Reach B corresponding to the first special effect F, no operation suggestions are given during the game round until the game round ends. After the game round ends, operation suggestions are given at the start of a predetermined round (specifically, the 7th round) in the special game state that is entered, and the operation suggestions end when the effect button device 40 is operated or when 5 seconds have elapsed since the start of the 7th round.
[0417] (In the case of Super Reach C) As shown in Figure 61(c), in the super reach C corresponding to the first special effect B, the operation suggestion starts 24 seconds after the start of the game (during the second part), that is, 2 seconds after the transition to the reach display, and the operation suggestion ends when the effect button device 40 is operated or when 28 seconds have passed since the start of the game (during the second part).
[0418] In Super Reach C, which corresponds to the first special effect C, the operation suggestion begins 33 seconds after the start of the game (during the third part), and the operation suggestion ends when the effect button device 40 is operated or 37 seconds after the start of the game (during the third part).
[0419] In Super Reach C corresponding to Special Performance E, the operation suggestion begins 24 seconds after the start of the game (during Part 1), and ends when the performance button device 40 is operated or when 28 seconds have passed since the start of the game (during Part 1). Thereafter, the operation suggestion begins 33 seconds after the start of the game (during Part 3), and ends when the performance button device 40 is operated or when 37 seconds have passed since the start of the game (during Part 3).
[0420] In Super Reach C corresponding to the first special effect F, no operation suggestions are given during the game round, and the game round ends. After the end of the game round, operation suggestions are given at the start of a predetermined round (7th round) in the special game state that is entered. The operation suggestions end when the effect button device 40 is operated or when 5 seconds have elapsed since the start of the 7th round.
[0421] In addition, unlike Super Reach A and Super Reach B, Super Reach C does not support (does not trigger) the first special effect A and the first special effect D.
[0422] Next, with reference to Figures 62 and 63, the relationship between the game result and the distribution of the first special effects A to F will be explained. In Figures 62 and 63, a circle is used to indicate that the effect button device 40 switches from the second form to the first form when it is operated based on the operation suggestion, while a triangle is used to indicate that the second form is maintained even if the device is operated.
[0423] (In the case of Super Reach A and Super Reach B) If it is decided to perform the first special effect for a game round in which Super Reach A~B corresponding to a losing result is executed, then, as shown in Figure 62, 50% will be the first special effect A, 30% will be the first special effect B, and 20% will be the first special effect C. If it is decided to perform the first special effect for a game round in which Super Reach A~B corresponding to a normal jackpot result is executed, then 10% will be the first special effect A, 15% will be the first special effect B, 60% will be the first special effect C, 5% will be the first special effect D, and 10% will be the first special effect E. If it is decided to perform the first special effect for a game round in which Super Reach A~B corresponding to a probability variation jackpot result is executed, then 10% will be the first special effect A, 15% will be the first special effect B, 55% will be the first special effect C, 5% will be the first special effect D, 10% will be the first special effect E, and 5% will be the first special effect F.
[0424] (In the case of Super Reach C) In contrast, if it is decided to perform the first special performance for a game round in which Super Reach C corresponding to a losing result is performed, then, as shown in Figure 63, 50% will be the first special performance A, 30% the first special performance B, and 20% the first special performance C. If it is decided to perform the first special performance for a game round in which Super Reach C corresponding to a normal jackpot result is performed, then 15% will be the first special performance B, 70% the first special performance C, and 15% the first special performance E. If it is decided to perform the first special performance for a game round in which Super Reach C corresponding to a probability variation jackpot result is performed, then 15% will be the first special performance B, 60% the first special performance C, 15% the first special performance E, and 10% the first special performance F.
[0425] In other words, when Super Reach A to C are executed, the probability of transitioning to the special game state increases in the order of 1st Special Performance A < 1st Special Performance B < 1st Special Performance C, and for 1st Special Performances D to F, the transition to the special game state is guaranteed, and for 1st Special Performance F in particular, it is guaranteed that the game state after the special game state ends will be the 3rd normal game state.
[0426] Next, referring to the flowchart in Figure 64, the first special effect processing, which is executed as part of the periodic processing by the MPU 912 of the notification / effect control device 143, will be described.
[0427] (Processing for special effects) In the first special effect processing, step S1701 first determines whether the current game round is a game round compatible with the first special effect. If it is a game round compatible with the first special effect, step S1701 is affirmed and the process proceeds to step S1702. In step S1702, it is determined whether the effect button device 40 has been switched to the second form. If it has not been switched to the second form, the process proceeds to step S1703. In step S1703, it is determined whether it is the timing to transition to the reach display. If an affirmative determination is made in step S1703, the switching process is executed to switch the effect button device 40 from the first form to the second form, and this first special effect processing is terminated.
[0428] Returning to the explanation of step S1703, if a negative determination is made in step S1703, that is, if it is determined that it is not the timing to transition to the reach display, the process proceeds to step S1705. In step S1705, it is determined whether the current game round corresponds to a return to the second form. Specifically, it is determined whether the game round corresponds to either the first special effect D or the first special effect E described above. If a negative determination is made in step S1705, the process for this first special effect is terminated. If a positive determination is made in step S1705, the process proceeds to step S1706. In step S1706, it is determined whether it is the timing to return to the second form. If a negative determination is made in step S1706, the process for this first special effect is terminated. If a positive determination is made in step S1706, the process proceeds to step S1707. In step S1707, a return process is executed to return the effect button device 40 to the second form, and then the process for this first special effect is terminated.
[0429] Returning to the explanation of step S1702, if a positive result is obtained in step S1702, the process proceeds to step S1708. In step S1708, it is determined whether or not the operation valid period for accepting operations of the performance button device 40 is currently active. Specifically, it is determined whether or not the operation activation flag, described later, is stored in the various flag storage area 933 of the RAM 914.
[0430] If a negative result is obtained in step S1708, the process proceeds to step S1709. In step S1709, it is determined whether or not it is time to start suggesting operation of the performance button device 40. If a negative result is obtained in step S1709, the process for this first special performance ends there. If a positive result is obtained in step S1709, the process proceeds to step S1710.
[0431] In step S1710, a process is performed to set the operation validity period for which the operation of the performance button device 40 is validly accepted. Specifically, a predetermined value is set in the operation validity period counter provided in the various counter area 932 of RAM 914. This operation validity period count value is decremented each time a periodic process (for example, this first special performance process) is executed by MPU 912. From then on, the operation of the performance button device 40 will be validly accepted until the operation validity period has elapsed (until the value of the operation validity period counter becomes "0"). Also in step S1710, an operation activation flag is set in the various flag storage area 933 of RAM 914.
[0432] After executing the operation suggestion start process in the following step S1711, the first special effect process is terminated. In the operation suggestion start process, the speaker unit 27 is controlled to output a message prompting operation (for example, an audio message such as "Press the button"), and an operation suggestion start command is output to the display control device 142. Based on the receipt of the operation suggestion start command, the MPU 952 of the display control device 142 controls the pattern display device 253 to display the operation suggestion message "Press the button," a pattern resembling a button, and an indicator showing the remaining validity period on the display screen 253a of the pattern display device 253.
[0433] Returning to the explanation of step S1708, if a positive result is obtained in step S1708, that is, if the operation is still valid (the operation activation flag is stored in RAM 914), the process proceeds to step S1712. In step S1712, it is determined whether or not the operation valid period has elapsed. Specifically, it is determined whether or not the value of the operation valid period counter in RAM 914 is "0".
[0434] If a negative result is obtained in step S1712, the process proceeds to step S1713. In step S1713, it is determined whether or not the performance button device 40 has been operated based on the detection information from the detection sensor 791. If no operation has been performed, a negative result is obtained in step S1713 and the first special performance process is terminated. If an operation has been performed, an affirmative result is obtained in step S1713 and the process proceeds to step S1714.
[0435] In step S1714, the operation reception notification process and the operation suggestion termination process are executed. In the operation reception notification process, the speaker unit 27 is controlled to output a sound effect indicating that the operation has been successfully received. In the operation suggestion termination process, an operation suggestion termination command is output to the display control device 142. Based on the receipt of the operation suggestion termination command, the MPU 952 of the display control device 142 controls the pattern display device 253 to terminate the display of the operation suggestion message, the pattern resembling a button, and the indicator showing the remaining validity period.
[0436] In the following step S1715, the process of executing the action-responding effects is performed. As a result, if the effect button device 40 is operated in accordance with the operation suggestion in the first part, the character corresponding to the development destination is displayed stationary in the center of the display screen 253a. If the effect button device 40 is operated in accordance with the operation suggestion in the second part, a color effect corresponding to the first special effect is added. If the effect button device 40 is operated in accordance with the operation suggestion in the third part, a cut-in image of the size corresponding to the first special effect is displayed. Sound effects and background music corresponding to these various effects are output from the speaker unit 27.
[0437] In the following step S1716, a delayed switching process is performed. The delayed switching process is a process for driving and controlling the stepping motor 753 to maintain the performance button device 40 in the first state. Specifically, if the amount pressed during operation is insufficient, the stepping motor 753 is driven to compensate for this and assist in returning to the first state. However, this operation is delayed until it is confirmed, based on detection information from the detection sensor 791, that the player's hand has been released from the performance button device 40. If the player continues to press the performance button device 40 even after the initial validity period has elapsed, the switch to the first state is performed upon the expiration of the validity period.
[0438] After executing the delayed switching process in step S1716, the process proceeds to step S1717, where the operation activation flags stored in the various flag storage area 933 are cleared, and this first special effect processing is terminated.
[0439] Returning to the explanation of step S1712, if a positive determination is made in step S1712, that is, if the operation validity period has elapsed without the performance button device 40 being operated, the process proceeds to step S1718 and the operation suggestion termination process is executed. In the operation suggestion termination process, an operation suggestion termination command is output to the display control device 142. Based on the receipt of the operation suggestion termination command, the MPU 952 of the display control device 142 controls the pattern display device 253 to terminate the display of the operation suggestion message, the pattern resembling a button, and the indicator showing the remaining validity period.
[0440] In the following step S1719, the process of switching to the first form is executed. Specifically, the stepping motor 753 is driven and controlled to maintain the performance button device 40 in the first form. In other words, unlike when the switch to the first form is triggered by an operation, if no operation is performed, the performance button device 40 will be quickly switched to the first form. After that, in step S1717, the operation activation flag is cleared and this first special performance process is terminated.
[0441] Returning to the explanation of step S1701, if a negative result is obtained in step S1701, that is, if it is not a game round corresponding to the first special effect, proceed to step S1720. In step S1720, it is determined whether or not it is a special game state corresponding to the first special effect. If a negative result is obtained in step S1720, the processing for this first special effect is terminated. If a positive result is obtained in step S1720, proceed to step S1721. In step S1721, it is determined whether or not it is the start timing of the 7th round. If a positive result is obtained in step S1721, proceed to step S1710.
[0442] In step S1710, a process is performed to set the operation validity period for which the performance button device 40 will be effectively accepted. As a result, from this point onward, the performance button device 40 will be effectively accepted until the operation validity period has elapsed. Also in step S1710, an operation activation flag is set in the various flag storage area 933 of the RAM 914. After executing the operation suggestion start process in the following step S1711, this first special performance process is terminated. In the operation suggestion start process, the speaker unit 27 is controlled to output a message prompting operation (for example, an audio message such as "Press the button") from the speaker unit 27, and an operation suggestion start command is output to the display control device 142. Based on the receipt of the operation suggestion start command, the MPU 952 of the display control device 142 controls the pattern display device 253 to display the operation suggestion message "Press the button", a pattern resembling a button, and an indicator showing the remaining validity period on the display screen 253a of the pattern display device 253.
[0443] Returning to the explanation of step S1721, if a negative result is obtained in step S1721, proceed to step S1712. If a negative result is obtained in step S1712, the processes in steps S1713 to S1717 are executed. If a positive result is obtained in step S1712, the processes in steps S1717 to S1719 are executed, after which this first special effect process is terminated.
[0444] Next, we will provide a supplementary explanation of the flow of the first special effect by referring to Figures 65 and 66. Figure 65 is a timing chart showing the flow of the game when Super Reach A corresponding to the first special effect A is executed, and Figure 66 is a timing chart showing the flow of the game when Super Reach A corresponding to the first special effect C is executed.
[0445] (Super Reach A corresponding to Special Effect A) At timing ta1, the display of changing symbols begins on the operation port display DL of the main display unit D, and the display of changing symbols also begins on the display screen 253a of the symbol display device 253. At timing ta2, the display mode of the symbols on the display screen 253a changes to a reach display. This game round is a game round in which Super Reach A corresponding to the first special effect A is executed, and at timing ta2, the first part corresponding to the branching effect that suggests the next development begins. At timing ta2, the form of the effect button device 40 switches from the first form to the second form, and the operating stroke of the effect button device 40 is extended. However, no operation suggestion is started at this point.
[0446] After the start of the first part, the display screen 253a displays an exciting message encouraging the transition to a super reach, followed by the above-mentioned branching effect, specifically the display of swapped characters corresponding to super reaches A to C. At timing ta3, after a predetermined waiting period has elapsed since the start of this swap display, the display screen 253a and the speaker unit 27 provide a suggestion to operate the performance button device 40, and the operation of the performance button device 40 is activated. At timing ta4, while the operation suggestion is still in effect, or more specifically, at timing ta4 just before the operation suggestion and operation validity period ends, if the performance button device 40 is operated, the image of the fairy corresponding to super reach A will be displayed on the display screen 253a as a result of that operation. In other words, the next development will be clearly indicated based on the player's operation.
[0447] Then, at timing ta5, the game transitions from Part 1 to Part 2, and at timing ta6, it transitions to Part 3. After that, at timing ta7, Part 3 ends, and at timing ta8, in order to clearly show the player the result of the game round (for example, a jackpot result), the combination of symbols corresponding to the game result is stopped and displayed on the active line of the display screen 253a, and the symbols corresponding to the game result are stopped and displayed on the operation port display unit DL.
[0448] In this embodiment, the timing of the start of the operation suggestion after the performance button device 40 switches to the second form is delayed, and the expectation of transitioning to a special game state increases. Therefore, if an operation suggestion occurs in the first part, the expectation of transitioning to a special game state decreases compared to when an operation suggestion occurs in the second or third part. However, even if an operation suggestion occurs in the first part, it is difficult to distinguish between the first special performance A and the first special performance D by visual inspection at the time of the operation suggestion, thus encouraging the player to anticipate the first special performance D. This is preferable in order to avoid the execution of an operation suggestion in the first part becoming a factor that rapidly reduces the player's attention to the game.
[0449] (Super Reach A corresponding to Special Effect C) At timing tb1, the display of changing symbols begins on the operation port display DL of the main display unit D, and the display of changing symbols also begins on the display screen 253a of the symbol display device 253. At timing tb2, the display mode of the symbols on the display screen 253a changes to a reach display. This game round is one in which Super Reach A corresponding to the first special effect C is executed, and at timing tb2, the first part corresponding to the branching effect that suggests the next development begins. At timing tb2, the form of the effect button device 40 switches from the first form to the second form, and the operating stroke of the effect button device 40 is extended. However, no operation suggestion is started at this point.
[0450] After the start of Part 1, the display screen 253a shows an exciting display encouraging a transition to a Super Reach, followed by the above branching sequence, specifically the display of swapped characters corresponding to Super Reach A to C. Unlike the example in Figure 65, in Part 1, no operation suggestions are made, and the image of the fairy corresponding to Super Reach A is displayed on the display screen 253a, clearly indicating to the player which stage will develop.
[0451] At the timing of tb4, the transition is made from Part 1 to Part 2, and then at the timing of tb5, the transition is made to Part 3. Even in Part 2, there is no indication of operation of the performance button device 40, and such operation indication is carried over to Part 3 and beyond.
[0452] At the timing of tb6 after the start of Part 3, the display screen 253a and speaker unit 27 provide a suggestion to operate the performance button device 40, and the operation of the performance button device 40 is activated. When the performance button device 40 is operated at the timing of tb7, while the suggestion to operate is still in effect, or more specifically at the timing of tb7 just before the suggestion and operation validity period ends, a cut-in image for increasing chances of winning is displayed on the display screen 253a, covering the symbols and characters displayed on the display screen 253a.
[0453] Subsequently, at the timing of tb8, the third part ends, and at the timing of the following tb9, in order to clearly show the player the result of the game round (for example, a jackpot result), the combination of symbols corresponding to the game result is stopped and displayed on the active line of the display screen 253a, and the symbols corresponding to the game result are stopped and displayed on the operation port display unit DL.
[0454] As described above, in this embodiment, the timing of the start of operation suggestions after the performance button device 40 switches to the second form is delayed, and the expectation of transitioning to a special game state increases. If no operation suggestions occur in the first and second parts, it is guaranteed that operation suggestions will occur in the third part or later. With this configuration, the period of time the second form is maintained is extended, which can increase public attention to the game.
[0455] According to the first embodiment described in detail above, the following excellent effects can be expected.
[0456] If the performance button device 40 is configured to switch between a first form and a second form, the impact on the performance button device 40 can be enhanced, encouraging players to focus their attention on the performance button device 40 itself. When the performance button device 40 is in the second form, operation of the performance button device 40 (operation button 721) is suggested based on the elapsed of a predetermined waiting period since the switch to the second form. Multiple waiting periods of different lengths are provided as predetermined waiting periods, and the period during which the performance button device 40 is maintained in the second form varies depending on the result of the jackpot lottery. With such a configuration, it is possible to encourage players to focus their attention not only on the form change but also on the length of the period during which the second form is maintained. This is desirable in suppressing monotony in the game and improving the level of attention given to the game. In particular, it is possible to make players who wish to transition to a special game state hope that the period during which the second form is maintained will be as long as possible (that it will become the second period). Such a configuration is advantageous in improving the level of attention given to the switch to the second form.
[0457] If the performance button device 40 switches to the second form when transitioning to the reach display, and operation suggestions are generated in the first, second, and third parts after transitioning to the reach display, then players can estimate the period of time the second form is maintained from the progress of the display effects without having to measure the duration. By clarifying the difference in the predetermined waiting period in this way, the attention-enhancing effect described above can be effectively achieved.
[0458] The sudden switching of the performance button device 40 to the first form while the player is waiting for an instruction to be given can be a source of confusion for the player. Therefore, as shown in this embodiment, by configuring the performance button device 40 to remain in the second form until the predetermined waiting period has elapsed, the occurrence of the above inconvenience can be effectively suppressed.
[0459] As described above, if the second form has a larger operating stroke than the first form, the operation becomes less complicated when changing to the second form, while making the performance button device 40 more noticeable when executing the first special performance.
[0460] In the first embodiment described above, the difference in the time between when an operation suggestion for the first special effect is given in the first part and when an operation suggestion for the first special effect is given in the second part is configured to be greater than the time from the timing of switching to the second form (timing of transition to reach display) until an operation suggestion for the first special effect occurs in the first part. Similarly, the difference in the time between when an operation suggestion for the first special effect is given in the second part and when an operation suggestion for the first special effect is given in the third part is configured to be greater than the time from the timing of switching to the second form (timing of transition to reach display) until an operation suggestion for the first special effect occurs in the first part. This configuration helps to prevent the difference in the predetermined waiting periods from becoming difficult to understand due to being lost in the flow of the game.
[0461] <Example 1> In the first embodiment described above, the first special effect is divided into multiple parts (first part to third part), and an example was given of a configuration in which an operation suggestion for the effect button device 40, which is in the second form, can be generated in each part. However, the embodiment is not limited to this. It is sufficient to have multiple first special effects (first special effect A to first special effect F) with different waiting periods from the completion of the switch to the second form until the operation suggestion is generated, and it is optional whether or not a correlation is established between the timing of the operation suggestion and each of the above parts.
[0462] <Modification 2> In the first embodiment described above, the difference between the timing at which an operation suggestion occurs when the first special effect A is executed and the timing at which an operation suggestion occurs when the first special effect B is executed is set to 7 seconds, and the difference between the timing at which an operation suggestion occurs when the first special effect B is executed and the timing at which an operation suggestion occurs when the first special effect C is executed is also set to 7 seconds and made common, but the difference in timing is arbitrary. However, in order to suppress confusion in the timing of operation suggestions, it is preferable to make the difference in the timing at which an operation suggestion occurs longer than the period from when the effect button device 40 switches to the second form until the timing at which an operation suggestion can first occur.
[0463] <Variation 3> In the first embodiment described above, the timing of the transition to the reach display and the timing of the transition to the second form are synchronized, but the system is not necessarily limited to this, and the timing of the transition to the second form is arbitrary. For example, it is possible to configure the system to transition to the second form before the transition to the reach display (for example, a configuration in which the system transitions to the second form at the start of the game round), or it is possible to configure the system to transition to the second form after the transition to the reach display.
[0464] <Modification 4> In the first embodiment described above, a correlation is established between the timing of transitioning to the reach display and the timing of switching to the second form, thereby preventing players who are intently watching the symbol display device 253 from missing the timing of the switch to the second form. However, instead of this, or in addition to this, it is also possible to configure the system so that when the performance button device 40 switches to the second form, the symbol display device 253 or the speaker unit 27 is used to suggest or clearly indicate the switch to the second form.
[0465] For example, it is possible to display a message or image, such as text, on the display screen 253a of the pattern display device 253 indicating that the performance button device 40 is changing, or to output a message or sound effect from the speaker unit 27 indicating that the performance button device 40 is changing.
[0466] <Modification 5> In the game round in which the first special effect is performed, the effect button device 40 may be configured to indicate to the player the period during which it is maintained in the second form. For example, when the game switches to the second form, an effect may be added to the outer edge of the display screen 253a, and the effect may change according to the period during which the game is maintained in the second form. For example, the effect may become one step larger when transitioning from the first part (beginning) to the second part (middle), and the effect may become one step larger when transitioning from the second part (middle) to the third part (end). In such a configuration, it is preferable that the effect button device 40 terminates the display of the effect based on the switch to the first form.
[0467] <Variation 6> In the first embodiment described above, the system is configured to start counting the period until the operation suggestion is executed when the performance button device 40 switches to the second form, but it is not limited to this. It is sufficient that there are multiple periods in the first special performance from the time it switches to the second form until the operation suggestion is executed, and it is also possible to configure the system to count the period until the operation suggestion is executed from the start of the game round.
[0468] <Example 7> In the first embodiment described above, the operation is monitored based on information from the detection sensor 791, and the position of the button unit 720 (operation button 721) in the stroke direction is monitored based on information from the rotary encoder 792. However, it is also possible to omit the detection sensor 791 by configuring the rotary encoder 792 to also function as the detection sensor 791. In other words, this does not preclude the configuration in which the operation is monitored based on information from the rotary encoder 792. In such a configuration, it is preferable to configure the rotor 752 to change its rotation angle in accordance with the displacement of the operation button 721 when the operation button 721 is displaced from the standby position to the operating position.
[0469] <Differentiation Example 8> In the first embodiment described above, the height position of the operation detection, which triggers the start of the operation-responsive performance, is configured to change in accordance with the change in the operation stroke, but the system is not limited to this. It is also possible to configure the system so that the height position of the operation detection does not change even when the operation stroke changes. In other words, it is also possible to configure the system so that the stroke required to move to the detection position that triggers the start of the operation-responsive performance changes.
[0470] <Modification 9> In the first embodiment described above, when the performance button device 40 becomes the second form and the amount of protrusion of the operation button 721 from the upper surface portion 28a of the upper bulge portion 28 changes, the operation button 721 is maintained in the maximum protruding position by the holding torque of the stepping motor 753. However, the embodiment is not limited to this. It is also possible to configure the device to be maintained in the maximum protruding position by a biasing force from a biasing member such as a spring.
[0471] <Variation 10> In the game round in which the first special effect is performed, the time elapsed since the effect button device 40 was switched to the second form may be displayed as a timer on the display screen 253a or the like.
[0472] <Variation 11> In a game round in which the first special effect is performed, if the effect button device 40 is operated (pressed to the first detection position CP1) between the switch to the second form and the suggestion to operate the effect button device 40, the planned operation suggestion and the first special effect can be canceled. In this case, it is preferable to configure the system to forcibly return the effect button device 40 to the first form. With such a configuration, the player is prompted to wait until an operation suggestion occurs after switching to the second form, and the indiscriminate operation of the effect button device 40 after switching to the second form can be suppressed.
[0473] <Variation 12> In the first embodiment described above, the difference in the time between the timing at which an operation suggestion for the first special effect is given in the first part and the timing at which an operation suggestion fo...
Claims
[Claim 1] An operating means having an operating section provided on the front of the gaming machine and operated by the player in a predetermined direction, An effect execution means that executes an operation-corresponding effect based on the operation of the aforementioned control unit. A gaming machine equipped with, A count determination means for determining the number of times the operating unit repeatedly reaches the first detection position during the operation validity period, A period determination means for determining the period during which the operation unit is located in the second detection position during the effective operation period. Equipped with, The aforementioned performance execution means includes means for executing a special performance as the operation-corresponding performance when the number of repetitions determined by the count determination means to have reached the first detection position reaches a predetermined number of repetitions, or when the period determined by the period determination means to have been at the second detection position reaches a predetermined period. The gaming machine is characterized in that the second detection position is set to be further back in the predetermined direction than the first detection position.
Citation Information
Patent Citations
Game machine
JP2002078904A