Gaming machine
By designing a game table of the detachable first and second units, the problem of difficult parts sharing between traditional pinball machines and closed pinball machines is solved, and the sharing and maintenance of components is simplified.
Patent Information
- Application Number
- JP2022155928
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-29
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2042-09-29
AI Technical Summary
The prior art is difficult to realize component sharing between traditional pinball machines and closed pinball machines, resulting in difficulty in maintaining and upgrading.
A game table was designed that includes a removable first unit and a removable second unit. The first unit comprises at least one transmission device for transporting the pinball and one device for polishing the pinball, while the second unit does not have a passage allowing the pinball to pass. When the first unit and the second unit are attached to the game table, the first unit removes the second unit, thereby enabling the sharing of components.
The game table is shared, which simplifies the maintenance and upgrade process, and improves the flexibility and security of the equipment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine (Smapachi), or a medalless slot machine (SmaSlo). [Background technology]
[0002] BACKGROUND ART A pachinko machine is known as one type of gaming machine (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-296354 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, development of enclosed gaming machines (Sumapachi), which circulate gaming balls within the gaming machine, has been progressing, and for such enclosed gaming machines (Sumapachi), the sharing of parts with conventional pachinko machines is being considered.
[0005] An object of the present invention is to provide a gaming machine that allows parts to be shared. [Means for solving the problem]
[0006] The gaming machine according to the present invention is a gaming machine capable of circulating gaming balls within the gaming machine, and the gaming machine has a detachable first unit and a detachable second unit, the first unit being a unit that includes at least a transport device for transporting gaming balls and a ball polishing device for polishing the gaming balls, and the second unit being a unit that does not include a passage through which gaming balls can pass, and the first unit can be removed from the gaming machine when the second unit is in a state in which the first unit and the second unit are attached to the gaming machine. St Removed from the game machine You will be able to This is a gaming machine characterized by the above. [Effects of the Invention]
[0007] According to the present invention, it is possible to realize a gaming machine that allows parts to be shared. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view of the appearance of a conventional pachinko machine 100 as seen from the front side (player side). [Figure 2] FIG. 1 is an exploded perspective view of a conventional pachinko machine 100. [Figure 3] This is an external perspective view of the Smapachi 700 as seen from the front side (player side). [Figure 4] FIG. 1 is an exploded perspective view of the Smart Pachi 700. [Figure 5] (a) is a rear view of the lower left unit 710. (b) is a rear view showing the state in which the lower left rear base 720 and the lower left lower frame base 722 have been removed from the lower left unit 710. (c) is a rear view showing the state in which the ball polishing device 716 has been removed from the lower left unit 710. (d) is a side view of the ball polishing device 716. [Figure 6] (a) is a front perspective view of the state in which the conveying device 714 and the ball-lifting upper passage unit 718 have been removed from the lower left unit 710, as seen obliquely from above the front. (b) is a rear perspective view of the same state, as seen obliquely from above the rear. (c) is a side view of the same state. [Figure 7]1A is a partially enlarged view showing the periphery of the ball-lifting upper passage unit 718 of the lower left unit 710. FIG. 1B is a rear view showing the positional relationship between the ball-lifting upper passage unit 718 of the lower left unit 710 and the launching device 140. [Figure 8] 1(a) is a rear view showing the front door frame (glass frame) 106 and the lower part of the main body (inner frame) 104. FIG. 1(b) is a partially enlarged view showing the lower passage 750 of the main body (inner frame) 104. [Figure 9] 1 is a diagram showing a schematic diagram of the flow of game balls in a pachinko machine 100. FIG. [Figure 10] 1 is a diagram showing a schematic diagram of the flow of game balls in Smapachi 700. [Figure 11] 1 is a perspective view of the appearance of a pachinko machine 100 according to the present embodiment, as seen from the front side (player side). [Figure 12] 1 is a rear view of the pachinko machine 100 seen from the back side. [Figure 13] FIG. 2 is a schematic front view of the game board 200 as seen from the front side (player side). [Figure 14] FIG. 1 is a functional block diagram of a pachinko machine 100. [Figure 15] These are examples of display patterns for a pachinko machine 100, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 16] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 17] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 18] A flowchart showing the processing flow in the first sub-control unit 400 of the pachinko machine 100, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 19]A flowchart showing the processing flow in the second sub-control unit 500 of the pachinko machine 100, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 20] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 21] 11. (a) is a table summarizing the types of jackpots and the game status after the jackpot game, and (b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG. [Figure 22] FIG. 10 is a diagram showing an example of a stepwise transition from the normal stage to the rear stage. [Figure 23] 23A to 23C are diagrams showing a step-by-step continuation of the example shown in FIG. 22. [Figure 24] This is a diagram showing an example of the steps from entering the sea zone to the sky zone until hitting the jackpot. [Figure 25] 25A to 25C are diagrams showing a step-by-step continuation of the example shown in FIG. 24. [Figure 26] This is a diagram showing an example in which power is interrupted during the final display of a decorative pattern but is immediately restored. [Figure 27] FIG. 10 is a diagram illustrating another example in which power is interrupted but immediately restored. [Figure 28] A diagram showing the relationship between the pattern of the variable display and the display time of the temporary stop display. [Figure 29] This figure shows an example of decorative pattern change display after the number of reserved special charts 2 has increased to four. [Figure 30] FIG. 10 is a diagram showing an example of event look-ahead prediction in stages. [Figure 31] 31A to 31C are diagrams showing a step-by-step continuation of the example shown in FIG. 30. [Figure 32] 32A to 32C are diagrams showing a continuation of the example shown in FIG. 31 in stages. [Figure 33] FIG. 10 is a diagram showing a modified example of event look-ahead prediction in stages. [Figure 34] FIG. 10 is a diagram showing an example of a change in the game state. [Figure 35] 10A is a diagram showing a table relating to the reel vibration effect A, and FIG. 10B is a diagram showing a table relating to the reel vibration effect B. FIG. [Figure 36] This is a diagram showing the stages when the reel vibration effect A is performed and when it is not performed. [Figure 37] This is a diagram showing another example in stages, continuing from FIG. 36(3). [Figure 38] 10 is a diagram showing another example in which the reel vibration effect B is performed in stages. FIG. [Figure 39] (a) is a diagram showing a pattern determination table for the reel vibration effect A, (b) is a diagram showing an image type determination table for the modified vibration effect related image 2hg', and (c) is a diagram showing an image type determination table for the win / lose judgment suggestion image. [Figure 40] This figure shows an example in which, after the SP reach develops, a rainbow-colored vibration effect related image 3 is displayed, then the vibration action of the role vibration effect A (vibration effect pattern 2) is executed and a win / loss judgment suggestion image 3 is displayed. [Figure 41] The example shown in Figure 40 is a diagram showing in stages an example in which the timing at which the vibration action of the reel vibration effect A (vibration effect pattern 2) is executed and the timing at which the win / loss judgment suggestion image 3 is displayed are opposite. [Figure 42] 10A and 10B are diagrams showing an example in which a vibration effect related image 1 in normal color is displayed as a vibration effect related image after the development of an SP reach. [Figure 43-1] This is a timing chart of the decorative pattern change display that occurs after an SPSP reach and then a jackpot. [Figure 43-2] This is a timing chart showing an example in which the start timing of the vibration action of the reel vibration effect A is later than the example shown in Figure 43-1. [Figure 44-1] This is a timing chart of the decorative pattern change display that goes through the SPSP reach but ends up missing. [Figure 44-2] This is a timing chart showing an example in which the start timing of displaying the pass / fail judgment suggestion image JSG is later than the example shown in Figure 44-1. [Figure 45] FIG. 10 is a diagram showing a table relating to button vibration effects. [Figure 46] 10A to 10C are diagrams showing an example of button vibration effects in stages. [Figure 47] 10A is a diagram showing a table relating to background effects, and FIG. 10B is a diagram showing a table relating to mini character effects. [Figure 48] FIG. 10 is a diagram showing an example of mini character presentation in stages. [Figure 49] This is a diagram showing an example of the reel vibration effect B and mini character effect being performed in stages. [Figure 50] (a) is a diagram showing a schematic representation of the amount of operation of the effect button 136, (b) is a diagram showing a schematic representation of the amount of operation of the upper button 1910 arranged on the operation key unit 190, and (c) is a diagram showing a schematic representation of the amount of operation of the operation lever 137. [Figure 51] 13 is a diagram showing a table summarizing button-related images related to the effect button 136. FIG. [Figure 52] FIG. 10 is a diagram showing a table summarizing lever-related images related to the operating lever 137. [Figure 53] (a) is a diagram showing the relationship between the image type of the operation effect, the type of development effect, and the expected probability of a jackpot, and (b) is a diagram showing a determination table for the introductory effect that starts during a normal reach. [Figure 54] (a) is a diagram showing the relationship between the image type of the operation effect and the expected degree of winning, (b) is a diagram showing the relationship between the cut-in effect performed during SP Reach 1 and the expected degree of winning, and (c) is a diagram showing the determination table for the introductory effect that starts during SP Reach 1. [Figure 55] 10(a) is a diagram showing a gold cut-in image, and (b1) to (b4) are diagrams showing introduction performance pattern 3. FIG. [Figure 56] (a) is a diagram showing the relationship between the image type of the operation effect and the expected probability of a jackpot, and (b) is a diagram showing a determination table for the introductory effect that starts during SP Reach 2. [Figure 57]10 is a timing chart showing four specific examples (A) to (D). [Figure 58] FIG. 57B is a diagram showing the specific example shown in FIG. 57A in stages. [Figure 59] FIG. 57B is a diagram showing the specific example shown in FIG. 57(B) in stages. [Figure 60] FIG. 57(C) is a diagram showing the specific example shown in FIG. 57(C) in stages. [Figure 61] This is a figure showing the continuation of Figure 60. [Figure 62] FIG. 57(D) is a diagram showing the specific example shown in FIG. 57(D) in stages. [Figure 63] This is a figure showing the continuation of Figure 62. [Figure 64] FIG. 57(B) is a diagram showing a stepwise modification of FIG. 57(A). [Figure 65] FIG. 57B is a diagram showing a modification of FIG. 57B in stages. [Figure 66] This is a diagram showing what happens when the front frame door 106 is opened while an operation performance is being performed. [Figure 67] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). [Figure 68] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 69] This is a rear view of the pachinko machine. [Figure 70] (a) is a simplified front view of the game board as seen from the front side (player side), and (b) is an enlarged view of various lamps mounted on the main control lamp board located on the game board. [Figure 71] A diagram explaining the configuration of the variable winning device. [Figure 72] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 73] Examples of display patterns for pachinko machines, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a regular pattern. [Figure 74]10 is a flowchart showing the flow of main processing by a main control unit. [Figure 75] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 76] (a) is a diagram showing an example of the contents of the table for determining whether a regular drawing is correct or not, (b) is a diagram showing an example of the contents of the table for determining whether a special drawing 1 is correct or not, (c) is a diagram showing an example of the contents of the table for determining whether a special drawing 2 is correct or not, (d) is a diagram showing an example of the contents of the allocation table for determining special drawing 1, (e) is a diagram showing an example of the contents of the allocation table for determining special drawing 2, (f) is a diagram showing an example of the contents of the special drawing miss 1 variation pattern table, and (g) is a diagram explaining the transition of the variation pattern table for special drawing 1. [Figure 77] (a) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during normal times, (a-1) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during normal times with a reach, (b) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during time reduction a, (c) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during time reduction b / c, (d) is a diagram showing an example of the deviation fluctuation pattern selection table during quick time, and (d-1) is a diagram showing an example of the deviation fluctuation pattern selection table during quick time with a reach and miss. [Figure 78] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 79] These are flowcharts showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, and (c) is a flowchart of the second sub-control unit timer interrupt processing. [Figure 80] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 81] This is a diagram showing an example of a presentation related to the decorative pattern change display centered on the decorative pattern display device of the pachinko machine of this embodiment in stages. [Figure 82] FIG. 82 is a diagram showing the continuation of the example of the rendering shown in FIG. 81 in stages. [Figure 83] This is a diagram showing an example of the presentation in stages during a jackpot game centered around a decorative pattern display device. [Figure 84] This is a diagram showing an example of the presentation in stages in the electric support state (time-saving state a) centered on the decorative pattern display device. [Figure 85] FIG. 85 is a diagram showing the continuation of the example of the rendering shown in FIG. 84 in stages. [Figure 86] 10A and 10B are diagrams showing an example of a performance before and after a power outage in stages. [Figure 87] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 88] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 89] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 90] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 91] 10A and 10B are diagrams showing an example of the transition to and end of crispy time in stages. [Figure 92] This is a diagram showing an example of a presentation involving a decorative pattern change display centered on a decorative pattern display device, step by step. [Figure 93] 10A to 10C are diagrams showing an example of the effects that occur after the transition to and end of revival time in stages. [Figure 94] FIG. 10 is a diagram showing another example of the effects before and after a power outage in stages. [Figure 95] This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 96] This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 97]This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 98] 1 is a front view of an enclosed type pachinko machine to which the present invention can be applied. [Figure 99] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). [Figure 100] 1 shows a gaming machine according to a modified example of the present invention, where (a) shows a casino machine 2000, (b) shows a mobile phone 3000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a portable gaming machine 4000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a home video game machine 5000 having a memory unit for storing electronic data that realizes the present invention, and (e) shows a data server 6000 that stores electronic data that realizes the present invention. [Figure 101] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 102] This is a rear view of the pachinko machine. [Figure 103] (a) is a simplified front view of the game board as seen from the front (player's side), and (b) is an enlarged view of the various lamps mounted on the main control lamp board located on the game board. [Figure 104] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 105] These are examples of display patterns on a pachinko machine, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 106] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 107] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 108](a) is a diagram showing an example of the contents of the table for determining whether a regular drawing is correct, (b) is a diagram showing an example of the contents of the table for determining whether special drawings 1 and 2 are correct, and (c) is a diagram showing an example of the contents of the allocation table for determining special drawings. [Figure 109] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 110] A flowchart showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 111] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 112] This is a diagram showing an example of a presentation, step by step, centered on the decorative symbol display device 208 of the pachinko machine shown in Figure 101. [Figure 113] A figure showing the display mode of the hold icon displayed on the pachinko machine 100 shown in Figure 101. [Figure 114] A diagram showing the decorative body provided on the second performance movable body 8. [Figure 115] This is a diagram showing, in stages, an example of a presentation in which the display mode of the variable icon and the display mode of the background when displaying a reach title are related. [Figure 116] 10A and 10B are diagrams showing an example of a zone effect in which animation is displayed on the sub LCD display device in stages. [Figure 117] This is a diagram showing an example of a super reach effect in which the display mode of the hold icon and the light emission mode of the star-shaped effect lamp 206 are related to each other. [Figure 118]This is a diagram showing in stages an example of a presentation in which the display mode of the hold icon and the display mode of the decorative body provided on the second presentation movable body 8 are related. [Figure 119] This is a diagram showing in stages an example of a performance similar to the performance in which the second performance movable body 8 shown in Figure 118 moves. [Figure 120] 10A is a diagram showing a reach title background color determination table, FIG. 10B is a diagram showing a light emission color determination table for the light emitting unit 71, and FIG. 10C is a diagram showing a lord's kimono color determination table. [Figure 121] 1 is a perspective view of the appearance of a slot machine to which the present invention can be applied, seen from the front side (player side). [Figure 122] 1 is a perspective view of the appearance of a pachinko machine 100 according to the present embodiment, as seen from the front side (player side). [Figure 123] 1 is a rear view of the pachinko machine 100 seen from the back side. [Figure 124] FIG. 2 is a schematic front view of the game board 200 as seen from the front side (player side). [Figure 125] FIG. 1 is a functional block diagram of a pachinko machine 100. [Figure 126] These are examples of display patterns for a pachinko machine 100, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 127] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 128] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 129] A flowchart showing the processing flow in the first sub-control unit 400 of the pachinko machine 100, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 130]A flowchart showing the processing flow in the second sub-control unit 500 of the pachinko machine 100, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 131] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 132] 122. (a) is a table summarizing the types of jackpots and the game status after the jackpot game, and (b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG. [Figure 133] FIG. 10 is a diagram showing a step-by-step example of the time-shortened game state ending and transitioning to a non-time-shortened game state shortly before the time-shortened game state ends. [Figure 134] 134 shows a step-by-step continuation of the example shown in FIG. 133. [Figure 135] 135 is a diagram showing, in stages, examples in which the length of the pullback period is different from the example shown in FIG. 134. [Figure 136] 136 shows a step-by-step continuation of the example shown in FIG. 135. [Figure 137] FIG. 10 is a diagram showing a step-by-step example of a case where there is no pullback period. [Figure 138] FIG. 10A is a diagram showing a list of songs that can be selected when a predetermined condition is not met, and FIG. 10B is a diagram showing a list of songs that can be selected when a predetermined condition is met. [Figure 139] FIG. 10 is a diagram showing a list of songs that are selected after a predetermined condition is met at least once. [Figure 140] This is a diagram continuing from FIG. 133(h) and showing an example different from the example shown in FIG. 133 in stages. [Figure 141] This figure shows in stages an example in which the first reserve icon h21 among the reserve icons of special chart 2 is displayed in gold at the time when the pattern change display of the last special chart that can maintain the time-saving game state has ended. [Figure 142]10A to 10C are diagrams showing an example of operating the operation key unit 190 in a stepwise manner while the music selection display MC is displayed. [Figure 143] This is a diagram showing an example of operating the operation key unit 190 step by step during a jackpot game that has started without a predetermined condition being met. [Figure 144] FIG. 10 is a diagram showing an example of a song reach in stages. [Figure 145] FIG. 10 is a diagram showing a list of songs that can be selected in the non-time-shortening state. [Figure 146] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, a gaming machine according to an embodiment of the present invention will be described in detail with reference to the drawings.
[0010] <Overall configuration (pachinko machine)> First, before explaining the Smart Pachinko (hereinafter sometimes referred to as "Suma Pachi") 700, which is an example of a gaming machine according to this embodiment, the overall configuration of a conventional pachinko machine 100 will be explained using Figures 1 and 2.
[0011] FIG. 1 is an external perspective view of a conventional pachinko machine 100 as seen from the front side (player side), and FIG. 2 is an exploded perspective view of the conventional pachinko machine 100. As shown in FIG.
[0012] The pachinko machine 100 comprises an outer frame 102 made of a frame member, a main body (inner frame) 104 arranged in front of the outer frame 102, and a front frame door (glass frame) 106 arranged in front of the main body (inner frame) 104.
[0013] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) set up in an amusement parlor or the like. The main body 104 is called an inner frame, and is a vertically rectangular member that serves as the base body of the gaming machine, provided inside the outer frame 102 and rotatably attached to the outer frame 102 via a hinge portion 112. The outer frame 102 is equipped with an inner frame open sensor (not shown) that detects the opening and closing of the main body 104.
[0014] The front frame door 106 is a frame-shaped door member that has a locking function and can be opened and closed freely, and is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge part 112. The main body 104 is equipped with a front frame door open sensor (not shown) that detects the opening and closing of the front frame door 106.
[0015] <Pachinko machine / front door frame (glass frame)> Next, the front door frame (glass frame) 106 of the pachinko machine 100 will be described in detail.
[0016] As shown in Figure 2, the front frame door 106 is composed of a glass frame base 152 consisting of a vertically rectangular member, an upper unit 154 that is removably attached above the glass frame base 152, a glass transparent plate member 118 arranged in the opening of the glass frame base 152, a lower right unit 156 and an operation panel unit 158 that are removably attached to the right side below the glass frame base 152 when viewed from the front, a lower left unit 160 that is removably attached to the left side below the glass frame base 152 when viewed from the front, and a UI unit 162 that is removably attached to the center below the glass frame base 152 when viewed from the front.
[0017] <Pachinko machine / upper unit, lower right unit> The upper unit 154 is equipped with presentation means such as a speaker 120 and a frame lamp 122 used for various presentations. The lower right unit 156 is provided with a ball launching handle 134 that is operated by the player to launch a game ball into the play area of the game board 200 (see Figure 9).
[0018] <Pachinko machine / operation panel unit> The operation panel unit 158 includes a plurality of buttons such as a plus button, a minus button, a cross button, and an enter button.
[0019] When this operation panel unit 158 functions as the operation means of the pachinko machine 100, the buttons on the operation panel unit 158 are configured to function as a volume button for adjusting the volume, a light intensity button for adjusting the light intensity, an operation button for performing various operations such as selection and decision by the player, a ball lending button for lending balls (game balls), a return button for returning game balls, etc. It goes without saying that the type, number, function, etc. of the buttons on the operation panel unit 158 can be designed appropriately based on the specifications of the pachinko machine 100 and are not limited to this example.
[0020] <Pachinko machine / lower left unit> The lower left unit 160 (third unit) comprises an upper tray 126 in which game balls can be stored and which has a passageway for guiding the game balls to the launching device 140 (see Figures 7(b), 9, etc.), a lower tray 128 for storing game balls that cannot be stored in the upper tray 126, and a ball discharge lever 132 which is operated by the player to discharge the game balls stored in the lower tray 128 into a game ball collection container (commonly known as a cash box).
[0021] <Pachinko machine / UI unit> The UI unit 162 (second unit) is a unit that has an effect button (chance button) 136 and the like that changes the effect mode of various effects when operated by the player, but does not have a passage through which the game ball can pass. When the lower left unit 160 is attached to the glass frame base 152, a portion of the UI unit 162 is placed on the bottom 160a of the lower left unit 160, and is detachably attached to the glass frame base 152.
[0022] Therefore, when the lower left unit 160 and the UI unit 162 are attached to the glass frame base 152, it is not possible to remove only the lower left unit 160 from the glass frame base 152; it is necessary to first remove the UI unit 162 from the glass frame base 152, and then remove the lower left unit 160 from the glass frame base 152.
[0023] In other words, when the lower left unit 160 (third unit) and the UI unit 162 (second unit) are attached to the pachinko machine 100 (gaming machine), the lower left unit 160 (third unit) can be removed from the pachinko machine 100 (gaming machine) only when the UI unit 162 (second unit) is removed from the pachinko machine 100 (gaming machine).
[0024] In this example, the upper tray 126 provided on the lower left unit 160 (third unit) has a passageway for guiding game balls to the launching device 140, and the fact that it is detachable increases the risk of fraudulent activities, etc. However, the time required to remove the UI unit 162 (second unit) in order to remove the lower left unit 160 (third unit) makes it possible to prevent fraudulent activities, etc., and improves security.
[0025] Furthermore, the UI unit 162 (second unit) is easier to attach and detach than the lower left unit 160 (third unit), but since it is a unit that does not have a passage through which game balls can pass, it is possible to prevent fraudulent acts and the like, thereby ensuring security.
[0026] A plate-shaped mounting base (partition plate) to which the lower left unit 160 and UI unit 162 are attached is disposed at the bottom of the glass frame base 152, and in the pachinko machine 100, even when the lower left unit 160 and UI unit 162 are removed from the glass frame base 152, the mounting base (partition plate) is configured to prevent access to the back of the glass frame base 152 from the front.
[0027] According to this example, even if the lower left unit 160 or the UI unit 162 is removed from the glass frame base 152, it is not possible to access the back of the glass frame base 152, which makes it possible to prevent fraudulent acts against the launcher ball passage 748 (see Figure 7(b)) located on the back of the glass frame base 152, etc., thereby improving security.
[0028] <Overall configuration (Smapachi)> Next, the overall configuration of the smart pachi 700 according to the embodiment of the present invention will be described with reference to FIGS.
[0029] FIG. 3 is an external perspective view of the Smapachi 700 as seen from the front side (player side), and FIG. 4 is an exploded perspective view of the Smapachi 700.
[0030] The Sumapachi 700 has the same structure as the conventional pachinko machine 100 described using Figures 1 and 2, except for the lower left unit 710 (first unit) shown in Figures 3 and 4, and is a gaming machine that can function as the pachinko machine 100 by replacing the lower left unit 710 (first unit) with the lower left unit 160 (third unit) of the conventional pachinko machine 100.
[0031] According to this example, by replacing parts, it is possible to easily change between a pachinko machine 100 (a conventional gaming machine with an ejection system that ejects gaming balls outside the gaming machine) and a Smapachi 700 (a circulating gaming machine that circulates gaming balls within the gaming machine), thereby improving convenience in gaming parlors, etc. Also, since the ejection system and the circulating system can be switched by replacing parts, it is possible to reduce the production cost of gaming machines and shorten delivery times. Furthermore, while storing two types of gaming machines, an ejection system and a circulating system, normally requires space for two machines, according to this example, only the space for one machine plus the space for the replacement unit is required, thereby saving space in the storage area for gaming machines.
[0032] Also, according to this example, in the Smapachi 700 (a circulating gaming machine that circulates gaming balls within the gaming machine), the lower left unit 710 (first unit) is configured to be detachable, which improves the ease of maintenance such as cleaning and repair of the lower left unit 710 (first unit), thereby increasing the convenience of gaming parlor staff, etc. Moreover, the lower left unit 710 (first unit) is disposed on the glass frame base 152 of the front frame door (glass frame) 106 located at the forefront, and is easily accessible from the front of the gaming machine, which further improves maintainability.
[0033] The following describes the Smapachi 700 in detail, but to avoid repetitive explanations, only the configurations that differ from the pachinko machine 100 will be described.
[0034] <Smapachi / Operation panel unit> The operation panel unit 158 employs the same unit as that of the pachinko machine 100, and is provided with a plurality of buttons such as a plus button, a minus button, a cross button, and a decision button.
[0035] When this operation panel unit 158 functions as an operation means of the Sma Pachi 700, each button of the operation panel unit 158 is configured to function as a volume button for adjusting the volume, a light amount button for adjusting the light amount, an operation button for performing various operations such as selection and decision by the player, a counting button for settling (counting) the game value, etc. It goes without saying that the type, number, function, etc. of the buttons of the operation panel unit 158 can be appropriately designed based on the specifications of the Sma Pachi 700 and are not limited to this example.
[0036] <Smapachi / UI unit> With the lower left unit 710 attached to the glass frame base 152 , a portion of the UI unit 162 is placed on the bottom 710 a of the lower left unit 710 , and is detachably attached to the glass frame base 152 .
[0037] Therefore, when the lower left unit 710 and the UI unit 162 are attached to the glass frame base 152, it is not possible to remove only the lower left unit 710 from the glass frame base 152; it is necessary to first remove the UI unit 162 from the glass frame base 152, and then remove the lower left unit 710 from the glass frame base 152.
[0038] In other words, when the lower left unit 710 (first unit) and the UI unit 162 (second unit) are attached to the Sma Pachi 700 (game machine), the lower left unit 710 (first unit) can be removed from the Sma Pachi 700 (game machine) only when the UI unit 162 (second unit) is removed from the Sma Pachi 700 (game machine).
[0039] In this example, the lower left unit 710 (first unit) has a passageway through which game balls can pass (the ball storage cover 712 and the ball lifting upper passageway unit 718 shown in Figure 5(b), etc.), and the fact that it is detachable increases the risk of fraudulent activity; however, the time required to remove the UI unit 162 (second unit) in order to remove the lower left unit 710 (first unit) prevents fraudulent activity and improves security.
[0040] Furthermore, the UI unit 162 (second unit) is easier to attach and detach than the lower left unit 710 (first unit), but since it is a unit that does not have a passage through which game balls can pass, it is possible to prevent fraudulent activities and ensure security.
[0041] A plate-shaped mounting base (partition plate) to which the lower left unit 710 and UI unit 162 are attached is disposed at the bottom of the glass frame base 152, and in the Smart Pachi 700, even when the lower left unit 710 and UI unit 162 are removed from the glass frame base 152, the mounting base (partition plate) is configured to prevent access to the back of the glass frame base 152 from the front.
[0042] According to this example, even if the lower left unit 710 or the UI unit 162 is removed from the glass frame base 152, it is not possible to access the back of the glass frame base 152, which makes it possible to prevent fraudulent acts against the launcher ball passage 748 (see Figure 7(b)) located on the back of the glass frame base 152, etc., thereby improving security.
[0043] <Smapachi / lower left unit> The front frame door 106 of the Smapachi 700 is provided with a lower left unit 710 (first unit) instead of the lower left unit 160 that the front frame door 106 of the pachinko machine 100 is provided with.
[0044] 5(a) is a rear view of the lower left unit 710, and FIG. 5(b) is a rear view showing the state in which the lower left rear base 720 and the lower left lower frame base 722 have been removed from the lower left unit 710.
[0045] 5(c) is a rear view showing the state in which the ball polishing device 716 has been removed from the lower left unit 710, and FIG. 5(d) is a side view of the ball polishing device 716.
[0046] As shown in Figures 5(b) and 5(c), the lower left unit 710 comprises a cylindrical ball storage cover 712 in which game balls can be stored, a transporting device 714 for transporting the game balls stored in this ball storage cover 712 upward, a ball polishing device 716 for polishing the game balls, and a ball lifting upper passage unit 718 for guiding the game balls transported by the transporting device 714 to the launching device 140 (see Figures 7(b), 9, etc.).
[0047] On the back surface of the lower left unit 710, as shown in Fig. 5(a), a plate-shaped lower left rear base 720 and a lower left lower frame base 722 are arranged. By covering the opening on the side surface of the cylindrical ball storage cover 712 with these lower left rear base 720 and lower left lower frame base 722, a space (ball passage) where game balls can be stored is formed. Further, on the lower left rear base 720, a rectangular opening 720a through which the ball polishing device 716 shown in Fig. 5(d) can be inserted and removed is formed.
[0048] <Smart Pachi / Ball Polishing Device> As shown in Fig. 5(d), the ball polishing device 716 includes a felt unit 716a made of a rod-shaped felt (non-woven fabric) and a unit handle 716b detachably attached to the central portion of the felt unit 716a. The felt unit 716a is detachably configured from the opening 720a of the lower left rear base 720 to a predetermined mounting position inside the lower left unit 710 (a position facing the spiral 730b of the conveying device 714 (details will be described later); see Fig. 6(c)).
[0049] In this example, the length M in the longitudinal direction of the opening 720a of the lower left rear base 720 is shorter than the length N in the longitudinal direction of the ball polishing device 716 (M < N). Therefore, when attaching the ball polishing device 716 to the mounting position inside the lower left unit 710, the unit handle 716b is pinched with a finger to tilt the entire ball polishing device 716 obliquely, and one end of the felt unit 716a is first inserted from the opening 720a of the lower left rear base 720 into the inside of the lower left rear base 720 and locked to one end of the mounting position. Then, the other end of the felt unit 716a is inserted from the opening 720a of the lower left rear base 720 into the inside of the lower left rear base 720 and locked to the other end of the mounting position, thereby fixing the ball polishing device 716 to the lower left unit 710.
[0050] On the other hand, when removing the ball mill device 716 from the mounting position inside the lower left unit 710, pinch the unit handle 716b with your finger, first remove one end of the felt unit 716a from one end of the mounting position, tilt the entire ball mill device 716 diagonally so that a part thereof extends outside the opening 720a of the lower left rear base 720, and then remove the other end of the felt unit 716a from the other end of the mounting position and extend it outside the opening 720a of the lower left rear base 720, thereby removing the ball mill device 716 from the lower left unit 710.
[0051] According to this example, the length M in the longitudinal direction of the opening 720a of the lower left rear base 720 is made shorter than the length N in the longitudinal direction of the ball mill device 716 (M < N), and the size of the opening 720a is set to the minimum size necessary for the ball mill device 716 to be inserted and removed. Therefore, it is possible to prevent illegal acts such as accessing the inside of the game table (such as the ball passage) through the opening 720a.
[0052] As shown in Fig. 5(c), in the state where the ball mill device 716 is removed from the lower left unit 710, the game balls conveyed (lifted) by the spiral 730b are visible from the outside through the gap between the two cassette walls 730c of the conveying device 714 (details will be described later).
[0053] According to this example, since the game balls conveyed by the conveying device 714 are visible from the outside, the operating state of the conveying device 714 can be easily confirmed, and problems and failures of the conveying device 714 can be quickly addressed.
[0054] In addition, since the conveying device 714 includes cassette walls 730c for preventing the game balls conveyed (lifted) by the spiral 730b from falling from the spiral 730b, even when the game balls conveyed by the conveying device 714 are visible from the outside in the state where the ball mill device 716 is removed from the lower left unit 710, it is possible to reliably prevent the game balls from falling outside the conveying device 714.
[0055] <Smapachi / Transportation device> Figure 6(a) is a front oblique view of the state in which the conveying device 714 and the ball lifting upper passage unit 718 have been removed from the lower left unit 710, as seen diagonally from above the front; Figure 6(b) is a rear oblique view of the same state seen diagonally from above the rear; and Figure 6(c) is a side view of the same state seen from the side.
[0056] The conveying device 714 is composed of a motor 724, a motor base 726 that houses a motor gear (not shown) driven by the motor 724, a cassette base 728 that houses a shaft gear (not shown) that meshes with the motor gear, a cylindrical cassette 730 (730a to 730c) that extends upward from the cassette base 728 as its lower end, an entrance passage 732 arranged at the entrance of the cassette 730, and an exit passage 734 arranged at the exit of the cassette 730.
[0057] The motor 724 is a motor that serves as a drive source for the transport device 714, and is configured, for example, by a DC motor, etc. The motor gear (not shown) housed in the motor base 726 is a gear (cogwheel) that is rotationally driven by the motor 724, and is configured, for example, by a spur gear, etc.
[0058] A shaft gear (not shown) housed in cassette base 728 is a gear that meshes with the motor gear and is rotationally driven by the motor gear, and is made of, for example, a spur gear.
[0059] The cassette 730 includes a rod-shaped shaft 730a that meshes with the shaft gear, a spiral 730b attached to the outer periphery of the shaft 730a, and cassette walls 730c that are arranged to surround both sides of the spiral 730b.
[0060] A gear (toothed wheel) that meshes with the shaft gear is formed at the lower end of the shaft 730a, and the shaft 730a is configured to be rotatable by the shaft gear. The spiral 730b is a member for transporting (lifting) the game balls stored in the entrance passage 732 to the exit passage 734, and is composed of a plurality of blade members that are arranged in a spiral shape from the lower end to the upper end of the shaft 730a.
[0061] The cassette walls 730c are members for preventing game balls being transported (lifted) by the spiral 730b from falling outward from the spiral 730b, and in this example, one cassette wall 730c is disposed on each side of the spiral 730b at a predetermined interval (a distance smaller than the diameter of the game ball). As described above, when the ball polishing device 716 is removed from the lower left unit 710, the game balls being transported by the spiral 730b can be seen through the gap between the two cassette walls 730c.
[0062] The entrance passage 732 is a passage for guiding the game balls stored in the ball storage cover 712 below the spiral 730b, and the exit passage 734 is a passage for guiding the game balls transported (lifted) by the spiral 730b to the upper passage 736 of the ball lifting upper passage unit 718.
[0063] When the motor 724 is turned on, a motor gear is rotated by a motor shaft (not shown) of the motor 724, and a shaft gear that engages with the motor gear is rotated. When the shaft gear is rotated, the shaft shaft 730a that engages with the shaft gear and the spiral 730b are rotated together. When the spiral 730b is rotated, the game balls stored in the entrance passage 732 run onto the blade members of the spiral 730b, are transported (lifted) along the blade members, and are discharged toward the exit passage 734.
[0064] 6(c), the ball polishing device 716 is disposed in a position where the game balls transported by the spiral 730b of the transport device 714 come into contact with the felt unit 716a of the ball polishing device 716. Therefore, the game balls transported upward by the spiral 730b come into contact with the felt unit 716a of the ball polishing device 716, and dust and dirt adhering to the surface of the game balls are removed.
[0065] According to this example, when game balls are transported (lifted) by the transport device 714, dust and dirt adhering to the surfaces of the game balls can be removed by the ball polishing device 716, which can prevent problems such as ball clogging and also reduce the burden on game parlor staff, etc. Also, since the felt unit 716a of the ball polishing device 716 is configured to be replaceable, the game balls can be kept clean at all times by periodically replacing the felt unit 716a.
[0066] <Smapachi / ball lifting upper passage unit> Figure 7(a) is a partially enlarged view showing the area around the ball-lifting upper passage unit 718 of the lower left unit 710, and Figure 7(b) is a rear view showing the positional relationship between the ball-lifting upper passage unit 718 of the lower left unit 710 and the launching device 140.
[0067] As shown in Figure 7(a), the ball lifting upper passage unit 718 comprises an upper passage 736 (first passage) through which game balls can pass, a support part 738 that supports one end of the upper passage 736, and a proximity sensor 740 (detection means) that can detect game balls passing through the upper passage 736.
[0068] The upper passage 736 includes a plate-shaped bottom plate 742, and a first wall portion 744 and a second wall portion 746 erected on both sides of the bottom plate 742 in the longitudinal direction.
[0069] The first wall portion 744 is composed of a first curved portion 744a made of a thin-walled material that is quarter-circular in plan view, a second curved portion 744b made of a thin-walled material that is semicircular in plan view and formed continuous with the first curved portion 744a, and a third curved portion 744c made of a thin-walled material that is semicircular in plan view and formed continuous with the second curved portion 744b.
[0070] The second wall portion 746, which is arranged opposite the first wall portion 744, is composed of a first curved portion 746a made of a thin-walled material that is quarter-circular in plan view, a second curved portion 746b made of a thin-walled material that is semicircular in plan view and formed continuous with the first curved portion 746a, a third curved portion 746c made of a thin-walled material that is semicircular in plan view and formed continuous with the second curved portion 746b, and a straight portion 746d made of a thin-walled material that is linear in plan view and formed continuous with the third curved portion 746c.
[0071] The bottom plate 742 of the upper passage 736 is divided on both sides in the longitudinal direction by a first wall portion 744 consisting of first to third curved portions 744a to 744c, and a second wall portion 746 consisting of first to third curved portions 746a to 746c and a straight portion 746d, thereby forming a serpentine passageway that functions as a passageway along which game balls can roll.
[0072] The R dimensions (radius dimensions) of the first curved portion 744a, the second curved portion 744b, and the third curved portion 744c of the first wall portion 744, and the first curved portion 746a, the second curved portion 746b, and the third curved portion 746c of the second wall portion 746 are all larger than the maximum radius of a game ball passing through the upper passage 736.
[0073] In this example, at least a part of the first passage (upper passage 736) is configured with a serpentine structure having a curved portion, and the R dimension of the curved portion is larger than the radius of the gaming ball, so that more gaming balls can pass and circulate in a small space. Also, if there is a course change section (curved portion) after a long straight portion, the ball pressure will be strong and the gaming balls will be more likely to get stuck in the passage, but by making the R dimension of the curved portion of the serpentine structure larger than the radius of the gaming ball, it is possible to make it difficult for the gaming balls to get stuck.
[0074] At least a portion of the ball passages other than the upper passage 736 (for example, the launcher ball passage 748 shown in FIG. 7(b) and the outlet passage 734 of the transport device 714 shown in FIG. 7(a)) may be configured with a serpentine structure having curved sections. This configuration allows a large number of game balls to be stored inside the gaming machine, which is particularly useful for circulation-type gaming machines.
[0075] Furthermore, the number and arrangement of curved and straight portions constituting the upper passage 736 are not limited to this example, and for example, only the upstream portion of the upper passage 736 may be composed of curved and straight portions, and the downstream portion of the upper passage 736 may be composed of only straight portions. In other words, it is sufficient that at least a portion of the first passage (upper passage 736) is composed of a serpentine structure.
[0076] Furthermore, the R dimensions (radius dimensions) of all of the curved portions constituting the upper passage 736 do not have to be larger than the maximum radius of a gaming ball, and for example, the R dimension (radius dimension) of the first curved portion 744a of the first wall portion 744 may be smaller than the maximum radius of a gaming ball. In other words, it is sufficient that the R dimensions (radius dimensions) of at least some of the curved portions constituting the first passage (upper passage 736) are larger than the maximum radius of a gaming ball.
[0077] The entrance of the upper passage 736 is formed by the first curved portion 744a of the first wall portion 744 and the first curved portion 746a of the second wall portion 746 arranged in a position opposite thereto, and the exit of the upper passage 736 is formed by the third curved portion 744c of the first wall portion 744 and the straight portion 746d of the second wall portion 746 arranged in a position opposite thereto.
[0078] The support part 738 of the ball lifting upper passage unit 718 is a member for fixing the ball lifting upper passage unit 718 to the lower left rear base 720, and is provided with an attachment piece 738a with a screw hole formed therein. As shown in Figures 5(a) and 5(b), the support part 738 is fixed to the upper part of the lower left rear base 720 via the attachment piece 738a with a screw.
[0079] As shown in Figures 5(b) and 7(b), the ball lifting upper passage unit 718 is fixed so that the upper passage 736 is inclined diagonally downward and left when viewed from behind, with the inlet of the upper passage 736 located upstream of the upper passage 736 and the outlet of the upper passage 736 located downstream of the upper passage 736.
[0080] Furthermore, if the inclination angle of the upper passage 736 is made changeable, the transport speed (rolling speed) of the game balls in the upper passage 736 can be adjusted. For example, in a circulating game machine, the cycle in which the game balls circulate (the time from when a game ball is launched from the launching device 140 towards the game board 200 until the same game ball returns to the launching device 140) can be adjusted, making it easy to change the specifications of the game machine and increasing convenience in the game store.
[0081] The inlet (upstream side) of the upper passage 736 is connected to the outlet passage 734 of the conveying device 714 as shown in FIG. 7(a), and the outlet (downstream side) of the upper passage 736 is connected to the launcher ball passage 748 leading to the launcher 140 as shown in FIG. 7(b).
[0082] With this structure, the game ball transported to the exit passage 734 by the transport device 714 enters the upper passage 736 from the entrance of the upper passage 736, rolls on the bottom plate 742 of the upper passage 736, is discharged from the exit of the upper passage 736 into the launcher ball passage 748, and then passes through the launcher ball passage 748 and is guided to the launch rail 149 of the launcher 140.
[0083] In addition, in the pachinko machine 100, a lower left unit 160 (third unit) equipped with an upper tray 126 is installed instead of the lower left unit 710 (first unit), and therefore the downstream side of the ball passage leading to the upper tray 126 is connected to the upstream side of the launching device ball passage 748.
[0084] With this structure, the gaming balls stored in the upper tray 126 are discharged through the ball passage into the launcher ball passage 748, and then guided through the launcher ball passage 748 to the launch rail 149 of the launcher 140.
[0085] As shown in Figure 7(a), the proximity sensor 740 of the ball lifting upper passage unit 718 is disposed on the outer edge of the third curved portion 744c of the first wall portion 744. The proximity sensor 740 is a sensor that can detect the approach of a detection object without contact. In this example, the proximity sensor 740 enters a detection state (e.g., an ON state) when it detects a gaming ball, and enters a non-detection state (e.g., an OFF state) when it does not detect a gaming ball, and is capable of detecting a gaming ball passing through (approaching the third curved portion 744c).
[0086] The location of the proximity sensor 740 is not particularly limited, and the proximity sensor 740 may be disposed on a curved portion other than the third curved portion 744c of the first wall portion 744 (for example, the first and second curved portions 744a and 744b of the first wall portion 744, or any of the first to third curved portions 746a to 746c of the second wall portion 746). Furthermore, although a magnetic proximity sensor is used as the proximity sensor, any sensor may be used as long as it can detect the gaming balls individually, and an electromagnetic induction type proximity sensor may also be used.
[0087] In the smart pachi 700, if the game balls are circulating normally, the transport device 714 is repeatedly operated and stopped. If the transport device 714 continues to operate, it is possible that the proximity sensor 740 is broken, or that balls are jammed between the transport device 714 and the proximity sensor 740, or that balls are jammed in the passage to the transport device 714. Therefore, if the operation of the transport device 714 continues for a predetermined period of time, it is determined to be an error, and an error notification may be issued using a display means, a sound output means, or the like. Furthermore, if the operation of the transport device 714 remains stopped despite the game balls being launched (for example, despite the game balls being detected at the winning slot or the out slot), it is possible that the proximity sensor 740 is broken, or that balls are jammed in the ball passage between the proximity sensor 740 and the launch device 140, so an error notification may be issued.
[0088] In this example, the ball lifting upper passage unit 718 is provided with a proximity sensor 740 (detection means) capable of detecting game balls, and the proximity sensor 740 (detection means) is provided in a position where it can detect game balls located in the curved portion of the serpentine structure (in this example, the third curved portion 744c).Therefore, in addition to the original full-tank detection (detection that the upper passage 736 is full (full) with game balls), by placing the detection means in the curved portion where ball clogging is likely to occur, it is also possible to detect ball clogging (when the rolling of game balls in the upper passage 736 is hindered and game balls become stuck), making it possible to prevent malfunctions from occurring.
[0089] The control means (control unit) of the smart pachi 700 is configured to stop the conveying device 714 when the detection state of the proximity sensor 740 (detection means) continues for a first period (in this example, 1 second), and to operate the conveying device 714 when the non-detection state of the proximity sensor 740 (detection means) continues for a second period (in this example, 1 second).
[0090] The first period is not limited to one second, but may be any period that does not cause the game balls to fill up to the outlet of the transport device 714. For example, as will be described later, the number of game balls that the transport device 714 can transport per second is about three balls, and the position of the proximity sensor 740 is at a distance that allows ten game balls to be stored, so the first period may be a period of about 3.3 seconds or less, and may be shorter than one second.
[0091] Furthermore, the second period is not limited to one second, and the transport device 714 may be operated immediately (at 0 seconds) when the proximity sensor 740 changes from a stopped state of the transport device 714 to a non-detection state, or may be longer than one second, but it is preferable not to make it too long because if it is made too long, the game balls will run out. Specifically, the number of game balls that can be stored in the passage from the proximity sensor 740 to the launcher 140 (the passage downstream of the third curved portion 744c of the upper passage 736 and the launcher ball passage 748) is 40 balls, and the number of game balls that can be launched per second is 1.6 balls, so the second period must be at least less than 25 seconds.
[0092] According to this example, when a game ball becomes stuck in the upper passage 736 (first passage), the transport of the game ball can be temporarily stopped, thereby preventing the game balls from becoming jammed, and preventing malfunctions and breakdowns of the game device.
[0093] In this example, in order for the control means to stop the conveying device 714, the detection state of the proximity sensor 740 must continue for a first period (1 second) (because a detection time of 1 second is required), so the proximity sensor 740 is positioned at a distance that allows it to store more game balls (in this example, 10 balls) than the number of game balls that the conveying device 714 can convey during this first period (1 second) (in this example, approximately 3.3 balls (since the conveying speed of the conveying device 714 is 200 balls per minute, this comes to approximately 3.3 balls in 1 second)).
[0094] The placement position of the proximity sensor 740 is not limited to a distance that can store 10 game balls, but need only be a distance that can store at least three or more game balls, which is the number of game balls that the conveying device 714 can transport, during the first period (1 second).
[0095] In addition, in this example, the number of game balls that can be stored in the passage from the conveying device 714 to the proximity sensor 740 (the exit passage 734 of the conveying device 714 and the passage to the third curved portion 744c of the upper passage 736) is 10, which is more than the number of game balls (8) that can be stored inside the conveying device 714 (inside the cassette 730 of the conveying device 714).
[0096] Furthermore, in this example, the number of game balls that can be stored in the passage from the conveying device 714 to the proximity sensor 740 (the exit passage 734 of the conveying device 714 and the passage to the third curved portion 744c of the upper passage 736) is 10, while the number of game balls that can be stored in the passage from the proximity sensor 740 to the launching device 140 (the passage downstream of the third curved portion 744c of the upper passage 736 and the launching device ball passage 748) is 40, and the distance of the passage from the proximity sensor 740 to the launching device 140 is longer than the distance of the passage from the conveying device 714 to the proximity sensor 740.
[0097] In addition, the number of game balls that can be stored in the passage from the proximity sensor 740 to the launching device 140 (the passage downstream of the third curved portion 744c of the upper passage 736 and the launching device ball passage 748) is not limited to 40 balls, but must be at least 10 game balls, which is the number of game balls that can be stored in the passage from the conveying device 714 to the proximity sensor 740 (the exit passage 734 of the conveying device 714 and the passage up to the third curved portion 744c of the upper passage 736).
[0098] In this example, more game balls can be stored in the passage from the proximity sensor 740 to the launching device 140 than in the passage from the conveying device 714 to the proximity sensor 740. Therefore, even if the conveying device 714 stops due to a malfunction or power outage, it is possible to prevent a situation in which the launching device 140 runs out of game balls to launch and the game is interrupted.
[0099] <Smapachi / Lower Passage> Next, the lower passage 750 disposed in the main body (inner frame) 104 of the smart pachi 700 will be described with reference to FIG.
[0100] Figure 8(a) is a rear view showing the front frame door (glass frame) 106 and the lower part of the main body (inner frame) 104, and Figure 8(b) is a partially enlarged view showing the lower passage 750 of the main body (inner frame) 104.
[0101] The lower passage 750 is a passage for discharging game balls that have entered (entered) the winning hole or starting hole of the game board 200 (see Figures 9 and 10) of the pachinko machine 100 or the Smapachi 700, or game balls that have reached the outlet of the game board 200 without entering (entering) the winning hole or starting hole, towards the conveying device 714 or outside the game machine, and is a common part that can be used in both the pachinko machine 100 and the Smapachi 700.
[0102] As shown enlarged in Figure 8(b), the lower passage 750 is composed of a first rail 752 that slopes diagonally downward to the right when viewed from behind, a second rail 754 that is connected to the first rail 752 and slopes diagonally downward to the left when viewed from behind, a third rail 756 that is connected to the first rail 752 and is positioned below the second rail 754, and a lower passage switching link 758 that distributes game balls passing through the first rail 752 to either the second rail 754 or the third rail 756.
[0103] On the left side (upstream side) of the first rail 752 when viewed from the rear, a ball entrance 752a is formed which communicates with the winning ball passage 760 (see Figures 9 and 10) and the out ball passage 762 (see Figures 9 and 10) arranged on the rear side of the game board 200.
[0104] A game ball that has entered (entered) the winning hole or starting hole of the game board 200, or that has reached the outlet hole of the game board 200 without entering (entering) the winning hole or starting hole, passes through this ball entrance 752a and enters the first rail 752, rolls inside the first rail 752 along the slope of the first rail 752, and reaches the right side (downstream side) of the first rail 752 when viewed from behind.
[0105] The lower passage switching link 758 is equipped with a rod-shaped lower passage lever shaft 758a, and is configured so that by manually moving this lower passage lever shaft 758a up and down, the lower passage switching link 758 can be rotated up and down around a fulcrum 758b.
[0106] When the lower passage switching link 758 is moved downward, the gaming balls that have fallen downward from the first rail 752 are guided by this lower passage switching link 758 and enter the second rail 754. In other words, when the lower passage lever shaft 758a is manually moved downward to move the lower passage switching link 758 downward, the gaming balls passing through the first rail 752 can be sorted (guided) to the second rail 754.
[0107] On the other hand, when the lower passage switching link 758 is moved upward, the gaming balls that have fallen downward from the first rail 752 fall toward the third rail 756 without being guided by the lower passage switching link 758. In other words, when the lower passage lever shaft 758a is manually moved upward to move the lower passage switching link 758 upward, the gaming balls passing through the first rail 752 can be diverted (guided) to the third rail 756.
[0108] A ball outlet 754a that communicates with the outside of the gaming machine is formed on the left side (downstream side) of the second rail 754 when viewed from behind. Gaming balls that are sorted (guided) from the first rail 752 to the second rail 754 roll inside the second rail 754 along the incline of the second rail 754, and are discharged through this ball outlet 754a to the outside of the gaming machine (to an island facility, etc.).
[0109] In this way, by manually moving the lower passage lever shaft 758a downward and moving the lower passage switching link 758 downward, the game balls discharged from the game board can be discharged outside the game machine (to an island facility, etc.), so the game machine can function as a pachinko machine 100 (a game machine that discharges game balls outside the conventional game machine).
[0110] A ball outlet 756a is formed on the left side (downstream side) of the third rail 756 when viewed from behind, which communicates with a ball storage cover 712 (see Figure 6(a) etc.) connected to the transport device 714. The game balls sorted (guided) from the first rail 752 to the third rail 756 roll inside the third rail 756 along the slope of the third rail 756, are discharged through this ball outlet 756a into the ball storage cover 712, and are guided via the ball storage cover 712 to the inlet passage 732 of the transport device 714.
[0111] In this way, by manually moving the lower passage lever shaft 758a upward and moving the lower passage switching link 758 upward, the game balls discharged from the game board 200 can be discharged toward the conveying device 714, so that the game machine can function as a Smapachi 700 (a sealed game machine in which game balls are circulated within the game machine).
[0112] According to this example, by switching the lower passage switching link 758, it is possible to select whether the game balls discharged from the game board are discharged outside the game machine (to an island facility, etc.) or towards the conveying device 714, and the lower passage 750, which is a common part, can be easily changed for use in the pachinko machine 100 and the Smapachi 700, which improves convenience in game parlors, etc., reduces the production costs of game machines, and shortens delivery times.
[0113] <Pachinko machine / ball flow> Next, the flow of game balls in the pachinko machine 100 will be described with reference to Figure 9. Figure 9 is a diagram that schematically shows the flow of game balls in the pachinko machine 100.
[0114] In the pachinko machine 100, the player supplies the game balls stored in the upper tray 126 to the launch position of the launch rail 149 of the launch device 140 via the ball feeder 127.
[0115] Next, the launch motor of the launch device 140 is driven with a strength corresponding to the amount of operation of the ball launch handle 134 by the player, and the launch rod 146 and launch hammer 148 of the launch device 140 launch the game balls toward the game board 200. Game balls that do not reach the game board 200 (foul balls FB) are discharged into the lower tray through the foul ball passage 764.
[0116] The game ball that reaches the top of the game board 200 falls downward while changing its direction of travel due to a ball direction changing member or game nails, etc., and either enters (goes into) a winning hole (variable winning hole 234, etc.) or a starting hole (second special starting hole 232, etc.), or reaches the outlet 240 without entering (going into) any winning hole or starting hole, or by simply passing through the normal starting hole.
[0117] A game ball that enters (goes into) the winning hole or starting hole of the game board 200 passes through the winning ball passage 760 arranged on the back side of the game board 200, and a game ball that does not enter (goes into) the winning hole or starting hole passes through the out ball passage 762 arranged on the back side of the game board 200 via the out hole 240 at the bottom of the game board 200, and each enters the first rail 752 of the lower passage 750, rolls inside the first rail 752 along the slope of the first rail 752, and reaches the downstream side of the first rail 752.
[0118] Here, when the gaming machine is to function as a pachinko machine 100 (a gaming machine of the conventional type that ejects gaming balls outside the gaming machine), before operating the gaming machine, a store employee or the like at the gaming shop manually moves the lower passage lever shaft 758a described using Figure 8 (b) downward, and moves the lower passage switching link 758 downward, thereby setting it so that gaming balls passing through the first rail 752 are diverted (guided) to the second rail 754.
[0119] In the pachinko machine 100, the game balls that are distributed (guided) from the first rail 752 to the second rail 754 roll inside the second rail 754 along the slope of the second rail 754, and are discharged outside the game machine (to an island facility, etc.) through the ball outlet 754a of the second rail 754.
[0120] The pachinko machine 100 also includes a payout device 151 connected to the outside of the gaming machine (such as an island facility). The payout device 151 is made of a cylindrical member, and includes a payout motor, a sprocket, and a payout sensor (not shown) inside. The sprocket is configured to be rotatable by the payout motor, and temporarily retains game balls supplied to the payout device 151 from the outside of the gaming machine (such as an island facility), and by driving the payout motor to rotate it by a predetermined angle, the temporarily retained game balls are discharged one by one from the payout device 151 toward the upper tray 126. Game balls that cannot be stored in the upper tray 126 are discharged toward the lower tray 128.
[0121] <Smapachi / game ball flow> Next, the flow of the game ball in the Smapachi 700 will be described with reference to Fig. 10. Fig. 10 is a diagram showing the flow of the game ball in the Smapachi 700.
[0122] In the Smapachi 700, the game balls stored in the ball storage cover 712 of the lower left unit 710 are transported (lifted) to the upper passage 736 of the ball lifting upper passage unit 718 via the transport device 714 and the ball polishing device 716, and then supplied to the launch position of the launch rail 149 of the launch device 140 via the ball feeding device 127.
[0123] Next, the launch motor of the launch device 140 is driven with a strength corresponding to the amount of operation of the ball launch handle 134 by the player, and the launch rod 146 and launch hammer 148 of the launch device 140 launch the game balls toward the game board 200. Game balls that do not reach the game board 200 (foul balls FB) are discharged through the foul ball passage 764 to the ball storage cover 712.
[0124] The game ball that reaches the top of the game board 200 falls downward while changing its direction of travel due to a ball direction changing member or game nails, etc., and either enters (goes into) a winning hole (variable winning hole 234, etc.) or a starting hole (second special starting hole 232, etc.), or reaches the outlet 240 without entering (going into) any winning hole or starting hole, or by simply passing through the normal starting hole.
[0125] A game ball that enters (goes into) the winning hole or starting hole of the game board 200 passes through the winning ball passage 760 arranged on the back side of the game board 200, and a game ball that does not enter (goes into) the winning hole or starting hole passes through the out ball passage 762 arranged on the back side of the game board 200 via the out hole 240 at the bottom of the game board 200, and each enters the first rail 752 of the lower passage 750, rolls inside the first rail 752 along the slope of the first rail 752, and reaches the downstream side of the first rail 752.
[0126] Here, when the gaming machine is to function as a Smapachi 700 (a sealed gaming machine in which gaming balls are circulated within the gaming machine), the gaming store staff, etc., before operating the gaming machine, manually moves the lower passage lever shaft 758a described using Figure 8 (b) upward, and moves the lower passage switching link 758 upward, thereby setting it so that gaming balls passing through the first rail 752 are diverted (guided) to the third rail 756.
[0127] In the Smart Pachi 700, the game balls that are distributed (guided) from the first rail 752 to the third rail 756 roll inside the third rail 756 along the slope of the third rail 756, pass through the ball outlet 756a of the third rail 756, and are stored in the ball storage cover 712 of the lower left unit 710, and then are transported (lifted) to the outlet passage 734 by the transport device 714.
[0128] The game ball transported to the exit passage 734 by the transport device 714 enters the upper passage 736 from the entrance of the upper passage 736 of the ball lifting upper passage unit 718, rolls along the bottom plate 742 of the upper passage 736, is discharged from the exit of the upper passage 736 into the launcher ball passage 748, and then passes through the launcher ball passage 748 and is guided to the launch rail 149 of the launcher 140.
[0129] In addition, in Smapachi 700, the speed at which game balls are transported (lifted) by the transport device 714 (in this example, 200 balls per minute) is set to be faster than the speed at which game balls are launched by the launching device 140 (in this example, 100 balls per minute), so it is possible to prevent a situation in which the launching device 140 does not have enough game balls to launch and play is interrupted.
[0130] In addition, in the Smapachi 700, although this varies depending on the number and arrangement of ball-direction changing members and game nails on the game board 200, the cycle in which the game balls circulate (the time from when a game ball is launched from the launching device 140 towards the game board 200 until the same game ball returns to the launching device 140) is approximately 28 seconds.
[0131] <Summary of the present invention> As explained above, the gaming machine of this embodiment (for example, the Smapachi 700 shown in Figure 3) is a gaming machine that can circulate gaming balls within the gaming machine, and the gaming machine has a detachable first unit (for example, the lower left unit 710 shown in Figure 4), and the first unit is characterized by having at least a transport device for transporting gaming balls (for example, the transport device 714 shown in Figures 6(a), 6(b), and 7(a)) and a ball polishing device for polishing gaming balls (for example, the ball polishing device 716 shown in Figures 5(d) and 7(a)).
[0132] According to the gaming machine of this embodiment, the first unit equipped with the conveying device and ball polishing device is configured to be detachable in an enclosed type gaming machine, which improves the ease of maintenance such as cleaning and repair of the conveying device and ball polishing device, thereby increasing the convenience of gaming store staff, etc.
[0133] In addition, the gaming machine may have a detachable second unit (e.g., UI unit 162 shown in Figure 4), and when the first unit and the second unit are attached to the gaming machine, the first unit may be detachable from the gaming machine only when the second unit is detached from the gaming machine.
[0134] With this configuration, the first unit forms the passage for the game balls, so being detachable increases the risk of fraud, but the effort required to remove the second unit in order to remove the first unit improves security.
[0135] Moreover, the second unit is a unit that does not have a passage through which the game ball can pass. With this configuration, the second unit is easier to attach and detach than the first unit, but since it does not have a passage through which game balls can pass, fraudulent acts and the like can be prevented in advance, and security can be ensured.
[0136] The device may also be provided with an openable and closable door section (for example, the front frame door (glass frame) 106 shown in Figure 4), and the first unit and the second unit may be removably arranged on the door section.
[0137] With this configuration, the first unit and the second unit can be easily accessed from the front of the gaming machine, further improving maintainability.
[0138] In addition, the gaming machine may have a removable third unit (for example, the lower left unit 160 shown in Figure 2), and by replacing the first unit with the third unit, gaming balls may be supplied from outside the gaming machine.
[0139] With this configuration, it is possible to easily change between a conventional system in which game balls are discharged from the gaming machine and a circulation system, thereby improving convenience in gaming parlors, etc. Also, since the discharge system and circulation system can be switched by replacing parts, it is possible to reduce the production costs of gaming machines and shorten delivery times. Furthermore, while storing two types of gaming machines, one with a discharge system and one with a circulation system, normally requires the space of two machines, according to the present invention, only the space for one machine and the space for the replacement unit is required, thereby saving space required for storing gaming machines.
[0140] In addition, a selection means (for example, the lower passage switching link 758 shown in Figure 8 (b)) may be provided that can select whether the game balls discharged from the game board are discharged outside the game machine or toward the transport device.
[0141] With this configuration, the gaming machine can be easily changed between a discharge type and a circulation type by switching the selection means, which improves convenience in gaming parlors, etc., and also reduces the production costs of gaming machines and shortens delivery times.
[0142] In addition, the gaming machine according to this embodiment (for example, the Smapachi 700 shown in FIG. 3) is a gaming machine equipped with a launching device (for example, the launching device 140 shown in FIG. 7(b) and FIG. 9) that launches gaming balls toward a gaming area (for example, the gaming area of the gaming board 200 shown in FIG. 10), and a control means (for example, a control unit), and is equipped with a transporting device (for example, the transporting device 714 shown in FIG. 6(a), FIG. 6(b), FIG. 7(a)) that can transport gaming balls discharged from the gaming area to a first passage (for example, the upper passage 736 shown in FIG. 7(a) and FIG. 7(b)) that is connected to the launching device, and is a gaming machine characterized in that it is provided with a detection means (for example, a proximity sensor 740 shown in Figure 7(a)) capable of detecting a gaming ball, the detection means enters a detection state (for example, an ON state) when it detects a gaming ball, and the detection means enters a non-detection state (for example, an OFF state) when it does not detect a gaming ball, the control means stops the conveying device when the detection state of the detection means continues for a first period (for example, 1 second), and the control means operates the conveying device when the non-detection state of the detection means continues for a second period.
[0143] According to the gaming machine of this embodiment, if a gaming ball becomes stuck in the first passage, the transportation of the gaming ball can be temporarily stopped, thereby preventing the gaming balls from becoming jammed, and preventing malfunctions and breakdowns of the gaming device.
[0144] In addition, the detection means is provided at a position where it can detect game balls located a predetermined number of game balls (e.g., 10 balls) away from the outlet of the conveying device, and more game balls (e.g., 40 balls) than the predetermined number of game balls may be able to remain in the section from the position where the detection means can detect game balls to the entrance of the launching device (e.g., the passage downstream of the third curved portion 744c of the upper passage 736 and the launching device ball passage 748).
[0145] With this configuration, since there is a time lag between when the detection means detects a game ball and when the control means stops the transport device, by providing the detection means at a position where it can detect a game ball that is a predetermined number of game balls away from the exit of the transport device, it is possible to prevent game balls from being transported even when the tank is full of game balls. Also, by allowing more than a predetermined number of game balls to remain in the section from the position where the detection means can detect a game ball to the entrance of the launching device, it is possible to prevent a shortage (depletion) of game balls to be launched from the launching device.
[0146] Furthermore, at least a portion of the first passage is configured as a serpentine structure (a winding structure) having curved portions (for example, the first curved portion 744a, the second curved portion 744b, and the third curved portion 744c of the first wall portion 744, and the first curved portion 746a, the second curved portion 746b, and the third curved portion 746c of the second wall portion 746, as shown in Figure 7(a)), and the R dimension of the curved portions may be larger than the radius of the game ball.
[0147] This type of structure allows more game balls to circulate in a smaller space. Also, if there is a curved section after a long straight section, the ball pressure will be stronger and the game balls will be more likely to get stuck in the passage. However, by making the R dimension of the curved section of the serpentine structure larger than the radius of the game balls, it is possible to prevent the game balls from getting stuck.
[0148] The detection means may be provided at a position where it can detect a gaming ball located on the curved portion (for example, the third curved portion 744c shown in FIG. 7(a)).
[0149] With this configuration, in addition to the original detection of fullness, by placing the detection means in the curved section where ball clogging is likely to occur, it is also possible to detect ball clogging, thereby preventing malfunctions from occurring.
[0150] The gaming machine may also be provided with a unit (for example, the lower left unit 710 shown in Figure 7(a)) having at least the conveying device and the first passage, and the unit may be detachably arranged on the gaming machine.
[0151] With this configuration, the unit equipped with the conveying device and the first passage is configured to be detachable, which improves maintenance such as cleaning and repair of the conveying device and the first passage, thereby increasing convenience for game parlor staff and others.
[0152] The configuration of the gaming machine according to the present invention is not limited to the configuration of the Smart Pachi 700 according to the above embodiment. For example, the detection means capable of detecting the gaming ball is not limited to a proximity sensor, but may be another type of sensor. Furthermore, the transport device may be any device capable of transporting the gaming ball, and is not limited to a lifting device that lifts the gaming ball from below to above. Furthermore, the ball polishing device may be any device capable of polishing the gaming ball, and the material for polishing the gaming ball is not limited to felt (non-woven fabric), but may be paper, rubber, etc.
[0153] Furthermore, the actions and effects described in the embodiments of the present invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention. Furthermore, by applying the content described in one of the multiple configurations described in the examples to another configuration, the range of play may be further expanded.
[0154] 11 to 67, gaming machines to which the present invention can be applied (for example, pinball gaming machines such as pachinko machines and reel gaming machines such as slot machine 100) will be described in detail below. Note that the reference numerals shown in FIGS. 11 to 67 will, in principle, be used only in the description using FIGS. 11 to 67, and even if overlapping reference numerals are shown in other drawings, the reference numerals shown in FIGS. 11 to 67 will take precedence in the description using FIGS.
[0155] <Overall structure> First, the overall configuration of a pachinko machine 100 according to one embodiment of the present invention will be described with reference to Figure 11. Figure 11 is an external perspective view of the pachinko machine 100 as seen from the front side (player side).
[0156] The pachinko machine 100 is a gaming machine that allows players to win profits when certain conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).
[0157] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation store.
[0158] The main body 104 is provided inside the outer frame 102, and is a door member that has a locking function and serves as the base body of the gaming machine, having a vertically rectangular shape and that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 inside. A staff member at the store (game store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 104S is provided to detect when the main body 104 is opened.
[0159] The front frame door 106 is a door element that is equipped with a locking function and is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge portion 112 so that it can be opened and closed freely. It is frame-shaped and has an opening 116 on the inside. A store employee can also open and close the front frame door 106, and a front frame door sensor 106S is also provided to detect when the front frame door 106 is opened. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. The rear surface of the front frame door 106 and the front surface of the game board 200 define a space in which a play area 124 is provided. In this embodiment, LED light sources are also referred to as lamps.
[0160] Ball storage tray door 108 is a door member with a locking function that is attached to the underside of main body 104 on the front of pachinko machine 100 so that it can be opened and closed freely. This ball storage tray door 108 is opened by pressing an opening lever 1080 that can be operated with front frame door 106 open. In addition, a ball storage tray door sensor 1082 is also provided to detect when ball storage tray door 108 is open. The ball storage tray door 108 includes an upper tray 126 that can store multiple game balls (hereinafter, sometimes simply referred to as "balls") and has a passageway for guiding the game balls to the launching device 110, a lower tray 128 that stores game balls that cannot be stored in the upper tray 126, a ball removal button 130 that is operated by the player to discharge the game balls stored in the upper tray 126 into the lower tray 128, a ball discharge lever 132 that is operated by the player to discharge the game balls stored in the lower tray 128 into a game ball collection container (commonly known as a dollar box), and a ball launch handle 133 that is operated by the player to launch the game balls guided to the launching device 110 into the game area 124 of the game board. 34, an effect button 136 that changes the effect mode of the various effect devices 2 to 4 (see FIG. 13) when operated by a player, a button lamp 138 that is built into the effect button 136 and causes the effect button 136 to light up, an operation lever 137, a lever lamp 139 that is built into the operation lever 137 and causes the operation lever 137 to light up, a ball lending operation button 140 that issues a ball lending instruction to a card unit (CR unit) installed in the gaming parlor, a return operation button 142 that issues an instruction to return the player's balance to the card unit, and a ball lending display unit 144 that displays the player's balance and the status of the card unit. The pachinko machine 100 shown in FIG. 11 is also provided with a lower tray full detection sensor (not shown) that detects when the lower tray 128 is full with game balls. Furthermore, an operation key unit 190 is also provided. The operation key unit 190 is provided with an enter button 1930 between the upper button 1910 and the lower button 1920, and this enter button 1930 may function as a second effect button. The upper button 1910 is operated to increase the volume of the speaker 120 or the light intensity of the frame lamp 122, and the lower button 1920 is operated to decrease the volume of the speaker 120 or the light intensity of the frame lamp 122, so that they also function as operation means for adjusting the volume and light intensity.
[0161] As shown in FIG. 11, the effect button 136, operation lever 137, up button 1910, down button 1920, and enter button 1930 are all in their initial positions before being operated. That is, when the effect button 136, up button 1910, down button 1920, and enter button 1930 are operated (pressed) from a state in which their operation surfaces (top surfaces) are in their initial positions, the operation surfaces are lowered. Also, the operation lever 137 is in its initial position in a vertical state, and when operated, it becomes tilted. That is, it can tilt forward, backward, to the right, or to the left in the direction of the cross. It can also tilt in a diagonal direction between the directions of the cross.
[0162] The launching device 110 is attached to the lower part of the main body 104 and comprises a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launching rod 146. While the ball launching handle 134 is continuously operated by the player, the launching device 110 launches the game ball toward the play area 124 of the game board every predetermined launch period (for example, 0.6 seconds), and corresponds to an example of a launching means.
[0163] The ball launch handle 134 is provided on the opposite side to the side where the hinge part 112 is provided. Also, the operating lever 137 is provided closer to the ball launch handle 134 than the performance button 136. When the front frame door 106 is opened, if the operating lever 137 is provided on the hinge part 112, it is likely to interfere with the pachinko machine 100 installed next to it, but if the operating lever 137 is provided on the ball launch handle 134 side opposite the hinge part 112, it is less likely to interfere with the pachinko machine 100 installed next to it.
[0164] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104. Note that the specific configuration of the game area 124 is not shown in Figure 11, and its specific configuration is shown in Figure 13.
[0165] FIG. 12 is a rear view of the pachinko machine 100 of FIG. 11 as seen from the back side.
[0166] At the top of the back of the pachinko machine 100, there is provided a ball tank 150 with an opening that opens upward for temporarily storing game balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed at the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.
[0167] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.
[0168] The sprocket is configured to be rotatable by the payout motor, and temporarily retains game balls that have passed through the tank rail 154 and flowed down into the payout device 152, and by driving the payout motor to rotate it by a predetermined angle, sends out the temporarily retained game balls one by one below the payout device 152. In other words, the payout device 152 is a type of ball feeding device that applies driving force to the game balls to transport them.
[0169] The payout sensor is a sensor for detecting the passage of a gaming ball sent out by the sprocket, and outputs either a high or low signal when a gaming ball is passing, and the other signal, either a high or low, when a gaming ball is not passing, to the payout control unit 600 (see FIG. 14). The gaming ball that has passed this payout sensor is configured to pass through a ball rail (not shown) and reach the upper tray 126 arranged on the front side of the pachinko machine 100, and when a predetermined award condition is met, the pachinko machine 100 awards (pays out) to the player an amount of gaming value (gaming balls) according to the award condition through this configuration.
[0170] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 14) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 14) that performs control processing for presentations based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 14) that performs control processing for presentations based on processing information generated by the first sub-control unit 400, and an error reset case 167 that constitutes the payout control unit 600 (see Figure 14) that performs control processing for the payout of game balls and resets errors by operation of a gaming store clerk. The device is equipped with a payout board case 172 that houses a payout board 170 equipped with a switch 168, a launch board case 176 that houses a launch board 174 that constitutes a launch control unit 630 (see Figure 14) that performs control processing related to the launch of game balls, a power supply board case 184 that houses a power supply board 182 that constitutes a power supply control unit 660 (see Figure 14) that supplies power to various electrical gaming machines and is equipped with a power switch 178 that turns the power on and off by operation of an amusement store clerk and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on, and a CR interface unit 606 that sends and receives signals between the payout control unit 600 and the card unit.
[0171] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which the machine can be set to one of multiple settings with at least different jackpot probabilities. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed.
[0172] The bonus feature ratio / setting display 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is attached in a manner that is visible to store staff. As shown in FIG. 20(A), the bonus feature ratio / setting display 196 has two 7-segment LEDs arranged above and below, with a single 7-segment LED modularized on the right side. The bonus feature ratio monitor is an indicator that notifies the bonus feature ratio (YH) and the consecutive bonus feature ratio (RY), and the setting monitor is a monitor for checking the current setting. The bonus feature ratio / setting display 196 is composed of, for example, a single-color red LED, but may also be capable of emitting light in three colors: red, green, and orange, or may be a full-color LED. At least a portion of the bonus feature ratio / setting display 196 may be provided on the game board 200, for example, so that it is visible to the player.
[0173] In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162. Details of the dip switch board 198 will be described later.
[0174] FIG. 13 is a simplified front view of the game board 200 as seen from the front. Here, arrows d1 to d3 indicate the directions when the pachinko machine 100 is fixed in place. Arrow d1 indicates the depth direction (sometimes called the front-to-back direction) of the pachinko machine 100, with the near side sometimes called the front or front and the far side sometimes called the back or rear. Arrow d2 indicates the width direction (sometimes called the left-to-right direction) of the pachinko machine 100, with the left hand sometimes called the left and the right hand sometimes called the right when viewed from the front. Arrow d3 indicates the height direction (sometimes called the up-down direction) of the pachinko machine 100, with the higher side sometimes called the top and the lower side sometimes called the bottom.
[0175] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104.
[0176] Various structures can be adopted for the mounting structure of the game board 200 to the main body 104, but for example, a structure can be adopted in which the left side portion 200a of the game board 200 as seen from the front is inserted into the left side of the main body 104 as seen from the front (the hinge portion 112 side), and the game board 200 is rotated around this as the rotation center while the right side portion 200b of the game board 200 as seen from the front is pressed against the main body 104 to set it in place, and such a structure may improve workability.
[0177] The game board 200 is a unit in which various parts are attached to a plate-shaped main body 201. The main body 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface displaying characters and the like of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters and the like of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the main body 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game to make it impossible to continue playing) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.
[0178] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the game ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.
[0179] Areas of the game board 200 other than the game area 124 may be referred to as non-game areas. The game area 124 and non-game areas can be distinguished by the outer rail 202 as a boundary. Furthermore, at least the area inside the area through which game balls pass when the game ball launch strength is at its maximum may be referred to as the game area 124. The game area 124 may include areas through which game balls do not pass due to the presence of a performance device or the like within the game area 124. The game area 124 may be referred to as a flow-down area because game balls flow down during play, and the non-game area may be referred to as a non-flow-down area because game balls do not flow down during play except during maintenance or accidents. The entire game area 124 may be referred to as a flow-down area, but areas through which game balls do not flow down due to the presence of a performance device or the like may also be referred to as non-flow-down areas.
[0180] A decorative symbol display device 208 is disposed approximately in the center of the play area 124. Below the play area 124, there are disposed a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol reserve lamp 216, a first special symbol reserve lamp 218, and a second special symbol reserve lamp 220. Note that, hereinafter, normal symbols may be referred to as "normal symbols" and special symbols may be referred to as "special symbols."
[0181] The decorative symbol display device 208 is a display device for displaying various decorative symbols and effects, and in this embodiment is configured as a liquid crystal display (LCD). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a center symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c each display a different decorative symbol, and the effect display area 208d displays an image used in the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information, and other display devices may be used, including, for example, a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector.
[0182] The general map display device 210 is a display device for displaying general maps, and in this embodiment is configured with a 7-segment LED. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are configured with a 7-segment LED.
[0183] The normal symbol reservation lamp 216 is a lamp for indicating the number of reserved normal symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of normal symbol variable games. The first special symbol reservation lamp 218 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. In addition, the second special symbol reservation lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games.
[0184] In addition, there is also a time-saving lamp TL, a right-hit indicator lamp RL, and a high-probability lamp HL. The time-saving lamp TL is a lamp that indicates that the game is in a time-saving game state, in which the normal map variation display time is shortened and the blade members 232a of the electric tulip (electric chute), which will be described later, are likely to open for a long time. The right-hit indicator lamp RL is a lamp that indicates that the game is in a jackpot game state or a time-saving game state, in which the player can benefit by hitting the right. The high-probability lamp HL is a lamp that indicates that the game state is in a high-probability state in which a jackpot is likely to occur, or that it will become a high-probability state.
[0185] Around the decorative symbol display device 208, predetermined ball entrance openings, such as general winning openings 226a, 226b, a general symbol start opening 228, a first special symbol start opening 230, a second special symbol start opening 232, and a variable winning opening 234, are arranged.
[0186] One or more general winning openings 226a, 226b are provided on each of the left and right sides of the gaming area 124. Here, the general winning opening arranged on the left side of the gaming area 124 is referred to as the general winning opening 226a, and the general winning opening arranged on the right side of the gaming area 124 is referred to as the general winning opening 226b. When a ball enters the general winning opening 226a, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226a, the payout device 152 is activated and a predetermined number of balls (e.g., 10 balls) are dispensed onto the upper tray 126 as prize balls. When a ball enters the general winning opening 226b, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226b, the payout device 152 is activated and a predetermined number of balls (e.g., 1 ball) are dispensed onto the upper tray 126 as prize balls. The balls discharged into the upper tray 126 can be freely removed by the player, and these configurations allow prize balls to be paid out to the player based on the winning result. In this embodiment, game balls that enter the general prize opening 226a and game balls that enter the general prize opening 226b are detected by separate ball detection sensors. Furthermore, if multiple general prize openings 226a are provided on the left side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Furthermore, if multiple general prize openings 226b are provided on the right side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Balls that enter the general winning holes 226a and 226b are guided to the back side of the pachinko machine 100 and then discharged to the game island side.
[0187] The normal map start port 228 is composed of a device called a gate or through chucker, which is used to determine whether a ball has passed through a predetermined area of the play area 124, and in this embodiment, one is provided on the right side of the play board 200. Unlike balls that enter the normal winning ports 226a and 226b, balls that pass through the normal map start port 228 are not discharged to the play island side. When a predetermined ball detection sensor detects that a ball has passed through the normal map start port 228, the pachinko machine 100 starts a normal map variable game using the normal map display device 210.
[0188] In this embodiment, only one first special symbol start opening 230 is provided at the bottom center of the game board 200. When a predetermined ball detection sensor detects a ball entering this first special symbol start opening 230, the payout device 152 (described later) is activated, a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and a special symbol variable game is initiated by the first special symbol display device 212. The ball that enters the first special symbol start opening 230 is guided to the back side of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the location of the first special symbol start opening 230, it is difficult for a game ball to enter the first special symbol start opening 230 when hit from the right. In this embodiment, the game machine is designed to start displaying the variable display of special symbol 2 in priority to special symbol 1 (a pachinko machine with such a design is sometimes called a "special symbol 2 priority variable machine").
[0189] The second special symbol start opening 232 is composed of an electric tulip (electric chute) and is located below the first special symbol start opening 230. It has blade members 232a that can be opened and closed left and right. When the blade members 232a are closed, balls cannot enter the normal symbol variable game. When a player wins the normal symbol variable game and the normal symbol display device 210 displays a winning symbol, the blade members 232a open and close at predetermined time intervals and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the second special symbol start opening 232, the payout device 152 is driven, and a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and the special symbol variable game is initiated by the second special symbol display device 214. The ball that enters the second special symbol start opening 232 is guided to the back of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the arrangement of the normal starting hole 228 (due to a game pin not shown), it is difficult for a game ball to enter the normal starting hole 228 when hitting from the left. Therefore, during left hitting, it is not possible to win the normal variable game, and therefore the blade member 232a does not open or close, as a general rule. On the other hand, when hitting from the right, it is possible to expect a game ball to enter the normal starting hole 228, and the blade member 232a may open or close when winning the normal variable game. In other words, it can be said that there is almost no possibility of winning the second special starting hole 232 during left hitting, but there is a possibility of winning the second special starting hole 232 during right hitting.
[0190] The variable winning opening 234 is called a jackpot opening or an attacca, and in this embodiment, only one is provided on the lower right side of the game board 200. This variable winning opening 234 is equipped with a door member 234a that can be opened and closed. Balls cannot enter the opening while the door member 234a is closed. When a player wins the special symbol variable game and the special symbol display device displays a jackpot symbol, the door member 234a opens and closes at predetermined time intervals (e.g., an opening time of 29 seconds and a closing time of 1.5 seconds) and a predetermined number of times (e.g., two, three, or ten times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is activated, and a predetermined number of balls (e.g., 15) are dispensed into the upper tray 126 as prize balls.
[0191] In this embodiment, the variable winning opening 234 and the general winning opening 226b are integrally formed with the ball entry unit U1 and can be detachably attached to the main body 201 of the game board 200. The ball entry unit U1 is further provided with a V-shutter VS and a V-passing switch VC. The V-passing switch VC opens upward, allowing game balls to pass from top to bottom. This V-passing switch VC detects game balls passing through. The V-shutter VS is located above the V-passing switch VC and is moved back and forth by a solenoid. This solenoid is included in the various solenoids 332 described above and is driven by a drive circuit 334. When the V-shutter VS is advanced (corresponding to a closed state), game balls cannot pass through the V-passing switch VC. When the V-shutter VS is retracted (corresponding to an open state), game balls can pass through the V-passing switch VC. A gaming ball that enters the variable winning opening 234 and passes through a ball detection sensor (not shown) is guided to the front, then rolls to the V shutter VS, and may pass through the V passing switch VC, or may not be able to pass through and be guided to the back of the pachinko machine 100. The V passing switch VS is included in the various sensors 320 (see FIG. 14), and is configured so that a detection signal is input to the sensor circuit 322. In this embodiment, when the CPU 304 of the main control unit 300 detects that a gaming ball has passed through the V passing switch VC, it determines that a V winning has occurred.
[0192] In this embodiment, the V shutter VS remains closed (advance) from the start of the jackpot game until a specific round (for example, the final round), and in the specific round the V shutter VS opens (retracts), making it possible to win a V prize. If a V prize can be won, the control state transitions to a special prize high probability state after the jackpot game ends, and if a V prize cannot be won, the control state remains in a special prize low probability state after the jackpot game ends. In other words, in the pachinko machine 100 of this embodiment, the transition to the special prize high probability state is determined by the game ball passing through the V passage switch VS.
[0193] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that have not entered any of the winning holes or starting holes to the back side of the pachinko machine 100 and then discharging them to the game island side.
[0194] In this pachinko machine 100, the player supplies the balls stored in the upper tray 126 to the launch position of the launch rail, drives the launch motor with a strength corresponding to the amount of operation of the operating handle by the player, and uses the launch rod and launch hammer to pass the balls through the outer rail 202 and inner rail 204 and launch them into the play area 124. Then, the balls that reach the top of the play area 124 flow downward while changing their direction of travel using a ball direction changing member 236, a play pin, etc., and either win in a winning hole (general winning hole 226a, 226b, variable winning hole 234) or a starting hole (first special starting hole 230, second special starting hole 232), or reach the outlet 240 without winning in any winning hole or starting hole, or by only passing through the normal starting hole 228. In this embodiment, a discharged ball receiving port (not shown) that receives all game balls discharged from the game board 200 is formed at the lower side of the space 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of game balls received in the discharged ball receiving port is provided at a predetermined position on the main body 104. The out ball detection sensor SWout may be provided on the game board 200 side. All game balls discharged from the game board 200 (including game balls discharged from the out port 240 and game balls that have won in various winning ports) are received in this discharged ball receiving port and are configured to be discharged to the outside of the pachinko machine 100 via a predetermined discharge passage.
[0195] In addition, an upper performance device 2 is disposed at the top of the game area 124, a lower performance device 3 is disposed at the bottom, and side performance devices 4 are disposed on the left and right sides. In this embodiment, these performance devices 2 to 4 are supported by the main body 104.
[0196] Next, the circuit configuration of the control unit of this pachinko machine 100 will be described in detail using Figure 14. Note that this figure is a functional block diagram of the control unit. The control unit of the pachinko machine 100 is broadly divided into a main control unit 300 that controls the core of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls in response to commands sent by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power control unit 660 that controls the power supplied to the pachinko machine 100.
[0197] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time and number of times, a WDT 314 for monitoring program processing abnormalities, and a random number generation circuit (counter circuit) 318 (which has two built-in counters). Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock. Furthermore, the random number generation circuit 318 is used as a hardware random number counter that varies the value within the range of 0 to 65535 every time it receives a clock signal output by the crystal oscillator 316a. Although the random number generation circuit 318 is assumed to be built into the basic circuit 302, it may also be connected to the basic circuit 302.
[0198] The basic circuit 302 also includes a sensor circuit 322 for receiving signals output by various sensors 320, including predetermined ball detection sensors, for example, sensors for detecting game balls passing through each start port, winning port, and variable winning port, and a lower tray full sensor, and outputting the amplification results and the comparison results with a reference voltage to the CPU 304 and random number generation circuit 318 in the basic circuit 302; a drive circuit 324 for controlling the display of predetermined symbol display devices, for example, the first special symbol display device 212 and the second special symbol display device 214; A drive circuit 326 for display control, a drive circuit 330 for display control of various status display units 328 (for example, normal symbol hold lamp 216, special symbol 1 hold lamp 218, special symbol 2 hold lamp 220, high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including predetermined movable members, for example, a drive means for driving the blade member 232a of the second special symbol start port 232 as a normal electric role, a door member 234a of the variable winning port 234 as a special electric role, and a drive means for driving the V shutter VS are connected. In this example, the crystal oscillator 316a and the random number generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number generation circuit 318.
[0199] When the ball detection sensor 320 detects that a ball has entered the first special symbol start hole 230, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random number generation circuit 318 in the basic circuit 302. The random number generation circuit 318, which has received this signal, latches the value of the counter corresponding to the first special symbol start hole 230 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the first special symbol start hole 230. Similarly, when the random number generation circuit 318 receives a signal indicating that a ball has entered the second special symbol start hole 232, it latches the value of the counter corresponding to the second special symbol start hole 232 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the second special symbol start hole 232.
[0200] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 via this information output circuit 336 and an external terminal board (not shown) to an information input circuit 350 provided in an external hall computer (not shown) or the like.
[0201] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9 V in this example).
[0202] In addition, the main control unit 300 is provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).
[0203] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication between the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, while information communication between the main control unit 300 and the dispensing control unit 600 is two-way communication. The main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured not to be able to send signals such as commands from the first sub-control unit 400 to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be two-way communication. The dispensing control unit 600 is configured to be able to send signals such as commands to the main control unit 300, but may be configured not to be able to send signals such as commands from the dispensing control unit 600 to the main control unit 300.
[0204] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, a counter timer 412 for measuring time, number of times, and the like, and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The basic circuit 402 is also connected to a ROM 406 for storing a control program and various effect data. Note that the control program and various effect data may be stored in separate ROMs. Alternatively, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp drive circuit 440 for controlling the game board lamps 442 and a game table frame lamp drive circuit 450 for controlling the game table frame lamps 452, and performs lighting control by serial communication between the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450. The game table frame lamps 452 also include the button lamps 138 and lever lamps 139 shown in FIG. 11.
[0205] Also connected to the basic circuit 402 are a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier), a drive circuit 422 for controlling the drive of the various (upper, lower, and side) performance devices 2 to 4, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs to the basic circuit 402 detection signals from various movable body sensors 430 that detect the current positions of the performance devices 2 to 4, etc., a button sensor 426 that detects pressing of the performance button 136 and various buttons that make up the operation key unit 190, and a lever sensor 427 that detects operation of the operation lever 137.
[0206] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (video display processor) 516 that reads image data stored in a ROM 506 based on a signal from the CPU 504, generates a display image using a work area in a VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. In addition, a ROM 506 is connected to the basic circuit 502, which stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is configured from a recording medium (for example, an EEPROM or flash memory) that can retain its stored state even when the power is cut off. This makes it possible to retain, for example, information for displaying a display related to the jackpot history even when the main control unit 300 is initialized or settings are changed. It is also possible to use RAM, which volatilizes stored information when the power is cut off.
[0207] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on signals such as commands sent by the main control unit 300, and detects whether the payout of prize balls or loan balls has been completed based on a control signal output by a payout sensor 604. The payout control unit 600 also communicates with a card unit 608 provided separately from the pachinko machine 100 via a CR interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number of prize balls (e.g., 10 balls) have been paid out, loan ball information indicating that a predetermined number of loan balls (e.g., 25 balls) have been paid out, and the like to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 106S that detects when the front frame door 106 is open, and these sensors detect when the main body 104 or the front frame door 106 is open and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.
[0208] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs whether to allow or stop the launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity according to the amount of operation of the ball launch handle 134 by the player.
[0209] The power supply control unit 660 converts AC power supplied from an external source to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit, such as the main control unit 300 and the first sub-control unit 400, and each device, such as the payout device 152. Furthermore, the power supply control unit 660 is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. Note that in this embodiment, power of a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub-control unit 500, and power of a predetermined voltage is supplied from the payout control unit 600 to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but power of a predetermined voltage may be supplied to each control unit and each device via another power supply path.
[0210] Next, using Figures 15(a) to (d), we will explain the types of special symbols and regular symbols that are displayed when stopped by the first special symbol display device 212, the second special symbol display device 214, the decorative symbol display device 208, and the regular symbol display device 210 of the pachinko machine 100.
[0211] Special chart 1 variable play starts on the condition that the first start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 1 start port 230, and special chart 2 variable play starts on the condition that the second start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 2 start port 232. When special chart 1 variable play starts, the first special chart display device 212 performs a "special chart 1 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Also, when special chart 2 variable play starts, the second special chart display device 214 performs a "special chart 2 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Then, when the change time determined before the start of the change of special chart 1 has elapsed, the first special chart display device 212 displays the stopped pattern mode of special chart 1 in a stopped state, and when the change time determined before the start of the change of special chart 2 has elapsed, the second special chart display device 214 displays the stopped pattern mode of special chart 2 in a stopped state. Hereinafter, the change display from the start of this "change display of special chart 1 or 2" to the stopped display of the stopped pattern mode of special chart 1 or 2 may be referred to as the change display of the special chart. This change display of the special chart may be performed multiple times in succession.
[0212] Figure 15(a) shows an example of the stop pattern mode of special symbol 1. Three types of special symbols, "special symbol a" to "special symbol c," are shown in Figure 15(a). In Figure 15(a), the white parts in the figure indicate the locations of the segments that will be turned off, and the black parts indicate the locations of the segments that will be turned on.
[0213] In this embodiment, two types of jackpot patterns ("special pattern a" and "special pattern b") are prepared as the stopping pattern modes of special pattern 1. "Special pattern a" is a 3-round (R) probability jackpot pattern that is expected to result in a probability jackpot win, and "special pattern b" is a 3R normal jackpot pattern that does not have a chance of winning a probability jackpot win. As described above, in the pachinko machine 100 of this embodiment, winning a probability jackpot (transition to a special pattern high probability state) is determined by the game ball passing through the V-pass switch VS. When special pattern a is stopped and displayed on the first special pattern display device 212, the game enters the 3rd round, which is the final round of the jackpot game, and the V-shutter VS opens (retracts), allowing the game ball to pass through the V-pass switch VS. If the game ball passes through the V-passing switch VS (if a V-winning is obtained), the control state transitions to the special symbol high probability state after the jackpot game ends, and this transition is maintained for 120 times after the jackpot game ends and the special symbol pattern change display. In this embodiment, once the V-shutter VS opens, there is sufficient time for the V-shutter VS to remain open, making it highly likely that the game ball will pass through the V-passing switch VS. Therefore, "special symbol a" can be considered a jackpot that is expected to result in a probability variable win (the same applies to "special symbol A" and "special symbol B" described below). On the other hand, if the first special symbol display device 212 displays a stopped special symbol b, the V-shutter VS will not open even when the game enters the third round, which is the final round of the jackpot game, and the game ball will not pass through the V-passing switch VS (no V-winning will be obtained), and the control state will remain in the special symbol low probability state after the jackpot game ends. In this way, while a V win was required to transition to the special high probability state, the transition to the normal high probability state was initiated on the condition that the jackpot game ended. In other words, if a jackpot is hit, the normal high probability state will be transitioned to after the jackpot game ends, and the normal high probability state will be maintained for the period of time during which the special symbol pattern display is performed 120 times in the case of special symbol A, or 50 times in the case of special symbol B, after the jackpot game ends.
[0214] Furthermore, in this embodiment, one type of losing pattern ("special pattern c") is prepared as the stopping pattern mode of special pattern 1.
[0215] Figure 15(b) shows an example of the stopped symbol pattern of special symbol 2. Figure 15(b) shows four types of special symbols, "Special Symbol A" to "Special Symbol D," two of which are jackpot symbols ("Special Symbol A" and "Special Symbol B"). "Special Symbol A" is a 10R probability variable jackpot symbol that is expected to result in a probability variable, and "Special Symbol B" is a 2R probability variable jackpot symbol that is expected to result in a probability variable. In other words, if special symbol A wins a V prize in the 10th round, after the jackpot game ends, the control state will transition from the special symbol high probability state to the normal symbol high probability state, and this state will be maintained for 120 times after the jackpot game ends and the special symbol symbol variable display. If special chart B wins a V in the second round, after the jackpot game ends, the control state will change from special chart high probability state to normal chart high probability state, and this state will be maintained until the special chart pattern change display is performed 120 times after the jackpot game ends.
[0216] Furthermore, in this embodiment, two types of losing symbols ("Special Symbol C" and "Special Symbol D") are prepared as the stopping symbol mode of Special Symbol 2. "Special Symbol C" is a general losing symbol like "Special Symbol C", but "Special Symbol D" is a special symbol called a time-saving symbol, which will be described in detail later.
[0217] In the pachinko machine 100 of this embodiment, the determination of whether or not a jackpot has occurred in the special symbol variable game is performed by a hardware random number lottery, and the jackpot symbol to be stopped is determined by a software random number lottery. Furthermore, in the special symbol 2 variable game during a specific period, whether or not a "sudden time-saving" option has been selected is determined by a hardware random number lottery. If the "sudden time-saving" option is selected, a "time-saving symbol" is displayed on the second special symbol display device 214. Furthermore, in this embodiment, as described above, after the jackpot game ends, the machine transitions to a normal symbol high probability state. The normal symbol high probability state is referred to as a time-saving game state (electric support state). Here, the time-saving game state refers to a predetermined state in which the player's advantage is higher than in a non-time-saving game state, for example, by shortening the time between the end of a jackpot in the special symbol variable game and the start of the next jackpot. Strictly speaking, the "electronic support state" is a state related to normal symbols, while the "time-saving game state" is a state related to special symbols or both normal symbols and special symbols. The RAM 308 of the main control unit 300 is equipped with a time-saving flag. When the time-saving flag is set to on, the game is in the time-saving game state, which is a high-probability state for normal symbols. In the high-probability state, it is easier to win normal variable symbols (normal symbol probability change) compared to the low-probability state for normal symbols. For example, the probability of winning normal variable symbols is 1 / 100 in the low-probability state (non-time-saving game state), but increases to 99 / 100 in the high-probability state (time-saving game state). Furthermore, the variable time of normal variable symbols is shorter in the time-saving game state than in the non-time-saving game state (normal symbol variable short). For example, the variable time of normal variable symbols, which is 10 seconds in the non-time-saving game state, is shortened to 2 seconds in the time-saving game state. Furthermore, in the time-saving play state, the opening time of the blade members 232a of the special 2 starting hole 232 is likely to be longer per opening than in the non-time-saving play state (extended electric chute opening period). For example, the electric chute opening period of 0.2 seconds in the non-time-saving play state is extended to 2 seconds in the time-saving play state. Furthermore, in the time-saving play state, the blade members 232a are likely to open more frequently than in the non-time-saving play state (increased number of electric chute openings). For example, for each winning entry into the normal starting hole 228 in the non-time-saving play state, the blade members 232a open only once, but in the time-saving play state, they open twice (open for 2 seconds, closed for 1 second, and open again for 2 seconds). The extended electric chute opening period and increased number of electric chute openings increase the probability of the ball entering the special 2 starting hole 232.The time-saving flag is set to OFF during a jackpot game. Therefore, the non-time-saving game state is maintained during a jackpot game. This is because, particularly during a jackpot game, if game balls are picked up by an electric chute with a small number of winning balls, and the number of game balls entering the variable prize opening (attacker) 234 decreases, it may cause a disadvantage to the player. In this embodiment, the term "non-time-saving game state" simply refers to the state excluding a jackpot game.
[0218] In this embodiment, the time-saving game state includes all of the following: normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings. However, if at least one of these is performed, the player's advantage is enhanced and the time-saving game state may be established. In this case, the execution of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be different for each of the time-saving game states (a, b, and c) described below. For example, in the time-saving game state (a), normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings are all performed, while in the time-saving game states (b and c), one or two of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be performed. Alternatively, the time-saving game state may be established if either the extended electric chute opening period or increased number of electric chute openings, which increases the probability of the ball landing in the special game state 2 starting hole 232, is performed. In the non-time-saving game state, it is more difficult for the game ball to enter the special symbol 2 starting port 232 than in the time-saving game state. As described above, the special symbol 2 starting port 232 changes between a difficult-to-win state where it is difficult for the game ball to enter and an easy-to-win state where it is easy for the game ball to enter. The entrance of this special symbol 2 starting port 232 remains in an easy-to-win state for a longer period in the time-saving game state than in the non-time-saving game state. As described above, in this embodiment, when the "special symbol a," "special symbol A," and "special symbol B" are displayed, the time-saving game state (normal symbol high probability state) is maintained after the end of the subsequent jackpot game until 120 special symbol variable displays are performed, and then the state transitions to the non-time-saving game state (normal symbol low probability state) on the 121st display. Also, when "special symbol b" is displayed, after the end of the jackpot game that follows, the time-saving game state (normal symbol high probability state) is maintained until 50 times of special symbol variable display, and on the 51st time, it transitions to a non-time-saving game state (normal symbol low probability state). Note that in this embodiment, for all special symbol jackpot symbols, the time-saving game state is transitioned to after the end of the jackpot game, but it is also possible to provide a jackpot symbol (non-time-saving jackpot symbol) that does not transition to the time-saving game state, and if a jackpot occurs with a non-time-saving jackpot symbol, it is also possible to not transition to the time-saving game state after the end of the jackpot game, and to remain in the non-time-saving game state.In addition to the big win symbol, a small win symbol may also be prepared. During a small win, the door element 234a of the variable prize opening 234 operates a predetermined number of times (e.g., twice), and the door element 234a remains open for a maximum of 0.1 seconds per operation. When the door element 234a opens during a small win, if a predetermined number of game balls (e.g., 10 balls) enter the door element 234a during the first opening, or if a predetermined amount of game value (a predetermined number of balls) is acquired, the door element 234a will not open again. During a small win, the game transitions to a special low probability / normal low probability state. A small win is a win in which the control state does not change before and after the small win game, and after the small win game ends, the control state returns to the state before the small win game started.
[0219] FIG. 15(c) shows an example of a decorative pattern. The decorative patterns of this embodiment include 13 types, "Decoration 1" to "Decoration 13." When a ball enters the special symbol 1 starting hole 230 or the special symbol 2 starting hole 232, i.e., when the first starting hole sensor detects that a ball has entered the special symbol 1 starting hole 230, or when the second starting hole sensor detects that a ball has entered the special symbol 2 starting hole 232, a "decorative symbol variable display" is performed in the left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208, switching the display in the following order: "Decoration 1" → "Decoration 2" → "Decoration 3" → "Decoration 9" → "Decoration 10" → "Decoration 1" → "..." In other words, the decorative symbol display device 208 displays decorative symbols variably, separately from the first special symbol display device 212 and the second special symbol display device 214. Then, a stop pattern pattern, which is a combination of decorative patterns, is displayed in a stopped state.
[0220] When announcing a normal jackpot (3R normal jackpot of "special chart b"), decorative symbols of the same number are positioned in the left and right pattern display areas 208a and 208c, and a combination of decorative symbols with decoration 13 positioned therein (for example, "decoration 1-decoration 13-decoration 1" or "decoration 2-decoration 13-decoration 2") is displayed in a static fashion in the center pattern display area 208b. On the other hand, when an odd-variant jackpot (3R odd-variant jackpot of "special chart a", 10R odd-variant jackpot of "special chart A", 2R odd-variant jackpot of "special chart B") is announced, "decoration 3-decoration 3-decoration 3" or "decoration 7-decoration 7-decoration 7" is displayed in the pattern display areas 208a to 208c. In addition, when notifying a losing symbol of "Special symbol c" or "Special symbol C," a combination of decorative symbols other than the combination of decorative symbols explained so far (for example, scattered symbols) is displayed in the symbol display areas 208a to 208c. Furthermore, when notifying a sudden win in the time-saving mode, three "Decoration 11" symbols are displayed in a row instead of the combinations of "Decoration 1" to "Decoration 10."
[0221] In addition, in the pachinko machine 100 shown in FIG. 11, a zone effect may be executed as one of the effects. The zone effect is a pre-reading preview effect in which the background displayed on the decorative symbol display device 208 changes to a background corresponding to the zone. There are multiple types of timings for starting the execution of the zone effect, and it may start when the decorative symbols start to change. If the empty zone effect starts when the decorative symbols start to change, three "decorative 12" symbols are displayed in a row at the timing when the previous decorative symbol change display ends. Hereinafter, the "decorative 12" symbols may be referred to as zone entry symbols. Note that the zone effect may also include an effect in which three zone entry symbols are displayed in a row. In other words, in this case, the execution of the zone effect starts when three zone entry symbols are displayed in a row.
[0222] Hereinafter, the display from the start of this "variable display of decorative patterns" to the display of the stopped pattern mode of the decorative patterns in the decorative pattern display device 208 may be referred to as the "variable display of decorative patterns." The variable display of decorative patterns is performed by the control of the second sub-control unit 500.
[0223] FIG. 15(d) shows an example of the stop pattern mode of the normal symbol. In this embodiment, there are two types of stop display modes for the normal symbol: "Normal Symbol A," which is a winning symbol, and "Normal Symbol B," which is a losing symbol. Based on the gate sensor, which is a ball detection sensor, detecting that the ball has passed through the normal symbol start port 228, the normal symbol display device 210 performs a "normal symbol variable display" (normal symbol variable play) in which all seven segments light up and the central segment lights up repeatedly. Then, after the variable time has elapsed, either the winning symbol "Normal Symbol A" or the losing symbol "Normal Symbol B" is displayed as a stopped symbol. In FIG. 15(d), the white parts in the figure indicate the locations of the segments that are unlit, and the black parts indicate the locations of the segments that are lit.
[0224] Hereinafter, the display from the start of this "regular map changing display" to the stop display of the regular map's stopping pattern may be referred to as the regular map changing display.
[0225] <Main processing in the main control section> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 shown in Fig. 14 will be described with reference to Fig. 16. Note that Fig. 16 is a flowchart showing the flow of the main control unit main processing.
[0226] The RAM 308 of the main control unit 300 shown in FIG. 14 stores a special symbol random number value, a special symbol round determination random number value, a special symbol electric support determination random number value, and a special symbol pattern determination random number value. The RAM 308 also includes a random number counter for generating these various random numbers. The RAM 308 also stores the number of reserved special symbols, the special symbol winning random number value, and various judgment (lottery) results. Hereinafter, the area in RAM 308 that stores the number of reserved special symbols may be referred to as the "special symbol reserved number storage area." The RAM 308 also includes a start information storage area for special symbols, which is divided into areas for the maximum number of symbols (four in this example) that can be used to reserve the start of the win / loss judgment (lottery), as well as a random number storage area for regular symbols. As described below, the start information storage area for special symbols stores multiple types of start information as sets, with each set stored in each area in order of winning (reserved order).
[0227] As described above, the main control unit 300 shown in Fig. 14 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 16 in accordance with a control program previously stored in the ROM 306.
[0228] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables to be stored in the RAM 308 are initialized, and operation permission and an initial value are set to the WDT 314. In this embodiment, a value equivalent to 32.8 ms is set as the initial value to the WDT 314.
[0229] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.
[0230] In step S105, it is monitored whether the low voltage signal is ON, i.e., whether the voltage monitoring circuit 338 is outputting a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects a power cut-off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 does not detect a power cut-off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.
[0231] In step S107, initial setting 2 is performed. In this initial setting 2, a numerical value that determines the period for periodically executing the main control unit timer interrupt processing described below is set in the timer circuit 312, a clear signal is output from a predetermined port of the I / O 310 (for example, a test output port, an output port to the first sub-control unit 400), and settings are made to allow writing to RAM 308.
[0232] In step S109, it is determined whether or not the state before the power was cut off (before power was cut off) is to be restored, and if the state before power was cut off is not to be restored (if the basic circuit 302 of the main control unit 300 is to be set to its initial state), the process proceeds to step S113 and subsequent steps to perform initialization processing.
[0233] If it is not determined that the state before the power outage will be restored (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in Fig. 12 has been operated by a staff member of the gaming parlor or the like (step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has been performed). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115), and if it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).
[0234] When the setting change process is executed, the 7-segment display corresponding to the setting monitor on the bonus ratio / setting display 196 flashes to indicate "1," indicating that the setting can be changed. In this state, the 7-segment display on the setting monitor increments each time the setting change button 194 is pressed. Pressing the setting change button 194 while the 7-segment display corresponding to the setting monitor indicates "6" returns the display to "1." In this embodiment, at least one of settings 1 through 6, which have different jackpot probabilities, can be selected. After changing to the desired setting, the setting is confirmed by operating the setting change key 192 to the OFF side. At this time, the setting value displayed on the setting monitor is erased. After the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (e.g., 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the bonus ratio / setting display 196. However, the setting value may also be displayed on the decorative pattern display device 208 or announced by audio output, for example. In addition, in this embodiment, six settings are provided, from settings 1 to 6, but other settings are also possible, or the settings may not be changed. In addition, in this embodiment, the initial value of the setting displayed on the setting monitor is set to "1", but the setting value before the power is turned off may be maintained and the maintained setting value may be displayed.
[0235] Also, if it is not determined in step S113 that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 has been operated to the ON side (step S115; No), the setting change process of step S117 is not executed, and the process proceeds to step S119.
[0236] In step S119, an initialization process is performed to return the basic circuit 302 to its initial state (step S119). Here, if the RAM clear signal is ON, power status information stored in a power status storage area provided in the RAM 308 is read. If this power status information does not indicate suspend, a checksum is calculated by adding all 1-byte data stored in a predetermined area (e.g., all areas) of the RAM 308 to a 1-byte register whose initial value is 0. The process determines whether the calculated checksum result is a specific value (e.g., 0) (whether the checksum result is normal). If the checksum result is a value other than the specific value (e.g., 0) (if the checksum result is abnormal), the initialization process is performed to return the pachinko machine 100 to its initial state. This initialization process includes setting interrupt prohibition, setting a stack initial value to a stack pointer (main setting), and initializing all storage areas of the RAM 308. In this embodiment, even if initialization is performed, the setting values set in the setting change process (step S117) are retained. Furthermore, a normal return command and a setting command indicating the settings selected in step S117 are set in the transmission information memory area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power recovery command described below, is sent to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.
[0237] In step S121, after the interrupt prohibition setting, a basic random number initial value update process is performed. In this basic random number initial value update process, two initial value generation random number counters are updated to generate the initial values of the normal winning random number counter and the special random number counter. For example, if the range of values that can be used as the normal winning random number counter is 0 to 99, a value is obtained from the random number counter storage area for generating the normal winning random number counter provided in RAM 308, 1 is added to the obtained value, and the value is then stored in the original random number counter storage area. If the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are updated in the same manner. The main control unit 300 repeatedly executes the process of step S121 except during the timer interrupt process that starts at a predetermined cycle.
[0238] Meanwhile, in step S111, power recovery processing is performed. In this power recovery processing, the value of the stack pointer stored in a stack pointer save area provided in RAM 308 at the time of power outage is read out and reset (permanently set) to the stack pointer. Furthermore, the values of each register stored in a register save area provided in RAM 308 at the time of power outage are read out and reset to each register, and then interrupt permission is set. Thereafter, the CPU 304 executes the control program based on the reset stack pointer and registers, and the pachinko machine 100 returns to the state it was in at the time of power outage. That is, processing is resumed from the command following the command (predetermined in step S121) executed immediately before branching to timer interrupt processing (described later) immediately before power outage. Furthermore, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 12. In this step S111, a power recovery command is set in the transmission information storage area. This power restoration command is a command indicating that the state at the time of power outage has been restored, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.
[0239] <Main control unit timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 17. This figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0240] The main control unit 300 shown in FIG. 14 is equipped with a timer circuit 312 that generates a timer interrupt signal at a predetermined period (approximately once every 4 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0241] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0242] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0243] In step S205, an input port status update process is performed. In this input port status update process, detection signals from various sensors 320 (shown in FIG. 14), including various ball detection sensors, are input via the input ports of I / O 310, and the presence or absence of detection signals is monitored and stored in signal status storage areas partitioned for each of the various sensors 320 in RAM 308. Using the detection signals of ball detection sensors as an example, information on the presence or absence of detection signals from each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previous detection signal storage area partitioned for each ball detection sensor in RAM 308. Information on the presence or absence of detection signals from each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previously detected signal storage area. In addition, the detection signals of each ball detection sensor detected this time are stored in the above-mentioned current detection signal storage area.
[0244] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared to determine whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While a gaming ball passes through a ball detection sensor, this main control unit timer interrupt process, which repeatedly activates at very short intervals of approximately 2 ms, is activated several times. Therefore, each time the main control unit timer interrupt process is activated, the aforementioned step S205 checks for detection signals indicating that the same gaming ball has passed the same ball detection sensor. As a result, detection signals indicating that the same gaming ball has passed the same ball detection sensor are stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area. In other words, when a gaming ball begins to pass a ball detection sensor, the following will occur: no second-to-last detection signal, a previous detection signal, and a current detection signal. In this embodiment, taking into consideration erroneous detection and noise from the ball detection sensors, if a detection signal is stored twice in succession after no detection signal, a win is determined to have occurred. The ROM 306 of the main control unit 300 shown in FIG. 14 stores winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time). In this step S205, if the information regarding the presence or absence of detection signals from each ball detection sensor for the past three times matches predetermined winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time), it is determined that a ball has entered the general winning slot 226, the variable winning slot 234, the first special symbol starting slot 230, or the second special symbol starting slot 232, or passed through the general winning slot 228. In other words, it is determined that a win has occurred in these winning slots 234, 226 or these starting slots 230, 232, and 228.For example, if the information on the presence or absence of the detection signal for the past three times in the first start port sensor that detects the ball entering the first special symbol start port 230 matches the winning determination pattern information described above, it is determined that there has been a winning entry into the first special symbol start port 230, that is, that a game medium passing through a predetermined area has been detected, and processing associated with the subsequent winning entry into the first special symbol start port 230 is performed, but if the information on the presence or absence of the detection signal for the past three times does not match the winning determination pattern information described above, the processing associated with the subsequent winning entry into the first special symbol start port 230 is not performed and the processing branches to subsequent processing. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal two times before last, there was no detection signal last time, and there was no detection signal this time). After it is determined that a win has occurred once, it is not determined that a win has occurred until the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the winning determination clear pattern information, and if it matches the winning determination clear pattern information, from then on it is determined whether it matches the winning determination pattern information.
[0245] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update processes, the value of the random number counter for generating the initial value, performed in step S121, is updated, and then the random number counters for generating the normal winning random number value and the special random number value used by the main control unit 300 are updated. For example, if the range of values that can be taken as the normal winning random number value is 0 to 99, a value is obtained from the random number counter memory area for generating the normal winning random number value provided in RAM 308, 1 is added to the obtained value, and the value is stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter memory area. Furthermore, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for generating the initial value corresponding to each random number counter is obtained and set in the random number counter memory area. For example, if a value is obtained from a random number counter for generating a normal winning random number value that varies within a numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value stored in a predetermined initial value storage area provided in RAM 308 (for example, 7), a value is obtained as an initial value from the random number counter for generating an initial value corresponding to the random number counter for generating a normal winning random number value, and set in the random number counter for generating a normal winning random number value, and the currently set initial value is stored in the above-mentioned initial value storage area to determine whether the random number counter for generating a normal winning random number value has completed its next round. In addition, separate from the above-mentioned initial value storage area for determining whether the random number counter for generating a normal winning random number value has completed its next round, an initial value storage area for determining whether the random number counter for generating a special random number value has completed its round is provided in RAM 308.
[0246] In step S211, a random number update process for effect is performed. In this random number update process, a random number counter for generating random numbers for effect used by the main control unit 300 is updated.
[0247] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212 and the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.
[0248] In step S215, a winning slot counter update process is performed. In this winning slot counter update process, when a prize is won at the winning slots 234, 226 or the starting slots 230, 232, the value of the prize ball number storage area provided for each winning slot or each starting slot in RAM 308 is read, 1 is added, and the value is set to the original prize ball number storage area.
[0249] In step S217, a winning acceptance process is performed. In the winning acceptance process, if predetermined conditions are satisfied, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area corresponding to the winning order (reservation order) in the start information storage section provided in RAM 308.
[0250] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Fig. 14 are configured in one byte, with strobe information in bit 7 (when on, indicates that data is being set), power-on information in bit 6 (when on, indicates that this is the first command transmission after power-on), current processing type (0-3) for encryption in bits 4-5, and the payout request number after encryption processing in bits 0-3.
[0251] In step S221, a normal map status update process is performed. This normal map status update process is one of a plurality of processes corresponding to the normal map status. For example, in the normal map status update process during the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), an on / off drive control is performed to repeatedly turn on and off the 7-segment LED that makes up the normal pattern display device 210. By performing this control, the normal pattern display device 210 displays the variation of the normal map (normal map variation game).
[0252] Furthermore, during the normal symbol status update process when the normal symbol variable display time has elapsed (when the value of the normal symbol display symbol update timer changes from 1 to 0), if the winning flag is on, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the winning symbol is displayed; and if the winning flag is off, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the losing symbol is displayed. The RAM 308 of the main control unit 300 also has a setting area for various settings, not just for the normal symbol status update process, but also for various other processes. Here, the above-mentioned lighting and extinguishing control is performed, and a setting is made in the setting area to indicate that the normal symbol is currently displayed. By performing this control, the normal symbol display device 210 confirms the display of either the winning symbol (normal symbol A shown in FIG. 15(d)) or the losing symbol (normal symbol B shown in FIG. 15(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of the timer for managing the normal symbol stop time provided in RAM 308. By this setting, the fixed displayed symbol is displayed in a stopped state for a predetermined period, and the result of the normal symbol variable game is notified to the player.
[0253] Also, if the result of the normal map variable game is a win, as described below, the normal map win flag is turned on. When this normal map win flag is on, in the normal map state update process at the timing when the predetermined stop display period ends (the timing when the value of the normal map stop time management timer changes from 1 to 0), the normal map operation is set in the setting area of RAM 308, and a signal to keep the blade member 232a in an open state is output to the solenoid (332) for opening and closing the blade member 232a of the second special map start port 232 for a predetermined opening period (for example, 2 seconds), and information indicating the opening period is set in the memory area of the blade opening time management timer provided in RAM 308.
[0254] In addition, in the normal state update process that starts at the timing when the predetermined open period ends (the timing when the value of the blade open time management timer changes from 1 to 0), a signal to keep the blade member 232a in a closed state is output to the solenoid (332) for driving the opening and closing of the blade member 232a for a predetermined closed period (for example, 500 ms), and information indicating the closed period is set in the memory area of the blade closed time management timer provided in RAM 308.
[0255] Furthermore, in the normal map status update process that starts when the predetermined closure period ends (when the value of the timer for managing the blade closure time changes from 1 to 0), the normal map is set to inactive in the setting area of RAM308. Furthermore, if the result of the normal map variable game is a loss, as described below, the normal map loss flag is turned on. If this normal map loss flag is on, the normal map status update process that occurs when the predetermined stop display period described above ends (when the value of the timer for managing the normal map stop time changes from 1 to 0) also sets the normal map to inactive in the setting area of RAM308. In the normal map status update process when the normal map is not in operation, nothing is done and the process moves to the next step S223.
[0256] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the normal map variable play and the second special map start port 232 are not being controlled to open or close (the normal map state is inactive), and the number of reserved normal map variable play is one or more, a random number lottery based on the normal map winning random number stored in the random number memory area is used to determine whether the result of the normal map variable play is a win or a loss. If a win is determined, the win flag in RAM 308 is set to ON. If a loss is determined, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as the normal map timer random number, and one time for displaying the normal map variable on the normal map display device 210 is selected from multiple variable times based on the obtained normal map timer random number, and this variable display time is stored as the normal map variable display time in the normal map variable time memory area in RAM 308. The number of reserved normal variable games is stored in a normal variable number storage area provided in RAM 308, and each time a win is determined, the value obtained by subtracting 1 from the number of reserved normal variable games is stored again in this normal variable number storage area. Also, the random number value used for the win determination is erased.
[0257] Next, a special symbol pre-reading process (step S224) is executed. In the special symbol pre-reading process, the main control unit 300 pre-reads the increased start information in each of the special symbols 1 and 2, and pre-determines the stop symbol and the change time before the hit / miss determination process, and stores the pre-determination result (special symbol pre-reading result) in the pre-reading result storage unit in the RAM 308.
[0258] Next, special drawing state update processing is performed for each of special drawing 1 and special drawing 2, but first, special drawing state update processing (special drawing 2 state update processing) for special drawing 2 is performed (step S225). In this special drawing 2 state update processing, one of the following multiple processes is performed depending on the state of special drawing 2.
[0259] For example, in the special symbol 2 state update process during the special symbol 2 variable display (when the value of the special symbol 2 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the second special symbol display device 214. By performing this control, the second special symbol display device 214 performs the variable display of special symbol 2 (special symbol 2 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area described above, and then the process is terminated.
[0260] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 10R jackpot flag, a 2R jackpot flag, a loss flag, a special symbol probability fluctuation flag, and a regular symbol probability fluctuation flag. These flags are set to on or off based on the determined stop symbol in the special symbol 2-related lottery process described below. In the special symbol 2 state update process, which starts when the special symbol 2 fluctuation display time has elapsed (when the value of the special symbol 2 display symbol update timer changes from 1 to 0), for example, when the 10R jackpot flag is on, the special symbol A shown in FIG. 15(b) is displayed; when the 2R jackpot flag is on, the special symbol B is displayed; when the loss flag is on, the special symbol C is displayed; and when the regular symbol probability fluctuation flag is on, the special symbol D is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 2 is currently displayed. By performing this control, the second special symbol display device 214 displays one of the following symbols: a 10R guaranteed jackpot symbol (special symbol A), a 2R guaranteed jackpot symbol (special symbol B), a losing symbol (special symbol C), or a time-saving symbol (special symbol D).
[0261] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 2 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 2 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).
[0262] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that will stop the variable display is special pattern 2 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.
[0263] Also, if the result of the special symbol 2 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 2 stop time management timer changes from 1 to 0), the special symbol 2 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 2 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0264] Furthermore, in the special symbol 2 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special symbol 2 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning port 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning port 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning port opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0265] Furthermore, in the special chart 2 state update process, which starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0266] Furthermore, in the special chart 2 state update process in the final round of a probability variable jackpot (10 rounds for special chart A, 2 rounds for special chart B), a signal to keep the V shutter VS open is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS for a predetermined opening period (for example, 10 seconds), and information indicating the opening period is set in the memory area of the V shutter opening time management timer provided in RAM 308. Then, in the special chart 2 state update process that starts when the predetermined opening period ends (when the value of the V shutter opening time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS. Also, when the gaming ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned on. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special chart 2 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other hand, if the gaming ball does not pass through the V passing switch VC, the special chart probability fluctuation flag is not turned on.
[0267] In addition, the opening and closing control of the door element 234a is repeated a predetermined number of times (9 rounds or 1 round excluding the first time), and in the special pattern 2 state update process that starts at the timing when the control ends, information indicating the effect waiting period is set in the memory area of the effect waiting time management timer provided in RAM 308 in order to set it to wait for a predetermined end effect period (for example, 3 seconds), that is, the period during which an image is displayed notifying the player that the jackpot by the decorative pattern display device 208 has ended.
[0268] Also, if the 10R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. Also, if the 2R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. If the normal probability fluctuation flag is set on, the number of time-shortening times (950 times) is set in the time-shortening times memory section provided in RAM 308, and the time-shortening flag provided in RAM 308 is turned on.
[0269] The time-saving feature here refers to the pachinko machine entering a state advantageous to the player by shortening the time between the end of a jackpot in special-map variable play and the start of the next jackpot. When the time-saving flag is set to ON, the pachinko machine is in a high-probability normal play state (normal-map probability change). In a high-probability normal play state, the probability of winning is higher in normal-map variable play than in a low-probability normal play state. Furthermore, in a high-probability normal play state, the variable time of normal-map variable play is shorter than in a low-probability normal play state (short-probability normal play). Furthermore, in a high-probability normal play state, the opening time of the pair of blades 232a of the special-map 2 starting hole 232 is more likely to be longer per opening (electric chute extension) than in a low-probability normal play state. Additionally, in a high-probability normal play state, the pair of blades 232a are more likely to open more than in a low-probability normal play state. The state in which any of these features is set is called an electric support state (electric tulip support for starting hole winning).
[0270] Also, as mentioned above, the time-saving flag is set to OFF during jackpot play (special play state). Therefore, during jackpot play, the normal low probability state is maintained. This is to solve the problem that if the normal high probability state is in place during jackpot play, many game balls will enter the special game 2 starting hole 232 before a predetermined number of game balls enter the variable winning hole 234 during jackpot play, which increases the number of game balls that can be acquired during the jackpot, leading to increased gambling.
[0271] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.
[0272] In addition, in the special chart 2 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 2 is set to inactive in the setting area of RAM 308.
[0273] Furthermore, if the result of the special chart 2 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation state in the setting area of RAM308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.
[0274] Next, a special drawing state update process (special drawing 1 state update process) for the special drawing 1 is performed (step S227). In this special drawing 1 state update process, one of the following multiple processes is performed depending on the state of the special drawing 1.
[0275] For example, in the special chart 1 state update process during the special chart 1 variable display (the value of the special chart 1 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the first special chart display device 212. By performing this control, the first special chart display device 212 performs the variable display of special chart 1 (special chart 1 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and then the process is terminated.
[0276] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 3R jackpot flag A, a 3R jackpot flag B, and a loss flag. These flags are set to on or off based on the determined stop symbol in the special symbol 1 related lottery process described below. In the special symbol 1 state update process, which starts when the special symbol 1 variable display time has elapsed (when the value of the special symbol 1 display symbol update timer changes from 1 to 0), for example, when the 3R jackpot flag A is on, the special symbol a shown in FIG. 15(a) is displayed; when the 3R jackpot flag B is on, the special symbol b is displayed; and when the loss flag is on, the special symbol c is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 1 is currently being displayed. By performing this control, the first special symbol display device 212 displays a confirmed symbol from among a 3R special jackpot symbol (special symbol a), a 3R normal jackpot symbol (special symbol b), and a losing symbol (special symbol c).
[0277] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 1 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 1 is stopped and displayed for a predetermined period, and the result of the special chart 1 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).
[0278] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 1 identification information indicating that the pattern that will stop the variable display is special pattern 1 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.
[0279] Also, if the result of the special symbol 1 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 1 stop time management timer changes from 1 to 0), the special symbol 1 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 1 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0280] Furthermore, in the special drawing 1 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special drawing 1 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning opening 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0281] Furthermore, in the special diagram 1 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0282] Furthermore, if the 3R jackpot flag A is set to ON, the special chart 1 state update process in the final round (3rd round) outputs a signal to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close for a predetermined opening period (for example, 10 seconds), and sets information indicating the opening period in the memory area of the V shutter open time management timer provided in RAM 308. Then, in the special chart 1 state update process that starts when the predetermined opening period ends (when the value of the V shutter open time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close. Also, when the game ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned ON. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special drawing 1 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other hand, if the gaming ball does not pass through the V passing switch VC, the special drawing probability fluctuation flag is not turned on.
[0283] In addition, the door element opening / closing control is repeated a predetermined number of times (two rounds excluding the first round), and the special symbol 1 state update process, which begins when the control ends, sets information indicating the effect wait period in the memory area of the effect wait time management timer provided in RAM 308 to wait for a predetermined end effect period (e.g., three seconds), i.e., the period during which an image notifying the player that the jackpot has ended is displayed by the decorative symbol display device 208. Also, if the 3R jackpot flag A is set on, the time-saving count memory section provided in RAM 308 is set to a time-saving count (120 times) and the time-saving flag provided in RAM 308 is turned on simultaneously with the end of the jackpot game. Even if the 3R jackpot flag B is set on, the time-saving count memory section provided in RAM 308 is set to a time-saving count (50 times) and the time-saving flag provided in RAM 308 is turned on simultaneously with the end of the jackpot game. Note that the normal symbol probability fluctuation flag is never set on during the special symbol 1 state update process.
[0284] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.
[0285] In addition, in the special chart 1 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 1 is set to inactive in the setting area of RAM 308.
[0286] Furthermore, if the result of the special chart 1 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 1 status update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 1 stop time management timer changes from 1 to 0) also sets the special chart 1 non-operation state in the setting area of RAM308. In the special chart 1 status update process when the special chart 1 is not operating, nothing is done and the process proceeds to the next step S229.
[0287] When the special chart status update process in step S225 and step S227 is completed, the special chart-related lottery process is then performed for each of special chart 1 and special chart 2. Here too, the special chart-related lottery process for special chart 2 (special chart 2-related lottery process) is performed first (step S229), and then the special chart-related lottery process for special chart 1 (special chart 1-related lottery process) is performed (step S231). The special chart 2-related lottery process is started under the conditions that variable play for special chart 1 and special chart 2 is not being performed, the states of special chart 1 and special chart 2 are both inactive, and the number of reserved special chart 2 variable play is 1 or more, and is executed using the first special chart 2 winning random number value and special chart 2 random number value in the special chart 2 random number value storage area. The lottery process related to special chart 1 is executed using the earliest special chart 1 winning random number value and special chart 1 random number value in the special chart 1 random number value memory area, with the starting conditions being that variable play of special chart 1 and special chart 2 is not being performed, the status of special chart 1 and special chart 2 are both inactive, and the number of reserved variable play of special chart 1 is 1 or more.
[0288] Regarding these special symbol-related lottery processes, the main control unit 300 performs the special symbol 2-related lottery process before the special symbol 1-related lottery process, so that even if the start conditions for the special symbol 2 variable game and the start conditions for the special symbol 1 variable game are met simultaneously, the special symbol 2 variable game will be in the variable state first, and the special symbol 1 variable game will not start to fluctuate. Also, if the number of reserved special symbol 2 variable games is 1 or more, the lottery process for the reserved special symbol 1 variable game and the variable game will not be performed. Also, the notification of the result of the judgment of whether or not the special symbol variable game is successful by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the notification of the lottery result of the lottery based on winning the special symbol 2 start port 232 is given priority over the notification of the lottery result of the lottery based on winning the special symbol 1 start port 230. In this example, a highly advantageous special chart variable game (in this example, special chart 2 variable game) is given priority over a less advantageous special chart variable game (in this example, special chart 1 variable game). For this reason, it may be easier to differentiate the advantages of the game state.
[0289] In the case of the special chart 2 related lottery processing in step S229, the main control unit 300 acquires the special chart 2 start information (a set of the special chart 2 winning random number value and the special chart 2 random number value) from the earliest (most recently stored) reserved position in the special chart 2 random number value storage area, and determines whether it is a jackpot or a loss (a win / loss determination) using the win / loss determination table stored in ROM 306 based on the special chart 2 winning random number value etc. in the acquired special chart 2 start information. Also, even in the case of the win / loss determination of special chart 1, a determination is made as to whether it is a jackpot or a loss. Next, the main control unit 300 determines the pattern (stop pattern) to be displayed after the special chart 2 variable display using the special chart determination table stored in ROM 306 based on the special chart 2 random number value in the acquired special chart 2 start information and the determined win / loss determination result etc. Next, the main control unit 300 determines the variable display time (timer number) of special chart 2 using various tables stored in ROM 306, based on, for example, the determined result of the win / loss judgment, the stopped pattern, the number of special chart 2 reserved at the time of the win / loss judgment, the acquired random number value for determining the special chart variable time, etc.
[0290] After retrieving the earliest special chart 2 start information from the special chart 2 random number value storage area, the main control unit 300 erases the earliest special chart 2 start information from the special chart 2 random number value storage area and subtracts 1 from the special chart 2 reserved number number storage area. At this time, the special chart 2 start information retrieved from the special chart 2 random number value storage area may be stored in a temporary area provided in the RAM 308, and the above-mentioned determination may be made based on the special chart 2 start information stored in this temporary area.
[0291] After the special drawing 2 related lottery process (step S229) as described above, the special drawing 1 related lottery process (step S231) is performed in the same manner. Note that the order of the special drawing 1 related lottery process and the special drawing 2 related lottery process may be reversed.
[0292] The above explanation uses the example of special chart 2 priority variation, in which the more advantageous special chart 2 variable game is started before the less advantageous special chart 1 variable game, and the reserved special chart 2 is consumed before the reserved special chart 1. However, it may also be special chart 1 priority variation, in which the less advantageous special chart 1 variable game is started before the more advantageous special chart 2 variable game, and the reserved special chart 1 is consumed before the reserved special chart 2. It may also be start gate winning order variation, in which the reserved special chart games for each of the reserved special charts 1 and 2 are started in the order of the winning of the start gate, without prioritizing either the more advantageous special chart 2 variable game or the less advantageous special chart 1 variable game. In the start gate winning order variation, the maximum number of reserved games is eight regardless of the special chart 1 or special chart 2, so the upper limit of the number of reserved games may be increased compared to the priority variation, in which the maximum number of reserved games for each of the special charts 1 and 2 is four.
[0293] In the above explanation, it was assumed that the lottery process or variable play for the reservation of one special symbol is not performed depending on the state of the other special symbol, but this is not limited to this. The above-mentioned special symbol status update process and special symbol-related lottery process may be performed independently for special symbol 1 and special symbol 2, allowing multiple special symbols to be changed simultaneously. When multiple special symbols are changed simultaneously in this manner, the decorative symbol display device 208 may be provided with multiple areas displaying the lottery results for each special symbol, or multiple decorative symbol display devices may be provided to display the lottery results for each special symbol, and each lottery result may be displayed separately. Alternatively, one display may be configured to display the lottery results for multiple special symbols. When multiple special symbols are being changed simultaneously, the lottery results for the special symbol that stopped changing first may affect the lottery results for the special symbol that stops changing later.
[0294] In step S233, which follows step S231, a command setting and sending process is performed. In this command setting and sending process, various commands are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of, for example, 16 bits, with bit 15 being strobe information (when on, indicates that data is being set), bits 11 to 14 being command type (in this example embodiment, information that can identify the type of command, such as a basic command, a pattern change start command, a pattern change stop command, a winning performance start command, an ending performance start command, a jackpot round number designation command, a power recovery command, a RAM clear command, a look-ahead result information command, or a setting command), and bits 0 to 10 being command data (predetermined information corresponding to the command type).
[0295] Specifically, the strobe information is turned on or off by the command transmission process described above. Furthermore, if the command type is a symbol change start (spin start) command, the command data includes information indicating various jackpot flags, loss flags, and the timer number selected in the special symbol-related lottery process. If the command type is a symbol change stop (spin stop) command, the command data includes various jackpot flags and loss flag values. If the command type is a jackpot round number designation command, the command data includes the number of jackpot rounds. If the command type indicates a basic command, the command data includes device information, whether or not a prize has been awarded in the special symbol 1 start slot 230, whether or not a prize has been awarded in the special symbol 2 start slot 232, whether or not a prize has been awarded in the variable prize slot 234, and so forth. If the command type is a look-ahead result information command, the command data includes information such as the type of special symbol 1 and special symbol 2, the look-ahead number stored in the look-ahead number storage area, and the stop symbol stored in the look-ahead result storage unit. If the command type is a setting command, the command data includes setting information and so forth.
[0296] In addition, in the above-mentioned rotation start setting transmission process, information indicating the values of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308, the timer number selected in the special chart 1 related lottery process and the special chart 2 related lottery process, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. is set in the command data. In the above-mentioned rotation stop setting transmission process, information indicating the values of various jackpot flags, loss flags, etc. stored in RAM 308 is set in the command data.
[0297] In the above-mentioned winning effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the winning effect period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned ending effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the effect standby period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned big prize opening setting transmission process, the command data is set with information stored in RAM 308 indicating the number of jackpot rounds, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the process of transmitting the setting for closing the big prize opening described above, the command data is set with information indicating the number of big prize rounds stored in RAM 308, the number of reserved special chart 1 variable games or special chart 2 variable games, etc.
[0298] In addition, in this step S233, general command special drawing reservation increase processing is also performed. In this general command special drawing reservation increase processing, special drawing identification information (information indicating special drawing 1 or special drawing 2) and advance notice information (either advance notice information, false advance notice information, or no advance notice information) stored in the transmission information storage area of RAM 308 are set in the command data.
[0299] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0300] In step S235, which follows step S233, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.
[0301] In step S237, the next step after step S235, device monitoring processing is performed. In this device monitoring processing, the signal status of various sensors stored in the signal status memory area in step S205 is read and the presence or absence of predetermined errors, such as the presence or absence of a front frame door open error or a lower tray full error, is monitored. If a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or a lower tray full error is set in the transmission information to be sent to the first sub-controller 400. In addition, various solenoids 332 are driven to control the opening and closing of the special symbol 2 start port 232 and the variable winning port 234, and display data output to the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, various status display units 328, etc. via drive circuits 324, 326, and 330 is set to the output port of I / O 310. In addition, the output schedule information set in the dispensing request number transmission process (step S219) is output to the dispensing control unit 600 via the output port of the I / O 310.
[0302] In step S239, which follows step S237, it is monitored whether the low voltage signal is ON. If the low voltage signal is ON (if a power interruption is detected), the process proceeds to step S243, and if the low voltage signal is OFF (if a power interruption is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end processing, the values of each register temporarily saved in step S201 are set back to the original registers, interrupt permission is set, and the process then returns to the main processing of the main control unit shown in FIG. 16. Meanwhile, in step S243, specific variables and stack pointers for restoring the state at the time of power interruption when power is restored are saved as recovery data in a predetermined area of RAM 308, power interruption processing such as initialization of input / output ports is performed, and then the process enters the HALT state.
[0303] Next, the processing of the first sub-control unit 400 will be explained. Figure 18(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. First, in step S301 of Figure 18(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S301. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in RAM 408.
[0304] In step S303, which follows step S301, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305. In step S305, 0 is assigned to the timer variable.
[0305] In step S307, which follows step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300.
[0306] In step S309, which follows step S307, a performance control process is performed. For example, if a new command is received in step S307, the performance data corresponding to this command is read from ROM 406, and if the performance data needs to be updated, the performance data is updated.
[0307] In step S311, which follows step S309, a button / lever control process is performed. In the button / lever control process, operation of operation means such as the effect button 136, the operation key unit 190, and the operation lever 137 is detected, and in accordance with the detection result, the effect data updated in step S309 is changed to effect data corresponding to the operation of the effect button 136, the operation key unit 190, and the operation lever 137.
[0308] In step S313, which follows step S311, sound control processing is performed. In the sound control processing, if there is a command to the sound source IC 416 in the performance data read out in step S309, this command is output to the sound source IC 416.
[0309] In step S315, which follows step S313, lamp control processing is performed. In the lamp control processing, if the performance data read in step S309 includes commands for the various lamps 442 and 452, these commands are output to the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450.
[0310] In step S317, which follows step S315, a movable body control process is performed. For example, if the performance data read out in step S309 includes a command to the various performance devices 2 to 4, this command is output to the drive circuit 422.
[0311] In step S319, which follows step S317, information transmission processing is performed. In the information transmission processing, if the performance data read in step S309 contains a control command to be sent to the second sub-control unit 500, settings are made to output this control command. Then, processing returns to step S303.
[0312] Figure 18(b) is a flowchart of the first sub-control unit command reception interrupt processing (strobe interrupt processing) executed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in a command memory area provided in the RAM 408.
[0313] Figure 18(c) is a flowchart of the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S341 of the first sub-control unit timer interrupt processing, 1 is added to the value of the timer variable memory area of RAM 408 described in step S303 of the first sub-control unit main processing, and the value is stored in the original timer variable memory area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0314] In step S343, which follows step S341, the control command set in the information transmission process (step S319) of the first sub-control unit main processing is sent to the second sub-control unit 500, and other processes such as updating random number values for performance are performed.
[0315] Next, the processing of the second sub-control unit 500 will be explained. Figure 19(a) is a flowchart of the main processing executed by the CPU (not shown) of the second sub-control unit 500. First, in step S401 of Figure 19(a), various initial settings are performed. When the power is turned on, the initialization processing is first executed in step S401. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in RAM (not shown).
[0316] In step S403, which follows step S401, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405. In step S405, 0 is substituted into the timer variable.
[0317] In step S407, which follows step S405, command processing is performed. The CPU of the second sub-control unit 500 determines whether or not a command has been received from the first sub-control unit 400.
[0318] In step S409, which follows step S407, a performance control process is performed. For example, if a new command is received in step S407, the performance data corresponding to this command (performance data by the decorative pattern display device 208) is read from a ROM (not shown), and if the performance data needs to be updated, the performance data is updated.
[0319] In step S411, which follows step S409, image control processing is performed. In the image control processing, if the performance data read in step S409 contains a command to VDP 516, this command is output to VDP 516 (details will be described later). Then, the process returns to step S403.
[0320] Figure 19(b) is a flowchart of the command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is executed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM.
[0321] Figure 19(c) is a flowchart of the timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S441 of the timer interrupt processing, 1 is added to the value of the timer variable storage area in RAM described in step S403 of the second sub-control unit main processing, and the result is stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S443, which follows step S441, other processing such as updating random number values for presentation purposes is performed.
[0322] FIG. 19(d) is a flowchart of the image control process in step S411 of the second sub-control unit main process. In step S451, an instruction to transfer image data (movie data and texture data, described later) is issued. Here, the CPU 504 first swaps the designation of the drawing areas of frame buffer 1 and frame buffer 2 of the VRAM 518. As a result, one frame of image stored in the frame buffer not designated as the drawing area is displayed on the decorative pattern display device 208. Next, the CPU 504 sets the ROM coordinates (the source address in ROM 506), the VRAM coordinates (the destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0323] In step S453, which is the next step after step S451, it is determined whether or not a transfer end interrupt signal has been input from VDP516. If a transfer end interrupt signal has been input (step S453: Yes), the process proceeds to step S455; if not (step S453: No), the process waits for the transfer end interrupt signal to be input.
[0324] In step S455, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (such as coordinate axes of VRAM 518, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in frame buffer 1 or 2 of VRAM 518 based on the image data transferred to VRAM 518 in step S451. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0325] In step S457, which follows step S455, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0326] In step S459, the step after step S457, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing.If a generation end interrupt signal has been input (step S459: Yes), proceed to step S461; if not (step S459: No), wait for the generation end interrupt signal to be input.
[0327] In step S461, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0328] Next, the specific configuration of the role ratio setting display 196 and the dip switch board 198 will be described with reference to Fig. 20. Here, Fig. 20(A) is a diagram showing an example of the specific configuration of the role ratio setting display 196, and Fig. 20(B) is a diagram showing an example of the specific configuration of the dip switch board 198.
[0329] As described above, the reel ratio / setting display 196 is configured with a reel ratio monitor and a setting monitor, and the reel ratio monitor displays the continuous reel ratio (RY) and the reel ratio (YH), and the setting monitor displays the current setting value.
[0330] Here, the consecutive role ratio refers to the ratio of the number of game balls acquired (i.e., safe balls) that are due to the operation of the role when the role is continuously operated (i.e., the number of game balls acquired as a result of the variable winning opening 234 being opened and winning during a jackpot game). Note that it may also be the ratio of the number of game balls acquired as a result of winning in the variable winning opening 234 to the number of out balls. Also, the role ratio refers to the ratio of the number of game balls acquired (i.e., safe balls) that are due to the operation of the role (i.e., the number of game balls acquired as a result of the second special chart starting opening 232 and the variable winning opening 234 being opened and winning).
[0331] In this embodiment, if the consecutive feature ratio is calculated and it is determined that the consecutive feature ratio exceeds 60%, the two-digit 7-segment LED that displays the consecutive feature ratio is made to flash, and then a security signal (RY) is output. Here, the security signal (RY) is an error signal that is output when the consecutive feature ratio exceeds 60%, and is output to the outside of the pachinko machine 100 via the information output circuit 336. Note that the signal may also be output from a test terminal that can be mounted on the main board 156. This may allow the type application test for the gaming machine to be carried out smoothly.
[0332] Furthermore, if it is determined that the ratio of the winning combination exceeds 70% as a result of calculating the ratio of the winning combination, the two-digit seven-segment LED that displays the ratio of the winning combination is made to flash, and then a security signal (YH) is output. Here, the security signal (YH) is an error signal that is output when the ratio of the winning combination exceeds 70%, and is output to the outside of the pachinko machine 100 via the information output circuit 336.
[0333] In this embodiment, when the continuous feature ratio or feature ratio exceeds the upper limit of the normal value, a specified 7-segment LED is made to flash, but for example, the light color may be changed.
[0334] As shown in Fig. 20(B), eight dip switches are arranged on the dip switch board 198. Each dip switch is connected to the first sub-board 160, and when the power is turned on, the position of each dip switch is read and the probability of the effect occurring can be changed, and for example, the frequency with which setting suggestions are executed, the probability of notices appearing, the probability of entering an effect mode, etc. can be set.
[0335] Next, the game characteristics of the pachinko machine 100 shown in FIG. 11 will be explained, although some of the explanation will overlap with what has been explained so far.
[0336] FIG. 21(a) is a table summarizing the types of jackpots and the game status after the jackpot game.
[0337] First, in the pachinko machine 100 shown in FIG. 11, if setting 1 is selected in the setting change process (step S117) shown in FIG. 16, the jackpot probability with a special chart low probability is 1 / 320, and the jackpot probability with a special chart high probability is 1 / 91. If setting 2 is selected, the jackpot probability with a special chart low probability is 1 / 315, and the jackpot probability with a special chart high probability is 1 / 90. If setting 3 is selected, the jackpot probability with a special chart low probability is 1 / 310, and the jackpot probability with a special chart high probability is 1 / 88. If setting 4 is selected, the jackpot probability with a special chart low probability is 1 / 305, and the jackpot probability with a special chart high probability is 1 / 87. If setting 5 is selected, the jackpot probability with a special chart low probability is 1 / 300, and the jackpot probability with a special chart high probability is 1 / 85. When setting 6 is selected, the probability of winning with the special low probability is 1 in 295, and the probability of winning with the special high probability is 1 in 84. The higher the setting number, the easier it is to win a jackpot.
[0338] Also, the probability of winning a regular ticket when the regular ticket probability is low is 1 / 100, while the probability of winning a regular ticket when the regular ticket probability is high is 99 / 100.
[0339] Furthermore, as shown in Figure 21(a), in Special Drawing 1, the breakdown between Special Drawing A and Special Drawing B is equal (50% each), and in Special Drawing 2, the breakdown between Special Drawing A and Special Drawing B is 7:3.
[0340] Also, in Special Chart A of Special Chart 1, the V-shutter VS opens only in the third and final round, allowing the game ball to pass through the V-pass switch VC. If the game ball passes through this V-pass switch VC (when the probability variable activation area is ON), the game is activated, and the game state after the jackpot game ends becomes a special chart high probability / normal chart high probability state, and this state is maintained for 120 times of special chart pattern change display. On the other hand, if the game ball does not pass through the V-pass switch VC (when the probability variable activation area is OFF), the game state after the jackpot game ends becomes a special chart low probability / normal chart high probability state, and this state is maintained for 120 times of special chart pattern change display.
[0341] In the special chart b of the special chart 1, the V shutter VS does not open even in the third round, which is the final round, and therefore the game ball does not pass through the V passage switch VC. Therefore, the game state after the jackpot game ends is limited to the special chart low probability normal chart high probability state, and this state is maintained for the 50 times of the special chart pattern change display.
[0342] In Special Chart 2, Special Chart A, the V-shutter VS opens only in the 10th round, which is the final round, allowing the game ball to pass through the V-pass switch VC. In Special Chart B, the V-shutter VS opens only in the 2nd round, which is the final round, allowing the game ball to pass through the V-pass switch VC. Whether it's Special Chart A or Special Chart B, if the game ball passes through the V-pass switch VC (when the special chart activation area is ON), the game state after the jackpot game ends will be a special chart high probability / normal chart high probability state, and this state will be maintained for 120 times the special chart pattern change display. On the other hand, if the game ball does not pass through the V-pass switch VC (when the special chart activation area is OFF), the game state after the jackpot game ends will be a special chart low probability / normal chart high probability state, and this state will be maintained for 120 times the special chart pattern change display.
[0343] After the special high probability normal high probability state or the special low probability normal high probability state is maintained for a certain number of times, the game will transition to the normal state (special low probability normal low probability state). The time reduction that starts after a jackpot game is called a time reduction.
[0344] FIG. 21(b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG.
[0345] In the normal state (low probability of special charts and low probability of normal charts), it is recommended to shoot the game ball toward the left area of the game area in order to aim for the special chart 1 starting hole 230. In other words, in the low probability of special charts and low probability of normal charts, even if the ball enters the normal chart starting hole 228, it is unlikely that the player will win the normal chart variable game, so the player should not hit to the right, but should shoot the game ball toward the left area (hit to the left). Note that the normal state refers to a non-time-saving game state.
[0346] On the other hand, in a time-saving game state, such as a special low probability / normal high probability state or a special high probability / normal high probability state, it is easier to win the normal variable game. Therefore, it is recommended to aim for the normal variable start hole 228 and launch the game ball toward the right area of the game area where the normal variable start hole 228 is located. Specifically, as shown in the breakdown in Figure 21(a), the probability of winning a jackpot with a probability variable (special symbol a) is 50% on special symbol 1, while the probability of winning a jackpot with a probability variable on special symbol 2 is 100% on special symbol 2. Furthermore, the number of times the time-saving game state is maintained after a jackpot game may be 50 times on special symbol 1, but is always 120 times on special symbol 2. Therefore, because special symbol 2 is more advantageous for players to win a jackpot than special symbol 1, players should aim for the second special symbol start hole 232 to win a jackpot on special symbol 2. Therefore, the player should shoot the game ball toward the right area (hit to the right).
[0347] In addition, in the case of a jackpot game, the game ball is shot (hit to the right) toward the right area of the game area where the variable winning opening 234 is provided, in order to aim at the variable winning opening 234. Figure 21(b) shows that after the jackpot game ends, the time-saving game state may be maintained for 120 times or for 50 times.
[0348] Also, Figure 21(b) shows that if the special symbol is not hit even once during the 950 times of special symbol pattern change display in the special symbol low probability state (time-saving game state, non-time-saving game state), i.e., if there are 950 consecutive special symbol misses, the time-saving game state will be maintained for 1,100 times of special symbol pattern change display. The period during which the time-saving game state is maintained as a result of a predetermined number of consecutive special symbol misses is called play time, and this time reduction is called b time reduction. The b time-saving game state can only be entered once before the first hit after power-on, and after a jackpot has been hit, it can only be entered once before the next jackpot. Therefore, if there are 950 consecutive misses in the b time-saving game state, there is no transition to the b time-saving game state, and the b time-saving game state continues, and if there are 1100 consecutive misses in the b time-saving game state, the game transitions to the non-time-saving game state (normal state). Note that the count of consecutive misses, which is the condition for transitioning to the b time-saving game state, also includes the number of consecutive misses in the a time-saving game state and the c time-saving game state described below.
[0349] Furthermore, as shown in Figures 15(a) and 15(b), the time-saving symbol may be statically displayed only in the symbol variation display of special symbol 2. The time-saving game state into which the time-saving symbol is statically displayed and transitions is called time-saving c. This time-saving symbol may win time-saving c in the symbol variation display of special symbol 2, which occurs as a result of the special symbol 2 reserve (hereinafter sometimes referred to as "remaining reserve of special symbol 2") remaining at the time the time-saving game state (special symbol high probability normal symbol high probability state, special symbol low probability normal symbol high probability state) ends being consumed in a non-time-saving game state. When time-saving c is won, the time-saving symbol is statically displayed on the second special symbol display device 214 (see Figure 13), and three "decorative symbols 11" (decorative symbols for time-saving) shown in Figure 15(c) are statically displayed in a row on the decorative symbol display device 208. Then, the time-saving game state (low probability of special symbol, high probability of normal symbol) will be maintained while the special symbol pattern change display is performed 950 times. In other words, the game will transition to time-saving game state C without going through a jackpot game. The probability of winning the sudden time-saving game is 1 / 90. In addition to the remaining special symbol 2 reserves at the end of the time-saving game state that started after the jackpot game ends, and the remaining special symbol 2 reserves at the end of time-saving game state B after 950 consecutive special symbol misses, it is also possible to win the sudden time-saving game again in the remaining special symbol 2 reserves at the end of the time-saving game state that started after winning the sudden time-saving game.
[0350] In this embodiment, the time-saving symbol may be won even in the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state. In this case, the time-saving symbol is still displayed on the second special symbol display device 214 (see FIG. 13). However, the decorative symbol display device 208 does not display three "decorative 11" (time-saving decorative symbol) shown in FIG. 15(c) in a row, but displays a random symbol indicating a loss. In this embodiment, the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state take priority over the c time-saving game state, so even if the time-saving symbol is still displayed on the second special symbol display device 214, the time-saving symbol is invalidated, and the game does not transition to the c time-saving game state.
[0351] Furthermore, even if a right-hand shot is made in a non-time-saving game mode, and a 1 / 100 probability of winning the normal variable game mode and the ball lands in the second special game start slot 232 (electric chute) is reached, there is a chance that the c time-saving game mode will be won, and the game will transition to the c time-saving game mode without being nullified. In other words, not only the remaining special game 2 reserve, but also a new special game 2 reserve may transition to the c time-saving game mode. It is also possible to make it extremely difficult (impossible) to win the second special game start slot 232 (electric chute) in a non-time-saving game mode. For example, even if a game ball enters the normal game start slot 228, it may not be possible to win the normal variable game mode, or the opening pattern of the blade member 232a may be such that it is extremely difficult (impossible) to win the second special game start slot 232 (electric chute) even if the game ball lands in the normal variable game mode.
[0352] In addition, the condition for transitioning to the b time-saving play state may be satisfied by all misses in the c time-saving play state (950 consecutive misses on the special chart), and the state may transition from the c time-saving play state to the b time-saving play state.
[0353] In this embodiment, the time-saving symbol is displayed in a stopped state on the second special symbol display device 214 even in the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state, but it may not be displayed in a stopped state. In other words, it may not be displayed in a stopped state except for the symbol variation display of the special symbol 2 in the non-time-saving game state.
[0354] Next, a specific example of the progress of a game in the pachinko machine 100 shown in FIG. 11 will be described.
[0355] The pachinko machine 100 shown in Figure 11 has multiple types of stages available. Figure 22 is a diagram showing an example of a transition from the normal stage to the rear stage in stages. In this example, the game is in a non-time-saving game state (low probability of special game and low probability of normal game), and left-handed play is recommended.
[0356] The decorative symbol display device 208 shown in FIG. 22(1) displays a background (white background with no pattern) that indicates a non-time-shortening gaming state.
[0357] In addition, the decorative pattern display device 208 shown in Figure 22 (1) has a fourth pattern / pending number display area 284 in the upper right corner. The fourth pattern / pending number display area 284 is an area for notifying whether the pattern is changing (or the pattern is stopped) and for notifying the number of pending symbols, with a special pattern 1 pending number display area in the upper left and a special pattern 2 pending number display area in the lower left. In addition, a special pattern 1 pending symbol changing notification area (fourth pattern) is provided in the upper right, and a special pattern 2 pending symbol changing notification area (fourth pattern) is provided in the lower right. Note that a regular pattern pending symbol changing notification area and a regular pattern pending number display area may also be provided. The number shown in the special pattern 1 pending number display area is aligned with the pending number indicated by the special pattern 1 pending lamp 218, and the number shown in the special pattern 2 pending number display area is aligned with the pending number indicated by the special pattern 2 pending lamp 220. Also, in the notification area for the special symbol 1, while the symbol of the special symbol 1 is stopped, depending on the result, for example, if it is a jackpot, it will be displayed as "○", and if it is a miss, it will be displayed as "×". Also, while the symbol of the special symbol 1 is being displayed as a change, the "-" display may flash, allowing you to recognize that the symbol of the special symbol 1 is being displayed as a change. This flashing "-" display of the fourth symbol is sometimes referred to as the fourth symbol change display. The display in the pattern change display area for special symbol 2 is similar to the display in the pattern change display area for special symbol 1, and the display mode here changes in accordance with the pattern change display and stop display of special symbol 2. Note that by changing the display mode, lighting mode, or flashing mode of the fourth symbol, or by changing the display mode of the numbers displayed in the reserved number display area, advance notices or notices regarding the ongoing pattern change display may be given. The fourth symbol / reserved number display area 284 described above is the same up to the example shown in Figure 49. Furthermore, the fourth symbol / reserved number display area 284 and mini symbols may be displayed by display means other than the decorative symbol display device 208 (for example, a sub-LCD display device, a lamp, etc.).
[0358] Furthermore, the decorative symbol display device 208 shown in FIG. 22(1) displays a variable decorative symbol. That is, the variable decorative symbol is rapidly changing downward. Also, a mini symbol is displayed in the upper left corner of the decorative symbol display device 208. This mini symbol starts to change in response to the start of the variable special symbol display and stops in response to the stop of the variable special symbol display. That is, the variable mini symbol display (mini symbol variable display) is performed in response to (synchronization with) the variable special symbol display, and the execution status of the variable special symbol display is notified (indicated) to the player by the variable status of the mini symbol. Therefore, the decorative symbol display device 208 displays not only the variable decorative symbol display but also the variable fourth symbol display. Also, the decorative symbol display device 208 displays not only the variable decorative symbol display but also the variable mini symbol display.
[0359] In addition, the decorative symbol display device 208 has a variable icon display area 280 at the bottom center of the effect display area 208d. The variable icon display area 280 displays a variable icon corresponding to the currently occurring symbol change. The variable icon shown in Figure 22(1) is a round, patternless, green display. In the drawing, the green color of the icon is represented by hatching pointing diagonally downward to the right (the same applies below). The variable icon indicates the expected probability of a jackpot in the currently occurring symbol change display depending on its display mode. In other words, the variable icon functions as a normal notice depending on its display mode. The green display mode indicates that the expected probability of a jackpot is 25%.
[0360] The expectation of a jackpot refers to the expectation that a jackpot game will be played, and in the following explanation, it may also be referred to as the reliability of a jackpot.
[0361] In addition, in the decorative pattern display device 208 in the non-time-saving game state, a reserved icon display area 281 for special pattern 1 is displayed to the right of the variable icon display area 280.
[0362] The reserve icon display area 281 of special chart 1 displays a reserve icon representing the reserve of special chart 1. The number of reserves for special chart 1 is represented not only by the number of times the special chart 1 reserve lamp 218 is lit and the numerical value shown in the reserve number display area of special chart 1, but also by the number of reserve icons for special chart 1. In other words, the reserve icons correspond to the start information stored in RAM 308 of the main control unit 300. Hereinafter, the reserve icon corresponding to the oldest start information (oldest winning) may be referred to as the first reserve icon, and the reserve icon corresponding to the second oldest start information may be referred to as the second reserve icon... In the reserve icon display area 281 of special chart 1, the reserve icons are displayed side by side, and the closer the reserve icon to the variable icon display area 280 (the reserve icon on the left), the older the winning reserve icon.
[0363] In FIG. 22(1), three special reserve icons h11, h12, and h13 are displayed in the reserve icon display area 281 of the special reserve icon 1. The first reserve icon h11 is displayed in a round, patternless, and white color. In the drawing, the fact that the icon is white is indicated by hatching pointing diagonally downward to the left (the same applies below). The second reserve icon h12 is displayed in a round, patternless, and red color. In the drawing, the fact that the icon is red is indicated by diagonal cross-hatching (the same applies below). The third reserve icon h12 is displayed in a round, patternless, and green color, the same as the display mode of the variable icon. The reserve icon indicates the expected probability of a jackpot in the advance notice based on its display mode. In other words, it indicates the expected probability of a jackpot in the pattern variable display that occurs when the reserve represented by the reserve icon is consumed. The default display mode indicates a jackpot expectation of 5%. It may also be indicated that the expected jackpot expectation is 0%. Alternatively, the default display mode may not indicate the probability of a jackpot in the first place. In the following explanation, if the default display mode is used, this explanation may be omitted. Also, a red display mode indicates that the probability of a jackpot is 50%. Furthermore, a green display mode indicates that the probability of a jackpot is 25%, as explained in the display mode of the variable icon.
[0364] In FIG. 22(2), a pseudo consecutive effect is initiated in the decorative symbol variable display. The pseudo consecutive effect is a decorative symbol variable display mode in which the start of decorative symbol variable and the provisional stop display are executed multiple times in one special symbol variable display. The decorative symbol variable display makes it appear as if multiple win / loss judgment results have been displayed, even though only one win / loss judgment (lottery) result is displayed. In the decorative symbol display device 208 shown in FIG. 22(2), a pseudo consecutive symbol (decorative symbol marked "NEXT") suggesting a pseudo consecutive effect is provisionally displayed in the center symbol display area 208b, and "Decoration 6" and "Decoration 7" are provisionally displayed in the left symbol display area 208a and the right symbol display area 208c, respectively. The rapid fluctuations in the decorative symbol variable display make it impossible to confirm what the decorative symbol is, but the provisional stop display makes it possible to confirm what the decorative symbol is. In the temporary stop display, the decorative symbols are fluctuating and moving at an extremely slow speed. Meanwhile, the mini symbol in the upper left corner continues to fluctuate, and in the fourth symbol / hold number display area 284 in the upper right corner, a flashing "-" continues to be displayed, indicating that the symbol of special symbol 1 is fluctuating.
[0365] In the decorative symbol display device 208 shown in Figure 22 (3), the display screen is blacked out and the decorative symbol is not visible. However, the mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible. In this Figure 22 (3), the mini symbol continues to change, and the fourth symbol / reserved number display area 284 continues to flash "-", indicating that the symbol of special symbol 1 is changing.
[0366] Eventually, the blackout ends, and the decorative symbols begin to change again. FIG. 22(4) shows the state just before the blackout ends and the second change (re-change) in the pseudo consecutive effect begins. The decorative symbol display device 208 shown in FIG. 22(4) displays the characters "x2," indicating that the blackout has ended and the second change has begun. Also, when the blackout ends, "Decoration 6" is temporarily displayed in the middle symbol display area 208b where the pseudo consecutive symbols were temporarily displayed in FIG. 22(2). In other words, the combination of decorative symbols temporarily displayed is different from the combination of decorative symbols when the re-change begins. Here, the type of decorative symbol itself in the middle symbol display area 208b is different. This difference makes it easy for the player to distinguish between the temporary stop display and the start of the re-change display. Furthermore, if the combination of decorative symbols temporarily displayed is the same as the combination of decorative symbols at the start of re-variation, the player may mistakenly believe that the pseudo consecutive symbols have been temporarily displayed again when the blackout ends. However, as shown in Figures 22(2) to (4), by making the combination of decorative symbols temporarily displayed and the combination of decorative symbols at the start of re-variation different, it is possible to prevent such a mistake by the player. In Figure 22(5), which follows Figure 22(4), the second variation (re-variation) of the decorative symbols has begun.
[0367] In Figure 22(6), a decorative symbol is temporarily displayed in the left symbol display area 208a, and it can be confirmed that the decorative symbol is "Decoration 5." In Figure 22(7), a decorative symbol is temporarily displayed in the right symbol display area 208c, and it can be confirmed that the decorative symbol is "Decoration 1." In the following Figure 22(8), a decorative symbol is temporarily displayed in the center symbol display area 208b, and it can be confirmed that the decorative symbol is "Decoration 4." In this Figure 22(8), a losing decorative symbol combination such as "Decoration 5-Decoration 4-Decoration 1" is temporarily displayed (a fluctuating display). Meanwhile, the mini symbol in the upper left corner continues to display a mini symbol fluctuation, and the fourth symbol / reserved number display area 284 in the upper right corner continues to display a flashing "-" (fourth symbol fluctuation display), indicating that the special symbol 1 is currently displaying a fluctuating symbol. Whether it is a mini symbol or a fourth symbol, it is impossible to confirm the symbol. Eventually, as shown in Figure 22(9), a confirmation display appears, and a losing decorative pattern combination such as "Decoration 5-Decoration 4-Decoration 1" is displayed completely still. In other words, the decorative patterns do not move during the confirmation display. Naturally, even in this confirmation display, it is possible to confirm what the decorative patterns are. Furthermore, the mini pattern in the upper left corner also displays a confirmation display that allows confirmation of a pattern combination such as "5-4-1," and the fourth pattern in the upper right corner also displays a confirmation display that allows confirmation of an "X" pattern. As is clear from Figure 22(9), both the mini pattern and the fourth pattern are smaller than the decorative patterns. The confirmation display for the mini pattern is a display that suggests the result of the win / loss judgment, and the confirmation display for the fourth pattern is also a display that suggests the result of the win / loss judgment.
[0368] In addition, the variable icon h0 that was displayed during the temporary stop display disappears when the final display begins.
[0369] While the decorative symbols are being displayed, a wipe effect is executed to change the stage. In Figure 22 (10), the wipe effect begins. In the wipe effect, wipe displays WP extend from the lower left and upper right corners of the display screen of the decorative symbol display device 208. A wipe-in occurs, where the wipe displays WP cover the display screen, followed by a wipe-out, where the wipe displays WP disappear from the display screen. The decorative symbols and reserved icons are hidden by the overlapping wipe displays WP, but the mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner remain visible during the wipe effect. The wipe-in that began in Figure 22 (10) is completed in Figure 22 (11), and the decorative symbols and reserved icons are no longer visible on the decorative symbol display device 208 shown in Figure 22 (11). In the following Figure 22 (12), a wipe-out occurs, whereby some of the decorative symbols and reserved icons become visible. When the wipe-in is completed or the wipe-out begins, a stage change occurs. In this example, the stage changes from the normal stage to the rear stage. The decorative symbols that become visible when the wipe-out begins are displayed in a display mode that corresponds to the changed stage. This display mode will be described later.
[0370] When the wipeout is complete, the wipe effect ends. Also, when the wipe effect ends, the display of the next special symbol's symbol variation begins. Figure 22 (13) is a diagram showing the state immediately after the display of the next special symbol's symbol variation begins. In this Figure 22 (13), the display of the symbol variation begins on the first special symbol display device 212, and the display of the decorative symbol variation begins on the decorative symbol display device 208. The mini symbol variation and the flashing display of the fourth symbol also begin. In the display of the decorative symbol variation, a variation display start operation is performed at the start of the variation. The decorative symbol shown in Figure 22 (13) is performing this variation display start operation, and is moving slightly in the opposite direction (upward) to the variation direction. In the variation start operation, the decorative symbol is displayed in a state where it can be confirmed. In the display of the decorative symbol variation, following the variation start operation, the decorative symbol is displayed varying downward.
[0371] Also, since the stage has changed from the normal stage to the lord stage, the lord's character YM1 is displayed on the left side of the variable icon display area 280 on the decorative pattern display device 208 shown in Figure 22 (13). This lord's character YM1 is displayed as an animation. Furthermore, in the lower left corner of the decorative pattern that is displayed stationary, a different character display YM2 is additionally displayed for each type of decorative pattern. The decorative pattern combination at the time when the variable display of the decorative pattern starts is "Decoration 5 - Decoration 4 - Decoration 1", with a different character display YM2 additionally displayed for each type of decorative pattern, and the operation at the start of the variation is performed with this decorative pattern combination. As a result, the combination of decorative symbols temporarily displayed in the previous decorative symbol variable display ("Decorative 5-Decorative 4-Decorative 1" shown in Figure 22(8)) and the combination of decorative symbols finally displayed ("Decorative 5-Decorative 4-Decorative 1" shown in Figure 22(9)) will be different from the combination of decorative symbols when the next decorative symbol variable display begins (at the start or immediately after the start) ("Decorative 5-Decorative 4-Decorative 1" shown in Figure 22(13), where a different character display YM2 is additionally displayed for each type of decorative symbol). Here, the decorative symbols are the same, but the presence or absence of a different character display YM2 for each type of decorative symbol differs, and the types of decorative symbols are the same, but the display manner is different. The difference in decorative symbols makes it easier for players to distinguish between the previous stopped display and the start of this variable display. It also makes it easier to confirm that a stage change has occurred.
[0372] In Figure 22(13), the mini and fourth symbols are already fluctuating at high speed, but when the fluctuation starts, the fluctuation starts from the same display as the confirmed mini and fourth symbols (display in Figure 22(9)). In other words, the display of the mini and fourth symbols (display in Figure 22(9)) in response to the confirmed display of the special symbol is the same as the display when the fluctuating mini and fourth symbols and the flashing fourth symbol start in response to the start of the fluctuating display of the special symbol (display immediately before Figure 22(13)).
[0373] Furthermore, in the decorative pattern display device 208 shown in Figure 22 (13), the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0. The variable icon h0 shown in Figure 22 (14) is the icon in the default display mode. In addition, the icon that was previously the second reserved icon h12 has become the first reserved icon h11, and the icon that was previously the third reserved icon h12 has become the second reserved icon h12.
[0374] The part that becomes visible due to the wipeout may be made difficult to see by an effect display such as light emission (see FIG. 24(7)), and when the wipeout is complete, the effect display may also be terminated, making the displayed content visible. Alternatively, the stage change may be performed when the wipeout is complete.
[0375] In FIG. 22(14), the decorative pattern change display changes downward at high speed, making it difficult to check the decorative pattern.
[0376] 22(15) in the decorative symbol display device 208, a combination of losing decorative symbols such as "decorative 9-decorative 2-decorative 4" is temporarily displayed. Here, too, a character display YM2 that is different for each type of decorative symbol is additionally displayed in the lower left corner of each decorative symbol.
[0377] FIG. 23 shows a step-by-step continuation of the example shown in FIG.
[0378] 23(16), which is a continuation of FIG. 22(15), displays a winning combination of decorative symbols, such as "Decoration 9-Decoration 2-Decoration 4," on the decorative symbol display device 208. Here, too, a different character YM2 is additionally displayed in the lower left corner of each decorative symbol, corresponding to the type of decorative symbol. The animated lord character YM1 is depressed.
[0379] In Figure 23 (17), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing symbol. The decorative symbol shown in Figure 23 (17) is operating at the start of the changing display. In addition, the mini symbol changes and the fourth symbol flashes. The shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the changing icon h0. The changing icon h0 shown in Figure 23 (17) is an icon with a red display mode.
[0380] Also, in Figure 23(17), the mini and fourth symbols are already fluctuating at high speed, but when the fluctuation starts, the fluctuation starts from the same displayed symbols as the confirmed mini and fourth symbols (display in Figure 23(16)). In other words, the display of the mini and fourth symbols (display in Figure 23(16)) in response to the confirmed display of the special symbol is the same as the display when the fluctuating mini and fourth symbols start flashing in response to the start of the fluctuating display of the special symbol (display immediately before Figure 23(17)).
[0381] In addition, the period from the start of the temporary stop display of "Decoration 5-Decoration 4-Decoration 1" to the end of the final display (Figures 22(8) to 22(12)) is longer than the period from the start of the temporary stop display of "Decoration 9-Decoration 2-Decoration 4" to the end of the final display (Figures 22(15) to 23(16)).
[0382] In FIG. 23(18), the decorative symbol change display changes downward at high speed, making it difficult to check the decorative symbol.
[0383] 23(19), a reach state is established, and "Decoration 2" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In addition, a princess character YM2 is additionally displayed in the lower left corner of the temporarily displayed "Decoration 2".
[0384] In Figure 23 (20), the game progresses to a Super (SP) Reach, and the decorative symbol display device 208 displays an animation of a battle between the lord and the enemy samurai across the entire display screen. The animation display of the lord's character YM1, the variable icon display area 280, and the reserved icon display area 281 for special symbol 1 disappear, and the decorative symbol that had been displayed large in the center of the display screen is now displayed in a reduced size in the lower right corner of the display screen. The mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible even during the Super Reach.
[0385] 23 (21), the decorative symbol display device 208 displays an animation of the lord defeating the enemy samurai, and in the center of the display screen, a combination of decorative symbols for a normal jackpot (3R normal jackpot of "Special Chart B") such as "Decoration 2-Decoration 13-Decoration 2" is temporarily displayed. Note that, although the display YM2 of a character that differs for each type of decorative symbol is not additionally displayed for decoration 13, it may be additionally displayed.
[0386] In the decorative symbol display device 208 shown in Figure 23 (22), the combination of decorative symbols for a normal jackpot, such as "Decoration 2-Decoration 13-Decoration 2," is displayed as a confirmed combination, and then three rounds of jackpot play begin (Figure 23 (23)). When the jackpot play ends, the game transitions to a special symbol low probability, normal symbol high probability state (time-saving game state).
[0387] In Figure 23 (24), the jackpot game has ended and the game has transitioned to a special low probability state and a normal high probability state (time-saving game state). The decorative symbol display device 208 shown in Figure 23 (24) displays a castle town background, which indicates the time-saving game state.
[0388] Also, in Figure 23 (24), three balls consecutively enter the second special symbol starting hole 232, and the second special symbol display device 214 starts displaying the changing symbols, and the decorative symbol display device 208 also starts displaying the changing symbols. The decorative symbols shown in Figure 23 (17) are undergoing a change display start operation. The decorative symbol combination at the time the changing symbol display of the decorative symbols starts is "Decoration 2-Decoration 2-Decoration 2," and the change start operation is performed with this decorative symbol combination. As a result, the decorative symbol combination displayed as a temporary stop ("Decoration 2-Decoration 13-Decoration 2" shown in Figure 23 (21)) and the decorative symbol combination displayed as a fixed display ("Decoration 2-Decoration 13-Decoration 2" shown in Figure 23 (22)) are different from the decorative symbol combination ("Decoration 2-Decoration 2-Decoration 2" shown in Figure 23 (24)) when the changing symbol display of the next decorative symbol starts (at the start or immediately after the start). Here, the type of decorative symbol itself in the middle symbol display area 208b is different. In particular, when the next decorative symbol variable display starts, the decorative symbol combination does not display decoration 13, so that the player does not get the mistaken impression that they have won again.
[0389] In addition, to the right of the variable icon display area 280 where the variable icon h0 is displayed, the reserve icon display area 282 of special chart 2 is displayed, and two reserve icons h21 and h22 are displayed.
[0390] In addition, the lower right corner of the decorative symbol display device 208 displays the characters "49 remaining" as a remaining number of times in the time-saving game state, indicating that the time-saving game state will continue for 49 more times. Furthermore, to the left of the fourth symbol / reserved number display area 284, a right-hit first display RH1 is displayed to encourage right-hit. This right-hit first display RH1 continues to be displayed during the time-saving game state even after the symbol variation display of the special symbol has ended, and continues to be displayed even when the screen switches to the demo screen.
[0391] 23(24) shows a scene where the variation has already started, but after the end of the jackpot game, the decorative symbol ("Decoration 2-Decoration 2-Decoration 2"), mini symbol ("2-2-2") and fourth symbol are displayed for a moment in a visible state before the next variation starts. In other words, the display of the mini symbol and fourth symbol in response to the confirmation display of the special symbol (display in FIG. 23(22)) is the same as the display when the mini symbol variation display and the fourth symbol flashing display start in response to the start of the special symbol variation display (display immediately before FIG. 23(24)).
[0392] In FIG. 23 (25), the decorative pattern change display changes downward at high speed, making it difficult to check the decorative pattern.
[0393] In addition, the action at the start of the variable display may be a slight movement in the opposite direction to the variable direction, or may be an action in which the decorative pattern sways or expands or contracts. In any case, it is an action that allows the decorative pattern to be confirmed.
[0394] Next, an example of the zone presentation will be described. Figure 24 is a diagram showing an example of the steps from the sea zone to the sky zone until a big win is achieved.
[0395] In this example, the game is in a time-saving game mode (high probability special symbol / high probability normal symbol state), and right-hitting is recommended. In the time-saving game mode, the decorative symbol display device 208 displays a castle town background, which indicates the time-saving game mode, but in this example, a background corresponding to the zone is displayed. Also, to the left of the fourth symbol / reserved number display area 284, a right-hit first display RH1 is displayed, which encourages right-hitting. Furthermore, the remaining number of times in the time-saving game mode is also displayed in the lower right corner of the decorative symbol display device 208.
[0396] The decorative pattern display device 208 shown in FIG. 24(1) displays an ocean background corresponding to the ocean zone. Also, in this FIG. 24(1), the second special pattern display device 214 starts displaying a changing pattern, and the decorative pattern display device 208 also starts displaying a changing decorative pattern. The decorative pattern shown in FIG. 24(1) is operating at the start of the changing display. Also, the mini pattern changes and the fourth pattern flashing display have started. Furthermore, the changing icon h0 is displayed in the changing icon display area 280, and two reserved icons h21 and h22 are displayed in the reserved icon display area 282 of the special pattern 2. The second reserved icon h22 is an icon with a red display mode.
[0397] In FIG. 24(2), the decorative pattern change display changes downward at high speed.
[0398] In the decorative symbol display device 208 shown in Figure 24 (3), a temporary stop display is performed when three zone entry symbols of the decorative symbol 12 are aligned. In addition, one ball has entered the special symbol 2 start hole 232, the number of reserved symbols for the special symbol 2 has increased to 3, and a three-eyed reserved symbol h23 has been additionally displayed.
[0399] In the following Figure 24 (4), the second special symbol display device 214 starts to display the finalized display of special symbol 2, and the decorative symbol display device 208 starts to display the finalized display of the decorative symbol combination such as "Decoration 12-Decoration 12-Decoration 12". Also, in the fourth symbol / reserved number display area 284, the fourth symbol of special symbol 2 is displayed as "X" indicating a miss, and the mini symbol is displayed as "256".
[0400] When the display of the final decorative pattern begins, sliding door images fs appear from the left and right of the display screen (Fig. 24(5)), and the entire display screen becomes sliding door image fs with the animation of the sliding door closing (Fig. 24(6)). The background image, the decorative pattern combination such as "Decoration 12-Decoration 12-Decoration 12", and the reserved icons h21 to h23 are overlapped by the sliding door image fs and cannot be seen, but the mini pattern and the display in the fourth pattern / reserved number display area 284 are visible.
[0401] As shown in FIG. 24(6), when the entire display screen of the decorative symbol display device 208 becomes a sliding door image fs, a zone transition occurs and the device transitions to the sky zone. In the decorative symbol display device 208 shown in FIG. 24(7), the sliding door begins to open, the back of the sliding door becomes visible, and a sky background corresponding to the sky zone is displayed. The sky zone is a pre-reading notice with a higher probability of a jackpot than the sea zone. Note that the decorative symbol and background image may be hidden from view by displaying effects until the sliding door is fully open. Note that the timing of the zone transition may be when the sliding door is fully open, or may be when the second special symbol display device 214 starts displaying a varying symbol.
[0402] Furthermore, the sliding doors begin to open, and behind them, it becomes apparent that a frozen display of a decorative pattern combination such as "Decoration 2-Decoration 5-Decoration 6" is being displayed, rather than a decorative pattern combination such as "Decoration 12-Decoration 12-Decoration 12."
[0403] In the decorative pattern display device 208 shown in the following Figure 24(8), the sliding door is fully open and the sliding door image fs has disappeared. In this Figure 24(8), the pattern variable display has started in the second special pattern display device 214, and the decorative pattern variable display has also started in the decorative pattern display device 208. The decorative pattern shown in Figure 24(8) is undergoing a variable display start operation. The decorative pattern combination at the time the variable display of the decorative pattern starts is also "Decoration 2-Decoration 5-Decoration 6", and the variable start operation is performed with this decorative pattern combination. As a result, the combination of decorative symbols temporarily displayed ("Decorative 12-Decorative 12-Decorative 12" shown in Figure 24(3)) and the combination of decorative symbols at the start of the final display ("Decorative 12-Decorative 12-Decorative 12" shown in Figure 24(4)) are different from the combination of decorative symbols when the variable display of the next decorative symbol begins (at the start or immediately after the start) ("Decorative 2-Decorative 5-Decorative 6" shown in Figure 24(8)). Here, the types of all decorative symbols themselves are different. In this way, since decorative 12 is not displayed in the combination of decorative symbols when the variable display of the next decorative symbol begins, the player is not given the misconception that the zone entry symbol has stopped again. Furthermore, since the combination of decorative symbols when the variable display of the next decorative symbol begins is a combination of scattered decorative symbols indicating a miss, the player is not given the misconception that they have won a jackpot. The combination of decorative symbols when the next decorative symbol variable display starts matches the combination of mini symbols that were stopped and displayed in Figure 24(4). However, it does not have to match, and it is sufficient if the display of the decorative symbols when the next decorative symbol variable display starts is a display that can be seen as a miss at a glance (for example, a display of scattered symbols).
[0404] In Figure 24(8), the mini and fourth symbols are already fluctuating at high speed, but when the fluctuation starts, the fluctuation starts from the same display as the confirmed mini and fourth symbols (display in Figure 24(4)). In other words, the display of the mini and fourth symbols (display in Figure 24(4)) in response to the confirmed display of the special symbol is the same as the display when the mini and fourth symbols start fluctuating and the fourth symbol starts flashing in response to the start of the special symbol fluctuating display (display immediately before Figure 24(8)).
[0405] Furthermore, when the sliding door begins to open and the back of the door becomes visible (the stage in Figure 24(7)), the combination of decorative patterns remains displayed as "Decoration 12-Decoration 12-Decoration 12", but may become "Decoration 2-Decoration 5-Decoration 6" when the next decorative pattern begins to change display.
[0406] In addition, the decorative pattern display device 208 shown in Figure 24 (8) has also started changing the mini pattern and flashing the fourth pattern. Furthermore, the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0. The variable icon h0 is displayed in green. Furthermore, the icon that was previously the second reserved icon h22 has become the first reserved icon h21. The first reserved icon h21 is displayed in red.
[0407] In Figure 24(9), the decorative symbol change display changes rapidly downward, making it difficult to check the decorative symbol. Also, the decorative symbol display device 208 shown in Figure 24(9) displays a line preview display sf1. The line preview is a normal preview that uses lines to suggest the likelihood of a jackpot in the currently occurring symbol change display. If the line preview here includes the line "sun," the likelihood of a jackpot increases.
[0408] In the decorative pattern display device 208 shown in Figure 24 (10), a combination of missing decorative patterns such as "Decoration 7-Decoration 2-Decoration 9" is temporarily displayed. In addition, two balls have entered the special pattern 2 starting hole 232, the number of reserved patterns for special pattern 2 has increased to four, and a three-eye reserved icon h23 and a fourth-eye reserved icon h24 are additionally displayed. In the following Figure 24 (11), a combination of missing decorative patterns such as "Decoration 7-Decoration 2-Decoration 9" is displayed as a confirmed combination.
[0409] In FIG. 24(12), the second special symbol display device 214 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing symbol. The decorative symbol shown in FIG. 24(12) is operating at the start of the changing symbol display. The mini symbol and the fourth symbol have also started to change. The mini symbol and the fourth symbol start changing from the same display as the finalized mini symbol and the fourth symbol (display in FIG. 24(11)). In other words, the display of the mini symbol and the fourth symbol (display in FIG. 24(11)) in response to the finalized display of the special symbol is the same as the display when the mini symbol and the fourth symbol start to change and the fourth symbol start to flash (display immediately before FIG. 24(12)) in response to the start of the special symbol changing symbol display. The pending icon has also been shifted, and the icon that was previously the first pending icon h11 has become the changing icon h0. The variable icon h0 shown in Fig. 24(13) is an icon in a red display mode. In addition, the zone effect of the sky zone continues, and the background image of the decorative pattern display device 208 is a sky background.
[0410] It should be noted that the period from the start of the temporary stop display of "Decoration 12-Decoration 12-Decoration 12" to the end of the final display (Fig. 24(3) to (7)) is longer than the period from the start of the temporary stop display of "Decoration 7-Decoration 2-Decoration 9" to the end of the final display (Fig. 24(10) to (11)). It should be noted that the same relationship holds true for the display time of the temporary stop display alone, excluding the display time of the final display.
[0411] In Figure 24 (13), the decorative symbol change display is a fast downward change. Also, here, the normal line announcement is being made. The line announcement display sf2 in Figure 24 (13) includes the line "sun," which has a higher probability of winning than the line announcement display sf1 in the same figure (9).
[0412] In the next FIG. 24(14), a reach state is established, and "Decoration 7" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c.
[0413] In Figure 24 (15), the game progresses to a Super Reach, and the decorative symbol display device 208 displays an animation of a battle between the lord and the enemy samurai across the entire display screen. The background display, variable icon display area 280, and reserved icon display area 281 for special symbol 1 disappear, and the decorative symbol that was previously displayed large in the center of the display screen is displayed in a reduced size in the lower right corner of the display screen. The mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible even during the Super Reach.
[0414] FIG. 25 shows a step-by-step continuation of the example shown in FIG.
[0415] On the decorative symbol display device 208 shown in Figure 25 (16-1), which continues from Figure 24 (15), an animation of the lord who has defeated the enemy samurai is displayed, and in the center of the display screen, a combination of decorative symbols for a probability variable jackpot, such as "Decorative 7-Decorative 7-Decorative 7", is temporarily displayed. The temporary stop display that started in Figure 25 (16-1) continues until the timing of Figure 25 (16-2).
[0416] In the decorative symbol display device 208 shown in Figure 25 (17), the combination of decorative symbols for the jackpot, such as "Decorative 7-Decorative 7-Decorative 7", is displayed as a confirmed jackpot, and a 2R probability variable jackpot (Special symbol B) has been won. Also, in the 4th symbol / hold number display area 284, the 4th symbol of Special symbol 2 is displayed as a stopped symbol "○", and the mini symbols are also displayed as a stopped symbol "777".
[0417] In Figure 25 (18), the opening effect of the jackpot game has started, and the decorative symbol display device 208 displays the text "Congratulations on the jackpot." Also, since the variable winning slot 234 is located in the right-hand region, the right-hit first display RH1 is displayed. Furthermore, at the start of the jackpot game (during the opening effect), a right-hit second display RH2 is also displayed, in addition to the right-hit first display RH1, to encourage a right-hit. This right-hit second display RH2 is a display mode in which the text "Hit to the right" is displayed between two right-facing arrows spaced apart vertically, and is a larger display than the right-hit first display RH1.
[0418] In Figure 25 (19), the first round has begun, and the right-hit second display RH2 has disappeared and is no longer displayed, but the right-hit first display RH1 is still displayed. In the following Figure 25 (20), the second round has begun. In a 2R probability jackpot, the V shutter VS opens in this second round (final round), making it possible to win a V prize. When the second round has begun, the decorative pattern display device 208 displays the text "Aim for V," encouraging the player to pass the game ball through the V passing switch VS.
[0419] In Figure 25 (21), the game ball passes through the V-passing switch VS, and the decorative symbol display device 208 displays a V-winning notification to notify that a V-winning has been acquired. In other words, it is notified that the game will transition to a probability variable state after the big win game ends.
[0420] In Figure 25 (22), the end effect of the jackpot game has started, and the text "Jackpot End" is displayed on the decorat...
Claims
[Claim 1] A gaming machine capable of circulating gaming balls within the gaming machine, The gaming machine has a detachable first unit and a detachable second unit, The first unit is a unit including at least a transport device for transporting game balls and a ball polishing device for polishing the game balls, The second unit is a unit that does not have a passage through which the game ball can pass, In a state in which the first unit and the second unit are attached to the gaming machine, the first unit can be removed from the gaming machine by removing the second unit from the gaming machine. A gaming machine characterized by:
Citation Information
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