Gaming Machines

The game machine addresses the lack of innovation in existing game machines by using a first control unit to accumulate and notify operation information to a second control unit, allowing for the determination of performance content and reducing processing burden, thus enhancing the gaming experience.

JP7674940B2Active Publication Date: 2025-05-12HEIWA CORP
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Patent Information

Application Number
JP2021121189
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-26
Publication Date
2025-05-12
Estimated Expiration
2041-07-26

AI Technical Summary

Technical Problem

Existing game machines lack innovation, resulting in repetitive gaming experiences for both pachinko and slot machines.

Method used

A game machine with an operation means, a first control unit, and a second control unit, where the first control unit accumulates operation information and notifies the second control unit at regular intervals, allowing the second control unit to determine the content of the performance based on this information.

Benefits of technology

This configuration reduces the frequency of notification-related processing, thereby reducing the processing burden and enabling the provision of an innovative gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a new game machine.SOLUTION: (i) A game machine includes a performance button (an operation member such as a push button) and a sub-control board (a performance control device) for detecting that the performance button is operated. (ii) In a program in the sub-control board, operation information is not reported for performance construction processing every time the performance button is operated, but the number of times of performance button operations in a fixed time (e.g., 16 ms) is accumulated, and notification is made for the performance construction processing as the information that the performance button is operated n times every time the fixed time elapses (n being one or more). (iii) When there is no operation of the performance button (no operation is detected for the fixed time, notification is not made for the performance construction processing.SELECTED DRAWING: Figure 15
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Description

[Technical field]

[0001] The present invention relates to a gaming machine for executing a game. [Background technology]

[0002] Patent document 1 discloses a technology in which, when issuing a command to each of multiple types of control means (an audio control means for controlling a speaker, a lamp control means for controlling a lamp, and a variable display device control means for controlling a variable display device), command information (command) is output for only 4 ms in a form that can be read by each of the multiple types of control means. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-38027 A Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, the number of gaming machines proposed all have similar gameplay characteristics, and innovative gaming machines are desired. This is true for both pachinko machines and slot machines.

[0005] Therefore, an object of the present invention is to provide an innovative gaming machine. [Means for solving the problem]

[0006] The present invention employs the following solutions to solve the above problems. Note that the solutions and the words in parentheses below are merely examples, and the present invention is not limited thereto. The present invention can be an invention that includes at least one of the invention-specifying matters shown in the solutions below. Furthermore, each invention-specifying matter shown in the solutions below can be made into a subordinate concept by adding an element that limits the invention-specifying matter, and can also be made into a superordinate concept by deleting an element that limits the invention-specifying matter.

[0007] Solution 1: The gaming machine of this solution is a gaming machine equipped with an operation means, a first control unit, and a second control unit, wherein the operation means is capable of performing predetermined operations, the first control unit is capable of acquiring operation information of the operation means, accumulating the acquired operation information, and notifying the second control unit of the accumulated operation information at regular intervals, and the second control unit receives the accumulated operation information from the first control unit and is capable of determining the content of the presentation based on the accumulated operation information.

[0008] The gaming machine of this solution has the following configuration. (1) A gaming machine equipped with operating means (push buttons, directional keys, volume control switches, light intensity control switches, etc.), a first control unit (input control unit), and a second control unit (performance control unit). (2) The operation means is capable of performing a predetermined operation (single press, long press, etc.). (3) The first control unit is capable of acquiring operation information of the operating means (e.g., information that a push button has been pressed, etc.). The first control unit accumulates the acquired operation information and notifies the second control unit of the accumulated operation information at regular intervals (regular periods, regular cycles, e.g., 16 ms). (4) The second control unit receives accumulated operation information from the first control unit, and is capable of determining the content of the performance (constructing the performance) based on the accumulated operation information (information received from the first control unit).

[0009] According to this solution, the first control unit notifies the second control unit of the accumulated operation information at regular time intervals, so that it is possible to reduce the frequency of occurrence of notification-related processes and reduce the processing load.

[0010] Solution 2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the accumulated operation information notified by the first control unit to the second control unit includes at least one of start count information indicating the number of times the operation of the operation means has started, end count information indicating the number of times the operation of the operation means has ended, and status information indicating whether the operation means is being operated or not being operated.

[0011] In this solution, the accumulated operation information notified by the first control unit to the second control unit includes at least one of start count information indicating the number of times an operation of the operation means has started (e.g., the number of times the push button has been turned ON), end count information indicating the number of times an operation of the operation means has ended (e.g., the number of times the push button has been turned OFF), and status information indicating whether the operation means is being operated or not (e.g., information on whether the push button is ON or OFF).

[0012] According to this solution, the accumulated operation information can include start count information, end count information, status information, etc., so that the second control unit, which decides the content of the presentation, can decide a wide variety of content for the presentation based on this diverse information.

[0013] Solution 3: The gaming machine of this solution is any of the solutions described above, characterized in that the operation means are multiple, and the first control unit individually accumulates the operation information obtained for each of the multiple operation means, and notifies the second control unit of the individually accumulated operation information at regular intervals that are common to the multiple operation means.

[0014] The present solution adds the following features: (1) There are multiple operating means. The operating means are, for example, push buttons, directional keys, a volume control switch, a light intensity control switch, etc. (2) The first control unit accumulates operation information acquired for each of the multiple operation means separately, and notifies the second control unit of the individually accumulated operation information at regular intervals common to the multiple operation means. For example, operation information for a push button and operation information for a volume control switch are accumulated separately, but the individually accumulated operation information is notified simultaneously at regular intervals common to the multiple operation means.

[0015] According to this solution, even if there are multiple operating means, the individually accumulated operating information is notified to the second control unit at regular time intervals that are common to the multiple operating means, thereby further reducing the frequency of notification-related processing and reducing the processing burden. Effect of the Invention

[0016] According to the present invention, a novel gaming machine can be provided. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4] 2 is an enlarged front view showing a portion of the game board unit. FIG. [Diagram 5] FIG. 2 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] A block diagram showing the functional configuration within the performance control device. [Figure 7] 13 is a flowchart (1 / 2) illustrating an example of a procedure for CPU initialization processing. [Figure 8] 13 is a flowchart (2 / 2) illustrating an example of a procedure for CPU initialization processing. [Figure 9] 13 is a flowchart illustrating an example of a procedure for a timer interrupt process. [Figure 10] 13A to 13C are sequential diagrams showing examples of presentation images corresponding to the varying and stopping display of special symbols. [Figure 11]A continuous diagram showing the flow of the super reach presentation executed during the changing display of special patterns. [Figure 12] FIG. 13 is a diagram showing an example of a volume adjustment effect. [Figure 13] FIG. 13 is a diagram showing an example of a volume adjustment effect. [Figure 14] FIG. 13 is a diagram showing an example of a battle performance. [Figure 15] FIG. 13 is a diagram showing an example of a battle performance. [Figure 16] A figure showing an example of a treasure chest opening presentation. [Figure 17] A figure showing an example of a treasure chest opening presentation. [Figure 18] 10 is a flowchart illustrating an example of a procedure for an operation information management process. [Figure 19] 13 is a flowchart showing an example of a procedure for performance control processing. [Figure 20] 13 is a flowchart showing an example of a procedure for volume adjustment performance management processing. [Figure 21] 13 is a flowchart showing an example of a procedure for a battle performance management process. [Figure 22] 13 is a flowchart showing an example of a procedure for managing a treasure chest opening performance. [Figure 23] FIG. 11 is a diagram showing details of operation information. [Figure 24] FIG. 13 is a front view of a pachinko machine according to another embodiment. [Diagram 25] FIG. 11 is a rear view of a pachinko machine according to another embodiment. [Figure 26] A front view showing a game board unit of another embodiment alone. [Figure 27] FIG. 25 is a schematic diagram showing a cross-sectional view taken along the line AA in FIG. 24. [Figure 28] FIG. [Figure 29] A diagram showing the game board, outer rail and rail base. [Diagram 30] A diagram showing the game ball contacting the outer rail. [Diagram 31] A diagram showing the outer rail and the play board. [Diagram 32]FIG. 1 is a diagram showing the periphery of a steering wheel with an operating angle of 0 degrees (minimum angle). [Diagram 33] FIG. 1 is a diagram showing the periphery of a steering wheel with an operating angle of 100 degrees (maximum angle). [Diagram 34] FIG. 4 is a diagram showing the relationship between the torque of the handle and the movable position of the handle (Example 1). [Diagram 35] FIG. 11 is a diagram showing the relationship between the torque of the handle and the movable position of the handle (Example 2). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 is a front view of a pachinko gaming machine (hereinafter, abbreviated as "pachinko machine") 1. Fig. 2 is a rear view of the pachinko machine 1.

[0019] The pachinko machine 1 uses game balls as a game medium, and a player borrows game balls from an amusement facility operator to play with the pachinko machine 1. In a game with the pachinko machine 1, each game ball is a medium that has a game value, and the benefit (profit) that the player enjoys as a result of the game can be converted into a game value based on, for example, the number of game balls that the player has acquired. The overall configuration of the pachinko machine 1 will be described below with reference to Figs. 1 and 2.

[0020] Here, in this specification, the left side as seen by a player seated facing the pachinko machine 1 is described as left, the right side as seen by the player as right, the upper side as seen by the player as top, the lower side as seen by the player as bottom, the front side as seen by the player as front, and the far side as seen by the player as back.

[0021] [Overall structure] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.

[0022] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.

[0023] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0024] A unified lock unit 9 is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Fig. 1 (the left edge in Fig. 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Fig. 1, when the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 9 on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.

[0025] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 9 is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.

[0026] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.

[0027] The pachinko machine 1 also includes a game board unit 8 as a game unit. The game board unit 8 is supported by the inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 8a (a game area where game balls flow down, a board surface) is formed on the front side of the game board unit 8, and this game area 8a can be seen by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.

[0028] [Configuration of the ball plate] The receiving tray unit 6 is generally shaped to protrude from the integral door unit 4 to the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) lent to the player and game balls (prize balls) acquired by winning. In addition, a lower tray 6c is formed in the receiving tray unit 6 at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that is connected to a card unit, and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.

[0029] A loan operation unit 14 is provided on the upper surface of the tray unit 6, and a ball loan button 10 and a return button 12 are arranged on the loan operation unit 14. When a player operates the ball loan button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees) are loaned. For this reason, a degree display unit (not shown) is arranged on the upper surface of the loan operation unit 14, and the degree display unit displays the remaining degree of the valuable medium inserted into the card unit. Note that a player can receive the return of the valuable medium with remaining degree by operating the return button 12. Although the present embodiment is described as an example of a model connected to a card unit, the pachinko machine 1 may be a cash machine (a model not connected to a card unit).

[0030] In addition, on the top surface of the tray unit 6, an upper tray ball removal button 6d is provided in front of the upper tray 6b in the upper position, and a lower tray ball removal lever 6e is provided in front of the lower tray 6c in the center. By, for example, pressing the upper tray ball removal button 6d, the player can cause the game balls stored in the upper tray 6b to flow down to the lower tray 6c. In addition, by pressing the lower tray ball removal lever 6e backwards, the player can cause the game balls stored in the lower tray 6c to fall downward and be discharged. The discharged game balls are received, for example, in a ball receiving box (not shown).

[0031] A handle unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this handle unit 16, and launch (throw) a game ball into the play area 8a (ball launching device). The launched game ball rises from the lower edge of the game board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 8a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 8a, and the thrown game ball flows down the play area 8a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 8a will be described further below with reference to another drawing.

[0032] [Frame front configuration] The integrated door unit 4 is provided with a left top lens unit 47 and an upper right lighting unit 49 as components for the performance. The left top lens unit 47 incorporates a glass frame top lamp 46 and a left glass frame decorative lamp 48, and the upper right lighting unit 49 incorporates a right glass frame decorative lamp 50. In addition, the integrated door unit 4 is provided with left and right glass frame decorative lamps 52 that are connected to the lower parts of the left top lens unit 47 and the upper right lighting unit 49, respectively, and these glass frame decorative lamps 52 extend from the left and right edges of the integrated door unit 4 to the upper position of the receiving tray unit 6. In the integrated door unit 4, the glass frame top lamp 46 and the left and right glass frame decorative lamps 48, 50, 52 are arranged to surround the glass unit.

[0033] The above-mentioned various lamps 46, 48, 50, 52 perform effects, for example, by emitting light (lighting, blinking, changing brightness gradation, changing color tone, etc.) from the built-in LEDs. In addition, at the top of the integrated door unit 4, the left top lens unit 47 and the upper right illumination unit 49 each have a glass frame speaker 54 built in, and the left and right glass frame decorative lamps 52 each have a glass frame inner speaker 55 built in. Meanwhile, an inner frame speaker 56 is built in the lower right position of the inner frame assembly 7 (the upper left position of the handle unit 16 when viewed from the front of the pachinko machine 1), and an outer frame speaker 58 is built in the lower left position of the outer frame unit 2. These speakers 54, 55, 56, 58 perform effects by outputting sound effects, background music, voices, etc. (general sound).

[0034] In addition, an operation unit 60 is installed in the center of the receiving tray unit 6 so as to protrude upward from the upper tray 6b on the front side. The operation unit 60 has a large push button 64 in its center, and a handle lever 62 on the left side of the push button 64. The operation unit 60 can accept operations in various scenes shown in the performance. In one scene of the performance, the handle lever 62 is pulled forward by the player, and in another scene, the push button 64 is pushed in. By operating the operation unit 60 in various ways, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability change promotion performance, promotion performance during a big role, etc.) during, for example, the fluctuation of the pattern, the confirmation of the big win, or during the big win game.

[0035] A ring-shaped portion 65 is provided around the push button 64 so as to surround the push button 64. The ring-shaped portion 65 is a member provided for decorative purposes, unlike the handle lever 62 and the push button 64, and rotates counterclockwise in conjunction with the pulling operation of the handle lever 62. The ring-shaped portion 65 has a number of cells separated at regular intervals in the circumferential direction. These cells cannot be operated by the player, but are effectively used in situations where they inform the player of the operation method.

[0036] When a player is requested to perform some operation, a reduced-size image showing the operation method of the operation unit 60 is displayed on the screen of the liquid crystal display 42. At this time, in order to inform the player of the time during which the specified operation can be performed (operation effective time), each cell of the ring-shaped portion 65 in the reduced-size image is expressed as if it were a lamp. More specifically, the ring-shaped portion 65 in the reduced-size image is expressed as if all cells are lit when it becomes operable, and as the remaining time decreases, the cells are expressed as if they are turned off one by one, and when the remaining time runs out, all cells are expressed as if they are turned off. The actual ring-shaped portion 65 does not have a light source and does not light up / down like the ring-shaped portion 65 in the reduced-size image displayed on the screen, but by switching the light on / off of the ring-shaped portion 65 in the reduced-size image in this manner, the player can intuitively grasp the remaining time for the operation.

[0037] Furthermore, the push button 64 is structured to protrude significantly upward when a predetermined trigger occurs during the progress of the game. When the push button 64 protrudes, it pops out to a height approximately three times its normal height. The push button 64 has a light source inside. The push button 64 normally emits light in one color (e.g., blue) or multiple colors, but when protruding, it emits light in even more colors, exerting a strong presence. This operation of the push button 64 makes the player recognize that the button pressing operation required in this scene is particularly important.

[0038] In this embodiment, the handle lever 62 and the push button 64 are mounted on the same operation unit 60, but the handle lever 62 and the push button 64 may each be provided as an independent member.

[0039] In addition, a directional key 66 is provided on the top surface of the tray unit 6 adjacent to the lending operation unit 14. The directional key 66 is a cross-shaped arrangement of four key switches indicating the up, down, left and right directions, and each key switch for each direction can be pressed independently. By pressing the directional key 66 in various scenes during the performance, the player can move the cursor or the like displayed on the screen of the liquid crystal display as desired. Although not shown in the figure, a volume adjustment switch having an up button to increase the volume and a down button to decrease the volume, and a brightness adjustment switch having an up button to increase the brightness and a down button to decrease the brightness are arranged near the lending operation unit 14.

[0040] [Decorative unit] A decorative unit 400 is attached to the upper front part of the pachinko machine 1. The decorative unit 400 is detachable from the pachinko machine 1 by a predetermined attachment member (mechanical mechanism such as a screw or a hook). The decorative unit 400 may be inseparable from the pachinko machine 1. The decorative unit 400 (decoration) is a box-shaped member, and is made of a transparent or translucent material that transmits light.

[0041] The decorative unit 400 includes a main body unit 410 disposed at the top and a front lamp unit 420 disposed at the bottom of the main body unit 410.

[0042] The main body unit 410 is a cubic-shaped member on which predetermined text information is displayed, and emits light when an LED (glass frame top lamp 46) arranged on the integrated door unit 4 at the rear emits light.

[0043] The front lamp unit 420 is a member in which a cylindrical member is joined to a semi-spherical member, and emits light when an LED (board lamp 53) arranged on the game board unit 8 at the rear emits light.

[0044] The cylindrical member is preferably colorless and transparent to improve the visibility of the upper spherical passage 500, and the hemispherical member is preferably colored and transparent to improve the presentation effect.

[0045] [Back side configuration] As shown in Fig. 2, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown. The electronic devices will be described further below with reference to separate block diagrams (Figs. 5 and 6).

[0046] The main control board unit 170 has a built-in main control device, and a performance display monitor 200 is connected to the main control device. The performance display monitor 200 is arranged on the main control device in a manner that is visible in the upper left area of ​​the main control board unit 170 when viewing the pachinko machine 1 from the back side, and is equipped with four 7-segment LEDs. The four 7-segment LEDs are arranged side by side in the left-right direction, and each 7-segment LED is composed of seven segments that can display Arabic numerals in decimal number and a dot segment located to the lower right of the seven segments. The performance display monitor 200 is visible through a transparent case that covers the main control board unit 170.

[0047] The main control device is also provided with a RAM clear switch 304 and a setting key keyhole 306. The RAM clear switch 304 is a switch used for clearing the RAM, i.e., for initializing the RAM (RWM) provided in the main control device, and in this embodiment, it is also used as a switch for changing settings. The setting key keyhole 306 is a keyhole for inserting a setting key required for changing or referencing settings related to play in the pachinko machine 1.

[0048] The RAM clear switch 304 is provided so as to be depressible through a through hole formed in the transparent case covering the main control board unit 170. The RAM clear switch 304 may be disposed outside the transparent case. The setting key keyhole 306 is provided with the key cylinder passing through the transparent case (with the transparent case surrounding the key cylinder). Therefore, it is possible to insert and rotate the setting key with the transparent case sealed.

[0049] The positions of the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 are merely examples, and they may be placed in any positions. Also, the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 may be configured to be provided on the outside of the main control device and connected to the main control device.

[0050] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.

[0051] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.

[0052] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.

[0053] FIG. 3 is a front view showing the game board unit 8 alone. The game board unit 8 has a game board 8b as a base, and a game area 8a is formed on the front side of the game board 8b. The game board 8b is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 8b is parallel to the glass unit. On the front surface of the game board 8b, the game area 8a is formed inside a launch rail (no reference number) installed in a substantially circular shape. The launch rail extends in a clockwise direction from the lower left corner of the game board 8b to the upper right corner of the game board 8b.

[0054] In the game area 8a, a relatively large performance unit 40 is arranged at the center, and the game area 8a is largely divided into a left part, a right part, and a lower part with this performance unit 40 as the center. The left part of the game area 8a is a first game area (left-hand hitting area) used in a normal game state (low probability non-time shortening state), and the right part of the game area 8a is a second game area (right-hand hitting area, specific area) used in a special game state (big hit game state, small hit game state, low probability time shortening state, high probability time shortening state, etc.). The left part of the game area 8a is also used in a high probability non-time shortening state (advantageous game state). In addition, in the game area 8a, a medium start winning hole 26, a start gate 20, normal winning holes 22, 24, a variable start winning device 28, a first variable winning device 30, a second variable winning device 31, etc. are distributed and installed around the performance unit 40.

[0055] Among these, the middle start winning opening 26 is arranged in the center of the lower part of the game area 8a. The start gate 20, the variable start winning device 28, the second variable winning device 31 and the first variable winning device 30 are arranged in this order from the top on the right side of the game area 8a. Here, the first variable winning device 30 is arranged on the right side of the middle start winning opening 26, and the second variable winning device 31 is arranged on the upper right of the first variable winning device 30. Furthermore, the three normal winning openings 22 on the left side are arranged on the left side of the game area 8a, and the one normal winning opening 24 (predetermined winning opening) on ​​the right side is arranged on the lower left of the first variable winning device 30.

[0056] A game ball thrown into the game area 8a may enter the middle start winning opening 26, the normal winning openings 22, 24, pass through the start gate 20, or enter the variable start winning device 28 when activated, the first variable winning device 30 when opening, or the second variable winning device 31 when opening. Here, game balls flowing down the left side area of ​​the game area 8a may mainly enter the middle start winning opening 26 or the normal winning opening 22. On the other hand, game balls flowing down the right side area of ​​the game area 8a may mainly pass through the start gate 20, enter the variable start winning device 28 when activated, enter the first variable winning device 30 when opening, enter the second variable winning device 31 when opening, or enter the normal winning opening 24. The game balls that pass through the start gate 20 continue to flow down within the game area 8a, but the game balls that enter the medium start winning port 26, the normal winning ports 22, 24, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected on the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).

[0057] Here, in this embodiment, due to the configuration of the game area 8a (board surface), in order to cause a game ball to enter the middle start winning hole 26 or the normal winning hole 22, it is necessary to hit the game ball into the area on the left side of the game area 8a (left hit area) (performing a so-called "left hit").

[0058] On the other hand, when making a game ball enter the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, or the normal winning port 24, it is necessary to hit the game ball into the area on the right side (right hit area) within the game area 8a (performing a so-called "right hit").

[0059] In this embodiment, the variable start winning device 28 operates when a predetermined operating condition is met (when a normal symbol is displayed in a stopped state for a predetermined stop display time), and accordingly enables a ball to enter the right start winning hole 28a (a predetermined ball entry hole) (normal electric device). The variable start winning device 28 is provided with a tongue-type opening and closing member 28b. In the illustrated state, the opening and closing member 28b is in a position (retracted position) retracted from the board surface, making it impossible or difficult for a game ball to enter the right start winning hole 28a. On the other hand, when the opening and closing member 28b moves to a position (drive position) protruding forward from the board surface, the opening and closing member 28b receives a game ball flowing down from above and guides the game ball to the right start winning hole 28a (making it possible or easy to enter the right start winning hole 28a). In addition, the variable start winning device 28 may be a device in which the opening and closing member is displaced so as to tilt forward using its lower edge portion as a hinge, thereby opening the right start winning port.

[0060] The first variable winning device 30 operates when a prescribed condition is met (when the special pattern is displayed stopped in the form of a big win or small win) and a predetermined first condition is met (for example, a condition that it is the 1st to 5th round, or the 7th to 10th round of a big win game, or a condition that a small win game is in an open state), and enables a ball to enter the first large winning hole 30b (special electric device, first special ball entry event generating means).

[0061] The first variable winning device 30 is a device arranged on the right side of the middle start winning hole 26 (so-called lower attacker), and has, for example, one opening and closing member 30a. The first variable winning device 30 is a type of device in which the opening and closing member 30a slides inside the board (slide type attacker). This opening and closing member 30a reciprocates in the front and rear directions relative to the board, for example, by the action of a link mechanism using a solenoid (not shown). The opening and closing member 30a is in a closed position (closed state) protruding from the board toward the player, and at this time, the game ball rolls on the upper surface of the opening and closing member 30a, making it impossible or difficult for the ball to enter the first large winning hole 30b (the first large winning hole 30b is blocked). When the first variable winning device 30 is activated, the opening and closing member 30a is drawn inside the board, opening the first large winning hole 30b (open state). During this time, the first variable winning device 30 is in a state where the game balls can enter (possible or easy) and an event of the ball entering the first large winning hole 30b can occur.

[0062] The second variable winning device 31, like the first variable winning device 30, operates when a prescribed condition is met (when a special pattern is displayed stopped in the form of a jackpot) and when a specified second condition (for example, a condition that it is the sixth round of a jackpot game) is met, making it possible for a ball to enter the second large winning hole 31b (a specific winning hole) (special electric device, second special ball entry event generating means).

[0063] The second variable winning device 31 is a device arranged at the upper right of the first variable winning device 30 (so-called upper attacker), and has, for example, one opening and closing member 31a. The second variable winning device 31 is a type of device in which the opening and closing member 31a slides inside the board (slide-type attacker). This opening and closing member 31a reciprocates in the front and rear directions relative to the board, for example, by the action of a link mechanism using a solenoid (not shown). The opening and closing member 31a is in a closed position (closed state) protruding from the board toward the player, and at this time, the game ball rolls on the upper surface of the opening and closing member 31a, making it impossible or difficult for the ball to enter the second large winning hole 31b (the second large winning hole 31b is blocked). When the second variable winning device 31 is activated, the opening and closing member 31a is drawn inside the board, opening the second large winning hole 31b (open state). During this time, the second variable winning device 31 is in a state where the game balls can enter (possible or easy) and an event of the ball entering the second large winning opening 31b can occur.

[0064] In addition, inside the second variable winning device 31, a guide passage 31c is arranged for guiding the game ball that has entered the second variable winning device 31. The guide passage 31c extends downward from the second large winning opening 31b, turns left from there, extends downward and left, and then extends downward again.

[0065] A second count switch 85 is disposed upstream of the guide passage 31c, a blade member 31d for the special probability area and a hole 31e for the special probability area are disposed midstream of the guide passage 31c, and an outlet 31f (discharge area) is disposed downstream of the guide passage 31c.

[0066] The game ball that entered the second variable winning device 31 is first detected by the second count switch 85. Here, when the special-variable-area solenoid that operates the special-variable-area vane member 31d is ON, the special-variable-area vane member 31d rises up and guides the game ball to the special-variable-area hole 31e. On the other hand, when the special-variable-area solenoid that operates the special-variable-area vane member 31d is OFF, the special-variable-area vane member 31d does not rise up, so the game ball passes through the top of the special-variable-area vane member 31d and is guided to the outlet 31f.

[0067] [Probable change area (specific area)] In addition, a probability variable area (without reference symbol) is provided inside the probability variable area hole 31e. The probability variable area is an area through which the game ball cannot pass when the second variable winning device 31 is in a closed state, and is an area through which the game ball can pass when the second variable winning device 31 is in an open state and the probability variable area blade member 31d is in operation.

[0068] The wing member 31d for the variable probability area may be activated during a jackpot game. The operation pattern of the wing member 31d for the variable probability area is either a long opening pattern in which the variable probability area is opened for a short period (e.g., 0.1 seconds) at the same time as the start of a round, and then closed for a few seconds (about 2 to 3 seconds), after which the variable probability area is opened for a long period (e.g., about 20 seconds), or a short opening pattern in which the variable probability area is opened for a short period (e.g., 0.1 seconds) at the same time as the start of a round. The operation pattern by which the wing member 31d for the variable probability area is activated can be selected according to the winning symbol. Specifically, when a winning symbol is used, a long opening pattern that opens the variable probability area for a long period is selected, and when a winning symbol is used, a short opening pattern that opens the variable probability area for a short period is selected.

[0069] In addition, the operation pattern of the wing member 31d for the variable probability area may be such that only the pattern in which the wing member 31d for the variable probability area is long-opened is applied, and when the first variable winning device 30 is short-opened and the round ends, the opportunity for the wing member 31d for the variable probability area to be long-opened may be eliminated. In addition, in the short-term opening executed at the same time as the start of the round, the game ball does not reach the wing member 31d for the variable probability area, so it is difficult for the game ball to be led to the variable probability area by this operation.

[0070] If the game ball passes through the probability change area during a jackpot game, the game will transition from the low probability state to the high probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (high probability time shortening state). On the other hand, if the game ball does not pass through the probability change area during a jackpot game, the game will transition to a low probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (low probability time shortening state).

[0071] The game board unit 8 is provided with a presentation unit 40 from the center to the right side. The presentation unit 40 has an upper edge 40a that functions as a guide member for changing the flow direction of the game ball, and is provided with various decorative parts 40b, 40c on the inside. The decorative parts 40b, 40c enhance the decorativeness of the game board unit 8 with their three-dimensional shape, and can perform a dramatic action by emitting transmitted light from a built-in light-emitting device (such as an LED). In addition, a liquid crystal display 42 (image display device) is provided on the inside of the presentation unit 40, and various presentation images, including a presentation pattern corresponding to a special pattern, are displayed on this liquid crystal display 42. In this way, the game board unit 8 impresses the player with the characteristics of the pachinko machine 1 based on the configuration of the board surface and the decorativeness of the presentation unit 40. In addition, when the game board 8b is a transparent resin plate (for example, an acrylic plate) as in this embodiment, decorativeness can be added by various decorative bodies (including movable bodies and light-emitting bodies) arranged not only on the front side but also behind the game board 8b.

[0072] Additionally, inside the performance unit 40, a driving source (e.g., a motor, solenoid, etc.) is attached together with a movable body 40f for performance (e.g., a decoration that resembles a butterfly). The movable body 40f for performance can execute performances that involve the movement of tangible objects, in addition to performances that use images on the liquid crystal display 42 and performances that use light emitters. Performances that use these movable bodies 40f can exert a different appeal than performances that use two-dimensional images.

[0073] In addition, a ball guide passage 40d is formed on the left edge of the performance unit 40, and a rolling stage 40e is formed on its lower edge. The ball guide passage 40d opens diagonally upward to the left in the game area 8a, and when the game balls flowing down in the game area 8a randomly flow into the ball guide passage 40d, they pass through the inside and are released onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smoothly curved surface, and the game balls can roll freely in the left and right directions here. The game balls that roll on the rolling stage 40e eventually flow down into the game area 8a below. A ball release path 40k is formed in the center position of the rolling stage 40e, and the game balls guided from the rolling stage 40e to the ball release path 40k tend to flow into the middle start winning hole 26 located directly below it.

[0074] In addition, an outlet 32 ​​is formed in the game area 8a, and game balls that do not enter (win) in the various winning ports are finally collected through the outlet 32 ​​to the back side of the game board unit 8. In addition, all game balls shot into the game area 8a, including game balls that enter the normal winning ports 22, 24, the middle start winning port 26, the right start winning port 28a, the first variable winning device 30, and the second variable winning device 31, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge with the supply path of the island equipment (not shown).

[0075] A rear lamp unit 430 is disposed on the upper portion of the game board unit 8. The rear lamp unit 430 is disposed at a position where it overlaps with the front lamp unit 420. The rear lamp unit 430 is provided with an LED (not shown) as a panel lamp, and when this LED is turned on, the front lamp unit 420 emits light.

[0076] 4 is a front view showing an enlarged portion (lower right position in the window 4a) of the game board unit 8. The game board unit 8 is provided with a normal symbol display device 33 and a normal symbol operation memory lamp 33a at the lower right position in the window 4a, as well as a first special symbol display device 34, a second special symbol display device 35, and a game status display device 38.

[0077] Among these, the normal pattern display device 33, for example, alternately lights two lamps (LEDs) to display the normal pattern in a variable manner, and displays the normal pattern by turning on or off the lamps. The normal pattern operation memory lamp 33a displays the number of memories, for example, 0 to 4, by a combination of turning off, turning on, and blinking the two lamps (LEDs). For example, in a display mode in which both lamps are turned off, the number of memories is displayed as 0, in a display mode in which one lamp is turned on, the number of memories is displayed as 1, in a display mode in which the same one lamp is blinked, the number of memories is displayed as 2, in a display mode in which one lamp is blinked and another lamp is turned on, the number of memories is displayed as 3, and in a display mode in which both lamps are blinked, the number of memories is displayed as 4. Note that, although two lamps (LEDs) are used here, the normal pattern operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of operation memories can be displayed by the number of lamps that are lit.

[0078] Each time the game ball passes through the start gate 20, the normal symbol operation memory lamp 33a increases by one (up to a maximum of four) to remember that a pass has occurred that triggers an operation lottery, and decreases by one each time the normal symbol starts to change due to the pass. In this embodiment, if the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passes that have not yet started changing the normal symbol at that point in time.

[0079] In addition, the first special symbol display device 34 and the second special symbol display device 35 can display the variable state and the stopped state of the corresponding first special symbol or second special symbol by, for example, a 7-segment LED (with dots) (symbol display means). Note that the first special symbol display device 34 and the second special symbol display device 35 may be in the form of a geometric (for example, circular) arrangement of a plurality of dot LEDs.

[0080] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, turning on, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is turned on displays a memory number of 1, a display mode in which the same one lamp is blinked displays a memory number of 2, a display mode in which one lamp is blinked and another lamp is turned on displays a memory number of 3, and a display mode in which both lamps are blinked displays a memory number of 4, and so on.

[0081] The first special symbol operation memory lamp 34a increases by one (up to a maximum of four) each time a game ball enters the center start winning hole 26, in order to remember that the game ball has entered the center start winning hole 26, and decreases by one each time the special symbol starts to vary with the ball entering the first special symbol operation memory lamp 34a. The second special symbol operation memory lamp 35a increases by one (up to a maximum of four) each time a game ball enters the variable start winning device 28, in order to remember that the game ball has entered the right start winning hole 28a, and decreases by one each time the special symbol starts to vary with the ball entering the first special symbol operation memory lamp 34a. In this embodiment, when the first special symbol operation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a game ball enters the medium start winning hole 26 when the first special symbol is already in a state where it can start to change (when the display is stopped). Also, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the display mode does not change even if a game ball enters the variable start winning device 28 when the second special symbol is already in a state where it can start to change (when the display is stopped). In other words, the number of memories (maximum 4) represented by the display mode of each special symbol operation memory lamp 34a, 35a represents the number of balls that have not yet started to change the first special symbol or the second special symbol at that time.

[0082] The game status display device 38 includes LEDs corresponding to, for example, the big win type display lamps 38a, 38b, and 38c, the probability fluctuation state display lamp 38d, the time-saving state display lamp 38e, and the launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 are mounted on a single integrated display board 89 and attached to the game board unit 8.

[0083] These LED lamps mounted on the integrated display board 89 are divided into four different control areas (hereinafter referred to as "commons") for the purpose of controlling their on / off switching. From another perspective, there are four commons on the integrated display board 89, and each lamp belongs to one of the commons. In this embodiment, a dynamic lighting method is adopted, and the lamps are driven in sequence on a common-by-common basis at intervals of an interrupt period (e.g., 4 ms). Therefore, all of the lamps mounted on the integrated display board 89 are not driven at the same time.

[0084] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. Fig. 5 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) which is the center of control operations, and this main control device 70 mainly has the function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built into the main control board unit 170.

[0085] The main control device 70 is also equipped with a circuit board (main control board) on which the main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and a register (not shown). The main control device 70 is also equipped with a random number circuit 75, an interrupt controller (interrupt CTR) 192, a parallel I / O port 79, a timer circuit (PTC) 194, and a serial communication circuit (SCU) 196. Of these, the random number circuit 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a special symbol lottery has been won and for determining whether or not a normal symbol lottery has been won, and the random numbers generated here are input to the main control CPU 72. The interrupt controller 192 also receives various interrupt requests (XINT interrupt, PTC interrupt, SCU interrupt) from the parallel I / O port 79, timer circuit 194, and serial communication circuit 196, and controls these interrupt requests based on priority. The main control device 70 is also equipped with peripheral ICs such as a clock generation circuit (not shown) and a reset controller that monitors various states and generates resets as necessary, which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, etc. are formed as wiring patterns on the circuit board (or on the inner layer portion). The I / O ports of the main control device 70 may be of a serial type.

[0086] Furthermore, the main control device 70 is provided with a setting change device 300, a setting key switch 302, and a RAM clear switch 304. The main control device 70 (main control CPU 72) changes the setting by operating the setting change device 300. The setting change device 300 is a device (setting change means) that switches settings (at least multiple setting values ​​related to the winning probability of the special symbol lottery), and is operated by operating the RAM clear switch 304, etc. In addition, the setting refers to a combination of operation probabilities. Furthermore, the operation probability refers to the probability that a combination of special symbols that will activate the condition device (will result in the execution of a big win game) will be displayed. The setting key switch 302 is an input device that inputs a signal (ON / OFF) indicating the rotation state of the setting key, which is essential for switching the setting, along with the rotation of the setting key. The procedure for changing the setting can adopt various methods, but for example, it can be performed in the following procedure.

[0087] (1) First, turn off the power to pachinko machine 1. (2) Next, the door of the pachinko machine 1 is opened with a dedicated key (door key). Specifically, the dedicated key is inserted into the keyhole of the cylinder lock 6a and turned clockwise to open the integrated door unit 4 together with the inner frame assembly 7. (3) A setting key keyhole 306 for inserting the setting key and a RAM clear switch 304 are provided on the back side of the pachinko machine 1. Insert the setting key into the setting key keyhole 306 and rotate the setting key to the right. (4) Then, turn on the power of pachinko machine 1.

[0088] (5) As a result, a signal (ON) indicating that the setting key has been rotated to the change position is input by the setting key switch 302, and the setting can be changed based on this input signal. At this time, a safety lock is applied by a locking mechanism (not shown). Therefore, the setting key cannot be removed unless it is returned to its original position.

[0089] Here, if the setting key is rotated to the right and the power is turned ON while the RAM clear switch 304 is turned ON, the settings can be changed. On the other hand, if the setting key is rotated to the right and the power is turned ON without turning the RAM clear switch 304 ON, the settings can be referred to.

[0090] (6) When the setting is changeable, the setting can be changed to any one of a plurality of preset stages by pressing the RAM clear switch 304 any number of times. The set value can be displayed on a dedicated 7-segment LED, a game status display device 38 (such as a special symbol display device), or a performance display monitor 200, for example.

[0091] (7) In the case of a slot machine, when the desired setting is reached, a lever ON process is required, but since the pachinko machine 1 does not have a lever, an alternative process to the lever ON process (for example, a process of rotating the setting key left, a process of turning on a setting change confirmation button (not shown), etc.) may be executed in place of the lever ON process, or the lever ON process may be omitted. In this embodiment, when the desired setting is reached, the setting key is rotated counterclockwise to return it to its original position. This operation causes the setting key switch 302 to input a signal (OFF) indicating that the setting key has been returned to its original position, and the setting change is confirmed based on this input signal.

[0092] (8) Then, when the change in the setting is confirmed, the setting key can be removed from the setting key keyhole 306. In addition, as the change in the setting is confirmed, if the setting value is displayed on the dedicated 7-segment LED, the game status display device 38, or the performance display monitor 200, the display disappears. (9) Finally, the door of the pachinko machine 1 is closed. This completes the setting change. Once the setting change is complete, normal play begins.

[0093] When a setting is changed, the main control CPU 72 stores the changed setting value in a setting value buffer in the RAM 76. The setting value buffer can be a memory area to be backed up.

[0094] [Settings change status] When the power is turned on with the "setting key ON," "inner frame open," and "RAM clear switch pressed," the RAM is cleared and the device transitions to a state in which settings are being changed (setting change state, setting change mode).

[0095] When the setting is being changed, no display is given on the main display (various lamps included in the game status display device 38), and the game balls cannot be released or any prize balls cannot be awarded. In addition, on the performance display monitor 200, the two 7-segment LEDs (identification segments) on the left side display "rn.", and the two 7-segment LEDs (ratio segments) on the right side display a setting value such as "-1.". When the RAM clear switch 304 is pressed, the setting value changes within the range of 1 to 6. When the "setting key OFF" is set, the setting is confirmed, and the "-" segment of the ratio segment is turned off (not displayed), as in "blank (not displayed) 1.".

[0096] In this state, if the "inner frame closed state" occurs (if the closed state actually continues for 100 ms), the state in which the settings are being changed will end, and the state will return to the state before the power was turned off, and then the state will change to one where play is possible.

[0097] In this embodiment, the RAM clear switch 304 is configured to also function as a setting change switch, but the RAM clear switch 304 may not serve this purpose and a setting change switch may be provided separately.

[0098] [Settings confirmation status] On the other hand, if the power is turned on with the "setting key ON," "inner frame open," and "RAM clear switch not pressed," the device will enter a state in which the settings are being confirmed (setting confirmation state, setting confirmation mode).

[0099] As with the state in which settings are being changed, when settings are being checked, no display is given on the main display, and it is not possible to launch game balls or win game balls. Also, on the performance display monitor, the two 7-segment LEDs (identification segments) on the left side display "rn.", and the two 7-segment LEDs (ratio segments) on the right side display the setting value as "blank (not displayed) 1." When settings are being checked, the setting value does not change even if the RAM clear switch 304 is pressed.

[0100] In this state, if the "setting key is OFF" and the "inner frame is closed" (actually, if the closed state continues for 100 ms), the setting confirmation state will end, and the system will transition to the state before the power was turned off, and then transition to a playable state.

[0101] In this embodiment, it is not possible to check the settings when the game is playable, but it may be possible to make the setting check executable when the game is playable.

[0102] The above-mentioned start gate 20 is integrally provided with a gate switch 78 for detecting the passage of game balls. In addition, the game board unit 8 is equipped with a middle start winning port switch 80, a right start winning port switch 82, a first count switch 84, and a second count switch 85 corresponding to the middle start winning port 26, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. The start winning port switches 80 and 82 are for detecting the entry of game balls into the middle start winning port 26 and the variable start winning device 28 (right start winning port 28a). In addition, the first count switch 84 is for detecting the entry of game balls into the first variable winning device 30 (first large winning port) and counting the number of game balls. In addition, the second count switch 85 is for detecting the entry of game balls into the second variable winning device 31 (second large winning port 31b) and counting the number of game balls. Furthermore, the probability change area switch 95 is a switch for detecting that the gaming ball has passed through the probability change area arranged inside the second variable winning device 31 (detection means).

[0103] Similarly, the game board unit 8 is equipped with a first winning port switch 86 that detects the entry of a game ball into the normal winning port 22, and a second winning port switch 81 that detects the entry of a game ball into the normal winning port 24. Note that, for the three normal winning ports 22 on the left side, a configuration using a common winning port switch 86 is given as an example, but for example, three winning port switches may be installed to detect the entry of a game ball into each normal winning port 22 individually.

[0104] In any case, the winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). In this embodiment, due to the configuration of the game board unit 8, the winning detection signals from the gate switch 78, the first count switch 84, the second count switch 85, the first winning port switch 86, the second winning port switch 81, and the probability change area switch 95 are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns and connection terminals for relaying the winning detection signals.

[0105] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. In addition, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state where they are mounted on one integrated display board 89 as described above, and a control signal is transmitted from the main control CPU 72 to this integrated display board 89 via the panel relay terminal board 87.

[0106] The performance display monitor 200 is also connected to the main control device 70 via the panel relay terminal board 87. The performance display monitor 200 is a monitor for displaying a base calculated by dividing the number of prize balls paid out when game balls enter each winning port (start winning port, normal winning port) by the number of outs (the number of game balls detected by the out switch) indicating the number of game balls shot into the game area. The base is calculated for each predetermined section using an area (non-use area) other than the use area used for control to progress the game, and the base of the current section and the base of the previous section are displayed alternately at predetermined intervals. The display operation of the performance display monitor 200 is controlled based on a control signal from the main control CPU 72. The main control CPU 72 outputs a control signal to the performance display monitor 200 according to the calculation status of the base, and controls the lighting state of each 7-segment display.

[0107] In the game board unit 8, a junction passage is formed that joins all game balls that have passed through the winning hole and the out hole, and an out switch can be provided in this junction passage. The out switch detects game balls passing through the junction passage, and a detection signal is input to the main control device 70 every time a game ball is detected. The main control device 70 can count the number of out balls based on the detection signal input from the out switch. Game balls shot into the game area 8a always pass through the junction passage and are discharged to the outside of the pachinko machine 1, so the out switch can count the number of shot balls shot into the game area 8a, that is, the number of discharged balls (number of out balls) discharged from the game area 8a.

[0108] In the above description, the performance display monitor 200 is connected to the main control unit 70 via the panel relay terminal board 87, but it may also be connected to the main control unit 70 without using the panel relay terminal board 87, and the performance display monitor 200 may be arranged as an internal component of the main control unit 70.

[0109] In addition, the game board unit 8 is provided with a normal electric accessory solenoid 88, a first large prize opening solenoid 90, a second large prize opening solenoid 97, and a solenoid 99 for the variable prize area, which correspond to the upstream of the variable prize start device 28, the first variable prize device 30, the second variable prize device 31, and the variable prize area, respectively. These solenoids 88, 90, 97, and 99 operate (excite) based on a control signal from the main control CPU 72, and respectively open and close (operate) the variable prize start device 28, the first variable prize device 30, and the second variable prize device 31, and move the blade member 31d for the variable prize area. Note that control signals are also transmitted from the main control CPU 72 via the panel relay terminal board 87.

[0110] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is opened from the outer frame unit 2, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 and the inner frame assembly 7, it generates a door open information signal as an external information signal.

[0111] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is provided with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal together with the prize ball instruction command.

[0112] A payout motor 102 (e.g., a stepping motor) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on the payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the designated number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173.

[0113] In addition, for example, a payout path ball out switch 104 is installed at the upstream position of the prize ball case, and a payout counting switch 106 is installed at the downstream position of the payout motor 102. Whenever a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. In addition, when a ball out occurs at the upstream position of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100. A payout detection switch can be arranged near the payout counting switch 106.

[0114] In addition, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear position when viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually dispensed are discharged to the upper tray 6b through the flow path unit 173, but when the upper tray 6b is filled with game balls, the game balls dispensed beyond that flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends any further prize ball operation, and stores the number of remaining prize balls that have not been paid out in the RAM 98. The memory in the RAM 98 can be backed up even when the power is turned off, so that the information on the number of remaining prize balls that have not been paid out will not be lost even if a power outage (including a momentary power outage) occurs during a game.

[0115] In addition, a launch solenoid 110 is installed together with a launch control board 108 on the back side of the pachinko machine 1 (ball launching means). In addition, a ball feed solenoid 111 is provided in the receiving tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the above-mentioned launch control board set 174, and among them, the launch control board 108 is provided with a drive circuit for the launch solenoid 110 and the ball feed solenoid 111. Among them, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the receiving tray unit 6 one by one to a predetermined launch position in the launcher case. In addition, the launch solenoid 110 strikes the game balls sent out to the launch position, and performs an operation of continuously (intermittently) shooting out the game balls one by one toward the game area 8a as described above. The launch interval of the game balls is, for example, about 0.6 seconds (within 100 balls per minute).

[0116] Meanwhile, the handle unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.

[0117] A launch relay terminal board 118 is installed in the tray unit 6, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is sent to the launch control board 108 via the launch relay terminal board 118. In addition, a drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, an analog signal (which may be an encoded digital signal) is generated in the launch lever volume 112 according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength of the game ball to be shot according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a card unit is not connected to this gaming ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.

[0118] The tray unit 6 also has a built-in point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a point display unit indicator (a 3-digit 7-segment LED). The lending and return switch board 123 is also equipped with a switch module connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch board 123 to the card unit via the game ball lending device connection terminal board 120. The card unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the game ball lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the indicator based on the point signal, and displays the remaining points of the valuable medium as a numerical value. In addition, if no valuable medium is inserted into the card unit, or if the remaining points of the inserted valuable medium become zero, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).

[0119] The pachinko machine 1 also includes a performance control device 124 (performance control computer) as a control configuration. This performance control device 124 controls the performance associated with the progress of the game in the pachinko machine 1. The performance control device 124 also includes a performance control CPU 126, which is a central processing unit, mounted on a circuit board (composite sub-control board, performance control board, sub-control board). The performance control CPU 126 is configured as an LSI incorporating semiconductor memories such as RAM (RWM) 130 and eDRAM 131 together with a CPU core (not shown). The performance control device 124 is provided at a position covered by a back cover unit 178 on the back side of the pachinko machine 1.

[0120] In addition, the performance control device 124 is equipped with various functional parts necessary for realizing the performance, such as a VDP 152, a driver IC 132, and an audio IC 134. Among these, the VDP 152 is a processor for drawing the performance screen to be played on the screen of the liquid crystal display 42. The driver IC 132 is equipped with ICs that control devices such as the lamps 46 to 52, the panel lamp 53, and the movable body motor 57. Furthermore, the audio IC 134 controls the driving of the speakers 54, 55, 56, and 58. The internal functional configuration of the performance control device 124 will be described in detail later with reference to the following diagram.

[0121] The performance control device 124 and main control device 70 are connected to each other, for example, via a communications harness (not shown). However, communication between them is only one-way, from the main control device 70 to the performance control device 124, and communication is not performed in the opposite direction. Note that the communications harness may adopt a parallel format according to the bus width of the various performance commands (hereinafter referred to as "performance commands") sent from the main control device 70 to the performance control device 124, or a serial format may be adopted according to the hardware configuration of each driver (I / O).

[0122] In this embodiment, a sub-connection board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the driver IC 132 and the audio IC 134 are applied to the various lamps 46 to 52 and speakers 54, 55, 56, and 58 via the sub-connection board 136. Also, in addition to the handle lever 62, button motor 63, push button 64, and directional key 66, a volume adjustment switch 67 and a brightness adjustment switch 68 are connected to the sub-connection board 136. When the player operates the volume adjustment switch 67 and the brightness adjustment switch 68, this operation information is notified to the performance control device 124 via the sub-connection board 136.

[0123] The button motor 63 is a stepping motor corresponding to the push button 64, and is driven (switching means) by an operation unit control device (not shown) that controls the operation unit 60. The operation unit control device drives the button motor 63 based on a drive signal transmitted from the performance control device 124, thereby switching (displacing) the push button 64 to either a normal state (initial position) or a protruding state (maximum movable position).

[0124] In addition, a driver board 138 is installed in the game board unit 8, and in addition to the board lamps 53, the movable body motor 57 is connected to this driver board 138. The movable body motor 57 drives the movable body 40f, for example, via a link mechanism (not shown). A drive signal from the driver IC 132 is applied to the board lamps 53 and the movable body motor 57 via the driver board 138.

[0125] The liquid crystal display 42 is installed on the back side of the game board unit 8, and the display screen can be seen through a substantially rectangular opening formed in the game board unit 8. In addition, an inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power that is applied to the backlight (e.g., a cold cathode fluorescent lamp) of the liquid crystal display 42.

[0126] In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the inner frame assembly 7. This power supply control unit 162 has a built-in switching power supply circuit, and when it takes in external power (e.g., AC 24 V, etc.) from the island equipment through a power cord 164, it can generate the required power (e.g., DC +34 V, +12 V, etc.) from it. The power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the performance control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the card unit via the game ball etc. lending device connection terminal board 120. Note that low-voltage power (e.g., DC +5 V) for logic is generated by a power supply IC (e.g., a three-terminal regulator, etc.) built into each device. Also, as described above, the power supply control unit 162 is earthed (grounded) to the island equipment through a ground wire 166.

[0127] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output from the external terminal board 160 to the outside via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected, for example, by a hall computer (not shown) in the game center. Note that, although a configuration in which signals are output via the payout control device 92 is given here as an example, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 may also be used.

[0128] [Internal configuration of the performance control device] FIG. 6 is a block diagram showing the internal functional configuration of the performance control device 124. As described above, the performance control device 124 has a role as a performance control processor that controls the performance as the game progresses. Therefore, in addition to the performance control CPU 126, the performance control device 124 is equipped with a control ROM 180 and a watchdog timer IC (WDTIC) 188, which are necessary for the performance control device 124 to function as a performance control processor. The control ROM 180 stores basic programs related to the control of performance. The performance control CPU 126 accesses the control ROM 180 via a CPU bus (not shown) and controls the performance by executing the programs stored in the control ROM 180. The watchdog timer IC 188 is a timer that monitors whether the control executed by the performance control device 124 is performed normally (whether the processing is completed within an expected time), and is connected to the reset terminal of the performance control CPU 126. If a signal (clear pulse) for clearing the monitoring timer of the watchdog timer IC 188 is not input within a predetermined time, the watchdog timer IC 188 outputs a signal (reset pulse) for resetting the performance control CPU 126. This forces the performance control device 124 to be reset and started.

[0129] In addition to the above, the performance control device 124 is equipped with functions related to performance, such as an SRAM 182 which is a storage area for backup data, a crystal oscillator 181 which generates a clock signal of a predetermined frequency, a real-time clock (RTC) 184 which manages time, a lithium battery 186 which supplies backup power to the SRAM 182 and the real-time clock 184, and peripheral ICs such as input / output drivers and counter / timer circuits (not shown). The lithium battery 186 stores the power and charges itself while driving power is being supplied from the power supply control unit 162 to the performance control device 124. The SRAM 182 and the real-time clock 184 are connected to the lithium battery 186, and can be driven by the lithium battery 186 when the supply of driving power from the power supply control unit 162 to the performance control device 124 is cut off. Therefore, even if the power supply from the power supply control unit 162 is cut off, the SRAM 182 and the real-time clock 184 continue to operate for the period until the lithium battery 186 runs out of charge (e.g., about one and a half months), so that the SRAM 182 can retain the stored information for a while even in a power-off situation.

[0130] The performance control program is configured to store information related to security, monitoring, malfunctions, etc., which should not be easily erased, in the SRAM 182. This makes it possible, for example, if some malfunction occurs in the performance control device 124, to collect the pachinko machine 1 (or inspect it while it is installed) and analyze the information stored in the SRAM 182 to investigate the cause of the malfunction.

[0131] Usually, the control of the performance executed by the performance control CPU 126 according to the program stored in the control ROM 180 includes the control of the performance using devices such as the liquid crystal display 42, various lamps 46-53, and speakers 54, 55, 56, 58, as described above. This flow of performance control can be broadly divided into two stages: "overall control (playback instruction)" and "individual control (playback control)." The performance control CPU 126 first receives a performance command sent from the main control device 70, and indirectly instructs each device to play a performance according to the content of the performance command (overall control). Next, the performance control CPU 126 generates instruction data by converting the instruction content into a more specific expression suitable for each device, and transmits it to each control device 134, 152, 198, 199 that relays between the performance control CPU 126 and each device (individual control). As a result, each control device 134, 152, 198, 199 controls each device based on the instruction data, and performance reproduction (screen display, audio output, lamp illumination, movable body displacement, etc.) using each device in the pachinko machine 1 is realized.

[0132] In this way, performance control CPU 126 has different functions according to the stage of performance control, and these functions are realized by using the resources of performance control CPU 126 appropriately. In Fig. 5, the internal resources of performance control CPU 126 are divided into several functional blocks, which are shown as performance control section 210, display control section 220, audio control section 222, lamp control section 224, motor control section 226, input control section 228, etc. In the following explanation, each functional block will be treated as the operating subject of control processing.

[0133] First, in the stage of overall control, the performance control section 210 in the performance control CPU 126 is the main operating section. In addition, in the stage of individual control, the display control section 220, the sound control section 222, the lamp control section 224, the motor control section 226, or the input control section 228 in the performance control CPU 126 is the main operating section according to the device to be controlled. Note that the performance control section 210 may be configured to directly control each of the control devices 134, 152, 198, 199, etc.

[0134] The performance control device 124 functions as a performance control processor at the stage of overall control, while it functions as a performance playback processor at the stage of individual control. Therefore, the performance control device 124 is further equipped with a circuit board (performance display control board) on which the VDP 152 is mounted, a CGROM (image and audio ROM) 190, an audio IC 134 for controlling various devices used in the playback of the performance, an LED driver 198, an SMC (serial control controller) 199, and a driver IC 132.

[0135] The CGROM 190 stores the drawing materials (moving image data) that make up the performance screen and the audio materials (audio data) that are output as the performance progresses, in a compressed state using a predetermined compression algorithm. The CGROM 190 is connected to the VDP 152 and the audio IC 134 via a CG bus (not shown).

[0136] The VDP 152 is a processor dedicated to drawing the performance image, and is integrated with the performance control CPU 126 on one chip. The VDP 152 also incorporates a VRAM 156 and a drawing material decoder 157. Of these, the VRAM 156 is mainly used when expanding the drawing material, and the drawing material decoder 157 is used when decompressing (decoding) the compressed drawing material. The VDP 152 first analyzes the instruction contents transmitted from the display control unit 220, reads out the necessary drawing material from the CGROM 190 via the CG bus, and transfers it to the VRAM 156. The drawing material that has been read out is then decoded by the drawing material decoder 157 to draw the performance image on the VRAM 156, and the performance image is expanded in the frame buffer for each frame (still image per unit time). The performance screen is reproduced by individually driving each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.

[0137] The audio IC 134 is a sound generator that generates sounds such as sound effects and background music that are played back during the performance, and is integrated with the performance control CPU 126 on a single chip, similar to the VDP 152. The audio IC 134 is connected to an amplifier, an external DRAM, and a CG bus (not shown). The audio IC 134 also has a built-in audio material decoder 135 that decompresses (decodes) compressed audio materials. The audio IC 134 first analyzes the instructions sent from the audio control unit 222, and reads out the necessary audio materials from the CGROM 190 via the CG bus. The audio material that has been read out is then decoded on the external DRAM using the audio material decoder 135. The decoded audio is output to the glass frame speaker 54, the glass frame inner speaker 55, the inner frame speaker 56, and the outer frame speaker 58 via the amplifier, thereby realizing stereo 2ch or monaural 2ch audio playback (the number of channels may be greater). Furthermore, the audio IC 134 adjusts the output volume of each of the speakers 54, 55, 56, and 58 based on a contact signal input when the volume adjustment switch 67 is operated.

[0138] The LED driver 198 controls the lighting patterns and brightness patterns of the various lamps 46 to 53 provided on the front side of the pachinko machine 1. The LED driver 198 employs an address-specified synchronous serial system. The LED driver 198 first controls the lighting patterns and brightness patterns based on the instructions sent from the lamp control unit 224, and transfers corresponding drive data to the driver IC 132. The LED driver 198 also adjusts the brightness of the various lamps (LEDs) based on the operation information input when the brightness adjustment switch 68 is operated.

[0139] The SMC 199 controls the drive pattern of the movable body motor 57 which is the drive source for the movable body 40f for performance provided inside the performance unit 40. The SMC 199 is also integrated with the performance control CPU 126 on one chip. The SMC 199 employs a clock synchronous serial method. The SMC 199 first generates a drive pattern based on the instruction contents transmitted from the motor control unit 226 and transfers it to the driver IC 132. Note that although the SMC 199 is used here only to generate the drive pattern of the motor, the SMC 199 can also generate the lighting pattern and brightness pattern of the lamp as well as the motor, so it is also possible to use the SMC 199 instead of the above-mentioned LED driver 198 and configure the SMC 199 to generate data patterns for both the lamp and the motor.

[0140] The driver IC 132 controls the driving voltage applied to the lamps and motors based on the driving data transferred from the LED driver 198 and the SMC 199. The driver IC 132 includes switching elements such as a PWM (pulse width modulation) IC and a MOSFET (not shown), and switches (or switches the duty) the driving voltage applied to the various lamps 46 to 53 and the movable body motor 57 to manage their operation, thereby realizing the reproduction of the performance using the lamps and the movable body. In addition to the glass frame top lamp 46 and the glass frame decorative lamps 48, 50, and 52, the various lamps include light sources built into each part of the operation unit 60 and a board lamp 53 for decoration and performance installed on the game board unit 8. The board lamp 53 corresponds to the LED built into the performance unit 40, the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, etc. In addition, although an example is given here in which the glass frame decorative lamp 52 is connected to the sub-connection board 136, a configuration in which a saucer illumination board is installed in the saucer unit 6 and the glass frame decorative lamp 52 is connected to the driver IC 132 via the saucer illumination board may also be used.

[0141] In addition, the driver IC 132 notifies the performance control unit 210 of operation information input when the player operates operation members (operation means) such as the handle lever 62, push button 64, directional key 66, volume adjustment switch 67, brightness adjustment switch 68, etc., via the input control unit 228. The performance control unit 210 can determine the content of the performance (can create the performance) based on the content of the operation information notified. The above is an example of the configuration for controlling the pachinko machine 1.

[0142] Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0143] [CPU initialization (main) processing in the main control unit] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts CPU initialization processing. The CPU initialization processing is processing for preparing the initial state of the pachinko machine 1 by recovering the game state based on the backup information saved at the time of the previous power cut (so-called power recovery) or, conversely, clearing the backup information. The CPU initialization processing is also positioned as the main processing (main control program) for ensuring stable game operation of the pachinko machine 1 after adjusting the initial state.

[0144] 7 and 8 are flow charts showing an example of a procedure for CPU initialization processing. Each step of the processing performed by the main control CPU 72 will be described below.

[0145] Step S100: The main control CPU 72 first sets the top address of the stack area in the stack pointer.

[0146] Step S102: Next, the main control CPU 72 sets an interrupt vector table. In this process, the main control CPU 72 sets the address of the interrupt vector table in an I register (interrupt vector register) used for interrupt control. The interrupt vector table defines the priority order required for controlling interrupt requests generated during execution of the CPU initialization process, and the main control CPU 72 executes multiple interrupt requests in order based on the priority order defined in the interrupt vector table. The control of interrupt processing will be described in detail later.

[0147] Step S104: The main control CPU 72 saves the RAM clear signal (the input signal from the RAM clear switch 304). More specifically, the value of the input port to which the RAM clear signal is input is obtained twice in succession, and the logical sum of these values ​​is saved as the input port value.

[0148] Step S106: The main control CPU 72 executes standby processing here. This processing is for securing a certain amount of standby time (for example, about several thousand ms) after power-on, and for checking the power-off warning signal (a signal indicating that a power cut is occurring) during that time. Specifically, the main control CPU 72 sets a loop counter for the standby time, and performs a bit check on the input port of the power-off warning signal while decrementing the value of the loop counter. The power-off warning signal is input by an IC that monitors the voltage level of the drive voltage. Then, if the main control CPU 72 confirms the input of the power-off warning signal before the loop counter becomes 0, it resumes processing from the beginning. This makes it possible to protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short period of time (about 1 to 2 seconds).

[0149] Step S108: Next, the main control CPU 72 permits access to the work area of ​​the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). Thereby, access to the work area of ​​the RAM 76 is permitted thereafter.

[0150] Step S110: The main control CPU 72 refers to the RAM clear signal by checking a specific bit of the input port value saved in the previous step S104, and confirms whether or not the RAM clear switch 304 has been operated (switched ON). If the RAM clear switch 304 has not been operated (No), then step S112 is executed.

[0151] Step S112: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup validity determination flag is set. If the backup was normally completed in the process executed at the previous power cut-off and the backup validity determination flag (e.g., "A5H") is set (Yes), the main control CPU 72 next executes step S114. The process executed at the power cut-off will be described later using another flowchart.

[0152] Step S114: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 executes a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S116.

[0153] Step S116: The main control CPU 72 clears the storage contents of a partial area of ​​the RAM 76. The partial area of ​​the RAM 76 refers to a continuous work area within a predetermined range based on the address of the backup validity determination flag to be cleared when the power is restored. By clearing the storage contents of this area for each address (byte by byte) while retaining the valid backup information stored as is, the main control CPU 72 can restore the state when the power was cut off (memory restoration means).

[0154] Step S118: The main control CPU 72 sets a power restoration performance command (a command to be sent to the performance control device 124) and a payout command (a command to be sent to the payout control device 92) indicating that the power has returned from a power outage and started up.

[0155] On the other hand, if the RAM clear switch 304 was operated when the power was turned on (step S110: Yes), if the backup validity determination flag was not set (step S112: No), or if the backup information was not normal (step S114: No), the main control CPU 72 proceeds to step S120.

[0156] Step S120: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited areas. As a result, the work areas and stack areas of the RAM 76 are all initialized, and even if valid backup information is stored therein, the contents are erased. Step S122: The main control CPU 72 also performs initial settings for the RAM 76.

[0157] Step S124: The main control CPU sets a performance command (a command for the performance control device 124) and a payout command (a command for the payout control device 92) specifying RAM clear, which indicates that RAM clear has been initiated.

[0158] Step S126: Next, the main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs the payout command (power recovery designation) set in step S118 or the payout command (RAM clear designation) set in step S124 to the payout command buffer.

[0159] Step S128: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 first outputs the performance command set in step S118 (power recovery designation) or the performance command set in step S124 (RAM clear designation) to the performance command buffer. The main control CPU 72 further sets various other performance commands necessary for performance control and outputs these to the performance command buffer. At this time, the main control CPU 72 sets different values ​​for these performance commands when the power is restored and when the RAM is cleared.

[0160] For example, when the power is restored, the values ​​of each performance command are set based on the backup information. These performance commands are sent to the performance control device 124 in the subsequent performance command sending process (step S142), and the performance control device 124 can restore the performance state (for example, the internal probability state, the display mode of the performance pattern, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power interruption.

[0161] Step S130: The main control CPU 72 executes input port processing. In this processing, the main control CPU 72 acquires the contents of each input port, performs a predetermined calculation on the value, and stores the result in the status flag of each input port. After completing this processing, the main control CPU 72 proceeds to step S131 (connection symbol A→A).

[0162] Step S131: The main control CPU 72 sets a main command permission signal to a specific bit of the output port. The main command permission signal is a signal that indicates to the dispensing control device 92 that the main control device 70 is permitted to send a command to itself. When the main command permission signal is input to the dispensing control device 92, the dispensing control device 92 receives the main command permission signal and inputs a dispensing command permission signal to the main control device 70 indicating that the dispensing command is permitted to be sent.

[0163] Step S132: The main control CPU 72 resets (OFF) a specific bit of the output port to clear the launch permission signal (specific output information clearing means). The launch permission signal is included in the backup target when power is cut off. Therefore, when the power is restored to the main control device 70 (pachinko machine 1), the main control CPU 72 executes the flow at the time of power restoration in the CPU initialization process and restores the main control device 70 to the state when power was cut off based on the backup information (step S116), and as part of this, the launch permission signal is also restored to the state when power was cut off.

[0164] The launch permission signal is set in a specific bit (e.g., bit 0) of a specific output port buffer (e.g., a buffer for output port 3) stored in the RAM 76. However, the address of the output port buffer targeted here is located in a location in the address space of the RAM 76 that is outside the continuous area targeted for clearing in step S116. For this reason, if, as part of the processing of step S116, it is attempted to clear the value of a specific bit of a specific address in which the launch permission signal is set in addition to the area targeted for clearing, it is necessary to perform exceptional processing in which the specific address is identified and only the specific bit of the 8-bit data stored in that address is cleared while the remaining 7-bit data is maintained, which makes the efficiency of the processing for clearing a part of the RAM 76 very poor. For this reason, the main control CPU 72 does not clear the launch permission signal in the previous step S116, but handles it in the same way without distinguishing it from other data targeted for backup, and temporarily returns it to the state at the time of power interruption.

[0165] However, at the stage where the backup information is returned in the main control device 70 (step S116), communication with the payout control device 92 has not yet been established, and it is not possible to confirm whether the payout control device 92 is running normally (whether it can accept instructions by commands from the main control device 70). If the power is cut off while the launch permission signal is ON, the launch permission signal is returned to ON, resulting in a state in which game balls can be launched even though the normality of the payout control device 92 is unknown. Here, if the payout control device 92 is replaced with a modified product that does not meet the original inspection standards (for example, one with the number of winning balls altered) while the power is cut off, and the main control device 70 is started up when the power is restored, the launch permission signal is returned to ON, making it possible to launch game balls. Such a state is undesirable from the viewpoint of security.

[0166] Therefore, in this embodiment, regardless of whether the start is due to power recovery or due to RAM clearing, the launch permission signal is explicitly cleared (reset to OFF) once before the main control CPU 72 transitions to the main loop. After that, the main control CPU 72 confirms that a payout command permission signal has been input from the payout control device 92 to the main control device 70, and then uses control to set the launch permission signal to ON when the payout command is sent to the payout control device 92. By performing such control, even if the game is started (restarted) by the processing of the main loop, the launch of game balls is not permitted unless communication is established between the main control device 70 and the payout control device 92, so that the illegal launch of game balls can be avoided when the above-mentioned illegal launch is performed.

[0167] Step S133: The main control CPU 72 sets a timer interrupt period. More specifically, the main control CPU 72 sets a value corresponding to the timer interrupt period (for example, 4 ms) in the counter setting register of the timer circuit 194. Step S134: The main control CPU 72 resets the interrupt daisy chain. More specifically, the main control CPU 72 executes the RETI command after backing up the start address of the main loop, which will be described later, as a preparation for the interrupt process. By performing this process, the interrupt process that occurs thereafter can be started normally, and after the interrupt process is executed, the process can be continued from the main loop.

[0168] When the above steps are executed in the CPU initialization process, the main control CPU 72 transitions to a main loop (steps S136 to S146 described below). As long as the power supply from the power supply control unit 162 is maintained, the main control CPU 72 repeatedly executes the main loop.

[0169] Step S136, Step S138: The main control CPU 72 prohibits interrupts and executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values ​​of various software random numbers. In this embodiment, various random numbers (for example, jackpot pattern random numbers, reach judgment random numbers, variation pattern determination random numbers, etc.) other than the jackpot determination random numbers (hardware random numbers) and the jackpot determination random numbers (hardware random numbers) corresponding to normal patterns are generated on the program. These software random numbers are updated by a loop counter within a predetermined range in another timer interrupt process (step S212 in FIG. 9), and in this process, the initial value of the loop counter (not all random numbers may be the target) is changed every time the random number value goes around. The initial value update random numbers are used to randomly change these initial values, and in step S138, the initial value update random numbers are updated. The reason why step S138 is executed after the interrupt is prohibited in step S136 is to prevent overlap (conflict) with another timer interrupt process (step S210 in FIG. 9) which also executes the same process. In this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number circuit 75, and the update period is faster (e.g., several μs) than the timer interrupt period (e.g., several ms), so there is no need to update the initial values ​​of the jackpot determination random number and the win determination random number. The timer interrupt process will be described later using another drawing.

[0170] Step S140: The main control CPU 72 executes a received command management process. In this process, the data received from the dispensing control device 92 is analyzed, and a process according to the result is performed. If the received command is a dispensing start command, the main control CPU 72 outputs a dispensing start confirmation command to the dispensing command buffer, while if not, the main control CPU 72 checks whether the received data is within a predetermined range (whether the value is appropriate for the received command), and if it is outside the range, outputs a dispensing error command to the performance command buffer, and further sets a dispensing radio wave error flag depending on the situation.

[0171] Step S142: The main control CPU 72 executes a performance command transmission process. In this process, the main control CPU 72 transmits each performance command output to the performance command buffer to the performance control device 124.

[0172] Step S144, Step S146: The main control CPU 72 permits interruption and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not related to the determination of the type of winning (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when an interrupt request occurs during the execution of the main loop and the main control CPU 72 executes various interrupt processing.

[0173] [Timer interrupt processing] Next, the timer interrupt process will be described. Fig. 9 is a flow chart showing an example of the procedure of the timer interrupt process. The main control CPU 72 executes the timer interrupt process (PTC interrupt process) at predetermined time intervals (for example, every few ms) based on an interrupt request (PTC interrupt) output by the timer circuit 194. Each procedure of the timer interrupt process will be described below.

[0174] Step S200: First, the main control CPU 72 saves the values ​​of the AF register (a pair of an accumulator and a flag register) and the BC, DE, and HL registers (a pair of general-purpose registers) that were used during the execution of the main loop to a save area in the RAM 76. After the values ​​have been saved, a different value can be written to each register during the timer interrupt process.

[0175] Step S202: Next, the main control CPU 72 permits an interrupt. By permitting an interrupt here, it becomes possible for another interrupt to occur while the next step or subsequent steps of the timer interrupt process are being executed. In this way, multiple interrupts are permitted in the timer interrupt process. Note that acceptance of an interrupt request signal and priority control of multiple interrupts are executed by the interrupt controller 192. The interrupt management by the interrupt controller 192 will be described later.

[0176] Step S204: The main control CPU 72 executes dynamic port output processing. In this processing, port output is performed on a common basis in order to control the lighting of each lamp mounted on the integrated display board 89 using a dynamic lighting method. More specifically, the main control CPU 72 clears the output port, and then stores the contents output to the common output request buffer corresponding to the selected common in the output port.

[0177] Step S206: The main control CPU 72 executes port input processing. In this processing, in order to accurately obtain the latest switch state based on the input port information, the main control CPU 72 stores the logical product of the input value of various switch signals from the parallel I / O port 79 and the inverted result value of the previous input value in the input port on detection flag. As a result, the value (ON / OFF) of the input port on detection flag makes it possible to grasp the accurate input state based on the change from the previous time of various switch signals. The various switch signals specifically include a passing detection signal from the gate switch 78 and the probability change area switch 95, and a winning detection signal from the middle start winning port switch 80, the right start winning port switch 82, the first count switch 84, the second count switch 85, the first winning port switch 86, and the second winning port switch 81.

[0178] Step S208: The main control CPU 72 executes a timer update process. In this process, the main control CPU 72 updates the counters of the timers for managing the game time and the closing time of the normal electric role, as well as various timers for external information, timers for security signals, etc., by subtracting 1 from them.

[0179] Step S210: The main control CPU 72 also executes the initial value update random number update process here. The contents of the process are the same as those described in the CPU initialization process (step S138 in FIG. 8).

[0180] Step S212: The main control CPU 72 executes a winning symbol random number update process. In this process, the main control CPU 72 updates the counter values ​​for generating various random numbers for the lottery of special symbols and normal symbols. The values ​​of each counter are incremented in the counter area of ​​the RAM 76, and each loops within a specified range. The various random numbers include, for example, a winning symbol random number.

[0181] Step S214: Next, the main control CPU 72 executes switch input event processing. In this processing, among the switch signals input in the previous port input processing (step S206), the gate switch 78, the middle start winning port switch 80, the right start winning port switch 82, the first count switch 84, the second count switch 85, the first winning port switch 86, the second winning port switch 81, and the probability variable area switch 95 are used to determine the event that occurred during the game, and according to each of the events that occurred, the normal symbol memory update processing, the first special symbol memory update processing, the second special symbol memory update processing, the first large winning port count processing, the second large winning port count processing, the first winning port count processing, the second winning port count processing, the probability variable area passing time processing, etc. are executed.

[0182] The normal pattern memory update process is a process in which, when the number of normal pattern activation memories is less than the upper limit number (for example, 4), a random number per normal pattern is obtained and stored in the random number memory area of ​​RAM 76, and the number of normal pattern activation memories is increased by one.

[0183] The first special symbol memory update process is a process for acquiring a jackpot determination random number corresponding to the first special symbol, a jackpot pattern random number corresponding to the first special symbol, a reach determination random number corresponding to the first special symbol, and a variation pattern determination random number corresponding to the first special symbol, and storing them in the random number storage area of ​​the RAM 76, and increasing the first special symbol operation memory number by 1, when the number of first special symbol operation memories is less than the upper limit number (for example, 4). Note that the first special symbol memory update process can execute an acquisition time performance determination process for determining the result of an internal lottery in advance (before the start of the variation) based on the jackpot determination random number and jackpot pattern random number of the first special symbol, and determining the performance content based on the result (generating a variation pattern advance determination command by so-called "read-ahead").

[0184] The second special symbol memory update process is a process for acquiring a jackpot determination random number corresponding to the second special symbol, a jackpot pattern random number corresponding to the second special symbol, a reach determination random number corresponding to the second special symbol, and a variation pattern determination random number corresponding to the second special symbol, and storing them in the random number storage area of ​​the RAM 76, and increasing the second special symbol operation memory number by 1, when the number of second special symbol operation memories is less than the upper limit number (for example, 4). Note that the second special symbol memory update process can execute an acquisition time performance determination process for determining the result of an internal lottery in advance (before the start of the variation) based on the jackpot determination random number and jackpot pattern random number of the second special symbol, and determining the performance content based on the result (generating a variation pattern advance determination command by so-called "read-ahead").

[0185] The first large prize slot counting process, the second large prize slot counting process, the first prize slot counting process, and the second prize slot counting process are counting processes for each prize slot.

[0186] The probability change area passing process is a process for setting the value of the probability change function activation flag (01H) as a game state flag in the flag area of ​​the RAM 76. This probability change function activation flag is reset when the special symbol changes a predetermined number of times without a winning result being obtained after the end of the big win game. In addition, the probability change area passing process can generate a probability change area passing command.

[0187] In this embodiment, when a winning detection signal (ON) is input from the center start winning port switch 80 or the right start winning port switch 82, the main control CPU 72 determines that an event that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol has occurred. Also, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal symbol has occurred. When it is determined that any of the events has occurred, the main control CPU 72 executes processing according to the respective generated events.

[0188] Step S215: The main control CPU 72 executes a setting change process (setting-related process). In this process, a process associated with changing or checking a setting value is executed. When the setting change state or the setting check state is not in effect, that is, when the game is playable, the main control CPU 72 can skip this step (without executing the setting change process) and instead execute a process of calculating the base and displaying it on the performance display monitor 200. The main control CPU 72 can calculate the base by dividing the number of prize balls paid out when game balls enter each winning hole (start winning hole, normal winning hole, large winning hole) by the number of outs (the number of game balls detected by the out switch), which indicates the number of game balls shot into the game area.

[0189] Furthermore, when the setting change process (setting-related process) is executed in this step, the main control CPU 72 generates a setting-related end command. Here, the "setting-related end command" is a performance command that notifies that processing related to changing or checking the settings has ended, and the setting-related end command can also include information on the setting value. The generated setting-related end command is transmitted to the performance control device 124 in the performance command transmission process (step S142 in FIG. 8) executed in the main loop.

[0190] Step S216, Step S218: The main control CPU 72 executes a special symbol game process and a normal symbol game process. These processes are for specifically progressing the game in the pachinko machine 1. Among these, in the special symbol game process (step S216), the main control CPU 72 controls the execution of an internal lottery corresponding to the first special symbol or the second special symbol, determines the variable display or the stationary display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the first variable winning device 30 and the second variable winning device 31 according to the display result.

[0191] The special pattern game processing includes a group of subroutines (program modules) of execution selection processing, processing before special pattern change, processing during special pattern change, processing during special pattern stop display, variable winning device management processing during big win, and variable winning device management processing during small win.

[0192] In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next from the "jump table". For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the special symbol game process as the return address in the stack pointer.

[0193] Which process is selected as the next jump destination depends on the progress of the processes performed so far (special symbol game management status). For example, if the special symbol has not yet started to change and display (special symbol game management status: 00H), the main control CPU 72 selects the special symbol pre-change process as the next jump destination. On the other hand, if the special symbol pre-change process has already been completed, the main control CPU 72 selects the special symbol change process as the next jump destination, and if the special symbol change process has been completed (special symbol game management status: 02H), the main control CPU 72 selects the special symbol stop display process as the next jump destination.

[0194] In the special symbol variation pre-processing, the main control CPU 72 performs an operation to prepare the conditions for starting the variation display of the special symbol. Specifically, the main control CPU 72 decreases the number of operation memories of the first special symbol or the second special symbol to be varied by 1, reads out the random numbers for lottery (jackpot determination random numbers, jackpot pattern random numbers) of the first special symbol or the second special symbol stored in the random number storage area of ​​the RAM 76, executes the jackpot determination process (internal lottery) and the small win determination process based on the internal state, determines the stop patterns at the time of a jackpot, the stop patterns at the time of a small win, the stop patterns at the time of a miss, etc., and executes the process of determining the variation patterns at the time of a jackpot, the variation patterns at the time of a small win, the variation patterns at the time of a miss, etc. based on the reach determination random numbers and the variation pattern determination random numbers. The main control CPU 72 generates a lottery result command, a variation pattern command, a variation start command, a stop pattern command, a confirmation command, a state designation command, etc. based on the determined contents, and transmits them to the performance control device 124.

[0195] In the special symbol variation process, the main control CPU 72 controls the driving of the first special symbol display device 34 or the second special symbol display device 35 while counting the variation timer. Specifically, it outputs an ON or OFF driving signal (1 byte data) to each segment and dot (number 0 to 7) of the 7-segment LED. The pattern of the driving signal changes over time, thereby causing the variable display of the special symbol.

[0196] In the special symbol stop display process, the main control CPU 72 controls the drive of the first special symbol display device 34 or the second special symbol display device 35. Here, too, an ON or OFF drive signal is output to each segment and dot of the 7-segment LED, but the pattern of the drive signal is constant, which causes the special symbol to be stopped and displayed.

[0197] The jackpot time variable winning device management process is selected when the special symbol is stopped and displayed in the jackpot mode during the previous special symbol stop display process. When the special symbol is stopped and displayed in the jackpot mode, an opportunity occurs to transition from the normal state to the jackpot game state (a special game state advantageous to the player). In the jackpot time variable winning device management process, the first large winning port solenoid 90 or the second large winning port solenoid 97 is excited for a certain period of time (for example, 29 seconds or 0.1 seconds, or until 10 game balls are counted), for a preset number of consecutive operations (for example, 10 times, etc.), and the first variable winning device 30 and the second variable winning device 31 open and close in a predetermined pattern. During this time, game balls are concentrated into the first variable winning device 30 or the second variable winning device 31, giving the player an opportunity to win many prize balls at once (special game execution means). In addition, the opening and closing operation of the first variable winning device 30 and the second variable winning device 31 during a jackpot is called a "round," and if there are a total of 10 consecutive operations, these are sometimes collectively referred to as "10 rounds."

[0198] Then, when the big win game ends, the main control CPU 72 changes the state (high probability state, time-shortened state) after the big win game ends based on the game state flags (probability fluctuation function activation flag, time-shortened function activation flag) (high probability time-shortened state transition means, advantageous game state transition means, special state transition means). In the "high probability state", the probability fluctuation function is activated, and the winning probability in the internal lottery becomes, for example, about 10 times higher than normal (specific game state transition means, high probability state transition means, high probability state setting means). Also, in the "time-shortened state", the time-shortened function is activated, and the activation lottery for the normal symbol becomes highly probable, and the fluctuation time of the normal symbol is shortened, and the opening time of the variable start winning device 28 is extended to increase the number of times it opens (so-called electric chute support is performed). Note that the "high probability state" and the "time-shortened state" may be transitioned to only one of them in the control, or may be transitioned to both of them.

[0199] The small win variable winning device management process is selected when the special symbol is stopped and displayed in the small win mode during the previous special symbol stop display process. For example, when the special symbol is stopped and displayed in the small win mode, an opportunity occurs to transition from the normal state to the small win game state. In the small win game, the first variable winning device 30 opens and closes a predetermined number of times (for example, twice) in a predetermined opening time (for example, 0.1 seconds), but there is almost no winning in the first large winning port.

[0200] In the normal symbol game process (step S218), the main control CPU 72 determines the variable display or stop display by the normal symbol display device 33, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the previous switch input event process (step S204) as a trigger of passing through the start gate 20, reads the random number value from the memory in this normal symbol game process, and judges whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol is variably displayed by the normal symbol display device 33, and the normal symbol is stopped in a predetermined winning mode, and then the main control CPU 72 excites the normal electric role solenoid 88 to operate the variable start winning device 28 (movable piece operating means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 performs a stopped display of the normal symbol in a losing mode after the varying display.

[0201] Step S220: Next, the main control CPU 72 executes a state management process. In this process, the main control CPU 72 checks whether a high-risk state such as an abnormality in the winning frequency (a state in which the number of winning balls into the intermediate start winning hole 26 and the normal winning holes 22 and 24 is abnormally large) or a base abnormality (a state in which the number of game balls collected on the back side of the game board unit 8, i.e., the total number of winning balls into each winning hole 22, 24, 26, 28a, 30b, and 31b is greater than the number of game balls shot into the game area 8a) has occurred. When an abnormal state is detected, the main control CPU 72 notifies the occurrence of the abnormality by outputting a security signal to the hall computer of the game arcade and by transmitting a predetermined performance control command to the performance control device 124.

[0202] Step S222: The main control CPU 72 executes the winning port switch process. In this process, when each input port ON detection flag stored based on the winning detection signal input from each switch 80, 81, 82, 84, 85, 86 in the previous port input process (step S206) is ON, each target winning ball control counter is updated by adding 1.

[0203] Step S224: The main control CPU 72 executes a prize ball payout process. Although a detailed flow is not shown, in this process, the main control CPU 72 first checks whether the payout command buffer is empty (whether a payout command to be sent is set), and if it is not empty (a payout command is set), it sends various payout commands output to the payout command buffer to the payout control device 92. For example, a payout command indicating the start-up mode at the time of power-on is set during the CPU initialization process (steps S118 and S124 in FIG. 7) and output to the payout command buffer (step S126 in FIG. 7), and the payout command indicating this start-up mode is sent here. On the other hand, if the payout command buffer is empty, the process proceeds to a process for instructing the payout of prize balls. The main control CPU 72 checks whether the prize ball control counter is not 0, and if the prize ball control counter is not 0, it sends a payout command specifying prize balls that indicates the number of prize balls corresponding to this counter to the payout control device 92. More specifically, the payout command for the prize balls corresponding to each prize ball control counter updated in the previous step S222 is transmitted here. The payout command is transmitted only when a payout command permission signal is input from the payout control device 92 to the main control device 70 and the number of payout commands set in the transmission data register (transmission FIFO) is less than a predetermined number (more specifically, the payout command set in the transmission FIFO in the step S224 executed previously or earlier has already been transmitted, or is currently being transmitted and there is space in the transmission FIFO).

[0204] In particular, in step S224 when the power is turned on, if the payout command set during the CPU initialization process is normally sent, the main control CPU 72 uses this as an opportunity to turn on the launch permission signal. Specifically, the main control CPU 72 clears the payout command buffer output when the power is turned on, and turns on the launch permission signal by setting a specific bit of the output port (specific output information setting means). This allows the launch of game balls after confirming normal operation after power is turned on, and this launch permission signal is sent to the launch control board 108 via the payout control device 92, making it possible to launch game balls.

[0205] Furthermore, in the prize ball payout process, the main control CPU 72 outputs a prize ball content command that transmits the details of the number of prize balls to the performance control device 124. When a winning detection signal is input from the first count switch 84 or the second count switch 85 corresponding to the first variable winning device 30 or the second variable winning device 31, a prize ball content command corresponding to the first profit (15 game balls) is generated. When a winning detection signal is input from the second winning port switch 81 corresponding to the normal winning port 24, a prize ball content command corresponding to the second profit (10 game balls) is generated. The prize ball content command is transmitted to the performance control device 124 in the performance command transmission process.

[0206] [Number of winning balls and number of winning balls] The number of prize balls in the starting hole for the first special symbol and the number of prize balls in the starting hole for the second special symbol are set to a prescribed number of 1 or more. The number of prize balls in the starting hole for the first special symbol and the starting hole for the second special symbol may be different. Furthermore, the minimum number of prize balls may be set based on the probability of winning the special symbol and the expected value of the total number of game balls acquired (the average number of balls acquired during a series of periods from the first win to the end of the time-shortening state). Furthermore, when the probability of winning the special symbol, the expected value of the total number of game balls acquired, the number of times the big prize hole is opened, the opening time of the big prize hole, the maximum number of winnings in the big prize hole, and the number of prize balls in the big prize hole satisfy predetermined conditions, a big prize may be set in which the number of game balls acquired by one big prize is less than 1 / 4 of the maximum number of game balls acquired.

[0207] Step S226: The main control CPU 72 executes a launch position designation process. In this process, the main control CPU 72 first sets the launch position designation flag to the previous launch position designation flag, and then clears the launch position designation flag. Then, the main control CPU 72 turns the launch position designation flag ON if the variable winning device is operating or the time-saving function is operating, and generates a launch position designation command if the launch position designation flag and the previous launch position designation flag do not match. The generated launch position designation command is transmitted to the performance control device 124 in a performance command transmission process (step S142 in FIG. 8) executed in the main loop.

[0208] Step S227: The main control CPU 72 executes a security management process. In this process, the main control CPU 72 judges whether or not an illegal win has occurred, and judges whether or not an excessive win has occurred, based on the input state (ON / OFF) of various winning detection signals. The main control CPU 72 also monitors for illegal acts based on input signals from a magnetic detection sensor, a vibration detection sensor, a radio wave detection sensor, and the like (not shown). Then, when the main control CPU 72 judges that such an error has occurred, it generates an error command. The main control CPU 72 can execute a response process corresponding to the error. The response process is, for example, a process of changing a bit of a winning detection signal due to an illegal win from ON to OFF, a process of generating a warning sound, a process of stopping a game, and the like. When the main control CPU 72 detects an error, it transmits an error command corresponding to various errors to the performance control device. The error may include not only an error such as illegality, but also the state of the gaming machine (a state such as a setting change).

[0209] Step S228: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores external information signals (e.g., winning ball information, door opening information, symbol determination number information, big win information, starting hole information, etc.) in the port output request buffer for the hall computer of the game center through the external terminal board 160.

[0210] In this embodiment, various kinds of jackpot information can be provided to external electronic devices (data display device and hall computer) connected to the pachinko machine 1 by outputting, for example, "jackpot 1" to "jackpot 5" from among various external information signals to the outside as jackpot information (external information signal output means). In other words, by outputting the jackpot information divided into a plurality of "jackpot 1" to "jackpot 5", it is possible to count and manage the type of jackpot (winning type) from these combinations in a hall computer (not shown), recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the pattern change time, and count and manage the occurrence of small wins (wins in which the condition device does not operate) that are not classified as "jackpots" even if they are not non-wins. In addition, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past few business days for each machine of the pachinko machine 1, recognize whether or not each machine is currently in a jackpot, or recognize whether or not each machine is currently in a shortened state of the pattern change time. In this external information processing, the main control CPU 72 controls the output states (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5" in detail.

[0211] Step S230: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (for example, normal symbol game management state, special symbol game management state, launch position designation, jackpot in progress, probability fluctuation function in operation, time reduction function in operation) and stores these in the port output request buffer. By using these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.

[0212] Step S232: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 performs processes required for managing the lighting state of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, etc. Specifically, the drive signal for lighting each lamp in a manner corresponding to the variable display or stop display of the symbol, the operation memory number display, the game status display, etc. determined in the previous special symbol game process (step S216) or the normal symbol game process (step S218) is stored as byte data in the port output request buffer for each common.

[0213] Here, the byte data stored in the port output request buffer for each common is stored in the output port in turn for one common at a time in the dynamic port output process (step S204) and output to the port every time a timer interrupt process occurs. For example, in the timer interrupt process executed next time, the byte data stored for common 1 is output to the port, and in the timer interrupt process executed the time after that, the byte data stored for common 2 is output to the port, and so on, in such a manner that the byte data stored in the port output request buffer for each common is processed one by one in turn. As a result, each lamp constituting a predetermined display mode (mode for displaying the variation and stop of the pattern, displaying the number of operation memories, displaying the game status, etc.) is driven in turn for each common, and lighting is controlled by the dynamic lighting method.

[0214] Step S234: The main control CPU 72 also executes a solenoid output management process. In this process, the main control CPU 72 stores in the port output request buffer the drive signals, test signals, etc. of the normal electric role solenoid 88, the first large winning port solenoid 90, the second large winning port solenoid 97, and the variable probability area solenoid 99, all of which are stored in the port output request buffer.

[0215] Step S236: The main control CPU 72 executes a port output process. In this process, the main control CPU 72 checks whether a value is stored in each output buffer (port output request buffer), and outputs the value to the port if a value is stored. For example, the drive signals of the solenoids 88, 90, 97, and 99 stored in the port output request buffer in the previous step S234 are output to the port. In this case, each drive signal is sent to the corresponding solenoid 88, 90, 97, and 99, and it becomes possible to cause each solenoid to operate according to the drive signal.

[0216] Step S238: The control CPU 72 restores the values ​​of the HL, DE, BC, and AF registers saved in step S200 to each register, ends the timer interrupt process, and returns to the main loop (FIG. 8) of the CPU initialization process.

[0217] [Example of a production image] Next, some examples of the effect images actually displayed on the liquid crystal display 42 in the pachinko machine 1 will be described. As described above, when an internal lottery for a jackpot is performed in the pachinko machine 1, a variation pattern (variation time) is determined under the control of the main control CPU 72, and a variable display using the first special symbol and the second special symbol is performed (symbol display means). However, the first special symbol and the second special symbol themselves are displayed by lighting and blinking using a 7-segment LED, so they lack visual appeal. Therefore, in the pachinko machine 1, a variable display effect using the effect symbols is performed.

[0218] The performance symbols include, for example, three symbols, a left performance symbol, a center performance symbol, and a right performance symbol, which are displayed in a row on the left, center, and right sides of the screen of the liquid crystal display 42 (see FIG. 1). Each performance symbol is designed, for example, as a picture card with a character attached along with the numbers "1" to "9." Here, the left performance symbol, center performance symbol, and right performance symbol all form a pattern row in which the numbers are arranged in descending order from "9" to "1." Such pattern rows are displayed in a changing manner, flowing (scrolling) vertically in the left, center, and right areas of the screen, respectively.

[0219] FIG. 10 is a series of diagrams showing examples of performance images corresponding to the variable display and the stop display of the special symbol. Here, an example of the variable display performance and the stop display performance (result display performance) performed using the performance symbols for the variation of the special symbol when it is not a winning symbol (miss) is shown. This variable display performance corresponds to a series of performances performed from the start of the variable display of the special symbol (here, the first special symbol, but it may be the second special symbol.) to the stop display. Also, the stop display performance is a performance that shows the stop display of the special symbol and the result of the internal lottery at that time as a combination of performance symbols. Here, first, before explaining the specific contents of the control process, the basic flow of the variable display performance and the stop display performance for each variation adopted in this embodiment will be explained.

[0220] [Before change display] In Fig. 10 (A): For example, before the first special symbol starts to vary (when the demo effect is not in progress), a row of three effect symbols is displayed large on the screen of the liquid crystal display 42. At this time, the effect symbols are also displayed in a stopped state in accordance with the stopped display of the first special symbol or the second special symbol.

[0221] [Memory display performance] Also, markers (with reference symbols M1 and M2 in the figure) indicating the number of activation memories of the first special symbol and the second special symbol are displayed in the pre-change display area X1 at the bottom of the screen of the liquid crystal display 42. The number of these markers M1 and M2 indicates the number of activation memories of the first special symbol and the second special symbol (the number of indications of the first special symbol activation memory lamp 34a and the second special symbol activation memory lamp 35a), and the number of indications increases or decreases in conjunction with the change in the number of activation memories during play.

[0222] In addition, for easy visual distinction, the marker M1 corresponding to the first special symbol is displayed as, for example, a circle (○), and the marker M2 corresponding to the second special symbol is displayed as, for example, a heart. In the illustrated example, all four markers M1 are lit to indicate that the number of activation memories of the first special symbol is four, and all markers M2 are hidden (shown by dashed lines) to indicate that the number of activation memories of the second special symbol is zero (memory display effect).

[0223] Also, while the performance symbols are being displayed, for example, a fourth symbol (with reference symbols Z1 and Z2 in the figure) is displayed in the upper right corner of the screen of the liquid crystal display 42. These fourth symbols Z1 and Z2 are the "fourth performance symbols" following the left, center, and right performance symbols, and are displayed in a synchronized manner while the performance symbols are being displayed. The fourth symbols Z1 and Z2 are simply marks (for example, a "□" shape) with colors added, and the display color can be changed to express the display. The fourth symbol Z1 corresponds to the first special symbol, and the fourth symbol Z2 corresponds to the second special symbol.

[0224] Also, the fourth symbols Z1 and Z2 are displayed stopped in a manner corresponding to a miss (for example, in white). This is to objectively make it clear that the stop display performance is being performed correctly and that the pachinko machine 1 is operating normally. Therefore, if the result of the internal lottery is actually a "6-round jackpot", "8-round jackpot", or "10-round jackpot" rather than a "miss", the fourth symbols Z1 and Z2 are displayed stopped in a manner corresponding to the result (for example, in blue or red).

[0225] [Change display performance begins] In FIG. 10 (B): For example, in synchronization with the start of the first special pattern, three pattern rows scroll on the display screen of the liquid crystal display 42 to start the variable display performance (pattern performance execution means). That is, in synchronization with the start of the first special pattern, the variable display performance is started by vertically scrolling (flowing) the left performance pattern, center performance pattern, and right performance pattern rows on the display screen of the liquid crystal display 42. Also, before the start of the variation, the markers M1 and M2 are displayed in the pre-variation display area X1 in the band-shaped part at the bottom part of the liquid crystal display 42, but after the start of the variation, they move to the variable display area X2 by the pedestal image displayed at the bottom left part of the liquid crystal display 42, and continue to be displayed until the variation of the special pattern (performance pattern) is stopped (memory image display maintenance performance). In the figure, the variable display of the performance pattern is simply indicated by a downward arrow. In addition, during the changing display, each performance pattern is displayed in a transparent state (transparent display), so that the image (background image) that forms the background of the performance pattern is displayed on the display screen in an easily visible manner.

[0226] In this case, the background image represents, for example, a scene in which a female character wearing a yukata sits on a bench and relaxes as if enjoying the cool evening air. Such a background image represents, for example, a "normal mode" as a stay mode in terms of presentation. In this embodiment, the "normal mode" corresponds to a normal state in which the time-saving function is not activated and the probability fluctuation function is also not activated. In addition, various modes are provided in terms of presentation, and background images with different scenery or scenes are prepared for each mode (state display presentation execution means). The difference between these modes may correspond to an internal "time-saving state" or a "high probability state". Although not particularly illustrated here, a preview presentation may be performed after this by, for example, displaying images of characters, items, etc. on the display screen.

[0227] In addition, while the changing display of the performance symbols is in progress, the fourth symbol Z1 is displayed in a changing manner in the upper right corner of the screen of the liquid crystal display 42, and the fourth symbol Z1 expresses the changing display by changing its display color.

[0228] [Left pattern stop] In FIG. 10 (C): For example, after a certain amount of time (about half the time for the change) has passed, the left performance pattern stops changing first. In this example, the performance pattern representing the number "8" has stopped at the left side of the screen. Note that the background image is omitted here (this also applies from here onwards).

[0229] [Example of a performance when the number of working memories is decreasing] Here, as shown in FIG. 10(B), the number of working memories for the first special symbol is decreased by one as the variation starts, and the number of displayed markers M1 is decreased by one accordingly. For example, if there were four working memories up until that point, the oldest memory display in the marker M1 is moved by one to the variation display area X2, and a performance in which the memory is consumed by an internal lottery is performed. This makes it possible to inform the player through the performance that the number of working memories for the first special symbol has been consumed.

[0230] In the example of Fig. 10(C), the marker M1, which was first in the memory order, moves to the changing display area X2, so that only three markers remain in the pre-change display area X1, and the three markers M1 remaining on the screen are shifted in one direction (here, to the left) by one marker each. This allows the context of the change in the number of working memories to be accurately expressed in the presentation, and also makes it possible to intuitively teach the player that "the working memory has been consumed and one has been reduced" or "the working memory has been consumed and the special symbol is changing" in an easy-to-understand manner.

[0231] [Right performance pattern stop] In FIG. 10 (D): Following the left performance pattern, the right performance pattern stops changing. In this example, it shows that the performance pattern representing the number "3" has stopped in the center of the screen. At this point, it is already confirmed that the reach state will not occur, so it is almost clear from the outside that this change is a non-reach (normal) change. Note that reach changes due to slip patterns, etc. are excluded here. A "slip pattern" is, for example, a performance pattern representing the number "7" stops once, then the pattern row slides one pattern and the performance pattern representing the number "8" stops, which develops into a reach. Alternatively, there is also a pattern in which a performance pattern representing the number "9" stops once, then the pattern row slides one pattern in the opposite direction and the performance pattern representing the number "8" stops, which develops into a reach. There are also other patterns, such as when a symbol representing a completely different number, such as "5," stops for a moment, and then a character appears on the screen and changes the right-hand symbol row again, causing a symbol representing the number "8" to stop and develop into a reach.

[0232] [Stop display effect] In FIG. 10 (E): The last middle performance symbol stops in synchronization with the display of the first special symbol. If the result of the internal lottery this time is a non-winning symbol and the first special symbol stops in a non-winning (missing) manner, the performance symbol is also displayed in a non-winning (missing) manner. That is, in the illustrated example, the performance symbol representing the number "1" has stopped in the middle position of the screen, and in this case, since the combination of performance symbols is "8"-"1"-"3", which is a miss, the performance shows that the current fluctuation corresponds to a normal "miss". At this time, the fourth symbol Z1 stops in a manner corresponding to a miss (for example, white display color).

[0233] In addition, when the stop display effect is performed, the marker M1 that had moved to the changing display area X2 and continued to be displayed is also hidden. Therefore, it is possible to teach the player intuitively and easily that "the change of the special symbol has ended."

[0234] The above is an example of the variable display effect and the stop display effect (when not winning) that are performed using the performance pattern for each variation. Through such effects, the player can have a sense of expectation of winning, and finally, the result of the internal lottery can be clearly informed through the performance.

[0235] In addition, the above-mentioned example is for non-winning, but in the case of winning, the reach effect is executed during the variable display effect, and then the effect symbols are displayed in a stopped display mode in the stopped display mode in the big win mode. At this time, the stopped display mode of the effect symbols is basically selected in correspondence with the winning symbol (the stopped display mode of the first special symbol display device 34 or the second special symbol display device 35) selected internally by the main control CPU 72.

[0236] [Example of a big win] Next, an example of the presentation when a big win (winning) occurs will be described. 11 is a continuous diagram showing the flow of the super reach effect executed during the variable display of the special symbol. The super reach effect is a reach effect executed in association with the variable display selected for a medium variable time (for example, 50 to 100 seconds).

[0237] Here, we will explain the flow of the super reach performance that is executed when a jackpot is hit, but the super reach performance is executed not only when a jackpot is hit but also when a miss occurs, although the percentage is low. In addition to the reach performance, this includes variable display performance, stop display performance, and notice performance. In addition, we will explain an example of a notice performance (notice performance before the reach occurs, notice performance after the reach occurs) that is executed during the variable display performance.

[0238] The following reach effect is executed after, for example, variable display based on a variable pattern during a big win is performed on the first special symbol display device 34 until the first special symbol stops and is displayed in a big win mode (for example, "si", "yo", "kuchi", "mi", "F", "E", "L", "Γ", etc. of the 7-segment LED) (reach effect execution means). In FIG. 11, each effect symbol is shown in a simplified form using only numbers. Also, the markers M1, M2, the fourth symbols Z1, Z2, the pre-variation display area X1, and the during-variation display area X2 are omitted from the illustration (the same applies to the following drawings). The following will be described along the flow of the effect.

[0239] 〔Variable display effect〕 In FIG. 11(A): For example, in rough synchronization with the start of variation of the first special symbol, a variable display effect is started such that the columns of the left effect symbol, the middle effect symbol, and the right effect symbol scroll vertically (for example, from top to bottom) on the screen of the liquid crystal display 42.

[0240] 〔Pre-reach notice effect (first stage)〕 In FIG. 11(B): Next, at a relatively early stage of the variable display effect, a first-stage pre-reach notice effect using a character picture image (picture card) is performed. This pre-reach notice effect is a notice effect in which the change in the aspect progresses step by step from the first stage to a plurality of stages (for example, the second to fifth stages) according to a predetermined order. The picture image used in this pre-reach notice effect is located in front of the effect symbol that is being variably displayed on the screen and is displayed, for example, so as to suddenly appear from the left end of the screen (other appearance aspects are also possible). Here, the "pre-reach notice" means to give notice of the possibility of a reach or the possibility of a big win before any of the effect symbols stops and is displayed. By executing such a "pre-reach notice effect", an effect can be obtained of making the player feel an expectation that "it may develop into a reach = the possibility of a big win increases".

[0241] 〔Pre-reach notice effect (second stage)〕 In FIG. 11 (C): After the first stage of the reach occurrence advance notice performance is executed, the change in the state of the reach occurrence advance notice performance progresses to the second stage. Here, as the second stage of the reach occurrence advance notice performance, a performance using a different character image from the previous one is performed. Specifically, a different image appears from the right edge of the screen and is displayed overlapping on top of the previously displayed image. The image displayed at this time is also larger in size than the previously displayed image. A sound output performance is also performed in which the character represented by the image speaks a line (for example, "It's going to be a reach").

[0242] The pre-reach notice performance (second stage) using such a second picture image is an advanced version of the pre-reach notice performance (first stage) shown in FIG. 11 (B). The form of the "pre-reach notice performance" that develops in this way is generally referred to as "step-up notice" or the like. Here, an example is given in which a second stage picture image appears in the pre-reach notice performance, but the performance may be such that the third, fourth, and fifth stage picture images appear and are displayed one after another. Also, for example, each time the third, fourth, and fifth stage picture images appear and are displayed one after another, their size may be enlarged. Note that even at this stage, the display of the variation of the performance pattern continues. In any case, by progressing the change in the form of the pre-reach notice performance to more stages, it is possible to suggest to the player that there is a high possibility (expectation) of a jackpot with this variation (for example, progressing to the fifth stage suggests the highest expectation).

[0243] [Stop of the left performance pattern] In Figure 11 (D): As the display reaches the middle stage of the variable display performance, the display of the left-hand display pattern stops. At this point, the display pattern representing the number "5" is stopped on the left side of the screen.

[0244] [Reach state occurs] FIG. 11 (E): Following the left performance symbol, for example, the display of the right performance symbol stops changing. At this point, the performance symbol representing the number "5" has stopped on the right side of the screen, so a "5"-"changing"-"5" reach state has occurred. An image emphasizing one line that is in the reach state is then displayed on the screen. Additionally, a sound such as "Reach!" is output.

[0245] After the reach state occurs, the reach effect is executed when a win occurs (however, at this point the winning result has not yet been revealed). In the reach effect, only the effect symbols corresponding to the completed number (here, "5") are displayed on the screen, and all others are hidden. Note that at this time, the effect symbols may be displayed in a reduced form in each of the four corners of the screen.

[0246] [Preview after reach occurs (1st time)] FIG. 11 (F): A short time after the reach state occurs, a reach occurrence post-notice performance (first time) is performed, in which, for example, a group of images showing heart shapes pass diagonally across the screen. In this case, the image of a group of hearts is suddenly displayed on the screen as if it is flowing, which increases the visual appeal to the player. By executing such a visually exciting reach occurrence post-notice performance, it is possible to obtain an effect of creating even greater anticipation in the player.

[0247] [Progression of reach performance] In FIG. 11 (G): Following the first reach occurrence notice performance, for example, images representing the numbers "2" to "6" are displayed on the screen in a three-dimensional row, and the images of the numbers are erased from the screen in the order of "2", "3", "4", etc., starting from the top (front) of the row. This type of performance is also performed for the purpose of suggesting (implying) or reminding the player that if the number "5" remains until the end without being erased, it is a "jackpot". Also, if the number "4" is erased and the "5" remains at the front of the screen, it means a "jackpot", and if the number "5" is also erased, it means a "miss". In the case of a miss, for example, the number "6" is displayed on the screen after the number "5" is erased. Therefore, during this time, as the images of the numbers "2", "3", and "4" are erased in order, the player's tension and expectation also increase. Then, when the number "4" is actually erased from the screen and only the number "5" remains on the screen as the presentation progresses, the possibility of a "jackpot" increases, and the player's tension also increases all at once.

[0248] [Preview after reach occurs (2nd time)] In FIG. 11 (H): As the reach effect nears the end, a character image is suddenly displayed on the screen in a close-up, and the character speaks some lines (or just smiles silently), as part of the second announcement effect after the reach occurs. At this point, for example, the reach effect is that if the number "5" remains without being erased, the possibility of a "5"-"5"-"5" jackpot increases. Therefore, by making the character image appear large at this timing, it is possible to create a sense of expectation in the player that "it might be a jackpot."

[0249] Another example of a reach effect other than the above is when the numbers "2" through "4" are erased, and the number "5" is the last one left, which will be a big win. If a character image appears at such a time, it can create a sense of expectation in the player that "the big win may be approaching."

[0250] [Stop display effect] In FIG. 11 (I): Then, the final middle performance symbol stops. In this example, the performance symbol representing "5" is displayed in the center of the screen, which conveys to the player that it is a big win.

[0251] FIG. 11 (J): Then, for example, in approximately synchronization with the stop display of the first special symbol, a stop display effect is performed as a performance pattern. The stop display effect of the performance patterns is performed, for example, with the left, center, and right performance patterns restored to their initial sizes. By performing such a stop display effect, it is possible to inform the player that the final winning type has been determined in the performance. In other words, by performing an unclear stop display effect in the performance, it is possible to keep secret from the player which winning pattern has won.

[0252] If the internal lottery results in a non-winning result, the first special symbol, which is the target of this change, will stop and be displayed as a losing symbol, and the display effect will also be performed in a losing mode. In this case, the numbers "4" and "6" other than "5" will be displayed in the center of the screen to inform the player that unfortunately this change did not result in a jackpot. This type of effect is executed as a "losing reach effect."

[0253] Next, three examples of performance examples using operation information will be explained. The first performance example is an example in which operation information is accumulated and then calculated to create a performance (determine the content of the performance). The second performance example is an example in which operation information is accumulated and then all of the accumulated operation information is used to create a performance. The third performance example is an example in which operation information is accumulated and then part of the accumulated operation information is used to create a performance. Each will be explained in order below.

[0254] [First production example] 12 and 13 are diagrams showing an example of the volume adjustment performance. The volume adjustment performance is executed during a demo performance (during standby when the variable display performance is not being executed) or during a variable display performance. In FIG. 12(A): Volume adjustment can be performed using a volume adjustment switch 67. The current volume is displayed by a volume meter E1 having seven squares, and can be adjusted from level 0 (minimum volume) to level 7 (maximum volume). In the illustrated example, all squares of the volume meter E1 are colorless, so the volume is at level 0. The volume meter E1 is displayed in the lower right area of ​​the display screen of the liquid crystal display 42.

[0255] 12B: Here, it is assumed that the player presses the up button 67a of the volume adjustment switch 67 once. Normally, the volume would shift to the first level, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so the volume does not shift to the first level.

[0256] 12(C): Here, it is assumed that the player presses the up button 67a of the volume adjustment switch 67 once again. Normally, the volume would shift to the second level, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has passed, so the volume does not shift to the second level.

[0257] 13(D): Furthermore, suppose that the player presses the down button 67b of the volume adjustment switch 67 once. Normally, the volume would shift to the first level, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so the volume does not shift to the first level.

[0258] FIG. 13 (E): Here, it is assumed that a certain period of time has passed. In this case, operation information regarding the pressing of the buttons is notified from the input control unit 228 to the performance control unit 210. The performance control unit 210 executes calculations regarding two presses of the up button 67a and one press of the down button 67b, and as a result, determines that one press of the up button 67a has been performed. As a result, the bottom square of the volume meter E1 turns colored, and the player is informed that the volume has shifted to the first level. Although not shown, not only the display on the liquid crystal screen but also the actual volume is shifted to the first stage. Similarly to the volume adjustment, the brightness can also be adjusted using the brightness adjustment switch 68.

[0259] 12(B) to 13(D), it may seem that there is no reaction in terms of presentation when the button is pressed, but the fixed time is set according to the image update cycle of the liquid crystal display 42 (for example, 16 ms=the display time of one frame (1 / 60 seconds) in the case of 60 FPS), so there is no problem of presentation delay. Also, if the fixed time is set to 16 ms, the number of times the button can be pressed within the fixed time is limited to two or three times, but since the fixed time can be freely changed according to the game specifications, it may be possible to press the button more than three times within the fixed time.

[0260] [Second example of production] 14 and 15 are diagrams showing examples of battle effects. The battle effects can be executed as preview effects during the variable display effects, and can suggest the likelihood of winning depending on whether or not an enemy character can be defeated. 14A: The battle performance is executed by utilizing the push button 64. In the illustrated example, an enemy character E2 is displayed. The enemy character E2 is displayed in the center of the display screen of the liquid crystal display 42.

[0261] 14(B): Here, it is assumed that the player presses the push button 64 once. Normally, an effect (an afterimage of the attack) is displayed around the enemy character E2, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has passed, so no effect is displayed.

[0262] 14(C): Here, it is assumed that the player presses the push button 64 once again. Normally, an effect is displayed around the enemy character E2, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so no effect is displayed.

[0263] 15(D): It is further assumed that the player presses the push button 64 once. Normally, an effect is displayed around the enemy character E2, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so no effect is displayed.

[0264] 15 (E): Here, it is assumed that a certain amount of time has passed. In this case, information regarding the button press is notified from the input control unit 228 to the performance control unit 210, and the performance control unit 210 determines that the button has been pressed three times. As a result, three effects E3 corresponding to the three presses are displayed around the enemy character E2.

[0265] In Figures 14 (B) to 15 (D), it may appear that there is no reaction in terms of the presentation when the button is pressed, but the fixed time is set to a time corresponding to the image update cycle of the LCD display 42, so there is no problem of delay in the presentation.

[0266] [Third production example] 16 and 17 are diagrams showing examples of the treasure chest opening effect. The treasure chest opening effect can be executed as a preview effect during the variable display effect, and the contents of the treasure chest can suggest the probability of winning. 16A: The treasure chest opening performance is executed by utilizing the push button 64. In the illustrated example, a treasure chest E4 is displayed. The treasure chest E4 is displayed in the center of the display screen of the liquid crystal display 42.

[0267] 16B: Here, it is assumed that the player presses the push button 64 once. Normally, an effect is executed in which the treasure box E4 opens, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so the treasure box E4 does not open.

[0268] 16C: Here, it is assumed that the player presses the push button 64 once again. Normally, an effect is executed in which the treasure box E4 opens, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so the treasure box E4 does not open.

[0269] 17(D): It is further assumed that the player presses the push button 64 once. Normally, an effect is executed in which the treasure box E4 opens, but in this embodiment, the operation information regarding the button press is notified after a certain period of time has elapsed, so the treasure box E4 does not open.

[0270] In FIG. 17 (E): Let us assume that a certain amount of time has passed. In this case, operation information regarding the pressing of the button is notified from the input control unit 228 to the performance control unit 210. Here, the button was pressed three times, but the performance control unit 210 determines that the button was pressed at least once. As a result, although information regarding three presses is notified, the treasure chest E4 is opened only once.

[0271] In Figures 16 (B) to 17 (D), it may appear that there is no reaction in terms of the presentation when the button is pressed, but the fixed period of time is set according to the image update cycle of the LCD display 42, so there is no problem of delay in the presentation.

[0272] Next, an example of a control method for specifically realizing the above effects will be described. Each of the above effects is controlled through the following control processes.

[0273] FIG. 18 is a flowchart illustrating an example of a procedure for the operation information management process. This operation information management process is incorporated into the main loop process executed by the input control unit 228, and is called once every predetermined period (for example, every several tens of μs to several ms).

[0274] Step S900: The input control unit 228 executes a process to check whether an on signal (on edge) of any of the operation members is detected. The operation members are any of the handle lever 62, the push button 64, the directional key 66 (either the up, down, left or right key switch), the volume adjustment switch 67 (the up button or the down button), and the brightness adjustment switch 68 (the up button or the down button).

[0275] As a result, when it is confirmed that an ON signal of any operation member has been detected (Yes), the input control unit 228 executes step S901. On the other hand, when it is not confirmed that an ON signal of any operation member has been detected (No), the input control unit 228 executes step S902.

[0276] Step S901: The input control unit 228 executes a process of incrementing (+1) the on-count information of the operation member for which an on-signal has been detected. For example, when an on-signal of the push button 64 is detected, the on-count information of the push button 64 is incremented.

[0277] Step S902: The input control unit 228 executes a process of checking whether or not an off signal (off edge) of any of the operating members has been detected. As a result, when it is confirmed that an OFF signal of any of the operation members has been detected (Yes), the input control unit 228 executes step S903. On the other hand, when it is not confirmed that an OFF signal of any of the operation members has been detected (No), the input control unit 228 executes step S904.

[0278] Step S903: The input control unit 228 executes a process of incrementing (+1) the off count information of the input device that detected the off signal. For example, when an off signal of the push button 64 is detected, the off count information of the push button 64 is incremented.

[0279] Step S904: The input control unit 228 executes a process to check whether a certain period of time has elapsed. The certain period of time is preferably a value according to the specifications of the liquid crystal display. For example, the certain period of time is preferably in the range of 4 ms (a quarter of 16 ms; corresponding to 240 FPS) to 32 ms (twice 16 ms; display time for two frames at 60 FPS), and more preferably 16 ms (≈16.666; display time for one frame at 60 FPS). The liquid crystal display is capable of displaying images at any frame rate (30 FPS to 240 FPS).

[0280] As a result, if it is confirmed that the certain time has elapsed (Yes), the input control unit 228 executes step S905. On the other hand, if it is not confirmed that the certain time has elapsed (No), the input control unit 228 returns to the caller.

[0281] Step S905: The input control unit 228 executes a process of checking whether the on-count information or the off-count information is greater than or equal to 1. Specifically, when the on-count information of any operation member is greater than or equal to 1, or the off-count information of any operation member is greater than or equal to 1, the input control unit 228 can determine that the on-count information or the off-count information is greater than or equal to 1.

[0282] As a result, when it is confirmed that the on-count information or the off-count information is 1 or more (Yes), the input control unit 228 executes step S906. On the other hand, when it is not confirmed that the on-count information or the off-count information is 1 or more (No), the input control unit 228 returns to the call source.

[0283] Step S906: The input control unit 228 executes a process of acquiring current information. The current information (state information) is information indicating whether an operating member whose on-count information or off-count information is 1 or more is being operated (on) or not being operated (off). The current information is the current information of an operating member whose on-count information or off-count information is 1 or more.

[0284] Step S907: The input control unit 228 executes a process of generating operation information to be notified to the performance control unit 210. This operation information is generated based on the on-count information, the off-count information, and the current information. Step S908: The input control unit 228 executes a process of notifying the performance control unit 210 of the operation information. Step S909: The input control unit 228 executes a process of resetting the on-count information, the off-count information, and the current information. After completing the above processing, the input control unit 228 returns to the call source.

[0285] [Performance control processing] As described above, the performance control device 124 has a function as a performance control processor and a function as a performance playback processor, and these two functions are realized by allocating different resources of the performance control CPU 126 to each of them. The performance control CPU 126 as a performance control processor receives performance commands transmitted from the main control device 70 and sets various control tables that instruct the playback of performances according to the contents of the commands. In addition, the performance control CPU 126 as a performance playback processor analyzes the control tables set by the performance control processor and issues more specific instructions to each device based on the contents, thereby controlling the operation of each device (screen display by the liquid crystal display 42, audio output by the speakers 54, 55, 56, 58, light emission by the various lamps 46 to 52, the board lamp 53, etc., displacement of various movable bodies by the movable body motor 57, etc.), thereby realizing performance playback in the pachinko machine 1.

[0286] Therefore, for ease of explanation, in the following explanation, the operating entity when the performance control CPU 126 functions as a performance control processor will be referred to as the "performance control unit 210," and the operating entity when the performance control CPU 126 functions as a performance display processor will be referred to as the "display control unit 220," "audio control unit 222," "lamp control unit 224," or "motor control unit 226" as appropriate depending on the content.

[0287] 19 is a flowchart showing an example of the procedure of the performance control processing executed by the performance control CPU 126. This performance control processing is executed, for example, in a timer interrupt processing (interrupt management processing) separate from a reset start (main) processing (not shown). The performance control CPU 126 generates a timer interrupt at a predetermined interrupt period (for example, a period of several tens of μs to several ms) while executing the reset start processing, and executes the timer interrupt processing.

[0288] The performance control process includes subroutines for command reception process (step S400), operation information acquisition process (step S401), performance construction process (step S402), display output process (step S404), input control process (step S405), lamp drive process (step S406), sound drive process (step S408), performance random number update process (step S410), and other processes (step S412). Below, the basic flow of the performance control process will be explained along with each process.

[0289] Step S400: In the command reception process, the performance control unit 210 receives a performance command transmitted from the main control CPU 72. The performance control unit 210 also analyzes the received performance commands and stores them by type in the command buffer area of ​​the RAM 130. The performance commands transmitted from the main control CPU 72 include, for example, a lottery result command, a fluctuation pattern command, a fluctuation start command, a stop pattern command, a confirmation command, a state designation command, various error commands, a fluctuation pattern destination determination command, a probability change area passing command, a prize ball content command, and a setting related end designation command.

[0290] Step S401: In the operation information acquisition process, the performance control unit 210 executes a process of acquiring operation information notified from the input control unit 228.

[0291] Step S402: In the effect construction process (effect content determination process), the effect control unit 210 executes an error effect management process, an operation memory effect management process, an effect pattern management process, etc. In addition, the effect construction process incorporates a volume adjustment effect management process, a battle effect management process, and a treasure chest opening effect management process, which will be described later.

[0292] In the error effect management process, the effect control CPU 126 executes a process for selecting an effect pattern for executing an error effect based on various error commands (error effect execution means).

[0293] In the operation memory performance management process, the performance control unit 210 controls the execution of a memory display performance using the markers M1 and M2, and a look-ahead preview performance using the markers M1 and M2.

[0294] In the performance symbol management process, the performance control unit 210 controls the contents of the variable display performance, reach performance, and stop display performance using the performance symbols, and controls the performance contents during the opening and closing operation of the first variable winning device 30 or the second variable winning device 31 (performance execution means). Also, in this process, the performance control unit 210 selects performance patterns for various advance notice performances (advance notice performance before reach occurs, advance notice performance after reach occurs, etc.). Furthermore, in this process, the performance control unit 210 selects performance patterns such as volume adjustment performance, battle performance, and treasure chest opening performance according to the progress of the game, the variable pattern, and the selection status of the variable display performance, reach performance, and advance notice performance.

[0295] Step S404: In the display output process, first, the performance control unit 210 sets a message or a control table that instructs the display control unit 220 on the performance contents (for example, the number of activation memories for the first special symbol and the second special symbol, the activation memory performance pattern number, the pre-reading notice performance pattern number, the variable performance pattern number, the notice performance number at the time of change, the background pattern number, the reserved deletion, etc.). In response to this, the display control unit 220 instructs the VDP 152 to draw specifically based on the contents of the set message or control table, and controls the display operation by the liquid crystal display 42.

[0296] Step S405: In the input control process, first, the performance control unit 210 instructs the input control unit 228 to detect whether or not any of the operating members is operated in a manner designated by the player, in synchronization with a scene that requests an operation by the player as the performance progresses. More specifically, the performance control unit 210 sets one of the input control tables defined in advance in the control ROM 180. In response to this, the input control unit 228 analyzes the contents of the set input control table, and based on this, sets a period during which an operation for any of the operating members can be accepted. The input control unit 228 can obtain operation information of the operating members, and notifies the operation information to the performance control unit 210. The operation information notified to the performance control unit 210 is used in the performance construction process.

[0297] Step S406: In the lamp drive process, first, the performance control unit 210 sets a control table that instructs the performance contents to the lamp control unit 224. In response to this, the lamp control unit 224 outputs a specific drive signal to the driver IC 132 via the LED driver 198 based on the contents of the set control table, and drives (turns on or off, blinks, changes brightness gradation, etc.) the various lamps 46 to 52, the panel lamp 53, and the light sources built into each part of the operation unit 60.

[0298] Step S408: In the sound drive process, first, the performance control unit 210 sets a control table that instructs the performance contents to the audio control unit 222. In response to this, the audio control unit 222 instructs the audio IC 134 on specific output contents based on the contents of the set control table, and causes the speakers 54, 55, 56, and 58 to output sounds (sound effects, background music, etc.) according to the performance contents.

[0299] Step S410: In the effect random number update process, the effect control unit 210 updates various effect random numbers in the counter area of ​​the RAM 130. The effect random numbers include, for example, random numbers used for advance notice selection and random numbers used for normal background change lottery (effect lottery).

[0300] Step S412: In other processing, for example, first, the performance control unit 210 sets a control table that instructs the motor control unit 226 on the performance content. In response to this, the motor control unit 226 instructs the SMC 199 on specific control content based on the contents of the set control table. Furthermore, the SMC 199 creates an operation pattern for the movable body 40f based on the instruction from the motor control unit 226, outputs a corresponding control signal to the driver IC, and drives the movable body 40f. The movable body 40f operates using the movable body motor 57 as a drive source, and performs a performance either in synchronization with the display of an image by the liquid crystal display 42 or independently.

[0301] Through the above-mentioned performance control process, the performance control unit 210 can comprehensively control the performance content in the pachinko machine 1.

[0302] 20 is a flowchart showing an example of a procedure for a volume adjustment performance management process. The volume adjustment performance management process is included in the performance construction process, and is called during execution of a volume adjustment performance. Step S920: The performance control unit 210 executes a process of checking whether or not operation information of the up button or the down button of the volume control switch has been acquired. As a result, if it is confirmed that the operation information of the up button or the down button of the volume control switch has been acquired (Yes), the performance control unit 210 executes step S921. On the other hand, if it is not confirmed that the operation information of the up button or the down button of the volume control switch has been acquired (No), the performance control unit 210 returns to the caller.

[0303] Step S921: The performance control unit 210 executes a process of calculating a new volume based on the formula "new volume = old volume + on-count information of the up button - on-count information of the down button." For example, if the old volume is 0, the on-count information of the up button is 2, and the on-count information of the down button is 1, the new volume is 1 (= 0 + 2 - 1).

[0304] Step S922: The performance control unit 210 executes a new volume display process. For example, the performance control unit 210 executes a process of displaying all the squares of the volume meter E1 in colorless if the new volume is 0, executes a process of displaying the bottom square of the volume meter E1 in color if the new volume is 1, and executes a process of displaying the bottom two squares of the volume meter E1 in color if the new volume is 2. Note that the actual volume adjustment is executed in the sound drive process. After completing the above processing, the performance control unit 210 returns to the caller.

[0305] 21 is a flowchart showing an example of the procedure for the battle performance management process. The battle performance management process is included in the performance creation process, and is called during execution of the battle performance. Step S930: The performance control unit 210 executes a process to check whether or not push button operation information has been acquired. As a result, when it is confirmed that the push button operation information has been acquired (Yes), the performance control unit 210 executes step S931. On the other hand, when it is not confirmed that the push button operation information has been acquired (No), the performance control unit 210 returns to the call source.

[0306] Step S931: The performance control unit 210 executes a process of storing "information on the number of times the push button is turned on" in the "number of effects".

[0307] Step S932: The performance control unit 210 executes an effect display process based on the number of effects. For example, the performance control unit 210 executes a process to display one effect E3 when the number of effects is 1, executes a process to display two effects E3 when the number of effects is 2, and executes a process to display three effects E3 when the number of effects is 3. After completing the above processing, the performance control unit 210 returns to the caller.

[0308] 22 is a flowchart showing an example of a procedure for a treasure chest opening effect management process. The treasure chest opening effect management process is included in the effect construction process, and is called during execution of the treasure chest opening effect. Step S940: The performance control unit 210 executes a process of checking whether or not push button operation information has been acquired. As a result, when it is confirmed that the push button operation information has been acquired (Yes), the performance control unit 210 executes step S941. On the other hand, when it is not confirmed that the push button operation information has been acquired (No), the performance control unit 210 returns to the call source.

[0309] Step S941: The performance control unit 210 executes a process of checking whether the information on the number of times the push button is turned on is 1 or more. As a result, if it is confirmed that the push button on-count information is 1 or more (Yes), the performance control unit 210 executes step S942. On the other hand, if it is not confirmed that the push button on-count information is 1 or more (No), the performance control unit 210 returns to the call source.

[0310] Step S942: The performance control unit 210 executes a treasure chest opening performance display process. Specifically, the process opens the treasure chest and displays items and text information inside the treasure chest. In this way, when the push button is pressed at least once, the treasure chest opening performance is executed once. After completing the above processing, the performance control unit 210 returns to the caller.

[0311] FIG. 23 is a diagram showing details of the operation information. The accumulated operation information that the input control unit 228 notifies the performance control unit 210 is made up of 9-bit information from Bit 0 to Bit 8. Bit0 to Bit3 indicate information on the number of times the switch is turned on, and 0 to 15 indicate the number of times the switch is turned on. Bit 4 to Bit 7 indicate information on the number of times the switch has been turned off, and 0 to 15 indicate the number of times the switch has been turned off. Bit 8 indicates the current information, with 0 indicating operation and 1 indicating non-operation.

[0312] The on-count information can be used, for example, for effects corresponding to the start of operation of an operating member. The off-count information can be used, for example, for effects corresponding to the end of operation of an operating member. The current information can be used, for example, for effects corresponding to the continuation of operation of an operating member.

[0313] Thus, the gaming machine of this embodiment has the following configuration. (1) This is a gaming machine equipped with operating members (operating means) such as a push button 64, a directional key 66, a volume adjustment switch 67, and a light intensity adjustment switch 68, an input control unit 228 (first control unit), and a performance control unit 210 (second control unit). (2) The operating member is capable of performing a predetermined operation (single press, repeated press, long press, etc.). (3) The input control unit 228 can acquire operation information (on signal or off signal) of an operating member. The input control unit 228 accumulates the acquired operation information and notifies the performance control unit 210 of the accumulated operation information at regular intervals (e.g., 16 ms). That is, the input control unit 228 on the hardware configuration side notifies the performance control unit 210 on the application configuration side of the accumulated operation information at regular intervals (step S908 in FIG. 18). (4) The performance control unit 210 receives accumulated operation information from the input control unit 228, and is capable of determining the content of the performance based on the accumulated operation information (step S922 in FIG. 20, step S932 in FIG. 21, and step S942 in FIG. 22).

[0314] (5) The accumulated operation information notified by the input control unit 228 to the performance control unit 210 includes on-count information (start count information) indicating the number of times the operation of the operating member has started, off-count information (end count information) indicating the number of times the operation of the operating member has ended, and current information (state information) indicating whether the operating member is being operated or not (Figure 23).

[0315] (6) There are a plurality of operating members, such as a push button 64, a direction key 66, a volume control switch 67, a light intensity control switch 68, etc. The operating members may include a handle lever 62. (7) The input control unit 228 accumulates the operation information acquired for each of the multiple operation members individually, and notifies the performance control unit 210 of the individually accumulated operation information at regular intervals common to the multiple operation members (step S908 in FIG. 18). For example, the operation information of a push button and the operation information of a volume adjustment switch are accumulated individually, but the individually accumulated operation information is notified simultaneously at regular intervals common to the push button and the volume adjustment switch.

[0316] As described above, according to this embodiment, the following effects are obtained. (1) According to this embodiment, the input control unit 228 notifies the performance control unit 210 of accumulated operation information at regular intervals, thereby reducing the frequency of notification-related processing and reducing the processing load.

[0317] (2) According to this embodiment, the accumulated operation information can include information on the number of times the operation is turned on, information on the number of times the operation is turned off, and current information. Therefore, the performance control unit 210, which determines the content of the performance, can determine the content of a variety of performances based on this diverse information.

[0318] (3) According to this embodiment, even if there are multiple operating members, the individually accumulated operating information is notified to the performance control unit 210 at regular intervals that are common to the multiple operating members, so that the frequency of notification-related processing can be further reduced, thereby reducing the processing burden.

[0319] (4) [Example Problem] In gaming machines, various effects may be triggered based on operation information of an effect button (an operating member such as a push button). If operation information is notified to the effect construction process every time the effect button is operated, the processing will occur frequently, which is a problem as the processing becomes cumbersome.

[0320] [Example specific configuration for solving the problem] (i) A gaming machine equipped with a performance button (an operating member such as a push button) and a sub-control board (performance control device) for detecting that the performance button has been operated. (ii) A program in the sub-control board does not notify the performance construction process of operation information each time the performance button is operated, but accumulates the number of times the performance button is operated within a certain period of time (e.g., 16 ms), and notifies the performance construction process each time the certain period of time has elapsed that the performance button has been operated n times (n=1 or more). (iii) If the performance button has not been operated (no operation has been detected) for a certain period of time, no notification is made to the performance construction process.

[0321] [Example effect] Since a certain degree of delay in the response from the operation of the effect button is not a problem, by notifying the effect construction process of the operation information of the effect button every fixed time (e.g. 16 ms), it is possible to reduce the frequency of processing and thereby the processing load.

[0322] The present invention is not limited to the above-described embodiment, and can be implemented in various modified forms. The aspects of the performance and various numerical values ​​given in the embodiment are merely examples, and are not limited to the above-described contents.

[0323] In the above embodiment, the present invention is applied to a gaming machine having a probability variable area, but the present invention may be applied to a gaming machine that does not have a probability variable area. Also, the present invention may be applied to a so-called simultaneous spinning machine.

[0324] The images given as examples of other effects are merely examples and can be modified as appropriate. In addition, the structure of the pachinko machine 1, the board configuration, specific numerical values, etc., including those shown in the drawings, are preferred examples and can be modified as appropriate.

[0325] FIG. 24 is a front view of a pachinko machine of another embodiment. FIG. 25 is a rear view of a pachinko machine of another embodiment. In the following description, basically, the same description as in the above-mentioned embodiment is omitted, but there are some overlapping descriptions. In addition, regarding the reference numerals in the figure, some parts are given the same reference numerals as in the above-mentioned embodiment, while other parts are given different reference numerals. The major difference between the above-mentioned embodiment and the other embodiment is that a decorative unit of a different shape is attached to the front upper part of the pachinko machine of the other embodiment. The pachinko machine of the other embodiment will be described below.

[0326] The pachinko machine 1 uses game balls as a game medium, and a player borrows game balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each game ball is a medium that has a game value, and the benefit (profit) that the player enjoys as a result of playing can be converted into a game value based on, for example, the number of game balls that the player has acquired. The overall configuration of the pachinko machine 1 will be described below.

[0327] [Overall structure] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.

[0328] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.

[0329] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0330] A unified lock unit 9 is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front of the pachinko machine 1. Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. When the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 9 on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.

[0331] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 9 is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.

[0332] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.

[0333] The pachinko machine 1 also includes a game board unit 8 as a game unit. The game board unit 8 is supported by the inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 8a (a game area where game balls flow down, a board surface) is formed on the front side of the game board unit 8, and this game area 8a can be seen by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.

[0334] [Configuration of the ball plate] The receiving tray unit 6 is generally shaped to protrude from the integral door unit 4 to the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) lent to the player and game balls (prize balls) acquired by winning. In addition, a lower tray 6c is formed in the receiving tray unit 6 at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that is connected to a card unit, and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.

[0335] A loan operation unit 14 is provided on the upper surface of the tray unit 6, and a ball loan button 10 and a return button 12 are arranged on the loan operation unit 14. When a player operates the ball loan button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees) are loaned. For this reason, a degree display unit (not shown) is arranged on the upper surface of the loan operation unit 14, and the degree display unit displays the remaining degree of the valuable medium inserted into the card unit. Note that a player can receive the return of the valuable medium with remaining degree by operating the return button 12. Although the present embodiment is described as an example of a model connected to a card unit, the pachinko machine 1 may be a cash machine (a model not connected to a card unit).

[0336] In addition, on the top surface of the tray unit 6, an upper tray ball removal button 6d is provided in front of the upper tray 6b in the upper position, and a lower tray ball removal lever 6e is provided in front of the lower tray 6c in the center. By, for example, pressing the upper tray ball removal button 6d, the player can cause the game balls stored in the upper tray 6b to flow down to the lower tray 6c. In addition, by pressing the lower tray ball removal lever 6e backwards, the player can cause the game balls stored in the lower tray 6c to fall downward and be discharged. The discharged game balls are received, for example, in a ball receiving box (not shown).

[0337] A handle unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this handle unit 16, and launch (throw) a game ball into the play area 8a (ball launching device). The launched game ball rises from the lower edge of the game board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 8a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 8a, and the thrown game ball flows down the play area 8a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 8a will be described further below with reference to another drawing.

[0338] [Frame front configuration] The integrated door unit 4 is provided with a left top lens unit 47 and an upper right lighting unit 49 as components for the performance. The left top lens unit 47 incorporates a glass frame top lamp 46 and a left glass frame decorative lamp 48, and the upper right lighting unit 49 incorporates a right glass frame decorative lamp 50. In addition, the integrated door unit 4 is provided with left and right glass frame decorative lamps 52 that are connected to the lower parts of the left top lens unit 47 and the upper right lighting unit 49, respectively, and these glass frame decorative lamps 52 extend from the left and right edges of the integrated door unit 4 to the upper position of the receiving tray unit 6. In the integrated door unit 4, the glass frame top lamp 46 and the left and right glass frame decorative lamps 48, 50, 52 are arranged to surround the glass unit.

[0339] The above-mentioned various lamps 46, 48, 50, 52 perform effects, for example, by emitting light (lighting, blinking, changing brightness gradation, changing color tone, etc.) from the built-in LEDs. In addition, at the top of the integrated door unit 4, the left top lens unit 47 and the upper right illumination unit 49 each have a glass frame speaker 54 built in, and the left and right glass frame decorative lamps 52 each have a glass frame inner speaker 55 built in. Meanwhile, an inner frame speaker 56 is built in the lower right position of the inner frame assembly 7 (the upper left position of the handle unit 16 when viewed from the front of the pachinko machine 1), and an outer frame speaker 58 is built in the lower left position of the outer frame unit 2. These speakers 54, 55, 56, 58 perform effects by outputting sound effects, background music, voices, etc. (general sound).

[0340] In addition, an operation unit 60 is installed in the center of the receiving tray unit 6 so as to protrude upward from the upper tray 6b on the front side. The operation unit 60 has a large push button 64 in its center, and a handle lever 62 on the left side of the push button 64. The operation unit 60 can accept operations in various scenes shown in the performance. In one scene of the performance, the handle lever 62 is pulled forward by the player, and in another scene, the push button 64 is pushed in. By operating the operation unit 60 in various ways, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability change promotion performance, promotion performance during a big role, etc.) during, for example, the fluctuation of the pattern, the confirmation of the big win, or during the big win game.

[0341] A ring-shaped portion 65 is provided around the push button 64 so as to surround the push button 64. The ring-shaped portion 65 is a member provided for decorative purposes, unlike the handle lever 62 and the push button 64, and rotates counterclockwise in conjunction with the pulling operation of the handle lever 62. The ring-shaped portion 65 has a number of cells separated at regular intervals in the circumferential direction. These cells cannot be operated by the player, but are effectively used in situations where they inform the player of the operation method.

[0342] When a player is requested to perform some operation, a reduced-size image showing the operation method of the operation unit 60 is displayed on the screen of the liquid crystal display 42. At this time, in order to inform the player of the time during which the specified operation can be performed (operation effective time), each cell of the ring-shaped portion 65 in the reduced-size image is expressed as if it were a lamp. More specifically, the ring-shaped portion 65 in the reduced-size image is expressed as if all cells are lit when it becomes operable, and as the remaining time decreases, the cells are expressed as if they are turned off one by one, and when the remaining time runs out, all cells are expressed as if they are turned off. The actual ring-shaped portion 65 does not have a light source and does not light up / down like the ring-shaped portion 65 in the reduced-size image displayed on the screen, but by switching the light on / off of the ring-shaped portion 65 in the reduced-size image in this manner, the player can intuitively grasp the remaining time for the operation.

[0343] Furthermore, the push button 64 is structured to protrude significantly upward when a predetermined trigger occurs during the progress of the game. When the push button 64 protrudes, it pops out to a height approximately three times its normal height. The push button 64 has a light source inside. The push button 64 normally emits light in one color (e.g., blue) or multiple colors, but when protruding, it emits light in even more colors, exerting a strong presence. This operation of the push button 64 makes the player recognize that the button pressing operation required in this scene is particularly important.

[0344] In this embodiment, the handle lever 62 and the push button 64 are mounted on the same operation unit 60, but the handle lever 62 and the push button 64 may each be provided as an independent member.

[0345] In addition, a directional key 66 is provided on the top surface of the tray unit 6 adjacent to the dispensing operation unit 14. The directional key 66 has four key switches indicating the up, down, left and right directions arranged in a cross shape, and the key switches for each direction can be operated independently by pressing them. By pressing the directional key 66 in various scenes during the performance, the player can move the cursor displayed on the LCD screen as desired.

[0346] [Decorative unit] A decorative unit 800 is attached to the upper front part of the pachinko machine 1. The decorative unit 800 is detachable from the pachinko machine 1 by a predetermined attachment member (mechanical mechanism such as a screw or a hook). The decorative unit 800 may be inseparable from the pachinko machine 1. The decorative unit 800 (decoration) is a box-shaped component made of transparent or translucent material that transmits light. The decorative unit 800 is a cubic component on which predetermined text information is displayed, and emits light when an LED (for example, the left top lens unit 47 or the glass frame top lamp 46) arranged in the integrated door unit 4 at the rear emits light.

[0347] [Back side configuration] 25, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown.

[0348] The main control board unit 170 has a built-in main control device, and a performance display monitor 200 is connected to the main control device. The performance display monitor 200 is arranged on the main control device in a manner that is visible in the upper left area of ​​the main control board unit 170 when viewing the pachinko machine 1 from the back side, and is equipped with four 7-segment LEDs. The four 7-segment LEDs are arranged side by side in the left-right direction, and each 7-segment LED is composed of seven segments that can display Arabic numerals in decimal number and a dot segment located to the lower right of the seven segments. The performance display monitor 200 is visible through a transparent case that covers the main control board unit 170.

[0349] The main control device is also provided with a RAM clear switch 304 and a setting key keyhole 306. The RAM clear switch 304 is a switch used for clearing the RAM, i.e., for initializing the RAM (RWM) provided in the main control device, and in this embodiment, it is also used as a switch for changing settings. The setting key keyhole 306 is a keyhole for inserting a setting key required for changing or referencing settings related to play in the pachinko machine 1.

[0350] The RAM clear switch 304 is provided so as to be depressible through a through hole formed in the transparent case covering the main control board unit 170. The RAM clear switch 304 may be disposed outside the transparent case. The setting key keyhole 306 is provided with the key cylinder passing through the transparent case (with the transparent case surrounding the key cylinder). Therefore, it is possible to insert and rotate the setting key with the transparent case sealed.

[0351] The positions of the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 are merely examples, and they may be placed in any positions. Also, the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 may be configured to be provided on the outside of the main control device and connected to the main control device.

[0352] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.

[0353] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.

[0354] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.

[0355] FIG. 26 is a front view showing the game board unit 8 of another embodiment alone. The game board unit 8 has a game board 8b as a base, and a game area 8a is formed on the front side of the game board 8b. The game board 8b is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front side of the game board 8b is parallel to the glass unit. On the front side of the game board 8b, the game area 8a is formed inside a launch rail (no reference number) installed in a substantially circular shape. The launch rail extends in a clockwise direction from the lower left corner of the game board 8b to the upper right corner of the game board 8b.

[0356] In the game area 8a, a relatively large performance unit 40 is arranged at the center, and the game area 8a is largely divided into a left part, a right part, and a lower part with this performance unit 40 as the center. The left part of the game area 8a is a first game area (left hitting area L) used in a normal game state (low probability non-time shortening state), and the right part of the game area 8a is a second game area (right hitting area R, specific area) used in a special game state (big hit game state, small hit game state, low probability time shortening state, high probability time shortening state, etc.). The left part of the game area 8a is also used in a high probability non-time shortening state (advantageous game state). In addition, in the game area 8a, a middle start winning hole 26, a start gate 20, normal winning holes 22, 24, a variable start winning device 28, a first variable winning device 30, a second variable winning device 31, etc. are distributed and installed around the performance unit 40.

[0357] Among these, the middle start winning opening 26 is arranged in the center of the lower part of the game area 8a. The start gate 20, the variable start winning device 28, the first variable winning device 30 and the second variable winning device 31 are arranged in this order from the top on the right part of the game area 8a. Here, the second variable winning device 31 is arranged on the right side (upper right) of the middle start winning opening 26, and the first variable winning device 30 is arranged above the second variable winning device 31. Furthermore, the three normal winning openings 22 on the left side are arranged on the left part of the game area 8a, and the one normal winning opening 24 (predetermined winning opening) on ​​the right side is arranged at the lower left of the first variable winning device 30.

[0358] A game ball thrown into the game area 8a may enter the middle start winning opening 26, the normal winning openings 22, 24, pass through the start gate 20, or enter the variable start winning device 28 when activated, the first variable winning device 30 when opening, or the second variable winning device 31 when opening. Here, game balls flowing down the left side area of ​​the game area 8a may mainly enter the middle start winning opening 26 or the normal winning opening 22. On the other hand, game balls flowing down the right side area of ​​the game area 8a may mainly pass through the start gate 20, enter the variable start winning device 28 when activated, enter the first variable winning device 30 when opening, enter the second variable winning device 31 when opening, or enter the normal winning opening 24. The game balls that pass through the start gate 20 continue to flow down within the game area 8a, but the game balls that enter the medium start winning port 26, the normal winning ports 22, 24, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected on the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).

[0359] Here, in this embodiment, due to the configuration of the game area 8a (board surface), in order to cause a game ball to enter the middle start winning hole 26 or the normal winning hole 22, it is necessary to hit the game ball into the area on the left side of the game area 8a (left hit area) (performing a so-called "left hit").

[0360] On the other hand, when making a game ball enter the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, or the normal winning port 24, it is necessary to hit the game ball into the area on the right side (right hit area) within the game area 8a (performing a so-called "right hit").

[0361] In this embodiment, the variable start winning device 28 operates when a predetermined operating condition is met (when a normal symbol is displayed in a stopped state for a predetermined stop display time), and accordingly enables a ball to enter the right start winning hole 28a (a predetermined ball entry hole) (normal electric device). The variable start winning device 28 is provided with a tongue-type opening and closing member 28b. In the illustrated state, the opening and closing member 28b is in a position (retracted position) retracted from the board surface, making it impossible or difficult for a game ball to enter the right start winning hole 28a. On the other hand, when the opening and closing member 28b moves to a position (drive position) protruding forward from the board surface, the opening and closing member 28b receives a game ball flowing down from above and guides the game ball to the right start winning hole 28a (making it possible or easy to enter the right start winning hole 28a). In addition, the variable start winning device 28 may be a device in which the opening and closing member is displaced so as to tilt forward using its lower edge portion as a hinge, thereby opening the right start winning port.

[0362] The first variable winning device 30 operates when a prescribed condition is met (when the special pattern is displayed stopped in the form of a big win or small win) and a predetermined first condition is met (for example, a condition that it is the 1st to 5th round, or the 7th to 10th round of a big win game, or a condition that a small win game is in an open state), and enables a ball to enter the first large winning hole 30b (special electric device, first special ball entry event generating means).

[0363] The first variable winning device 30 is a device (upper attacker) arranged below the variable start winning device 28, and has, for example, one opening and closing member 30a. This opening and closing member 30a is displaced from a closed position to an open position, for example, by the action of a link mechanism using a solenoid (not shown). As shown in the figure, the opening and closing member 30a is in a closed position (closed state) with the tip facing up, and at this time, winning is impossible in the first large winning opening 30b (the first large winning opening 30b is blocked). When the first variable winning device 30 is activated, the opening and closing member 30a is displaced so as to fall to the right using its lower end edge portion as a hinge, opening the first large winning opening 30b (open state). During this time, the first variable winning device 30 is in a state where the inflow of game balls is not impossible, and an event of winning in the first large winning opening 30b can be generated. At this time, the opening and closing member 30a also functions as a member for guiding the game balls to the first large winning opening 30b. The game balls that enter the first large winning opening 30b pass through the first count switch 84 and are detected as having won, and are then collected to the back side of the game board unit 8 through a collection passage (no reference number).

[0364] The second variable winning device 31 is activated when a prescribed condition is met (when the special symbol is displayed stopped in the form of a jackpot) and when a predetermined second condition (for example, the condition that it is the sixth round of a jackpot game) is met, and enables the ball to enter the second large winning hole 31b (a specific winning hole) (special electric device, second special ball entry event generating means).

[0365] The second variable winning device 31 is a device arranged below the first variable winning device 30 (lower attacker), and has, for example, one opening and closing member 31a. The second variable winning device 31 is a type of device in which the opening and closing member 31a slides inside the board (slide-type attacker). This opening and closing member 31a reciprocates in the front and rear directions relative to the board, for example, by the action of a link mechanism using a solenoid (not shown). The opening and closing member 31a is in a closed position (closed state) protruding from the board toward the player, and at this time, the game ball rolls on the upper surface of the opening and closing member 31a, making it impossible or difficult for the ball to enter the second large winning hole 31b (the second large winning hole 31b is blocked). When the second variable winning device 31 is activated, the opening and closing member 31a is drawn inside the board, opening the second large winning hole 31b (open state). During this time, the second variable winning device 31 is in a state where the game balls can enter (possible or easy) and an event of the ball entering the second large winning opening 31b can occur.

[0366] In addition, inside the second variable winning device 31, a guide passage 31c is arranged to guide the game ball that has entered the second variable winning device 31. The guide passage 31c extends from the second large winning opening 31b downward to the left and branches into two at the end.

[0367] A second count switch 85 is disposed upstream of the guide passage 31c, a blade member 31d for the special probability area and a hole 31e for the special probability area are disposed on the lower right side of the guide passage 31c, and an outlet 31f (discharge area) is disposed on the lower left side of the guide passage 31c.

[0368] The game ball that entered the second variable winning device 31 is first detected by the second count switch 85. Here, when the special-variable-area solenoid that operates the special-variable-area blade member 31d is ON, the special-variable-area blade member 31d moves to a position (open position) that is retracted from the board surface, and the game ball is guided to the special-variable-area hole 31e. On the other hand, when the special-variable-area solenoid that operates the special-variable-area blade member 31d is OFF, the special-variable-area blade member 31d moves to a position (closed position) that protrudes forward from the board surface, so that the game ball passes through the upper part of the special-variable-area blade member 31d and is guided to the discharge port 31f.

[0369] [Probable change area (specific area)] In addition, a probability variable area (without reference symbol) is provided inside the probability variable area hole 31e. The probability variable area is an area through which the game ball cannot pass when the second variable winning device 31 is in a closed state, and is an area through which the game ball can pass when the second variable winning device 31 is in an open state and the probability variable area blade member 31d is in operation.

[0370] The wing member 31d for the variable probability area may be activated during a jackpot game. The operation pattern of the wing member 31d for the variable probability area is either a long opening pattern in which the variable probability area is opened for a short period (e.g., 0.1 seconds) at the same time as the start of a round, and then closed for a few seconds (about 2 to 3 seconds), after which the variable probability area is opened for a long period (e.g., about 20 seconds), or a short opening pattern in which the variable probability area is opened for a short period (e.g., 0.1 seconds) at the same time as the start of a round. The operation pattern by which the wing member 31d for the variable probability area is activated can be selected according to the winning symbol. Specifically, when a winning symbol is used, a long opening pattern that opens the variable probability area for a long period is selected, and when a winning symbol is used, a short opening pattern that opens the variable probability area for a short period is selected.

[0371] In addition, the operation pattern of the wing member 31d for the variable probability area may be such that only the pattern in which the wing member 31d for the variable probability area is long-opened is applied, and when the first variable winning device 30 is short-opened and the round ends, the opportunity for the wing member 31d for the variable probability area to be long-opened may be eliminated. In addition, in the short-term opening executed at the same time as the start of the round, the game ball does not reach the wing member 31d for the variable probability area, so it is difficult for the game ball to be led to the variable probability area by this operation.

[0372] If the game ball passes through the probability change area during a jackpot game, the game will transition from the low probability state to the high probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (high probability time shortening state). On the other hand, if the game ball does not pass through the probability change area during a jackpot game, the game will transition to a low probability state after the jackpot game ends. At this time, the game may transition from a non-time shortening state to a time shortening state (low probability time shortening state).

[0373] The game board unit 8 is provided with a presentation unit 40 from the center to the right side. The presentation unit 40 has an upper edge 40a that functions as a guide member for changing the flow direction of the game ball, and is provided with various decorative parts 40b, 40c on the inside. The decorative parts 40b, 40c enhance the decorativeness of the game board unit 8 with their three-dimensional shape, and can perform a dramatic action by emitting transmitted light from a built-in light-emitting device (such as an LED). In addition, a liquid crystal display 42 (image display device) is provided on the inside of the presentation unit 40, and various presentation images, including a presentation pattern corresponding to a special pattern, are displayed on this liquid crystal display 42. In this way, the game board unit 8 impresses the player with the characteristics of the pachinko machine 1 based on the configuration of the board surface and the decorativeness of the presentation unit 40. In addition, when the game board 8b is a transparent resin plate (for example, an acrylic plate) as in this embodiment, decorativeness can be added by various decorative bodies (including movable bodies and light-emitting bodies) arranged not only on the front side but also behind the game board 8b. A ring-shaped logo LED unit 900 is disposed in front of the liquid crystal display 42.

[0374] Additionally, inside the performance unit 40, a driving source (e.g., a motor, solenoid, etc.) is attached together with a movable body 40f for performance (e.g., a decoration in the shape of a spade). The movable body 40f for performance can execute performances involving the movement of tangible objects, in addition to performances using images on the liquid crystal display 42 and performances using light emitters. Performances using these movable bodies 40f can exert a different appeal than performances using two-dimensional images.

[0375] In addition, a ball guide passage 40d is formed on the left edge of the performance unit 40, and a rolling stage 40e is formed on its lower edge. The ball guide passage 40d opens diagonally upward to the left in the game area 8a, and when the game balls flowing down in the game area 8a randomly flow into the ball guide passage 40d, they pass through the inside and are released onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smoothly curved surface, and the game balls can roll freely in the left and right directions here. The game balls that roll on the rolling stage 40e eventually flow down into the game area 8a below. A ball release path 40k is formed in the center position of the rolling stage 40e, and the game balls guided from the rolling stage 40e to the ball release path 40k tend to flow into the middle start winning hole 26 located directly below it. In addition, a blade member that is constantly movable by a solenoid (not shown) may be placed at the entrance of the ball guide passage 40d, and a distribution device (a device that distributes the game ball to be guided or not guided to the intermediate start winning port 26) that is constantly movable by a solenoid (not shown) may be placed at the exit of the ball guide passage 40d.

[0376] In addition, an outlet 32 ​​is formed in the game area 8a, and game balls that do not enter (win) in the various winning ports are finally collected through the outlet 32 ​​to the back side of the game board unit 8. In addition, all game balls shot into the game area 8a, including game balls that enter the normal winning ports 22, 24, the middle start winning port 26, the right start winning port 28a, the first variable winning device 30, and the second variable winning device 31, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge with the supply path of the island equipment (not shown).

[0377] [Visibility of the upper end of the outer rail] Figure 27 is a schematic diagram showing the AA cross section of Figure 24. Figure 27 shows a cross section cut by a plane parallel to the vertical and front-rear directions passing through the upper end (top, upper end of the outer peripheral surface 502 (outer rail)) of the play area 8a. The cross section shown in Figure 27 also passes through the upper end (top) of the inner peripheral surface 504 (inner rail) and the upper end (top) of the rear end of the lower surface 852 of the decorative unit 800 (design member).

[0378] The rear end of the lower surface 852 of the decorative unit 800 is located below the upper end of the play area 8a in a portion corresponding to the upper end of the play area 8a (the front portion of the upper end of the play area 8a). In other words, the rear end of the lower surface 852 of the decorative unit 800 is located below the upper end of the upper surface 840a of the guide passage 500. In addition, the rear end of the lower surface 852 of the decorative unit 800 is located above the upper end of the lower surface 840b of the guide passage 500. In addition, the rear end of the lower surface 852 of the decorative unit 800 is located above the lower end of the game ball X (the game ball in contact with the upper end of the upper surface 840a of the guide passage 500) located at the upper end of the play area 8a. More specifically, it is located above the center of the game ball X in that state (the position shown by the dashed line Y in FIG. 27).

[0379] Moreover, the protrusion 856 protrudes downward from the center of the game ball X in a state where it is located at the upper end of the game area 8a. In other words, the lower end of the protrusion 856 is located below the center of the game ball X in that state. More specifically, the lower end of the protrusion 856 is located below the lower end of the game ball X in that state. Moreover, the protrusion 856 protrudes downward from the upper end of the lower surface 840b of the guide passage 500.

[0380] As is clear from the above, the decorative unit 800 overlaps with the game ball X located at the upper end of the game area 8a in the front-rear direction (direction perpendicular to the game board unit 8 and the glass unit G), and covers the entire game ball X in that state. In addition, the decorative unit 800 is configured so that the part corresponding to the upper end of the game area 8a at the rear end of the lower surface 852 (the front part of the upper end of the game area 8a) does not overlap with at least the lower half of the game ball X located at the upper end of the game area 8a in the front-rear direction (direction perpendicular to the game board unit 8 and the glass unit G), and does not cover at least the lower half of the game ball in that state. In addition, the rear part of the lower surface 852 is an inclined surface 854. Therefore, even if the game ball is located at the upper end of the game area 8a, the player can easily see the game ball rolling in the game area 8a. Here, it is preferable that at least the lower half of the game ball in the corresponding state can be seen from a predetermined position, specifically, the player's eye point, without the player moving his / her face up and down or left and right. The player's eye point means the position of the player's eyes when playing a game while sitting on a chair. Specifically, for example, when the distance between the glass unit G and the player's eyes in the front-back direction is less than 50 to 90 cm, the player can visually recognize at least a part (lower half) of the game ball in the corresponding state without moving his / her face up and down or left and right. In other words, it is preferable that the decorative unit 800 does not overlap a straight line from a predetermined point that is less than 50 to 90 cm away from the glass unit G to the game ball X (the part below the center of the game ball X) located at the upper end of the play area 8a.

[0381] The following features can be derived from the configuration of Fig. 27. The gaming machine can be provided with at least one of the following configurations shown in parentheses. (1) This is a gaming machine that has a front frame (integral door unit 4) with a design portion (top lens portion, decorative unit 800) at the top, and an inner frame (inner frame assembly 7) with a game board (game board unit 8). (2) A play area 8a is formed on the game board. (3) At the top of the game area 8a, there is a guide passage 500 that guides game balls to the right hitting area. (4) The guide passage 500 has an outer peripheral surface (outer peripheral surface 502, upper surface 840a of the guide passage 500) and an inner peripheral surface (inner peripheral surface 504, lower surface 840b of the guide passage 500). (5) Among the lines extending perpendicular to the surface of the game board, the line passing through the top of the outer periphery is defined as the first reference line L1. (6) Among the vertical lines that intersect with the first reference line L1 (among the parts where a vertical line that intersects with the first reference line L1 can intersect with the design part), the rearmost part on the underside of the design part shall be the first design part D1. (7) Among the vertical lines that intersect with the first reference line L1 (among the parts where a vertical line that intersects with the first reference line L1 can intersect with the design part), the lowest part on the underside of the design part is defined as the second design part D2. (8) The first design portion D1 is located below the first reference line L1, and the distance (dimension A) from the first reference line L1 is equal to or less than the diameter of the game ball (4 mm). The diameter of the game ball is approximately 11 mm. (9) The second design portion D2 is located below the first reference line L1, and the distance (dimension B) from the first reference line L1 is equal to or greater than the diameter of a game ball (40 mm). The second design portion D2 is located below the first reference line L1, and the distance (dimension B) from the first reference line L1 is equal to or greater than the diameter of a game ball, so that the design portion can be made large. Furthermore, while the design portion is enlarged in this manner, the distance between the first reference line L1 and the first design portion D1 is set to be equal to or less than the diameter of the game ball, thereby ensuring visibility of the game ball when the game ball is hit with force (when the game ball rolls along the upper surface of the game ball passage).

[0382] (10) Among the lines extending perpendicular to the game board surface, the line passing through the part of the inner surface that is located directly below the peak of the outer surface (the part to the right of point B, the part to the left of point B, the part that is point B) is defined as the second reference line L2. (11) Among the vertical lines that intersect with the second reference line L2 (among the parts where a vertical line that intersects with the second reference line L2 may intersect with the design part), the rearmost part on the underside of the design part is defined as the first design part D1. (12) Among the vertical lines that intersect with the second reference line L2 (among the parts where a vertical line that intersects with the second reference line L2 may intersect with the design part), the lowest part on the underside of the design part shall be the second design part D2. (13) The first design portion D1 is located above the second reference line L2, and the distance (dimension C) from the second reference line L2 is equal to or greater than the radius of the game ball (14 mm). (14) The second design portion D2 is located below the second reference line L2, and the distance (dimension D) from the second reference line L2 is equal to or greater than the diameter of the game ball (22 mm). The second design part D2 is located below the second reference line L2, and the distance (dimension D) from the second reference line L2 is equal to or greater than the diameter of the game ball, so that the design part can be enlarged. In addition, while enlarging the design part in this way, the distance between the second reference line L2 and the first design part D1 is equal to or greater than the radius of the game ball, so that visibility of the game ball can be ensured when the game ball is weakly shot (when the game ball rolls along the bottom surface of the game ball passage). By adopting such a configuration, the visibility of the game board surface can be ensured structurally.

[0383] [Positioning holes on outer rail] Fig. 28 is a diagram showing the outer rail. Fig. 29 is a diagram showing the game board, the outer rail and the rail base. Fig. 30 is a diagram showing the game ball contacting the outer rail. Fig. 31 is a diagram showing the outer rail and the game board. As shown in Fig. 28, the outer rail 600 is a bendable, thin, horizontally elongated member. The outer rail 600 is formed with a plurality of predetermined guide portions 601 (holes) that guide the mounting position on the game board (rail base 700). The outer rail 600 also is formed with a plurality of holes 602 that are used when processing the outer rail 600. The holes 602 are smaller in size than the guide portions 601.

[0384] The distance Wc from the center of the predetermined guide portion 601 (hole) to the end of the outer rail 600 (the lower end in the figure) is set to 2.7 mm. In other words, the predetermined guide portion 601 is disposed at a position where it will not be hit by a game ball rolling on the inner guide surface of the outer rail 600. More specifically, all the predetermined guide portions 601 are disposed at positions where it will not be hit by a game ball rolling on the inner guide surface of the outer rail 600.

[0385] 29, a rail base 700 is disposed in front of a game board 8b, and a curved outer rail 600 is disposed on a curved guide surface 702 on the inside of the rail base 700. A plurality of protrusions 701 are formed on the guide surface 702 at positions corresponding to predetermined guide portions 601.

[0386] 30, an outer rail 600 is placed on a guide surface 702 of a rail base 700. A protruding portion 701 of the rail base 700 is inserted into a predetermined guide portion 601 of the outer rail 600, thereby positioning the outer rail 600 on the rail base 700. Here, the protruding portion 701 is placed at a position where it does not come into contact with the game ball X.

[0387] As shown in FIG. 31, the outer rail 600 is positioned in front of the game board 8b, and is curved so as to start from the starting end (PS) of the outer rail 600 at the lower left, pass through the left end (PL) of the outer rail 600 on the left side, pass through the upper end (PU) of the outer rail 600 on the upper side, and reach the end (PE) of the outer rail 600 at the upper right.

[0388] The following features can be derived from the configurations shown in these figures. The gaming machine can have at least one of the following configurations shown in parentheses. (1) This is a gaming machine that includes a gaming board (a gaming board unit 8, a gaming board 8b, a rail base 700) that forms a playing area, and an outer rail 600 provided on the gaming board. (2) The outer rail 600 is formed with a plurality of predetermined guide portions 601 (a number of holes for inserting the protrusions 701, holes for attaching positioning pins, and notches for fitting the protrusions 701) that guide the mounting position on the game board. The outer rail 600 also has holes 602 that are used when processing the outer rail 600. (3) When the outer rail 600 is installed on the game board, the range from the starting end (PS) to the left end (PL) of the outer rail 600 is defined as a first range (H1), the range from the left end (PL) to the top end (PU) of the outer rail 600 is defined as a second range (H2), and the range from the top end (PU) to the end (PE) of the outer rail 600 is defined as a third range (H3). (4) The number of the predetermined guide portions 601 in the first range (H1) (e.g., 3) is greater than the number in the second range (H2) (e.g., 2), and the number in the second range (H2) is greater than the number in the third range (H3) (e.g., 0).

[0389] This allows a large number of specified guide portions 601 to be arranged on the ball launching device side, which receives a large impact from the game ball and requires particularly accurate positioning of the outer rail 600, thereby reliably preventing shifting and vibration of the outer rail 600 on the ball launching device side. In addition, the terminal end of the outer rail 600, which is less susceptible to impact from game balls and has less effect on the game, has fewer specified guide portions 601 arranged thereat, making it easier to process the outer rail 600 and attach it to the rail base 700.

[0390] (5) Instead of the above (4), the number of the predetermined guide portions 601 in the first range (H1) is equal to or greater than the second range (H2), and the number of the predetermined guide portions 601 in the second range (H2) is equal to or greater than the third range (H3). (6) Instead of the above (4), the number of the predetermined guide portions 601 in the first range (H1) is equal to or greater than the third range (H3), and the number of the predetermined guide portions 601 in the second range (H2) is equal to or greater than the third range (H3). (7) Instead of the above (4), the number of the predetermined guide portions 601 in the first range (H1) is equal to or greater than the second range (H2), and the number of the predetermined guide portions 601 in the first range (H1) is equal to or greater than the third range (H3). (8) The predetermined guide portion 601 is not formed at the upper vertex (PU) and the left vertex (PL) of the outer rail 600.

[0391] (9) The predetermined guide portion 601 is not formed in the third range (H3). (10) The predetermined guide portion 601 is formed at a position where the gaming ball does not come into contact (for example, at a position that avoids the trajectory where the gaming ball comes into contact). (11) The outer rail 600 is supported along the guide surface 702 of the rail base 700, and the guide surface 702 of the rail base 700 is inclined so as to make it difficult for the game balls to flow forward. (12) The intervals between the respective guide portions 601 are not uniform.

[0392] (13) In place of (3) and (4) above, when the outer rail 600 is installed on the game board, the range from the starting end (PS) to the left end (PL) of the outer rail 600 is defined as a fourth range (H4), and the range from the left end (PL) to the end (PE) of the outer rail 600 is defined as a fifth range (H5). The number of predetermined guide portions 601 in the fourth range (H4) (e.g., 3) is greater than the number of predetermined guide portions 601 in the fifth range (H5) (e.g., 2). (14) In place of (3) and (4) above, when the outer rail 600 is installed on the game board, the range from the starting end (PS) to the top end (PU) of the outer rail 600 is defined as a sixth range (H6), and the range from the top end (PU) to the end end (PE) of the outer rail 600 is defined as a seventh range (H7). The number of predetermined guide portions 601 in the sixth range (H6) (e.g., 5) is greater than the seventh range (H7) (e.g., 0). (15) In place of (3) and (4) above, when the outer rail 600 is installed on the game board, if the range from the start (PS) to the middle (PM) of the outer rail 600 is defined as an eighth range (H8) and the range from the middle (PM) to the end (PE) of the outer rail 600 is defined as a ninth range (H9), the number of predetermined guide portions 601 in the eighth range (H8) (e.g., four) is greater than the number in the ninth range (H9) (e.g., one). By adopting such a configuration, the trajectory of the game ball can be stabilized, and the game can be played according to the design values.

[0393] The invention may be a combination of the invention having the configuration described in [Visibility of the upper end of the outer rail] and the invention having the configuration described in [Arrangement of the positioning holes of the outer rail], or an invention having the configuration described in the above embodiment, an invention having the configuration described in [Visibility of the upper end of the outer rail], and an invention having the configuration described in [Arrangement of the positioning holes of the outer rail]. This makes it possible to provide a gaming machine that stabilizes the trajectory of the gaming ball and allows the game to be played as designed. In addition, by stabilizing the trajectory of the gaming ball, it is possible to reliably ensure the visibility of the gaming ball from the underside of the decorative unit.

[0394] [Handle finger grip dimensions] FIG. 32 is a diagram showing the periphery of a steering wheel with an operating angle of 0 degrees (minimum angle), and FIG. 33 is a diagram showing the periphery of a steering wheel with an operating angle of 100 degrees (maximum angle). Handle 950 (firing handle) is a circular member formed in a dome shape. Handle 950 has three finger hooks 952 (952a, 952b, 952c) that protrude radially from the periphery of the centrally located circular member. 32, when the handle 950 is not being operated, the first finger hook 952a located on the left side of the handle 950 mainly comes into contact with the right side of the thumb of the player's right hand. When the handle 950 is not being operated, the second finger hook 952b located on the upper side of the handle 950 mainly comes into contact with the right side of the index finger of the player's right hand. Furthermore, when the handle 950 is not being operated, the third finger hook 952c located diagonally above and to the right of the handle 950 mainly comes into contact with the right side of the middle finger of the player's right hand. The handle 950 (ball launching means) is rotatable from an initial position (position shown in FIG. 32) to a maximum rotation position (position shown in FIG. 33) (rotatable within a range from the initial position to the maximum position). The handle 950 is a member operated by a player to launch a game ball into a game area, and is rotatable from the initial position to a right-hitting reference position corresponding to a predetermined position in the right-hitting area via a left-hitting reference position corresponding to a predetermined position in the left-hitting area. When the handle 950 is rotated to the left-hitting reference position (predetermined reference position), a game ball (game medium) is launched toward the left-hitting area (first game area), and when the handle 950 is rotated to the right-hitting reference position (maximum position), a game ball is launched toward the right-hitting area (second game area).

[0395] A distance D1 from the center of the handle 950 to the tip of the first finger grip 952a is, for example, 53.4 mm. A distance D2 from the center of the handle 950 to the tip of the second finger grip 952b is, for example, 45.6 mm. A distance D3 from the center of the handle 950 to the tip of the third finger grip 952c is, for example, 39.3 mm. The distance E from the center of the handle 950 to the bottom end of the handle 950 is, for example, 34.6 mm. The distance F from the center of the handle 950 to the lower end of the integrated door unit 4 is, for example, 40.0 mm. The distance from the center of the handle 950 to the lower end of the inner frame assembly 7 is, for example, 45.0 mm. The distance G from the center of the handle 950 to the right end of the integrated door unit 4 is, for example, 49.1 mm. The distance from the center of the handle 950 to the right end of the inner frame assembly 7 is, for example, 51.1 mm. These numerical values ​​are merely examples and can be changed as appropriate depending on the specifications of the game, etc.

[0396] The following features can be derived from the configurations shown in these figures. The gaming machine can have at least one of the following configurations shown in parentheses. (1) A gaming machine equipped with a main body frame (front door and middle door) having a front frame (front door, integrated door unit 4) and an inner frame (middle door, inner frame assembly 7), and an outer frame (outer frame unit 2) to which the main body frame can be attached. (2) The main body frame has a handle 950 (launch handle, handle unit 16). (3) The handle 950 has a finger grip 952 . (4) The handle 950 can be rotated from an initial position to a maximum rotation position. (5) When the handle 950 is in the initial position, the finger grip 952 does not protrude below the lower edge of the main body frame (the lower edge of either the front frame or the inner frame). (6) When the handle 950 is in the maximum rotation position, the finger grip 952 does not protrude below the lower edge of the main body frame.

[0397] As a result, even if the main body frame is placed on the floor, the finger grip 952 does not come into contact with the floor, etc., and the handle 950 will not be damaged. This reduces the risk of parts being damaged.

[0398] (7) Regardless of the rotational position of the handle 950, the finger grip 952 may not protrude below the lower edge of the main body frame. (8) When the handle 950 is in the initial position, the finger grip 952 does not protrude to the right of the right edge of the main body frame (the right edge of either the front frame or the inner frame). (9) When the handle 950 is in the maximum rotation position, the finger grip 952 does not protrude to the right beyond the right edge of the main body frame. (10) Regardless of the rotational position of the handle 950, the finger grip 952 may not protrude to the right beyond the right edge of the main body frame. (11) If the finger hook portion with the greatest protrusion amount is the maximum finger hook portion (first finger hook portion 952a), the tip (PT) of the maximum finger hook portion may not be positioned at the lowest point (PB) of the rotation trajectory at the maximum rotation position.

[0399] [Handle torque] FIG. 34 is a diagram showing the relationship between the torque of the handle and the movable position of the handle (Example 1). The torque (operation torque) of the handle in Example 1 is 6.8 N·mm for the initial movement, 13.6 N·mm for rotating the handle to the left-hand reference position, and 23.8 N·mm for rotating the handle to the right-hand reference position. The handle that has been displaced to the right-hand reference position is returned to the origin by the reaction force of the spring.

[0400] In addition, in the handle of Example 1, the displacement from the initial position (initial movement) to the left-hand hit reference position (hereinafter referred to as "displacement amount A") is 6.8, and the displacement from the left-hand hit reference position to the right-hand hit reference position (hereinafter referred to as "displacement amount B") is 10.2. Although not shown in the figure, the operating angle to the left-hand hit reference position is 49.0 degrees, and the operating angle to the right-hand hit reference position is 100.0 degrees. Regarding the displacement amount, A <B(6.8<10.2)であり、かつ、2A> B(13.6>10.2).

[0401] In this way, the handle of Example 1 reduces the operating torque required for initial movement, while minimizing the amount of displacement and flattening the torque curve, so that the player does not get tired easily even when playing for a long time.

[0402] With regard to the torque of the handle in the comparative example, the torque required for initial movement was 31 N·mm, the torque required to rotate the handle to the left-handed reference position was 69 N·mm, and the torque required to rotate the handle to the right-handed reference position was 152 N·mm.

[0403] In the handle of the comparative example, the displacement amount A is 38 and the displacement amount B is 83. <Bであるが(38<83)、2A> Not B(76<83).

[0404] In this way, the handle of the comparative example is very tiring because the initial torque is high and the torque change is sudden.

[0405] FIG. 35 is a diagram showing the relationship between the torque of the handle and the movable position of the handle (Example 2). Regarding the torque of the handle in Example 2, the torque required for initial movement is 27.2 N·mm, the torque required to rotate the handle to the left-handed reference position is 54.4 N·mm, and the torque required to rotate the handle to the right-handed reference position is 95.2 N·mm.

[0406] In the handle of Example 2, the displacement amount A is 27.2 and the displacement amount B is 40.8. <B(27.2<40.8)であり、かつ、2A> B(54.4>40.8).

[0407] In this way, the operating torque required for the initial movement of the handle of Example 2 is slightly larger than that of Example 1, but is smaller than that of the comparative example, and the amount of displacement is minimized and the torque curve is flat, so that the player is less likely to get tired even when playing for long periods of time.

[0408] The torque of the handle of the comparative example is the same as that in FIG.

[0409] The following features can be derived from the configurations shown in these figures. The gaming machine can have at least one of the following configurations shown in parentheses. (1) The operating torque required to rotate the handle from its initial position (required for the initial movement, required to start rotating the handle from its initial position) is defined as the first operating torque (6.8 N mm). (2) The operating torque required to rotate the handle from its initial position to the left-hand hit reference position (thrust position, specified reference position) (the operating torque required to rotate the handle from its initial position to the left-hand hit reference position) is defined as the second operating torque (13.6 N mm). (3) The operating torque required to rotate the handle from its initial position to its maximum rotation position (right-hand reference position, full stroke position, maximum position) (the operating torque required to rotate the handle from its initial position to its maximum rotation position) is defined as the third operating torque (23.8 N mm). (4) The second operating torque is greater than the first operating torque. (5) The third operation torque is greater than the second operation torque. (6) The third operating torque is less than twice the second operating torque.

[0410] In this way, since the difference between the second and third operation torques is small, the operation torque does not increase suddenly from the left hit reference position to the maximum rotation position, and the player feels that the difference between the second and third operation torques is small. This makes the player less likely to get tired, and reduces the burden on the player.

[0411] (7) Furthermore, the second operating torque is equal to or less than twice the first operating torque. In this way, since the difference between the first and second operation torques is small, the operation torque does not increase suddenly from the initial position to the left hit reference position, and the player feels that the difference between the first and second operation torques is small. This makes it difficult for the player to get tired, and reduces the burden on the player.

[0412] (8) The operating angle from the initial position of the handle to the left-handed reference position is defined as the first operating angle (45 to 60 degrees). (9) The operating angle from the initial position of the handle to the maximum rotation position is defined as the second operating angle (100 to 120 degrees). (10) The first operating angle (eg, 45 degrees) is less than half of the second operating angle (eg, 100 degrees).

[0413] By adopting the configuration described in [Handle Torque], it is possible to provide a handle unit that minimizes the operating torque and its movement (displacement) so that players do not get tired even during long periods of right-handed play. The launch handle (handle operating part) is structured to return to the origin by a spring, but the player always operates it in the opposite direction to this spring reaction force while playing. By lowering the torque at the initial movement of this reaction force and minimizing the amount of movement (displacement), it is possible to provide a handle unit that does not tire the player. Specifically, in the above-mentioned Example 1 and Example 2, the initial torque is suppressed to the minimum force required to return to the origin, and further, a handle unit that does not tire the player is realized by flattening the torque curve. The gaming machines of the above-described embodiments can be combined with gaming machines of other embodiments. The comparative examples do not constitute prior art.

[0414] [Slot machines (slot machines, slot machines, pachislot machines)] In each of the above-described embodiments, an example of applying the present invention to a pachinko machine that uses gaming balls has been described, but the present invention may also be applied to a slot machine in which the amount of bet is set using medals and credits as gaming value, the reels are spun by operating a start lever, the spinning reels are stopped by operating a stop button, and a prize can be won depending on the type of pattern or combination of patterns when the reels stop.

[0415] A slot machine is a gaming machine (e.g., a slot machine) that has a variable display section (e.g., a reel) that can variably display multiple types of identifiable identification information (e.g., patterns), each of which can be identified, and after the variable display section is variably displayed, a display result is derived by stopping the variable display of the variable display section, and a prize can be won depending on the display result.

[0416] A slot machine is a gaming machine that is equipped with a lever-shaped start switch, a button-shaped stop switch, and multiple reels that start rotating when the start switch is operated and stop rotating when the player operates the stop switch; when a sufficient number of medals or game balls as gaming media have been inserted to start playing, a winning role lottery is held to determine whether or not a predetermined winning role will be won based on the operation of the start switch, and the multiple reels are rotated; based on the operation of the stop switch, the rotating reel that corresponds to the operated stop switch is stopped; and based on the combination of patterns displayed on the pay line connecting the predetermined pattern positions of each of the stopped reels, a winning role lottery is held to determine whether or not the winning role won by the winning role lottery has been won; and based on the result of the winning role determination, the player is given benefits such as gaming media, replays, gimmicks, and gimmick continuous operation devices. [Explanation of symbols]

[0417] 1. Pachinko Machines 8 Game board unit 8a Gaming area 16 Handle unit 20 Starting Gate 28 Variable start winning device 33 Ordinary pattern display device 33a Normal pattern operation memory lamp 34 1st special symbol display device 35 Second special symbol display device 34a 1st special pattern operation memory lamp 35a 2nd special pattern operation memory lamp 38 Game status display device 42 LCD display 70 Main Control Unit 72 Main control CPU 76 RAM 124 Production control device 126 Production Control CPU 130 RAM 210 Production Control Unit

Claims

[Claim 1] A gaming machine comprising a game board, a first operating means, a second operating means, a first control unit, and a second control unit, A game area having a first game area and a second game area is formed on the game board, The first operating means is Predetermined operations are possible, the second operating means is rotatable within a range from an initial position to a maximum position, The first control unit is Operation information of the first operation means can be acquired, accumulating the acquired operation information and notifying the second control unit of the accumulated operation information at regular intervals; The second control unit is The operation information accumulated from the first control unit is received, and the content of the performance is determined based on the accumulated operation information; When the second operating means is rotated to a predetermined reference position, a game medium is launched to the first game area, and when the second operating means is rotated to the maximum position, the game medium is launched to the second game area; an operation torque required for starting rotation of the second operation means from the initial position is defined as a first operation torque; an operation torque required to rotate the second operating means from the initial position to the predetermined reference position is defined as a second operation torque; When an operation torque required to rotate the second operating means from the initial position to the maximum position is defined as a third operation torque, The second operating torque is greater than the first operating torque, The third operating torque is greater than the second operating torque, is equal to or less than twice the second operating torque, and is equal to or more than twice the first operating torque, the second operating means requires a second operating angle to rotate from the initial position to the predetermined reference position; the second operating means requires a third operating angle to rotate from the initial position to the maximum position; The third operation angle is equal to or greater than twice the second operation angle. Amusement machine.

Citation Information

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