gaming machines

JP7734390B2Active Publication Date: 2025-09-05SANYO BUSSAN KK
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Patent Information

Application Number
JP2020079311
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-04-28
Publication Date
2025-09-05
Estimated Expiration
2040-04-28

AI Technical Summary

Technical Problem

Conventional gaming machines face difficulties in suitably changing light-emitting areas, leading to potential player confusion during transition display effects, resulting in unnecessary operations and wasted game actions.

Method used

A gaming machine with a movable cover portion that changes light-emitting states and includes notification means to inform players about the timing of transition display effects, preventing mistaken operations by indicating the current state is not yet the next state.

Benefits of technology

Reduces player confusion during transition display effects, minimizing unnecessary operations and ensuring players recognize the current state, thereby avoiding wasted actions and enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of suitably changing a luminous region.SOLUTION: A Pachinko machine 10 includes a third illumination part 303 (a movable illumination part 305 composed of a tip part 658 and a base end part 659), and a light irradiation device 607 for applying light to the third illumination part 303. The Pachinko machine 10 includes a drive mechanism 660 capable of changing the front of the tip of the third illumination part 303 that emits light by light irradiated from the light irradiation device 607 to a first position and a second position, and includes a control mechanism 608 for executing first control in which light irradiated from the light irradiation device 607 allows the front of the tip positioned in a first position to emit light as a first luminous region 605 when the front of the tip is shifted to the first position, and for executing second control in which light irradiated from the light irradiation device 607 allows the front of the tip and base end positioned in a second position to emit light as a second luminous region 606 when the front of the tip is shifted to the second position.SELECTED DRAWING: Figure 117
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]

[0002] BACKGROUND ART Typical examples of conventional gaming machines include pachinko machines and slot machines, some of which are equipped with decorative components having light-emitting areas (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] See JP 2012-100905 A (pages 4-8, figures 3-8) DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0004] However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can suitably change the light-emitting area. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention has the following configuration. That is, the invention described in claim 1 is as follows: Opens and closes relative to the inner frame Possible A gaming machine having a front frame attached to the The gaming machine includes: a cover portion disposed forward of the irradiating means so as to cover the irradiating means and capable of transmitting the irradiated light; The light is irradiated from the irradiating means onto the cover portion, and the irradiated light is transmitted through the cover portion and is visible to a player positioned on the front side of the front frame, The gaming machine includes: a driving means capable of moving at least the cover portion between a first position and a second position; In a situation where the cover portion is moved to the first position, the cover portion moved to the first position by the light irradiated from the irradiating means is irradiated in a first irradiated state, and in a situation where the cover portion is moved to the second position, the cover portion moved to the second position by the light irradiated from the irradiating means is irradiated in a second irradiated state different from the first irradiated state, The first position and the second position are, when viewed from the front of the gaming machine, different Position It is characterized by the following.

[0007] [Operation and Effect] According to the invention described in claim 1, the light emitting region can be suitably changed. [Effects of the Invention]

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine that can suitably change the light-emitting area. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] This is a right side view of the pachinko machine, showing the state in which the illumination cover is attached, along the AA cross section of Figure 1. [Figure 5]This is a left side view of the pachinko machine, showing the state in which the illumination cover is attached, along the BB cross section of Figure 1. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14] (a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22]10 is a flowchart showing a timer interrupt process. [Figure 23] A flowchart showing the start winning processing. [Figure 24] 10 is a flowchart showing a lottery process for advance reading. [Figure 25] 10 is a flowchart showing a launch control process. [Figure 26] 10 is a flowchart showing an NMI interrupt process. [Figure 27] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 28] 10 is a flowchart showing a dispensing control process. [Figure 29] 10 is a flowchart showing a prize ball control process. [Figure 30] 10 is a flowchart showing a ball lending control process. [Figure 31] 10 is a flowchart showing main processing by the sub-control device. [Figure 32] 10 is a flowchart showing normal processing by the sub-control device. [Figure 33] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 34] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 35] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 36] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a process of receiving a read-ahead fluctuation pattern designation command by the sub-control device. [Figure 39] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 40]10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 41] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 42] 10 is a flowchart showing normal processing of the display control device. [Figure 43] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 44] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 45] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 46] 10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 47] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 48] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 49] 10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 50] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 51] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 52] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 53] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 54] FIG. 54 is a diagram illustrating a display mode during a specific operation period after the realization of a win, following FIG. 53. [Figure 55] A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 56]A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 57] (a) is a table for drawing a jackpot for special chart 1 in Example 2, and (b) is a table for drawing a jackpot for special chart 2. [Figure 58] This is a table for setting ending performance patterns. [Figure 59] (a) is a table for drawing a jackpot for special chart 1 in Example 3, and (b) is a table for drawing a jackpot for special chart 2. [Figure 60] This is a table for setting ending performance patterns. [Figure 61] (a1) to (a3) ​​are diagrams illustrating a display mode of specific operation period end approach information in Example 4, and (b1) to (b3) are diagrams illustrating a display mode different from (a1) to (a3). [Figure 62] (a1) to (a3) ​​are figures explaining the display mode of the next game state approach information in Example 5, and (b1) to (b3) are figures explaining a display mode different from (a1) to (a3). [Figure 63] 13(a) to 13(e) are diagrams illustrating the display mode of the next game state approach information in the sixth embodiment. [Figure 64] 13(a) to 13(f) are diagrams illustrating the display mode of the next gaming state approach information in the seventh embodiment. [Figure 65] 13(a) to 13(f) are diagrams illustrating the display mode of the next gaming state approach information in the eighth embodiment. [Figure 66] FIG. 10 is a diagram illustrating the display mode of a specific operation period after the end of a jackpot round game in Example 9. [Figure 67] FIG. 13 is a diagram illustrating the display mode of a specific operation period after the end of a jackpot round game in Example 10. [Figure 68] FIG. 16 is a diagram illustrating the display mode of a specific operation period after the end of a jackpot round game in Example 11. [Figure 69] FIG. 13 is a diagram illustrating the display mode of a specific operation period during a jackpot round game in Example 12. [Figure 70] FIG. 22 is a diagram illustrating the display mode of a specific operation period during the reach display effect in Example 13. [Figure 71] FIG. 22 is a diagram illustrating the display mode of a specific operation period during the reach display effect in Example 14. [Figure 72] A figure explaining the display mode of a specific operation period after the end of a jackpot round game in Example 15. [Figure 73] A figure explaining the display mode of a specific operation period after the end of a jackpot round game in Example 16. [Figure 74] A figure explaining the display mode of a specific operation period after the end of a jackpot round game in Example 17. [Figure 75] A figure explaining the display mode of a specific operation period after the end of a jackpot round game in Example 18. [Figure 76] A figure explaining the display mode of a specific operation period during the reach display performance of Example 19. [Figure 77] FIG. 77 is a diagram illustrating a display mode different from that of FIG. 76 during a specific operation period during a reach display effect. [Figure 78] (a) is a table for the special chart 1 jackpot lottery in Example 20, and (b) is a table for the special chart 2 jackpot lottery. [Figure 79] This is a table for selecting the main decorative pattern variation pattern of Special Chart 1 in Example 20. [Figure 80] 20 is a table for determining an ending effect pattern according to the twentieth embodiment. [Figure 81] A diagram explaining the display modes from the reach display effect to the big win round display effect. [Figure 82] 23 is a flowchart illustrating the auxiliary performance determination process performed by the display control device 45 of the twenty-first embodiment. [Figure 83] 10A is a flowchart illustrating a one-shot announcement lottery process performed by the display control device 45, and FIG. 10B is a flowchart illustrating a one-shot announcement display process performed by the display control device 45. FIG. [Figure 84]10(a) and 10(b) are diagrams illustrating an ending effect pattern determination table. [Figure 85] A diagram explaining the display mode from the reach display effect to the big win ending display effect. [Figure 86] FIG. 22 is a diagram illustrating a table for determining an ending effect pattern in the twenty-second embodiment. [Figure 87] FIG. 10 is a diagram illustrating another display mode of the big win ending display effect. [Figure 88] This is a front view of a pachinko machine of Example 23 with an illumination cover of a different size from that shown in Figure 1 attached. [Figure 89] This is a right side view of the pachinko machine shown in Figure 88, showing the CC cross section with different sizes of illuminated covers attached. [Figure 90] This is a left side view of the pachinko machine shown in Figure 88, showing the state in which different sizes of illumination covers are attached in DD cross section. [Figure 91] 10(a) and 10(b) are diagrams illustrating adjustment of the light-emitting area when different sized illumination covers are attached. [Figure 92] 24(a) and 24(b) are diagrams illustrating adjustment of the light-emitting region in Example 24. [Figure 93] FIG. 25 is a front view of a pachinko machine according to a twenty-fifth embodiment. [Figure 94] This is a left side view of the pachinko machine shown in Figure 93, showing the state in which the illumination cover is attached in the E-E cross section. [Figure 95] This is a front view of a pachinko machine with different sized illumination covers attached. [Figure 96] This is a left side view of the pachinko machine shown in Figure 95, showing the FF cross section with different sizes of illuminated covers attached. [Figure 97] 10(a) and 10(b) are diagrams illustrating adjustment of the light-emitting area when different sized illumination covers are attached. [Figure 98] 10 is a flowchart showing normal processing by the sub-control device. [Figure 99] FIG. 26 is a front view of a pachinko machine according to a twenty-sixth embodiment. [Figure 100] This is a left side view of the pachinko machine shown in Figure 99, showing the GG cross section with the illuminated cover attached. [Figure 101] This is a front view of a pachinko machine with an illuminated cover attached that has a different light-emitting area. [Figure 102] This is a left side view of the pachinko machine shown in Figure 101, showing the state in which different sizes of illuminated covers are attached in HH cross section. [Figure 103] 10 is a flowchart showing normal processing by the sub-control device. [Figure 104] FIG. 27 is a front view of the game board of Example 27. [Figure 105] This is a cross-sectional view II of the game board shown in Figure 104, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 106] A front view of the game board with the movable illumination part protruding. [Figure 107] 107 is a cross-sectional view of the game board shown in FIG. 106 taken along the line JJ, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 108] A diagram showing the adjustment of the light-emitting area of ​​the movable illumination part in Example 28. [Figure 109] FIG. 29 is a front view of the game board of Example 29. [Figure 110] This is a KK cross-sectional view of the game board shown in Figure 109, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 111] This is a KK cross-sectional view of the game board shown in Figure 109, showing the adjustment of the light-emitting area when the movable illumination section is protruding. [Figure 112] FIG. 30 is a front view of the game board of Example 30. [Figure 113] 113 is a cross-sectional view of the game board shown in FIG. 112 taken along the line LL, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 114] A front view of the game board with the movable illumination part protruding. [Figure 115]This is an MM cross-sectional view of the game board shown in Figure 114, showing the adjustment of the light-emitting area of ​​the movable illumination part. [Figure 116] 3(a) and (b) are diagrams explaining the mounting direction of the decorative illumination cover and the separate decorative illumination cover of Example 31. [Figure 117] 10(a) and 10(b) are diagrams illustrating the change in the light-emitting area of ​​the illuminated cover of Example 32 before and after the change. [Figure 118] 3(a) and (b) are diagrams illustrating the state before and after the change in the light-emitting area of ​​the third decorative cover of Example 33. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.

[0011] <1st assignment> Conventionally, as a gaming machine of this type, there is a gaming machine that executes a transition display effect such as a jackpot ending effect that displays a jackpot ending image on a display device when the gaming state transitions from a predetermined gaming state, such as a jackpot round gaming state, to the next gaming state (for example, JP 2013-230281 A (pages 28-29, Figures 9 and 10)). However, the conventional example having such a configuration has the following problems. That is, although this transition display effect is included in the predetermined game state when this effect is started, in conventional gaming machines, this transition display effect may be mistakenly recognized as being included in the next game state. In this case, the player may start an operation required for the next game state (for example, an operation to launch a game ball) even while the ending effect is in progress. In this case, various disadvantages may occur due to the player mistaking the current time when the transition display effect is being executed for the next game state. For example, when a transition is made to a support game state after a jackpot round game state, if the player launches a game ball before the transition to the support game state, the player will not be able to benefit from the support game state and the ball will be wasted. The invention relating to (A1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from mistaking the current time when the transition display effect is being executed for the next gaming state. The invention according to (A1) below has the following configuration to achieve this object.

[0012] (A1) When a game state transitions from a predetermined game state (for example, a jackpot round game state) to a next game state (for example, a support game state), an execution means executes a transition display effect (for example, a jackpot ending effect) that displays a predetermined image on a display means from a predetermined timing at the end of the predetermined game state (for example, after the end of the final round) to a start timing of the next game state (for example, the start timing of the support game state); During the execution of the transition display performance, a notification means is provided for notifying the player of non-arrival suggestion information (for example, right-hit information 44k during ending, information 44l about the approach of the next game state, and information 44v about ending countdown) that suggests to the player that the timing to start the next game state has not yet arrived. A gaming machine characterized by:

[0013] According to the gaming machine described in (A1) above, when a game state transitions from a predetermined game state to a next game state, the execution means executes a transition display effect, displaying a predetermined image on the display means, from a predetermined timing at the end of the predetermined game state to the start timing of the next game state. During the execution of this transition display effect, the notification means notifies the player of pending information, suggesting that the start timing of the second game state has not yet arrived. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is the predetermined game state; in other words, that the current time when the transition display effect is being executed is not yet the next game state. This reduces the disadvantages that may arise from mistaking the current time when the transition display effect is being executed for the next game state.

[0014] (A2) In the gaming machine described in (A1), The predetermined gaming state is a first gaming state (for example, a jackpot round gaming state) that is advantageous to the player, the next gaming state is a second gaming state (e.g., a high probability support state, a low probability support state) that is different from the first gaming state and allows the player to acquire another advantageous gaming value while operating the operating means; The non-arrival suggestion information includes advantageous game state non-arrival suggestion information (for example, right-hit information 44k during ending, next game state approach information 44l, ending countdown information 44v) that suggests to the player that the timing to start the second game state has not arrived during the execution of the transition display performance. A gaming machine characterized by:

[0015] According to the gaming machine described in (A2), the next gaming state (second gaming state) to which a predetermined gaming state (first gaming state) transitions is a different advantageous gaming state from the first gaming state, including a gaming state in which a player can acquire a different advantageous gaming value while operating the operating means. Therefore, a player may mistakenly believe that the current time when the transition display effect is being executed is the second gaming state and operate the operating means to acquire the different advantageous gaming value. However, because this operation is performed during the first gaming state, the player cannot acquire the different advantageous gaming value. However, during the execution of the transition display effect, information indicating that the start timing of the second gaming state has not yet arrived is notified, making it difficult to mistakenly believe that the current time when the transition display effect is being executed is the second gaming state. Furthermore, by preventing the player from operating the operating means under the mistaken belief that the different advantageous gaming value can be acquired, wasted operations can be reduced. Therefore, it is possible to reduce the disadvantages that may arise from mistaking the current time when the transition display effect is being executed as the second gaming state.

[0016] (A3) In the gaming machine described in (A2), The first game state is a round game state in which, based on the result of the lottery by the lottery means triggered by the ball entering the ball entry means being a specific result, a round game is performed a predetermined number of times, with one round being the time from when the specific ball entry means is opened to when it is closed, The transition display effect is a round game state end effect in which a predetermined image is displayed on the display means from a predetermined timing after the specific ball entry means is closed in the final round of the round game state until the start timing of the next game state (start timing of the support game state). A gaming machine characterized by:

[0017] According to the gaming machine described in (A3) above, the first gaming state is a round gaming state in which, based on the result of a lottery by the lottery means triggered by a ball entering the ball entry means being a specific result, a predetermined number of round games are played, with one round being the time from when the specific ball entry means is opened to when it is closed. The transition display effect is a round gaming state end effect that displays a predetermined image on the display means from a predetermined timing after the specific ball entry means is closed in the final round of the round gaming state until the start of the next gaming state. Therefore, it is possible to reduce the disadvantage caused by mistaking the current time when the round gaming state end effect is being executed for the next gaming state.

[0018] (A4) In the gaming machine described in (A3), a variable ball entry means that changes between an open state in which a game ball can easily enter the game and a closed state in which a game ball cannot easily enter the game, and the entry of the ball triggers a lottery by the lottery means; and an actuation ball entry means for allowing a game ball to enter the game, the actuation ball entry being an opportunity for an actuation lottery to activate the variable ball entry means. The second game state is a support game state in which the result of the activation lottery based on the ball entering the activation ball entering means is likely to be a specific result that activates the variable ball entering means, The advantageous gaming state not yet arrived indication information indicates to the player that the timing to start the support gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0019] According to the gaming machine described in (A4) above, the variable ball entry means is a ball entry means that changes between an open state, which makes it easier for a game ball to enter, and a closed state, which makes it more difficult for a game ball to enter, and the entry of the ball triggers a lottery by the lottery means. The activated ball entry means is a ball entry means into which a game ball enters, and the entry of the ball triggers an activation lottery to activate the variable ball entry means. The second game state is a support game state in which the result of the activation lottery based on the entry of a game ball into the activated ball entry means is more likely to result in a specific result that activates the variable ball entry means. The information suggesting that the advantageous game state has not yet arrived indicates to the player that the timing to start the support game state has not yet arrived during the execution of the transition display effect. As a result, because the player wants the game ball to enter the activated ball entry means as soon as possible in the support game state, they are likely to accidentally launch the game ball during the execution of the transition display effect before transitioning to the support game state. In this regard, by viewing the information suggesting that a favorable game state has not yet arrived while the transition display effect is being executed, it is possible to reduce the disadvantages that arise from mistakenly believing that the current time when the transition display effect is being executed is a support game state.

[0020] (A5) In the gaming machine described in (A3), the second gaming state is a high-probability gaming state in which the probability that the result of the lottery by the lottery means will be the specific result is higher than in a normal gaming state; The information indicating that the advantageous gaming state has not yet arrived indicates to the player that the timing for starting the high probability gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0021] According to the gaming machine described in (A5), the second gaming state is a high-probability gaming state in which the probability that the result of the lottery by the lottery means will result in a specific outcome is higher than in the normal gaming state. The information suggesting that the advantageous gaming state has not yet arrived indicates to the player that the timing to start the high-probability gaming state has not yet arrived while the transition display effect is being executed. This reduces the disadvantage caused by mistaking the current time when the transition display effect is being executed as a high-probability gaming state.

[0022] (A6) In the gaming machine described in (A4), The second gaming state is a supported high probability gaming state in which the probability that the result of the lottery by the lottery means will be a specific result and the probability that the result of the activation lottery by the activation lottery means will be a specific result are higher than in a normal gaming state. The information indicating that the advantageous gaming state has not yet arrived indicates to the player that the timing for starting the supported high probability gaming state has not yet arrived during the execution of the transition display effect. A gaming machine characterized by:

[0023] According to the gaming machine described in (A6) above, the second gaming state is a specific high-probability gaming state in which the probability that the result of the lottery by the lottery means will be a specific result and the probability that the result of the activation lottery by the activation lottery means will be a specific result are higher than in the normal gaming state. The information suggesting that the advantageous gaming state has not yet arrived suggests to the player that the timing to start the high-probability gaming state with support has not yet arrived while the transition display effect is being executed. This reduces the disadvantage caused by mistaking the current time when the transition display effect is being executed for the high-probability gaming state with support.

[0024] (A7) In the gaming machine described in (A1), The transition display effect is a display effect in which a plurality of types of images are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result; The non-arrival suggestion information suggests to the player that the start timing of the next game state has not arrived until the timing at which the plurality of types of images are continuously executed in the predetermined combination is completed. A gaming machine characterized by:

[0025] According to the gaming machine described in (A7) above, the transition display effect involves sequentially displaying multiple types of images in a predetermined combination. If the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result. Therefore, in the past, if a player mistakenly believed that the end of the display time of a certain image in the transition display effect was the end of the series of transition display effects, he or she might mistakenly believe that the display time of the subsequent image was a transition to the next game state, which could result in a disadvantage. However, in the present invention, the non-arrival suggestion information indicates to the player that the start of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination. This reduces the risk of the player experiencing the above-mentioned disadvantage during the transition display effect, since the non-arrival suggestion information indicates that the start of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination.

[0026] (A8) In the gaming machine described in (A7), the transition display effects have a plurality of combination patterns each formed by combining predetermined images from the plurality of types of images, The combination pattern differs depending on the type of the specific gaming state. A gaming machine characterized by:

[0027] According to the gaming machine described in (A8), the transition display effect has a plurality of combination patterns made up of combinations of predetermined images from a plurality of types of images, and the combination patterns differ depending on the type of specific gaming state, so that the player can be shown a combination of images that is preferable to the player depending on the type of specific gaming state as the transition display effect.

[0028] (A9) In the gaming machine described in (A8), The transition display effect corresponding to the specific game state of a predetermined type has a predetermined combination pattern in which the plurality of types of images are combined in a predetermined combination, The transition display effect corresponding to the specific game state of another type is configured by removing one or more images from the plurality of types of images included in the predetermined combination pattern. A gaming machine characterized by:

[0029] According to the gaming machine described in (A9), the transition display effects corresponding to a predetermined type of specific game state have a predetermined combination pattern in which multiple types of images are combined in a predetermined combination, and the transition display effects corresponding to another type of specific game state are configured by removing one or more of the multiple types of images included in this predetermined combination pattern. This reduces the processing burden on the gaming machine when determining the transition display effects corresponding to the type of specific game state. Furthermore, since the combination pattern of transition display effects is determined for each type of specific game state, it becomes easier to provide the player with transition display effects associated with the type of specific game state.

[0030] (A10) In the gaming machine described in (A1), The transition display effect is a display effect in which a plurality of types of images are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of identification information variable display effect corresponding to the specific result, The non-arrival suggestion information suggests to the player that the start timing of the next game state has not arrived until the timing at which the plurality of types of images are continuously executed in the predetermined combination is completed. A gaming machine characterized by:

[0031] According to the gaming machine described in (A10), the transition display effect involves sequentially executing a predetermined combination of multiple types of images. If the result of the lottery by the lottery means results in a specific result, the predetermined combination is displayed in a different combination depending on the identifier variable display effect corresponding to the specific result. This reduces the disadvantage caused by the same transition display effect being displayed when a specific result that generates a certain type of specific game state is reached but the type of identifier variable display effect leading up to that specific result is different. Furthermore, during the transition display effect, the non-arrival indication information indicates that the start timing of the next game state has not yet arrived until the sequential execution of the predetermined combination of multiple types of images has ended. Therefore, even if the same specific result is reached but a different transition display effect is displayed, the risk of suffering the disadvantage described above is reduced.

[0032] (A11) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns each formed by combining predetermined images from the plurality of types of images, The combination pattern varies depending on the length of time for which the variable display of the identification information is performed. A gaming machine characterized by:

[0033] According to the gaming machine described in (A11) above, the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the length of time for which the identification information change display effect is performed, so that the player can be shown a combination of images that is preferable to the player as the transition display effect depending on the length of time for the identification information change display effect.

[0034] (A12) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns each formed by combining predetermined images from the plurality of types of images, The combination pattern varies depending on the expectation of the specific result occurring in the identification information variation display performance. A gaming machine characterized by:

[0035] According to the gaming machine described in (A12), the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the expectation of a specific result occurring in the identification information change display effect, so that a combination of images that is preferable to the player can be shown to the player as the transition display effect depending on the expectation of a specific result occurring in the identification information change display effect.

[0036] (A13) In the gaming machine described in (A9), the transition display effects have a plurality of combination patterns each formed by combining predetermined images from the plurality of types of images, The combination pattern differs depending on the number of times the identification information variable display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state. A gaming machine characterized by:

[0037] According to the gaming machine described in (A13), the transition display effect has a plurality of combination patterns formed by combining predetermined images from a plurality of types of images, and the combination patterns differ depending on the number of times the identification information change display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state, so that a combination of images that is preferable to the player can be shown to the player as the transition display effect depending on the number of times the identification information change display effect is executed from the occurrence of the previous specific game state until the occurrence of the next specific game state.

[0038] (A14) In the gaming machine described in (A1), The combination pattern of the plurality of types of images in the transition display effect varies depending on whether the result of the lottery by the lottery means triggered by the ball entering the ball entry means is a specific result or whether the result of the lottery by the lottery means triggered by the ball entering the variable ball entry means is a specific result. A gaming machine characterized by:

[0039] According to the gaming machine described in (A14) above, the combination pattern of the plurality of types of images in the transition display effect varies depending on whether the result of the lottery by the lottery means triggered by a ball entering the ball entry means is a specific result, or whether the result of the lottery by the lottery means triggered by a ball entering the variable ball entry means is a specific result. This makes it possible to show the player a combination of images that is preferable to the player as the transition display effect depending on the difference in the trigger of the lottery.

[0040] (A15) In the gaming machine described in (A3), The non-arrival suggestion information suggests to the player that the timing for starting the next game state has not yet arrived immediately after the end of the final round in the round game state. A gaming machine characterized by:

[0041] According to the gaming machine described in (A15) above, the non-arrival suggestion information indicates to the player that the timing for starting the next gaming state has not yet arrived immediately after the end of the final round in the round gaming state, thereby reducing the disadvantages that may arise as a result of the player mistakenly believing that the transition to the next gaming state has occurred immediately after the end of the final round in the round gaming state.

[0042] (A16) In the gaming machine described in (A3), The non-arrival suggestion information indicates to the player that the timing to start the next game state has not yet arrived, simultaneously with the execution of the transition display effect. A gaming machine characterized by:

[0043] According to the gaming machine described in (A16) above, the execution of the transition display effect simultaneously indicates to the player that the timing for starting the next gaming state has not yet arrived, thereby reducing the disadvantages that may arise as a result of the player mistakenly believing that the transition to the next gaming state is occurring simultaneously with the execution of the transition display effect.

[0044] (A17) In the gaming machine described in (A3), The non-arrival suggestion information suggests to the player that the timing for starting the next game state has not arrived after a predetermined time has elapsed since the execution of the transition display effect during the execution of the transition display effect. A gaming machine characterized by:

[0045] According to the gaming machine described in (A17) above, when the transition display effect is being executed and after a predetermined time has passed since the execution of the transition display effect, the player is informed that the timing to start the next gaming state has not yet arrived, and therefore it is possible to reduce the disadvantages that arise as a result of the player mistakenly believing that the transition to the next gaming state has occurred after a predetermined time has passed since the execution of the transition display effect, even though the transition display effect is being executed.

[0046] (A18) When the game state transitions from a predetermined state (for example, a jackpot round game state, a player's own character selection state in a battle-type reach development effect) to the next state (for example, a support game state, a battle execution state in a battle-type reach development effect), an execution means executes a transition display effect (for example, a jackpot ending effect, a player's own character selection effect in a battle-type reach development effect) that displays a predetermined image on the display means from a predetermined timing of the predetermined state (for example, after the end of the final round, when the player's own character selection starts) to a predetermined timing of the next state (for example, the start timing of the support game state, the start timing of the battle in a battle-type reach development effect); and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period end approach information 44e, right-hit information during ending 44k, next game state approach information 44l, ending countdown information 44v) that suggests to the player that the timing to start the next state has not arrived during the execution of the transition display performance. A gaming machine characterized by:

[0047] According to the gaming machine described in (A18) above, when the gaming state transitions from a predetermined state (for example, a jackpot round gaming state, a state in which one's own character can be selected in a showdown-type reach development effect) to the next state (for example, a support gaming state, a showdown execution state in a showdown-type reach development effect), the gaming machine is provided with an execution means for executing a transition display effect (for example, a jackpot ending effect, a showdown-type reach development effect) that displays a predetermined image on the display means from a predetermined timing of the predetermined state (for example, after the end of the final round, when one's own character selection begins) to a predetermined timing of the next state (for example, the start timing of the support gaming state, the start timing of the showdown in a showdown-type reach development effect), and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period end approach information 44e, right hit information during ending 44k, next gaming state approach information 44l, ending countdown information 44v) that suggests to the player that the start timing of the next state has not yet arrived during the execution of the transition display effect. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is a predetermined state, in other words, that the current time when the transition display effect is being executed is not yet the next state, thereby reducing the disadvantages that may arise from mistaking the current time when the transition display effect is being executed for the next state.

[0048] (A19) In the gaming machine described in (A18), The predetermined state is a predetermined game state (for example, a jackpot round game state), the next state is the next game state that occurs after the predetermined game state (for example, a support game state), the predetermined timing of the predetermined state is the end of the predetermined game state (for example, the timing after the end of the final round), and the predetermined timing of the next state is the start timing of the next game state (the start timing of a support game state), and the gaming machine is characterized by notifying the yet-to-arrive suggestion information (for example, information 44e indicating proximity to the end of a specific operation period, information 44k indicating right-hitting during ending, information 44l indicating proximity to the next game state, and information 44v indicating end countdown).

[0049] According to the gaming machine described in (A19), the gaming machines described in (A1) to (A17) can be realized.

[0050] (A20) In the gaming machine described in (A18), The predetermined state is a predetermined display state (a state in which one's own character can be selected) in a predetermined display presentation (for example, a battle-type reach development presentation), the next state is a next display state (a battle execution state) that occurs after a predetermined display state in the predetermined display presentation, the predetermined timing of the predetermined state is a predetermined timing in a predetermined display presentation (for example, the timing at which one's own character selection starts in a reach development presentation), and the predetermined timing of the next state is a predetermined timing in the next display state (for example, the timing at which the battle starts in a battle-type reach development presentation), and the gaming machine is characterized in that it notifies the yet-to-arrive suggestion information (for example, information 44e about the approach of the end of a specific operation period).

[0051] According to the gaming machine described in (A20), the predetermined state is a predetermined display state (a state where the player's character can be selected) in a predetermined display effect (e.g., a battle-type reach development effect), the next state is a next display state (a battle execution state) that occurs after the predetermined display state in the predetermined display effect, the predetermined timing of the predetermined state is a predetermined timing in the predetermined display effect (e.g., the timing when the player's character selection starts in a reach development effect), the predetermined timing of the next state is a predetermined timing in the next display state (e.g., the timing when the battle starts in a battle-type reach development effect), and information suggesting upcoming events (e.g., specific operation period end approach information 44e) is notified. This makes it easier for the player to recognize that the current time when the transition display effect is being executed is a predetermined display state in the predetermined display effect; in other words, the current time when the transition display effect is being executed is not yet the next display state in the predetermined display effect. This reduces the disadvantages that arise from mistaking the current time when the transition display effect is being executed for the next display state in the predetermined display effect.

[0052] (A21) In the gaming machine described in (A20), The transition display effect (for example, a player's own character selection effect in a battle-type reach development effect) is a display effect in which a plurality of types of images (for example, first player information PYA, second player information PYB, third player information PYC, and fourth player information) are displayed in succession in a predetermined combination, When the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of the specific result (for example, in the case of a probability jackpot, the first player information PYA to the fourth player information PYD are displayed, and in the case of a normal jackpot, the first player information PYA to the third player information PYC are displayed), The non-arrival suggestion information (for example, the specific operation period end approach information 44e) suggests to the player that the start timing of the next display state has not arrived until the timing when the plurality of types of images have been continuously executed in the predetermined combination (for example, until the display of the first player information PYA to the fourth player information PYD has been completed twice). A gaming machine characterized by:

[0053] According to the gaming machine described in (A21), the transition display effect (for example, the player's character selection effect in a showdown-type reach development effect) is a transition display effect in which multiple types of images (for example, first player information PYA, second player information PYB, third player information PYC, and fourth player information PYD) are executed in succession in a predetermined combination, and when the result of the lottery by the lottery means is a specific result, the predetermined combination is displayed in a different combination depending on the type of specific result (for example, in the case of a special jackpot, the first player information PYA to the fourth player information PYD are displayed, and in the case of a normal jackpot, the first player information PYA to the third player information PYC are displayed), and the information suggesting the next display state (for example, specific operation period end proximity information 44e) suggests to the player that the start timing of the next display state has not arrived until the multiple types of images have been executed in succession in the predetermined combination (for example, in the case of a special jackpot, until the first player information PYA to the fourth player information PYD have been displayed twice). As a result, in the past, if a player mistakenly believed that the end of the display time of a certain image in a transition display effect was the end of the series of transition display effects, he or she might mistakenly believe that the display time of the subsequent image was a transition to the next game state, which could result in a disadvantage. However, in the present invention, during the transition display effect, the not-yet-arrival suggestion information suggests that the start time of the next game state has not yet arrived until the multiple types of images have been displayed in succession in the predetermined combination, thereby reducing the risk of the player suffering the disadvantage described above.

[0054] <Second assignment> Conventionally, as a gaming machine of this type, for example, when a player operates an operation means within a predetermined period during which the identification information is displayed to change (for example, a period during which symbols are rapidly changing), an image for volume adjustment operation is displayed to allow the player to perform setting operations such as volume adjustment using the operation means, but when the operation means is operated outside the predetermined period during which the identification information is displayed to change (for example, a period during which a reach is displayed), the image for volume adjustment operation is not displayed (for example, JP 2016-193546 A (page 43, Figure 28)). However, the conventional example having such a configuration has the following problems. In other words, even though the specified period during which the identification information is displayed variably has passed, it is easy to mistakenly believe that this specified period has not passed, and the period for volume adjustment operation passes without the player being able to perform the volume adjustment operation, meaning that the player cannot enjoy the identification information display variably at a comfortable volume. The invention relating to (B1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from the mistaken belief that the current time during the display of changing identification information is capable of displaying an image for a specific operation.

[0055] (B1) An execution means for, when a player operates an operation means (for example, the decision button 81) within a predetermined period (for example, the display period of the normal screen 43a, the demo screen 43b, or the high-speed fluctuation screen 43c), executing a display of an image for a specific operation (for example, display of the specific operation screen 44b with a volume adjustment display) for allowing at least a specific operation (a volume adjustment operation) using the operation means, and not executing the display of the image for the specific operation when the operation means is operated outside the predetermined period (for example, during the reach display period); and a notification means for notifying the player of non-arrival suggestion information (for example, specific operation period information 44a and specific operation period end approach information 44e, which will be described later) that suggests to the player that the end timing of the period during which the image for specific operation can be displayed has not yet arrived during the predetermined period. A gaming machine characterized by:

[0056] According to the gaming machine described in (B1) above, when the player operates the operation means within a predetermined period, the execution means executes displaying an image for a specific operation that requires the player to perform at least a specific operation using the operation means, and when the operation means is operated outside the predetermined period, the execution means does not execute displaying the image for a specific operation. During the predetermined period, the notification means notifies the player of non-arrival suggestion information that indicates to the player that the end of the period during which the image for a specific operation can be displayed has not yet arrived. This makes it easier for the player to recognize that the end of the period during which the image for a specific operation can be displayed has not yet arrived, in other words, that the image for a specific operation can be displayed at the current time. Therefore, it is possible to reduce disadvantages caused by mistakenly believing that the image for a specific operation can be displayed at the current time.

[0057] (B2) In the gaming machine described in (B1), The non-arrival suggestion information includes a specific operation available period notification image that notifies that the specific operation image can be displayed during that period. A gaming machine characterized by:

[0058] According to the gaming machine described in (B2), the upcoming indication information includes a specific operation possible period notification image that notifies the player that the specific operation image can be displayed during the period in which the specific operation image can be displayed, which makes it easier for the player to recognize that the specific operation can be performed during the predetermined period during which the indicator variable display is being displayed.

[0059] (B3) In the gaming machine described in (B1), The non-arrival suggestion information includes a remaining time notification image that notifies the remaining time of the displayable period of the image for specific operation or a remaining time suggestion image that suggests the remaining time of the displayable period of the image for specific operation. A gaming machine characterized by:

[0060] According to the gaming machine described in (B3), the upcoming indication information includes a remaining time notification image that notifies the remaining time of the period in which the specific operation image can be displayed or a remaining time indication image that indicates the remaining time of the period in which the specific operation image can be displayed. This makes it easier for the player to recognize the remaining time in which the specific operation can be performed during the predetermined period during which the indicator variable display is in progress.

[0061] (B4) When the image for specific operation is displayed within the predetermined period, a non-notification period is provided after which the non-arrival suggestion information is not notified. A gaming machine characterized by:

[0062] According to the gaming machine described in (B4) above, when an image for a specific operation is displayed within a predetermined period, a non-notification period is set in which the image for a specific operation is not displayed thereafter. This reduces the possibility that the image for a specific operation is frequently displayed within the predetermined period (i.e., the player performs an operation to display the image for a specific operation), preventing the player from fully viewing the effects within the predetermined period.

[0063] (B5) In the gaming machine described in (B1), The non-arrival suggestion information continues to be notified even if the image for specific operation is displayed within the predetermined period. A gaming machine characterized by:

[0064] According to the gaming machine described in (B5), the non-arrival suggestion information continues to be notified even if an image for a specific operation is displayed within a predetermined period. This makes it easy for the player to correct the content of a specific operation that causes an image for a specific operation to be displayed within the predetermined period.

[0065] (B6) In the gaming machine described in (B1), The non-arrival suggestion information is displayed even while the image for specific operation is being displayed. A gaming machine characterized by:

[0066] According to the gaming machine described in (B6) above, the non-arrival suggestion information is displayed even while the specific operation image is being displayed. This makes it easier for the player to recognize the end of the display period for the specific operation image even when he or she is looking at the display screen for the specific operation screen after seeing the non-arrival suggestion information and operating the operating means.

[0067] (B7) In the gaming machine described in (B1), The image being displayed during the predetermined period is visible even while the image for the specific operation is being displayed. A gaming machine characterized by:

[0068] According to the gaming machine described in (B7), the image being displayed during the predetermined period can be viewed even while the image for a specific operation is being displayed. This makes it easier for the player to recognize what the image being displayed during the predetermined period will be like even while the screen for a specific operation is being displayed.

[0069] (B8) In the gaming machine described in (B1), The non-arrival suggestion information can be displayed during a high-speed fluctuation period during the identification information fluctuation display period, and cannot be displayed after the high-speed fluctuation period even during the identification information fluctuation display period. A gaming machine characterized by:

[0070] According to the gaming machine described in (B8) above, the non-arrival suggestion information can be displayed during the high-speed fluctuation period during the identification information fluctuation display period, and cannot be displayed after the high-speed fluctuation period even during the identification information fluctuation display period. As a result, even during the identification information fluctuation display period, the period after the high-speed fluctuation period is the period when the player wants to see / see the information (display of the result of the fluctuation display or reach effect), so the inconvenience caused by the display of the specific operation image can be reduced.

[0071] (B9) In the gaming machine described in (B1), The non-arrival suggestion information can be displayed during the transition effect from the specific game state to the next game state when the specific game state transitions to the next game state and the specific operation image cannot be displayed in the next game state. A gaming machine characterized by:

[0072] According to the gaming machine described in (B9), when a specific game state transitions to a next game state and the image for a specific operation cannot be displayed in the next game state, the non-arrival suggestion information can be displayed during the transition effect from the specific game state to the next game state. This can reduce the inconvenience caused by not being able to perform a specific operation after the specific game state transitions to the next game state.

[0073] <3rd assignment> Conventionally, as this type of gaming machine, for example, there is a gaming machine in which a right-hand play is performed in a gaming state with a jackpot round gaming state and a subsequent support state (for example, JP 2013-255733 A (pages 2-3)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine needs to notify the player that it is a right-hand play during the jackpot round game state or during the game state with the subsequent support state, so it notifies the player that it is a right-hand play by the main display screen or LED. This right-hand play notification is also made during the ending performance that takes place after the end of the final round in the jackpot round game state. Therefore, even though the jackpot round game has ended and the support state has not yet begun during the ending performance period, the player is tempted by the right-hand play notification to play a right-hand play, resulting in wasted balls. The invention related to (C1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can reduce the disadvantages that arise from mistaking the current time for the timing to execute a right-hand play. The invention according to (C1) below has the following configuration to achieve this object.

[0074] (C1) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means is provided to execute a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state, The first notification means performs a right-hit notification in a first manner during a right-hit game in the predetermined game state, and performs a right-hit notification in a second manner that has changed to a manner different from the first manner during execution of the transition display performance. A gaming machine characterized by:

[0075] According to the gaming machine described in (C1) above, the first notification means issues a right-hit notification to notify the player that a game will be played by hitting the right in a predetermined game state. The second notification means issues a right-hit notification to notify the player that a game will be played by hitting the right in the next game state that occurs after the predetermined game state has ended. The execution means, when transitioning from the predetermined game state to the next game state, executes a transition display effect that displays a predetermined image on the display means from the end timing of right-hit play in the predetermined game state to the start timing of the next game state. The first notification means issues a right-hit notification in a first manner during right-hit play in the predetermined game state, and during the execution of the transition display effect, issues a right-hit notification in a second manner that has changed to a manner different from the first manner. This makes it easier for the player to realize that the current time is not during right-hit play in the predetermined game state but during the execution of the transition display effect, and that it is not the timing to execute right-hit play, because of the difference in notification mode between the right-hit notification that is given until the execution of the transition display effect in the predetermined game state and the right-hit notification during the execution of the transition display effect. Therefore, it is possible to reduce the disadvantages that arise from mistaking the current time during the execution of the transition display effect as the timing to execute right-hit play.

[0076] (C2) In the gaming machine described in (C1), The predetermined game state is a round game state in which, based on the result of the lottery by the lottery means being a specific result, a round game is performed a predetermined number of times, with one round being the time from when the specific ball entry means is opened to when it is closed, the next gaming state is an advantageous gaming state that is advantageous to the player and occurs after the end of the round gaming state based on the result of the lottery being the specific result, The transition display effect is executed from the end timing of the final round in the round game state to the start timing of the advantageous game state when transitioning from the round game state to the advantageous game state, The first notification means performs a right hit notification in the first manner during the round game, and performs a right hit notification in the second manner during the execution of the transition display effect. A gaming machine characterized by:

[0077] According to the gaming machine described in (C2), the predetermined gaming state is a round gaming state in which, based on the result of the lottery by the lottery means being a specific result, a predetermined number of round games are played, with one round consisting of the time from when the specific ball entry means is opened to when it is closed. The next gaming state is an advantageous gaming state that occurs after the round gaming state ends, based on the result of the lottery being a specific result, and is advantageous to the player. When transitioning from the round gaming state to the advantageous gaming state, the transition display effect is executed from the end of the final round in the round gaming state to the start of the advantageous gaming state. The first notification means issues a right-hit notification in a first manner during round gaming, and issues a right-hit notification in a second manner while the transition display effect is being executed. This makes it easier for the player to notice that the current time is not during round gaming but when the transition display effect is being executed, and that it is not the time to execute right-hit gaming, based on the difference in notification manner between the right-hit notification during round gaming and the right-hit notification while the transition display effect is being executed. Therefore, it is possible to reduce the disadvantages that arise from mistaking the current time when the transition display effect is being executed as the timing to execute right-hand play in a favorable game state.

[0078] (C3) In the gaming machine described in (C1), The second mode is a mode that makes it more difficult for the player to perform a right-hit operation than the first mode. A gaming machine characterized by:

[0079] According to the gaming machine described in (C3), the second mode of the right-hit notification is a mode that makes it more difficult for the player to perform a right-hit operation than the first mode of the right-hit notification. This reduces the recognition that the timing for performing a right-hit game is low during the execution of the transition display effect, thereby reducing the disadvantage caused by mistaking the current time during the execution of the transition display effect for the timing for performing a right-hit game in an advantageous game state. Modes that make it difficult to perform a right-hit operation include, for example, an image that discourages a right-hit operation or an image that is less noticeable, as described below.

[0080] (C4) In the gaming machine described in (C1), The second mode is less noticeable to the player than the first mode. A gaming machine characterized by:

[0081] According to the gaming machine described in (C4), the second mode of the right-hit notification is less noticeable to the player than the first mode of the right-hit notification. This reduces the player's awareness that the timing for right-hit play is being executed while the transition display effect is being executed, thereby reducing the disadvantage caused by the player mistaking the current time during the execution of the transition display effect for the timing for right-hit play in an advantageous game state. An example of a less noticeable mode is that if the right-hit notification is an image, the image is small in size or has a light color. The image of the right-hit notification may gradually become smaller, or the color of the image may gradually become lighter.

[0082] (C5) In the gaming machine described in (C1), The first notification means performs a right-hit notification in a third mode suggesting a return from the second mode to the first mode at the end of the transition display performance. A gaming machine characterized by:

[0083] According to the gaming machine described in (C5), the first notification means notifies the player of a right hit in a third manner, which indicates a return from the second manner to the first manner, at the end of the transition display effect. This allows the player to quickly resume the right hit notification when the transition display effect transitions to the next game state.

[0084] (C6) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means executes a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state; and a next game state approaching information informing means for informing the next game state approaching information indicating that the start timing of the next game state is approaching in the transition display performance. A gaming machine characterized by:

[0085] According to the gaming machine described in (C6), the next game state approaching information notifying means notifies the next game state approaching information indicating that the start timing of the next game state is approaching during the transition display effect. This makes it possible to reduce disadvantages caused by mistaking the current time during the execution of the transition display effect as the execution timing of the right-hand hit game of the next game state.

[0086] (C7) a first notification means for notifying a player that a game will be played by hitting the right hand in a predetermined game state; A second notification means for notifying the player that a game will be played by hitting right in the next game state that occurs after the end of the predetermined game state; When the predetermined game state is transitioned to the next game state, an execution means executes a transition display effect that displays a predetermined image on a display means from the end timing of a right-hand hit game in the predetermined game state to the start timing of the next game state; and a next game operation start time approaching information informing means for informing next game operation start time approaching information indicating that the timing for starting the right hit operation for the next game state is approaching. A gaming machine characterized by:

[0087] According to the gaming machine described in (C7), the next gaming operation start time approaching information notifying means notifies the next gaming operation start time approaching information indicating that the start timing of the next gaming state is approaching. This makes it easier to grasp the start timing of the right hit operation for the next gaming state. Therefore, it is possible to reduce the disadvantage caused by not being able to properly grasp the start timing of the right hit operation for the next gaming state.

[0088] (C8) In the gaming machine described in (C7), The next game operation start time approaching information notifying means notifies the next game operation start time approaching information from the transition display performance to the next game state. A gaming machine characterized by:

[0089] According to the gaming machine described in (C8), the next gaming operation start time approaching information notifying means notifies the next gaming operation start time approaching information from the transition display effect to the next gaming state. This allows the player to be aware of the right hit operation for the next gaming state during the transition display effect period, and to quickly execute the right hit operation at the appropriate timing after entering the next gaming state.

[0090] (C9) In the gaming machine described in (C7), The next game operation start time approaching information notifying means notifies the next game operation start time approaching information in the transition display performance. A gaming machine characterized by:

[0091] According to the gaming machine described in (C9), the next game operation start time approaching information notifying means notifies the next game operation start time approaching information during the transition display effect. This allows the player to perform a right-hit operation for the next game state at an appropriate timing during the transition display effect.

[0092] <4th assignment> Conventionally, as this type of gaming machine, there is, for example, a gaming machine in which the player can change the volume (for example, Japanese Patent Application Laid-Open No. 2007-089649 (pages 41-42)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has the problem that the operation of the player to change the volume is not very interesting. The invention described below in (D1) was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the enjoyment of players when changing the volume. The invention according to (D1) below has the following configuration to achieve this object.

[0093] (D1) a display means capable of displaying display effects relating to games; a sound output means for outputting a sound in accordance with the display performance; an operating means operable by a player; a volume change control means for changing the volume of the sound output from the sound output means based on an operation on the operation means; The volume change control means may set the operation sound when changing the volume to a sound related to the display effect being displayed during the period when the volume can be changed. A gaming machine characterized by:

[0094] The gaming machine described in (D1) above includes display means capable of displaying display effects, sound output means for outputting sounds in accordance with the display effects, operation means operable by a player, and volume change control means for changing the volume of the sound output from the sound output means based on the operation of the operation means, and the volume change control means can change the operation sound when changing the volume to a sound related to the display effect being displayed during the period when the volume can be changed. This allows the player to change the volume while listening to the sound related to the display effect, thereby improving the enjoyment of the operation of changing the volume.

[0095] (D2) In the gaming machine described in (D1), The gaming machine is characterized in that, when the display presentation is changed to a different display presentation upon volume change, the operation sound is a sound related to the changed display presentation.

[0096] According to the gaming machine described in (D2) above, when the display effect at the time of volume change is changed to a different display effect, the operation sound is a sound related to the changed display effect. This allows the player to change the volume while listening to the sound related to the display effect being displayed at the time of the change operation, so that the optimal volume can be set at the time of the change operation.

[0097] (D3) In the gaming machine described in (D1), A gaming machine characterized in that the operation sound is a sound related to the display effect when the display effect when the volume is changed is a predetermined display effect that can be associated, and is a sound unrelated to the display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated.

[0098] According to the gaming machine described in (D3) above, the operation sound is a sound related to the display effect when the display effect when the volume is changed is a predetermined display effect that can be associated, and is a sound unrelated to the display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated. This makes it possible to prevent the player from feeling uncomfortable or inconvenienced by forcibly associating the display effect with an inappropriate display effect when the display effect when the volume is changed is a predetermined display effect that cannot be associated.

[0099] (D4) In the gaming machine described in any one of (D1) to (D3), The display means is capable of displaying the display effects and volume information when the volume is changed.

[0100] According to the gaming machine described in (D4), the display means can display the display effects and volume information when changing the volume. This allows the player to change the volume while watching the display effects and listening to the sounds related to the display effects, thereby improving the player's interest in changing the volume.

[0101] (D5) In the gaming machine described in any one of (D1) to (D4), The game machine is characterized in that the image of the display effect displayed during the volume change operation is displayed in a smaller size than the image of the display effect displayed before the volume change operation.

[0102] According to the gaming machine described in (D5) above, the image of the display effect displayed during the volume change operation is displayed in a smaller size than the image of the display effect displayed before the volume change operation. This makes it easier to change the volume because the image of the display effect is reduced during the volume change operation. Furthermore, since the player can check the currently displayed display effect in the reduced image while changing the volume, the player can change the volume with confidence without worrying that the display effect will end during the volume change operation.

[0103] (D6) In the gaming machine described in any one of (D1) to (D4), A gaming machine characterized in that the image of the display effect displayed during the volume change operation is superimposed behind the image for the volume change operation in a manner that makes at least a portion of it visible.

[0104] According to the gaming machine described in (D6) above, the image of the display effect displayed during the volume change operation is superimposed on the image for the volume change operation in a manner that allows at least a portion of it to be visible. This ensures that there is sufficient space to display the image for the volume change operation, making it easier to change the volume. Furthermore, since the player can check the display effect being displayed by the image superimposed on the background while performing the volume change operation, the player can perform the volume change operation with confidence without worrying that the display effect will end while he or she is performing the volume change operation.

[0105] <5th assignment> BACKGROUND ART Conventionally, as this type of gaming machine, there is, for example, a gaming machine that performs a display effect to display information that can be seen by a player (for example, Japanese Patent Application Laid-Open No. 2006-081588 (pages 44 to 46)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that the patterns in which information is displayed are fixed, and therefore the display presentation lacks interest. The invention relating to (E1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can improve the entertainment value of display presentations. The invention according to (E1) below has the following configuration to achieve this object.

[0106] (E1) A display means capable of displaying display effects relating to games; a display control means for controlling the display of the display performance on the display means in a predetermined pattern; The predetermined pattern is a first pattern in which predetermined display information is displayed for a predetermined display time in a predetermined display manner; a second pattern in which the predetermined display information is displayed for a display time shorter than the predetermined display time and in a display manner different from the predetermined display manner; A gaming machine characterized by:

[0107] The gaming machine described in (E1) above includes a display means capable of displaying game-related display effects and a display control means for controlling the display means to display the display effects in predetermined patterns, the predetermined patterns including a first pattern in which predetermined display information is displayed in a predetermined display manner for a predetermined display time, and a second pattern in which the predetermined display information is displayed for a display time shorter than the predetermined display time in a display manner different from the predetermined display manner. This allows for a wide variety of display effects with different display times and display manners for displaying the predetermined display information. As a result, the entertainment value of the display effects can be improved.

[0108] (E2) In the gaming machine described in (E1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order while shortening the predetermined display time.

[0109] According to the gaming machine described in (E2), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order, and the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order but for a shortened predetermined display time. This allows for an increase in the variety of display effects without compromising the consistency of the content and appearance of the display effects between the first and second patterns.

[0110] (E3) In the gaming machine described in (E1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined information that was displayed in the predetermined order is displayed in a combined state.

[0111] According to the gaming machine described in (E3), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order, and the second pattern is a pattern in which the predetermined information displayed in the predetermined order is displayed in a composite state. This allows for an increase in the variety of display effects without compromising the identity of the content of the display effects between the first pattern and the second pattern.

[0112] (E4) In the gaming machine according to any one of (E1) to (E3), A gaming machine characterized in that the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern.

[0113] According to the gaming machine described in (E4) above, the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern. As a result, by shortening the display time for displaying the predetermined display information in the display effect executed in the second pattern, the resulting surplus time can be used to increase the variety of the display effects.

[0114] (E5) In the gaming machine described in (E1) to (E4), The predetermined display information is ending presentation information after a big win round of play.

[0115] According to the gaming machine described in (E5), the predetermined display information is ending effect information after a big win round, which increases the variety of ending effects after a big win round.

[0116] (E6) In the gaming machine described in (E1) to (E4), The predetermined display information is suggestive performance information displayed during a reach performance.

[0117] According to the gaming machine described in (E6) above, the suggestive effect information is displayed during the reach effect, which can increase the variety of suggestive effects displayed during the reach effect.

[0118] <6th assignment> Conventionally, as this type of gaming machine, for example, there is a gaming machine that performs a display effect that displays information that can be seen by a player (for example, JP 2006-081588 A (pages 44 to 46)). Even in this type of gaming machine, there are cases where a display that requires operation of an operating means is performed during the display effect. However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that a part of the display effects is replaced with a display that requires the operation of the operating means, which reduces the interest of the display effects. The invention relating to (F1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of display presentations. The invention according to (F1) below has the following configuration to achieve this object.

[0119] (F1) a display means for displaying display effects relating to games; an operation means operable by a player in response to the display effects; a display control means for controlling the display of the display performance on the display means; The display control means an operation request execution means for controlling the display of an operation request image requesting the player to operate the operation means during the display performance; and an operation display effect execution means for controlling the display of an operation display effect using the operation means during the display effect, in response to an operation by a player in response to the operation request image, The predetermined pattern is a first pattern in which, when the operation request image is displayed and the player does not perform an operation in response to the operation request image, predetermined display information is displayed for a predetermined display time in a predetermined display manner; a second pattern in which, when the operation request image is displayed and the player performs an operation in response to the operation request image, the predetermined display information is displayed for a shorter display time than the first pattern and in a display manner different from the first pattern, and the operation display effect is executed after the display of the predetermined display information has ended. A gaming machine characterized by:

[0120] The gaming machine described in (F1) above comprises a display means for displaying display effects related to the game, an operation means that can be operated by the player in accordance with the display effects, and a display control means for controlling the display of the display effects on the display means, and the display control means comprises an operation request execution means for controlling the display of an operation request image that requests the player to operate the operation means during the display effects, and an operation display effect execution means for controlling the display of an operation display effect using the operation means during the display effects, triggered by the player's operation on the operation request image, and the predetermined patterns include a first pattern in which, when an operation request image is displayed and the player does not operate the operation request image, predetermined display information is displayed for a predetermined display time and in a predetermined display manner, and a second pattern in which, when an operation request image is displayed and the player operates the operation request image, the predetermined display information is displayed for a display time shorter than that of the first pattern and in a display manner different from that of the first pattern, and the operation display effect is executed after the display of the predetermined display information has ended. This makes it possible to improve the interest of the display performance by making the operation display performance enjoyable without significantly impairing the interest of the display performance when the operating means is effectively operated in response to the operation request image.

[0121] (F2) In the gaming machine described in (F1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order for the predetermined display time, The gaming machine is characterized in that the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order while shortening the predetermined display time.

[0122] According to the gaming machine described in (F2), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order for a predetermined display time, and the second pattern is a pattern in which the predetermined display information is displayed in the predetermined order but for a shortened predetermined display time. This allows for an increase in the variety of operation display effects without compromising the consistency of the content and appearance of the display effects between the first pattern and the second pattern.

[0123] (F3) In the gaming machine described in (F1), the first pattern is a pattern in which the predetermined display information is displayed in a predetermined order for the predetermined display time, The second pattern is a pattern in which the predetermined display information that was displayed in the predetermined order is displayed in a composite state in which the predetermined display time is shortened.

[0124] According to the gaming machine described in (F3), the first pattern is a pattern in which predetermined display information is displayed in a predetermined order for a predetermined display time, and the second pattern is a pattern in which the predetermined display information that was displayed in the predetermined order is displayed in a composite state in which the predetermined display time is shortened by compositely displaying the predetermined display information. This makes it possible to increase the variety of operation display effects without compromising the identity of the content of the display effects between the first pattern and the second pattern.

[0125] (F4) In the gaming machine described in any one of (F1) to (F3), A gaming machine characterized in that the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern.

[0126] According to the gaming machine described in (E4) above, the length of the display period of the display effect executed in the first pattern is the same as the length of the display period of the display effect executed in the second pattern. As a result, in the display effect executed in the second pattern, the display time for displaying the predetermined display information is shortened, and the resulting surplus time can be used to increase the variety of the operation display effect.

[0127] (F5) In the gaming machine described in (F1) to (F4), The predetermined display information is ending presentation information after a big win round of play.

[0128] According to the gaming machine described in (F5), the predetermined display information is ending presentation information after a jackpot round, which increases the variety of operation display presentations that are performed during the ending presentation after a jackpot round.

[0129] (F6) In the gaming machine described in (F1) to (F4), The predetermined display information is suggestive performance information displayed during a reach performance.

[0130] According to the gaming machine described in (F6), the predetermined display information is suggestive effect information displayed during the reach effect. This increases the variety of operation display effects performed during the suggestive effect displayed during the reach effect.

[0131] <Task 7> Conventionally, as this type of gaming machine, there is, for example, a gaming machine that displays an ending image after the end of a big win round game (for example, JP 2017-205375 A (pages 89 to 90)). However, the conventional example having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to further improve the entertainment value of the ending presentation. The invention relating to (G1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the ending presentation. The invention according to (G1) below has the following configuration to achieve this object.

[0132] (G1) a display means capable of displaying a display effect triggered by a lottery based on the establishment of a start condition; a display control means for controlling the display of the display performance on the display means; The display control means A specific effect execution means for controlling execution of a specific effect during the display effect; and an ending performance execution means for controlling the display of an ending performance that displays predetermined information during an ending period from the end of a round game that is executed a predetermined number of times, with one round being the period from when the variable ball entry means is set to an open state where the game ball can enter until when the variable ball entry means is set to a closed state where the game ball cannot enter, based on the result of the lottery being a specific result, to the start of the next game, The ending performance execution means is capable of controlling to display, in the ending performance, information related to the specific performance executed during the display performance. A gaming machine characterized by:

[0133] According to the gaming machine described in (G1), the gaming machine includes display means capable of displaying a display effect triggered by a lottery based on the establishment of a starting condition, and display control means for controlling the display of the display effect on the display means, the display control means including specific effect execution means for controlling the execution of a specific effect during the display effect, and ending effect execution means for controlling the display of an ending effect that displays predetermined information during an ending period from the end of a predetermined number of round games, each of which is executed based on the result of the lottery, and the start of the next game, with one round being the period from when the variable ball entry means is set to an open state allowing the game ball to enter until it is set to a closed state preventing the game ball from entering, and the ending effect execution means is capable of controlling the display of information related to the specific effect executed during the display effect in the ending effect. As a result, the ending effect and the display effects leading up to the ending effect are associated by the specific effect, and the excitement of the display effect continues into the ending effect through the specific effect, thereby increasing the interest of the ending effect.

[0134] (G2) In the gaming machine described in (G1), A gaming machine characterized in that the information related to the specific effect is information indicating components of the specific effect.

[0135] According to the gaming machine described in (G2), the information related to the special effect is information indicating the components of the special effect. This makes it easier to remember the displayed effect by displaying the components of the special effect, thereby further increasing the interest of the ending effect.

[0136] (G3) In the gaming machine described in (G1), A gaming machine characterized in that the information related to the specific effect is information indicating the impact that the specific effect has had on the player.

[0137] According to the gaming machine described in (G3), the information related to the special effects is information indicating the impact that the special effects had on the player. This makes it possible to appeal to the player who was affected by the special effects, thereby further increasing the interest of the ending effects.

[0138] (G4) In the gaming machine described in (G1) to (G3), A gaming machine characterized in that the display effect in which the specific effect is executed is a variable display effect of identification information that makes it possible to identify whether the result of the lottery will be the specific result.

[0139] According to the gaming machine described in (G4), the display effect in which the specific effect is executed is a variable display effect of identification information that makes it possible to identify whether the result of the lottery will be a specific result. This makes it easier to remember the specific effect along with the variable display effect, thereby improving the interest of the ending effect.

[0140] (G5) In the gaming machine described in (G4), The display effect in which the specific effect is executed is a reach display effect of the identification information.

[0141] According to the gaming machine described in (G5), the display effect in which the specific effect is executed is the reach display effect of the identification information. This makes it easier to remember the specific effect along with the reach display effect, thereby improving the interest of the ending effect.

[0142] (G6) In the gaming machine described in (G1) to (G3), The display effect in which the specific effect is executed is a round display effect displayed during the round game.

[0143] According to the gaming machine described in (G6), the display effect in which the special effect is executed is the round display effect displayed during the round game. This makes it easier to remember the special effect along with the round display effect, thereby improving the interest of the ending effect.

[0144] (G7) In the gaming machine described in (G1) to (G6), The gaming machine is characterized in that the specific effect is a specific suggestion effect that suggests that the possibility of the specific result being achieved is higher than if the specific effect is not executed.

[0145] According to the gaming machine described in (G7), the specific effect is a specific suggestion effect that suggests that the possibility of a specific result is higher than if the specific effect is not executed. This makes it easier for players who understand the meaning of the suggestion to remember the specific suggestion effect, thereby increasing the interest of the ending effect.

[0146] (G8) In the gaming machine described in (G1) to (G6), The gaming machine is characterized in that the specific effect is a specific notification effect that notifies that the possibility of the specific result being achieved is higher than if the specific effect is not executed.

[0147] According to the gaming machine described in (G8), the specific effect is a specific notification effect that notifies the player that the possibility of a specific result is higher than if the specific effect is not executed. This makes it easier for a player who sees, hears, or experiences the notification to remember the specific notification effect, thereby increasing the interest of the ending effect.

[0148] (G9) In the gaming machine described in (G1) to (G8), the display control means comprises a selection request execution means for controlling the display of a selection request image that requests a player to make a predetermined selection during the display performance; The specific effect is executed when a predetermined selection requested by the selection request image is made.

[0149] According to the gaming machine described in (G9), the display control means includes a selection request execution means for controlling the display of a selection request image that requests the player to make a predetermined selection during the display effect, and the specific effect is executed when the player makes the predetermined selection requested by the selection request image. This makes it easier for the player to remember the specific effect along with the fact that the player made the predetermined selection requested by the operation request image, thereby improving the interest of the ending effect.

[0150] (G10) In the gaming machine described in (G1) to (G9), The gaming machine is characterized in that the selection request image is displayed during a variable display presentation of identification information that makes it possible to identify whether the result of the lottery will be the specific result.

[0151] According to the gaming machine described in (G10), the selection request image is displayed during the display of the variable display of the identification information that allows the player to identify whether the lottery result will be a specific result. This makes it easier for the variable display effect and the specific effect to be strongly impressed, thereby increasing the interest of the ending effect.

[0152] (G11) In the gaming machine described in (G1) to (G9), The gaming machine is characterized in that the selection request image is displayed during the ending presentation, simultaneously with information related to the specific presentation, or after displaying information related to the specific presentation.

[0153] According to the gaming machine described in (G11), the selection request image is displayed during the ending presentation simultaneously with or after the information related to the specific presentation is displayed. This allows the player to reconsider whether to make a predetermined selection while or after viewing the information related to the specific presentation, thereby improving the interest of the ending presentation.

[0154] (G12) In the gaming machine described in (G1) to (G11), The gaming machine is characterized in that the specific effects include those that are executed when it becomes possible to execute the specific effects as a result of a lottery based on the establishment of the starting condition.

[0155] According to the gaming machine described in (G12) above, the specific effect may be executed when it is possible to execute the specific effect as a result of a lottery based on the establishment of a starting condition.

[0156] <8th assignment> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The inventions (H0), (H00), and (H1) below were made in consideration of the above circumstances, and aim to provide a gaming machine that can suitably change the light-emitting area.

[0157] (H0) Irradiation means for irradiating light; and a control means for controlling, when the light irradiated from the irradiating means causes a first light-emitting region to emit light, the state of the light irradiated from the irradiating means to a first state that allows the first light-emitting region to emit light; When the light irradiated from the irradiation means causes the second light-emitting region to emit light, the control means controls the manner of the light irradiated from the irradiation means to a second manner that allows the second light-emitting region to emit light. A gaming machine characterized by:

[0158] According to the gaming machine described in (H0), whether the light irradiated from the irradiation means causes the first light-emitting area to emit light or the light irradiated from the irradiation means causes the second light-emitting area to emit light, the type of light irradiated from the irradiation means can be controlled to accommodate this, so the light-emitting area can be changed appropriately.

[0159] (H00) A decorative member disposed on the front side of the gaming machine body; and an illumination means for irradiating light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined area of ​​the decorative member that receives light irradiated from the irradiating means to a different position, a control means for executing a first control to make the predetermined area located at the first position emit light as a first light-emitting area with light irradiated from the irradiating means when the predetermined area is located at a first position, and for executing a second control to make the predetermined area located at the second position emit light as a second light-emitting area with light irradiated from the irradiating means when the predetermined area is located at a second position; A gaming machine characterized by:

[0160] The gaming machine described in (H00) above includes a decorative member disposed on the front side of the gaming machine main body, and an illumination means for emitting light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined area of ​​the decorative member that receives light irradiated from the illumination means to different positions, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined area of ​​the decorative member. The gaming machine is equipped with control means that, when the predetermined area is located at a first position, executes a first control to cause the predetermined area located at the first position to emit light as a first light-emitting area with the light irradiated from the illumination means, and, when the predetermined area is located at a second position, executes a second control to cause the predetermined area located at the second position to emit light as a second light-emitting area with the light irradiated from the illumination means. Therefore, the light irradiating direction can be optimized in accordance with the shift in the predetermined area of ​​the decorative member, thereby allowing the light-emitting area to be suitably changed.

[0161] (H1) a decorative member disposed on the front side of the gaming machine body; and an illumination means for irradiating light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member that receives the light irradiated from the irradiating means to a different position, a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when the predetermined surface is located at a first position, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when the predetermined surface is located at a second position; A gaming machine characterized by:

[0162] The gaming machine described in (H1) above includes a decorative member disposed on the front side of the gaming machine main body, and an illumination means for emitting light toward the back side of the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member that receives light irradiated from the illumination means to different positions, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined surface of the decorative member. The gaming machine is equipped with control means that, when the predetermined surface is located at a first position, executes a first control to cause the predetermined surface located at the first position to emit light as a first light-emitting area with the light irradiated from the illumination means, and, when the predetermined surface is located at a second position, executes a second control to cause the predetermined surface located at the second position to emit light as a second light-emitting area with the light irradiated from the illumination means. Therefore, the light irradiating direction can be optimized in accordance with the shift in the predetermined surface of the decorative member, thereby suitably changing the light-emitting area.

[0163] (H2) In the gaming machine described in (H1), The decorative member is a replaceable decorative cover disposed on the front side of the gaming machine body, the first light-emitting region is provided on the predetermined surface of the decorative cover, The second light-emitting area is provided on the predetermined surface of another decorative cover that is replaced with the decorative cover. A gaming machine characterized by:

[0164] According to the gaming machine described in (H2) above, even if the decorative cover arranged on the front side of the gaming machine main body is replaced with a different decorative cover, the light emitting area can be suitably changed.

[0165] (H3) In the gaming machine described in (H1) or (H2), The gaming machine is characterized in that the illumination means is a light-emitting substrate mounted on a front portion that constitutes the front surface of the gaming machine main body.

[0166] According to the gaming machine described in (H3) above, even if the decorative cover arranged on the front part that constitutes the front of the gaming machine main body is replaced with a different decorative cover and the light-emitting substrate is provided on the front part side rather than on the decorative cover side, the light-emitting area can be suitably changed.

[0167] (H4) In the gaming machine described in any one of (H1) to (H3), the first control includes at least one of setting an irradiation angle of the light irradiated from the irradiation means with respect to the first light-emitting region to a first irradiation angle, setting an irradiation area of ​​the light irradiated from the irradiation means with respect to the first light-emitting region to a first irradiation area, or setting an irradiation distance between a predetermined point (e.g., a center point) of the first light-emitting region and a predetermined point (e.g., a center point) of the irradiation means to a first irradiation distance, The second control includes at least one of setting a second irradiation angle different from the first irradiation angle, setting a second irradiation area different from the first irradiation area, or setting a second irradiation distance different from the first irradiation distance. A gaming machine characterized by:

[0168] According to the gaming machine described in (H4) above, the light emitting area can be suitably changed by changing at least one of the illumination angle, the illumination area, and the illumination distance.

[0169] (H5) In the gaming machine described in (H2) to (H4), The gaming machine is characterized in that the second light-emitting area of ​​the separate decorative cover changes depending on its shape.

[0170] According to the gaming machine described in (H5) above, even if the shape of the separate decorative cover is changed from the shape of the decorative cover before the change, the light emitting area can be changed appropriately.

[0171] (H6) In the gaming machine described in (H2) to (H5), The decorative cover and the separate decorative cover are replaceable without using tools.

[0172] According to the gaming machine described in (H6) above, the replacement work for suitably changing the light emitting area can be easily performed.

[0173] (H7) In the gaming machine described in (H1) to (H6), The gaming machine is characterized in that the irradiation means is capable of at least one of rotating, turning, tilting, bending, curving, stretching and shrinking, and moving in the front-back and left-right directions.

[0174] According to the gaming machine described in (H7) above, whether the light emitted from the illumination means illuminates the first light-emitting area or the light emitted from the illumination means illuminates the second light-emitting area, the illumination angle can be easily adjusted by rotating, turning, or tilting. Furthermore, the illumination area can be easily adjusted by bending the device if it has a bendable structure such as a hinge, bending the device if it is a flexible substrate, or extending or contracting the device if it has a structure that can be extended or contracted such as a sliding mechanism. The illumination distance may also be easily adjusted by moving the device in directions including forward / backward and left / right.

[0175] (H8) In the gaming machine described in (H1) to (H7), a light transmitting means for transmitting the light irradiated from the irradiating means to the first light emitting region or the second light emitting region, The light transmitting means is capable of at least one of rotation, turning, tilting, bending, curving, stretching and shrinking, and movement including forward and backward directions and left and right directions. A gaming machine characterized by:

[0176] According to the gaming machine described in (H8) above, not only when the illumination means is configured to be tiltable, but also when the light-transmitting means is configured to be tiltable, at least one of the illumination angle, illumination area, and illumination distance can be easily adjusted, as in (H7).

[0177] (H9) In the gaming machine described in (H2), The control means changes the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed during the process of replacing the decorative cover with the other decorative cover. A gaming machine characterized by:

[0178] According to the gaming machine described in (H9), the light-emitting area can be suitably changed in the process of replacing the decorative cover with another decorative cover.

[0179] (H10) In the gaming machine described in (H9), The control means includes an input means for inputting a force generated in the process of replacing the decorative cover with the other decorative cover, and an output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed based on the input force. A gaming machine characterized by:

[0180] According to the gaming machine described in (H10), the light-emitting area can be suitably changed by utilizing the force generated in the process of replacing the decorative cover with the other decorative cover.

[0181] (H11) In the gaming machine described in (H10), The input means is a means for pushing the irradiation means into the other decorative cover in the process of replacing the decorative cover with the other decorative cover. A gaming machine characterized by:

[0182] According to the gaming machine described in (H11), the light-emitting area can be suitably changed by utilizing the force with which the other decorative cover presses the illumination means during the process of replacing the decorative cover with the other decorative cover.

[0183] (H12) In the gaming machine described in (H10) or (H11), The output means causes the irradiation means to perform at least one of rotation, rotation, tilt, bending, curvature, stretching and contraction, and movement including forward / backward and left / right directions based on the input force, thereby changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed. A gaming machine characterized by:

[0184] According to the gaming machine described in (H12), at least one of the irradiation angle, irradiation area, and irradiation distance can be easily adjusted by utilizing the force input during the process of attaching a different decorative cover to the front part in place of the decorative cover.

[0185] The configurations described in (H2) to (H12) above may be provided in the gaming machines described in (H0) and (H00) above or (I1) and (J1) described below.

[0186] <9th assignment> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The invention (I1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can suitably change the light-emitting area.

[0187] (I1) A decorative member disposed on the front side of the gaming machine body; and an illumination means for illuminating the decorative member with light. a driving means for moving a predetermined surface of the decorative member, which is illuminated by the light emitted from the illuminating means, between a first position and a second position; a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when the predetermined surface is moved to the first position by the driving means, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when the predetermined surface is moved to the second position by the driving means. A gaming machine characterized by:

[0188] The gaming machine described in (I1) above includes a decorative member disposed on the front side of the gaming machine main body and an illumination means for illuminating the decorative member. The gaming machine includes a drive means for shifting a predetermined surface of the decorative member, illuminated by light irradiated from the illumination means, between a first position and a second position. This makes it possible to easily shift the illuminated portion of the decorative member, since the illuminated portion is not uniform. The gaming machine also includes a control means for executing a first control when the predetermined surface is shifted to the first position by the drive means, in which the light irradiated from the illumination means causes the predetermined surface located at the first position to emit light as a first light-emitting region, and for executing a second control when the predetermined surface is shifted to the second position by the drive means, in which the light irradiated from the illumination means causes the predetermined surface located at the second position to emit light as a second light-emitting region. This facilitates shifting the illuminated portion, and by optimizing the illumination direction of the light in accordance with the shifting of the illuminated portion, it is possible to suitably change the illuminated region.

[0189] (I2) In the gaming machine described in (I1), The gaming machine main body is a pachinko machine main body, The pachinko machine body is An outer frame that forms the outer shell of the pachinko machine body; an inner frame supported so as to be openable and closable relative to the outer frame with one side of the outer frame as an opening / closing axis; a front frame attached to the inner frame so as to be able to open and close freely with one side of the inner frame as an opening and closing axis, The inner frame includes a resin base that forms its outer shape, and a game board that has a game area where game balls attached to the resin base flow down, The game board is provided with a pattern display device having a display screen on which a display effect during a specific game state that occurs when the pattern variation display and the pattern variation display result in a specific game state is displayed, and an opening that makes the display screen visible, The front frame includes a transparent member frame portion surrounding a transparent member that allows the game area and the display screen to be viewed, The decorative member is visible from the front side of the front frame of the pachinko machine body. A gaming machine characterized by:

[0190] According to the gaming machine described in (I2) above, the decorative member is visible from the front side of the front frame of the pachinko machine body, which makes it easy to change the light-emitting point on the front side of the front frame of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the change in the light-emitting point, the light-emitting area can be suitably changed.

[0191] (I3) In the gaming machine described in (I2), A gaming machine characterized in that the decorative member is attached to the transparent member frame portion of the front frame of the pachinko machine body.

[0192] According to the gaming machine described in (I3) above, the decorative member is attached to the visual member frame on the front frame of the pachinko machine body, making it easy to change the light-emitting point on the visual member frame on the front frame of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the change in the light-emitting point on the visual member frame, the light-emitting area on the visual member frame can be suitably changed.

[0193] (I4) In the gaming machine described in (I2), A gaming machine characterized in that the decorative member is attached to the front frame of the pachinko machine body behind the transparent member and is visible through the transparent member.

[0194] According to the gaming machine described in (I4), the decorative member is attached behind the transparent member of the front frame of the pachinko machine body and is visible through the transparent member, which makes it easy to shift the light-emitting point behind the transparent member of the pachinko machine body, and by optimizing the direction of light irradiation in accordance with the shift of the light-emitting point behind the transparent member, the light-emitting area behind the transparent member can be suitably changed.

[0195] (I5) In the gaming machine according to any one of (I2), A gaming machine characterized in that the decorative member is arranged on any one of the upper, lower, left and right sides within the gaming area of ​​the gaming board.

[0196] According to the gaming machine described in (I5), the light emitting area can be suitably changed at any position on the upper, lower, left or right side within the playing area of ​​the gaming board.

[0197] (I6) In the gaming machine according to any one of (I2), A gaming machine characterized in that the decorative member is arranged on any one of the upper, lower, left and right sides within the opening of the gaming board.

[0198] According to the gaming machine described in (I6), the light emitting area can be suitably changed at any position within the opening of the gaming board, whether it is above, below, left, or right.

[0199] (I7) In the gaming machine described in any one of (I1) to (I6), The illumination means includes a light-emitting substrate and a position change means for changing the position of the light-emitting substrate relative to the predetermined surface of the decorative member. A gaming machine characterized by:

[0200] According to the gaming machine described in (I7), the irradiation means comprises a light-emitting substrate and a posture change means for changing the posture of the light-emitting substrate relative to the specified surface of the decorative member, so that the light-emitting area can be suitably changed at each position.

[0201] (I8) In the gaming machine described in any one of (I1) to (I7), the first control includes at least one of setting the irradiation angle of the light irradiated from the irradiation means onto the first light-emitting region to a first irradiation angle, setting the irradiation area of ​​the light irradiated from the irradiation means onto the first light-emitting region to a first irradiation area, or setting the irradiation distance between a predetermined point (e.g., a center point) of the first light-emitting region and a predetermined point (e.g., a center point) of the irradiation means to a first irradiation distance; The second control includes at least one of setting a second irradiation angle different from the first irradiation angle, setting a second irradiation area different from the first irradiation area, or setting a second irradiation distance different from the first irradiation distance. A gaming machine characterized by:

[0202] According to the gaming machine described in (I8), the decorative member is configured to move, and by changing at least one of the illumination angle, illumination area, and illumination distance, the light-emitting area can be suitably changed.

[0203] (I9) In the gaming machine described in any one of (I1) to (I8), An operation means for receiving an operation from a player is provided, The decorative member operates in response to the operation of the operating means.

[0204] According to the gaming machine described in (I9) above, even when the decorative member moves in response to the operation of the operating means, the light emitting area can be suitably changed at each position.

[0205] (I10) In the gaming machine described in (I9), The decorative member operates in response to operation of the operating means during standby display, excluding when the display effect is being displayed on the pattern display device.

[0206] According to the gaming machine described in (I10), when the pattern display device operates in response to the operation of the operating means during standby display, the light-emitting area can be suitably changed at each position according to the operation.

[0207] (I11) In the gaming machine described in (I9), The decorative member operates in response to operation of the operating means while a display effect is being displayed on the symbol display device.

[0208] According to the gaming machine described in (I11), even if the decorative member operates while a display effect is being displayed on the pattern display device, the light-emitting area can be suitably changed at each position according to the operation.

[0209] (I12) In the gaming machine according to any one of (I1) to (I11), The illumination means is capable of rotating, turning, tilting, bending, curving, stretching and contracting, and moving in the front-back and left-right directions in accordance with the movement of the decorative member.

[0210] (I13) In the gaming machine according to any one of (I1) to (I12), The control means changes the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed during the process in which the predetermined surface of the decorative member moves from the first position to the second position. A gaming machine characterized by:

[0211] According to the gaming machine described in (I13), the light emitting area can be suitably changed in the process in which the predetermined surface of the decorative member moves from the first position to the second position.

[0212] (I14) In the gaming machine described in (I13), The control means includes an input means for inputting a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, and an output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed based on the input force. A gaming machine characterized by:

[0213] According to the gaming machine described in (I14), the light-emitting area can be suitably changed by utilizing the force generated in the process of the specified surface of the decorative member moving from the first position to the second position.

[0214] (I15) In the gaming machine described in (I14), The input means is a means for applying a force to the irradiation means to rotate, turn, tilt, bend, curve, stretch, or contract, or to move in a front-back or left-right direction, during the process of the predetermined surface of the decorative member moving from the first position to the second position. A gaming machine characterized by:

[0215] According to the gaming machine described in (I15), the light-emitting area can be suitably changed by utilizing the force applied to the irradiation means during the process in which a specified surface of the decorative member moves from a first position to a second position.

[0216] (I16) In the gaming machine described in (I14) or (I15), The output means causes the irradiation means to perform at least one of rotation, rotation, tilt, bending, curving, stretching and contracting, and movement including forward and backward directions and left and right directions based on the input force, thereby changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed. A gaming machine characterized by:

[0217] According to the gaming machine described in (I16), at least one of the irradiation angle, irradiation area, and irradiation distance can be easily adjusted by utilizing the force input during the process in which a specified surface of the decorative member moves from a first position to a second position.

[0218] The configurations described in (I2) to (I16) above may be provided in the gaming machines described in (H0), (H00), and (H1) above or (J1) described below.

[0219] <Task 10> Typical examples of conventional gaming machines include pachinko machines and slot machines. Some gaming machines of this type are equipped with decorative components that have light-emitting areas (see, for example, Patent Document: JP 2012-100905 A (pages 4 to 8, figures 3 to 8)). However, the conventional example having such a configuration has the following problems. That is, in conventional pachinko machines, for example, there is a problem in that it is difficult to suitably change the light-emitting area. The invention of (J1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can suitably change the light-emitting area.

[0220] (J1) a decorative member disposed on the front side of the gaming machine body; and an illumination means for illuminating the decorative member with light. The gaming machine is capable of moving a predetermined surface of the decorative member that receives the light irradiated from the irradiating means between a first position and a second position, a detection means capable of detecting a displacement of the predetermined surface of the decorative member; a control means for executing a first control to make the predetermined surface located at the first position emit light as a first light-emitting region with light irradiated from the irradiating means when it is detected that the predetermined surface has moved to the first position, and for executing a second control to make the predetermined surface located at the second position emit light as a second light-emitting region with light irradiated from the irradiating means when it is detected that the predetermined surface has moved to the second position A gaming machine characterized by:

[0221] The gaming machine described in (J1) above includes a decorative member disposed on the front side of the gaming machine body and an illumination means for illuminating the decorative member. The gaming machine is capable of shifting a predetermined surface of the decorative member, illuminated by light irradiated from the illumination means, between a first position and a second position, thereby changing the impression of the front side of the gaming machine according to the change in the position of the predetermined surface of the decorative member. The gaming machine is equipped with a detection means for detecting the shift of the predetermined surface of the decorative member, thereby recognizing the shift of the predetermined surface of the decorative member. The gaming machine is equipped with a control means for executing a first control when it is detected that the predetermined surface has shifted to the first position, causing the predetermined surface located at the first position to emit light with light irradiated from the illumination means as a first light-emitting area, and for executing a second control when the predetermined surface has shifted to the second position, causing the predetermined surface located at the second position to emit light with light irradiated from the illumination means as a second light-emitting area. This allows the light-emitting area to be suitably changed by recognizing the shift of the predetermined surface of the decorative member and optimizing the direction of light irradiation in accordance with the shift of the predetermined surface.

[0222] The "detection means" includes both non-contact and contact types.

[0223] (J2) In the gaming machine described in (J1), The control means includes input means for inputting a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, contact-type detection means capable of detecting, based on the input force, that the predetermined surface of the decorative member has moved from the first position to the second position, and output means for changing the irradiation means from a state in which the first control can be performed to a state in which the second control can be performed when it is detected that the predetermined surface has moved from the first position to the second position. A gaming machine characterized by:

[0224] According to the gaming machine described in (J2) above, the light emitting area can be suitably changed by utilizing the force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position.

[0225] (J3) In the gaming machine described in (J2), The input means is a means for receiving a force generated in the process of the predetermined surface of the decorative member moving from the first position to the second position, and pressing the contact-type detection means. A gaming machine characterized by:

[0226] According to the gaming machine described in (J3), the light-emitting area can be suitably changed by accepting the force generated in the process of a predetermined surface of the decorative member changing from a first position to a second position and utilizing the force that pushes the contact-type detection means.

[0227] (J4) In the gaming machine described in (J1) to (J3), The decorative member is a transparent resin member that is configured to make the control means difficult to see. A gaming machine characterized by:

[0228] According to the gaming machine described in (J4) above, the decorative member is a transparent resin member, but is configured so that the control means is difficult to see, so that the control means can be made inconspicuous.

[0229] (J5) In the gaming machine described in (J1) to (J4), The gaming machine is characterized in that the control means is arranged so as not to overlap the front of the light-emitting unit mounting surface of the irradiation means.

[0230] In the gaming machine described in (J5) above, the control means is arranged so as not to overlap the front of the light-emitting unit mounting surface of the irradiation means, so that the light-emitting area can be suitably changed without obstructing the light-emitting unit mounting surface.

[0231] (J6) In the gaming machine described in (J5), A gaming machine characterized in that the input means is provided on either the left or right side of the illumination means when the specified surface of the decorative member is moved upward or downward when viewed from the front of the gaming machine.

[0232] According to the gaming machine described in (J6) above, the input means is provided on either the left or right side of the illumination means when a predetermined surface of the decorative member is shifted upward or downward when viewed from the front of the gaming machine, so that the light-emitting area that shifts upward and downward is less likely to be obstructed, and the light-emitting area can be changed appropriately.

[0233] (J7) In the gaming machine described in (J5), A gaming machine characterized in that the input means is provided on either the upper or lower side of the illumination means when the specified surface of the decorative member is displaced leftward or rightward when viewed from the front of the gaming machine.

[0234] According to the gaming machine described in (J7) above, when a predetermined surface of the decorative member is shifted to the left or right when viewed from the front of the gaming machine, the input means is provided on either the upper or lower side of the illumination means, so that the light-emitting area that shifts left and right is less likely to be obstructed, and the light-emitting area can be changed appropriately.

[0235] (J8) In the gaming machine described in (J5), The gaming machine is characterized in that the control means is provided on the rear side of the irradiation means.

[0236] According to the gaming machine described in (J8), the control means is provided on the back side of the irradiation means, so that the light-emitting area can be suitably changed without blocking the light-emitting area being changed, while ensuring a sufficient light-emitting area on the front side of the control means.

[0237] (J9) In the gaming machine described in (J8), The input means is provided on the rear side of the irradiation means in a position where, when the specified surface of the decorative member is displaced diagonally upward or downward when viewed from the front of the gaming machine, the force generated in the process of the specified surface displacing diagonally upward or downward can be input.

[0238] According to the gaming machine described in (J9), the input means is provided on the rear side of the irradiation means in a position where, when a predetermined surface of the decorative member is displaced diagonally upward or downward when viewed from the front of the gaming machine, the input means can input the force generated in the process of the predetermined surface displacing diagonally upward or downward, thereby not interfering with the displacement of the decorative member and allowing the light-emitting area to be suitably changed without blocking the displaced light-emitting area.

[0239] The configurations described in (J2) to (J9) above may be provided in the gaming machine described in (H0), (H00), (H1) or (I1) above. [Example]

[0240] A pachinko machine according to a first embodiment will be described in detail with reference to the drawings. FIG. 1 is a front view of a pachinko machine 10 according to a first embodiment of the present invention. FIG. 2 is a front perspective view of the pachinko machine 10. FIG. 3 is a rear view of the pachinko machine 10. FIG. 4 is a right side view of the pachinko machine 10, showing the state in which an illumination cover is attached, taken along the line AA in FIG. 1. FIG. 5 is a left side view of the pachinko machine 10, showing the state in which an illumination cover is attached, taken along the line BB in FIG. 1. FIG. 6 is a plan view of the pachinko machine 10. FIG. 7 is a front view of the game board 30. FIG. 8 is a block diagram showing the electrical configuration of the pachinko machine 10. FIG. 9 is an explanatory diagram showing (a) the display content of the third symbol display device 42 and (b) the hold display.

[0241] In the following examples, unless otherwise specified, the directions of up, down, left, right, front, back (or rear, near) are described based on the state of the game board as seen from the front, i.e., the front view of the game board.

[0242] As shown in Figures 1 and 2, the pachinko machine 10 comprises an outer frame 11 that forms the outer shell of the pachinko machine 10 and is fixed to the game island of the amusement facility (hall), an inner frame 12 that is supported so that it can be opened and closed relative to the outer frame 11, with one side (for example, the left side when viewed from the front) of the outer frame 11 acting as an opening and closing axis J1, and a front frame set 14 that is attached so that it can be opened and closed freely relative to the inner frame 12, with one side (for example, the left side when viewed from the front) of the inner frame 12 acting as an opening and closing axis J2.

[0243] The outer frame 11 is made of wooden plates that are rectangular in overall front view, and the plates are attached with removable fasteners such as machine screws. In this embodiment, for example, the outer dimension of the outer frame 11 in the up-down direction is 809 mm (inner dimension 771 mm) and the outer dimension in the left-right direction is 518 mm (inner dimension 480 mm). The outer frame 11 may also be made of resin or a light metal such as aluminum.

[0244] The inner frame 12 is roughly divided into a resin base 12a (see FIG. 2) as a main component that forms its outer shape, and a game board 30 (see FIG. 7) that is attached to the resin base 12a. As shown in FIGS. 1 and 2, the inner frame 12 is also provided with a front frame set 14 that can be opened to one side on the front side of the resin base 12a.

[0245] Specifically, the resin base 12a is a plate-like member having an approximately rectangular outer shape when viewed from the front, and an opening (an opening of the same size as the game area 30a (see Figure 7) described below) with its center at approximately its center.

[0246] The front frame set 14 is attached to the inner frame 12 so that it can be opened and closed, with the vertical opening and closing axis J2 as its axis on the left side when viewed from the front.In detail, the front frame set 14 is rotatable forward, with the left side as the opening and closing base end and the right side as the opening and closing tip end when viewed from the front.

[0247] The game board 30 (see FIG. 7) is detachably attached to the rear side of the resin base 12a so that the game area 30a is positioned in the opening of the resin base 12a.

[0248] Now, we will explain the front frame set 14 in a little more detail.

[0249] As shown in Figure 1, the front frame set 14 is attached to the inner frame 12 so that it can be opened and closed, and like the inner frame 12, it can be opened forward around the opening and closing axis J2 that extends up and down to the left side when viewed from the front of the pachinko machine 10.

[0250] As shown in Figure 1, when viewed from the front, the front frame set 14 is broadly divided into a lower tray portion 13 located at the bottom, an upper tray portion 21 located above this lower tray portion 13, and a glass frame portion 23 located above this upper tray portion 21.

[0251] The front frame set 14 is formed by attaching these lower tray portion 13, upper tray portion 21, and glass frame portion 23 to respective locations on the front side of the base plate body 14a, which is a resin-molded part of the front frame set 14.

[0252] As shown in Figure 1, the lower tray portion 13 is a component that integrates the components that form the lower tray 15 and the components that surround that component, and is fixed to the lowest point of the base plate body 14a when viewed from the front with fasteners such as screws so that it is located at the lowest point of the front frame set 14. This lower tray portion 13 is equipped with the lower tray 15 and the ball removal lever 17 on its front side.

[0253] As shown in Figures 1 and 2, the lower tray 15, which serves as a ball receiving tray, is provided from the left end to a point that extends to two-thirds of the width of the front frame set 14 when the width is divided into approximately three equal parts, and game balls discharged from the discharge port 16 can be stored in the lower tray 15. The ball removal lever 17 is used to remove (discharge) game balls from the lower tray 15, and by moving this ball removal lever 17 to the left in Figure 1, a predetermined location (for example, approximately the center location) on the bottom of the lower tray 15 is opened, and game balls stored in the lower tray 15 can be removed downward to the outside through the opening on the bottom of the lower tray 15.

[0254] The game ball launching handle 18 is disposed to the right of the lower tray 15 and protrudes forward. In response to the player's operation of the game ball launching handle 18, the launching device 229 (see Figures 3 and 8) launches the game ball toward the game board 30 (see Figure 7).

[0255] As shown in Figure 1, the sound output unit 24 is provided at two locations, one on the left and one on the top left, when viewed from the front of the front frame set 14, and is formed of multiple output ports for outputting sound from speakers provided inside or on the back of the front frame set 14. Only a portion of these output ports is shown in Figure 1, and the entirety is not shown.

[0256] As shown in Figure 1, the upper tray section 21 is a component that integrates the components that form the upper tray 19 and the components that surround that component, and is fixed to the lower part of the base plate body 14a in a front view with fasteners such as screws so that it is located at the lower part of the front frame set 14 (above the lower tray 15 mentioned above), and is provided with the upper tray 19 as a tray for receiving game balls. Here, the upper tray 19 is a ball receiving tray that temporarily stores game balls and then guides them toward the launching device 229 while aligning them in a row.

[0257] 1, the upper tray 21 is provided on its upper surface with various operation buttons to be operated by the player. These operation buttons include a frame button 80 consisting of multiple push buttons provided on the upper surface of the upper tray 21 near the ball storage space of the upper tray 19. The frame button 80 includes a decision button 81, and a left selection button 82 and a right selection button 83 located on both the left and right sides of the decision button 81. In addition to the push button type, other types such as a lever type or a touch sensor type may also be used.

[0258] As shown in FIG. 1, the glass frame portion 23 includes a window portion 101 formed above the upper tray portion 21 and various decorative illumination portions provided around the window portion 101.

[0259] That is, as shown in FIG. 1, the front frame set 14 has a window portion 101 of an approximately vertically elongated elliptical shape formed in the center of the glass frame portion 23 located above the upper tray portion 21, so that most of the playing area 30a (see FIG. 7) of the playing board 30 can be seen from the outside. More specifically, the window portion 101 is approximately vertically elongated elliptical in shape with a hollow center (opening 101a), and a glass unit (not shown) is attached to the back side of the front frame set 14 so as to cover the opening 101a with a glass plate 137 of an approximately vertically elongated elliptical shape or the like. The glass unit 140 has a double-glazed structure in which two glass plates 137 are arranged close to each other in the front-to-back direction. The approximately central portion of the window portion 101 may be linear, and the glass plate 137 may be shaped to match that shape. Furthermore, the glass plate 137 is not limited to glass; any transparent plate with a predetermined strength may be used.

[0260] Furthermore, as shown in FIG. 1, the glass frame portion 23 is provided with various decorative illumination sections 300 (first decorative illumination section 301, second decorative illumination section 302, and third decorative illumination section 303) around the window portion 101. In other words, as shown in FIG. 1, the front frame set 14 is provided with a first decorative illumination section 301 (left side decorative illumination section) incorporating LEDs or the like at the left side around the window portion 101 when viewed from the front, a second decorative illumination section 302 (right side decorative illumination section) incorporating LEDs or the like at the right side around the window portion 101, and a third decorative illumination section 303 (upper side decorative illumination section) incorporating LEDs or the like at the upper side around the window portion 101. The light emission modes of these decorative illumination sections are changed and controlled, such as lighting up and flashing, according to changes in the game state, such as when a jackpot is hit or a predetermined reach is reached, and they serve to enhance the presentation effects during gameplay.

[0261] In this pachinko machine 10, the first illumination unit 301, the second illumination unit 302, and the third illumination unit 303 function as jackpot lamps, and notify the player that a jackpot is occurring by lighting up or blinking when a jackpot occurs. In addition, the first illumination unit 301 and the second illumination unit 302 of this pachinko machine 10 are equipped with a prize ball lamp 105 that lights up while prize balls are being paid out, and an error display lamp 106 that lights up when a predetermined error occurs.

[0262] Additionally, a small window 107 made of transparent resin is provided at the lower right corner of the periphery of the window portion 101 so that part of the surface of the inner frame 12 and the surface of the game board 30 can be seen. A predetermined portion of this small window 107 is made flat, so that a certificate stamp or the like affixed to the lower right corner of the game board 30 can be easily read by machine from the flat portion of the small window 107.

[0263] In addition, a ball dispensing operation unit 120 is disposed below and to the right of the window 101, and is provided with a ball dispensing button 121 and a return button 122. When the ball dispensing operation unit 120 is operated with banknotes or a card (e.g., a prepaid card) inserted into a card unit (ball dispensing unit) (not shown) disposed on the side of the pachinko machine 10, game balls are dispensed in accordance with the operation. The ball dispensing button 121 is operated to obtain dispensed balls based on information recorded on a card or the like (recording medium), and dispensed balls are supplied to the upper tray 19 as long as there is a balance on the card or the like. The return button 122 is operated to request the return of a card or the like inserted into the card unit. The ball dispensing operation unit 120 may further be provided with a power display unit (not shown). This power display unit (not shown) displays the remaining balance information on the card or the like. In addition, pachinko machines in which game balls are directly dispensed from a ball dispensing device to the upper tray without going through a card unit, so-called cash machines, do not require the ball dispensing operation unit 120. Therefore, decorative stickers or the like are attached to the installation area of ​​the ball dispensing operation unit 120. This allows the ball dispensing operation unit to be standardized between pachinko machines that use card units and cash machines.

[0264] Next, the configuration of the game board 30 will be explained using Figure 7. As shown in Figure 7, the game board 30 is made of wood (e.g., plywood) and has a square-shaped play board 30b with both left corners removed when viewed from the front, and its peripheral portion (the outer portion of rails 51 and 52 described below) is attached in abutting contact with the back side of the resin base 12a of the inner frame 12. The play area 30a, which is approximately the center of the front side of the game board 30, can be seen from the front outside of the front frame set 14 through the glass plate 137 of the approximately elliptical window portion 101 shown in Figure 1 of the base plate body (not shown) of the front frame set 14.

[0265] The game board 30 also has a general winning opening 31, a variable winning device 32, a special symbol 1 starting winning device 33a, a special symbol 2 starting winning device 33b, a normal symbol starting opening 34, and a variable display unit 35. These are respectively disposed in the through holes formed by router processing in the game board 30, and are attached from the front side of the game board 30 with wood screws or the like.

[0266] The special symbol 1 start winning device 33a is a so-called belly button-type start opening (start chucker) that does not have an electric device that opens and closes the ball entry opening through which the game ball enters. The special symbol 2 start winning device 33b is a so-called electric chute-type start opening (start chucker) that has an electric device that opens and closes the ball entry opening through which the game ball enters. The normal symbol start opening 34 is a start opening (through chucker) that opens the electric device of the special symbol 2 start winning device 33b a predetermined number of times when the game ball passes through a gate (through gate). The variable winning device 32 is a winning device that has an electric device (door member) that opens and closes the large winning opening based on the lottery results of the special symbol 1 start winning device 33a and the special symbol 2 start winning device 33b. The electric device is not limited to the rotating type shown in the figure, but may also be a type that moves linearly forward and backward or left and right.

[0267] The special drawing 1 start winning device 33a is a starting port into which game balls that have flowed down the left-side game area 30al provided on the left side of the variable display unit 35, rolling on the stage section 47B and falling from directly above, can enter. Above the special drawing 1 start winning device 33a, there is provided a stage section 47B that causes game balls that have flowed down the left-side game area 30al to oscillate (reciprocate) horizontally. Game balls that have fallen from a location on the stage section 47B directly above the special drawing 1 start winning device 33a enter the special drawing 1 start winning device 33a.

[0268] The special symbol 2 start winning device 33b is a start opening provided at a position where a game ball can enter in the right game area 30ar provided on the right side of the variable display unit 35. A normal symbol start opening (through gate) 34 is provided above the special symbol 2 start winning device 33b. When the result of the normal symbol lottery based on the passage detection to the normal symbol start opening 34 is a win, the electric device of the special symbol 2 start winning device 33b is opened, allowing the game ball to enter.

[0269] The right-side gaming area 30ar may be configured to allow some of the gaming balls launched into the right-side gaming area 30ar to pass through the normal symbol starting port 34, or may be configured to allow all of the gaming balls launched into the right-side gaming area 30ar to pass through the normal symbol starting port 34.

[0270] The variable winning device 32 is provided diagonally below the left side of the special drawing 2 starting winning device 33b, and only game balls flowing down the right game area 30ar can enter the device. In other words, the game balls launched by the right-hand hitting operation can enter the variable winning device 32 if the variable winning device 32 is in the open state.

[0271] The general winning port 31, the variable winning device 32, the starting winning device for special symbol 1 33a, the starting winning device for special symbol 2 33b, and the starting port for normal symbols 34 are each provided with a detection switch (not shown) that detects the entry or passage of a game ball, and balls entering the starting winning device for special symbol 1 33a, the starting winning device for special symbol 2 33b, and the starting port for normal symbols 34 are individually detected by the respective detection switches.

[0272] In addition, balls entering the general winning port 31, the starting winning device 33a for special chart 1, and the starting winning device 33b for special chart 2 are detected by a detection switch (a winning port switch not shown), and balls entering the variable winning device 32 are detected by a detection switch (a count switch not shown), and based on the output of this detection switch, a predetermined number of prize balls are paid out to the upper tray 19 (or lower tray 15).

[0273] For example, when a ball enters the special prize winning device 33a for special prize winning 1 or the special prize winning device 33b for special prize winning 2, three prize balls are paid out. Also, when a ball enters the general prize winning port 31 or the variable prize winning device 32, ten prize balls are paid out. The number of prize balls is arbitrary and may be various numbers.

[0274] In addition, when the game ball passes through the normal symbol starting hole 34, this passage is detected by a detection switch (a passage detection switch not shown), but even if the ball enters the normal symbol starting hole 34, the game ball is not paid out.

[0275] In addition, as shown in Figure 7, the game board 30 is provided with an outlet 36, and game balls that do not enter the various winning devices are guided through this outlet 36 toward a ball discharge path (not shown). A large number of nails 39 are planted on the game board 30 to appropriately distribute and adjust the falling direction of the game balls. In addition to this, various components (apparatuses) such as windmills may also be arranged.

[0276] 7, the variable display unit 35 includes a first pattern display device 40 that variably displays a first pattern (e.g., a special pattern) as identification information when a winning entry into the special winning entry device 33a for special symbol 1 or the special winning entry device 33b for special symbol 2 is triggered, a second pattern display device 41 that variably displays a second pattern (e.g., a normal pattern) when a winning entry into the normal symbol starting gate 34 is triggered, and a third pattern display device 42 that variably displays a third pattern (e.g., a decorative pattern) when a winning entry into the special winning entry device 33a for special symbol 1 or the special winning entry device 33b for special symbol 2 is triggered. The third pattern display device 42 may be, for example, a display device dedicated to display effects, or a light-transmitting resin plate such as an acrylic panel that can display images and is provided in place of or together with the glass plate 137.

[0277] As shown in Fig. 7, the first pattern display device 40 is provided with a first segment display unit 40a, which is, for example, a segment display (for example, a 7-segment LED display with a decimal point) in which a plurality of segment light-emitting units are arranged in a predetermined manner. This first segment display unit 40a emits variable light based on the balls entering the special pattern 1 starting winning device 33a and the special pattern 2 starting winning device 33b. Furthermore, as shown in Fig. 7, the first pattern display device 40 is provided with a reserve lamp 40c that indicates the number of reserved numbers in the variable display on the first segment display unit 40a. The reserve lamp 40c is configured to also be displayed on the display screen 42a of the third pattern display device 42.

[0278] Specifically, as shown in Fig. 9(a), the third symbol display device 42 is provided with first to fourth reserved displays H1 to H4 corresponding to the four reserved lamps 40c and the reserved display TH corresponding to the currently executing variable pattern. Fig. 9(a) shows the start of the variable pattern display corresponding to the reserved display TH when the reserved number is 4, when the variable pattern display corresponding to the reserved display TH is confirmed to be a miss when the reserved number is 4, or when the variable pattern display of the decorative symbol (third symbol) consisting of the main decorative symbol SZ and the sub-decorative symbol FZ in the variable pattern display corresponding to the reserved display TH when the reserved number is 4. The first to fourth reserved displays H1 to H4 and the reserved display TH are displayed in colors according to the likelihood of a jackpot.

[0279] That is, as shown in FIG. 9(b), when the colors are listed in order of decreasing probability of a jackpot, the probability of a jackpot increases in the order of white, blue, red, and rainbow. A white reserved symbol indicates that the fluctuation pattern corresponding to that reserved symbol does not suggest a possibility of a jackpot combination or that the probability of a jackpot combination is low. A blue reserved symbol indicates that the fluctuation pattern corresponding to that reserved symbol has a higher probability of a jackpot compared to the fluctuation pattern corresponding to the white reserved symbol, but a relatively lower probability of a jackpot compared to the fluctuation pattern corresponding to the red reserved symbol. Red indicates that the fluctuation pattern corresponding to that reserved symbol has a higher probability of a jackpot compared to the fluctuation pattern corresponding to the blue reserved symbol. A rainbow reserved symbol indicates that the probability of a jackpot is highest and that the fluctuation pattern corresponding to that reserved symbol has been confirmed to be a jackpot combination. Note that FIG. 9(a) shows that the first to fourth reserved symbols H1 to H4 and the reserved symbol TH are white.

[0280] The first segment display unit 40a generates a variable display state of the first symbol (in this embodiment, the variable light emission mode of each segment light emission unit) by randomly or sequentially changing the light emission of each segment light emission unit based on the ball entering the special symbol 1 start winning device 33a and the special symbol 2 start winning device 33b, and when the variable light emission stops, the variable light emission mode indicates whether the first symbol is a jackpot or a miss. In addition to indicating whether the first symbol is a jackpot or a miss, the type of jackpot may also be displayed if the first symbol is a jackpot. For example, illuminating the first symbol (e.g., a number or letter) indicates a first jackpot, illuminating the second symbol (e.g., a number or letter) indicates a second jackpot, illuminating the third symbol (e.g., a number or letter) indicates a third jackpot, and illuminating the fourth symbol (e.g., a number or letter) indicates a miss. Furthermore, since the light-emitting display by the first segment display unit 40a does not mean anything to an average player, it is a display that does not tell (or is difficult to tell) whether it is a jackpot or a miss, or what type of jackpot it is, just by looking at it.

[0281] In this embodiment, after the jackpot round based on a specific type of jackpot ends, the system enters a support state that supports the game ball to easily enter the special symbol 2 start-up winning device 33b. During the support state, the player hits the ball to the right to make the game ball enter the special symbol 2 start-up winning device 33b. If the game ball hit to the right passes through the normal symbol starting hole 34, the lottery for the second symbol to determine whether it wins or loses and the result are displayed within an extremely short time. If the lottery for the second symbol results in a win, the electric device of the special symbol 2 start-up winning device 33b is opened for a predetermined time. Therefore, during the time-saving state or the probability variable state, the game ball that passes through the normal symbol starting hole 34 is more likely to enter the special symbol 2 start-up winning device 33b.

[0282] Note that the first symbol display device 40 may employ a single or multiple LEDs capable of emitting light in at least two colors. Specifically, for example, if the first symbol display device 40 employs two LEDs capable of emitting red and blue light, the LEDs' colors may be alternately changed to produce a varying display state of the first symbol (the color of each LED's light). For example, when both LEDs stop emitting red light, it indicates a first jackpot; when one LED stops emitting red light and the other LED goes out, it indicates a second jackpot; when both LEDs stop emitting blue light, it indicates a third jackpot; and when both LEDs stop emitting light in different colors, it indicates a loss. Furthermore, at least one of the first segment display unit 40a and the hold lamp 40c constituting the first symbol display device 40 may be constructed with other types of display devices, such as a liquid crystal display device, an organic electroluminescence display device, a CRT, or a dot matrix display, and may be configured to display the first symbol on the display screen 42a of the third symbol display device 42. In addition, the patterns displayed by the first pattern display device 40 may include a configuration in which multiple types of letters are displayed, a configuration in which multiple types of symbols are displayed, a configuration in which multiple types of characters are displayed, or a configuration in which multiple types of colors are displayed.

[0283] The second symbol display device 41 has a display section 41a for the second symbol, such as a "circle," a display section 41b for the second symbol, such as an "x," and a hold lamp 41c. Each time the game ball passes through the third starting hole 34, the displayed symbol (normal symbol) by the display sections 41a and 41b changes, and when the changing display stops at a predetermined symbol, the lower special symbol 2 start winning device 33b is activated (opened) for a predetermined period of time. The number of times the game ball has passed through the third starting hole 34 can be held up to four times, and the number of times the hold lamp 41c is lit. The display sections 41a and 41b each have an LED (light-emitting diode) built in, and the display changes by switching the LED's (or the lamp's) light on and off. In addition, at least one of the second pattern display device 41 and the hold lamp 41c may be constructed using other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT or a dot matrix display device, or may be configured to display on the display screen 42a of the third pattern display device 42.

[0284] In the third pattern display device 42, when the first pattern display device 40 displays a variable display of the first pattern and a predetermined display (stop display) based on winning the special pattern 1 start winning device 33a and the special pattern 2 start winning device 33b, the third pattern display device 42 displays a variable display of the third pattern and a predetermined display (stop display) accordingly. In addition to the display effects triggered by winning the special pattern 1 start winning device 33a and the special pattern 2 start winning device 33b, the third pattern display device 42 also displays effects during a specific game state to which the game transitions after winning a jackpot.

[0285] The third pattern display device 42 is, for example, a liquid crystal display device, and the display content is controlled by a display control device 45 (described later). The third pattern display device 42 displays three decorative pattern columns L, M, and R, namely, left, center, and right, as shown in FIG. 9 . Each decorative pattern column L, M, and R is composed of multiple decorative patterns, and these decorative patterns are variably displayed on the third pattern display device 42 so as to scroll through each decorative pattern column L, M, and R. In this embodiment, the third pattern display device 42 (liquid crystal display device) includes a large liquid crystal display, for example, an 11-inch display. The variable display device unit 35 includes a center frame 47A disposed in front of the third pattern display device 42 so as to substantially surround the display screen 42a of the third pattern display device 42 when viewed from the front. In this embodiment, a liquid crystal display device is used as the third pattern display device 42, but other types of image display devices (e.g., a plasma display panel (PDP), an electroluminescent display (EL), an organic EL, etc.) may also be used.

[0286] The variable winning device 32 shown in Figure 7 is normally in a closed state where game balls cannot win (or it may be in a closed state where it is difficult to win), and in the event of a jackpot, it is repeatedly operated between an open state where game balls can easily win and the normal closed state. The period from when the variable winning device 32 is in the open state to when it is in the closed state is called a round. In the jackpot state, this round game is repeated a predetermined number of times.

[0287] In this way, in a jackpot round game, the variable winning device 32 is repeatedly operated between the open state and the normal closed state, a large number of game balls enter the variable winning device 32 (win), and a large number of game balls are paid out in response to the win, making it an advantageous game state for the player. However, in a jackpot round game, the variable winning device 32 is in the open state for an extremely short period of time, and it may be difficult for game balls to win even in the open state, but since the system shifts to the support state after such a jackpot round game ends, the player's balls are less likely to decrease, making it an advantageous game state for the player. In other words, the pachinko machine 10 of this embodiment is capable of transitioning between a normal game state (game ball consumption state) in which the number of game balls inserted (the number of game balls fired into the game area 30a by the launching device 229) is greater than the number of prize balls paid out (the number of prize balls paid out based on game balls entering the general winning port 31, variable winning device 32, special chart 1 starting winning device 33a, special chart 2 starting winning device 33b, etc.), and an advantageous game state (for example, a jackpot round game state and the support state that occurs thereafter) in which the number of prize balls paid out is greater than the number of game balls inserted, the same number as the number of game balls inserted, or the difference is smaller than the normal game state.

[0288] More specifically, when a game ball wins the special symbol 1 start winning device 33a or the special symbol 2 start winning device 33b, the third symbol of the third symbol display device 42 changes in accordance with the changing display of the first segment display unit 40a of the first symbol display device 40. The changing display based on the winning of the special symbol 2 start winning device 33b changes in priority to the changing display based on the winning of the special symbol 1 start winning device 33a, but it is also possible for the changing display to occur in the order of the winning of the special symbol 1 start winning device 33a and the special symbol 2 start winning device 33b. When it is determined that the display of the first segment display unit 40a and the third symbol display device 42 after each change has stopped is a symbol and combination indicating a predetermined jackpot, a jackpot round game state can occur.

[0289] The variable winning device 32 is configured so that its large winning opening 32a is in a predetermined open state. Specifically, the large winning opening 32a of the variable winning device 32 is repeatedly opened a predetermined number of times (e.g., 2, 8, or 16 rounds), with the passage of a predetermined time or a predetermined number of winnings in the open state being considered one round. Furthermore, the number of times that the game ball has passed through the special symbol 1 starting winning device 33a and the special symbol 2 starting winning device 33b is reserved up to four times, and the number of reserved times is displayed by the reserved lamps 40c1, 40c2, 40c3, and 40c4 (collectively referred to as the reserved lamps 40c). The reserved lamps 40c are lit in the order of 40c1, 40c2, 40c3, and 40c4. The reserved lamps 40c may be configured to display the reserved status on a portion of the display screen 42a of the third symbol display device 42.

[0290] As shown in FIG. 7, two rails 51, 52 are attached to the gaming board 30 to guide gaming balls launched from the launching device 229 (see FIG. 3) to the upper part of the gaming board 30. The gaming balls launched in response to the rotation of the gaming ball launching handle 18 are guided to a predetermined gaming area 30a through a ball guide passage 49 (described later) of the two rails 51, 52. The two rails 51, 52 are long, stainless steel metal strips attached to the gaming board 30 in a double layer, inner and outer, configuration. The inner rail 51 is formed in the shape of a substantially vertical ellipse, excluding the portion extending clockwise from the upper left to the lower right of the ellipse, when viewed from the front of the gaming board 30. A portion of the outer rail 52 (mainly the left side) is formed to face the inner rail 51. In this case, the guide rail is made up of inner rail 51 and outer rail 52, and the portion where these rails 51, 52 run parallel to each other at a predetermined distance (the portion on the left side) forms ball guide passage 49. Ball guide passage 49 is formed in the shape of a groove that has a contact surface with game board 30, i.e., a groove that is open on the front side.

[0291] A return ball prevention member 53 is attached to the tip of the inner rail 51 (upper left in Figure 7). This prevents a game ball that has been guided from the ball guide passage 49 between the inner rail 51 and the outer rail 52 to the top of the game board 30 from returning into the ball guide passage 49. Furthermore, when the game board 30 is attached to the inner frame 12, a return rubber 54 is located on the outer rail 52 at a position corresponding to the maximum flight point of the game ball (upper right in Figure 7: the portion corresponding to the tip of the outer rail 52). Therefore, a game ball launched with a force greater than a predetermined value will bounce off the return rubber 54. The outer rail 52 is a long, stainless steel metal strip, which allows the game ball to fly more smoothly, i.e., reduces frictional resistance of the game ball. As shown in Figure 7, the game area 30a is divided from the tip of the outer rail 52 (upper right in Figure 7) to the right tip of the inner rail 51 (lower right in Figure 7) by the wall 56 on the game area 30a side of the first pattern display device 40 and the wall 55 (shown by a dashed line in Figure 7) formed on the inner frame 12.

[0292] 7, the lower right corner of the gaming board 30 is a space for attaching a sticker SL (which may be a plate) such as a certificate stamp (for example, bearing a serial number). By attaching a sticker SL such as a certificate stamp to the lower right corner of the gaming board 30, the gaming board 30 and the certificate stamp can be made unique.

[0293] Next, we will explain the play area 30a of the play board 30. As shown in Fig. 7, the play area 30a is defined in a substantially vertically oval shape by the inner peripheral parts (inner and outer rails) of the inner rail 51 and the outer rail 52, and in this embodiment in particular, the play area 30a defined on the surface of the play board 30 is configured to be large.

[0294] In this embodiment, the play area 30a is defined as the area surrounded by the inner rail 51 and the outer rail 52 when viewed from the front of the pachinko machine 10, excluding the area of ​​the guide rail, which is the parallel portion of the inner and outer rails 51, 52. Therefore, the play area 30a does not include the guide rail portion, and the left limit position of the play area 30a is determined by the inner rail 51, not the outer rail 52. Furthermore, the right limit position of the play area 30a is determined by the wall portion 55 (part of the inner frame 12). Furthermore, the lower limit position of the play area 30a is determined by the inner rail 51. Furthermore, the upper limit position of the play area 30a is determined by the outer rail 52.

[0295] Although detailed drawings are omitted, the launching device 229 is supplied with game balls one by one from a ball outlet (not shown) of the front frame set 14 (a ball outlet leading from the most downstream part of the upper tray 19).

[0296] Next, the configuration of the back of the pachinko machine 10 will be described. As shown in Fig. 3, on the back of the pachinko machine 10 (actually the back of the inner frame 12 and the game board 30), various control boards are arranged vertically and horizontally, and predetermined control boards are stacked front to back (for example, the payout control board 311a in Fig. 8 described later is located at the front in the rear view, and the power supply control board of the power supply device 313 and the launch control board of the launch control device 312 are located further back than the payout control board 311a). Furthermore, a game ball supply device (payout mechanism unit 352) for supplying game balls, a resin protective cover 353, etc. are attached. In this embodiment, the various control boards are mounted separately on multiple (three) mounting bases 230-232 shown in Fig. 3, which are used as individual control board units, and each control board unit is individually attached to the back of the inner frame 12 or the game board 30. Specifically, as shown in Figure 3, the main control device 261 is mounted on the mounting base 230, the sub-control device 262 is mounted on the mounting base 232 and each is formed into a unit, and the dispensing control device 311, the launch control device 312 and the power supply device 313 are mounted on the mounting base 231 and formed into a unit.

[0297] As shown in FIG. 3, the payout mechanism 352 is configured by arranging various components (a tank 355, a tank rail 356, a case rail 357, a payout device 358, and a power switch board 382, ​​which will be described later) in an inverted L shape when viewed from the rear of the pachinko machine 10, and the payout mechanism 352 and the protective cover 353 are also integrated into one unit, and this unit is sometimes referred to as a back pack, so here this unit will be referred to as the "back pack unit 203."

[0298] The back pack unit 203 is configured so that it can be attached and detached unit by unit without using any tools, and in addition, a support shaft is provided in part so that it can be opened and closed relative to the back of the inner frame 12 or the game board 30. This is also a device that makes it possible to easily check hidden components, etc., even if the back pack unit 203 and other components are placed one on top of the other.

[0299] The back of the game board 30 is provided with a winning detection mechanism for detecting the passage of game balls through various winning holes. Specifically, a winning hole switch (not shown) is provided at a position corresponding to the general winning hole 31 on the front side of the game board 30, and a count switch (not shown) is provided at the variable winning device 32. The count switch counts winning balls. Also, an operating hole switch (not shown) for the special symbol 1 starting winning device 33a and an operating hole switch (not shown) for the special symbol 2 starting winning device 33b are provided at positions corresponding to the special symbol 1 starting winning device 33a and the special symbol 2 starting winning device 33b, respectively, and the entry of game balls into the special symbol 1 starting winning device 33a and the special symbol 2 starting winning device 33b is detected by the respective operating hole switches. A gate switch is provided at a position corresponding to the normal symbol starting hole 34, and the passage of game balls into the normal symbol starting hole 34 is detected by the gate switch.

[0300] The winning port switch (not shown) of the general winning port 31 and the gate switch of the normal symbol starting port 34 are connected to a panel connection board (not shown) via electrical wiring (not shown), and this panel connection board is further connected to a main control board 261a (see Figure 8) in the main control device 261 described below. In addition, the count switch of the variable winning device 32 is connected to a large winning port relay terminal board (not shown), and this large winning port relay terminal board is also connected to the main control board 261a. In contrast, the operating port switches of the special symbol 1 starting winning device 33a and the special symbol 2 starting winning device 33b are connected directly to the main control board 261a without going through a relay board.

[0301] Other illustrations are omitted, but the variable winning device 32 is provided with a large winning opening solenoid for opening the large winning opening 32a, and the special chart 2 starting winning device 33b is provided with an operating opening solenoid for opening the electric device.

[0302] The detection results detected by the winning detection mechanisms are input to a main control board 261a in the main control device 261, which will be described later. The main control board 261a then transmits a payout command (number of game balls to be paid out) according to the winning status at that time to a payout control board 311a. Then, a predetermined number of game balls are paid out according to the output of the payout control board 311a.

[0303] As shown in Fig. 3, the main control device 261 is mounted on a lower mounting base 230 when viewed from the rear of the pachinko machine 10, and the sub-control device 262 is mounted on an upper mounting base 232 when viewed from the rear of the pachinko machine 10. As shown in Fig. 8, the main control device 261 includes a CPU 501 that performs main control, a ROM 502 that stores a game program, a RAM 503 that stores data required for the progress of the game, an input / output port 505 that communicates with various devices, a random number generator (not shown) used in various lotteries, and a main control board 261a that includes a clock pulse generating circuit (not shown) used for time counting and synchronization, and the like. The main control board 261a is housed in a board box 263 (enclosure means) made of a transparent resin material or the like. The board box 263 includes a substantially rectangular box base and a box cover that covers the opening of the box base. The box base and the box cover are unopenably connected by a sealing unit 261c, thereby sealing the board box 263.

[0304] The sub-control device 262 is equipped with a CPU 551 that controls audio and lamp display and the display control device 45 in accordance with instructions from a main control board 261a in the main control device 261, and a sub-control board 262a that also includes a ROM 552, a RAM 553, a bus line 554, an input / output port 555, etc., and this sub-control board 262a is housed in a board box made of a transparent resin material or the like. Power supplied from a power supply board described later is output to the display control device 45 via the sub-control device 262.

[0305] As shown in FIG. 3, a payout control device 311, a launch control device 312, a power supply device 313, and a card unit connection board 314 are mounted on the mounting base 231. The payout control device 311 is equipped with a control board including a CPU, which is the control center, as well as ROM, RAM, various ports, etc. The launch control device 312 is equipped with a launch control board. The power supply device 313 is equipped with a power control board. The payout control board 311a of the payout control device 311 controls the payout of prize balls and loan balls. The launch control board of the launch control device 312 controls the launch device 229 (see FIG. 8) in accordance with the player's operation of the game ball launch handle 18, and the power supply board of the power supply device 313 generates and outputs the predetermined power supply voltage required by the various control devices, etc. The launching device 229 of this embodiment employs a solenoid-type launching component that launches game balls by striking them with a launching hammer (not shown) that moves back and forth in response to the energization / de-energization of a launch solenoid (not shown). Other types of launching devices 229 may also be employed, such as mechanical launching components that launch game balls by striking them with a launching hammer driven by a launching motor, or electromagnetic launching components that launch game balls by generating an electromagnetic field. The card unit connection board 314 is electrically connected to the ball dispensing operation unit 120 (see FIG. 1) on the front of the pachinko machine and the card unit (not shown), and receives ball dispensing operation commands from the player and outputs them to the payout control device 311. The card unit connection board 314 is not required in cash machines in which game balls are dispensed directly from a ball dispensing device or the like to the upper tray 19 without going through a card unit.

[0306] The dispensing control device 311, the launching control device 312, the power supply device 313, and the card unit connection board 314 are each housed in a board box made of a transparent resin material, etc. In particular, in the dispensing control device 311, similar to the above-mentioned main control device 261, the box base and box cover constituting the board box 311b (enclosing means) are connected unopenably by a sealing unit (sealing means), thereby sealing the board box 311b.

[0307] The dispensing control device 311 is provided with a state restoration switch 311c as shown in Figure 3. For example, when the state restoration switch 311c is pressed in the event of a dispensing error, such as a ball jam in the dispensing motor, the dispensing motor 358a (see Figure 8) is slowly rotated forward, and the ball jam is resolved (returned to the normal state).

[0308] In addition, the power supply monitoring board 261b is provided with a RAM erase switch 323. The pachinko machine 10 has a backup function, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained, and when power is restored from the power outage, the state at the time of the power outage can be restored. Therefore, when the power is turned off in the normal procedure (for example, when the hall closes), the state before the power outage is stored and maintained, so if you want to return to the initial state when power is turned on, you turn on the power while pressing the RAM erase switch 323.

[0309] Next, we will explain the configuration of the back pack unit 203. As shown in Fig. 3, the back pack unit 203 is an integrated unit of a resin-molded protective cover 353 and a payout mechanism 352 for game balls.

[0310] The rear pack unit 203 has a tank 355 with an upward opening at its top, and this tank 355 is successively replenished with gaming balls supplied from the island facilities (gaming island facilities) of the gaming hall. Below the tank 355, a tank rail 356, which has, for example, two horizontal rows of ball passages and gently slopes downward toward the downstream side, is connected, and further, a case rail 357 is connected vertically to the downstream side of the tank rail 356. A payout device 358 is provided at the most downstream part of the case rail 357, and the required number of gaming balls are appropriately paid out by a predetermined electrical configuration such as a payout motor 358a. The gaming balls paid out from the payout device 358 are then supplied to the upper tray 19 through a payout passage (not shown) or the like.

[0311] Additionally, the tank rail 356 is provided with a vibrator 360 for applying vibrations to the tank rail 356. For example, the vibrator 360 is fastened to the tank rail 356 with, for example, two screws. Furthermore, the vibrator 360 does not come into surface contact with the tank rail 356, but rather comes into contact with the two screws, so that the vibrations from the vibrator 360 are transmitted more effectively to the tank rail 356. Therefore, if a ball jam occurs near the tank rail 356, the ball jam is cleared by driving the vibrator 360.

[0312] The dispensing mechanism unit 352 is provided with a dispensing relay board (not shown) that relays dispensing command signals from the dispensing control device 311 to the dispensing device 358, and also with a power switch board 382 for taking in main power from the outside. The power switch board 382 is supplied with main power, for example, 24 V AC, via a voltage converter, and the power is turned on or off by switching the power switch 382a.

[0313] The payout mechanism 352 from the tank 355 to the payout passage (not shown) is made of a conductive resin material (e.g., conductive polycarbonate resin), and a part of it is grounded. This suppresses noise caused by charging of the game balls.

[0314] 3, an inner frame open detection switch 388 is provided on the upper right side of the inner frame 12 to detect when the inner frame 12 is opened relative to the outer frame 11. When the inner frame 12 is opened, an output is sent from the inner frame open detection switch 388 to a computer for use in the hall (inside the pachinko parlor).

[0315] Next, the electrical configuration of the pachinko machine 10 will be explained using Figure 8. The pachinko machine 10 is equipped with a main control device 261, a payout control device 311, a firing control device 312, a sub-control device 262, a display control device 45, an audio output control device 47, a power supply device 313, etc. Each of these devices will be explained in detail below.

[0316] The main control device 261 of the pachinko machine 10 is equipped with a CPU 501, which is a one-chip microcomputer that is an arithmetic unit. The CPU 501 contains a ROM 502 that stores various control programs and fixed value data executed by the CPU 501, a RAM 503 that is a memory for temporarily storing various data when the control programs stored in the ROM 502 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.

[0317] RAM 503 is configured so that it can retain (back up) data even after the power to the pachinko machine 10 is turned off by receiving backup voltage from the power supply unit 313, and RAM 503 is equipped with memory and areas for temporarily storing various types of data, etc.

[0318] In other words, when the power is cut off due to a power outage or the like, the CPU 501 of the main control device 261 executes normal processing to the end, so that the RAM 503 only needs to store and retain the contents of the counter buffer and reserved ball storage area at the time of power cut (including the time of a power outage; the same applies below), and when the power is turned back on, the state of the pachinko machine 10 can be restored to the state before power cut. Specifically, there is no need to provide a dedicated backup area in the RAM 503 for storing values ​​of each register, I / O, etc., related to game information during normal processing when power is cut off. Note that the NMI terminal (non-maskable interrupt terminal) of the CPU 501 is configured to receive a power outage signal S1 output from a power outage monitoring circuit 542 (described later) when power is cut off due to a power outage or the like, and when a power outage occurs, power outage processing (NMI interrupt processing) is immediately executed.

[0319] The CPU 501, which has the ROM 502 and RAM 503 built in, is connected to an input / output port 505 via a bus line 504 consisting of an address bus and a data bus. The input / output port 505 is connected to a RAM erasure switch circuit 543, which will be described later, a payout control device 311, a launch control device 312, a sub-control device 262, a first symbol display device 40, a second symbol display device 41, and other switches (not shown). The main control device 261 also has the function of controlling the variable display of the first symbol on the first symbol display device 40 and the variable display of the second symbol on the second symbol display device 41.

[0320] The RAM 513 of the payout control device 311, like the RAM 503 of the main control device 261 described above, is configured so that backup voltage is supplied from the power supply device 313 so that data can be retained (backed up) even after the power to the pachinko machine 10 is turned off, and the RAM 513 is equipped with memory and areas for temporarily storing various types of data, etc.

[0321] When the power is cut off due to a power outage or the like, the RAM 513 stores and holds information about the state of the pachinko machine 10 at the time of power cut so that the state of the pachinko machine 10 is restored to the state before the power was cut off when the power is turned back on. In other words, the storage of this RAM 513 is executed when the power is cut off by the NMI interrupt processing and the steps in the latter half of the payout control processing, and conversely, the restoration of the stored information in the RAM 513 is executed in the power restoration processing when the power is turned on.

[0322] The CPU 511 incorporating the ROM 512 and RAM 513 is connected to an input / output port 515 via a bus line 514 consisting of an address bus and a data bus. The input / output port 515 is connected to the main control device 261, the launch control device 312, the payout motor 358a, etc.

[0323] As shown in Fig. 8, the launch control device 312 permits or prohibits the launch of game balls by the launcher 229, and the launcher 229 is permitted to operate when predetermined conditions are met. Specifically, the launch control device 312 outputs a launch permission signal S7 to the main control device 261 on the condition that all of the following signals have been input: a card unit connection signal S4 (a signal output when the aforementioned card unit is connected to the pachinko machine 10) from the payout control device 311; a touch detection signal S5 (output when the player is touching the game ball launch handle 18); and a launch maintenance signal S6 (output when the launch stop switch 18a provided on the game ball launch handle 18 for stopping launch) have been input. In addition, a volume signal S10 corresponding to the amount of operation of the game ball launch handle 18 is input from the game ball launch handle 18 to the launch control device 312, and the launch control device 312 outputs this volume signal S10 to the main control device 261.

[0324] That is, the launch permission state is established when the launch permission signal S7 is ON (high level), and the launch permission state is established when the launch permission signal S7 is OFF (low level). That is, while the input launch permission signal S7 is ON, the main control device 261 repeatedly outputs to the launch control device 312 at a predetermined repetition period a launch control signal S8 (pulse signal) that controls a launch solenoid (not shown) that launches the gaming ball, and a ball feed control signal S9 (pulse signal) that controls a ball feed solenoid that sends the gaming ball to the launch rail. The amplitude value of the launch control signal S8 (pulse signal) is determined by the main control device 261 based on the volume signal S10. For example, the greater the amount of operation of the gaming ball launch handle 18, the greater the amplitude value of the launch control signal S8 (pulse signal). The launch control device 312 drives and controls the launch device 229 based on the launch control signal S8 and the ball feed control signal S9, and the gaming ball is launched with an intensity corresponding to the amount of operation of the gaming ball launch handle 18. Conversely, during the period when the input launch permission signal S7 is OFF, the main control unit 261 does not output the launch control signal S8 and the ball feed control signal S9 to the launch control unit 312, and no game balls are launched by the launch unit 229.

[0325] The display control device 45 controls the variable display of the third symbol (decorative symbol) in the third symbol display device 42. This display control device 45 includes a CPU 521, a ROM (program ROM) 522, a work RAM 523, a video RAM 524, a character ROM 525, an image controller 526, an input port 527, an output port 529, and bus lines 530 and 531. The input of the input port 527 is connected to the output of the sub-control device 262, and the output of the input port 527 is connected to the CPU 521, the ROM 522, the work RAM 523, and the image controller 526. The image controller 526 is also connected to an output port 529 via a bus line 531, and the output of the output port 529 is connected to the third symbol display device 42, which is a liquid crystal display device.

[0326] The CPU 521 of the display control device 45 controls the decorative pattern display on the third pattern display device 42 based on various commands sent after various commands from the main control device 261 are edited by the sub-control device 262. The ROM 522 is a memory for storing various control programs and fixed value data executed by the CPU 521, and the work RAM 523 is a memory for temporarily storing work data and flags used when the CPU 521 executes various programs.

[0327] The video RAM 524 is a memory for storing display data to be displayed on the third pattern display device 42, and the display content of the third pattern display device 42 is changed by rewriting the contents of this video RAM 524. The character ROM 525 is a memory for storing character data such as decorative patterns to be displayed on the third pattern display device 42. The image controller 526 adjusts the timing of each of the CPU 521, the video RAM 524, and the output port 529 to intervene in the reading and writing of data, and also reads the display data stored in the video RAM 524 from the character ROM 525 at a predetermined timing and displays it on the third pattern display device 42.

[0328] The audio output control device 46 controls the output of audio in the audio output unit 24a. This audio output control device 46 is equipped with a CPU, a ROM, a RAM, etc., and executes processing to control the output of normal audio and the output of specific audio in accordance with the display performance of the third pattern display device 42. In addition, as will be described later, the audio output control device 46 controls the adjustment of the volume through the operation of the left selection button 82 and the right selection button 83. The ROM stores programs and sound data for audio output processing. The audio output unit 24a is equipped with an amplifier, a speaker, etc. for outputting audio.

[0329] The power supply device 313 also includes a power supply unit 541 for supplying power to each component of the pachinko machine 10. The power supply unit 541 supplies the necessary operating power to the main control device 261, payout control device 311, etc., via a power supply path (not shown). In summary, the power supply unit 541 takes in 24-volt AC power supplied from an external source, generates +12V power for driving various switches and motors, +5V power for logic, backup power for RAM backup, etc., and supplies these +12V power, +5V power, and backup power to the main control device 261, payout control device 311, etc. Note that the firing control device 312 is supplied with operating power (+12V power, +5V power, etc.) via the payout control device 311.

[0330] 8, the main control device 261 includes a main control board 261a and a power supply monitoring board 261b separate from the main control board 261a, housed in a board box 263 made of a transparent resin material or the like. The power supply monitoring board 261b includes a power outage monitoring circuit 542 that monitors power interruptions due to a power outage or the like, and a RAM erasure switch circuit 543 connected to the RAM erasure switch 323.

[0331] The power outage monitoring circuit 542 is a circuit for outputting a power outage signal S1 to each NMI terminal of the CPU 501 of the main control device 261 and the CPU 511 of the dispensing control device 311 when the power is cut off due to a power outage or the like. The power outage monitoring circuit 542 monitors the 24 volt AC voltage in the power supply unit 541, and when the time that this voltage falls below 22 volts exceeds, for example, 20 milliseconds, it determines that a power outage (power outage) has occurred and outputs a power outage signal S1 to the main control device 261 and the dispensing control device 311. By outputting this power outage signal S1, the main control device 261 and the dispensing control device 311 recognize the occurrence of a power outage and perform power outage processing (NMI interrupt processing).

[0332] Furthermore, power supply unit 541 is configured to maintain the output of 5 volts, which is the drive voltage of the control system, at a normal value for a sufficient time to execute the power outage processing, even after the 24 volts AC monitored by power supply unit 541 has fallen below 22 volts for more than 20 milliseconds. Therefore, main control unit 261 and dispensing control device 311 can execute and complete the power outage processing normally.

[0333] The RAM clearing switch circuit 543 is a circuit for taking in the switch signal of the RAM clearing switch 323 and clearing the backup data in the RAM 503 of the main control device 261 and the RAM 513 of the payout control device 311 according to the state of the switch 323. When the RAM clearing switch 323 is pressed, the RAM clearing switch circuit 543 outputs a RAM clearing signal S2 to the main control board 261a. When the power to the pachinko machine 10 is turned on with the RAM clearing switch 323 pressed (including when the power is turned on after a power outage is resolved), the data in the RAM 503 is cleared in the main control device 261, and when the payout control device 311 receives an initialization command from the main control device 261, the data in the RAM 513 is cleared.

[0334] Meanwhile, as shown in Fig. 9, the third symbol display device 42 (liquid crystal display device) is set with three decorative symbol columns L, M, R, namely, left, center, and right, and each decorative symbol column L, M, R displays three decorative symbols, namely, an upper decorative symbol, a middle decorative symbol, and a lower decorative symbol, in a variable manner. In this embodiment, the series of symbols is composed of main decorative symbols SZ, each of which is numbered "0" to "9," and secondary decorative symbols FZ, each of which is a diamond-shaped picture symbol. The main decorative symbols SZ are displayed in ascending or descending order of the numbers, and the secondary decorative symbols FZ are arranged between each main decorative symbol SZ, thereby forming a series of decorative symbol columns L, M, R. The main decorative symbols SZ and the secondary decorative symbols FZ are displayed in a variable manner from top to bottom with a periodicity.

[0335] In this case, the series of decorative symbols are displayed in descending order (i.e., in order of decreasing main decorative symbol SZ numbers) in the left decorative symbol column L, and similarly, the series of decorative symbols are displayed in ascending order (i.e., in order of increasing main decorative symbol SZ numbers) in the center decorative symbol column M and the right decorative symbol column R. Then, the variable display stops in the order of left decorative symbol column L → right decorative symbol column R → center decorative symbol column M, and when the display stops, if the main decorative symbols SZ line up in a jackpot symbol combination (in this embodiment, a combination of the same main decorative symbols SZ) on any of the five active lines on the third symbol display device 42, namely, the upper line L1, the middle line L2, the lower line L3, the right-upward line L4, and the left-upward line L5, a jackpot is awarded and a special game video is displayed.

[0336] The main decorative pattern SZ is composed of a number section SZa in which numbers are drawn and a decorative section SZb in which characters such as people and animals are decoratively drawn. For example, the main decorative pattern SZ "1" arranged in the three decorative pattern rows L, M, and R is each composed of a number section SZa "1" and a decorative section SZb in which the same character (different from the characters "2" to "9") is drawn in a frame surrounding the "1". The same is true for the main decorative patterns SZ "2" to "9".

[0337] Next, the operation of the pachinko machine 10 configured as above will be described.

[0338] In this embodiment, the CPU 501 in the main control device 261 uses random numbers related to the operation of the reels and other random numbers used for play to perform the lottery (jackpot lottery: jackpot lottery for the first pattern) and pattern display settings for the first pattern display device 40, the lottery (winning lottery for the second pattern) and pattern display settings for the second pattern display device 41, and the lottery and settings related to the variable display of the decorative pattern (third pattern) of the third pattern display device 42.

[0339] Specifically, in the pachinko machine 10 of this embodiment, as shown in Figure 10, the random numbers used for operating the reels are a jackpot random number counter C1 used to draw a jackpot for the first pattern display device 40, a jackpot pattern counter C2 used to select a jackpot pattern for the first pattern display device 40, an initial value random number counter CINI1 used to set the initial value of the jackpot random number counter C1, a second pattern random number counter C4 used to draw a jackpot for the second pattern display device 41, and an initial value second pattern random number counter CINI2 used to set the initial value of the second pattern random number counter C4.

[0340] In addition, in this pachinko machine 10, as other random numbers used for play, as shown in Figure 10, a stop pattern selection counter C3 is used to select a stop pattern to roughly identify the type of variation pattern when selecting a variation pattern of the decorative pattern of the third pattern display device 42, variation type counters CS1, CS2, CS3 are used to select the variation pattern of the decorative pattern of the third pattern display device 42, and a second pattern loss pattern counter C5 is used to select a loss pattern of the second pattern display device 41. Each of the counters described above is configured by a program executed by the CPU 501.

[0341] For example, "stop pattern 0" indicates a group of complete miss fluctuation patterns consisting of multiple types of complete miss fluctuation patterns, "stop pattern 1" indicates a group of front and rear miss reach fluctuation patterns consisting of multiple types of front and rear miss reach fluctuation patterns, "stop pattern 2" indicates a group of reach fluctuation patterns other than front and rear misses consisting of multiple types of reach fluctuation patterns other than front and rear misses, and "stop pattern 3" indicates a group of jackpot fluctuation patterns consisting of multiple types of jackpot fluctuation patterns.

[0342] All of these counters C1 to C5, CINI1 to CINI2, and CS1 to CS3 are loop counters that add "1" to the previous value each time they are updated (hereinafter referred to as "updates") and return to "0" after reaching their maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a counter buffer set in a predetermined area of ​​RAM 503 shown in FIG. 10. RAM 503 also has one execution area and a reserved ball storage area consisting of four reserved areas (first reserved area, second reserved area, third reserved area, and fourth reserved area). Each of these areas stores values ​​such as a jackpot random number counter C1, a jackpot symbol counter C2, and a stop pattern selection counter C3 in chronological order according to the winning history of game balls in the special symbol 1 starting winning device 33a and the special symbol 2 starting winning device 33b. The entry of the game ball into the special drawing 1 start winning device 33a and the special drawing 2 start winning device 33b is also called the establishment of the start condition. Each value stored in the execution area is called the executed variable display, and each value stored in the reserved ball storage area is called the unexecuted variable display.

[0343] Specifically, if the start condition is met during a period when neither the executed nor unexecuted variable displays are stored in the execution area and the reserved ball storage area, the executed variable display is stored in the execution area. If the start condition is met during a period when the executed variable display is stored in the execution area, the unexecuted variable displays are stored in the first reserved area, the second reserved area, the third reserved area, and the fourth reserved area in that order. When the executed variable display is stored in the execution area, the variable non-execution condition is met that does not execute the pattern variable display for the unexecuted variable displays stored in the reserved ball storage area.

[0344] The unexecuted variable displays stored in the first hold area, second hold area, third hold area, and fourth hold area are also called the first hold, second hold, third hold, and fourth hold.

[0345] Each of the counters described above will be explained in detail below with reference to FIG. 10. The jackpot random number counter C1 is configured to increment by one within a range of, for example, "0" to "599" and return to "0" after reaching its maximum value (i.e., "599"). In particular, when the jackpot random number counter C1 completes one cycle, the value of the initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1. Note that the initial value random number counter CINI1 is a loop counter (value = 0 to 599) similar to the jackpot random number counter C1, and is updated once for each timer interrupt (see FIG. 25) described below, and is repeatedly updated within the remaining time of the normal processing (see FIG. 19) described below. The jackpot random number counter C1 is updated periodically (in this embodiment, once for each timer interrupt (see FIG. 25) described below) and is stored in the reserved ball storage area of ​​RAM 503 when a game ball enters the special prize-winning device 33a for special prize-winning 1 or the special prize-winning device 33b for special prize-winning 2.

[0346] The jackpot value of the jackpot random number counter C1, i.e., the number of random numbers that result in a jackpot, is set to two types: low probability and high probability. The number of random numbers that result in a jackpot during low probability is two, with the value being "150,450." The number of random numbers that result in a jackpot during high probability is 16, with the value being "50-57,350-357." In other words, the jackpot probability during low probability is 1 / 300, and during high probability it is 16 / 300. Note that the high probability refers to a state in which a jackpot is reached by a predetermined probability-changing symbol, and the subsequent jackpot probability is increased as an added value, i.e., a "probability change." Normal time (low probability) refers to a time when such a probability change state does not exist. In addition, the high probability state (probability variable state) continues after the probability variable jackpot or latent probability variable jackpot ends (after the large prize opening 32a of the variable prize winning device 32 opens for, for example, 16 rounds), until the next jackpot or a predetermined number of fluctuations occur. In this embodiment, the probability variable state continues until 100 fluctuations occur after the end of the jackpot round.

[0347] The jackpot symbol counter C2 determines the symbol at the time of a jackpot when the first segment display unit 40a of the first symbol display device 40 stops changing (in this embodiment, the final display symbol after the first segment display unit 40a changes). In this embodiment, the jackpot symbol counter C2 is configured to increment by 1 in sequence within a range of, for example, "0" to "99" and return to "0" after reaching the maximum value (i.e., "9"). The jackpot symbol counter C2, like the jackpot random number counter C1 described above, is updated periodically (once for each timer interrupt (see FIG. 25) described later), and is stored in the reserved ball storage area of ​​the RAM 503 when the game ball wins the special symbol 1 starting winning device 33a or the special symbol 2 starting winning device 33b.

[0348] The jackpot lottery table using the jackpot random number counter C1 and the jackpot symbol counter C2 will be described with reference to Fig. 11. Fig. 11(a) is a table for special symbol 1 jackpot lottery, and (b) is a table for special symbol 2 jackpot lottery.

[0349] As shown in (a), in the special jackpot lottery table for 1, if the jackpot random number counter C1 is a hit and the value of the jackpot pattern counter C2 is "0" to "9", the first segment display unit 40a of the first pattern display device 40 stops at the third symbol, and the decorative pattern is aligned with the "7" symbol, as described below. Next, if the jackpot random number counter C1 is a hit and the value of the jackpot pattern counter C2 is "10" to "49", the first segment display unit 40a of the first pattern display device 40 stops at the second symbol, and the decorative pattern is aligned with odd numbers excluding "7", such as "1", "3", "5", and "9". Furthermore, when the jackpot random number counter C1 is a hit and the value of the jackpot symbol counter C2 is between "50" and "99," the first segment display unit 40a of the first symbol display device 40 stops at the first symbol, and even number symbols such as "2," "4," "6," and "8" are aligned. When the jackpot random number counter C1 is a miss, the first segment display unit 40a of the first symbol display device 40 stops at the fourth symbol, and the decorative symbols form a combination that indicates a miss, regardless of the value of the jackpot symbol counter C2.

[0350] As shown in (b), in the special jackpot lottery table for 2, when the jackpot random number counter C1 is a hit and the value of the jackpot pattern counter C2 is between "0" and "19", the first segment display unit 40a of the first pattern display device 40 stops at the third symbol, and the decorative pattern is aligned with the "7" symbol, as described below. Next, when the jackpot random number counter C1 is a hit and the value of the jackpot pattern counter C2 is between "20" and "49", the first segment display unit 40a of the first pattern display device 40 stops at the second symbol, and the decorative pattern is aligned with odd numbers excluding "7", such as "1", "3", "5", and "9". Furthermore, when the jackpot random number counter C1 is a hit and the value of the jackpot symbol counter C2 is between "50" and "99," the first segment display unit 40a of the first symbol display device 40 stops at the third symbol, and even number symbols such as "2," "4," "6," and "8" are aligned. Note that when the jackpot random number counter C1 is a miss, the first segment display unit 40a of the first symbol display device 40 stops at the fourth symbol, and the decorative symbols form a combination indicating a miss, regardless of the value of the jackpot symbol counter C2.

[0351] This section explains the relationship between the jackpot symbol and the type of win. This relationship is common to the Special Chart 1 jackpot lottery table and the Special Chart 2 jackpot lottery table. If the jackpot symbol is a "7" symbol, the type of win is a 16R jackpot with 16 rounds assigned and a jackpot state. If the jackpot symbol is an odd number symbol such as "1", "3", "5", or "9", the type of win is an 8R jackpot with 8 rounds assigned and a jackpot state. If the jackpot symbol is an even number symbol such as "2", "4", "6", or "8", the type of win is an 8R regular jackpot with 8 rounds assigned and no jackpot state.

[0352] The relationship between the winning type and the ending time will be explained. The opening time is the time for the opening performance from the start of the jackpot game state to the start of the first round. The opening time is set to 10 seconds, which is the same for all winning types. The opening time is the same for the special chart 1 and special chart 2 jackpot lottery tables.

[0353] The relationship between the winning type and the ending time is explained below. The ending time is the time required for the ending performance from the end of the final round to the start of the next game state. In the special chart 1 jackpot lottery table, the ending time for a 16R probability jackpot is set to 35 seconds, and the ending time for an 8R probability jackpot and an 8R regular jackpot is set to 25 seconds. In the special chart 2 jackpot lottery table, the ending time for a 16R probability jackpot is set to 30 seconds, and the ending time for an 8R probability jackpot and an 8R regular jackpot is set to 20 seconds. The ending time for a special chart 2 jackpot is set to 5 seconds shorter than the ending time in the special chart 1 jackpot lottery table. As a result, at the end of a jackpot round based on winning the special chart 1 starting winning device 33a, more information is shown to the player, but when two or more consecutive jackpots occur, such as when winning the special chart 2 starting winning device 33b, the ending presentation time is shortened, thereby reducing the feeling of repetition that would be given to the player if the same presentation were shown once, by showing the same presentation multiple times.

[0354] The relationship between the type of win and the number of times a support state is applied will be explained. The support state is a state in which, after the end of a jackpot round, the result of the lottery for the normal symbol is more likely to be a win, and the opening time of the electric device is extended and increased in number of times, so that the game ball is more likely to enter the special symbol 2 starting winning device 33b than in the normal game state. The support state is a game state in which right-hand hits are performed. In the special symbol 1 jackpot lottery table, the support state for the 16R probability variable jackpot, 8R probability variable jackpot, and 8R normal jackpot is set to 100 times. In the special symbol 2 jackpot lottery table, the support state for the 16R probability variable jackpot and 8R probability variable jackpot is set to 100 times, but the support state for the 8R normal jackpot is set to 0 times.

[0355] Furthermore, the stop pattern selection counter C3 is configured to be incremented by one within the range of "0" to "238", for example, and to return to "0" after reaching the maximum value (i.e., 238). In this embodiment, the stop pattern selection counter C3 is configured to draw a "reach before or after miss" in which the final stop decorative pattern stops just one before or after the reach decorative pattern after the reach of the decorative pattern occurs on the third pattern display device 42, a "reach other than a reach before or after miss" in which the final stop decorative pattern stops other than before or after the reach decorative pattern after the reach occurs, and a "complete miss" in which no reach occurs. For example, C3 = 0 to 201 corresponds to a complete miss, C3 = 202 to 208 corresponds to a reach before or after miss, and C3 = 209 to 238 corresponds to a reach other than a reach before or after miss. The contents of the lottery (drawing of reach) of the stop pattern selection counter C3 may be individually set depending on whether the pachinko machine 10 is in a low probability state or a high probability state, whether the variation time shortening function of the first symbol display device 40 is in operation or not, how many balls are in operation when the first symbol starts to vary, etc. The stop pattern selection counter C3 is updated periodically (once for each timer interrupt (see Figure 25) described later), and is stored in the reserved ball storage area of ​​the RAM 503 at the timing when the game ball wins the special symbol 1 start winning device 33a or the special symbol 2 start winning device 33b.

[0356] Furthermore, of the three fluctuation type counters CS1 to CS3, the fluctuation type counter CS1 is configured to increment by one in sequence within a range of, for example, "0 to 198" and return to "0" after reaching the maximum value (i.e., "198"), the fluctuation type counter CS2 is configured to increment by one in sequence within a range of, for example, "0 to 240" and return to "0" after reaching the maximum value (i.e., "240"), and the fluctuation type counter CS3 is configured to increment by one in sequence within a range of, for example, "0 to 162" and return to "0" after reaching the maximum value (i.e., "162"). In the following explanation, the fluctuation type counter CS1 will also be referred to as the "first fluctuation type counter," the fluctuation type counter CS2 as the "second fluctuation type counter," and the fluctuation type counter CS3 as the "third fluctuation type counter."

[0357] The first variation type counter CS1 determines a rough group of variation patterns of decorative symbols, such as the reach type of decorative symbols (third symbols) such as so-called normal reach, super reach, premium reach, etc., and the type of complete miss. Next, from the group of variation patterns determined by the first variation type counter CS1 in this way, another variation pattern is determined by the second variation type counter CS2.

[0358] The variation pattern of the decorative pattern for special chart 1 is determined using the variation pattern selection table for the main decorative pattern shown in Figure 12. The variation pattern of the decorative pattern for special chart 2 is also the same.

[0359] That is, when the jackpot symbol counter C2 is any of "0" to "9", if the first fluctuation type counter CS1 is "0" to "30", "31" to "140", or "141" to "198", a super reach group (jackpot super reach group) is determined. Specifically, when the first fluctuation type counter CS1 is "0" to "30", if the second fluctuation type counter CS2 is "0" to "120", a jackpot super reach A (fluctuating time: 30 seconds) is determined, and if the second fluctuation type counter CS2 is "121" to "240", a jackpot super reach B (fluctuating time: 30 seconds) is determined. When the first fluctuation type counter CS1 is "31" to "140", if the second fluctuation type counter CS2 is "0" to "120", a jackpot super reach C (fluctuation time: 60 seconds) is determined, and if the second fluctuation type counter CS2 is "121" to "240", a jackpot super reach D (fluctuation time: 60 seconds) is determined. When the first fluctuation type counter CS1 is "141" to "198", if the second fluctuation type counter CS2 is "0" to "120", a jackpot super reach E (fluctuation time: 120 seconds) is determined, and if the second fluctuation type counter CS2 is "121" to "240", a jackpot super reach F (fluctuation time: 120 seconds) is determined. It is decided that the jackpot super reaches A and C will announce jackpot suggestion information suggesting the possibility of winning a jackpot by pressing the decision button 81 within a predetermined valid period as a special effect, and the jackpot super reach E will announce jackpot suggestion information and execute a revival effect which is carried out when a provisional stop due to a missed reach is changed into a jackpot combination.

[0360] When the jackpot symbol counter C2 is either "10" to "39" or "40" to "89", if the first fluctuation type counter CS1 is "0" to "65", a normal reach group (jackpot normal reach group) is determined, and if it is "66" to "132" or "133" to "198", a super reach group (jackpot super reach group) is determined. Specifically, when the first fluctuation type counter CS1 is "0" to "65", if the second fluctuation type counter CS2 is "0" to "120", a jackpot normal reach A (fluctuation time: 20 seconds) is determined, and if the second fluctuation type counter CS2 is "121" to "240", a jackpot normal reach B (fluctuation time: 20 seconds) is determined. When the first fluctuation type counter CS1 is between "66" and "132," if the second fluctuation type counter CS2 is between "0" and "120," a jackpot super reach A (fluctuation time: 30 seconds) is determined, and if the second fluctuation type counter CS2 is between "121" and "240," a jackpot super reach B is determined. When the first fluctuation type counter CS1 is between "133" and "198," if the second fluctuation type counter CS2 is between "0" and "121," a jackpot super reach C (fluctuation time: 60 seconds) is determined, and if the second fluctuation type counter CS2 is between "121" and "240," a jackpot super reach D (fluctuation time: 60 seconds) is determined. The occurrence frequency is approximately the same for jackpot normal reach A, jackpot super reach A, B, and jackpot normal reach C, D. For jackpot normal reach A and jackpot super reach A, C, it is determined that jackpot suggestion information using the decision button 81 is to be announced.

[0361] Next, if the stop pattern selection counter C3 is any of "0" to "201", a complete miss is determined, if the stop pattern selection counter C3 is any of "202" to "208", either a normal reach with a miss before or after or a super reach with a miss before or after is determined, and if the stop pattern selection counter C3 is any of "209" to "238", either a normal reach with a miss other than before or after or a super reach with a miss other than before or after is determined. In this way, if the jackpot lottery is a miss, it is set to be more likely to be a complete miss.

[0362] Next, when the stop pattern selection counter C3 is any one of "0" to "201", the detailed type of fluctuation pattern is determined as follows. When the first fluctuation type counter CS1 is "0" to "100", a complete miss A (fluctuation time: 10 seconds) is determined. When the first fluctuation type counter CS1 is "101" to "150", a complete miss B (fluctuation time: 15 seconds) is determined. When the first fluctuation type counter CS1 is "151" to "198", a complete miss C (fluctuation time: 20 seconds) is determined. Note that even in the cases of complete misses A, B, and C, jackpot suggestion information may be announced using the decision button 81. Therefore, it is not possible to determine whether there has been a jackpot or a miss just by whether or not the jackpot suggestion information has been announced.

[0363] Next, when the stop pattern selection counter C3 is any of "202" to "208", the detailed type of fluctuation pattern is determined as follows. When the first fluctuation type counter CS1 is "0" to "100", a front or rear miss normal reach A (fluctuation time: 20 seconds) is determined. Also, when the first fluctuation type counter CS1 is "101" to "150", a front or rear miss super reach A (fluctuation time: 30 seconds) is determined. When the first fluctuation type counter CS1 is "151" to "170", a front or rear miss super reach C (fluctuation time: 60 seconds) is determined. When the first fluctuation type counter CS1 is "171" to "198", and the fluctuation type counter CS2 is "0" to "199", a front or rear miss super reach E, F (fluctuation time: 100 seconds) is determined. Similarly to the above, normal reach A with a miss before and after, and super reach A and C with a miss before and after, may or may not display jackpot suggestion information. The fluctuation time (100 seconds) of super reach E and F with a miss before and after corresponds to the pattern in which jackpot super reach E and F appear to have a revival effect but end with a miss. Therefore, even in jackpot super reach E and F, it is difficult for the player to determine the result of the variable display until the revival effect is performed, unless it is suggested by jackpot suggestion information.

[0364] Next, when the stop pattern selection counter C3 is any of "209" to "238," if the first fluctuation type counter CS1 is "0" to "100," a normal reach A (fluctuating time: 20 seconds) that misses other than before and after is determined, and when the first fluctuation type counter CS1 is "101" to "150," a super reach A (fluctuating time: 30 seconds) that misses other than before and after is determined, just like when the stop pattern selection counter C3 is any of "202" to "208." When the first fluctuation type counter CS1 is "151" to "198," a super reach C (fluctuating time: 60 seconds) that misses other than before and after is determined. As described above, a normal reach A that misses other than before and after, and a super reach A and C that miss other than before and after may also notify jackpot suggestion information using the decision button 81.

[0365] The fluctuation type counters CS1 to CS3 are updated once each time the normal processing described below is executed, and are also repeatedly updated within the remaining time of the normal processing. Then, the buffer values ​​of the fluctuation type counters CS1 to CS3 are acquired during the start winning processing.

[0366] The above-mentioned counter values ​​and ranges are merely examples and can be changed as desired. However, it is desirable that the values ​​of the jackpot random number counter C1, the stop pattern selection counter C3, and the fluctuation type counters CS1 to CS3 are all different prime numbers, and that they are not synchronized under any circumstances.

[0367] Next, an example of the variable display effect of the main decorative symbol SZ will be explained. Fig. 13(a) is an example of the variable display effect of the jackpot normal reach A and the loss normal reach A, and (b) is an example of the variable display effect of the jackpot super reach A and the loss super reach A. do.

[0368] First, we will explain the normal jackpot reach A and the normal miss reach A. The third symbol display device 42 displays the main decorative symbol SZ on top of the normal background (i.e., the normal screen 43a is displayed). Based on the occurrence of a start winning, the display of the main decorative symbol SZ begins to change. This change display is a high-speed change (i.e., the high-speed change screen 43c is displayed). During the high-speed change, jackpot suggestion information may be notified. Whether or not to notify may be determined by lottery based on the value of the change type counter CS2. To notify the jackpot suggestion information, an image prompting the player to press the decision button 81 during the high-speed change is first displayed. Pressing the decision button 81 while this image is displayed displays an image suggesting the possibility of a jackpot result. For example, if an image saying "Chance!" is displayed, it indicates a high probability of a jackpot result. Thus, when an image prompting the player to press the decision button 81 is displayed during the high-speed change, the player presses the decision button 81 to know whether or not a jackpot result is likely. After the notification image is erased, the main decorative patterns SZ in the right and left columns are displayed stopped in a reach combination (i.e., a normal reach display screen 43f is displayed), and the combination of either a jackpot or a missed reach is displayed as a confirmed result (i.e., an all-pattern stop screen 43e is displayed).

[0369] Instead of the image suggesting the possibility of a big win, a movable device may be activated by pressing the decision button 81.

[0370] Next, we will explain the jackpot super reach A and the miss super reach A. Based on the occurrence of a start winning, the main decorative symbol SZ starts to fluctuate at high speed. During the rapid fluctuation, an image prompting the user to press the decision button 81 is displayed, and by pressing the decision button 81, an image suggesting the possibility of a jackpot result is displayed. After the main decorative symbol SZ is stopped and displayed as a reach combination, the symbol indicating the reach combination changes to the development symbol HZ, and a reach development effect is executed (i.e., the development reach display screen 43g is displayed). For example, in the reach development effect, if the player PY completes the mission, a jackpot result is achieved, and if the player PY fails the mission, a reach miss result is achieved. After this effect, either a jackpot or reach miss combination is stopped and displayed by the development symbol HZ, and then the main decorative symbol SZ is displayed as a confirmation.

[0371] Another example of the variable display effect will be explained. Fig. 14(a) is an example of the variable display effect of the normal big win reach C and the normal miss reach C, and (b) is an example of the variable display effect of the super big win reach E and the super miss reach E.

[0372] First, the jackpot super reach C and the miss super reach C will be described. In the super reach C, the reach development effect is executed for a longer period of time than in the super reach A. For example, in the super reach C, a confrontation effect between the player PY and the enemy character TK in the reach development effect is displayed. Furthermore, in the super reach C, as part of the button suggestion effect, a selection image is displayed in which a predetermined selection and confirmation are made using the decide button 81 and the selection button 82. Specifically, at the start of the confrontation effect, a character selection effect is executed using the decide button 81 and the selection button 82. For example, multiple selectable players PY are displayed, and the preferred player PY is selected using the selection button 82 and confirmed using the decide button 81. The enemy character TK displayed after the player PY is selected is determined to be an appropriate character according to the possibility (expectation level) of a jackpot result. As a result, the relationship between the player PY and the enemy character TK indicates whether the player PY is likely to win (whether a jackpot result is likely). Once the player PY and the enemy character TK are determined, they attack each other. If the result is a jackpot, an image that makes the player PY confident of victory (an image with a shining light around the player PY) is displayed. If the result is a miss-reach, an image that makes the player PY expect to lose (an image with a black glow around the enemy character TK) is displayed. After going through this effect, a combination of either a jackpot or a miss-reach is displayed with the development symbol HZ, and then the main decorative symbol SZ confirms it.

[0373] Instead of an image that gives the player PY confidence in his victory, a movable device may be activated.

[0374] Next, the jackpot Super Reach E and the miss Super Reach E will be explained. In the Super Reach E, the reach development effect is executed for a longer time than in the Super Reach A. For example, in the Super Reach E, a showdown effect is also displayed in the reach development effect. In the showdown effect, a character selection effect is executed. In the case of a miss reach result, an image predicting the player PY's defeat is displayed. In the case of a jackpot result, an image predicting the player PY's defeat is displayed, followed by an image prompting the player PY to press the enter button 81. When the enter button 81 is pressed, the display screen 42a of the third symbol display device 42 repeatedly flashes vigorously with strong light emission (strong light emission flashing screen 43g-1). After the display screen 42a flashes, an image confirming the player PY's victory is displayed, and the jackpot combination using the development symbol HZ is displayed in a static manner, and then the combination is confirmed by the main decorative symbol SZ.

[0375] Instead of the display screen 42a of the third pattern display device 42 repeatedly flashing vigorously with strong light emission, the movable role object may be driven by pressing the decision button 81.

[0376] Next, the ending effects will be explained. Figure 15 shows an ending effect pattern determination table.

[0377] After the jackpot round ends, the third symbol display device 42 displays an ending effect, which displays images to give the player a break, congratulate the player for reaching the final round, suggest or inform the player of information useful for the game, or warn the player of various warnings. In this embodiment, the ending effect displays images combined in a predetermined pattern. The ending information 44j constituting the ending effect pattern includes, for example, next game state indication information 44w (denoted as "One More Time" or "Chance" in the figure) suggesting a transition to a probability variable state or a time-saving state after the jackpot round ends, manufacturer information 44x (denoted as "Logo" in the figure) indicating the manufacturer, card removal prevention information 44y (denoted as "Prepaid Card" in the figure) warning the player not to forget to remove the prepaid card, and addiction prevention information 44z (denoted as "Enjoy in Moderation" in the figure) warning the player that pachinko and pachislot games should be enjoyed in moderation. The next game state suggestion information 44w, the card removal prevention information 44y, and the addiction prevention information 44z are displayed for, for example, 10 seconds each, and the manufacturer information 44x is displayed for 5 seconds.

[0378] The ending performance of the 16R probability variable jackpot on special chart 1 is a pattern in which the next game state suggestion information 44w, manufacturer information 44x, card removal forget prevention information 44y, and addiction prevention information 44z are displayed in that order over a 35-second period.In the case of the 16R probability variable jackpot on special chart 2, the ending performance is a pattern in which the next game state suggestion information 44w, card removal forget prevention information 44y, and addiction prevention information 44z are displayed in that order over a 30-second period.

[0379] The ending presentation of the 8R probability variable jackpot on Special Chart 1 is a pattern in which the next game state suggestion information 44w, manufacturer information 44x, and card removal reminder information 44y are displayed in that order over a 25-second period. The ending presentation of the 8R probability variable jackpot on Special Chart 2 is a pattern in which the next game state suggestion information 44w and card removal reminder information 44y are displayed in that order over a 20-second period. The ending presentation of the 8R normal jackpot on Special Chart 1 and Special Chart 2 is similar to the 8R probability variable jackpot ending presentation on Special Chart 1 and Special Chart 2 described above, except that the next game state suggestion information 44w is "chance" (indicating that the next game state will be a time-saving state).

[0380] As shown in Fig. 10, a second symbol random number counter C4 is used to draw the second symbol of the second symbol display device 41. The second symbol random number counter C4 is configured as a loop counter that is incremented by one within the range of "0" to "250", for example, and returns to "0" after reaching the maximum value (i.e., 250). The second symbol random number counter C4 is updated periodically (once for each timer interrupt (see Fig. 22) described later), and is acquired when the gaming ball passes through either the left or right normal symbol start winning device 34. There are 149 random number values ​​that will result in a winning combination, and the range is "5 to 153".

[0381] In particular, when the second symbol random number counter C4 completes one cycle, the value of the initial value second symbol random number counter CINI2 at that time is read as the initial value of the second symbol random number counter C4. The initial value second symbol random number counter CINI2 is a loop counter (value = 0 to 250) similar to the second symbol random number counter C4, and is updated once for each timer interrupt (see FIG. 22) described later, and is repeatedly updated within the remaining time of the normal processing (see FIG. 19) described later. The second symbol random number counter C4 is updated periodically (in this embodiment, once for each timer interrupt (see FIG. 22) described later), and is stored in the second symbol reserve storage area of ​​RAM 503 when the gaming ball passes through the normal symbol starting winning device 34.

[0382] In other words, RAM 503 also has a second pattern reserve storage area which is separate from the reserved ball storage area, and the second pattern reserve storage area is provided with one execution area for the second pattern and four reserve areas for the second pattern (second pattern reserve areas 1 to 4), and each of these areas stores the values ​​of the second pattern random number counter C4 in chronological order according to the winning history of the game balls into the normal pattern starting winning device 34.

[0383] In addition, the second symbol missing symbol counter C5 is updated once each time the second symbol control process of the normal process in FIG. 19 described later is executed, and its value is updated and acquired in the second symbol missing symbol buffer of the counter buffer. When the second symbol random number counter C4 is stored in the second symbol reserved ball storage area, the second symbol missing symbol counter C5 updated and acquired in the second symbol missing symbol buffer is also stored in the second symbol reserved ball storage area. Therefore, as shown in FIG. 10, if the value of the second symbol random number counter C4 is a failure, the display unit 41b with an "x" drawn on it is lit and displayed based on the value of the second symbol missing symbol counter C5 in the second symbol reserved ball storage area. Note that the second symbol missing symbol counter C5 may not be provided, and the second symbol variable display result may be displayed based only on the second symbol random number counter C4. That is, if the second symbol random number counter C4 wins, the display section 41a with a "○" drawn on it lights up, and if it loses, the display section 41b with an "X" drawn on it lights up.

[0384] Next, each control process executed by the CPU 501 in the main control device 261 will be explained with reference to the flowcharts of Figures 16 to 26. The processes of the CPU 501 can be broadly divided into main processing which is started when the power is turned on, timer interrupt processing which is started periodically (every 2 msec in this embodiment), and NMI interrupt processing which is started by input of a power outage signal to the NMI terminal (non-maskable terminal), and for the sake of convenience, here we will first explain the timer interrupt processing, the start winning processing executed in the timer interrupt processing, the look-ahead lottery processing executed in the start winning processing, and the NMI interrupt processing, and then explain the main processing.

[0385] FIG. 22 is a flowchart showing the timer interrupt process, which is executed by the CPU 501 of the main control device 261 every 2 msec, for example.

[0386] 22, first, in step S601, the process of reading various winning switches is executed. That is, the state of various switches (except for the RAM clear switch 323) connected to the main control device 261 is read, and the state of the switch is determined and the detection information (winning detection information) is saved.

[0387] Thereafter, in step S602, the initial value random number counter CINI1 and the initial value second symbol random number counter CINI2 are updated. Specifically, the initial value random number counter CINI1 is incremented by 1, and when the counter value reaches the maximum value ("599" in this embodiment), it is cleared to "0", and the initial value second symbol random number counter CINI2 is incremented by 1, and when the counter value reaches the maximum value ("250" in this embodiment), it is cleared to "0". Then, the updated value of the initial value random number counter CINI1 is stored in the corresponding buffer area of ​​RAM 503 (see FIG. 10).

[0388] In the following step S603, the jackpot random number counter C1, the jackpot symbol counter C2, and the stop pattern selection counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot symbol counter C2, and the stop pattern selection counter C3 are each incremented by 1, and are each cleared to "0" when the counter values ​​reach their maximum values ​​("599", "9", and "250", respectively, in this embodiment). The updated values ​​of each counter C1 to C3 are then stored in the corresponding buffer area of ​​the RAM 503 (see FIG. 10).

[0389] After that, in step S604, a start winning process is executed in association with the winning of the start winning device 33a for special figure 1 and the start winning device 33b for special figure 2. This start winning process will be described later with reference to the flowchart of FIG.

[0390] Thereafter, in step S605, launch control processing is executed, which will be described below with reference to the flowchart of FIG.

[0391] Specifically, in step S721, the CPU 501 of the main control device 261 determines whether the launch permission signal S7 from the launch control device 312 is ON, as shown in FIG. 8. If the launch permission signal S7 is ON, the process proceeds to step S722; if it is OFF, the process ends. In step S722, the CPU 501 of the main control device 261 outputs a launch control signal S8 and a ball feed control signal S9 to the launch control device 312, controls the launch of game balls by the launch device 229, and then proceeds to step S723. In step S723, the CPU 501 of the main control device 261 sets a launch operation command indicating that a game ball launch operation has been performed. After performing the launch control process in this manner, the CPU 501 temporarily ends this timer interrupt process.

[0392] Referring to Figure 23, the start-up winning process performed by the main control unit 261 will be explained.

[0393] In step S701, the CPU 501 of the main control device 261 determines whether the game ball has won the special winning device 33a for special drawing 1 or the special winning device 33b for special drawing 2 based on the detection information of the operating port switch. If it has won, proceed to step S702, and if not, end this process.

[0394] In step S702, the CPU 501 of the main control device 261 determines whether the number of pending balls N in operation of the first pattern display device 40 is less than the upper limit (4 in this embodiment). If the number of pending balls N in operation is less than the upper limit, the process proceeds to step S703; if not, the process terminates. In step S703, the CPU 501 of the main control device 261 increments the number of pending balls N in operation by 1. In step S704, the main control device 261 converts the number of pending balls N incremented in step S703 into a pending ball storage area designation command and sets it so that it can be output to the sub-control device 262 together with a predictive variable pattern designation command described below.

[0395] In step S705, the CPU 501 of the main control device 261 acquires random numbers related to the winning or losing of the first symbol and the determination of the variation pattern of the third symbol. Specifically, the values ​​of the jackpot random number counter C1, the jackpot symbol counter C2, the stop pattern selection counter C3, and the variation type counters CS1 to CS3 updated in step S603 are stored in the first area among the empty areas of the first to fourth reserved areas in the reserved ball storage area of ​​the RAM 503 shown in FIG.

[0396] In step S706, the main control device 261 executes a pre-reading lottery process which is carried out prior to the fluctuation start process shown in FIG.

[0397] The advance reading lottery process will be described with reference to FIG.

[0398] In step S711, the CPU 501 of the main control device 261 performs a look-ahead lottery to determine whether or not a jackpot has been reached based on the value of the jackpot random number counter C1 stored in the execution area of ​​the reserved ball storage area at the time of storage. Specifically, whether or not the result of the look-ahead lottery is a jackpot is determined based on the relationship between the value of the jackpot random number counter C1 and the mode at that time (whether it is in a special state or a normal state). The hit value of the jackpot random number counter C1 is as described above.

[0399] In step S712, if the CPU 501 of the main control device 261 determines that the result of the advance lottery is a jackpot, it decides which jackpot pattern will be selected, corresponding to the value of the jackpot pattern counter C2 stored in the execution area of ​​the reserved ball storage area.

[0400] In step S713, the CPU 501 of the main control device 261 determines in advance the fluctuation pattern (big win effect pattern) at the time of the big win. Specifically, the CPU 501 of the main control device 261 checks the value of the big win symbol counter C2 and the values ​​of the fluctuation type counters CS1 and CS2 stored in the counter buffer of the RAM 503 in that order, as in the above-mentioned fluctuation start process, and determines in advance the fluctuation pattern.

[0401] If it is determined in step S711 that the result of the advance reading lottery is not a jackpot, in step S714 the CPU 501 of the main control device 261 sets the stop pattern to a losing pattern that stops and displays the result of the advance reading lottery.

[0402] In step S715, the CPU 501 of the main control device 261 determines in advance the fluctuation pattern (loss effect pattern) at the time of loss, and sets the loss fluctuation pattern in the fluctuation pattern designation command. Specifically, the CPU 501 of the main control device 261 checks the values ​​of the stop pattern selection counter C3 and the fluctuation type counters CS1 and CS2 stored in the execution area of ​​the reserved ball storage area of ​​the RAM 503 in that order, and determines the fluctuation pattern in advance.

[0403] In step S716, the CPU 501 of the main control device 261 determines the addition of the presentation time, that is, determines in advance the addition of the presentation time of the big win variation pattern determined in step S713 or the loss variation pattern determined in step S715. More specifically, based on the value of the variation type counter CS3, a variation pattern including an increase in presentation time due to the decorative pattern (third pattern) of the middle decorative pattern row on the third pattern display device 42 sliding and stopping (an increase in the time until the decorative pattern of the middle decorative pattern row slides and is displayed stopped) is determined in advance.

[0404] In step S717, the CPU 501 of the main control device 261 sets a fluctuation pattern designation command corresponding to the jackpot fluctuation pattern previously determined in step S713, or a fluctuation pattern designation command corresponding to the loss fluctuation pattern determined in step S505.

[0405] In step S718, if the CPU 501 of the main control device 261 has gone through steps S712 and S713, it sets a decorative pattern designation command corresponding to the jackpot pattern of the first pattern display device 40 determined in step S712 ("first specific winning pattern," "second specific winning pattern," or "non-specific winning pattern"), and if the CPU 501 has gone through steps S714 and S715, it sets a decorative pattern designation command corresponding to the losing pattern of the first pattern display device 40 determined in advance in step S714.

[0406] In step S719, the CPU 501 of the main control device 261 sets a performance time addition designation command corresponding to the performance time addition previously determined in step S716, and ends this processing.

[0407] 26 is a flowchart showing NMI interrupt processing, which is executed by the CPU 501 of the main control device 261 when the power to the pachinko machine 10 is cut off due to a power outage or the like. By this NMI interrupt, the state of the main control device 261 at the time of power cut is stored in the backup area of ​​the RAM 503.

[0408] That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal S1 is output from the power outage monitoring circuit 542 to the NMI terminal of the CPU 501 in the main control device 261. Then, the CPU 501 suspends the control being executed and starts the NMI interrupt processing of Fig. 26. The NMI interrupt processing of Fig. 26 is stored in the ROM 502 of the main control device 261. For a predetermined time after the power outage signal S1 is output, power is supplied from the power supply unit 541 so that the main control device 261 can execute its processing, and the NMI interrupt processing is executed within this predetermined time.

[0409] 26, in step S801, information on the occurrence of a power outage is set in a backup area. In this embodiment, a flag for the information on the occurrence of a power outage is set and stored in the backup area.

[0410] Next, the main processing performed by CPU 501 of main control device 261 will be described. FIG. 16 is a flowchart showing an example of the main processing executed by CPU 501 in main control device 261, and this main processing is started upon reset when power is turned on.

[0411] First, in step S101, the CPU 501 of the main control device 261 executes an initial setting process upon power-on. Specifically, a predetermined value is set in the stack pointer. Then, in step S102, the CPU 501 of the main control device 261 executes a wait process for, for example, about one second to wait for the sub-control devices (sub-control device 262, dispensing control device 311, etc.) to become operable. In the following step S103, the CPU 501 of the main control device 261 permits RAM access.

[0412] Thereafter, data backup processing is performed for the RAM 503 in the CPU 501. That is, in step S104, the CPU 501 of the main control device 261 determines whether the RAM erase switch 323 provided on the power supply monitoring board 261b is pressed (ON). If it is OFF, the process proceeds to step S105, and if it is ON, the process proceeds to step S113. In the following step S105, the CPU 501 of the main control device 261 determines whether power failure occurrence information is set in the backup area of ​​the RAM 503 (whether a flag for the power failure occurrence information is set). Also, in step S106, the CPU 501 of the main control device 261 calculates a RAM judgment value. In the following step S107, the CPU 501 of the main control device 261 determines whether the RAM judgment value matches the RAM judgment value saved at the time of power failure, i.e., determines the validity of the backup. The RAM judgment value is, for example, a checksum value at a work area address of the RAM 503. The validity of the backup can also be determined by checking whether the keywords written in a predetermined area of ​​the RAM 503 are correctly saved.

[0413] As described above, in the present pachinko machine 10, when it is desired to return to the initial state when the power is turned on, for example, when the hall opens for business, the power is turned on while pressing the RAM clear switch 323. Therefore, if the RAM clear switch 323 is ON, the process proceeds to the initialization process of the RAM 503 (step S113, etc.). Similarly, if the power outage occurrence information is not set or if a backup abnormality is confirmed by the RAM judgment value (checksum value, etc.), the process clears the used RAM area and proceeds to the initialization process of the RAM 503 (step S113, etc.). That is, in step S113, the CPU 501 of the main control device 261 clears the used area of ​​the RAM 503 to "0" and executes the initialization process of the RAM 503.

[0414] In the following step S114, the CPU 501 of the main control device 261 transmits a dispensing initialization command. In this manner, the dispensing initialization command is output to the dispensing control device 311 when the main control device 261 is initialized.

[0415] In step S115, the CPU 501 of the main control device 261 transmits a power-on command to the sub-control board 262a. This power-on command includes a command for identifying the model of the pachinko machine, so that the model can be identified on the sub-side, such as the sub-control board 262a or the display control device 45, based on the content of the command.

[0416] In step S116, the CPU 501 of the main control device 261 executes initial setting of the CTC (Counter / Timer Circuit). In step S117, the CPU 501 of the main control device 261 sets interrupt permission and proceeds to normal processing (see FIG. 17) described later.

[0417] On the other hand, if the RAM erase switch 323 is not pressed, the power recovery process (processing at the time of power failure recovery) is executed on the condition that the power failure occurrence information is set and the RAM judgment value (checksum value, etc.) is normal. That is, in step S108, the power failure occurrence information is cleared. In step S109, the CPU 501 of the main control unit 261 sends a payout return command to the payout control device 311 and instructs the payout control device 311 to start payout control. As will be described in detail later, when the payout control device 311 receives the payout return command from the main control unit 261, it returns to normal and starts payout control.

[0418] In step S110, the CPU 501 of the main control device 261 transmits a command to return the sub-side control device to the gaming state at the time of power failure, and in step S111, the CPU 501 of the main control device 261 executes the initial setting of the CTC (Counter / Timer Circuit). Furthermore, in step S112, interrupt permission is set, and then the process proceeds to normal processing (see FIG. 17) described later. For example, even if a power failure occurs during normal processing, the process will be executed up to the last step of the normal processing (the "RAM access prohibition" step shown in FIG. 17) before entering the power failure state, so that after power is restored, the normal processing will be executed from the first step, step S201.

[0419] Next, the flow of normal processing will be explained with reference to the flowchart in Figure 17. In this normal processing, the main processing of the game is executed. In summary, the processing of steps S201 to S207 is executed as a regular processing at a cycle of 4 msec, and the counter update processing of steps S210 and S211 is executed in the remaining time.

[0420] 17, first, in step S201, the CPU 501 of the main control device 261 performs external output processing to transmit output data such as commands updated in the previous processing to each sub-control device. Specifically, the CPU 501 determines whether or not there is winning detection information, and if there is winning detection information, it transmits a prize ball payout command corresponding to the number of acquired game balls to the payout control device 311. In addition, in conjunction with the first pattern variable display of the first pattern display device 40 (variable display of the first segment display unit 40a), the third pattern display device 42 also displays a variable decorative pattern (third pattern), and when the first pattern display device 40 displays a variable first pattern, a variable pattern designation command, a decorative pattern designation command, a full stop command (confirmation command), etc. are transmitted to the sub-control device 262 in the external output processing.

[0421] In this pachinko machine 10, when the first symbol starts to change, a predetermined number (for example, three) of commands are sent out each time an external output process of normal processing is performed (i.e., three every 4 msec) in the order of a change pattern designation command → a performance command (a command for designating a change in change time, etc.) → a decorative symbol designation command, and a stop all command is sent out when the change time has elapsed. Also, after the first symbol starts to change, a predetermined number (for example, three) of commands (i.e., three every 4 msec) are sent out each time an external output process of normal processing is performed in the order of a change pattern designation command → a performance command → a decorative symbol designation command, and a stop all command is sent out when the change time has elapsed.

[0422] The variation pattern designation command is a command for designating the variation pattern of the decorative pattern (third pattern) variably displayed on the third pattern display device 42. The variation pattern designation command is transmitted from the main control device 261 to the sub-control device 262, and then transmitted from the sub-control device 262 to the display control device 45. Based on the transmitted variation pattern designation command, the display control device 45 controls the third pattern display device 42 to display and execute the variation pattern of the decorative pattern.

[0423] The decorative symbol designation command is a command for designating whether the variable display performance of the decorative symbol (third symbol) on the third symbol display device 42 will be a first jackpot, a second jackpot, a third jackpot, or a miss. The decorative symbol designation command is transmitted from the main control device 261 to the sub-control device 262, and is transmitted from the sub-control device 262 to the display control device 45. The display control device 45 controls the display of the third symbol display device 42 so that the display result of the variable pattern of the decorative symbol is a result (first jackpot, second jackpot, third jackpot) according to the transmitted decorative symbol designation command.

[0424] The all stop command is a command for instructing the stopping of the varying pattern of the decorative pattern (third pattern) variably displayed on the third pattern display device 42. The all stop command is transmitted from the main control device 261 to the sub-control device 262, and then transmitted from the sub-control device 262 to the display control device 45. Based on the transmitted all stop command, the display control device 45 controls the third pattern display device 42 so as to stop and display the varying pattern of the decorative pattern.

[0425] Furthermore, the CPU 501 of the main control device 261 may transmit a variation pattern designation command and a performance command (a command for designating a change in the variation time, etc.) to the sub-control device 262 in the external output process of the normal process (step S201). That is, the time to be added to the variation time (the additional time due to the aforementioned sliding performance of the decorative symbol) is determined based on the value of the variation type counter CS3, and the performance command is used to appropriately instruct the sub-control device 262 on such added time. Therefore, after the first symbol starts to vary, a predetermined number (for example, three) of commands are sent out each time the external output process of the normal process is performed (i.e., three every 4 msec) in the order of variation pattern designation command → performance command → decorative symbol designation command, and a total stop command may be sent when the variation time has elapsed.

[0426] Next, in step S202, the CPU 501 of the main control device 261 updates the fluctuation type counters CS1 to CS3. Specifically, the fluctuation type counters CS1 to CS3 are each incremented by 1, and are each cleared to "0" when the counter value reaches its maximum value (198, 240, 162 in this embodiment). The updated values ​​of the fluctuation type counters CS1 to CS3 are then stored in the corresponding buffer areas of the RAM 503 shown in FIG.

[0427] 17, the CPU 501 of the main control device 261 reads the prize ball count signal, payout abnormality signal, and lower tray full signal received from the payout control device 311. Then, in step S204, a first pattern change process is executed to display the first pattern change by the first pattern display device 40. This first pattern change process determines whether a jackpot has occurred and sets the change pattern of the first pattern. However, details of the first pattern change process will be described later.

[0428] In step S205, the CPU 501 of the main control device 261 executes a next gaming state setting process for setting the jackpot lottery probability in the next gaming state after the jackpot gaming state has ended. The next gaming state setting process will be described in detail later.

[0429] Then, in step S206, the CPU 501 of the main control device 261 executes a special prize opening opening / closing process for opening or closing the special prize opening 32a of the variable prize winning device 32 in the special prize round game state. That is, the special prize opening 32a is opened for each round in the special prize round state, and for each round, it is determined whether the maximum opening time of the special prize opening 32a has elapsed or whether a specified number of game balls have entered the special prize opening 32a. If either of these conditions is met, the opening of the special prize opening 32a for that round is stopped and closed, and if there are remaining rounds, the opening of the special prize opening 32a is repeated for the remaining number of rounds.

[0430] Also, in step S207, the CPU 501 of the main control device 261 executes display control of the second symbol by the second symbol display device 41. Briefly, when the gaming ball passes through the normal symbol start winning device 34, the second symbol random number counter C4 is acquired each time, and the second symbol is displayed variably on the display units 41a and 41b of the second symbol display device 41. Then, a lottery for the second symbol is executed based on the value of the second symbol random number counter C4. When the second symbol is in a winning state, the CPU 501 of the main control device 261 performs an opening process for the special symbol 2 start winning device 33b, which opens the special symbol 2 start winning device 33b for a predetermined time, as shown in step S208. Although not described here, the second symbol random number counter C4 is also updated by the timer interrupt process shown in FIG. 22, similar to the jackpot random number counter C1, jackpot symbol counter C2, and stop pattern selection counter C3.

[0431] In step S209, CPU 501 of main control device 261 determines whether or not power failure occurrence information is set in the backup area of ​​RAM 503 (whether or not a flag for power failure occurrence information is set). If power failure occurrence information is not set, the process proceeds to step S210, and if power failure occurrence information is set, the process proceeds to step S213.

[0432] Thereafter, in step S210, it is determined whether the timing for executing the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the timing for executing the next normal process, the initial value random number counter CINI1, the initial value second pattern random number counter CINI2, and the variation type counters CS1 to CS3 are repeatedly updated (steps S211, S212). That is, in step S211, the initial value random number counter CINI1 and the initial value second pattern random number counter CINI2 are updated. Specifically, the initial value random number counter CINI1 is incremented by 1, and is cleared to "0" when the counter value reaches the maximum value ("599" in this embodiment). Then, the updated value of the initial value random number counter CINI1 is stored in the corresponding buffer area of ​​RAM 503. Similarly, the initial value second symbol random number counter CINI2 is incremented by 1, and the counter value is cleared to "0" when it is incremented by 1 after reaching the maximum value ("250" in this embodiment). Then, the updated value of the initial value second symbol random number counter CINI2 is stored in the corresponding buffer area of ​​RAM503.

[0433] In addition, in step S212, the fluctuation type counters CS1 to CS3 are updated (similar to step S202). Specifically, the fluctuation type counters CS1 to CS3 are incremented by 1, and are cleared to "0" when the counter values ​​reach their maximum values ​​("198", "240", "162" in this embodiment) and are incremented by 1. The updated values ​​of the fluctuation type counters CS1 to CS3 are then stored in the corresponding buffer areas of RAM 503.

[0434] Here, since the execution time of each process of steps S201 to S208 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the initial value random number counter CINI1 and the initial value second pattern random number counter CINI2 using this remaining time, it becomes possible to randomly update the initial value random number counter CINI1 (i.e., the initial value of the jackpot random number counter C1) and the initial value second pattern random number counter CINI2 (i.e., the initial value of the second pattern random number counter C4).

[0435] Furthermore, if power-off occurrence information is set in step S209 and the process proceeds to step S213, the CPU 501 of the main control device 261 sets interrupt prohibition. Subsequently, in step S214, the CPU 501 of the main control device 261 transmits a power-off notification command indicating that the power has been immediately cut off to the other control devices. Subsequently, in step S215, the CPU 501 of the main control device 261 stops outputting control signals. Subsequently, in step S216, the CPU 501 of the main control device 261 calculates a RAM judgment value and saves it in a backup area. The RAM judgment value is, for example, a checksum value at a work area address of the RAM 503. Subsequently, in step S217, the CPU 501 of the main control device 261 prohibits RAM access. Thereafter, an infinite loop is entered in preparation for a complete power cut-off that will make it impossible to execute processing.

[0436] Next, the first symbol variation process in step S204 will be described with reference to the flowchart in FIG.

[0437] In FIG. 18, in step S401, the CPU 501 of the main control device 261 determines whether or not a jackpot is currently being played. The jackpot period includes the period during which a special game is played on the third symbol display device 42 upon a jackpot, and the period during which a predetermined time period has elapsed since the end of the special game. In the following step S402, the CPU 501 of the main control device 261 determines whether or not the first symbol display device 40 is displaying a variable first symbol. If the jackpot is not being played and the first symbol is not displaying a variable first symbol, the process proceeds to step S403, where the CPU 501 of the main control device 261 determines whether or not the number of pending balls N of the first symbol display device 40 is greater than "0." If the jackpot is being played or the number of pending balls N is "0," the process ends.

[0438] Also, if it is not during a jackpot or during the variable display of the first symbol and the number of activated reserved balls N>0, proceed to step S404. In step S404, the CPU 501 of the main control device 261 subtracts "1" from the number of activated reserved balls N. In step S405, a process is executed to shift the data stored in the reserved ball storage area. This data shift process is a process of shifting the data stored in the reserved areas 1 to 4 of the reserved ball storage area to the execution area side in order, and the data in each area is shifted in the following order: reserved area 1 → execution area, reserved area 2 → reserved area 1, reserved area 3 → reserved area 2, reserved area 4 → reserved area 3.

[0439] Thereafter, in step S406, the CPU 501 of the main control device 261 executes a fluctuation start process. Here, the fluctuation start process will be explained in detail using the flowchart of Fig. 19. In step S501, the CPU 501 of the main control device 261 determines whether or not there is a jackpot based on the value of the jackpot random number counter C1 stored in the execution area of ​​the reserved ball storage area. Specifically, whether or not there is a jackpot is determined based on the relationship between the value of the jackpot random number counter C1 and the mode at that time (whether it is in a probability variable state or a normal state), and as described above, in the case of a normal low probability, "150,450" out of the values ​​"0" to "599" of the jackpot random number counter C1 is the winning value (2 balls), and in the case of a high probability, "50,150,350,450" is the winning value (4 balls).

[0440] When the CPU 501 of the main control device 261 determines that there is a jackpot, in step S502, it determines the jackpot pattern corresponding to the value of the jackpot pattern counter C2 stored in the execution area of ​​the reserved ball storage area, that is, which of the first to third symbols to be displayed on the first segment display unit 40a of the first pattern display device 40 will be used. In other words, it determines the jackpot pattern ("first jackpot pattern," "second jackpot pattern," or "third jackpot pattern") corresponding to the value of the jackpot pattern counter C2 based on the special chart 1 jackpot lottery table or the special chart 2 jackpot lottery table (see FIG. 11) which shows the correspondence between the value of the jackpot pattern counter C2 and the patterns.

[0441] Next, in step S503, the CPU 501 of the main control device 261 determines a fluctuation pattern (a jackpot performance pattern) at the time of a jackpot. Specifically, the CPU 501 of the main control device 261 checks the value of the jackpot symbol counter C2 and the values ​​of the fluctuation type counters CS1 and CS2 stored in the counter buffer of the RAM 503 in that order, without using the stop pattern selection counter C3, and determines the fluctuation pattern.

[0442] That is, based on the value of the jackpot symbol counter C2, it is determined whether the decorative symbol on the third symbol display device 42 will be displayed in "stop pattern 3" for a normal jackpot (non-specific jackpot), or in "stop pattern 4" for a probability variable jackpot (specific jackpot). The type of "stop pattern 3" or "stop pattern 4" determined in this manner is further determined based on the value of the first variation type counter CS1. That is, a group of rough decorative symbol variation patterns is determined, such as the reach type of the decorative symbol (third symbol) such as normal reach, super reach, premium reach, etc. Next, one variation pattern is determined from the group of rough decorative symbol variation patterns determined in this manner based on the value of the second variation type counter CS2. For example, based on the value of the second variation type counter CS2, a more detailed decorative symbol variation mode is determined, such as setting a predetermined time for the elapsed time until the final stop decorative symbol (in this embodiment, the middle decorative symbol) stops after the reach occurs. In addition, the following relationships in the case of a jackpot, namely, the relationship between the value of the jackpot pattern counter C2 and the stopping pattern, the relationship between the value of the first fluctuation type counter CS1 and the fluctuation pattern, and the relationship between the value of the second fluctuation type counter CS2 and the stopping pattern time, are each predetermined by a jackpot table, etc.

[0443] On the other hand, if it is determined in step S501 that the winning combination is not a jackpot, in step S504, the CPU 501 of the main control device 261 sets the winning combination to a losing combination, i.e., a stopping combination that stops the first segment display unit 40a of the first pattern display device 40 with the fourth symbol.

[0444] Next, in step S505, the CPU 501 of the main control device 261 determines the fluctuation pattern (loss performance pattern) at the time of loss and sets the loss fluctuation pattern in the fluctuation pattern designation command. Specifically, the CPU 501 of the main control device 261 checks the values ​​of the stop pattern selection counter C3 and the fluctuation type counters CS1 and CS2 stored in the execution area of ​​the reserved ball storage area of ​​the RAM 503 in that order, and determines the fluctuation pattern.

[0445] That is, based on the value of the stop pattern selection counter C3, the following stop pattern is determined: "Stop pattern 1" is a "reach before or after" in which the final stop decorative pattern stops just one position before or after the reach decorative pattern after the reach of the decorative pattern occurs on the third pattern display device 42; "Stop pattern 2" is a "reach other than a reach before or after" in which the final stop decorative pattern stops other than before or after the reach decorative pattern after the reach occurs; or "Stop pattern 0" is a "complete miss" in which no reach occurs. For example, if the determined stop pattern is "Stop pattern 1" which is a reach before or after, a variation pattern specifying the reach type of the decorative pattern (third pattern) such as normal reach or super reach is determined based on the value of the first variation type counter CS1, and a rough variation pattern group of the decorative pattern is determined. Here, it is assumed that a normal reach is determined. Next, from the normal reach fluctuation pattern group of the rough decorative symbols determined in this way, another fluctuation pattern is determined based on the value of the second fluctuation type counter CS2. For example, based on the value of the second fluctuation type counter CS2, a more detailed decorative symbol fluctuation mode is determined, such as setting the elapsed time until the final stop decorative symbol (in this embodiment, the middle decorative symbol) stops after the reach occurs to a predetermined time. Note that the following relationships in the case of a miss, that is, the relationship between the value of the stop pattern selection counter C3 and the stop pattern, the relationship between the value of the first fluctuation type counter CS1 and the fluctuation pattern, and the relationship between the value of the second fluctuation type counter CS2 and the stop pattern time, are each specified in advance by a table for a miss, etc.

[0446] In this embodiment, one of the above-mentioned tables for losses is, for example, one that is adopted when the probability is low, the fluctuation time shortening function of the first pattern display device 40 is in effect, and the number of pending operations of the first pattern at the start of the fluctuation of the first pattern is "0", and when the value of the stop pattern selection counter C3 is "0 to 201", it corresponds to no reach (complete miss), "202 to 208" corresponds to a reach with a miss before or after, and "209 to 238" corresponds to a reach other than a miss before or after.

[0447] Subsequently, in step S506, the CPU 501 of the main control device 261 determines the addition of the presentation time, that is, determines the addition of the presentation time of the big win variation pattern determined in step S503 or the loss variation pattern determined in step S505. More specifically, based on the value of the variation type counter CS3, a variation pattern is determined that includes an increase in the presentation time due to the decorative pattern (third pattern) of the middle decorative pattern row on the third pattern display device 42 sliding and stopping (an increase in the time until the decorative pattern of the middle decorative pattern row slides and is displayed stopped).

[0448] Also, in step S507, the CPU 501 of the main control device 261 sets a fluctuation pattern designation command corresponding to the jackpot fluctuation pattern determined in step S503, or a fluctuation pattern designation command corresponding to the loss fluctuation pattern determined in step S505.

[0449] Next, in step S508, if the CPU 501 of the main control device 261 has gone through steps S502 and S503, it sets a decorative pattern designation command corresponding to the jackpot pattern of the first pattern display device 40 determined in step S502 ("first specific winning pattern," "second specific winning pattern," or "non-specific winning pattern"), and if the CPU 501 has gone through steps S504 and S505, it sets a decorative pattern designation command corresponding to the losing pattern of the first pattern display device 40 determined in step S504.

[0450] Next, in step S509, the CPU 501 of the main control device 261 sets a performance time addition designation command corresponding to the performance time addition determined in step S506.

[0451] Returning to the explanation of Figure 18, if step S402 is YES, i.e., if the first symbol is being displayed in a variable manner, the process proceeds to step S407, where the CPU 501 of the main control device 261 determines whether the variable time of the first symbol has elapsed. This variable time of the first symbol is determined based on the variable pattern and the added performance time determined as described above with reference to Figure 19. In other words, the variable time of the first symbol is determined according to the variable pattern of the first symbol, and when this variable time has elapsed, step S407 is judged as YES. If the variable time has not elapsed, the process proceeds to step S408, and if the variable time has elapsed, the process proceeds to step S409.

[0452] Then, in step S408, the CPU 501 of the main control device 261 updates the variable display of the first symbol on the first symbol display device 40. That is, the variable display of the first segment display unit 40a of the first symbol display device 40 is continued, and this process ends.

[0453] On the other hand, in step S409, the CPU 501 of the main control device 261 stops the variable display of the first symbol and sets the stopped symbol of the first symbol as the displayed symbol. That is, if a first jackpot symbol is determined in step S502 of FIG. 19, after the first segment display unit 40a of the first symbol display device 40 changes, the first segment display unit 40a is stopped and displayed with the first symbol. If a second jackpot symbol is determined in step S502 of FIG. 19, after the first segment display unit 40a of the first symbol display device 40 changes, the first segment display unit 40a is stopped and displayed with the second symbol. If a third jackpot symbol is determined in step S502 of FIG. 19, after the first segment display unit 40a of the first symbol display device 40 changes, the first segment display unit 40a is stopped and displayed with the third symbol. If a losing symbol is determined in step S504 of Figure 19, after the first segment display unit 40a of the first symbol display device 40 changes, the first segment display unit 40a is displayed in a stopped state with the fourth symbol (indicating a loss).

[0454] Next, in step S410, the CPU 501 of the main control device 261 sets a full stop command to instruct the stopping of the changing pattern of the decorative pattern (third pattern) displayed in a changing manner on the third pattern display device 42, and terminates this processing.

[0455] Next, the next game state setting process in step S205 will be described with reference to the flowchart of FIG.

[0456] In step S561, the CPU 501 of the main control device 261 determines whether or not a variable probability jackpot has been reached based on the value of the jackpot symbol counter C2. If a variable probability jackpot has been reached, the process proceeds to step S562; otherwise, the process proceeds to step S564.

[0457] In step S562, the CPU 501 of the main control device 261 sets the value of the jackpot random number counter C1 in the special chart 1 and special chart 2 jackpot lottery table shown in Figure 11 to the value at the time of high probability, and proceeds to step S563. In step S563, the CPU 501 of the main control device 261 sets a high probability support state transition command and ends this process. As a result, the CPU 501 of the main control device 261 refers to the value at the time of high probability as the value of the jackpot random number counter C1 at the time of the next jackpot determination.

[0458] In step S564, the CPU 501 of the main control device 261 determines whether or not a normal jackpot has been achieved based on the value of the jackpot symbol counter C2. If a normal jackpot has been achieved, the process proceeds to step S565; if not, the process ends.

[0459] In step S565, the CPU 501 of the main control device 261 sets the value of the jackpot random number counter C1 of the special chart 1 and special chart 2 jackpot lottery table to the value at the time of low probability, and proceeds to step S566. As a result, the CPU 501 of the main control device 261 refers to the value at the time of low probability as the value of the jackpot random number counter C1 at the time of the next jackpot determination.

[0460] In step S566, the CPU 501 of the main control device 261 determines whether the reference in step S564 was the special jackpot lottery table for 1 special jackpot. If the reference is the special jackpot lottery table for 1 special jackpot, the process proceeds to step S567; if not, the process proceeds to step S569. In step S567, the CPU 501 of the main control device 261 sets a low-probability support state transition command. The low-probability support state transition command is a command that indicates the occurrence of a 100-time time-shortening state after the end of the jackpot round game of a normal jackpot.

[0461] In step S568, the CPU 501 of the main control device 261 determines whether th...

Claims

[Claim 1] A gaming machine comprising a front frame attached to the inner frame so as to be openable and closable, The gaming machine includes: a cover portion disposed forward of the irradiating means so as to cover the irradiating means and capable of transmitting the irradiated light; The light is irradiated from the irradiating means onto the cover portion, and the irradiated light is transmitted through the cover portion and is visible to a player positioned on the front side of the front frame, The gaming machine includes: a driving means capable of moving at least the cover portion between a first position and a second position; In a situation where the cover portion is moved to the first position, the cover portion moved to the first position by the light irradiated from the irradiating means is irradiated in a first irradiated manner, and in a situation where the cover portion is moved to the second position, the cover portion moved to the second position by the light irradiated from the irradiating means is irradiated in a second irradiated manner different from the first irradiated manner, The first position and the second position are different positions when viewed from the front of the gaming machine. A gaming machine characterized by:

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