gaming machines

The gaming machine's frame unit with a locking and error detection system simplifies maintenance by allowing easy attachment and removal of performance units, ensuring continuous operation and reducing connection-related issues.

JP7764032B2Active Publication Date: 2025-11-05NEWGIN KK
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Patent Information

Application Number
JP2022098170
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-17
Publication Date
2025-11-05
Estimated Expiration
2042-06-17

AI Technical Summary

Technical Problem

Maintenance of production units in gaming machines, such as pachinko machines, is hindered by the difficulty in removing and installing these units, which affects the performance and efficiency of the machines.

Method used

The gaming machine incorporates a frame unit with a locking mechanism, guide mechanism, and error detection system that allows easy attachment and removal of performance units, ensuring they are securely locked in place and can execute performances only when connected, with error detection preventing performance during non-connected states.

Benefits of technology

Facilitates maintenance by enabling easy removal and installation of production units, ensuring seamless operation and reducing downtime due to connection errors.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase security in a scene for discharging game balls within a machine.SOLUTION: A performance unit can be removed by releasing a lock by locking means (mounting mechanisms 71, 72), performance means that the performance unit has includes at least one of display means (display part), light-emitting means (light-emitting part), and drive means (stepping motor), and is configured such that the performance means that the performance unit has can execute a predetermined performance when power is supplied in a connected state.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

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

[0002] Conventionally, a pachinko gaming machine, which is an example of a gaming machine, is equipped with a performance unit such as a performance display device, a speaker, a decorative lamp, and a movable body (for example, Patent Document 1). Pachinko gaming machines can execute display performance, sound performance, light emission performance, and movable performance. These performances increase the interest of players. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-065289 Summary of the Invention [Problem to be solved by the invention]

[0004] Maintenance of the production unit and its associated structures is facilitated by removing the production unit. In other words, if the production unit can be easily removed and installed, maintenance of the production unit and its associated structures is facilitated. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises a frame unit and a frame unit side Connection a production unit having a production means, and Connection and the frame unit side Connection and the production unit Connectionand a non-connected state, the apparatus is provided with a locking means configured to be able to attach the performance unit to a specified position of the frame unit by locking it, a guide means configured to be able to guide the performance unit to the specified position of the frame unit, and an error detection means, the performance unit can be removed by releasing the locking by the locking means, the performance means possessed by the performance unit includes at least one of a sound means, a display means, a light emitting means, and a drive means, the performance means possessed by the performance unit can execute a specified performance when in the connected state and power is being supplied, the fact that the performance unit is not in the connected state is detected as a non-connected error, and even if the performance unit subsequently becomes in the connected state, the performance means possessed by the performance unit will not execute the specified performance during a special period. The special period is a period until the variable game currently being executed ends, a period until a predetermined number of variable games ends, or a period until the start time of the next predetermined effect has passed. The gist of this is as follows.

[0006] In the above gaming machine, there may be a plurality of presentation units, some of which have a different shape from the other presentation units, and the locking means may be configured to enable the plurality of presentation units to be attached by locking them to specified positions on the frame unit.

[0007] In the above gaming machine, the locking means may be configured so that the removed presentation unit, or a presentation unit other than the removed presentation unit, can be attached by locking it to a specified position on the frame unit.

[0008] The above gaming machine is provided with a predetermined presentation means in addition to the presentation means possessed by the presentation unit, and the presentation means possessed by the presentation unit is capable of executing a first presentation as the predetermined presentation, and the predetermined presentation means is capable of executing a second presentation, and even in the event of a connection abnormality in the presentation unit, the predetermined presentation means can execute the second presentation, and even when the second presentation is being executed, the game can be executed, but it is preferable that at least a part of the second presentation is restricted in an error mode. [Effects of the Invention]

[0009] The present invention facilitates maintenance. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing an outline of a pachinko gaming machine. [Figure 2] FIG. 2 is a diagram showing a game board unit. [Figure 3] FIG. 2 is a partially exploded view of the game board unit. [Figure 4] FIG. 2 illustrates a base unit. [Figure 5] A diagram showing the state in which the performance unit is attached to the base unit. [Figure 6] (a) is an enlarged view of the upper left mounting part on the base unit, (b) is an enlarged view of the mounting part on the upper performance unit, and (c) is a view showing the mounting part on the upper performance unit attached to the upper left mounting part on the base unit. [Figure 7] This figure shows the state in which the mounting parts on the middle performance unit are attached to the right middle mounting part and right lower mounting part on the base unit. [Figure 8] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 9] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 10] (a) to (c) are diagrams showing a specific example of a cantilevered upper performance unit. [Figure 11] (a) and (b) are diagrams showing a specific example of a double-held upper performance unit. [Figure 12] (a) is a diagram showing a specific example of a special performance unit, (b) is a diagram showing a specific example of a middle performance unit that does not have a stepping motor, (c) is a diagram showing a specific example of a lower performance unit, and (d) is a diagram showing a specific example of a middle performance unit that has a stepping motor. [Figure 13]10(a) to 10(f) are diagrams showing a specific example of a performance unit installed. [Figure 14] FIG. 10 is a diagram showing an outline of a pachinko gaming machine according to a second embodiment. [Figure 15] 10(a) and (b) are diagrams showing a rendering unit of the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] (First embodiment) The pachinko gaming machine of the first embodiment will be described below. The directions up, down, left, right, front, and back shown in this specification are directions as seen by a player playing on a pachinko gaming machine.

[0012] As shown in Fig. 1, in an island facility (gaming island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are an example of external units. The management units 100 are installed next to the pachinko gaming machines 10. The management units 100 are connected to the pachinko gaming machines 10 so that they can communicate with each other.

[0013] The management unit 100 will now be described. The management unit 100 has a medium insertion section 101 into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining amount of money deposited and the number of game balls owned by the player (hereinafter referred to as the first number of balls under management PA). The management unit 100 has a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is added to the remaining amount stored in the management medium.

[0014] The management unit 100 is equipped with an operation panel 110 that can be operated by a player. As an example, the operation panel 110 is equipped with a ball lending operation section, a payout operation section, a return operation section, a first ball number display section, and a balance display section. The ball lending operation section is operated when increasing the second managed ball number PB based on the balance stored in the management medium. The payout operation section is operated when increasing the second managed ball number PB based on the first managed ball number PA. The managed ball numbers PA and PB are the number of balls the player has. The return operation section is operated when receiving the return of the management medium. The first managed ball number PA is displayed on the first ball number display section. The balance display section displays the remaining amount of the payment.

[0015] The management unit 100 includes a CU control board 120. The CU control board 120 includes a CPUa and a memory 120b. The CPU 120a executes a management unit control program to perform predetermined processing. The memory 120b stores the management unit control program. The memory 120b stores various information that is rewritten while the management unit 100 is in operation.

[0016] The management unit 100 includes a communication terminal 120d. The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CU control board 120 is configured to be able to input various types of control information output by the pachinko gaming machine 10. The CPU 120a is configured to be able to output various types of control information (such as connection signals) to the pachinko gaming machine 10.

[0017] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) is a hall computer installed in the amusement facility. The external device is a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so that they can communicate with each other.

[0018] The processing performed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion section, the CPU 120a of the CU control board 120 reads the remaining balance and the first management ball count PA stored in the management medium. The CPU 120a adds the amount inserted into the cash insertion section to the remaining balance. When the remaining balance is not 0 and the ball lending operation section is operated, the CPU 120a subtracts a specified amount from the remaining balance and outputs award information to the pachinko gaming machine 10 that can specify the award of the number of game balls corresponding to the specified amount.

[0019] When the first management ball count PA is 1 or more, upon operation of the payout operation unit, the CPU 120a subtracts a predetermined number from the first management ball count PA and outputs grant information that can identify the grant of the predetermined number of game balls to the pachinko gaming machine 10. When the CPU 120a receives counting information from the pachinko gaming machine 10, it adds the number of game balls that can be identified from the counting information to the first management ball count PA. The CPU 120a controls the first ball count display unit to display the first management ball count PA at that time. The CPU 120a controls the balance display unit to display the balance at that time. When the return operation unit is operated, the CPU 120a writes the balance and first management ball count PA at that time to the management medium. The CPU 120a ejects the management medium from the medium insertion unit.

[0020] The pachinko gaming machine 10 will be described. As shown in Figures 1 and 2, the pachinko gaming machine 10 is a circulation-type gaming machine configured to circulate a predetermined number of gaming balls inside the machine. The pachinko gaming machine 10 does not have a storage unit (ball tray) that physically stores the balls held by the player. The gaming balls may be either magnetic or non-magnetic. The pachinko gaming machine 10 may also be a non-circulation-type gaming machine. The pachinko gaming machine 10 may be configured to receive a supply of gaming balls from an island facility (not shown) and return gaming balls to the island facility. In this case, the pachinko gaming machine 10 may be provided with a gaming ball storage unit.

[0021] The pachinko gaming machine 10 comprises a frame unit 11 and a game board unit 20. The frame unit 11 has the function of fixing the machine body to the island equipment. The frame unit 11 has the function of holding the game board unit 20. The frame unit 11 has the function of providing effects according to the progress of the game. The game board unit 20 has the function of providing a game using game balls. The game board unit 20 has the function of providing effects according to the progress of the game.

[0022] The frame unit 11 will be described. The frame unit 11 includes an outer frame unit 12, a middle frame unit 13, and a front frame unit 14. The outer frame unit 12 functions as a fixed frame that is fixed to the island equipment with nails or the like. The middle frame unit 13 functions as a mounting frame on which various game components can be mounted. The middle frame unit 13 has a mechanism for holding the game board unit 20. As an example, the middle frame unit 13 has a fitting portion 13A into which the game board unit 20 is fitted (see FIG. 2). The fitting portion 13A may be a recess or hole shaped to correspond to the game board unit 20. The middle frame unit 13 has a fixing mechanism 13B configured to fix the game board unit 20 fitted into the fitting portion 13A. As an example, the fixing mechanism 13B may be configured to fix the game board unit 20 by clamping a portion of the game board unit 20 (the upper wall 31a of the base unit 30, described later). The game board unit 20 is attached to the inner frame unit 13 by being fixed using the fixing mechanism 13B. The game board unit 20 is removed from the inner frame unit 13 by releasing the fixation using the fixing mechanism 13B.

[0023] The front frame unit 14 has a game window 14m that penetrates in the front-to-rear direction (see Figure 1). The front frame unit 14 has a protective glass 14a. The protective glass 14a covers the game window 14m. The protective glass 14a protects the game components mounted on the middle frame unit 13. The front frame unit 14 functions as a protective frame. The middle frame unit 13 is supported so that it can be opened and closed relative to the outer frame unit 12. The front frame unit 14 is supported so that it can be opened and closed relative to the middle frame unit 13.

[0024] The frame unit 11 is equipped with a locking device 11A for locking the frame unit 11. The locking device 11A can be locked and unlocked using a suitable key. When the locking device 11A is unlocked, the middle frame unit 13 can be opened relative to the outer frame unit 12. When the locking device 11A is unlocked, the front frame unit 14 can be opened relative to the middle frame unit 13. The game board unit 20 can be attached to and detached from the middle frame unit 13 with the front frame unit 14 opened relative to the middle frame unit 13.

[0025] The frame unit 11 includes a firing operation unit 15. The firing operation unit 15 is configured to enable an operation to fire game balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame unit 13. As an example, the firing operation unit 15 is handle-shaped. The pachinko gaming machine 10 is configured to shoot game balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 8). The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's finger touches an electrically conductive ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding from the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.

[0026] The pachinko gaming machine 10 is equipped with a performance operation unit 16a. The performance operation unit 16a is configured to be operable by a player. The performance operation unit 16a may be any of a button type, a lever type, and a touch sensor type. The pachinko gaming machine 10 may be equipped with multiple performance operation units 16a, or may be equipped with a single performance operation unit 16a. As an example, the performance operation unit 16a is provided below the gaming window 14m on the upper surface side of the operation console 13t that protrudes forward. A player can operate the performance operation unit 16a with their fingers placed on the operation console 13t.

[0027] The frame unit 11 is equipped with a second ball count display unit 16b that can display the second management ball count PB. As an example, the second ball count display unit 16b is provided on the front side of the front frame unit 14. As an example, the second ball count display unit 16b is provided on the top side of the operation console 13t. The second ball count display unit 16b may be capable of performing a predetermined notification. The frame unit 11 is equipped with a counting switch 16c. As an example, the counting switch 16c is provided on the front side of the front frame unit 14. As an example, the counting switch 16c is provided on the top side of the operation console 13t. The counting switch 16c allows counting operations when a predetermined counting-enabled state is reached. The counting switch 16c outputs a counting signal when a counting operation is performed. The frame unit 11 is equipped with a counting notification unit 16d. As an example, the counting notification unit 16d is provided on the front side of the front frame unit 14. As an example, the counting notifying unit 16d is provided on the upper surface side of the operation console 13t.

[0028] The frame unit 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame unit 14. The audio production device 17 can execute a production that outputs a predetermined audio (hereinafter referred to as audio production) and an announcement that outputs a predetermined audio (hereinafter referred to as audio announcement). For example, the predetermined audio is a piece of music, a sound effect, a human voice reading a predetermined character string, etc.

[0029] As an example, the sound production device 17 includes an upper speaker unit 17a located on the upper edge of the frame unit 11 and a lower speaker unit 17b located on the lower edge of the frame unit 11. The speaker units 17a and 17b each include a speaker and an enclosure. As an example, the lower speaker unit 17b is housed in the operation console 13t. The operation console 13t does not have a storage section (ball tray) for game balls. Therefore, the lower speaker unit 17b has a degree of freedom in designing the shape, position, and size of the speaker and enclosure.

[0030] The frame unit 11 is equipped with a light-emitting performance device 18. The light-emitting performance device 18 is capable of performing performances (hereinafter referred to as light-emitting performances) by lighting, flashing, and extinguishing a light-emitting body (not shown), such as an LED. The light-emitting performance device 18 is capable of performing notifications (hereinafter referred to as notification light) by lighting, flashing, and extinguishing a light-emitting body (not shown). As an example, the light-emitting performance device 18 is disposed on the front side of the front frame unit 14. However, the light-emitting performance device 18 may be disposed in the game board unit 20 instead of or in addition to the frame unit 11.

[0031] The frame unit 11 is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 8). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The game board unit 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the inner frame unit 13, so that the game board unit 20 can detect abnormal radio waves. The pachinko gaming machine 10 does not have a magnetic sensor that detects magnetism exceeding a predetermined strength as abnormal magnetism. However, the pachinko gaming machine 10 may be equipped with a magnetic sensor in one or both of the inner frame unit 13 and the game board unit 20, so that it can detect the approach of a magnet.

[0032] The frame unit 11 is provided with a first door opening switch D17 that detects that the front frame unit 14 has been opened relative to the middle frame unit 13 (see FIG. 8). The first door opening switch D17 outputs a first door opening signal when it detects that the front frame unit 14 has been opened. The middle frame unit 13 is provided with a second door opening switch D18 that detects that the middle frame unit 13 has been opened relative to the outer frame unit 12 (see FIG. 8). The second door opening switch D18 outputs a second door opening signal when it detects that the middle frame unit 13 has been opened.

[0033] The frame unit 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame unit 13. The multiple control boards 82, 83 are provided in positions that cannot be accessed unless the locking device 11A is unlocked and the middle frame unit 13 is opened. The electrical configuration of the control boards 82, 83 will be described later. The frame unit 11 includes a power supply unit 99. The power supply unit 99 is fixed to the rear side of the middle frame unit 13. The power supply unit 99 is provided in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame unit 13 is opened.

[0034] The frame unit 11 is provided with a distribution mechanism for game balls. The game ball distribution mechanism includes a collection mechanism, a circulation mechanism, and a launch mechanism (none of which are shown). As an example, the collection mechanism, circulation mechanism, and launch mechanism are provided in the middle frame unit 13. Note that the game ball distribution mechanism is not provided in the operation console 13t of the front frame unit 14.

[0035] The collection mechanism guides game balls discharged from the game board unit 20 to the circulation mechanism. The collection mechanism is composed of a combination of passages that extend downward or passages that slope downward. When game balls are received by the collection mechanism from the game board unit 20, they flow down the passages that make up the collection mechanism and reach the circulation mechanism.

[0036] The circulation mechanism transports the game balls received from the collection mechanism in a predetermined direction. As an example, the circulation mechanism lifts the game balls. The circulation mechanism includes a transport unit 52 that transports the game balls. The transport unit 52 includes a transport passage extending in a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw (see FIG. 8).

[0037] The launching mechanism can launch the game balls transported by the circulation mechanism so that they reach the play area 51a provided in the game board unit 20. The launching mechanism includes a supply unit and a launching unit. The supply unit supplies the game balls transported by the transport unit 52 to the launching unit by cutting them out one by one. The supply unit has a supply member (movable piece) configured to be able to supply the game balls one by one, and a supply solenoid 63b that drives the supply member (see Figure 8). The launching unit launches the supplied game balls toward the play area 51a. The launching unit has a launching hammer that strikes the game balls, and a launching solenoid 66a that drives the launching hammer (see Figure 8).

[0038] The flow of gaming balls in the distribution mechanism will be explained. Assume that a gaming ball is launched by the launching mechanism. The gaming ball can reach the gaming area 51a. When the gaming ball reaches the gaming area 51a, it enters the winning hole or the out hole that opens into the gaming area 51a. The gaming ball is discharged to the collection mechanism from a discharge port (not shown) formed in the gaming board unit 20. Gaming balls that are launched by the launching mechanism but do not reach the gaming area 51a flow into the collection mechanism. The gaming balls pass through the collection mechanism and reach the circulation mechanism. The gaming balls are transported by the circulation mechanism. The gaming balls return to the launching mechanism.

[0039] The game board unit 20 will now be described. 2 and 3, the game board unit 20 has a display and presentation device 19, a base unit 30, a presentation unit 40, a game board 50, an information display device 60, a game control board 80, and a presentation control board 81. The base unit 30 is fixed so as to be detachable from the middle frame unit 13. The display and presentation device 19, the game control board 80, and the presentation control board 81 are fixed to the rear side of the base unit 30. The presentation unit 40 is detachable from the front side of the base unit 30. The game board 50 is detachable from the front side of the base unit 30.

[0040] The pachinko gaming machine 10 is configured so that the game board unit 20 can be attached to and detached as a unit with respect to the inner frame unit 13. The pachinko gaming machine 10 is configured so that the presentation unit 40 can be attached to and detached from the base unit 30 while the base unit 30 remains attached to the inner frame unit 13. The pachinko gaming machine 10 is configured so that the game board 50 can be attached to and detached from the base unit 30 while the base unit 30 remains attached to the inner frame unit 13.

[0041] The base unit 30 will now be described. As shown in FIGS. 2 to 5, for example, the base unit 30 is configured as a single rectangular frame-shaped component. However, the base unit 30 may be configured by combining multiple components. In other words, the pachinko gaming machine 10 may include one or multiple base units 30. The base unit 30 has a rectangular plate-shaped base wall 31 arranged along a direction intersecting the front-to-rear direction. A display window 31g is formed in the center or approximately the center of the base wall 31, penetrating the front-to-rear direction. The base unit 30 has an upper wall 31a, a lower wall 31b, a left wall 31c, and a right wall 31d, which extend forward from the four edges of the base wall 31.

[0042] The base wall 31 has a portion on the rear surface thereof where the display and presentation device 19 is attached. The base wall 31 has a portion on the rear surface thereof where the game control board 80 is attached. The base wall 31 has a portion on the rear surface thereof where the presentation control board 81 is attached. The display and presentation device 19, the game control board 80, and the presentation control board 81 are attached to these portions, respectively.

[0043] The base unit 30 has a wiring connector 32. The wiring connector 32 is an example of a wiring section on the base unit 30 side. As an example, the wiring connector 32 includes an upper wiring connector 32a and a lower wiring connector 32b. The wiring connectors 32a and 32b are fixed to the surface of the base wall 31. The upper wiring connector 32a is fixed to a portion of the base wall 31 on the upper wall 31a side, and at a central or approximately central portion in the left-right direction. The lower wiring connector 32b is fixed to a portion of the base wall 31 on the lower wall 31b side, and at a central or approximately central portion in the left-right direction.

[0044] The base unit 30 has one or more mounting portions 33. The mounting portions 33 are portions for mounting the performance unit 40 to the base unit 30. As an example, the base unit 30 has a plurality of mounting portions 33. The plurality of mounting portions 33 include an upper mounting portion 33A, a middle mounting portion 33B, and a lower mounting portion 33C. It is preferable that there are two of each of the mounting portions 33A to 33C. However, there may be only one of each of the mounting portions 33A to 33C, or three or more of each of the mounting portions 33A to 33C. In the following description, the mounting portion 33 on the base unit 30 may be referred to as the mounting portion 33 on the base side. Here, the location of each mounting portion 33 will be described, and an example of a specific configuration will be described later.

[0045] As an example, the upper mounting portion 33A includes an upper-left mounting portion 33AL on the left side and an upper-right mounting portion 33AR on the right side. As will be described in detail later, the upper mounting portions 33AL and 33AR are configured to be displaceable. The performance unit 40 attached to the upper mounting portions 33AL and 33AR can be displaced together with the upper mounting portions 33AL and 33AR. The upper mounting portions 33AL and 33AR are provided on the surface of the base wall 31. The upper mounting portions 33AL and 33AR are provided on the portion of the base wall 31 facing the upper wall 31a, and are positioned to sandwich the upper wiring connector 32a from the left and right. The upper mounting portions 33AL and 33AR are located at both ends of the display window 31g in the left and right direction. The positions of the upper mounting portions 33AL and 33AR described here are the original positions of the upper mounting portions 33AL and 33AR.

[0046] The base unit 30 has a drive mechanism 34 that displaces the upper mounting portions 33AL and 33AR. The drive mechanism 34 has a left drive mechanism 34L that displaces the upper-left mounting portion 33AL and a right drive mechanism 34R that displaces the upper-right mounting portion 33AR. Each of the drive mechanisms 34L and 34R has a stepping motor 34A, a guide plate 34B, and a shaft 34C that is rotated by the stepping motor 34A. The guide plate 34B and the shaft 34C extend in the vertical direction. A spiral groove is formed in the shaft 34C.

[0047] A first portion of the upper-left mounting portion 33AL is engaged with the guide plate 34B of the left drive mechanism 34L. A second portion of the upper-left mounting portion 33AL, which is different from the first portion, is engaged with a spiral groove formed in the shaft 34C of the left drive mechanism 34L. Therefore, when the stepping motor 34A of the left drive mechanism 34L rotates the shaft 34C about its axis, the upper-left mounting portion 33AL is displaced upward or downward.

[0048] A first portion of the upper right mounting portion 33AR is engaged with the guide plate 34B of the right drive mechanism 34R. A second portion of the upper right mounting portion 33AR, which is different from the first portion, is engaged with a spiral groove formed in the shaft 34C of the right drive mechanism 34R. Therefore, when the stepping motor 34A of the right drive mechanism 34R rotates the shaft 34C about its axis, the upper right mounting portion 33AR is displaced upward or downward.

[0049] As an example, the middle mounting portion 33B includes a left middle mounting portion 33BL on the left side and a right middle mounting portion 33BR on the right side. The middle mounting portions 33BL, 33BR are provided on the surface of the base wall 31. The left middle mounting portion 33BL is provided on the portion of the base wall 31 on the left wall 31c side and to the left of the display window 31g. The right middle mounting portion 33BR is provided on the portion of the base wall 31 on the right wall 31d side and to the right of the display window 31g. As an example, the left middle mounting portion 33BL is located to the lower left of the upper left mounting portion 33AL. As an example, the right middle mounting portion 33BR is located to the lower right of the upper right mounting portion 33AR.

[0050] As an example, the lower mounting portion 33C includes a lower-left mounting portion 33CL on the left side and a lower-right mounting portion 33CR on the right side. The lower mounting portions 33CL, 33CR are provided on the surface of the base wall 31. The lower-left mounting portion 33CL is provided on the portion of the base wall 31 on the left wall 31c side and to the left of the display window 31g. The lower-right mounting portion 33CR is provided on the portion of the base wall 31 on the right wall 31d side and to the right of the display window 31g. As an example, the lower-left mounting portion 33CL is located below the left-center mounting portion 33BL. As an example, the lower-right mounting portion 33CR is located below the right-center mounting portion 33BR.

[0051] The base unit 30 has one or more locking holes 35 as an example of means for assembling the game board 50 to the base unit 30. As an example, one locking hole 35 is formed at each of the four corners of the base unit 30. As an example, one locking hole 35 is formed at each end of the upper wall 31a extending in the left-right direction. As an example, one locking hole 35 is formed at each end of the lower wall 31b extending in the left-right direction. Each locking hole 35 is an elongated hole extending in the up-down direction or the left-right direction.

[0052] The production unit 40 will now be described. As shown in Figures 3 and 5, the game board unit 20 is provided with multiple presentation units 40. However, the game board unit 20 may be provided with only one presentation unit 40. As will be described in detail later, there are multiple types of presentation units 40. The multiple types of presentation units 40 each have a different configuration. The pachinko game machine 10 is configured so that one or multiple presentation units from the multiple types of presentation units 40 can be mounted on the game board unit 20. The structure for mounting the presentation unit 40 on the game board unit 20 will be described in detail below. Specific examples of combinations of presentation units 40 will be described later.

[0053] The performance unit 40 has a base portion 41 and one or more mounting portions 43. The performance unit 40 may have one or more movable portions 42. The performance unit 40 may have a wiring connector 44. The performance unit 40 may have a stepping motor 45. The performance unit 40 may have a light-emitting portion 46 that is capable of performing light-emitting performances. The performance unit 40 may have a display portion 48 that is capable of performing display performances. The stepping motor 45, the light-emitting portion 46, and the display portion 48 operate by receiving power via the wiring connector 44. The wiring connector 44 is an example of a wiring portion on the performance unit 40 side. The performance unit 40 has an identification element (not shown). The identification element stores information for identifying the type of performance unit 40 (hereinafter referred to as unit identification information).

[0054] The base part 41 is a component that forms the foundation of the performance unit 40. The base part 41 may be decorated according to the motif of the pachinko gaming machine 10. The movable part 42 may be decorated according to the motif of the pachinko gaming machine 10. As an example, the movable part 42 is a component that resembles letters, symbols, characters, items, or the like according to the motif. The movable part 42 may be equipped with a display part 48.

[0055] The movable part 42 is attached to the base part 41 so that it can receive power and perform a predetermined operation. As will be described in detail later, the movable part 42 receives power from a stepping motor 45 mounted on the performance unit 40 or a stepping motor 34A mounted on the base unit 30. The performance unit 40 equipped with the movable part 42 is an example of a performance device that performs a moving performance by operating the movable part 42. The operation of the movable part 42 may include one or both of an operation that changes the position of the movable part 42 and an operation that changes the attitude of the movable part 42.

[0056] As an example, the movable part 42 is configured to displace between an original position P1 and a performance position P2. As an example, the performance position P2 may be a position that protrudes toward the center of the display windows 31g, 51b (described later) from the original position P1 when viewed from the front. The movable part 42 may be configured to displace linearly or curvedly between the original position P1 and the performance position P2. Alternatively, the movable part 42 may be configured to perform movements such as swinging, rotating, or swiveling. When the performance unit 40 is attached to the upper mounting parts 33AL, 33AR, the movable part 42 of the performance unit 40 is displaced by the upper mounting parts 33AL, 33AR being displaced from their original positions. In this case, the original position P1 and performance position P2 of the movable part 42 may not necessarily coincide with the original position and destination position of the upper mounting parts 33AL, 33AR, depending on the configuration of the performance unit 40.

[0057] The movable part 42, the stepping motor 45, the light-emitting part 46, and the display part 48 are examples of the performance means possessed by the performance unit. The stepping motor 45 is an example of the drive means. The light-emitting part 46 is an example of the light-emitting means. The display part 48 is an example of the display means. It is preferable that the performance unit 40 is configured to include at least one of the movable part 42, the stepping motor 45, the light-emitting part 46, and the display part 48.

[0058] The mounting portion 43 is a portion for attaching the rendering unit 40 to the base unit 30. In the following description, the mounting portion 43 on the rendering unit 40 may be referred to as the mounting portion 43 on the rendering unit side. One mounting portion 43 is attached to one mounting portion 33. In other words, the mounting portions 33 and 43 correspond to each other. As will be described later, attaching the mounting portion 43 on the rendering unit side to the mounting portion 33 on the base side includes the mounting portion 33 and the mounting portion 43 being engaged with each other. Furthermore, removing the mounting portion 43 on the rendering unit side from the mounting portion 33 on the base side includes releasing the engagement between the mounting portion 33 and the mounting portion 43.

[0059] The performance unit 40 is assembled to the base unit 30 by attaching all of the mounting parts 43 on the performance unit 40 to the mounting parts 33 on the base side. The performance unit 40 is removed from the base unit 30 by removing all of the mounting parts 43 on the performance unit 40 from the mounting parts 33 on the base side. In this way, the multiple performance units 40 are configured to be able to be attached to and detached from the base unit 30.

[0060] The pachinko gaming machine 10 is configured so that multiple types of presentation units 40 can be attached to the base unit 30. As an example, the presentation unit 40 includes an upper presentation unit 40A that can be attached using the upper mounting portion 33A on the base side. The upper presentation unit 40A includes an upper presentation unit 40AD that can be attached using both upper mounting portions 33AL and 33AR. The upper presentation unit 40AD is a double-held upper presentation unit 40A. The upper presentation unit 40A includes an upper presentation unit 40AL that can be attached using one left center mounting portion 33BL. The upper presentation unit 40A includes an upper presentation unit 40AR that can be attached using one right center mounting portion 33BR. The upper presentation units 40AL and 40AR are cantilevered upper presentation units 40A.

[0061] The upper performance units 40AD, 40AL, 40AR do not have a wiring connector 44. The upper performance units 40AD, 40AL, 40AR may have a wiring connector 44 that protrudes upward. Here, the wiring connector 44 on the performance unit side may be a concave connector, and the upper wiring connector 32a on the base side may be a convex connector. Not limited to this, the wiring connector 44 on the performance unit side may be a convex connector, and the upper wiring connector 32a on the base side may be a concave connector. When the performance unit 40A is attached to the base unit 30 (hereinafter referred to as the attached state), the wiring connector 44 on the performance unit side and the wiring connector 32a on the base side may be connected by fitting.

[0062] As an example, the upper performance units 40AD, 40AL, and 40AR are not equipped with a stepping motor 45. The movable part 42 of the upper performance unit 40AD can operate by receiving power from both the left and right drive mechanisms 34R and 34L. The movable part 42 of the upper performance unit 40AL can operate by receiving power from the left drive mechanism 34L. The movable part 42 of the upper performance unit 40AR can operate by receiving power from the right drive mechanism 34R. Without being limited to this, the upper performance units 40AD, 40AL, and 40AR may be equipped with a stepping motor 45. The movable part 42 of the upper performance units 40AD, 40AL, and 40AR may operate by receiving power from the stepping motor 45 in addition to, or instead of, the stepping motor 34A. For example, the movable part 42 of the upper performance units 40AD, 40AL, 40AR may perform a first operation (e.g., a change in position) using the power of the stepping motor 34A, and then perform a second operation (e.g., a change in posture) using the power of the stepping motor 45. The upper performance units 40AD, 40AL, 40AR may have one or both of the light-emitting part 46 and the display part 48, or may not have the light-emitting part 46 or the display part 48.

[0063] The performance unit 40 has a middle performance unit 40B that can be attached using the middle mounting part 33B. The middle performance unit 40B has a middle performance unit 40BD that can be attached using both the middle mounting parts 33BL and 33BR on the left and right. The middle performance unit 40BD is a double-supported middle performance unit 40B. The middle performance unit 40BD may be configured to use both the lower mounting parts 33CL and 33CR, or may be configured not to use the lower mounting parts 33CL and 33CR.

[0064] The middle performance unit 40B may have a middle performance unit 40BL that can be attached using one left middle attachment part 33BL. The middle performance unit 40BL may also be configured to use the left lower attachment part 33CL, or may not be configured to use the lower attachment part 33CL. The middle performance unit 40B may have a middle performance unit 40BR that can be attached using one right middle attachment part 33BR. The middle performance unit 40BR may also be configured to use the right lower attachment part 33CR, or may not be configured to use the lower attachment part 33CR. The middle performance units 40BL, 40BR are cantilever type middle performance units 40B.

[0065] The middle performance units 40BD, 40BL, 40BR may be equipped with a stepping motor 45. The movable parts 42 of the middle performance units 40BD, 40BL, 40BR can operate by receiving power from the stepping motor 45. Not limited to this, the middle performance units 40BD, 40BL, 40BR do not have to be equipped with a stepping motor 45. The movable parts 42 of the middle performance units 40BD, 40BL, 40BR may operate by receiving power from the drive mechanism 34. The middle performance units 40BD, 40BL, 40BR may have one or both of the light-emitting unit 46 and the display unit 48, or may not have the light-emitting unit 46 and the display unit 48.

[0066] The performance unit 40 has a lower performance unit 40C that can be attached using the lower mounting portion 33C. The lower performance unit 40C has a lower performance unit 40CD that can be attached using both the lower mounting portions 33C on the left and right. The lower performance unit 40CD is a double-armed lower performance unit 40C. The lower performance unit 40C may have a lower performance unit 40CL that can be attached using one lower left mounting portion 33CL. The lower performance unit 40C may have a lower performance unit 40CR that can be attached using one lower right mounting portion 33CR. The lower performance units 40CL and 40CR are cantilevered lower performance units 40C.

[0067] The lower performance units 40CD, 40CL, 40CR may be equipped with a stepping motor 45. The movable parts 42 of the lower performance units 40CD, 40CL, 40CR may operate by receiving power from the stepping motor 45. Not limited to this, the lower performance units 40CD, 40CL, 40CR do not have to be equipped with a stepping motor 45. The movable parts 42 of the lower performance units 40CD, 40CL, 40CR may operate by receiving power from the drive mechanism 34. The lower performance units 40CD, 40CL, 40CR may have one or both of the light-emitting unit 46 and the display unit 48, or may not have the light-emitting unit 46 and the display unit 48.

[0068] The performance unit 40BD has a wiring connector 44 that protrudes upward. The performance unit 40CD has a wiring connector 44 that protrudes downward. The wiring connector 44 on the performance unit side is preferably a concave connector, and the wiring connectors 32a, 32b on the base side are preferably convex connectors. Not limited to this, the wiring connector 44 on the performance unit side may be a convex connector, and the lower wiring connector 32b on the base side may be a concave connector. When the performance unit 40 is attached to the base unit 30 (hereinafter referred to as the attached state), the wiring connectors 44, 44 on the performance unit side and the wiring connectors 32a, 32b on the base side may be connected by fitting. Similarly, the performance units 40BL, 40BR, 40CL, 40CR may or may not have a wiring connector 44.

[0069] The performance unit 40 includes a special performance unit 40D that can be attached by fitting the upper wiring connector 32a on the base side with the wiring connector 44 on the performance unit side without using the mounting parts 33A-33C on the base side. The special performance unit 40D has a wiring connector 44 that protrudes upward. Here, the wiring connector 44 on the performance unit side may be a concave connector, and the upper wiring connector 32a on the base side may be a convex connector. Alternatively, the wiring connector 44 on the performance unit side may be a convex connector, and the upper wiring connector 32a on the base side may be a concave connector. When the performance unit 40A is attached to the base unit 30 (hereinafter referred to as the attached state), the wiring connector 44 on the performance unit side and the upper wiring connector 32a on the base side may be connected by fitting. The special performance unit 40D has a base part 41, but does not have one or more movable parts 42, one or more mounting parts 43, or a stepping motor 45. Without being limited to this, the special effect unit 40D may have a movable part 42 and a stepping motor 45. The effect unit 40D may have one or both of a light-emitting part 46 and a display part 48. The effect unit 40D does not have to have the light-emitting part 46 and the display part 48.

[0070] The multiple types of performance units 40 can be classified into those in which the number of attachment portions 33 used for attachment is a first number and those in which the number is a second number. As an example, the first number is 1 and the second number is 2 or more. This is not limiting, and the second number may be any number greater than the first number, and the first and second numbers can be changed arbitrarily. It can also be said that the multiple types of performance units 40 can be classified into those that use attachment portions 33 for attachment and those that do not use attachment portions 33.

[0071] The multiple types of performance units 40 can be classified into those in which the mounting portion 33 used for installation is in a first position and those in which the mounting portion 33 is in a second position. As an example, the first position may be the upper mounting portion 33A, and the second position may be mounting portions 33B and 33C. This is not limiting, and other mounting portions may be provided as the first and second positions instead of or in addition to the mounting portions 33A to 33C. It can also be said that the multiple types of performance units 40 can be classified into those that use the wiring connector 32 for installation and those that do not use the wiring connector 32.

[0072] The multiple types of performance units 40 can also be classified from the perspective of whether or not they are equipped with a stepping motor 45. In other words, the multiple types of performance units 40 can also be classified from the perspective of whether or not the movable part 42 is operated by the drive mechanism 34 mounted on the base unit 30. It can also be said that the multiple types of performance units 40 can be classified into those that have the movable part 42 and those that do not have the movable part 42.

[0073] The mounting portion 43 on the performance unit side and the mounting portion 33 on the base side constitute an attachment mechanism 70 that enables the performance unit 40 to be attached to and detached from the base unit 30. The mounting portion 43 on the performance unit side includes a mounting portion 43A on the upper performance unit 40A and a mounting portion 43B on the performance units 40B and 40C. The attachment mechanism 70 has a first attachment mechanism 71 that includes the mounting portion 43A on the upper performance unit 40A and the upper mounting portion 33A on the base unit 30. The attachment mechanism 70 has a second attachment mechanism 72 that includes the mounting portion 43B on the performance units 40B and 40C and the mounting portions 33B and 33C on the base unit 30. It can also be said that the wiring connectors 32 and 44 constitute the attachment mechanism.

[0074] A specific example of the first attachment mechanism 71 will be described. As shown in Figure 5, the first attachment mechanism 71 includes a first attachment mechanism 71L composed of an upper left attachment portion 33AL on the base side and an attachment portion 43A on the performance unit side, and a first attachment mechanism 71R composed of an upper right attachment portion 33AR on the base side and an attachment portion 43A on the performance unit side. The first attachment mechanism 71L and the first attachment mechanism 71R are configured symmetrically. The first attachment mechanism 71L will be explained in detail. The explanation of the first attachment mechanism 71R will be omitted.

[0075] As shown in FIG. 6(a), the upper-left mounting portion 33AL has a rectangular plate-shaped base portion 33a arranged so as to intersect with the front-rear direction. The upper-left mounting portion 33AL has a top wall 33b, a left wall 33c, and a right wall 33d extending forward from the edge of the base portion 33a. In other words, the upper-left mounting portion 33AL is box-shaped and open forward and downward. The left wall 33c has a first locking portion 33e protruding to the left as an example of a first portion. The first locking portion 33e is locked to the guide plate 34B. The left wall 33c has a second locking portion 33f protruding to the left as an example of a second portion. The second locking portion 33f is locked to a spiral groove formed in the shaft 34C. Guide grooves 33g are formed on the opposing surfaces of the left wall 33c and the right wall 33d. The guide grooves 33g, 33g extend in the vertical direction. A lock hole 33h is formed in the front surface of each of the left wall 33c and the right wall 33d.

[0076] As shown in FIG. 6(b), the mounting portion 43A has a rectangular plate-shaped base portion 43a. The base portion 43a has a guide piece 43g that protrudes leftward on its left surface. The base portion 43a has a guide piece 43g that protrudes rightward on its right surface. The guide pieces 43g extend in the vertical direction. The mounting portion 43A has a lever 43b. The lever 43b is a U-shaped component having two arms 43c. The tip of each arm 43c is supported by the base portion 43a so that the entire lever 43b can rotate in the front-rear direction around the tip. Each arm 43c has a lock piece 43d that protrudes rearward.

[0077] As shown in FIG. 6(c), the mounting portion 43A on the performance unit side is attached to the mounting portion 33AL on the base side from below. At this time, the guide pieces 43g, 43g on the mounting portion 43A on the performance unit side are inserted into the guide grooves 33g, 33g on the mounting portion 33AL on the base side. In other words, the mounting portion 43A is guided upward by the guide grooves 33g, 33g. The position where the upper end of the base portion 43a on the mounting portion 43A on the performance unit side abuts against the underside of the upper wall 33b of the mounting portion 33AL on the base side is the specified position PF of the performance unit 40A. The specified position PF is the position where the performance unit 40A should be fixed to the base unit 30. The guide grooves 33g, 33g are an example of a guide means configured to guide the performance unit 40 to the specified position PF of the base unit 30. The guide pieces 43g are engaged with the guide groove 33g. If the performance unit 40A has a wiring connector 44, when the performance unit 40A reaches the specified position PF, the wiring connector 44 of the performance unit 40A is inserted into the upper wiring connector 32a on the base side. In other words, the wiring connectors 32a and 44 are mechanically connected by fitting together. The wiring connectors 32a and 44 are also electrically connected.

[0078] When the rendering unit 40A is in the specified position PF, the lever 43b is rotated backward. The locking pieces 43d on each arm 43c of the lever 43b are inserted into the locking holes 33h in the mounting portion 33AL. In this state, if the rendering unit 40A attempts to displace downward, the locking pieces 43d are engaged with the lower inner wall surface of the locking hole 33h. In other words, the rendering unit 40 is prevented from falling off. This places the pachinko gaming machine 10 in an attached state in which the rendering unit 40 is attached to the specified position PF of the base unit 30. The attached state may be a connected state in which the upper wiring connector 32a on the base unit side and the wiring connector 44 on the rendering unit 40A side are electrically connected.

[0079] When the rendering unit 40A is attached, the rendering unit 40A is operated by the drive mechanism 34. For example, when the stepping motor 34A is driven in the attached state, the attachment part 33A engaged with the shaft 34C is displaced in the vertical direction. In other words, the movable part 42 of the rendering unit 40A is also displaced together with the attachment part 43A of the rendering unit attached to the attachment part 33A.

[0080] A specific example of the second attachment mechanism 72 will be described. 5, the second mounting mechanism 72 includes a second mounting mechanism 72BL configured by the left-center mounting portion 33BL on the base side and the mounting portion 43B on the performance unit side, and a second mounting mechanism 72BR configured by the right-center mounting portion 33BR on the base side and the mounting portion 43B on the performance unit side. The second mounting mechanism 72 includes a second mounting mechanism 72CL configured by the left-bottom mounting portion 33CL on the base side and the mounting portion 43B on the performance unit side, and a second mounting mechanism 72CR configured by the right-bottom mounting portion 33CR on the base side and the mounting portion 43B on the performance unit side.

[0081] The second attachment mechanisms 72BL, 72CL have the same configuration. The second attachment mechanisms 72BR, 72CR have the same configuration. The second attachment mechanisms 72BL and 72BR are configured symmetrically on the left and right. The second attachment mechanisms 72CL and 72CR are configured symmetrically on the left and right. The second attachment mechanism 72BR will be described in detail. The description of the second attachment mechanisms 72BL, 72CL, 72CR will be omitted.

[0082] 5 and 7, for example, the base-side mounting portion 33BR is a locking hole 33m formed in the guide plate 34B. For example, the locking hole 33m is a long hole extending in the vertical direction. The performance unit-side mounting portion 43B has a locking hook 43m.

[0083] The performance unit 40B is pressed from the front to the rear against the base unit 30. At this time, the locking hooks 43m on one or more (for example, two) mounting portions 43B on the performance unit side are inserted into the locking holes 33m on each mounting portion 33B on the base side. Next, the performance unit 40B is displaced downward. At this time, the one or more locking hooks 43m are guided downward by the left and right edges of the locking holes 33m that extend in the vertical direction.

[0084] The position where the base ends of the locking hooks 43m on the mounting portion 43B on the performance unit side all abut the lower edges of the locking holes 33m on the mounting portion 33B on the base side is the specified position PF of the performance unit 40B. The specified position PF is the position where the performance unit 40B should be fixed to the base unit 30. The left and right edges of the locking holes 33m extending in the vertical direction are an example of a guide means configured to guide the performance unit 40B to the specified position PF of the base unit 30. The locking hooks 43m are locked to the edges of the locking holes 33m. When the performance unit 40B reaches the specified position PF, the wiring connector 44 of the performance unit 40B is inserted into the lower wiring connector 32b on the base side. In other words, the wiring connectors 32b, 44 are mechanically connected by fitting. The wiring connectors 32b, 44 are also electrically connected. When assembling the performance unit 40C to the base unit 30, the locking hooks 43m on one or more (for example, two) mounting portions 43B on the performance unit side are inserted into the locking holes 33m on each mounting portion 33C on the base side to lock them in place.

[0085] As a result, the pachinko gaming machine 10 is in an attached state in which the performance units 40B, 40C are attached to the specified position PF of the base unit 30. The attached state may be a connected state in which the wiring connector 32b on the base unit side and the wiring connector 44 on the performance units 40B, 40C side are electrically connected. In the attached state of the performance units 40B, 40C, power is supplied via the wiring connectors 32b, 44, and the electrical components mounted on these performance units can operate. For example, in the attached state, when the stepping motor 45 is driven, the movable part 42 is displaced in the vertical direction. For example, a light-emitting effect is performed by the light-emitting part 46. For example, a display effect is performed by the display part 48.

[0086] The rendering unit 40 can be attached to and detached from the base unit 30, but is not fixed to the fitting portion 13A of the middle frame unit 13 by the fixing mechanism 13B. Therefore, the rendering unit 40 can be attached to and detached from the base unit 30 while the base unit 30 remains fixed to the middle frame unit 13. In addition, the display rendering device 19 and the control boards 80, 81 may remain attached to the base unit 30.

[0087] As described above, the attachment mechanisms 71 and 72 are configured so that the rendering unit 40 can be attached by locking to the specified position PF of the base unit 30 when the wiring connector 32 on the base side and the wiring connector 44 on the rendering unit side are electrically connected. The attachment mechanisms 71 and 72 are an example of locking means. The rendering unit 40 can be removed by releasing the locking provided by the attachment mechanisms 71 and 72.

[0088] There are multiple attachment mechanisms 71 and 72. The multiple attachment mechanisms 71 are configured so that the same number of performance units 40 as the multiple attachment mechanisms 71 can be attached to the specified positions PF of the base unit 30 by locking. It can also be said that the multiple attachment mechanisms 71 are configured so that a smaller number of performance units 40 than the multiple attachment mechanisms 71 can be attached to the specified positions PF of the base unit 30. The same can be said for attachment mechanism 72.

[0089] The game board 50 will now be described. As shown in FIG. 2, the game board 50 has a square-shaped game board 51. For example, the game board 51 is made of wood or acrylic. A game area 51a, which is approximately circular when viewed from the front, is defined on the front of the game board 51. Nails, windmills, etc. are arranged in the game area 51a. A display window 51b is formed in the approximate center of the game area 51a, penetrating the game board 51 in the front-to-rear direction. A launch passage 51c is formed to the left of the game area 51a, which guides game balls launched by operating the launch operation unit 15 to the game area 51a. The game area 51a and the launch passage 51c are covered by a protective glass 14a of the front frame unit 14.

[0090] The gaming board 50 has one or more fixed operation units 58. The fixed operation units 58 are an example of a means for assembling the gaming board 50 to the base unit 30. As an example, one fixed operation unit 58 is formed at each of the four corners of the gaming board 51. Each fixed operation unit 58 has an operation unit arranged on the front side of the gaming board 51 and a locking shaft extending rearward from the operation unit so as to penetrate the gaming board 51. When the operation unit is rotated in a first direction with the locking shaft inserted into the locking hole 35 of the base unit 30, the tip of the locking shaft locks with the edge of the locking hole 35. When all of the fixed operation units 58 are operated in the same way, the gaming board 50 is fixed to the front side of the base unit 30. When the operation unit of the fixed operation unit 58 is rotated in a second direction, the lock between the locking shaft and the base unit 30 is released. When all of the fixing operation portions 58 are operated in the same manner, the game board 50 can be removed from the base unit 30. In this manner, the game board 50 is configured to be attachable to and detachable from the base unit 30.

[0091] As described above, the base unit 30 is fixed to the fitting portion 13A of the middle frame unit 13 by the fixing mechanism 13B. The game board 50 is not fixed to the middle frame unit 13 by the fixing mechanism 13B. Therefore, the game board 50 can be attached to and detached from the base unit 30 while the base unit 30 remains fixed to the middle frame unit 13. In addition, the display and performance device 19 and the control boards 80, 81 may remain attached to the base unit 30.

[0092] The game board 50 is formed with a plurality of winning holes 53 through which game balls can enter. These winning holes 53 open to the game area 51a. The plurality of winning holes 53 include a first starting hole 53A, a second starting hole 53B, a big winning hole 53C, and a normal winning hole 53D. The plurality of winning holes may include a winning hole different from these winning holes 53.

[0093] The first start opening 53A is a winning opening through which game balls are allowed to enter in order to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start opening 53A is located below the display and performance device 19. The first start opening 53A is always open so that game balls can enter. The game board unit 20 is equipped with a first start sensor D11 as a winning sensor that detects game balls that have entered the first start opening 53A (see FIG. 8).

[0094] The second starting opening 53B is a winning opening through which a game ball is inserted to fulfill the conditions for awarding a prize ball and the conditions for holding a second special game. For example, the second starting opening 53B is located to the right of the first starting opening 53A. The second starting opening 53B is provided with a normal opening / closing piece 53Ba, for example, in the form of a door. When a normal winning game is not awarded, the second starting opening 53B is closed to prevent or make it difficult for a game ball to be inserted. When a normal winning game is awarded, the second starting opening 53B is opened to allow or facilitate the insertion of a game ball. The game board unit 20 is provided with a normal solenoid SL1 as a means for opening the second starting opening 53B (see FIG. 8). The game board unit 20 also has a second starting sensor D12 as a winning sensor for detecting a game ball that has entered the second starting opening 53B (see FIG. 8). The normal opening / closing piece 53Ba is a so-called "normal electric accessory."

[0095] The large prize opening 53C is an opening through which game balls are inserted to fulfill the conditions for awarding a prize ball. For example, the large prize opening 53C is located at the lower right of the display / effect device 19. The large prize opening 53C is provided with a special opening / closing piece 53Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 53C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 53C is opened to allow game balls to enter or to make it easy for balls to enter. The game board unit 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 53C (see FIG. 8). The game board unit 20 also has a count sensor D13 as a winning sensor that detects game balls that have entered the large prize opening 53C (see FIG. 8).

[0096] The normal winning opening 53D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 53D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 53D is always open so that gaming balls can enter. The gaming board unit 20 is equipped with a normal sensor D14 as a winning sensor that detects a gaming ball that enters the normal winning opening 53D (see FIG. 8).

[0097] The gaming board 50 is provided with a gate 54. As an example, the gate 54 is located in the right area of ​​the gaming area 51a, above the second start opening 53B and the special prize opening 53C. The gate 54 is formed with a gate opening 54a. The gate opening 54a is always open so that gaming balls can enter the gate. The gate 54 has a gate sensor D15 as a winning sensor that detects gaming balls that have entered the gate opening 54a (see FIG. 8). The gate 54 is a ball entry opening through which gaming balls enter in order to establish the conditions for starting a normal game. Even if a gaming ball enters the gate 54, the conditions for awarding prize balls are not established.

[0098] An outlet 55 is formed on the gaming board 50. As an example, the outlet 55 opens at the lowest part of the gaming area 51a. If a gaming ball does not enter any of the first start opening 53A, the second start opening 53B, the big prize opening 53C, and the normal prize opening 53D, it enters the outlet 55. The multiple prize openings 53 and the outlet 55 can be understood as outlets for ejecting gaming balls from the gaming area 51a, or as return openings for returning gaming balls from the gaming area 51a. When a gaming ball enters any of the multiple prize openings 53 or the outlet 55, it is ejected from the gaming board unit 20. Hereinafter, gaming balls ejected from the gaming board unit 20 are referred to as "out balls."

[0099] The information display device 60 will now be described. As an example, the information display device 60 is provided on the gaming board 50. The information display device 60 displays various information. As an example, the information display device 60 includes a first special symbol display unit 61, a second special symbol display unit 62, a first hold display unit 63, a second hold display unit 64, a normal symbol display unit 65, and a normal hold display unit 66. As an example, the multiple display units 61 to 66 are arranged together in a part of the gaming board 50 that is visible to the player, but this is not limited to this, and some or all of them may be arranged in different parts.

[0100] The special symbol display units 61, 62 can execute a special symbol variable game (hereinafter referred to as a special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols for announcing the results of an internal lottery (a lottery for determining whether a special symbol is a winning symbol). The special symbols include jackpot symbols and losing symbols. The special symbols may also include small win symbols. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in a special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later. In the following description, the special game executed on the first special symbol display unit 61 will be referred to as the "first special game," and the special game executed on the second special symbol display unit 62 will be referred to as the "second special game."

[0101] The first hold display unit 63 displays information that can identify the number of first special games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold number). The second hold display unit 64 displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold number).

[0102] The normal symbol display unit 65 can execute a normal game in which predetermined symbols are variably displayed and finally normal symbols are statically displayed. The normal symbols are symbols for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbols include a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.

[0103] The normal hold display unit 66 displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 60 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit of the number of rounds of play.

[0104] The control boards 80 and 81 will now be described. 2, a game control board 80 and a performance control board 81 are attached to the rear surface of the base unit 30. Alternatively, the control boards 80 and 81 may be attached to the rear surface of the display and performance device 19. The multiple control boards 80 and 81 are provided in positions that cannot be accessed unless the locking device 11A is unlocked and the inner frame unit 13 is opened. The electrical configuration of the control boards 80 and 81 will be described later.

[0105] The display and rendering device 19 will now be described. As shown in Figures 2 to 5, the display and rendering device 19 has an image display area 19a capable of displaying an image. The display and rendering device 19 is attached to the rear surface of the base unit 30 so that the image display area 19a can be viewed through the display windows 31g and 51b. As an example, the display and rendering device 19 is a liquid crystal display. The display and rendering device 19 is capable of executing a performance of displaying a predetermined image (hereinafter referred to as a display performance). For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to a performance pattern, a character, or the like, it means that the character, or the like is displayed as an image. The display and rendering device 19 is capable of executing a predetermined notification in a manner of displaying a predetermined image.

[0106] Here, the audio performance device 17, the light-emitting performance device 18, and the display performance device 19 constitute performance equipment ES, which is an example of a means for executing a predetermined performance (see FIG. 1). The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 can all execute a predetermined notification. The performance equipment ES constitutes an example of a means for executing a predetermined notification. The performance devices included in the performance equipment ES are not limited to the audio performance device 17, the light-emitting performance device 18, and the display performance device 19, and may be configured with some of these performance devices omitted. In addition to these performance devices, or instead of one or more that can be selected arbitrarily, the performance equipment ES may include a performance unit 40 having a movable part 42 as a movable performance device that executes a movable performance, or may include a vibration performance device that executes a vibration performance.

[0107] For example, the display effects of the display effect device 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In an effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, an effect game is performed by variably displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. An effect game is started together with a special game and ended together with the special game. In an effect game, a pattern combination corresponding to the special patterns stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing symbol is displayed in the special game, a losing symbol combination is displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game."

[0108] We will explain about jackpot games. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 53C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the jackpot, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 53C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0109] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). In other words, the pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."

[0110] The pachinko gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 53B. In other words, the pachinko gaming machine 10 has two states in which the ball entry rate into the second starting hole 53B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 53B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 53B increases, making it easier for a gaming ball to enter the second starting hole 53B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."

[0111] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 53B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 53B is opened in one normal win game compared to the low ball entry rate state, and control that extends the opening time of the second start port 53B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0112] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."

[0113] The electrical configuration of the pachinko gaming machine 10 will be described. 8, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.

[0114] The game control board 80 and the presentation control board 81 are connected so that control information (such as control commands) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes a predetermined process and outputs control information to the presentation control board 81. The presentation control board 81 executes a predetermined process based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information can be output in both directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in both directions. The frame control board 82 executes a predetermined process and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the pachinko gaming machine 10 and the CU control board 120 of the management unit 100 are connected via a connection terminal board 98 provided on the pachinko gaming machine 10 so that control information can be output in both directions.

[0115] The pachinko gaming machine 10 includes a power supply unit 99. As an example, the power supply unit 99 is provided on the back side of the inner frame unit 13. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 63b, the launch solenoid 66a, various sensors, and switches. The power supply unit 99 includes a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.

[0116] The game control board 80 will now be described in detail. As shown in FIG. 9, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a main control program to perform processing related to the progress of the game. The ROM 80b stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. As an example, the fluctuation pattern includes a jackpot fluctuation pattern and a loss fluctuation pattern. As an example, an effect game based on a jackpot fluctuation pattern has fluctuation content in which a jackpot symbol combination is stopped and displayed after a reach effect. As an example, an effect game based on a loss fluctuation pattern has fluctuation content in which a loss symbol combination is stopped and displayed after a reach effect or without a reach effect.

[0117] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, information stored in the RAM 80c includes flags, counters, and timers. The RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through random number generation processing by the CPU 80a.

[0118] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11-D15 upon detecting a game ball. The CPU 80a can input radio wave detection signals, first door opening signals, and second door opening signals from the frame control board 82. The game control board 80 is connected to each of the display units 61-66. The CPU 80a can control the display content of each of the display units 61-66. The game control board 80 is connected to each of the solenoids SL1 and SL2. The CPU 80a can control the opening mode of the second start opening 53B and the special prize opening 53C by controlling the operation of each of the solenoids SL1 and SL2.

[0119] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform processing related to the effect. The ROM 81b stores the sub-control program, a determination value used for a predetermined lottery, and the like. The ROM 81b stores display effect data used for display effect, light-emitting effect data used for light-emitting effect, and audio effect data used for audio effect. The RAM 81c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also include a random number generation circuit to be able to generate hardware random numbers.

[0120] The performance control board 81 is connected to the display performance device 19. The CPU 81a is capable of controlling the display content of the display performance device 19. The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output content of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. The performance control board 81 is connected to the performance operation unit 16a. The CPU 81a is capable of inputting an operation signal that is output when the performance operation unit 16a is operated.

[0121] The performance control board 81 is connected to a stepping motor 34A that constitutes the drive mechanism 34. The CPU 81a can control the operation of the stepping motor 34A. In other words, the CPU 81a is configured to be able to control, together with the mounting part 33A, the operation of the movable part 42 of the performance unit 40 attached to the mounting part 33A.

[0122] The performance control board 81 can be connected to one or more performance units 40 via wiring connectors 32, 44. The CPU 81a can determine whether the wiring connector 44 on the performance unit side is connected to the wiring connector 32 on the base side by monitoring the power status of the wiring connector 32 on the base side. The CPU 81a can read unit identification information from an identification element mounted on the performance unit 40. If a stepping motor 45 is mounted on the performance unit 40, the CPU 81a can control the operation of the stepping motor 45. In other words, the CPU 81a is configured to be able to control the operation of the movable part 42 mounted on the performance unit 40. If a light-emitting unit 46 is mounted on the performance unit 40, the CPU 81a is configured to be able to control the light-emitting mode of the light-emitting unit 46. If a display unit 48 is mounted on the performance unit 40, the CPU 81a is configured to be able to control the display content of the display unit 48.

[0123] The frame control board 82 will now be described in detail. 8, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of the components mounted on the inner frame unit 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the RAM 82c includes flags, counters, timers, and the like.

[0124] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have been shot from the shooting mechanism (shooting unit) and have reached the game area 51a. The base value is calculated using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100".

[0125] The ball removal switch 82e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism. The error release switch 82f is operated to cancel the error setting when a specified error is set. An error is set when an error is detected. The game ball clear switch 82g is operated to initialize the second managed ball count PB (hereinafter referred to as second managed ball count information) stored as data in RAM 82c to 0. The RAM clear switch 82h is operated to initialize the information stored in RAM 80c and the information stored in RAM 82c (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 82h outputs a RAM clear signal.

[0126] The backup power supply 82j supplies backup power to the RAM 82c and the RAM 80c of the game control board 80 when the external power supply is interrupted (hereinafter referred to as "power interruption"). The RAMs 80c and 82c receive backup power, allowing them to retain the contents stored in the RAMs 80c and 82c at the time of power interruption. Alternatively, one or both of the RAMs 80c and 82c may be nonvolatile memory, allowing them to retain information even after a power interruption. Information to be backed up includes second ball management information, game information, and performance information. For example, game information is information related to game progress, such as the first reserved number, the second reserved number, and special symbols. For example, performance information is information necessary for calculating base values. When the supply voltage falls below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPUs 80a and 82a.

[0127] The frame control board 82 is connected to the counting switch 16c. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16c. The frame control board 82 is connected to various sensors and switches such as a radio wave sensor D16, a first door opening switch D17, and a second door opening switch D18. The CPU 82a is configured to be able to input various signals such as a radio wave detection signal, a first door opening signal, and a second door opening signal. The frame control board 82 outputs the radio wave detection signal, the first door opening signal, and the second door opening signal to the game control board 80.

[0128] The frame control board 82 is connected to the second ball number display unit 16b. The CPU 82a is configured to be able to control the display content of the second ball number display unit 16b. The frame control board 82 is connected to the transport unit 52 (transport motor 52a). The CPU 82a is configured to be able to control the transport operation of the transport unit 52. The frame control board 82 is connected to the supply solenoid 63b. The CPU 82a controls the supply of electricity to the supply solenoid 63b, thereby displacing the supply member (movable piece) and causing the game balls to be supplied.

[0129] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to receive various telegrams transmitted by the CU control board 120. The connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a. The launch stop signal output by the game control board 80 and the error signal output by the CPU 82a are also input to the launch permission circuit 82m.

[0130] The launch control board 83 includes a launch control circuit 83a for controlling the operation of the launch unit of the launch mechanism. The launch control circuit 83a outputs a drive signal to the launch solenoid 66a based on a control signal input from the frame control board 82 and signals input from sensors and switches.

[0131] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 66a. When the launch control circuit 83a outputs a drive signal to the launch solenoid 66a, the launch solenoid 66a is driven and the launch hammer strikes the game ball.

[0132] The firing control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enabling conditions are met, such as when the firing permission signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enabling conditions are not met.

[0133] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies the firing solenoid 66a with a driving current whose voltage corresponds to the volume signal (voltage) received from the handle volume D03. This causes the firing solenoid 66a to operate with a strength corresponding to the amount of rotation of the handle lever, firing a game ball. Each time the firing solenoid 66a is driven, the firing control circuit 83a outputs a subtraction reference signal to the frame control board 82.

[0134] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power cutoff process will now be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, it executes power interruption processing. In the power interruption processing, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the power interruption processing has been executed successfully in the RAM 82c. Thereafter, the CPU 82a waits until power is completely interrupted. The various pieces of information stored in the RAM 82c at the time of power interruption are retained even after power interruption by the backup power mentioned above.

[0135] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a's operation, the CPU 82a starts up and determines whether the backed-up information is normal. Specifically, the CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. The CPU 82a determines the information as normal if the backup flag is stored and the checksum values ​​match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 82a initializes the second ball count information and game play information stored in the RAM 82c. At this time, the CPU 82a does not initialize the performance information. The CPU 82a then returns to normal operation based on the initialized or backed-up second ball count information, game play information, and performance information, and executes the frame-side normal process described below.

[0136] On the other hand, if the backed-up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is on. When the game ball clear switch 82g is operated, the CPU 82a initializes the second ball count management information stored in the RAM 82c. At this time, the CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the second ball count management information.

[0137] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether the RAM clear signal is ON. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the second ball count information and performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. In other words, the performance information is not initialized regardless of whether the second ball count information is initialized in response to the operation of the game ball clear switch 82g or the game information is initialized in response to the operation of the RAM clear switch 82h. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up second ball count information, game information, and performance information, and executes normal frame-side processing.

[0138] The frame-side normal processing of the frame control board 82 will now be described. The second control ball number information generation process, which is part of the normal frame-side process, will be described. When the CPU 82a receives the acquired prize ball number information from the game control board 80, it adds the acquired prize ball number that can be determined from the acquired prize ball number information to the second managed ball number PB. The acquired prize ball number information is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a predetermined winning slot, and is configured to be able to determine the number of prize balls set at that winning slot.

[0139] When the CPU 82a receives the award information from the management unit 100, it adds the number of award balls indicated in the award information to the second management number of balls PB. When the CPU 82a detects via a predetermined sensor that one game ball has been supplied from the supply unit to the launch unit, it subtracts the second management number of balls PB. Alternatively, the CPU 82a may subtract the second management number of balls PB by driving the launch solenoid 66a. When the CPU 82a receives a subtraction reference signal, it controls the power supply to the supply solenoid 63b, displaces the supply member (movable piece), and operates to supply game balls.

[0140] When the CPU 82a is in a countable state, upon receiving a count signal from the counting switch 16c, it transmits counting information to the management unit 100. The CPU 82a subtracts the number of balls to be counted that can be determined from the counting information from the second management ball number PB. As an example, the countable state is a state in which the necessary power is being supplied and the second management ball number PB is not 0. When the CPU 82a is in a countable state, it controls the light emitter built into the counting notification unit 16d so that the counting notification unit 16d lights up.

[0141] Various processes performed by the game control board 80 will be described. The main side power cutoff process will be described. When the CPU 80a receives the power interruption detection signal output by the backup circuit 82k, it executes power interruption processing. In the power interruption processing, the CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores a backup flag in the RAM 80c. The CPU 80a then waits until power is completely interrupted. The various pieces of information stored in the RAM 80c at the time of power interruption are retained even after power interruption by the backup power mentioned above.

[0142] The main power-on process will now be described. When the CPU 80a of the game control board 80 starts up upon power-on, it executes a main power-on process. The CPU 80a determines whether the backed-up information is normal. For example, the CPU 80a determines whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and determines whether the calculated checksum value matches the checksum value calculated in the main-side power-off process. The CPU 80a determines that the information is normal if a backup flag is stored and the checksum values ​​match, but determines that the information is abnormal if they do not. If the backed-up information is determined to be abnormal, the CPU 80a initializes the game information stored in the RAM 80c. The CPU 80a outputs a control command (hereinafter referred to as an initialization command) to the effect control board 81 that can identify that the game information has been initialized. The CPU 80a then terminates the main power-on process.

[0143] If the backed-up information is determined to be normal, the CPU 80a determines whether a RAM clear signal has been input from the RAM clear switch 82h. The RAM clear switch 82h may be provided on the game control board 80, or on a control board different from the game control board 80. If a RAM clear signal has been input, the CPU 80a initializes the game information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs a control command (hereinafter referred to as a power restoration command) that can specify restoration based on the backed-up game information to the performance control board 81. Thereafter, the CPU 80a ends the main power-on process.

[0144] When the main power-on process is completed, the CPU 80a permits timer interrupt processing. In other words, if the game information has been initialized, the timer interrupt processing is executed based on the game information after initialization. In this case, the CPU 80a executes various processes based on a state in which the first reserved number and the second reserved number are both zero, neither the first special game nor the second special game is running, and no jackpot has been awarded. If the game information has not been initialized, the timer interrupt processing is executed based on the backed-up game information. In this case, if the first reserved number and the second reserved number are the reserved numbers at the time of power outage and either the first special game or the second special game is running at the time of power outage, the CPU 80a returns to processing for executing that special game. If a jackpot was being awarded at the time of power outage, the CPU 80a returns to processing for awarding the jackpot.

[0145] The CPU 80a executes timer interrupt processing every predetermined control period (for example, 4 ms), such as special symbol input processing and special symbol start processing. The processing realized as timer interrupt processing also includes processing for jackpot game processing, state transition processing, and main error processing, which will be described later.

[0146] The special symbol input process will be described. The CPU 80a determines whether a gaming ball has entered the first start opening 53A based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start opening 53A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than an upper limit number (four in this embodiment). If the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding one. Subsequently, the CPU 80a controls the first reserved display unit 63 to display information that can identify the updated first reserved number. The reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0147] Next, the CPU 80a acquires random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.

[0148] When the random number information for the first special game is stored in the RAM 80c, the CPU 80a determines whether the game ball has entered the second start opening 53B based on whether a detection signal has been input from the second start sensor D12 if the game ball has not entered the first start opening 53A and if the first reserved number is not less than the upper limit number. If the game ball has entered the second start opening 53B, the CPU 80a determines whether the second reserved number stored in the RAM 80c is less than the upper limit number (4 in this embodiment). If the second reserved number is less than the upper limit number, the CPU 80a updates the second reserved number by adding 1. The CPU 80a controls the second reserved display unit 64 to display information that can identify the second reserved number after the addition. The reserved condition for the second special game is met when the game ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0149] Next, the CPU 80a acquires random numbers generated within the game control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the special game in the RAM 80c, the pachinko gaming machine 10 can suspend the execution of the special game until the start conditions of the special game are met. When the random number information for the second special game is stored in the RAM 80c, if a gaming ball has not entered the second start hole 53B and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special symbol input process.

[0150] The special symbol start process will be described. First, the CPU 80a determines whether the conditions for starting a special game are met. The CPU 80a determines the answer as positive if neither a jackpot game nor a special game is being played, and determines the answer as negative if a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 80a terminates the special symbol start process. If the conditions for starting a special game are met, the CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 80a terminates the special symbol start process.

[0151] If the first reserved number is greater than zero, the CPU 80a performs processing to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 63 to display information that can identify the first reserved number after subtraction. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a winning lottery for the special symbol. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol function is activated).

[0152] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.

[0153] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0154] If the second reserved number is greater than zero, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first reserved number" replaced with "second reserved number," so a detailed explanation will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.

[0155] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0156] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 61 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the first special symbol display unit 61 to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.

[0157] As an example, when the CPU 80a executes a second special game, it controls the second special symbol display unit 62 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the second special symbol display unit 62 to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a variation end command to the performance control board 81. As described above, the pachinko gaming machine 10 is configured so that, by the CPU 80a executing the special symbol input processing and the special symbol start processing, a winning lottery is held when a gaming ball enters the start hole, and a symbol variation game can be executed based on the result of the winning lottery.

[0158] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a stops and displays a jackpot symbol in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a is configured to award the specified type of jackpot game.

[0159] First, the CPU 80a outputs a control command (hereinafter referred to as the "opening command") capable of specifying the start of the opening time to the effect control board 81. After the opening time has elapsed, the CPU 80a performs processing to execute a round of play. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 53C. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 53C, thereby ending the round of play. The CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 80a outputs a control command (hereinafter referred to as the "round command") capable of specifying the start of the round of play to the effect control board 81. When the final round of play ends, the CPU 80a outputs a control command capable of specifying the start of the ending time (hereinafter referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a may output a control command capable of specifying the elapse of the ending time (hereinafter referred to as an ending end command) to the performance control board 81.

[0160] The state transition process will be described. As an example, when the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. In other words, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not clear the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the CPU 80a controls to a low probability state during the jackpot game.

[0161] As an example, the CPU 80a sets an activation flag in the RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the CPU 80a controls the system to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is started. As an example, the CPU 80a erases the activation flag stored in the RAM 80c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. In other words, the CPU 80a controls the system to a low ball entry rate state when the activation number of the special game ends after a jackpot game based on the second jackpot symbol ends. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after a jackpot game based on the first jackpot symbol ends. When the CPU 80a starts a jackpot game and the activation flag is set, the CPU 80a clears the activation flag. That is, the CPU 80a controls the jackpot game to a low ball entry rate state.

[0162] The main error processing will be described. The main error processing involves setting and canceling various error settings. In the following explanation, when "setting" an error is described, it means that information (such as a flag) that can identify the error is stored in RAM. When "cancelling" an error is described, it means that information (such as a flag) that can identify the error is deleted from RAM.

[0163] The CPU 80a sets an unauthorized radio wave error when it receives a radio wave detection signal from the radio wave sensor D16 via the frame control board 82. The unauthorized radio wave error setting is not released until the power is cut off. When an unauthorized radio wave error is set, the CPU 80a transmits predetermined control information (hereinafter referred to as an unauthorized radio wave error setting command) to the performance control board 81.

[0164] The CPU 80a sets a door open error when a first door open signal is input from the first door open switch D17 via the frame control board 82, and when a second door open signal is input from the second door open switch D18 via the frame control board 82. When a door open error is set, the CPU 80a sends predetermined control information (hereinafter referred to as a door open error setting command) to the performance control board 81. When neither the first door open signal nor the second door open signal is input, the CPU 80a cancels the door open error setting. When the door open error setting is canceled, the CPU 80a sends predetermined control information (hereinafter referred to as a door open error cancel command) to the performance control board 81.

[0165] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The sub power-on process will now be described. When the CPU 81a starts up following power-on, it waits until an initialization command or a power restoration command is input. When the initialization command or power restoration command is input, the CPU 81a executes a sub-power-on process. In the following description, the period from when the CPU 81a starts up until when the initialization command or power restoration command is input is referred to as a standby period t1.

[0166] When the CPU 81a inputs an initialization command, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES to execute a RAM clear notification (initialization notification). For example, the RAM clear notification includes displaying information that can identify the execution of a RAM clear (hereinafter referred to as RAM clear information), such as the string "RAM clear," on the display rendering device 19. For example, the RAM clear information is displayed in the normal area 19e of the image display area 19a of the display rendering device 19 (see FIG. 2). The normal area 19e is set to the non-overlapping area 19f of the image display area 19a that does not overlap with the rendering unit 40. However, if the rendering unit 40 has a movable part 42, the movable part 42 is set to be in the original position P1. The CPU 81a controls the rendering equipment ES to end the RAM clear notification after a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification. Furthermore, when the CPU 81a inputs an initialization command, it controls the display rendering device 19 to display a predetermined background image and a combination of predetermined rendering patterns.

[0167] When the CPU 81a inputs a power restoration command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing, such as the string "Power restoration in progress," on the display rendering device 19 (hereinafter referred to as power restoration information). As an example, the power restoration information is displayed in the normal area 19e of the image display area 19a of the display rendering device 19 (see FIG. 2). The CPU 81a controls the rendering equipment ES to end the power restoration notification when a predetermined time has elapsed since the start of the power restoration notification. Without being limited to this, the CPU 81a may be configured not to execute the power restoration notification. Furthermore, when the CPU 81a inputs a power restoration command, it controls the display rendering device 19 to display a predetermined background image and a combination of rendering symbols that is different from the combination of the predetermined rendering symbols.

[0168] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processing operations at predetermined control intervals (e.g., every 108 ms). The normal processing operations include sub-error processing, effect unit confirmation processing, jackpot effect processing, and effect game processing.

[0169] Sub-error processing will now be described. The sub-error process is a process for executing an error notification in response to an error-related command input from the game control board 80. When the CPU 81a inputs an unauthorized radio wave error setting command, it controls some or all of the effect devices 17-19 that constitute the effect device ES to execute an unauthorized radio wave error notification. As an example, the unauthorized radio wave error notification includes displaying information that can identify the detection of unauthorized radio waves (hereinafter referred to as unauthorized radio wave error information) on the display effect device 19, such as the text "Unauthorized radio waves have been detected." As an example, the unauthorized radio wave error information is displayed in the normal area 19e of the image display area 19a of the display effect device 19 (see FIG. 2).

[0170] When the CPU 81a inputs a door open error setting command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to issue a door open error notification. As an example, the door open error notification includes displaying information (hereinafter referred to as door open error information) on the display rendering device 19 that can identify that at least one of the middle frame unit 13 and the front frame unit 14 is open, such as the text "Door is open." As an example, the door open error information is displayed in the normal area 19e of the image display area 19a of the display rendering device 19 (see FIG. 2). When the CPU 81a inputs a door open error release command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to end the door open error notification. In other words, as an example, the display of the door open error information ends.

[0171] The performance unit confirmation process will be explained. The performance unit confirmation process is a process for setting a connection abnormality in the performance unit 40 as an error. In the performance unit confirmation process, an error related to the performance unit 40 is set and the error setting is canceled. The waiting period t1 is a period longer than the predetermined control period (for example, 500 ms). In other words, in a situation where power is supplied while the performance unit 40 is removed, the first time from when power is supplied to when an error is reported is a different time from when the performance unit 40 is removed to when an error is reported in a situation where the performance unit 40 is removed while power is being supplied.

[0172] The CPU 81a determines whether the wiring connector 44 of the performance unit 40 is connected to the wiring connectors 32a, 32b. As an example, the CPU 81a determines that the wiring connector 44 of the performance unit 40 is connected when the upper wiring connector 32a is in a powered state. As an example, the performance unit 40 attached to the upper wiring connector 32a is assumed to be either performance unit 40A or 40D. The CPU 81a determines that the wiring connector 44 of the performance unit 40 is not connected when the upper wiring connector 32a is in a powered state. As an example, the CPU 81a determines that the wiring connector 44 of the performance unit 40 is connected when the lower wiring connector 32b is in a powered state. As an example, the performance unit 40 attached to the lower wiring connector 32b is assumed to be either performance unit 40B or 40C. The CPU 81a determines that the wiring connector 44 of the performance unit 40 is not connected when the lower wiring connector 32b is in a powered state. In other words, the CPU 81a determines whether the performance unit 40 is attached to the base unit 30 by monitoring the power supply state of the wiring connectors 32a and 32b.

[0173] The CPU 81a sets a non-connection error when it determines that the wiring connector 44 is not connected to one or both of the wiring connectors 32a, 32b. When the CPU 81a sets a non-connection error, it controls some or all of the effect devices 17-19 that constitute the effect device ES and causes them to notify the non-connection error that is currently being set. In other words, the effect device ES notifies the non-connection error while the non-connection error is being set. The pachinko gaming machine 10 is configured so that if power is supplied while the effect unit 40 is detached, this is detected as a non-connection error, which is an example of a predetermined error. The non-connection error can also be understood as an error indicating that the effect unit 40 is not attached to the base unit 30. In other words, the CPU 81a can be said to determine whether the effect unit 40 is attached to the base unit 30 or not.

[0174] Notification of the unconnection error includes displaying error information on the display and rendering device 19. As an example, the error information indicating the unconnection error (hereinafter referred to as the unconnection error information) is the string "Abnormal performance unit." As an example, the unconnection error information is displayed in the normal area 19e of the image display area 19a of the display and rendering device 19 (see FIG. 2). The CPU 81a may display the string "Detailed information: Performance unit not connected" as an example of specific information different from the unconnection error information in the specific area 19c of the image display area 19a of the display and rendering device 19. The specific area 19c is set in the overlap area 19b of the image display area 19a that overlaps with the performance unit 40. However, if the performance unit 40 has a movable part 42, the movable part 42 is set to be in the original position P1. The specific information is also an example of error information indicating the unconnection error.

[0175] It should be noted that while the unconnected error is set, the CPU 81a cancels the unconnected error setting if it is determined in the performance unit confirmation process that the wiring connector 44 (performance unit 40) is connected to both wiring connectors 32a and 32b. When the CPU 81a cancels the error setting, it controls some or all of the performance devices 17 to 19 that make up the performance equipment ES, and terminates the notification of the error whose setting has been cancelled. In the performance equipment ES, the notification of the unconnected error is terminated as the unconnected error setting is cancelled. In other words, the display of the unconnected error information is terminated.

[0176] When the CPU 81a determines that the wiring connector 44 is connected to both the wiring connectors 32a and 32b, it acquires unit identification information from the identification element (not shown) of each performance unit 40. The CPU 81a determines whether the type of performance unit 40 indicated in the acquired unit identification information is a type of performance unit 40 that is compatible with the sub-control program stored in the ROM 81b. In other words, the CPU 81a self-diagnoses whether a performance unit 40 that should be controlled by executing the sub-control program is installed. A performance unit 40 that is compatible can also be said to be a combination of the performance control board 81 and the performance unit 40 that is as envisioned by the developer, etc.

[0177] The CPU 81a sets a connection incompatibility error when an incompatible rendering unit 40 is connected to one or both of the wiring connectors 32a, 32b. When the CPU 81a sets a connection incompatibility error, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES, and causes them to notify the connection incompatibility error. In other words, the rendering equipment ES notifies the connection incompatibility error while the connection incompatibility error is set. The pachinko gaming machine 10 is configured so that when a rendering unit 40 that is an incompatible unit different from a compatible rendering unit 40 is attached, it is detected as a connection incompatibility error, which is an example of a specific error. The CPU 81a is an example of error detection means.

[0178] Notification of the connection incompatibility error includes displaying error information indicating the connection incompatibility error (hereinafter referred to as connection incompatibility error information) on the display and rendering device 19. As an example, the connection incompatibility error information is the string "abnormal performance unit." As an example, the connection incompatibility error information is displayed in the normal area 19e of the image display area 19a of the display and rendering device 19 (see FIG. 2). Furthermore, the CPU 81a may display the string "Detailed information: performance unit is inconsistent" as an example of specific information different from the connection incompatibility error information in the specific area 19c of the image display area 19a of the display and rendering device 19. The specific information is also an example of error information indicating a connection incompatibility error.

[0179] The normal area 19e is an example of the first area, and the specific area 19c is an example of the second area. The normal area 19e is an area that is visible to the player in both the attached state where the presentation unit 40 is attached to the specified position PF of the base unit 30 and the detached state where the presentation unit 40 is detached from the base unit 30. On the other hand, the specific area 19c is an area that is visible to the player in the detached state, but is invisible or difficult to see by the player in the attached state. However, the movable part 42 is assumed to be in the original position P1.

[0180] It should be noted that while the connection incompatibility error is set, the CPU 81a cancels the setting of the connection incompatibility error if it determines in the performance unit confirmation process that compatible performance units 40 are connected to both wiring connectors 32a, 32b. When the CPU 81a cancels the setting of the connection incompatibility error, it controls some or all of the performance devices 17 to 19 that make up the performance equipment ES, and terminates the notification of the connection incompatibility error. In the performance equipment ES, the notification of the connection incompatibility error is terminated as the setting of the connection incompatibility error is canceled. In other words, the display of the connection incompatibility error information is terminated.

[0181] In the pachinko gaming machine 10, in order to cancel the setting of the connection incompatibility error, it is necessary to connect a compatible presentation unit 40. Generally, it is necessary to remove the incompatible presentation unit 40 before installing the compatible presentation unit 40. Therefore, the error setting state transitions in the following order: "Connection incompatibility error is being set" → "Connection incompatibility error and unconnection error are being set" → "Connection incompatibility error and unconnection error settings are canceled (neither error is set)." Without being limited to this, the CPU 81a may be configured to cancel the connection incompatibility error setting when an unconnection error is set.

[0182] When the CPU 81a determines in the performance unit confirmation process that a compatible performance unit 40 is connected to both wiring connectors 32a and 32b, the CPU 81a terminates the performance unit confirmation process. In this case, the CPU 81a stores information (hereinafter referred to as connection completion information) that can identify that a compatible performance unit 40 is installed in the RAM 81c. The connection completion information can also be said to be information that indicates that a specified performance (hereinafter referred to as unit performance) using the performance unit 40 can be executed. The state in which the connection completion information is set can be said to be a connected state in which the wiring connector 32 on the base unit 30 side and the wiring connector 44 on the performance unit 40 side are electrically connected.

[0183] As described above, when the CPU 81a is setting one or both of the connection incompatibility error and the unconnected error, the CPU 81a displays a predetermined character string or the like in the normal area 19e of the display / effect device 19 as error information indicating the currently set error. The CPU 81a displays a predetermined character string or the like as an example of specific information in the specific area 19c of the display / effect device 19. When the CPU 81a sets the connection incompatibility error and the unconnected error and a predetermined effect is being executed on the effect display device 19, the CPU 81a continues to display the predetermined effect in the image display area 19a excluding the normal area 19e and the specific area 19c. In other words, the effect display device 19 can execute the predetermined effect even if there is a connection abnormality in the effect unit 40. Furthermore, even if a connection abnormality occurs in the effect unit 40, the CPU 80a of the game control board 80 does not input a control signal related to the connection abnormality, and continues to execute the special symbol input process, the special symbol start process, and the jackpot game process. Therefore, in the pachinko gaming machine 10, even if a connection abnormality occurs in the performance unit 40, the game can be executed.

[0184] However, if a connection abnormality occurs in the effect unit 40, error information is displayed in the normal area 19e and the specific area 19c of the image display area 19a. Therefore, it can be said that in the effect display device 19, at least a part of the predetermined effects is limited in an error mode. As an example, the predetermined effects are the effect games and jackpot effects described below. The predetermined effects may include demonstration effects that are executed in a standby state where no game is being played. The effect display device 19 is an example of a predetermined effect means. The predetermined effects are an example of a second effect.

[0185] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When the CPU 81a receives an opening command, it controls the effect device ES to execute an opening effect. When the CPU 81a receives a round command, it controls the effect device ES to execute a round effect. When the CPU 81a receives an ending start command, it controls the effect device ES to execute an ending effect. When the CPU 81a receives an ending end command, it controls the effect device ES to end the ending effect.

[0186] The CPU 81a can execute a unit effect using the effect unit 40 as one of the jackpot effects. If connection completion information is stored in the RAM 81c, the CPU 81a executes the unit effect when the effect start time set during jackpot play arrives. If connection completion information is not stored in the RAM 81c, the CPU 81a does not execute the unit effect even when the effect start time arrives. In other words, the execution of the unit effect is restricted. In this way, the pachinko gaming machine 10 is configured so that when a connection incompatibility error is detected, the effect unit 40, which is an incompatible unit, does not operate even when the effect start time arrives. Furthermore, there are multiple types of errors related to the effect unit 40. If any of multiple types of errors related to the effect unit 40 is detected, it can be said that the effect means possessed by the effect unit 40 does not execute a predetermined effect even when the effect start time arrives.

[0187] The performance execution process will be described. In the performance execution process, a unit performance is executed according to the performance unit 40 attached to the base unit 30. The performance execution process is a process for executing the unit performance when the performance start time arrives.

[0188] The upper performance unit 40A has a wiring connector 44. As an example, the CPU 81a controls the drive mechanism 34 (stepping motor 34A) based on a predetermined operating pattern, causing the movable part 42 of the upper performance unit 40A to perform a first operation. As an example, if the upper performance unit 40A has a stepping motor 45, the CPU 81a controls the stepping motor 45 based on a predetermined operating pattern, causing the movable part 42 to perform a second operation. If the upper performance unit 40A has a light-emitting unit 46, the CPU 81a controls the light-emitting unit 46 based on a predetermined light-emitting pattern, causing the light-emitting unit 46 to perform a light-emitting performance of turning on, off, or blinking. If the upper performance unit 40A has a display unit 48, the CPU 81a controls the display unit 48 based on a predetermined display pattern, causing the display unit 48 to perform a display performance of displaying a predetermined image.

[0189] The performance units 40B, 40C have wiring connectors 44. As an example, if the performance units 40B, 40C have a movable part 42 and a stepping motor 45, the CPU 81a controls the stepping motor 45 based on a predetermined operating pattern to operate the movable part 42. If the performance units 40B, 40C have a light-emitting part 46, the CPU 81a controls the light-emitting part 46 based on a predetermined light-emitting pattern to perform a light-emitting performance of turning on, off, or blinking. If the performance units 40B, 40C have a display part 48, the CPU 81a controls the display part 48 based on a predetermined display pattern to perform a display performance of displaying a predetermined image.

[0190] The effect unit 40D has a wiring connector 44. As an example, if the effect unit 40D has a movable part 42 and a stepping motor 45, the CPU 81a controls the stepping motor 45 based on a predetermined operating pattern to operate the movable part 42. If the effect unit 40D has a light-emitting part 46, the CPU 81a controls the light-emitting part 46 based on a predetermined light-emitting pattern to perform a light-emitting effect of turning on, off, or blinking. If the effect unit 40D has a display part 48, the CPU 81a controls the display part 48 based on a predetermined display pattern to perform a display effect of displaying a predetermined image. In this way, the pachinko gaming machine 10 is configured so that the effect means of the effect unit 40 can perform a predetermined effect when it is in a connected state and power is being supplied. The predetermined effect may include an effect in which the stepping motor 45 moves the movable part 42.

[0191] In the above-mentioned performance unit confirmation process, the CPU 81a checks the connection between the wiring connectors 32a, 32b and the wiring connector 44. For this reason, for example, if a performance unit 40 that does not have a wiring connector 44 is attached to the base unit 30, the CPU 81a cannot determine whether the performance unit 40 is a compatible performance unit 40. In this case, when an upper performance unit 40A that does not have a wiring connector 44 is attached to the base unit 30 and connection completion information is set, the CPU 81a may control the drive mechanism 34 to execute the unit performance in a manner that operates the movable part 42 of the upper performance unit 40A.

[0192] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a receives a variation start command and a special symbol command, it controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a receives the variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 81a receives a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. Note that when executing a reach effect, the CPU 81a determines a losing symbol combination including a reach.

[0193] The CPU 81a controls the display effect device 19 to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. That is, the CPU 81a starts the effect game. Furthermore, when the CPU 81a executes a preview effect in relation to the effect game, it controls the effect equipment ES including the display effect device 19 to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the currently executed effect game will result in a jackpot (hereinafter referred to as the jackpot expectation). The preview effect may also be an effect that suggests or notifies the expectation of a jackpot for a pending variable game.

[0194] The CPU 81a can execute a unit effect as one of the preview effects. When connection completion information is stored in the RAM 81c, the CPU 81a executes the unit effect when the effect start time set in the execution period of the effect game arrives. When connection completion information is not stored in the RAM 81c, the CPU 81a does not execute the unit effect even when the effect start time arrives. In other words, the execution of the unit effect is restricted. In this way, the pachinko gaming machine 10 is configured so that when a connection incompatibility error is detected, the effect unit 40, which is an incompatible unit, does not operate even when the effect start time arrives. In addition, there are multiple types of errors related to the effect unit 40. It can be said that the effect means possessed by the effect unit 40 does not execute a predetermined effect even when the effect start time arrives when any of multiple types of errors related to the effect unit 40 is detected. Note that the CPU 81a executes the unit effect by executing the effect execution process described above.

[0195] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily stops and displays the symbol combination, and when the input of the variation end command is triggered, the CPU 81a stops and displays the symbol combination as confirmed. Note that the CPU 81a may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.

[0196] The operation of the pachinko gaming machine 10 will be explained together with the method of attaching and detaching the performance unit 40. As shown in Figures 1 to 3, the locking device 11A is operated to unlock the frame unit 11. By opening the front frame unit 14, the game board unit 20 fixed to the middle frame unit 13 is exposed. In other words, locking and unlocking by the attachment mechanisms 71 and 72 are possible at least when the frame unit 11 is in the open state. The fixing mechanism 13B is not operated, and the base unit 30 remains fixed to the fitting portion 13A of the middle frame unit 13. All fixing operation units 58 on the game board 50 are operated to remove the game board 50 from the base unit 30.

[0197] As shown in Figures 3 and 5, the upper performance unit 40A can be removed from the base unit 30 by operating the first attachment mechanism 71. This makes it easier to perform maintenance on the upper performance unit 40A compared to when the upper performance unit 40A is attached to the base unit 30. It also makes it easier to perform maintenance on the part of the base unit 30 where the upper performance unit 40A is attached. In addition, the upper performance unit 40A can be attached to the base unit 30 by operating the first attachment mechanism 71.

[0198] By operating the second attachment mechanism 72, the middle performance unit 40B or the lower performance unit 40C can be removed from the base unit 30. This makes it easier to perform maintenance on the performance units 40B, 40C compared to when the performance units 40B, 40C are attached to the base unit 30. It also makes it easier to perform maintenance on the parts of the base unit 30 where the performance units 40B, 40C are attached. Furthermore, by operating the second attachment mechanism 72, the performance units 40B, 40C can be attached to the base unit 30.

[0199] The special effect unit 40D can be removed from the base unit 30 by releasing the engagement between the wiring connector 32 on the base side and the wiring connector 44 on the effect unit side. This makes it easier to perform maintenance on the special effect unit 40D compared to when the special effect unit 40D is attached to the base unit 30. In addition, it is also easier to perform maintenance on the part of the base unit 30 where the special effect unit 40D is attached. In addition, the special effect unit 40D can be attached to the base unit 30 by engaging the wiring connectors 32, 44.

[0200] In this way, the presentation unit 40 can be removed from the base unit 30 without removing the entire pachinko gaming machine 10 from the island equipment or removing the entire game board unit 20 from the middle frame unit 13. Furthermore, if the removed presentation unit 40 is faulty, the pachinko gaming machine 10 can easily install a new presentation unit 40 of the same type. Engagement and release of the engagement by the attachment mechanisms 71, 72 are possible without removing the base unit 30. Engagement of the wiring connectors 32, 44 is also a form of engagement.

[0201] Furthermore, after removing a presentation unit 40 from the pachinko gaming machine 10, a different type of presentation unit 40 can be installed. In this case, the control boards 80, 81 can also be replaced with control boards 80, 81 that are compatible with the type of newly installed presentation unit 40. The control boards 80, 81 can be replaced from the rear side of the middle frame unit 13 by opening the middle frame unit 13 relative to the outer frame unit 12. Thus, there are multiple presentation units 40, and some of the multiple presentation units 40 have different shapes from the other presentation units 40. The mounting mechanisms 71, 72 are configured to allow multiple presentation units 40 to be attached by engagement to the specified positions PF of the base unit 30. The mounting mechanisms 71, 72 are configured to allow the removed presentation unit 40, or a different presentation unit 40, to be attached by engagement to the specified positions PF of the base unit 30. The same can be understood for the engagement of the wiring connectors 32, 44.

[0202] Next, a specific example of the variations of the performance unit 40 will be described. As shown in Figures 10(a) to (c), there may be multiple types of cantilevered upper performance units 40AL and 40AR. Multiple types of upper performance units 40AL, 40AR have a base section 41, a movable section 42, and one mounting section 43. Multiple types of upper performance units 40AL, 40AR may have a light-emitting section 46 and a display section 48. Multiple types of upper performance units 40AL, 40AR do not have a stepping motor 45. The movable section 42 of the upper performance units 40AL, 40AR operates by receiving power from the drive mechanism 34.

[0203] As an example, among the upper performance units 40AL, the upper performance units 40AL1 and 40AL2 differ in at least one of the base unit 41 and the movable unit 42. As an example, among the upper performance units 40AR, the upper performance units 40AR1 and 40AR2 differ in at least one of the base unit 41 and the movable unit 42. As an example, "different" with respect to the base unit 41 and the movable unit 42 means that their shapes, sizes, materials, printed characters, etc. are different. As an example, "different" with respect to the movable unit 42 may mean that the operating mode of the movable unit 42 is different.

[0204] As shown in Figures 11(a) and (b), there may be multiple types of double-supported upper performance units 40AD. The multiple types of upper performance units 40AD have a base section 41, a movable section 42, and two mounting sections 43. The multiple types of upper performance units 40AD may have a light-emitting section 46 and a display section 48. The multiple types of upper performance units 40AD do not have a stepping motor 45. The movable section 42 of the upper performance unit 40AD operates by receiving power from the drive mechanism 34. As an example, of the upper performance units 40AD, upper performance units 40AD1 and 40AD2 have at least one different base section 41 and movable section 42.

[0205] As shown in Figure 12(a), there may be multiple types of special effect units 40D. The multiple types of special effect units 40D have a base portion 41 and a wiring connector 44. The multiple types of special effect units 40D do not have a movable portion 42, an attachment portion 43, or a stepping motor 45. The multiple types of special effect units 40D may have a light-emitting portion 46 and a display portion 48. As an example, the multiple types of effect units 40AD have different base portions 41.

[0206] 12(b) to (d), there may be multiple types of double-sided middle performance unit 40BD and lower performance unit 40CD. Each performance unit 40BD, 40CD has a base portion 41, two mounting portions 43, and a wiring connector 44.

[0207] The middle performance unit 40BD1 and the lower performance unit 40CD do not have a movable part 42 and a stepping motor 45. The middle performance unit 40BD2 has a movable part 42 and a stepping motor 45. The movable part 42 of the middle performance unit 40BD2 operates by receiving power from the stepping motor 45.

[0208] The performance units 40BD1, 40BD2, and 40CD may have a light-emitting unit 46 and a display unit 48. As an example, the performance units 40BD1, 40BD2, and 40CD differ in at least the base unit 41. The performance units 40BD1, 40BD2, and 40CD also differ in terms of whether or not they have a movable unit 42.

[0209] As shown in FIGS. 13(a) to 13(f), the game board unit 20 can be attached to the base unit 30 in combination with various performance units 40. Figure 13(a) shows an example of performance units 40BD1, 40CD and upper performance unit 40AD1 attached to base unit 30. In this example, as shown by arrow A1, the movable part 42 of upper performance unit 40AD1 operates due to the power of drive mechanism 34. In performance units 40AD1, 40BD1, 40CD, the light emitting unit 46 can emit light and the display unit 48 can display.

[0210] Figure 13(b) shows an example in which performance units 40BD2, 40D and upper performance units 40AL2, 40AR2 are attached to a base unit 30. In this example, as shown by arrow A2, the movable part 42 of the upper performance units 40AL2, 40AR2 is operated by the power of the drive mechanism 34. In addition, the movable part 42 of the middle performance unit 40BD2 is operated by the power of the stepping motor 45 possessed by the middle performance unit 40BD2. In the performance units 40AL2, 40AR2, 40BD2, 40D, the light-emitting unit 46 can emit light and the display unit 48 can display.

[0211] Figure 13(c) shows an example in which a special performance unit 40D and upper performance units 40AL1, 40AR1 are attached to a base unit 30. In this example, as shown by arrow A3, the movable parts 42 of the upper performance units 40AL1, 40AR1 are operated by the power of the drive mechanism 34. In the performance units 40D, 40AL1, 40AR1, the light-emitting unit 46 can emit light and the display unit 48 can display light.

[0212] 13(d) is an example in which a lower performance unit 40CD is attached to the base unit 30. In this example, the movable part 42 does not operate, but the light emitting part 46 can emit light and the display part 48 can display.

[0213] Figure 13(e) shows an example in which a performance unit 40BD2 and an upper performance unit 40AD1 are attached to a base unit 30. In this example, as shown by arrow A4, the movable part 42 of the performance unit 40AD1 is operated by the power of the drive mechanism 34. In addition, the movable part 42 of the middle performance unit 40BD2 is operated by the power of the stepping motor 45 possessed by the middle performance unit 40BD2. In the performance units 40AD1 and 40BD2, the light emitting unit 46 can emit light and the display unit 48 can display.

[0214] Figure 13(f) shows an example in which performance units 40BD2, 40D and upper performance unit 40AL1 are attached to base unit 30. In this example, as shown by arrow A5, the movable part 42 of performance unit 40AL1 is operated by the power of drive mechanism 34. In addition, the movable part 42 of middle performance unit 40BD2 is operated by the power of stepping motor 45 possessed by middle performance unit 40BD2. In performance units 40AL1, 40BD2, 40D, the light-emitting unit 46 can emit light and the display unit 48 can display.

[0215] Therefore, according to the first embodiment, the following effects can be obtained. (1-1) In the pachinko gaming machine 10, in a connected state in which the wiring connectors 32, 44 are electrically connected, the rendering unit 40 having the rendering means can be attached to the specified position PF of the base unit 30 by engaging with the attachment mechanisms 71, 72. As a result, when power is supplied, the rendering means of the rendering unit 40 can execute a predetermined rendering. Also, the rendering unit 40 can be removed by releasing the engagement with the attachment mechanisms 71, 72. In other words, the rendering unit 40 can be easily attached and detached. This makes maintenance easier.

[0216] (1-2) The pachinko gaming machine 10 can attach a plurality of performance units 40, including those with different shapes, by engaging them with the specified positions PF of the base unit 30. This can also improve the design of the pachinko gaming machine.

[0217] (1-3) The pachinko gaming machine 10 can reattach the removed presentation unit 40 or can attach a different presentation unit 40. In other words, the presentation unit 40 can be easily replaced.

[0218] (1-4) In the pachinko gaming machine 10, the wiring connector 32 on the base unit side and the wiring connector 44 on the presentation unit 40 side can be connected by fitting together at the same time as the presentation unit 40 is attached. This makes it possible to easily attach the presentation unit 40.

[0219] (1-5) The performance unit 40D can be attached simply by fitting the wiring connectors 32, 44. For the other performance units 40, the attachment can be reinforced by the attachment mechanisms 71, 72.

[0220] (1-6) The pachinko gaming machine 10 can attach not only the same number of performance units 40 as the number of attachment mechanisms 71, but also a smaller number of performance units 40 to the base unit 30. The same applies to the number of attachment mechanisms 72. This allows for greater freedom in design.

[0221] (1-7) The presentation unit 40, which has the moving part 42 and the stepping motor 45, is a gaming component that is relatively prone to malfunction. However, because the presentation unit 40 is easy to install and remove, even if the presentation unit 40 malfunctions, the maintenance burden can be reduced.

[0222] (1-8) The pachinko game machine 10 can be locked and unlocked by the attachment mechanisms 71, 72 when the frame unit 11 is in the open state, which prevents the presentation unit 40 from accidentally coming into contact with the frame unit 11 during operation.

[0223] (1-9) The attachment mechanisms 71 and 72 can be engaged and disengaged without removing the base unit 30 from the middle frame unit 13 as the game board unit 20. Therefore, when removing and attaching the presentation unit 40, there is no need to remove the base unit 30 from the frame unit 11. This facilitates maintenance.

[0224] (1-10) If power is supplied to the pachinko gaming machine 10 with the presentation unit 40 removed, this is detected as a predetermined error (disconnection error). This prevents the pachinko gaming machine 10 from being used for playing games with the presentation unit 40 removed. This makes maintenance easier.

[0225] (1-11) When a performance unit 40 different from the compatible performance unit 40 is installed in the pachinko gaming machine 10, it is detected as a specific error (connection incompatibility error). Therefore, it is prevented from being used for playing with an inappropriate unit installed. Therefore, maintenance is made easier.

[0226] (1-12) When an incompatible performance unit 40 different from the performance unit 40 is installed in the pachinko gaming machine 10, it is detected as a specific error and its operation is restricted. Therefore, the execution of an inappropriate performance by an inappropriate unit is suppressed. Therefore, maintenance is made easier.

[0227] (1-13) When any of the multiple types of errors related to the effect unit 40 is detected, the pachinko gaming machine 10 restricts the execution of a predetermined effect. This prevents an incomplete effect from being executed. This makes maintenance easier.

[0228] (1-14) In the pachinko gaming machine 10, the time until a predetermined error is detected differs between the first scene in which power is supplied with the presentation unit 40 removed and the second scene in which the presentation unit 40 is removed with power still being supplied. Therefore, the time until an error is detected can be optimized depending on whether it is the first scene or the second scene. In other words, the time required for the predetermined action can be set. This makes maintenance easier.

[0229] (1-15) When an error related to the presentation unit 40 is detected in the pachinko gaming machine 10, notification information is displayed in the normal area 19e, which is visible regardless of whether the presentation unit 40 is installed, making it easy to grasp the error. On the other hand, specific information is displayed in the specific area 19c, which is difficult or impossible to see when the presentation unit 40 is installed. For this reason, it is possible to display information in the specific area 19c that is not visible to players but is useful for maintenance. This makes maintenance easier.

[0230] (1-16) The specific information is the specific content of the error related to the performance unit 40. Therefore, when the performance unit 40 is removed, the specific content of the error can be grasped more specifically. (1-17) In the pachinko gaming machine 10, when there is a connection abnormality in the presentation unit 40 with respect to the base unit 30, an error can be notified by the presentation display device 19 that is separate from the presentation unit 40. Therefore, even if a connection abnormality occurs in the presentation unit 40, an error can be properly notified. Furthermore, even if an error notification is made, the game can be played with predetermined presentations limited, so that a decrease in the player's interest can be prevented.

[0231] (Second embodiment) A pachinko gaming machine 10 according to a second embodiment will be described. In the following description, the same configurations and the same controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description will be omitted or simplified.

[0232] As shown in FIG. 14 , the front frame unit 14 has a wiring connector 32. The wiring connector 32 is an example of a wiring section on the front frame unit 14 side. As an example, the wiring connector 32 includes an upper wiring connector 32a and a lower wiring connector 32b. The wiring connectors 32a and 32b are fixed to the front surface of the front frame unit 14. The upper wiring connector 32a is fixed to a portion of the front frame unit 14 on the upper edge side, and in the center or approximately the center in the left-right direction. The lower wiring connector 32b is fixed to a portion of the front frame unit 14 on the lower edge side, and in the center or approximately the center in the left-right direction.

[0233] In the first embodiment, the one or more mounting portions 33 are mounted on the base unit 30 of the game board unit 20. In the second embodiment, the one or more mounting portions 33 are mounted on the frame unit 11. In the second embodiment, the one or more mounting portions 33 are parts for mounting the presentation unit 40 to the frame unit 11.

[0234] As an example, the front frame unit 14 has a plurality of mounting portions 33. The plurality of mounting portions 33 include an upper mounting portion 33A, a middle mounting portion 33B, and a lower mounting portion 33C. It is preferable that there are two of each of the mounting portions 33A to 33C. However, this is not limitative, and each of the mounting portions 33A to 33C may be one, or three or more. In the following description, the mounting portion 33 on the front frame unit 14 may be referred to as the frame-side mounting portion 33.

[0235] As an example, the upper mounting portion 33A includes an upper-left mounting portion 33AL on the left side and an upper-right mounting portion 33AR on the right side. The upper mounting portions 33AL and 33AR are configured to be displaceable. The performance unit 40 attached to the upper mounting portions 33AL and 33AR can be displaced together with the upper mounting portions 33AL and 33AR. The upper mounting portions 33AL and 33AR are provided on the front surface of the front frame unit 14. The upper mounting portions 33AL and 33AR are provided on the upper edge side of the front frame unit 14, and are positioned to sandwich the upper wiring connector 32a from the left and right. The upper mounting portions 33AL and 33AR are positioned to sandwich the game window 14m and the display windows 31g and 51b from the left and right. The positions of the upper mounting portions 33AL and 33AR described here are the original positions of the upper mounting portions 33AL and 33AR.

[0236] The front frame unit 14 has a drive mechanism 34 that displaces the upper mounting portions 33AL and 33AR. The drive mechanism 34 has a left drive mechanism 34L that displaces the upper-left mounting portion 33AL and a right drive mechanism 34R that displaces the upper-right mounting portion 33AR. Each drive mechanism 34L, 34R has a stepping motor 34A, a guide plate 34B, and a shaft 34C that is rotated by the stepping motor 34A. The guide plate 34B and the shaft 34C extend in the vertical direction. A spiral groove is formed in the shaft 34C.

[0237] A first portion of the upper-left mounting portion 33AL is engaged with the guide plate 34B of the left drive mechanism 34L. A second portion of the upper-left mounting portion 33AL, which is different from the first portion, is engaged with a spiral groove formed in the shaft 34C of the left drive mechanism 34L. Therefore, when the stepping motor 34A of the left drive mechanism 34L rotates the shaft 34C about its axis, the upper-left mounting portion 33AL is displaced upward or downward.

[0238] A first portion of the upper right mounting portion 33AR is engaged with the guide plate 34B of the right drive mechanism 34R. A second portion of the upper right mounting portion 33AR, which is different from the first portion, is engaged with a spiral groove formed in the shaft 34C of the right drive mechanism 34R. Therefore, when the stepping motor 34A of the right drive mechanism 34R rotates the shaft 34C about its axis, the upper right mounting portion 33AR is displaced upward or downward.

[0239] As an example, the center mounting portion 33B includes a left center mounting portion 33BL on the left side and a right center mounting portion 33BR on the right side. The center mounting portions 33BL, 33BR are provided on the front surface of the front frame unit 14. The left center mounting portion 33BL is provided on the left edge of the front frame unit 14, to the left of the game window 14m and the display windows 31g, 51b. The right center mounting portion 33BR is provided on the right edge of the front frame unit 14, to the right of the game window 14m and the display windows 31g, 51b. As an example, the left center mounting portion 33BL is located to the lower left of the upper left mounting portion 33AL. As an example, the right center mounting portion 33BR is located to the lower right of the upper right mounting portion 33AR.

[0240] As an example, the lower mounting portion 33C includes a lower-left mounting portion 33CL on the left side and a lower-right mounting portion 33CR on the right side. The lower mounting portions 33CL, 33CR are provided on the front surface of the front frame unit 14. The lower-left mounting portion 33CL is provided on the left wall side of the front frame unit 14, to the left of the game window 14m and the display windows 31g, 51b. The lower-right mounting portion 33CR is provided on the right wall side of the front frame unit 14, to the right of the game window 14m and the display windows 31g, 51b. As an example, the lower-left mounting portion 33CL is located below the left-center mounting portion 33BL. As an example, the lower-right mounting portion 33CR is located below the right-center mounting portion 33BR.

[0241] The upper mounting portions 33AL and 33AR in the second embodiment have the same configuration as the upper mounting portions 33AL and 33AR in the first embodiment, except for their positions. The middle mounting portions 33BL and 33BR in the second embodiment have the same configuration as the middle mounting portions 33BL and 33BR in the first embodiment, except for their positions. The lower mounting portions 33CL and 33CR in the second embodiment have the same configuration as the lower mounting portions 33CL and 33CR in the first embodiment, except for their positions. The drive mechanisms 34L and 34R in the second embodiment have the same configuration as the drive mechanisms 34L and 34R in the first embodiment, except for their positions.

[0242] The mounting portion 43 on the performance unit side and the mounting portion 33 on the frame side constitute an attachment mechanism 70 that enables the performance unit 40 to be attached to and detached from the front frame unit 14. The mounting portion 43 on the performance unit side includes a mounting portion 43A on the upper performance unit 40A and a mounting portion 43B on the performance units 40B and 40C. The attachment mechanism 70 has a first attachment mechanism 71 that includes the mounting portion 43A on the upper performance unit 40A and the upper mounting portion 33A on the front frame unit 14. The attachment mechanism 70 has a second attachment mechanism 72 that includes the mounting portion 43B on the performance units 40B and 40C and the mounting portions 33B and 33C on the front frame unit 14. It can also be said that the wiring connectors 32 and 44 constitute the attachment mechanism.

[0243] The mounting mechanisms 71, 72 of the second embodiment are configured, as in the first embodiment, so that multiple presentation units 40 can be mounted by engaging them with the specified positions PF of the front frame unit 14. The presentation control board 81 (CPU 81a) is connected to each presentation unit 40 and the drive mechanism 34 via wiring connectors 32, 44. The CPU 81a can control the operation of the presentation units 40 in the connected state. The pachinko gaming machine 10 of the second embodiment can achieve the same effect as the pachinko gaming machine 10 of the first embodiment, with the base unit 30 replaced with the frame unit 11.

[0244] Therefore, according to the second embodiment, the following effects can be obtained. (2-1) In the pachinko gaming machine 10, in a connected state in which the wiring connectors 32, 44 are electrically connected, the rendering unit 40 having the rendering means can be attached to the specified position PF of the frame unit 11 by engaging with the attachment mechanisms 71, 72. As a result, when power is supplied, the rendering means of the rendering unit 40 can execute a predetermined rendering. Also, the rendering unit 40 can be removed by releasing the engagement with the attachment mechanisms 71, 72. In other words, the rendering unit 40 can be easily attached and detached. This makes maintenance easier.

[0245] (2-2) In the pachinko gaming machine 10, a plurality of performance units 40, including those with different shapes, can be attached by engaging them with the specified positions PF of the frame unit 11. This can also improve the design of the pachinko gaming machine 10.

[0246] (2-3) The pachinko gaming machine 10 can reattach the removed presentation unit 40 or can attach a different presentation unit 40. In other words, the presentation unit 40 can be easily replaced.

[0247] (2-4) In the pachinko gaming machine 10, when there is a connection abnormality in the presentation unit 40 with respect to the frame unit 11, an error can be notified by the presentation display device 19 that is separate from the presentation unit 40. Therefore, even if a connection abnormality occurs in the presentation unit 40, an error can be properly notified. Furthermore, even if an error notification is made, the game can be played with predetermined presentations limited, so that a decrease in the player's interest can be prevented.

[0248] (2-5) In the pachinko gaming machine 10, the wiring connector 32 on the frame unit 11 side and the wiring connector 44 on the rendering unit 40 side are connected by fitting together at the same time as the rendering unit 40 is attached. This makes it possible to easily attach the rendering unit 40.

[0249] (2-6) The pachinko gaming machine 10 can attach not only the same number of performance units 40 as the number of attachment mechanisms 71, but also a smaller number of performance units 40 to the frame unit 11. The same applies to the number of attachment mechanisms 72. This allows for greater freedom in design.

[0250] (Third embodiment) A third embodiment of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of the third embodiment is configured so that a specific performance unit 40 can be attached to and detached from the operation console 13t on the front side of the front frame unit 14.

[0251] As shown in Figures 15(a) and 15(b), the front frame unit 14 has a wiring connector 32c on its front surface, below the operation console 13t. Of the multiple types of specific performance units 40, performance unit 40P has a speaker unit 17b as an example of a performance means. Speaker unit 17b has a speaker and an enclosure. Of the multiple types of specific performance units 40, performance unit 40Q has a speaker unit 17b and a vibration performance device 17c as an example of a performance means. Vibration performance device 17c can perform a vibration performance by vibrating itself, which propagates vibrations. Performance units 40P and 40Q have a wiring connector 44. Speaker unit 17b and vibration performance device 17c are connected to performance control board 81 (CPU 81a) via wiring connectors 32c and 44. CPU 81a controls speaker unit 17b to perform sound performance. The CPU 81a controls the vibration effect device 17c to perform a vibration effect.

[0252] The front frame unit 14 has a frame-side mounting portion 33. The performance units 40P, 40Q have a performance unit-side mounting portion 43. The configuration of the mounting portions 33, 43 can be configured in the same way as the pachinko gaming machines 10 of the first and second embodiments. The performance unit-side mounting portion 43 and the frame-side mounting portion 33 form an mounting mechanism 70 that enables the performance unit 40 to be attached to and detached from the front frame unit 14. The mounting mechanism 70 has a specific mounting mechanism 75 that includes the mounting portion 43 that the performance units 40P, 40Q have and the mounting portion 33 that the front frame unit 14 has.

[0253] Therefore, according to the third embodiment, the following effects can be obtained. (3-1) The pachinko gaming machine 10 can be configured as a circulation type, effectively utilizing the empty space in the storage section (ball tray) that becomes unnecessary, allowing for the placement of large performance units 40P, 40Q. This increases the variety of performances in the pachinko gaming machine 10 while also making maintenance easier.

[0254] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0255] The front frame unit 14 of the first embodiment may be provided with one or more of the frame-side mounting portions 33 provided on the front frame unit 14 of the second embodiment, which can be selected arbitrarily. The base unit 30 of the second embodiment may be provided with one or more of the base-side mounting portions 33 provided on the base unit 30 of the first embodiment, which can be selected arbitrarily. The base unit 30 of the first embodiment and the front frame unit 14 of the second embodiment may be provided with frame-side mounting portions 33 provided on the front frame unit 14 of the third embodiment for attaching the performance units 40P, 40Q.

[0256] The base unit 30 of the third embodiment may be provided with one or more of the base-side mounting portions 33 provided on the base unit 30 of the first embodiment, which can be selected arbitrarily. The front frame unit 14 of the third embodiment may be provided with one or more of the frame-side mounting portions 33 provided on the front frame unit 14 of the second embodiment, which can be selected arbitrarily.

[0257] When an error related to the production unit 40 is detected, the production means possessed by the production unit 40 may be configured to not execute a predetermined production even when the production start time arrives, while a specific unit different from the production unit may be configured to be able to operate. For example, suppose a compatible production unit 40 and an incompatible production unit 40 are connected. In this case, in the production unit confirmation process, the CPU 81a may set an error and connection completion information for each production unit 40. Then, when the production start time arrives, the CPU 81a controls the compatible production unit 40 to execute a predetermined production. On the other hand, when the production start time arrives, the CPU 81a may not cause the incompatible production unit 40 to execute a predetermined production. In this modified example, the compatible production unit 40 is an example of a specific unit.

[0258] According to this modified example, when an error related to the presentation unit 40 is detected, the execution of a predetermined presentation is restricted. This prevents an incomplete presentation from being executed. On the other hand, a presentation unit 40 other than the presentation unit 40 in which the error was detected can operate, so that the operations required for the pachinko gaming machine 10 can be guaranteed. This makes maintenance easier.

[0259] The game board unit 20 may have a specific presentation unit that cannot be attached or detached. In this case, the CPU 81a may be configured so that when an error related to the presentation unit 40 is detected, the presentation means of the presentation unit 40 will not execute a predetermined presentation even when the presentation start time arrives, while a specific presentation unit different from the presentation unit 40 can operate. In this modified example, the specific presentation unit is an example of a specific unit. The specific presentation unit may have, as presentation means, some or all of a stepping motor, a light-emitting unit, and a display unit. The specific presentation unit may have a ball entrance through which a game ball can enter, and may be configured to execute a predetermined presentation based on the game ball entering the ball entrance. Note that the ball entrance in this modified example may be configured so that the conditions for awarding a prize ball can be met when a game ball enters the ball entrance.

[0260] The CPU 81a may be configured to be able to set an operation error as an error related to the performance unit 40, instead of or in addition to a non-connection error and a connection incompatibility error. As an example, assume that a performance unit 40 having a movable part 42 and a stepping motor 45 is connected. When the power is turned on, the CPU 81a controls the stepping motor 45 so that the movable part 42 moves in the order of origin position P1 → performance position P2 → origin position P1. Then, the CPU 81a may set a movement error if the movable part 42 does not return to origin position P1 even after a predetermined time has elapsed.

[0261] Alternatively, the CPU 81a may control the drive mechanism 34 so that when the power is turned on, the attachment section 33 (movable section 42) is displaced in the order of original position P1 → performance position P2 → original position P1. The CPU 81a may set a movement error if the attachment section 33 (movable section 42) does not return to the original position P1 even after a predetermined time has elapsed. If the CPU 81a does not set a movement error, it may store connection completion information in the RAM 81c. The movement error setting may be canceled by a power outage.

[0262] The pachinko gaming machine 10 may be equipped with a light guide plate. The light guide plate has a predetermined pattern engraved on its surface, and is configured so that the pattern can be seen by shining light from the edge. The light guide plate is configured to be attachable to and detachable from the front side of the gaming board 51. The light guide plate is attached to a position that covers all or part of the display window 51b of the gaming board 51. The light guide plate can be attached to and detached from the base unit 30 together with the gaming board 51.

[0263] The mounting portions 33A and 43A may also be used as wiring connectors. In this case, when attaching the upper performance unit 40A to the base unit 30, connection incompatibility errors and non-connection errors can be detected.

[0264] The upper performance unit 40A may be configured to be able to receive power from a performance unit 40 having a wiring connector 44. In this case, the upper performance unit 40A may be considered as part of the performance unit 40 having the wiring connector 44.

[0265] The pachinko gaming machine 10 may be configured to display various information in the image display area 19a of the display / effect device 19. For example, in addition to or instead of error information related to the effect unit 40, the specific area 19c may display mode information associated with the effect mode and effect information associated with various game effects. For example, if a unit effect is included in the effect mode, it is conceivable that the unit effect will not be executed and the effect mode will be incomplete if the connection completion information is not set. In such cases, displaying the mode information in the specific area 19c allows an administrator or other person who can remove the effect unit 40 to understand the effect mode. For example, if a specific game effect includes a unit effect, it is conceivable that the unit effect will not be executed and the specific game effect will be incomplete if the connection completion information is not set. In such cases, displaying the effect information in the specific area 19c allows an administrator or other person who can remove the effect unit 40 to understand the game effect.

[0266] The specific area 19c may be configured to display some or all of the same information as that displayed in the normal area 19e. According to this modified example, if the performance unit 40 is removed, at least some of the information that is the same as that displayed in the normal area 19e can be seen even in the area that was hidden by the performance unit 40, which prevents information from being overlooked.

[0267] When a non-connection error is set (when a non-connection error notification is executed), the CPU 81a may be configured not to execute the unit performance even when the performance start time arrives until a predetermined period (hereinafter referred to as a special period) has elapsed, even if the performance unit 40 is subsequently connected. The special period may be the period until the currently executed variable game ends, the period until a predetermined number of variable games end, the period until power is cut off, or the period until the next performance start time has elapsed.

[0268] For example, suppose there is a performance unit 40 having a movable part 42 as a movable body. When this performance unit 40 is connected normally, the movable part 42 can receive power from the drive mechanism 34 or the stepping motor 45 and perform a moving performance during the "moving body operation period" that starts when the performance start time arrives. In this case, when a non-connection error is notified (a non-connection error is set), the CPU 81a may not operate the movable body during a special period even if a variable game starts and the CPU 81a is connected during any period of the "moving body operation period" set for the variable game.

[0269] When a non-connection error is set (when a non-connection error notification is executed), the CPU 81a may control some or all of the performance devices 17 to 19 that constitute the performance equipment ES when the performance unit 40 is subsequently connected, and may execute a notification that the performance unit 40 has been connected (hereinafter referred to as a connection notification). As an example, the connection notification may be executed by the light-emitting unit 46 of the performance unit 40, or may be executed by the light-emitting performance device 18.

[0270] The means for displaying the error information and the predetermined effects may be the audio effect device 17 and the light-emitting effect device 18 in addition to or instead of the effect display device 19, or may be a combination of these multiple effect devices. In other words, the predetermined effects may be configured by a combination of effects produced by multiple effect devices.

[0271] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.

[0272] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).

[0273] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0274] The CPU 80a, ROM 80b, RAM 80c, and random number generation circuit 80d may be configured on a single chip. The specific configuration of the game board unit 20 may be changed arbitrarily.

[0275] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0276] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (Appendix 1) A gaming machine comprising: a frame unit; a wiring section on the frame unit side; a presentation unit having a presentation means; the wiring section on the presentation unit side; a locking means configured to enable the presentation unit to be attached by locking to a specified position on the frame unit in a connected state in which the wiring section on the frame unit side and the wiring section on the presentation unit side are electrically connected; and a guide means configured to guide the presentation unit to the specified position on the frame unit, wherein the presentation unit can be removed by releasing the locking by the locking means, and the presentation means possessed by the presentation unit includes at least one of an audio means, a display means, a light-emitting means, and a drive means, and wherein the presentation means possessed by the presentation unit is configured to be able to execute a specified presentation when in the connected state and power is being supplied.

[0277] (Appendix 2) The gaming machine of claim 1, wherein there are a plurality of presentation units, some of which have a different shape from the other presentation units, and the locking means is configured to enable the plurality of presentation units to be attached by locking them to specified positions on the frame unit.

[0278] (Appendix 3) An amusement machine as described in Appendix 1 or Appendix 2, wherein the locking means is configured so that the removed presentation unit, or a presentation unit other than the removed presentation unit, can be attached by locking it to a specified position on the frame unit.

[0279] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, which is provided with a predetermined presentation means separate from the presentation means possessed by the presentation unit, and the presentation means possessed by the presentation unit is capable of executing a first presentation as the predetermined presentation, and the predetermined presentation means is capable of executing a second presentation, and even in the event of a connection abnormality in the presentation unit, the predetermined presentation means can execute the second presentation, and even when the second presentation is being executed, game play can be performed, but at least a part of the second presentation is restricted in an error mode.

[0280] (Appendix 5) A gaming machine described in any one of Appendices 1 to 4, wherein one of the wiring sections on the frame unit side and the wiring section on the presentation unit side is a convex connector and the other wiring section is a concave connector, and when the presentation unit is attached to a specified position on the frame unit, the connector as the wiring section on the frame unit side and the connector as the wiring section on the presentation unit side are connected by fitting together.

[0281] (Appendix 6) A gaming machine described in any one of Appendices 1 to 5, wherein there are multiple locking means, and the multiple locking means are configured so that the same number of presentation units as the multiple locking means can be attached to the specified positions of the frame unit by locking, and the multiple locking means are configured so that a smaller number of presentation units than the multiple locking means can be attached to the specified positions of the frame unit.

[0282] (Appendix 7) A gaming machine described in any one of Appendices 1 to 6, wherein the presentation means includes the drive means, the presentation unit has a movable part, and the specified presentation is a presentation in which the drive means moves the movable part. [Explanation of symbols]

[0283] 10...Pachinko gaming machine 11...Frame unit 12...Outer frame unit 13...Middle frame unit 14...Front frame unit 20...Game board unit 30...Base unit 32, 32a, 32b...Wiring connector 33...Mounting portion 33g...Guide groove 33m...Latching hole 40...Performance unit 42...Moving portion 43...Mounting portion 43g...Guide piece 43m...Latching hook 44...Wiring connector 45...Stepping motor 46...Light-emitting portion 48...Display portion 50...Game board 70, 71, 72, 75...Mounting mechanism PF...Specified position

Claims

[Claim 1] A frame unit and a connection portion on the frame unit side; a directing unit having a directing means; A connection portion on the performance unit side; A locking means configured to be able to attach the performance unit to a specified position of the frame unit by locking it in a connected state in which the connection portion of the frame unit side and the connection portion of the performance unit side are electrically connected; A guide means configured to guide the performance unit to a specified position of the frame unit; an error detection means; The performance unit can be removed by releasing the locking by the locking means, The performance means of the performance unit includes at least one of a sound means, a display means, a light emitting means, and a driving means, When the power supply is in the connected state, the performance means of the performance unit can execute a predetermined performance, A gaming machine configured such that even if the fact that the presentation unit is not in the connected state is detected as a non-connection error and the presentation unit subsequently becomes in the connected state, the presentation means of the presentation unit will not execute the specified presentation during a special period, the special period being the period until the variable game currently being executed ends, the period until a specified number of variable games end, or the period until the start time of the next presentation of the specified presentation has passed.

Citation Information

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