gaming machines
The gaming machine enhances entertainment value by incorporating movable bodies and decorative elements with a non-electric position moving mechanism, offering dynamic visual interactions.
Patent Information
- Application Number
- JP2024112145
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-12
- Publication Date
- 2025-12-22
- Estimated Expiration
- 2040-01-09
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack enhancements to increase entertainment value.
A gaming machine with a presentation mode featuring a first movable body, a second movable body, decorative parts, and a position moving mechanism that operates without electricity, allowing for enhanced visual and operational interactions.
Enhances the enjoyment of the game by providing dynamic and engaging visual effects through movable bodies and decorative elements.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] BACKGROUND ART Gaming machines such as pachinko machines have been publicly known, for example, as described in Patent Document 1.
[0003] Patent Document 1 discloses a gaming machine equipped with a movable performance device that performs a predetermined moving performance by rotating. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-59498 Summary of the Invention [Problem to be solved by the invention]
[0005] In such gaming machines, it is desirable to further increase the entertainment value of the game.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] A gaming machine according to the present invention has a presentation means capable of implementing a presentation mode, the presentation means comprising a first movable body and a second movable body, an operation control means for controlling the operation of the second movable body, a decorative part surrounding the periphery of the first movable body, and a position moving means that operates without using electricity, and the first movable body is capable of moving from a base position to a moving position; a surface portion visible to a player, and a light emitting means on the back side of said surface portion, said decorative portion being decorated with a predetermined decoration visible to a player, and said decorative portion being capable of rotating in a direction substantially perpendicular to the direction of movement from said base position to said movement position,The first movable body and the decorative part have a predetermined positional relationship when the first movable body is in the basic position, and the operating state in which the operation of the second movable body is allowed and the non-operating state in which operation is restricted can be implemented without changing the positional relationship between the first movable body and the second movable body by changing the operating state of another member different from the second movable body from a first state to a second state, and the position moving means acts to return the decorative part to the position it had when the first movable body was in the basic position when the first movable body moved from the moving position to the basic position. [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing the overall configuration of a gaming system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a block diagram for explaining the transmission and reception of data in the gaming system according to the present embodiment. [Figure 3] FIG. 2 is a front view of the gaming machine and the gaming medium management device according to the present embodiment. [Figure 4] FIG. 4(a) is a flowchart of the increase / decrease number detection signal processing of a gaming machine, and FIG. 4(b) is a flowchart of the increase / decrease number detection signal processing of a gaming media management device, in this embodiment. [Figure 5] 1 is a diagram showing the network configuration of a gaming system according to an embodiment of the present invention. [Figure 6] 2 is a block diagram showing the electrical configuration of the gaming machine and the gaming medium management device in the gaming system according to the present embodiment. FIG. [Figure 7] 10A and 10B are diagrams for explaining the launching device of the gaming machine according to the present embodiment. [Figure 8] FIG. 2 is a plan view of the launching device of the gaming machine according to the present embodiment. [Figure 9]10 is a diagram for explaining a lifting device of the gaming machine according to the present embodiment. FIG. [Figure 10] 10A and 10B are diagrams for explaining the operation of the lifting device of the gaming machine according to the present embodiment. [Figure 11] 10 is a flowchart of main processing in the gaming machine according to the present embodiment. [Figure 12] 10 is a flowchart of a system timer interrupt process in the gaming machine according to the present embodiment. [Figure 13] 10 is a flowchart of a special symbol control process in the gaming machine according to the present embodiment. [Figure 14] 10 is an explanatory diagram illustrating the state transition of the special symbol control processing executed in the gaming machine according to this embodiment. FIG. [Figure 15] 10 is a flowchart of a special symbol memory check process in the gaming machine according to this embodiment. [Figure 16] 10 is a flowchart of normal symbol control processing in the gaming machine according to this embodiment. [Figure 17] 10 is a flowchart of the sub-control circuit main processing in the gaming machine according to the present embodiment. [Figure 18] 10 is a flowchart of a command analysis process in the gaming machine according to the present embodiment. [Figure 19] 10 is a flowchart of a firing process according to the present embodiment. [Figure 20] FIG. 10 is a schematic perspective view of a gaming machine according to a second embodiment of the present invention, seen from the front side. [Figure 21] FIG. 10 is a schematic front view of a gaming machine according to a second embodiment of the present invention. [Figure 22] FIG. 10 is an exploded perspective view showing the tray unit detached in the second embodiment of the present invention. [Figure 23] FIG. 10 is an exploded perspective view showing a state in which the top decoration is cut off in the second embodiment of the present invention. [Figure 24] FIG. 10 is an exploded perspective view showing a state in which the right decorative member and the left decorative member are separated in a second embodiment of the present invention. [Figure 25]A schematic oblique view of the tray unit shown from a diagonal right direction. [Figure 26] A schematic oblique view of the tray unit shown from a diagonal left direction. [Figure 27] FIG. 2 is a schematic front view of the tray unit. [Figure 28] A schematic side view showing the right side of the tray unit. [Figure 29] A schematic side view showing the left side of the tray unit. [Figure 30] A schematic oblique view showing the tray unit from a diagonal downward direction. [Figure 31] FIG. [Figure 32] FIG. 2 is a schematic perspective view showing the state in which some parts of the plate unit have been removed. [Figure 33] A schematic front view showing the state in which some parts of the plate unit have been removed. [Figure 34] FIG. 2 is an exploded perspective view illustrating the configuration of the speaker and its surroundings in the dish unit. [Figure 35] 10 is an exploded perspective view illustrating the air blowing mechanism around the speaker in the dish unit. FIG. [Figure 36] FIG. 10 is an exploded perspective view for explaining the operation of the air blowing mechanism. [Figure 37] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism. [Figure 38] FIG. 10 is an exploded perspective view for explaining the operation of the air blowing mechanism. [Figure 39] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism. [Figure 40] FIG. 10 is a block diagram showing a control circuit for a gaming machine according to a second embodiment of the present invention. [Figure 41] 10A and 10B are diagrams for explaining various tables of a gaming machine according to a second embodiment of the present invention. [Figure 42] FIG. [Figure 43] 10 is a schematic plan view showing the inner light guide plate of the right decorative member. FIG. [Figure 44]10 is a partially cutaway perspective view showing the rear incident end surface of the inner light guide plate in the right decorative member. FIG. [Figure 45] FIG. 10 is a partially cutaway rear view showing the rear incident end surface of the inner light guide plate in the right decorative member. [Figure 46] 10 is a partially cutaway perspective view showing the front end surface of the inner light guide plate in the right decorative member. FIG. [Figure 47] 10 is a partially cutaway front view showing the front end surface of the inner light guide plate in the right decorative member. FIG. [Figure 48] FIG. 10 is an exploded perspective view of the central decorative member in the top decorative member. [Figure 49] FIG. 10 is an exploded perspective view of the central decorative member in the top decorative member. [Figure 50] FIG. 2 is a schematic front view showing the internal structure of the central decorative member in the top decoration. [Figure 51] FIG. 2 is an exploded perspective view showing the internal structure of the central decorative member in the top decorative member. [Figure 52] FIG. 10 is an exploded top view of the central decorative member of the top decorative member. [Figure 53] FIG. 10 is an exploded perspective view of the right decorative member of the top decorative member. [Figure 54] FIG. 10 is a schematic front view showing some parts of the right decorative member in the top decoration. [Figure 55] FIG. 10 is a schematic top view showing some parts of the right decorative member in the top decoration. [Figure 56] This is a schematic top view showing the right side of some parts of the right decorative member in the top decoration. [Figure 57] This is a schematic top view showing the left side of some parts of the right decorative member in the top decoration. [Figure 58] FIG. 10 is a schematic rear view showing some parts of the right decorative member in the top decoration. [Figure 59] FIG. 10 is a schematic perspective view showing a modified example of the air blowing mechanism. [Figure 60] FIG. 10 is an external perspective view of a gaming machine according to a third embodiment of the present invention. [Figure 61] FIG. 10 is an exploded perspective view of a gaming machine according to a third embodiment of the present invention. [Figure 62] FIG. 10 is an exploded perspective view of a main body frame in a gaming machine according to a third embodiment of the present invention. [Figure 63] FIG. 10 is an exploded perspective view of a mounting frame in a gaming machine according to a third embodiment of the present invention. [Figure 64] FIG. 10 is a top view of a gaming board in a gaming machine according to a third embodiment of the present invention. [Figure 65] FIG. 11 is a top view of a gaming board in a gaming machine according to a modified example of the third embodiment of the present invention. [Figure 66] FIG. 10 is a perspective view of a mounting base in a gaming machine according to a third embodiment of the present invention. [Figure 67] FIG. 10 is a front view of a mounting base in a gaming machine according to a third embodiment of the present invention. [Figure 68] FIG. 10 is a cross-sectional view of a main body frame in a gaming machine according to a third embodiment of the present invention. [Figure 69] 10 is a diagram illustrating the optical axis of the projection light emitted from the projector unit in the gaming machine according to the third embodiment of the present invention. FIG. [Figure 70] 11 is a perspective view of a cover member in a gaming machine according to a third embodiment of the present invention, as viewed from the rear side. FIG. [Figure 71] 10 is a perspective view of a cover member in a gaming machine according to a third embodiment of the present invention, as viewed from the front side. FIG. [Figure 72] 10 is a diagram illustrating the positional relationship between the game board relay board, the board hole of the mounting base, and the opening of the cover member in the game machine according to the third embodiment of the present invention. FIG. [Figure 73] FIG. 10 is a top view of a gaming machine according to a third embodiment of the present invention. [Figure 74] FIG. 10 is an exploded perspective view of a main body frame in a gaming machine according to a third embodiment of the present invention. [Figure 75] 10 is an exploded perspective view of a first guide gutter and a second guide gutter in a gaming machine according to a third embodiment of the present invention. FIG. [Figure 76] 10 is an exploded perspective view of a first guide gutter and a second guide gutter in a gaming machine according to a third embodiment of the present invention. FIG. [Figure 77]FIG. 10 is an overall perspective view showing a payout device in a gaming machine according to a third embodiment of the present invention. [Figure 78] 10 is a perspective view showing a ball passage unit included in a payout device in a gaming machine according to a third embodiment of the present invention. FIG. [Figure 79] FIG. 10 is an exploded perspective view showing a ball passage unit in a gaming machine according to a third embodiment of the present invention. [Figure 80] This is an exploded oblique view showing the ball passage unit in a different orientation from Figure 79. [Figure 81] 10 is a plan view showing the first guide path of the ball passage unit in the gaming machine according to the third embodiment of the present invention. FIG. [Figure 82] A plan view showing the second guide path of the ball passage unit in the gaming machine according to the third embodiment of the present invention. [Figure 83] FIG. 11 is a perspective view showing an outlet of a gaming board in a gaming machine according to a third embodiment of the present invention. [Figure 84] 11 is a perspective view showing a ball detection unit located behind the outlet in a gaming machine according to a third embodiment of the present invention with the gaming board removed. FIG. [Figure 85] FIG. 10 is a perspective view showing the entire ball detection unit in the gaming machine according to the third embodiment of the present invention. [Figure 86] FIG. 10 is an exploded perspective view showing a ball detection unit in a gaming machine according to a third embodiment of the present invention. [Figure 87] This is an exploded oblique view showing the ball detection unit in a different orientation from Figure 86. [Figure 88] FIG. 11 is an internal side view of the right-side component that constitutes the ball detection unit in the gaming machine according to the third embodiment of the present invention. [Figure 89] FIG. 11 is an internal side view of the left component that constitutes the ball detection unit in the gaming machine according to the third embodiment of the present invention. [Figure 90] FIG. 10 is a top view of a protruding piece member that constitutes a ball detection unit in an amusement machine according to a third embodiment of the present invention. [Figure 91] 10 is an overall perspective view showing a glass door provided with a tray unit in a gaming machine according to a third embodiment of the present invention. FIG. [Figure 92] FIG. 10 is an overall front view showing the front of the glass door in the gaming machine according to the third embodiment of the present invention. [Figure 93] 11 is an enlarged perspective view showing the entirety of a dish unit in a gaming machine according to a third embodiment of the present invention. FIG. [Figure 94] FIG. 10 is an exploded perspective view of a tray unit in a gaming machine according to a third embodiment of the present invention. [Figure 95] FIG. 10 is a top view of a dish unit in a gaming machine according to a third embodiment of the present invention. [Figure 96] FIG. 11 is a top view of a gaming machine according to a third embodiment of the present invention with the tray cover member of the tray unit removed. [Figure 97] 10 is an oblique view of the main body, ball removal passage member, and lid opening / closing portion of a gaming machine according to a third embodiment of the present invention, viewed from the rear side. FIG. [Figure 98] FIG. 98 is an exploded view of the view shown in FIG. 97. [Figure 99] FIG. 10 is a perspective view of a ball removal passage member in a gaming machine according to a third embodiment of the present invention. [Figure 100] 99 is a cross-sectional view taken along line AA' in FIG. [Figure 101] 99 is a cross-sectional view of FIG. [Figure 102] FIG. 10 is an exploded perspective view of a ball removal passage member in a gaming machine according to a third embodiment of the present invention. [Figure 103] FIG. 10 is a block diagram showing the circuit configuration of a gaming machine according to a third embodiment of the present invention. [Figure 104] FIG. 10 is a perspective view of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 105] FIG. 10 is a perspective view of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 106] FIG. 10 is a front view of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 107] FIG. 10 is a perspective view of a circuit board case of a gaming machine according to a fourth embodiment of the present invention. [Figure 108] FIG. 10 is a perspective view of a circuit board case of a gaming machine according to a fourth embodiment of the present invention. [Figure 109] FIG. 10 is an exploded perspective view of a circuit board case of a gaming machine according to a fourth embodiment of the present invention. [Figure 110] FIG. 10 is an exploded perspective view of a circuit board case of a gaming machine according to a fourth embodiment of the present invention. [Figure 111] FIG. 10 is a front view of a circuit board case of a gaming machine according to a fourth embodiment of the present invention. [Figure 112] FIG. 10 is a rear view of the circuit board case of the gaming machine according to the fourth embodiment of the present invention. [Figure 113] FIG. 10 is a side view of an upper member in a base case of a gaming machine according to a fourth embodiment of the present invention. [Figure 114] FIG. 10 is a side view of an upper member in a base case of a gaming machine according to a fourth embodiment of the present invention. [Figure 115] FIG. 10 is a partially enlarged side view of an upper member in a base case of a gaming machine according to a fourth embodiment of the present invention. [Figure 116] FIG. 10 is a front view of the interior of a lower member in a base case of a gaming machine according to a fourth embodiment of the present invention. [Figure 117] FIG. 11 is a perspective view showing a state before the upper and lower members are assembled in the base case of the gaming machine according to the fourth embodiment of the present invention. [Figure 118] FIG. 11 is a perspective view showing the state after the upper and lower members have been assembled in the base case of the gaming machine according to the fourth embodiment of the present invention. [Figure 119] FIG. 11 is a perspective view showing a rotational state of a board case in a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 120] FIG. 11 is a perspective view showing a rotational state of a board case in a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 121] FIG. 11 is a perspective view showing a state in which a board case is attached to a base member of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 122] FIG. 11 is a perspective view showing a state in which a board case is attached to a base member of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 123]FIG. 11 is a perspective view showing a state in which a board case is attached to a base member of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 124] FIG. 10 is an exploded perspective view showing a state before the board case is attached to the base member of the board unit of the gaming machine according to the fourth embodiment of the present invention. [Figure 125] FIG. 10 is an exploded perspective view showing a state before the board case is attached to the base member of the board unit of the gaming machine according to the fourth embodiment of the present invention. [Figure 126] FIG. 10 is an exploded perspective view showing a state before the board case is attached to the base member of the board unit of the gaming machine according to the fourth embodiment of the present invention. [Figure 127] FIG. 11 is a perspective view showing a rotational state of a board case in a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 128] FIG. 10 is an exploded perspective view showing a sealing member attached to a base member of a board unit of a gaming machine according to a fourth embodiment of the present invention. [Figure 129] 10 is a top view showing the rotation state of the board case in the board unit of the gaming machine according to the fourth embodiment of the present invention. FIG. [Figure 130] FIG. 10 is a perspective view showing a front door of a gaming machine according to a fourth embodiment of the present invention. [Figure 131] FIG. 10 is a side view showing the front door of the gaming machine according to the fourth embodiment of the present invention. [Figure 132] FIG. 10 is an exploded perspective view showing the front door of a gaming machine according to a fourth embodiment of the present invention. [Figure 133] FIG. 10 is an exploded perspective view showing a transparent plate unit in a front door of a gaming machine according to a fourth embodiment of the present invention. [Figure 134] FIG. 10 is an exploded perspective view showing a transparent plate unit in a front door of a gaming machine according to a fourth embodiment of the present invention. [Figure 135] FIG. 10 is a front view showing a transparent plate unit in a front door of a gaming machine according to a fourth embodiment of the present invention. [Figure 136] FIG. 10 is a rear view showing the transparent plate unit in the front door of the gaming machine according to the fourth embodiment of the present invention. [Figure 137]10 is a side view showing a transparent plate unit in a front door of a gaming machine according to a fourth embodiment of the present invention. FIG. [Figure 138] FIG. 10 is an exploded perspective view showing the assembled state of the front door of the gaming machine according to the fourth embodiment of the present invention. [Figure 139] FIG. 10 is an exploded perspective view showing the assembled state of the front door of the gaming machine according to the fourth embodiment of the present invention. [Figure 140] FIG. 10 is a perspective view showing a launch handle of a gaming machine according to a fourth embodiment of the present invention. [Figure 141] FIG. 10 is an exploded perspective view showing a launch handle of a gaming machine according to a fourth embodiment of the present invention. [Figure 142] FIG. 10 is an exploded perspective view showing a launch handle of a gaming machine according to a fourth embodiment of the present invention. [Figure 143] FIG. 10 is an exploded side view showing the launch handle of the gaming machine according to the fourth embodiment of the present invention. [Figure 144] FIG. 10 is a front view showing a handle grip of a launch handle of a gaming machine according to a fourth embodiment of the present invention. [Figure 145] FIG. 10 is a rear view showing the handle grip of the launch handle of the gaming machine according to the fourth embodiment of the present invention. [Figure 146] FIG. 10 is a front view showing a base member of a launch handle of a gaming machine according to a fourth embodiment of the present invention. [Figure 147] FIG. 10 is a rear view showing the base member of the launch handle of the gaming machine according to the fourth embodiment of the present invention. [Figure 148] FIG. 10 is a perspective view showing a blower mechanism of a gaming machine according to a fourth embodiment of the present invention. [Figure 149] FIG. 10 is an exploded perspective view showing the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. [Figure 150] 10 is an internal plan view showing the inside of the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. FIG. [Figure 151] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. [Figure 152]FIG. 10 is a left side view illustrating the operation of the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. [Figure 153] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. [Fig. 154] FIG. 10 is a left side view illustrating the operation of the air blowing mechanism of the gaming machine according to the fourth embodiment of the present invention. [Figure 155] FIG. 10 is a perspective view showing a main body subunit of a gaming machine according to a fifth embodiment of the present invention. [Figure 156] FIG. 10 is a perspective view showing a main body subunit of a gaming machine according to a fifth embodiment of the present invention. [Figure 157] FIG. 10 is a front view showing a main body subunit of a gaming machine according to a fifth embodiment of the present invention. [Figure 158] FIG. 10 is an exploded perspective view showing a main body subunit of a gaming machine according to a fifth embodiment of the present invention. [Figure 159] FIG. 10 is an exploded perspective view showing a main body subunit of a gaming machine according to a fifth embodiment of the present invention. [Figure 160] An oblique view showing the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 161] A front view showing the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 162] A rear view showing the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 163] A side view showing the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Fig. 164] A top view showing a portion of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 165] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 166]A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 167] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 168] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 169] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 170] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 171] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Fig. 172] A side view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 173] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Fig. 174] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 175] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 176] A side view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 177] A top view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 178]An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 179] An oblique view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 180] An exploded oblique view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 181] An exploded oblique view showing the right movable body in the first presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 182] An oblique view showing a portion of the lower movable body and the right movable body in the first presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 183] This is a partially cutaway side view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 184] An oblique view showing the second presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 185] A front view showing the second presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 186] A top view showing the second presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 187] A rear view showing the second presentation unit in the main body sub-unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 188] An oblique view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 189] A front view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 190] A rear view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the fifth embodiment of the present invention. [Figure 191] FIG. 10 is a front view showing a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 192] FIG. 10 is an exploded perspective view showing the main parts of the gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 193] FIG. 10 is an exploded perspective view showing the main parts of the gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 194] FIG. 11 is a perspective view showing a ball passage cover on a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 195] FIG. 11 is a rear view showing a ball passage cover on a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 196] FIG. 11 is a perspective view showing an opening and closing unit of a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 197] FIG. 13 is a perspective view for explaining the operation of an opening and closing unit in a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 198] FIG. 11 is a partially cutaway perspective view for explaining the operation of an opening and closing unit in a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 199] FIG. 11 is a partially cutaway top view illustrating the operation of an opening and closing unit in a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 200] FIG. 10 is a partially exploded perspective view showing a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 201] FIG. 10 is a perspective view showing a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 202] FIG. 10 is a front view showing the game board of a gaming machine according to a sixth embodiment of the present invention. [Figure 203] FIG. 10 is an exploded perspective view showing a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 204] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 205]A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 206] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 207] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 208] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 209] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 210] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 211] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 212] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 213] An oblique view showing the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 214] An oblique view showing the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 215] An exploded oblique view showing the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 216] A front view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 217] This is an exploded front view to explain the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 218] This is a rear view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 219] A front view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 220] This is an exploded front view to explain the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 221] This is a rear view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 222] A front view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 223] This is an exploded front view to explain the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 224] This is a rear view for explaining the operation of the slide drive mechanism of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine related to the sixth embodiment of the present invention. [Figure 225] An exploded oblique view showing the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 226] This is an exploded front view to explain the lighting mode of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 227]This is an exploded front view to explain the lighting mode of the left movable unit of the first presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 228] This is a partially enlarged oblique view showing an enlarged wiring connection portion of the base member of the first performance unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 229] FIG. 4 is a perspective view showing a connector cover of a wiring connection portion. [Figure 230] FIG. 10 is a rear view showing the connector cover of the wiring connection portion. [Figure 231] 10 is a partially cutaway side view illustrating a state in which a connector cover is attached to a wiring connection portion of a base member. FIG. [Figure 232] 10 is a partially cutaway side view illustrating a state in which a connector cover is attached to a wiring connection portion of a base member. FIG. [Figure 233] 10 is a partially cutaway side view illustrating a state in which a connector cover is attached to a wiring connection portion of a base member. FIG. [Figure 234] FIG. 13 is a perspective view showing a main body case in a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 235] FIG. 13 is a front view showing a main body case in a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 236] FIG. 13 is a rear view showing the main body case of the main body subunit of the gaming machine according to the sixth embodiment of the present invention. [Figure 237] FIG. 10 is a partially enlarged perspective view showing an enlarged view of the wiring accommodating portion of the main body case in the main body subunit of the gaming machine according to the sixth embodiment of the present invention. [Figure 238] FIG. 13 is a perspective view showing a light guide plate unit in a main body sub-unit of a gaming machine according to a sixth embodiment of the present invention. [Figure 239] FIG. 13 is a front view showing a light guide plate unit in a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 240] FIG. 13 is a partially enlarged front view showing a part of a light guide plate unit in a main body subunit of a gaming machine according to a sixth embodiment of the present invention. [Figure 241] FIG. 13 is a front view showing a modified example of the light guide plate unit in the main body subunit of the gaming machine according to the sixth embodiment of the present invention. [Figure 242] An oblique view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 243] A front view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 244] A rear view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 245] An oblique view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 246] An oblique view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 247] A front view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 248] A rear view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 249] An oblique view for explaining the operation of the third presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 250] An oblique view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 251] A front view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 252] A rear view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 253]An oblique view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 254] A front view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 255] A rear view for explaining the operation of the second presentation unit in the main body sub-unit of the gaming machine according to the sixth embodiment of the present invention. [Figure 256] FIG. 13 is a partially enlarged front view showing a part of the stage on the gaming board of the gaming machine according to the sixth embodiment of the present invention. [Figure 257] FIG. 13 is a partially enlarged perspective view showing a part of the stage on the gaming board of the gaming machine according to the sixth embodiment of the present invention. [Figure 258] FIG. 10 is a perspective view showing a special winning opening unit on a gaming board of a gaming machine according to a sixth embodiment of the present invention. [Figure 259] A partially cutaway oblique view showing the opening and closing member of the large prize opening unit. [Figure 260] A partially cutaway side view showing the opening and closing member of the large prize opening unit. [Figure 261] FIG. 13 is a block diagram for explaining transmission and reception of data in a gaming system according to a seventh embodiment of the present invention. [Figure 262] FIG. 13 is a block diagram showing the electrical configuration of a gaming machine and a gaming medium management device in a gaming system according to a seventh embodiment of the present invention. [Figure 263] FIG. 13 is a front and upper perspective view showing a gaming machine according to a seventh embodiment of the present invention. [Figure 264] FIG. 13 is a rear-up perspective view showing a gaming machine according to a seventh embodiment of the present invention. [Figure 265] FIG. 13 is a front-upper perspective view showing the lower part of the gaming machine according to the seventh embodiment of the present invention. [Figure 266] FIG. 13 is a rear-bottom perspective view showing a gaming machine according to a seventh embodiment of the present invention. [Figure 267] FIG. 10 is a front-upper exploded perspective view showing a launching device and a ball feeding device according to a seventh embodiment of the present invention. [Figure 268] FIG. 10 is a rear-upper exploded perspective view showing the launching device and ball feeding device according to the seventh embodiment of the present invention. [Figure 269] 10(a) is a front view showing a ball feeding device according to a seventh embodiment of the present invention, and (b) is an enlarged perspective view of the ball feeding device. [Figure 270] (a) A flowchart of the increase / decrease number detection signal processing on the gaming machine side according to the seventh embodiment of the present invention. (b) A flowchart of the first increase / decrease number detection signal processing on the gaming media management device side. (c) A flowchart of the second increase / decrease number detection signal processing on the gaming media management device side. [Fig. 271] (a) A diagram showing the management specifications for the number of balls possessed according to the seventh embodiment of the present invention. (b) A diagram showing the management specifications for the number of unknown balls according to the seventh embodiment of the present invention. [Fig. 272] 13 is a flowchart of an unknown ball notification process according to a seventh embodiment of the present invention. [Fig. 273] 13 is a flowchart of a firing process according to a seventh embodiment of the present invention. [Fig. 274] 13 is a flowchart of a ball feeding process according to a seventh embodiment of the present invention. [Figure 275] FIG. 13 is a front-upper perspective view showing the lower part of the gaming machine according to the eighth embodiment of the present invention. [Figure 276] FIG. 13 is a rear-up perspective view showing the lower part of the gaming machine according to the eighth embodiment of the present invention. [Figure 277] 13 is a flowchart of a ball replacement process according to the eighth embodiment of the present invention. [Fig. 278] FIG. 13 is a front-upper perspective view showing the lower part of a gaming machine according to a ninth embodiment of the present invention. [Figure 279] FIG. 13 is a rear-upper perspective view showing the lower part of the gaming machine according to the ninth embodiment of the present invention. [Figure 280] FIG. 13 is a rear-bottom perspective view showing a gaming machine according to a ninth embodiment of the present invention. [Figure 281] FIG. 22 is a front view showing the game board of the gaming machine according to the tenth embodiment of the present invention. [Figure 282]13A is a perspective view showing a general winning slot unit of a gaming machine according to a tenth embodiment of the present invention, and FIG. 13B is a front view showing the general winning slot unit of a gaming machine according to a tenth embodiment of the present invention. [Figure 283] 283(a) is a plan view showing a general winning port unit of a gaming machine according to a tenth embodiment of the present invention, and FIG. 283(b) is a cross-sectional view taken along the line XP1-XP1 in FIG. [Fig. 284] A front cross-sectional view showing the upper attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 285] 13 is an oblique view showing the lower attacker portion of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 286] A front cross-sectional view showing the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 287] 13 is an oblique view showing the base plate of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 288] FIG. 13 is a front view showing the base plate of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 289] 13 is an oblique view showing a base plate on which the opening and closing unit of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention is fixed. FIG. [Figure 290] A rear view showing the base plate to which the opening and closing unit of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention is fixed. [Figure 291] 13 is an oblique view showing the cover of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 292] A rear view showing the cover of the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 293] 13 is an oblique view showing the rear guide portion of the lower attacker portion of the gaming machine according to the tenth embodiment of the present invention. FIG. [Fig. 294] 294(a) is a front view showing the rear guide portion of the lower attacker portion of the gaming machine according to the tenth embodiment of the present invention, (b) is a plan view showing the rear guide portion of the lower attacker portion of the gaming machine according to the tenth embodiment of the present invention, (c) is a cross-sectional view taken along XP2-XP2 in FIG. 294(a). [Figure 295]A front view schematic diagram showing the installation state of the rear guide part of the lower attacker part of the gaming machine according to the tenth embodiment of the present invention. [Figure 296] 13 is an enlarged schematic front view showing the underside of the gaming board of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 297] FIG. 22 is a front view showing the flow of game balls on the game board of the gaming machine according to the tenth embodiment of the present invention. [Figure 298] A front cross-sectional view showing the flow of game balls in the upper attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 299] A front cross-sectional view showing the flow of game balls in the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 300] FIG. 20 is a rear perspective view showing the flow of game balls in the lower attacker section of the gaming machine according to the tenth embodiment of the present invention. [Figure 301] FIG. 22 is a front view showing the flow of game balls below the game board of the gaming machine according to the tenth embodiment of the present invention. [Figure 302] A front view of the upper movable performance device and upper device lifting mechanism of the gaming machine according to the 10th embodiment of the present invention. [Figure 303] FIG. 13 is an oblique view of an upper movable prop of an amusement machine according to a tenth embodiment of the present invention. [Figure 304] An exploded view of the first presentation section of the gaming machine according to the tenth embodiment of the present invention. [Figure 305] A bottom view of the upper movable performance device of the gaming machine according to the 10th embodiment of the present invention. [Figure 306] An exploded view of the second presentation section of the gaming machine according to the tenth embodiment of the present invention. [Figure 307] FIG. 23 is an exploded view of the pupil movable unit of the gaming machine according to the tenth embodiment of the present invention. [Figure 308] FIG. 13 is an exploded view of the upper movable prop of the gaming machine according to the tenth embodiment of the present invention. [Figure 309] FIG. 23 is an enlarged front view of the left end of the liftable part of the gaming machine according to the tenth embodiment of the present invention. [Figure 310]13 is an oblique view of the right end of the upper movable prop of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 311] 13 is an oblique view of the right end of the liftable part of the gaming machine according to the tenth embodiment of the present invention. FIG. [Figure 312] FIG. 13 is an oblique view of an upper movable prop of an amusement machine according to a tenth embodiment of the present invention. [Figure 313] FIG. 23 is an exploded view of the left end (part) of the upper movable performance device of the gaming machine according to the tenth embodiment of the present invention. [Figure 314] FIG. 22 is a left side view of the eyebrow rotation drive unit of the gaming machine according to the tenth embodiment of the present invention. [Figure 315] FIG. 23 is a front view of the eyebrow rotation drive unit of the gaming machine according to the tenth embodiment of the present invention. [Figure 316] FIG. 22 is a plan view of the pupil rotation drive unit of the gaming machine according to the tenth embodiment of the present invention. [Figure 317] FIG. 22 is a perspective view of a left guide member and a left drive mechanism of a gaming machine according to a tenth embodiment of the present invention. [Figure 318] FIG. 13 is an enlarged oblique view of the upper part of the left guide member and the left drive mechanism of the gaming machine according to the tenth embodiment of the present invention. [Figure 319] FIG. 13 is an enlarged oblique view of the lower part of the left guide member and the left drive mechanism of the gaming machine according to the tenth embodiment of the present invention. [Figure 320] FIG. 22 is a perspective view of a right guide member and a right drive mechanism of a gaming machine according to a tenth embodiment of the present invention. [Figure 321] FIG. 23 is an enlarged oblique view of the lower part of the right guide member and the right drive mechanism of the gaming machine according to the tenth embodiment of the present invention. [Figure 322] FIG. 10 is a front view showing a state in which a performance according to the first mode is being performed. [Figure 323] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 324] FIG. 10 is a plan view showing a state in which a performance according to the second mode is being performed. [Figure 325] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 326]FIG. 10 is a front view showing a state in which a performance according to the third mode is being performed. [Figure 327] FIG. 13 is a front view of a rotating device of an amusement machine according to a tenth embodiment of the present invention. [Figure 328] FIG. 13 is a front perspective view of a rotating device of an amusement machine according to a tenth embodiment of the present invention. [Figure 329] FIG. 13 is a rear perspective view of a rotating device of an amusement machine according to a tenth embodiment of the present invention. [Figure 330] This is a front view showing a rotating device with the rotating body not shown. [Figure 331] This is a rear view of a rotating device with the rotating body not shown. [Figure 332] This is a cross-sectional view of XP5-XP5 in Figure 331. [Figure 333] FIG. 20 is an exploded perspective view showing a rotating body of a gaming machine according to a tenth embodiment of the present invention. [Figure 334] FIG. 13 is a front view showing the inside of a rotating body of a gaming machine according to a tenth embodiment of the present invention. [Figure 335] FIG. 23 is a side view showing the drive means of the gaming machine according to the tenth embodiment of the present invention. [Figure 336] FIG. 22 is an exploded perspective view showing the shielding means of the gaming machine according to the tenth embodiment of the present invention. [Figure 337] 337(a) is a front view showing the light-emitting means-side shielding member of the gaming machine according to the tenth embodiment of the present invention, (b) is a cross-sectional view taken along the line XP6-XP6 in FIG. [Figure 338] 338(a) is a front view showing a rotor-side shielding member of a gaming machine according to a tenth embodiment of the present invention, and FIG. 338(b) is a cross-sectional view taken along the line XP7-XP7 in FIG. [Figure 339] This is a front oblique view showing the rotating prop with the first performance surface controlled to move to the performance position. [Figure 340] This is a front view showing the lighting of the rotating device when the first performance surface is controlled to move to the performance position. [Figure 341] This is a side cross-sectional view showing the rotating prop with the second performance surface controlled to move to the performance position. [Figure 342]This is a front oblique view showing the rotating prop with the second performance surface moved and controlled to the performance position. [Figure 343] This is a front view showing the lighting of the rotating device when the second performance surface is controlled to move to the performance position. [Figure 344] FIG. 22 is a front view showing a presentation device of a gaming machine according to a tenth embodiment of the present invention. [Figure 345] FIG. 10 is a rear view showing the effect device in a standby state. [Figure 346] FIG. 2 is a perspective view showing a left-right movement control mechanism and a movable body. [Figure 347] FIG. 2 is a rear view showing the left-right movement control mechanism and the movable body. [Figure 348] FIG. 2 is an exploded perspective view showing a left-right movement control mechanism and a movable body. [Figure 349] FIG. 4 is an enlarged rear view showing the left portion of the left-right movement control mechanism. [Figure 350] FIG. 4 is an enlarged rear view showing the central portion of the left-right movement control mechanism. [Figure 351] FIG. 4 is an enlarged rear view showing the right portion of the left-right movement control mechanism. [Figure 352] FIG. [Figure 353] FIG. [Figure 354] FIG. 2 is a perspective view showing a belt and an engaging portion. [Figure 355] 350. (a) is a cross-sectional view taken along the line XP3-XP3 in FIG. 350. (b) is a cross-sectional view taken along the line XP4-XP4 in FIG. [Figure 356] FIG. [Figure 357] FIG. [Figure 358] A front view showing a gaming machine in which the movable body is positioned in the center in the left-right direction at the performance position. [Figure 359] A front view showing the gaming machine with the movable body positioned to the right of the performance position. [Figure 360] A front view showing the gaming machine with the movable body positioned to the left of the performance position. [Figure 361]A front view showing a gaming machine that moves a movable body from a performance position to a standby position. [Figure 362] 1A is a schematic diagram showing the movable body and the regulating means positioned at the standby position, and FIG. 1B is a schematic diagram showing the movable body and the regulating means positioned at the center in the left-right direction at the performance position. [Figure 363] 10A is a schematic diagram showing the movable body and the restricting means positioned to the right of the performance position, and FIG. 10B is a schematic diagram showing the movable body and the restricting means positioned to the left of the performance position. [Figure 364] 10 is a schematic diagram showing a movable body and a regulating means that move the movable body from a performance position to a standby position. FIG. [Figure 365] FIG. 22 is a front view showing the game board of the gaming machine according to the eleventh embodiment of the present invention. [Figure 366] FIG. 19 is a front view of a lower accessory device of an amusement machine according to an eleventh embodiment of the present invention. [Figure 367] FIG. 19 is a front oblique view of a lower accessory device of an amusement machine according to an eleventh embodiment of the present invention. [Figure 368] FIG. 19 is a front oblique view of a lower accessory device of an amusement machine according to an eleventh embodiment of the present invention. [Figure 369] FIG. 19 is a rear view of the lower accessory device of the gaming machine according to the eleventh embodiment of the present invention. [Figure 370] FIG. 19 is a rear view of the lower accessory device of the gaming machine according to the eleventh embodiment of the present invention. [Figure 371] FIG. 19 is an exploded rear perspective view of a lower role device of an amusement machine according to an eleventh embodiment of the present invention. [Figure 372] This is a rear perspective view of the lower accessories and link arm. [Figure 373] This is an exploded rear oblique view of the lower part. [Figure 374] This is a cross-sectional view taken along line AA in Figure 370. [Figure 375] A rear view showing the lower part in the standby position. [Figure 376] A rear view showing the state in which the lower role is located halfway between the standby position and the performance position. [Figure 377] A rear view showing the lower part of the device in its performance position. [Figure 378] FIG. 2 is a cross-sectional view taken along line AA according to a first modified example. [Figure 379] FIG. 2 is a cross-sectional view taken along line AA according to a second modified example. [Figure 380] FIG. 10 is a cross-sectional view taken along line AA according to a third modified example. [Figure 381] 13 is a perspective view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, in which the opening and closing device is in the closed position. FIG. [Figure 382] FIG. 22 is a front view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, in which the opening and closing device is in the closed position. [Figure 383] FIG. 22 is a rear perspective view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, with the opening and closing device in the closed position. [Figure 384] FIG. 14 is a rear perspective view of the gaming machine according to the eleventh embodiment of the present invention, with part of the presentation device omitted, in which the opening / closing device is in the closed position. [Figure 385] FIG. 23 is a rear view showing the effect device in the closed state of the gaming machine according to the eleventh embodiment of the present invention. [Figure 386] FIG. 22 is a plan view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, in which the opening and closing device is in the open position. [Figure 387] FIG. 20 is a side cross-sectional view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, with the opening and closing device in the open position. [Figure 388] 13 is a perspective view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, in which the opening and closing device is in the open position. FIG. [Figure 389] FIG. 22 is a front view showing the effect device of the gaming machine according to the eleventh embodiment of the present invention, in which the opening and closing device is in the open position. [Figure 390] FIG. 23 is a rear view showing the effect device for the open / locked state of the gaming machine according to the eleventh embodiment of the present invention. [Figure 391] FIG. 22 is a rear view showing the effect device for the open / unlocked state of the gaming machine according to the eleventh embodiment of the present invention. [Figure 392] FIG. 22 is a plan view showing a performance device in which the bullet role and the decorative role are set to the performance position of the gaming machine according to the eleventh embodiment of the present invention. [Figure 393] FIG. 20 is a side cross-sectional view showing the performance device of the gaming machine according to the eleventh embodiment of the present invention, in which the bullet role and the decorative role are in the performance position. [Figure 394] This is an oblique view showing the bullet role and decorative role in the standby position. [Figure 395] This is a partially omitted perspective view showing the bullet role and decorative role in the standby position. [Figure 396] This is an oblique view showing the bullet role and decorative role in the performance position. [Figure 397] This is a perspective view with some parts omitted showing the bullet props and decorative props in the performance position. [Figure 398] FIG. 1 is an exploded perspective view showing a bullet accessory and a decorative accessory. [Figure 399] 387. (a) is a cross-sectional view taken along X1-X1 in FIG. 387. (b) is a cross-sectional view taken along X2-X2 in FIG. [Figure 400] 1A is a front view showing a guide gear, FIG. 1B is a front view showing a bullet accessory, FIG. 1C is a front view showing a first decorative base part, and FIG. 1D is a front view showing a second decorative base part. [Figure 401] FIG. 10 is an exploded perspective view showing the bullet accessory. [Figure 402] FIG. 2 is an exploded perspective view showing an outer spiral member and an inner spiral member. [Figure 403] 1A is a schematic diagram showing a bullet role and a decorative role at a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position. [Figure 404] 1A is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the performance position. [Figure 405] This is a schematic diagram showing the distance traveled in the forward and backward directions by the bullet device, the first decorative device, and the second decorative device. [Figure 406] 1A is a schematic diagram showing a bullet role and a decorative role moving from a performance position to a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the standby position. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Game system overview] The gaming system according to this embodiment will be described with reference to the drawings. Fig. 1 is a diagram showing the overall configuration of the gaming system according to this embodiment. Fig. 2 is a block diagram for explaining data transmission and reception in the gaming system according to this embodiment.
[0011] 1 and 2, the gaming system 500 according to this embodiment is configured such that a gaming medium management device 20 is connected to a gaming machine 11 so as to be capable of data communication, and data relating to the increase or decrease of gaming media used in a game is transmitted and received between the gaming machine 11 and the gaming medium management device 20. In the gaming system 500, the increase or decrease in the number of gaming media is managed by the gaming medium management device 20, not by the gaming machine 11 that controls the game.
[0012] The gaming system 500 has a gaming machine 11 and a gaming media management device 20 connected to the gaming machine 11 so as to be able to send and receive data. The gaming machine 11 and the gaming media management device 20 are connected via a communication cable 39, so that data communication is possible between them. Note that optical fiber may be used for the communication cable 39, and data communication may be performed by optical signals.
[0013] The gaming machine 11 is a so-called pachinko machine, and uses gaming balls 19 as a gaming medium. The gaming machine 11 has a launching device 118, a polishing device 122, and a lifting device 133. The launching device 118 is located above a play area 160, which is covered by a transparent plate-like protective glass installed in front of the gaming machine 11, and launches gaming balls 19 from above into the play area 160. This allows the gaming machine 11 to avoid so-called returned balls. A returned ball is a phenomenon that occurs in a general gaming machine that is configured so that a gaming ball launched from a launching device installed below the play area passes upward through a passage and is released into the play area from the end of the passage. This refers to a phenomenon in which a gaming ball that passes upward through a passage is not released into the play area from the end of the passage, but instead passes from above to below the passage and returns to the launching device.
[0014] The polishing device 122 polishes the gaming balls 19 that have rolled around the playing area 160 and then been discharged from the playing area 160. The lifting device 133 transports the gaming balls 19 that have been polished by the polishing device 122 upward and guides them to the launching device 118. The gaming machine 11 is configured so that a certain number of gaming balls 19 (for example, 50) circulate through a series of paths without the gaming balls 19 being discharged to the outside of the gaming machine 11. Because the gaming balls 19 are not discharged to the outside of the gaming machine 11, the gaming machine 11 is not provided with an upper tray or a lower tray for temporarily holding the gaming balls 19 that have been discharged to the outside. Here, the series of paths specifically refers to the launching device 118, the playing area 160, the polishing device 122, and the lifting device 133. The launching device 118, the polishing device 122, and the lifting device 133 will be described in detail later.
[0015] In the gaming machine 11, gaming balls 19 are not ejected to the outside, so the player does not actually have gaming balls 19 in their hands, and the number of gaming balls 19 does not actually increase or decrease as the player plays. In the gaming machine 11, the player begins playing after obtaining balls loaned from the gaming medium management device 20. Here, obtaining balls refers to the player obtaining gaming media for data management purposes. When gaming balls 19 are launched from the launching device 118, the balls are consumed and the number of balls in the player's possession decreases. Furthermore, when gaming balls 19 pass through each winning slot, etc., provided in the gaming area 160, a payout is made in accordance with the conditions set for each winning slot, and the number of balls in the player's possession increases. Furthermore, the number of balls in the player's possession increases when balls are loaned from the gaming medium management device 20.
[0016] In this specification, "consumption, lending, and payout of gaming media" refers to the consumption, lending, and payout of balls held. Furthermore, "increase / decrease in gaming media" refers to the increase / decrease in the number of balls held due to consumption, lending, and payout. Furthermore, "detecting the increase / decrease in the number of gaming media" includes detecting phenomena that cause the increase / decrease in the number of balls held, and is not limited to detecting the specific increase / decrease in the number of balls held. Furthermore, "data related to the increase / decrease in gaming media due to the consumption, lending, and payout of gaming media" refers to data related to the decrease in the number of balls held due to the launch of gaming balls 19 and the increase in the number of balls held due to lending and payout.
[0017] As shown in FIG. 2, in the gaming system 500, the gaming media management device 20 is connected to the gaming machine 11 via a communication cable 39 so as to be able to send and receive data by optical signal. The gaming machine 11 is equipped with an increase / decrease detector 1110 (each winning sensor 1061 and subtraction sensor 1011) as an increase / decrease detection means for detecting an increase / decrease in the number of gaming media owned by the player, and various control boards 1099 (main control circuit 106, sub control circuit 107, and detection control circuit 99) as control means for controlling the gaming machine 11. The increase / decrease detector 1110 outputs an increase / decrease detection signal indicating an increase / decrease in the number of gaming media owned by the player, i.e., an increase / decrease in the number of balls held, to the gaming media management device 20. At this time, the increase / decrease detection signal is input to the gaming media management device 20 without passing through the various control boards 1099. The gaming media management device 20 has a management device control unit 202 that manages the number of balls possessed by a player based on an increase / decrease number detection signal from the increase / decrease number detector 1110. In this embodiment, the increase / decrease number detection signal is a signal indicating which of the winning sensors 1061 and the subtraction sensor 1011 the gaming ball 19 has passed, and the gaming media management device 20 determines the increase / decrease number of possessed balls based on this. Note that this is not limited to this, and for example, each winning sensor 1061 and subtraction sensor 1011 may output an increase / decrease number detection signal indicating the specific increase / decrease number of possessed balls to the gaming media management device 20.
[0018] In this way, the gaming media management device 20 manages the number of balls in possession. For example, when a gaming ball 19 passes through each winning port, the number of paid-out gaming balls 19 is added to the number of balls in possession based on an increase / decrease number detection signal transmitted from each winning sensor 1061 that detects the passage of the gaming ball 19 through each winning port. Also, when a gaming ball 19 is launched, the number of balls in possession is subtracted based on an increase / decrease number detection signal transmitted from the subtraction sensor 1011 that detects the launch. The gaming media management device 20 manages the number of balls in possession based on these increase / decrease number detection signals. Then, the gaming media management device 20 transmits data on the current number of balls in possession to the gaming machine 11. The gaming media management device 20 also executes processing based on requests received by the gaming machine 11 to convert gaming value to balls in possession (loan balls) or count (return) the number of balls in possession.
[0019] Here, "game value" refers to coins, banknotes, prepaid media, tokens, electronic money, tickets, etc., which can be converted into balls by the game media management device 20. In this embodiment, the game media management device 20 is a so-called CR unit, and is configured to be able to accept banknotes, prepaid media, etc. Furthermore, the counted balls can be used for prize exchange, etc., at the amusement facility where the game system 500 is installed.
[0020] The gaming media management device 20 has a bill insertion slot 21 into which bills can be inserted and a prepaid media insertion slot 22 into which prepaid media can be inserted. This allows the gaming media management device 20 to accept bills and prepaid media from the outside and manage gaming value. Although not shown, the gaming media management device 20 may also have an insertion slot into which a membership card containing information such as a membership ID for identifying a player can be inserted, and the membership card insertion slot may also serve as the prepaid media insertion slot 22. In this embodiment, the gaming value accepted by the gaming media management device 20 is referred to as the "balance." The gaming media management device 20 calculates the number of balls held based on data related to the balance and data related to loans and transmits the data related to the balance and the number of balls held to the gaming machine 11. The gaming machine 11 then displays the balance and the number of balls held. Furthermore, when a player performs an operation to count (return) the balls he or she has in the gaming machine 11, a signal informing the player of this is transmitted from the gaming medium management device 20 of the gaming machine 11.
[0021] As described above, in this embodiment, the increase / decrease number detection signal output from the increase / decrease number detector 1110 is input to the game media management device 20 without passing through the various control boards 1099. However, the increase / decrease number detection signal output from the increase / decrease number detector 1110 may be input to the game media management device 20 via a circuit board or device other than the various control boards 1099. For example, if the gaming machine 11 has an encryption circuit that encrypts various signals and the encryption circuit operates independently of the control of the gaming machine 11 by the various control boards 1099, the increase / decrease number detection signal may be encrypted in the encryption circuit of the various control boards 1099 and then input to the game media management device 20.
[0022] Here, the increment / decrement detection signal output by the increment / decrement detector 1110 is a signal containing information for calculating the increment / decrement of the gaming media, and specifically, is a signal output when it is detected that the gaming ball 19 has passed through each winning sensor 1061 and subtraction sensor 1011. The management device control unit 202 of the gaming media management device 20 manages the number of balls held based on the increment / decrement detection signal from the increment / decrement detector 1110.
[0023] In this way, in the gaming system 500, the increment / decrement number detection signal output from the increment / decrement number detector 1110 is not input to the gaming media management device 20 via the various control boards 1099 of the gaming machine 11, and the management of the number of possessed balls is performed by the gaming media management device 20. Therefore, the number of possessed balls is not managed on the various control boards 1099 of the gaming machine 11, and the load on the various control boards 1099 is reduced accordingly. Therefore, in the gaming system 500, the number of possessed balls can be managed without any problems without increasing the load on the various control boards 1099 of the gaming machine 11. Therefore, the performance of the gaming machine 11 is not reduced, such as by limiting the effects on the gaming machine 11.
[0024] In addition, the main control circuit 106 of the gaming machine 11 has a jackpot lottery section 1064 that performs a jackpot lottery under predetermined lottery conditions to determine whether or not the game will transition to a jackpot game state that is advantageous to the player, based on the game ball 19 passing through the starting hole 161 described below.
[0025] [Overview of Pachinko Games] Here, an outline of a pachinko game executed in the gaming machine 11 will be explained using the drawings. Figure 3 is a front view of the gaming machine and the gaming media management device according to this embodiment.
[0026] As shown in FIG. 3, the gaming machine 11 has a first liquid crystal display device 102, which is a touch panel type. The first liquid crystal display device 102 is located at the top of the gaming machine 11. The first liquid crystal display device 102 receives requests from the gaming machine 11 to convert game values managed by the gaming media management device 20 into owned balls (loaning balls) and to count (return) owned balls, and transmits data related to the loaning of owned balls to the gaming media management device 20. A gaming ball count display device 1024 and a counting button 1025 are provided at the bottom of the gaming machine 11. The gaming ball count display device 1024 is a liquid crystal display device that displays the number of owned balls up to six digits. The counting button 1025 transmits a signal to the gaming media management device 20 to count the number of owned balls in response to an input. A handle 1026 is provided to the right of the first liquid crystal display device 102. Speakers 1075 are provided on both the left and right sides of the upper part of the main body 191.
[0027] When a gaming ball 19 is launched from the launching device 118 into the gaming area 160, the managed balls are consumed. Then, when the gaming ball 19 passes through each winning opening in the gaming area 160, the payout set for that winning opening is made, and the number of balls held is incremented. Each winning opening will be described in detail. As shown in FIG. 3, a start opening 161 and a special winning opening 164 are formed in the center of the front of the gaming area 160. In addition, two general winning openings 168 are formed on each of the left and right sides of the gaming area 160 (four in total). A pair of blade members 163 that open and close left and right is provided at the entrance side of the start opening 161, and a shutter 165 that can be opened and closed is provided at the entrance side of the special winning opening 164. Each winning sensor 1061 is provided at the start opening 161, the special winning opening 164, and the general winning opening 168, and is capable of detecting when the gaming ball 19 passes through each winning opening. The start opening winning sensor 1061a, which is one of the winning sensors 1061, functions as a winning detection means that detects that the game ball 19 has passed through the start opening 161. Thus, the winning sensors 1061 include the start opening winning sensor 1061a, a sensor provided in the big winning opening 164, and a sensor provided in the general winning opening 168.
[0028] When the game ball 19 passes through the starting hole 161, a predetermined payout is made, and a jackpot lottery is conducted by the jackpot lottery unit 1064 based on predetermined lottery conditions to determine whether or not the game will transition to a jackpot game state. The predetermined lottery conditions are, for example, conditions necessary for the lottery process, such as the probability of losing or winning a jackpot. These lottery conditions may be variable based on predetermined conditions (e.g., the result of the jackpot lottery). A special symbol display device 169 is provided above the game area 160 and is operated based on this jackpot lottery. Specifically, the special symbol display device 169 is a display device capable of seven-segment display, and variably displays special symbols (not shown) in a special symbol game held for each jackpot lottery. The special symbol on the special symbol display device 169 is configured as a single symbol row, but is not limited to this configuration and may be configured as multiple symbol rows, for example.
[0029] The special symbols are symbols consisting of numbers, symbols, etc., and can be displayed by appropriately combining each segment of the seven segments, and can include numbers from "0" to "9" and symbols such as "-". The special symbol game starts when the game ball 19 passes through the starting hole 161, and the special symbols are variably displayed on the special symbol display device 169.
[0030] Here, "variable display" means a display that can be changed. For example, it is possible to have a "variable display" that changes and displays, or a "stop display" that stops and displays, etc. Furthermore, as a "variable display," it is possible to have a "derived display" that displays special symbols as a result of a special symbol game.
[0031] In this special symbol display device 169, a special symbol is derived and displayed according to the result of the jackpot lottery, and when the derived and displayed special symbol takes on a specific display mode (for example, a mode in which any number from "0" to "9" is derived and displayed, a so-called "jackpot display mode"), the game state is shifted to a jackpot game state (specific game state) that is advantageous to the player. When this jackpot game state is reached, the shutter 165 is controlled to an open state, and the jackpot winning opening 164 takes on an open state that makes it easy to receive the game ball 19.
[0032] In this way, when the gaming ball 19 passes through the start opening 161, the number of possessed balls is added, and a jackpot lottery is held in the jackpot lottery unit 1064 to determine whether or not the game will transition to a jackpot gaming state that is advantageous to the player. That is, the start opening winning sensor 1061a, which serves as an increase / decrease number detection means included in each winning sensor 1061, detects the increase / decrease in the number of possessed balls and outputs an increase / decrease number detection signal indicating the increase / decrease in the number of possessed balls to the gaming medium management device 20. Then, the start opening winning sensor 1061a, which serves as a winning detection means, detects that the gaming ball 19 has passed through the start opening 161 and outputs a winning detection signal to the main control circuit 106.
[0033] In other words, the gaming machine 11 is equipped with a start opening 161 formed in the gaming area 160, through which the gaming ball 19 can pass, a jackpot lottery unit 1064 that conducts a jackpot lottery under predetermined lottery conditions to determine whether or not the game will transition to a jackpot gaming state that is advantageous to the player, based on the gaming ball 19 passing through the start opening 161, and a start opening winning sensor 1061a that detects the gaming ball 19 passing through the start opening 161 and outputs a winning detection signal, and the winning detection signal is input to the main control circuit 106 and the gaming media management device 20.
[0034] As a result, the winning detection signal that instructs a jackpot lottery to be held to determine whether or not the game will transition to a jackpot game state that is advantageous to the player, and that instructs the payout of the balls held, is input to both the main control circuit 106 and the game media management device 20, so that the jackpot lottery process and the game media payout process are carried out quickly without any delay.
[0035] [Game system operation] In the gaming system 500, the operation of the gaming machine 11 and the gaming media management device 20 resulting from the detection of the gaming ball 19 by each winning sensor 1061 or subtraction sensor 1011 will be specifically described with reference to flowcharts. Figure 4 is a flowchart of the increase / decrease number detection signal processing of this embodiment, where Figure 4(a) is a flowchart of the increase / decrease number detection signal processing of the gaming machine, and Figure 4(b) is a flowchart of the increase / decrease number detection signal processing of the gaming media management device.
[0036] First, referring to Fig. 4(a), an increase / decrease number detection signal process of the gaming machine 11 will be described. In the gaming machine 11, it is determined whether or not the gaming ball 19 has been detected by each winning sensor 1061 or subtraction sensor 1011 (S101). If the gaming ball 19 has not been detected by each winning sensor 1061 or subtraction sensor 1011 (NO in S101), step S103, which will be described later, is executed. On the other hand, if the gaming ball 19 has been detected by each winning sensor 1061 (YES in S101), an increase / decrease number detection signal is output to the gaming media management device 20 (S102).
[0037] In step S102, when the gaming ball 19 is detected by a sensor (starting opening winning sensor 1061a) provided in the starting opening 161 among the winning sensors 1061, an increase / decrease number detection signal indicating that the gaming ball 19 has been detected in the starting opening 161 is output from the starting opening winning sensor 1061a to the gaming media management device 20. Also, when the gaming ball 19 is detected by a sensor provided in the special winning opening 164 among the winning sensors 1061, an increase / decrease number detection signal indicating that the gaming ball 19 has been detected in the special winning opening 164 is output from the sensor provided in the special winning opening 164 to the gaming media management device 20. Also, when the gaming ball 19 is detected by a sensor provided in the general winning opening 168 among the winning sensors 1061, an increase / decrease number detection signal indicating that the gaming ball 19 has been detected in the general winning opening 168 is output from the sensor provided in the general winning opening 168 to the gaming media management device 20. In addition, when the subtraction sensor 1011 detects the gaming ball 19, an increase / decrease number detection signal indicating that the gaming ball 19 has been detected by the subtraction sensor 1011 is output from the subtraction sensor 1011 to the gaming media management device 20.
[0038] Then, it is determined whether the sensor that detected the gaming ball 19 is the start hole winning sensor 1061a (S103). If the sensor that detected the gaming ball 19 is not the start hole winning sensor 1061a (NO in S103), step S105, which will be described later, is executed. On the other hand, if the sensor that detected the gaming ball 19 is the start hole winning sensor 1061a (YES in S103), a winning detection signal is sent from the start hole winning sensor 1061a to the main control circuit 106 (S104).
[0039] Then, a jackpot lottery process is carried out (S105). The jackpot lottery process is a process in which the jackpot lottery unit 1064 of the main control circuit 106 carries out a jackpot lottery to determine whether or not to transition to a jackpot game state based on predetermined lottery conditions. Then, a special symbol game process is carried out (S106). In the special symbol game process, the sub-control circuit 107 performs variable display of special symbols on the special symbol display device 169 based on command data (information indicating the lottery result of the jackpot lottery) transmitted from the main control circuit 106. Furthermore, a normal symbol game process is carried out (S107).
[0040] Then, it is determined whether or not the result of the jackpot lottery process is a jackpot (transition to a jackpot gaming state) (S108). If it is not a jackpot (NO in S108), step S101 is executed again. On the other hand, if it is a jackpot (YES in S108), shutter control process is performed (S109). In the shutter control process, the shutter 165 is opened by control of the detection control circuit 99 based on command data (information indicating that a transition to a jackpot gaming state has been won) transmitted from the main control circuit 106, and then the shutter 165 is closed when the jackpot gaming state is completed.
[0041] Next, with reference to Figure 4 (b), the increase / decrease number detection signal processing of the game media management device 20 will be described. The management device control unit 202 of the game media management device 20 determines whether an increase / decrease number detection signal has been received (S201). If an increase / decrease number detection signal has not been received (NO in S201), step S1 is executed again. On the other hand, if an increase / decrease number detection signal has been received (YES in S201), the output source of the increase / decrease number detection signal is identified (S202). Specifically, based on the increase / decrease number detection signal, it is identified whether it was sent from each winning sensor 1061 or the subtraction sensor 1011.
[0042] Then, a ball management process is performed (S203). Specifically, the increase in the number of balls to be paid out is preset for each of the start opening 161, the special winning opening 164, and the regular winning opening 168, and the number of balls in possession is increased according to the specified winning opening. In addition, the increase / decrease number detection signal output from the subtraction sensor 1011 indicates that the game balls 19 have been released and the balls in possession have been consumed. Therefore, when this signal is output, the number of balls in possession is decreased by one. Then, the updated number of balls in possession according to the increase / decrease number detection signal is transmitted to the gaming machine 11 (S204). When the gaming machine 11 receives the number of balls in possession, an update display process for the displayed balls is performed. The update display of the number of balls in possession will be described later.
[0043] [Electrical configuration and operation of the gaming system] The network configuration, electrical configuration, and operation of the gaming system will be described with reference to the drawings. Fig. 5 is a diagram showing the network configuration of the gaming system according to this embodiment. Fig. 6 is a block diagram showing the electrical configuration of the gaming machines and gaming media management device in the gaming system according to this embodiment.
[0044] As shown in FIG. 5 , in an amusement facility or the like where gaming machines 11 are installed, multiple gaming systems 500 including gaming machines 11 and gaming media management devices 20 are connected to a hall computer (gaming facility management device) 50 so as to enable data communication of optical signals via packet communication. Furthermore, a display device (gaming device) 40 is associated with the gaming machine 11 and the gaming media management device 20. Although not shown, an information display device 49 is installed above the gaming machine 11 or the like and displays gaming information such as a winning history indicating the number of wins on the gaming machine 11. The information display device 49 and the first liquid crystal display device 102 may be integrated. This gaming information is transmitted from the gaming machine 11 to the information display device 49 via the gaming media management device 20. The gaming machine 11 cannot directly communicate data with the information display device 49. Furthermore, the hall computer 50 is connected to both the gaming media management device 20 and the information display device 49 so as to enable data communication. However, the gaming machine 11 cannot directly communicate with the hall computer 50.
[0045] The gaming machine 11 transmits gaming machine unique information and gaming machine data including information related to games such as game play information and date and time information indicating the date and time when the information was transmitted to the gaming media management device 20. Here, the gaming machine unique information is identification information for identifying each gaming machine 11, and is information unique to each gaming machine 11. The gaming machine unique information is transmitted from the gaming machine 11 to the gaming media management device 20 together with the gaming machine data. The gaming machine unique information is pre-stored in storage means such as a ROM or RAM possessed by the gaming machine 11.
[0046] When the gaming media management device 20 receives gaming machine-specific information and gaming machine data transmitted from the gaming machine 11, it transmits the gaming machine data to the information display device 49 and also transmits the gaming machine-specific information and gaming machine data to the hall computer 50. The data transmitted from the gaming media management device 20 to the hall computer 50 is transmitted as an optical signal via packet communication. When the information display device 49 receives gaming machine data from the gaming media management device 20, it transmits the display device-specific information (gaming device-specific information) and the gaming machine data to the hall computer 50 as an optical signal via packet communication. Here, the display device-specific information is identification information for identifying each information display device 49 and is information unique to each information display device 49. In addition, the gaming media management device 20 and the information display device 49 each have a signal converter that converts an electrical signal into an optical signal and transmits the optical signal to the hall computer 50.
[0047] The hall computer 50 has a receiving unit 51 that receives signals, a display unit 52 that compiles the gaming machine data received by the receiving unit 51 and displays the compilation results, a memory unit 53 that stores the gaming machines 11 and information display devices 49 that are associated with each other, and a collating unit 54 that checks the data received by the receiving unit 51 to determine whether any fraudulent activity is occurring. The hall computer 50 is a so-called server, and is configured with a CPU, memory, various input / output devices, etc. Each of the above units of the hall computer 50 is constructed by the cooperation of hardware and software in memory.
[0048] The receiving unit 51 has a signal converter that converts optical signals into electrical signals and is capable of receiving optical signals via packet communication. The receiving unit 51 receives signals of gaming machine-specific information and gaming machine data from the gaming media management device 20 via packet communication for each gaming system 500, and also receives signals of display device-specific information and gaming machine data from the information display device 49 via packet communication. The display unit 52 compiles data related to games on each gaming machine based on the gaming machine data received by the receiving unit 51 and displays the compile results.
[0049] The storage unit 53 stores gaming machines 11 and information display devices 49 that correspond to each other. That is, for each gaming machine 11 and information display device 49 that correspond to each other, the gaming machine-specific information and display device-specific information are associated and stored in advance. The collation unit 54 compares the display device-specific information received from the information display device 49 and the gaming machine-specific information received from the gaming machine 11 via the gaming media management device 20 with the information stored in the storage unit 53. If the collation unit 54 determines that the gaming machine-specific information and the display device-specific information differ from the association in the storage unit 53, the display unit 52 displays a message to that effect. In this case, it is determined that fraud has occurred.
[0050] In this way, the hall computer 50 comprises a receiving unit 51 that receives data and a display unit 52 that compiles and displays the received data, and the receiving unit 51 receives gaming machine specific information and gaming machine data including date and time information and game information from the gaming machines 11 via the information display device 49 and the gaming media management device 20 through a signal converter using optical signals via packet communication, and the display unit 52 compiles and displays the data of each gaming machine 11 based on the received gaming machine data.
[0051] Because packet communication has a large transmission capacity, each gaming machine 11 can transmit information specific to the gaming machine, such as the model ID and the serial number of the main board, as well as information specific to the corresponding information display device 49, to the hall computer 50. Conventionally, gaming machines and the display devices mounted on the top of the gaming machines were managed by pre-associating the numbers of the gaming machine and the display device. In contrast, the above-described configuration in this embodiment allows the gaming machine 11 and the information display device 49 to be identified and managed using data transmitted from the gaming media management device 20 and the information display device 49. Therefore, the hall computer 50 that manages the gaming machine 11 does not need to previously associate the gaming machine 11 with its installation location and set the data. Furthermore, when a gaming machine is moved within the gaming parlor, there is no need to re-associate the number of the information display device 49 with the gaming machine 11. This reduces the burden on the gaming parlor manager.
[0052] The hall computer 50 also includes a receiving unit 51, a display unit 52, a memory unit 53, and another display unit 52. The receiving unit 51 is arranged to be able to receive data from each of a plurality of gaming machines 11 other than the given gaming machine 11, and is configured to be able to receive signals from an information display device 49 that is capable of transmitting its own display device specific information. The memory unit 53 stores the gaming machines 11 and the information display devices 49 in association with each other. The comparison unit 54 compares the display device specific information received from the information display device 49 and the gaming machine specific information received from the gaming machine 11 with the information stored in the memory unit. When the comparison by the comparison unit 54 determines that the received display device specific information and the received gaming machine specific information are not associated with each other, the display unit 52 displays this fact.
[0053] With this configuration, whether the gaming machine 11 and the information display device 49 are associated can be determined by comparing the gaming machine-specific information received from the gaming machine 11 via the gaming media management device 20 and the display device-specific information received from the information display device 49 with pre-stored information. If the determination results in a mismatch, it can be determined that the gaming machine-specific information is incorrect. This makes it possible to detect whether fraudulent activity, such as the unauthorized replacement of the control board of the gaming machine 11, has occurred. Thus, fraudulent activity can be detected with a simple configuration. Note that if the comparison unit 54 determines that the display device-specific information and the gaming machine-specific information are not associated, it is possible that some kind of fraudulent activity has occurred in the information display device 49 rather than in the gaming machine 11. However, since fraudsters typically engage in fraudulent ball acquisition, fraudulent activity in the information display device 49 is unlikely.
[0054] Here, it can be interpreted that the Act on the Regulation and Proper Management of Amusement and Amusement Businesses, etc., prohibits the electrical connection between gaming machines and external devices. Therefore, as disclosed in, for example, Japanese Patent Application Laid-Open Publication No. 2008-173202, conventional gaming machines are equipped with a centralized terminal board with mechanically operated electromagnetic relays, and this centralized terminal board is connected to an external device. This conventional centralized terminal board transmits and receives signals to and from external devices using electromagnetic relays installed for each signal, making it difficult to easily transmit and receive large amounts of data at high speed using a simple configuration. However, in this embodiment, as described above, the gaming system 500 and the external device, the hall computer 50, are connected to enable data communication via optical signals via packet communication. Therefore, the hall computer 50 can receive large amounts of data, such as signals representing gaming machine-specific information and gaming machine data, and display device-specific information and gaming machine data, collectively via packet communication for each gaming system 500. This enables fraud detection with a simple configuration.
[0055] As shown in Figure 6, the gaming machine 11 has a detection control circuit 99, a display device control board 103, a gaming machine connection board 201, a main control circuit 106, and a sub-control circuit 107. These have a microcomputer as a main component. The microcomputer is composed of a CPU and a memory unit (RAM, ROM, etc.) in which processing programs and the like are stored.
[0056] The gaming machine 11 also has a power supply 108 for power supply. The power supply 108 supplies power to each part of the gaming machine 11. The main control circuit 106 is supplied with power from the power supply 108 via a detection control circuit 99. The display device control board 103 is also supplied with power from the power supply 108 via a sub-control circuit 107.
[0057] The display device control board 103 is connected to the first liquid crystal display device 102. The display device control board 103 controls the display of the first liquid crystal display device 102. For example, the display device control board 103 converts an image signal transmitted to the first liquid crystal display device 102 so that it is suitable for display on the first liquid crystal display device 102. For example, the display device control board 103 converts the image signal so that the size of the image matches the screen size of the first liquid crystal display device 102. The display device control board 103 also generates a transmission signal that instructs the game media management device 20 in response to an input signal from the first liquid crystal display device 102.
[0058] The main control circuit 106 is connected to each winning sensor 1061, the magnet sensor 1062, and the second radio wave sensor 1063, and receives signals from these sensors. The main control circuit 106 is also connected to the normal electric role solenoid 1064, the big winning port solenoid 1065, and the LED 1066, and controls the operation of these.
[0059] The sub-control circuit 107 is connected to and receives signals from a performance button 1071 and a performance sensor 1072. It is also connected to a second liquid crystal display device 1073, a first LED board 1074, a speaker 1075, a second LED board 1076, and an actuator 1077, and controls the operations of these devices.
[0060] The detection control circuit 99 is connected to and receives signals from the above-mentioned winning sensors 1061 as well as the first radio wave sensor 1001, first open sensor 1002, second open sensor 1003, game ball zero sensor 1004, correct number sensor 1005, outlet sensor 1006, handle volume 1007, stop switch 1008, touch sensor 1009, launcher inlet sensor 1010, subtraction sensor 1011, lifting device inlet sensor 1012, lifting motor sensor board 1013, detachable unit sensor 1014, polishing motor sensor 1015, and polishing device inlet sensor 1016. It is also connected to and controls the operation of a ball feed solenoid 1017, launch solenoid 1018, lifting motor 1019, detachable unit motor 1020, and polishing motor 1021.
[0061] The detection control circuit 99 is also connected to a display board 1022 having a counting switch 1023. The display board 1022 controls a game ball number display device 1024 (see FIG. 3).
[0062] The gaming machine 11 also has a first connection portion 104 and a second connection portion 105. The first connection portion 104 is connected to each winning sensor 1061 and the subtraction sensor 1011. Each winning sensor 1061 and the subtraction sensor 1011 is connected to a gaming machine connection board 201 of the gaming media management device 20 via the first connection portion 104. The second connection portion 105 is connected to the display device control board 103. The display device control board 103 is connected to the gaming machine connection board 201 of the gaming media management device 20 via the second connection portion 105.
[0063] The first connection unit 104 has a signal converter that converts signals from each winning sensor 1061 and subtraction sensor 1011 into optical signals, enabling optical communication with the gaming media management device 20. As disclosed in the above-mentioned Japanese Patent Application Laid-Open No. 2008-173202, conventional gaming machines are equipped with a centralized terminal board having a mechanically operated electromagnetic relay, and this centralized terminal board is connected to an external device. Compared to this conventional gaming machine, the gaming system 500 has various advantageous effects as described below.
[0064] The gaming system 500 eliminates the need to provide separate electromagnetic relays for each type of signal to the external device, as is the case when connecting an external device to a terminal board in a conventional gaming machine. The gaming system 500 requires only one signal converter between the first connection unit 104 and the gaming media management device 20, thereby reducing costs. Furthermore, while relay circuits using electromagnetic relays are structurally difficult to provide with dead pins, optical communication allows for multiple dead pins, even on the receiving side, providing high scalability. While electromagnetic relays are mechanically operated by electromagnets and are prone to failure, optical communication reduces failures, resulting in a shorter mean time to failure and improved reliability compared to electromagnetic relays. While electromagnetic relays are prone to noise, optical communication is less susceptible to noise. Optical communication also offers faster response speeds than electromagnetic relays and can transfer large amounts of data in a single packet. Because large amounts of data can be sent in a single packet, the number of communications is reduced, reducing the amount of data generated. For example, when sending a signal to increase the number of balls held by 15, an electromagnetic relay system requires sending 15 signals to increase one ball. However, an optical communication system allows the signal to increase 15 balls to be sent all at once. Furthermore, other signals (e.g., command type, date and time data such as the date and time of communication, and a gaming machine-specific number) can also be sent simultaneously. As a result, both the control of the transmitting side and the control of the receiving side in communication can be simplified. This allows the CPU of each control board to be miniaturized. Alternatively, an optical communication cable can be directly connected from each winning sensor 1061 and subtraction sensor 1011 to the gaming media management device 20. This eliminates the need for the first connection unit 104, thereby reducing costs.
[0065] Therefore, the management device control unit 202 of the game media management device 20 is connected to each winning sensor 1061 and subtraction sensor 1011 of the gaming machine 11 via the gaming machine connection board 201 of the game media management device 20 and the first connection unit 104 of the gaming machine 11. The management device control unit 202 of the game media management device 20 is then connected to the display device control board 103 of the gaming machine 11 via the gaming machine connection board 201 of the game media management device 20 and the second connection unit 105 of the gaming machine 11. The management device control unit 202 is composed of a CPU and a storage unit (RAM, ROM, etc.) in which processing programs, etc. are stored.
[0066] Below, the gaming system 500 will be described along with an explanation of these components. Each winning sensor 1061 of the gaming machine 11 detects gaming balls 19 passing through each winning opening. As described above, the management device control unit 202 of the gaming media management device 20 adds the number of balls corresponding to each winning to the ball count based on the increase / decrease number detection signal output from each winning sensor 1061. In this way, the gaming system 500 has the function of detecting winning balls.
[0067] The magnet sensor 1062 detects abnormal magnetism in the gaming machine 11. This makes it possible to prevent fraudulent acts such as using a magnet to manipulate the gaming ball 19. The second radio wave sensor 1063 detects abnormal radio waves in the gaming machine 11. This makes it possible to prevent fraudulent acts such as irradiating or discharging radio waves to the gaming machine 11, thereby causing the gaming machine 11 to malfunction.
[0068] The normal electric role solenoid 1064 is connected to a normal electric role 162 (see FIG. 3) having a blade member 163 provided in the starting hole 161, and opens or closes the blade member 163 in response to a drive signal supplied from the main control circuit 106. The special prize opening solenoid 1065 is connected to a special prize opening 164 having a shutter 165, and drives the shutter 165 in response to a drive signal supplied from the main control circuit 106 to open or close the special prize opening 164. The LED 1066 displays the status of a special symbol display device which is the result of a lottery as to whether or not to open the special prize opening 164 based on the entry of a gaming ball into the starting hole 161, a normal symbol display device which is whether or not to open the normal electric role, or a hold display device which is the number of these reserved, and its lighting state changes in response to a drive signal supplied from the main control circuit 106.
[0069] For example, even if someone commits fraud by using a wire or the like to force the shutter 165 of the large prize opening 164 into an open state, it is possible to detect that fraud is occurring and prevent fraud by detecting whether or not a drive signal to drive the shutter 165 is being supplied.
[0070] The display board 1022 controls a game ball count display device 1024 that displays the number of balls a player has. Specifically, as shown in FIG. 3, the game ball count display device 1024 is provided at the bottom of the front of the gaming machine 11. The game ball count display device 1024 is a liquid crystal display device that displays the number of balls held up to six digits. As described above, the number of balls held is managed by the game media management device 20. The number of balls held increases or decreases as games are played. The game media management device 20 manages the number of balls held by performing addition and subtraction based on the increase / decrease number detection signals sent from each winning sensor 1061 or subtraction sensor 1011. The game media management device 20 then sends a signal related to the number of balls held to the display board 1022. The display board 1022 receives a signal related to the increase / decrease in the number of balls held from the detection control circuit 99 and updates the number of balls displayed on the game ball count display device 1024. Furthermore, if the number of balls held is 0, the display board 1022 transmits a signal indicating this to the detection control circuit 99. This allows the detection control circuit 99 to determine whether or not it is OK to launch the gaming balls 19. Note that if necessary for the control of the gaming machine 11, a signal regarding the number of balls held may be transmitted to the detection control circuit 99 even if the number of balls held is other than 0. Furthermore, such a signal regarding the number of balls held may be transmitted directly from the gaming media management device 20 to the detection control circuit 99, rather than being transmitted to the detection control circuit 99 via the display board 1022.
[0071] As described above, when each winning sensor 1061 detects a game ball 19, the number of acquired game balls set for each winning is added to the number of balls in possession. That is, an increase / decrease number detection signal is sent to the game media management device 20, and the game media management device 20 adds the number of acquired game balls corresponding to each winning to the current number of balls in possession. The game media management device 20 then sends data on the number of balls in possession after the addition to the display board 1022, and the display board 1022 updates the number of balls in possession displayed on the game ball number display device 1024.
[0072] The subtraction sensor 1011 is provided at the outlet of the launcher 118 for the gaming ball 19 and detects that the gaming ball 19 is launched from the launcher 118 (launched ball). When the gaming media management device 20 receives an increase / decrease number detection signal transmitted from the subtraction sensor 1011, it subtracts the current number of balls in possession. This updates the number of balls in possession managed by the gaming media management device 20. The gaming media management device 20 transmits data regarding the number of balls in possession after the subtraction to the detection control circuit 99. The detection control circuit 99 then transmits the number of balls in possession to the display board 1022, thereby updating the display of the number of balls in possession on the gaming ball number display device 1024. Note that, if a returned ball occurs, the subtraction sensor 1011 may erroneously detect that the gaming ball 19 has been launched, even though the gaming ball 19 has not actually been launched into the game area 160. However, as described above, the gaming machine 11 is designed to avoid returned balls, so the gaming media management device 20 can correctly manage the number of balls in possession.
[0073] The counting switch 1023 of the display board 1022 detects an input to the counting button 1025 disposed on the left side of the game ball count display device 1024, as shown in FIG. 3. When the player presses the counting button 1025, a detection signal is output from the counting switch 1023. When the display board 1022 receives the detection signal from the counting switch 1023, it gradually decreases the number of balls held displayed on the game ball count display device 1024. At the same time, data regarding the decrease in the number of balls held displayed on the game ball count display device 1024 is sent to the game media management device 20. In response to this data, the management device control unit 202 displays the decrease in the number of balls held displayed on the game ball count display device 1024 as the number of counted balls on a display device (not shown) of the game media management device 20. In other words, the balls held are converted into counted balls.
[0074] Furthermore, the longer the count button 1025 is pressed, the faster the rate at which the number of possessed balls displayed on the game ball count display device 1024 decreases. In this case, the rate at which the number of possessed balls displayed on the game media management device 20 increases will also increase faster in accordance with the rate at which the number of possessed balls decreases. Then, when the number of possessed balls reaches a desired value, the player can stop pressing the count button 1025 to stop converting the number of possessed balls to counted balls. This allows the player to easily convert a desired number of possessed balls into counted balls.
[0075] Furthermore, if the player presses the count button 1025 within 10 seconds after pressing a specific area (the return display area 102b described below) on the first liquid crystal display device 102, the number of balls held displayed on the game ball count display device 1024 may be reset to zero, and the number of balls held displayed on the game ball count display device 1024 may be added to the number of counted balls, which may be displayed on the game media management device 20. This allows the number of balls held to be counted all at once, making it easy for the player to operate when counting all of the balls held. Also, all of the balls held may be counted all at once by simply operating the count switch 1023 once. Furthermore, the first liquid crystal display device 102 may be configured to allow the player to set the number of balls held to be converted into counted balls. This allows the player to easily convert any number of balls held into counted balls.
[0076] The game balls 19 either pass through each winning opening and reach the polishing device 122, or pass through the outlet 166 formed at the bottom of the game area 160 without passing through each winning opening and reach the polishing device 122. Therefore, based on the detection signals of each winning sensor 1061 and the outlet sensor 1006, the number of all game balls 19 that reach the polishing device 122 from the game area 160 and circulate (the number of out balls) can be detected. Note that the signal from each winning sensor 1061 when detecting the number of out balls indicates whether or not a game ball has passed through each winning opening, and does not indicate an increase or decrease in the number of balls in the game. The out ball detection function may also be included in the game media management device 20. In this case, the outlet sensor 1006 may transmit a detection signal to the game media management device 20 when it detects a game ball 19.
[0077] The gaming system 500 also has an error detection function. For example, the number of gaming balls 19 launched into the gaming area 160 can be compared with the number of gaming balls 19 reaching the polishing device 122 from the gaming area 160 using the launched ball detection signal and the out ball detection signal. In other words, it is possible to detect fraudulent behavior, such as externally inserting gaming balls 19 into the gaming area 160. In this way, the gaming system 500 can detect a gaming ball number overflow error. Note that a gaming ball number overflow error may be an error that occurs when the gaming machine 11 exceeds the number of balls it can recognize. For example, a gaming ball number overflow error may be detected when the number of balls held exceeds the six-digit number that can be displayed on the gaming ball number display device 1024.
[0078] Furthermore, the number of game balls 19 shot into the play area 160 is compared with the number of game balls 19 reaching the polishing device 122 from the play area 160 using the shot ball detection signal and the out ball detection signal, and if a state occurs in which out balls continue to be detected but shot balls are not, a subtraction sensor error can be detected. In other words, it can be detected that the shot device 118 is jammed with game balls 19.
[0079] Furthermore, by using the detection signals for the fired balls and the out balls, the number of game balls 19 fired into the game area 160 is compared with the number of game balls 19 arriving at the polishing device 122 from the game area 160, and if a state occurs in which fired balls continue to be detected but out balls corresponding to the fired balls are not detected, a winning sensor error can be detected. In other words, it can be detected that game balls 19 are jammed in each winning port, etc.
[0080] The first liquid crystal display device 102 functions as an input device for receiving input from the player regarding ball lending, and also as a display device for displaying the remaining game value. As shown in FIG. 3, the first liquid crystal display device 102 is provided above the gaming machine 11. A replay display area 102a, a return display area 102b, a ball lending display area 102c, and a balance display area 102d are formed on the screen of the first liquid crystal display device 102. When the gaming medium management device 20 receives gaming value such as banknotes or prepaid media from an external device, the balance display area 102d displays the amount of that gaming value that can be converted into owned balls.
[0081] The replay display area 102a, the return display area 102b, and the ball loan display area 102c are input areas for receiving input from the player. When the first liquid crystal display device 102 detects that the area touched by the player is the ball loan display area 102c, the display device control board 103 sends a transmission signal requesting a ball loan to the gaming media management device 20. Based on the ball loan request, the gaming media management device 20 performs a loan process that subtracts the balance and adds the number of balls held corresponding to the subtracted amount. The updated balance is then sent from the gaming media management device 20 to the first liquid crystal display device 102 via the display device control board 103, and the balance display in the balance display area 102d is updated. The added number of balls held is also sent from the gaming media management device 20 to the display board 1022, and the display of the balls held on the gaming ball count display device 1024 is updated.
[0082] Furthermore, when there is no balance in the gaming media management device 20 (for example, when no prepaid media is inserted in the gaming media management device 20), input to the ball lending display area 102c is invalid. In this state, if a touch operation by the player on the ball lending display area 102c is detected, an illegal addition error is detected. Note that when there is a balance and it is possible to convert to a held ball, the ball lending display area 102c may be displayed as illuminating, and when there is no balance and it is not possible to convert to a held ball, the ball lending display area 102c may be displayed as being slightly darker.
[0083] Furthermore, when the first liquid crystal display device 102 detects that the area touched by the player is the return display area 102b, the display device control board 103 transmits a transmission signal requesting the end of the game to the game media management device 20. Then, the game media management device 20 transmits a transmission signal to instruct the end of the game to the display board 1022. Furthermore, if the player presses the count button 1025 within 10 seconds after the touch operation on the return display area 102b, the number of balls possessed is converted into the number of counted balls all at once and displayed on the game media management device 20, as described above.
[0084] The replay display area 102a of the first LCD display device 102 is only valid for accepting input when there are saved replay balls. Saved replay balls refer to balls carried over from a game played the previous day or earlier. Information about the carried-over balls, such as the number of replay balls, is stored in a ball storage server installed in a location other than the gaming parlor, in association with information such as a member ID that can identify the player. The player, for example, simply inserts this member card into the gaming media management device 20 while playing. When the player touches the replay display area 102a with the member card inserted in the gaming media management device 20, the gaming media management device 20 reads the member ID recorded on the member card and obtains information such as the number of replay balls associated with the member ID from the saved ball server. The gaming media management device 20 adds the number of replay balls to the number of balls carried based on this information.
[0085] When the first liquid crystal display device 102 detects that the area touched by the player is the replay display area 102a, the display device control board 103 sends a transmission signal requesting a replay to the game media management device 20. The game media management device 20 then sends information about the increased number of balls held based on the information about the number of replay balls to the display board 1022, and the display of the number of balls held on the game ball number display device 1024 is updated. The information stored in the ball storage server is then updated.
[0086] Although not shown, a screen switching area may be displayed on the first liquid crystal display device 102. When the first liquid crystal display device 102 detects that the area where the player has performed a touch operation is the screen switching area, the content displayed on the first liquid crystal display device 102 may be switched. For example, the switching may be performed between information from the game media management device 20, such as the results of the lending operation and the results of the returning operation, and information such as an image for presentation transmitted from the sub-control circuit 107.
[0087] Although not shown, the first liquid crystal display device 102 may be capable of displaying card information such as a member ID recorded on a member card inserted into the gaming medium management device 20, and game information of the gaming machine 11. The display of this card information and game information may be switchable to a display mode such as that shown in FIG. 3 by touching the first liquid crystal display device 102.
[0088] When the gaming machine 11 is powered on, it determines the unique ID of the CPU provided in the main control circuit 106, the unique ID of the CPU provided in the detection control circuit 99, the gaming machine manufacturer code stored in the gaming machine 11, the manufacturer code of the security chip used to realize the above-mentioned authentication / communication control circuit 300, etc., the model code of the gaming machine 11, and the consistency of the gaming facility.
[0089] The first open sensor 1002 detects that the glass frame is open in the main body 191. The second open sensor 1003 detects that the inner frame of the main body 191 is open.
[0090] The first radio wave sensor 1001 detects abnormal radio waves to the main body 191 of the gaming machine 11 .
[0091] Furthermore, when the gaming machine 11 detects an error such as the above, it issues an error notification. The error notification may be, depending on the board that detects the error, stopping the game, displaying error information by the gaming medium management device 20, outputting the error information as sound by the speaker 1075, lighting up LEDs connected to the first LED board 1074 for main body effects and the second LED board 1076 for board effects, driving the actuator 1077, and displaying the error information on the first liquid crystal display device 102, which is a touch panel type.
[0092] The gaming machine 11 outputs information about the game status to the gaming media management device 20. Specifically, the gaming machine 11 outputs to the gaming media management device 20 information about the number of balls out, the number of retained balls obtained by winning, the type of win output for each win (starting hole, jackpot, small jackpot, jackpot with large ball output, jackpot with small ball output, jackpot during ball output), jackpot and time-saving state, probability variable state, time-saving state, security related to fraud detection, glass frame open state, inner frame open state, and when a gaming machine error occurs.
[0093] The power supply 108 generates the power required for the gaming machine 11 from single-phase 100V AC. In this embodiment, the power supply 108 supplies power directly to the detection control circuit 99 and the sub-control circuit 107. It also supplies power to the main control circuit 106 via the detection control circuit 99. It also supplies power to the display device control board 103 via the sub-control circuit 107. Note that the power supply is not limited to the above-mentioned manner.
[0094] The power supply 108 also has a backup power supply (not shown). Therefore, even if the power supply is turned off, the information stored in the RAM of each of the main control circuit 106 and the detection control circuit 99 can be maintained. The power supply 108 is also provided with a clear switch (not shown). By operating the clear switch, the information stored in the RAM of each of the main control circuit 106 and the detection control circuit 99 can be initialized.
[0095] Specifically, the contents stored in the RAM of the main control circuit 106 are the jackpot status (including the number of rounds), the high probability / time-shortening status, the random number values in the reserved memory (special symbols, normal symbols), the error status, the command data not yet sent to the detection control circuit 99, the normal electric device, and the special electric device. Also, the contents stored in the RAM of the detection control circuit 99 are the number of balls held, the error status, the command data not yet sent to the game media management device 20, game machine information, game information, and card information of the membership card inserted into the game media management device 20, etc.
[0096] The launch solenoid 1018 is provided in the launch device 118, and operates to launch the gaming ball 19 in response to a drive control signal from the detection control circuit 99. The drive control signal for driving the launch solenoid 1018 is output when the player operates the handle 1026 (see FIG. 3). The touch sensor 1009 is provided on the periphery of the handle 1026, and is positioned so that the player will also touch the touch sensor 1009 when gripping the handle 1026. Therefore, it is possible to detect whether or not the player is gripping the handle 1026 based on the detection signal from the touch sensor 1009 (touch detection).
[0097] Handle 1026 is rotatably attached to main body 191. Handle 1026 is also attached so that when it is rotated, a biasing force acts in the counterclockwise direction. Therefore, when handle 1026 is rotated and then released, handle 1026 rotates and returns to its original position.
[0098] The handle 1026 is provided with a handle volume 1007 that outputs a detection signal according to the angle of rotation in the clockwise direction. The strength of the launch of the game ball 19 from the launching device 118 is changed according to the signal output from the handle volume 1007.
[0099] In addition, the handle 1026 is provided with a holding lever 1026a, and the rotational position of the handle 1026 is fixed by the player operating the holding lever 1026a. In other words, by rotating the handle 1026 and operating the holding lever 1026a at the desired position, the handle 1026 will not rotate even if the player releases the handle 1026, and will be held in that position. This helps reduce fatigue caused by playing for long periods of time.
[0100] Furthermore, although not shown, the handle 1026 has a swing movement structure, which allows the handle 1026 to swing up, down, left, and right. In other words, the handle 1026 generally protrudes in a direction approximately perpendicular to the main body 191, but because it has a swing movement structure, the handle 1026 can be arranged so that it is inclined with respect to the main body 191. This allows the player to swing the handle 1026 appropriately to make it easier to operate.
[0101] Furthermore, the stop switch 1008 is provided, for example, near the handle 1026. When the detection control circuit 99 receives a detection signal from the stop switch 1008, it stops the operation of the launch solenoid 1018 even if it receives a detection signal from the handle volume 1007. In other words, when the player operates the stop switch 1008, the game ball 19 will not be launched from the launcher 118 even if the handle 1026 is rotated. Note that even if the handle 1026 is rotated, if a detection signal is not output from the touch sensor 1009, that is, if the player is not gripping the handle 1026, or if the rotation angle of the handle 1026 is too small, the game ball 19 will not be launched from the launcher 118.
[0102] Here, the launching device 118 will be described using the drawings. Fig. 7 is a diagram for explaining the launching device of the gaming machine according to this embodiment. Fig. 8 is a plan view of the launching device of the gaming machine according to this embodiment.
[0103] As shown in FIG. 7 , the launching device 118 has a launching solenoid 1018, a launching pad 1111, a launching pestle 1112, and a support shaft 1113. The upper end of the launching pad 1112 is supported by the support shaft 1113 and is installed so as to be rotatable around the support shaft 1113. The launching solenoid 1018 is disposed near the launching pad 1112. When the launching solenoid 1018 is driven by the detection control circuit 99, the launching pad 1112 is attracted to the launching solenoid 1018 and driven to rotate. When the launching pad 1112 is attracted to the launching solenoid 1018, it strikes the game ball 19, and the game ball 19 is launched obliquely upward from the launching device 118. The launching pad 1111 is a standby position for the game ball 19 to be struck by the launching pad 1112. When the game ball 19 is placed on the launch pad 1111, the opposite side of the launching pestle 1112 is the launching direction and is open.
[0104] As shown in FIG. 8, the launcher 118 has, in addition to the components described above, a ball inlet 1114, a launcher inlet sensor 1010, a ball passage 1115, a ball feed solenoid 1017, and a subtraction sensor 1011. The gaming ball 19 is sent to the launch pad 1111 by the ball feed solenoid 1017. The gaming ball 19 is transported to the top of the gaming machine by the lifting device 133 and guided to the ball inlet 1114. It then passes through the ball passage 1115 and waits at a standby position. The launcher inlet sensor 1010, provided in the ball passage 1115, outputs a detection signal when the gaming ball 19 passes through the ball passage 1115. When the player operates the handle 1026, the detection control circuit 99 drives the ball feed solenoid 1017, and a ball feed pestle (not shown) pushes the waiting gaming ball 19 toward the launch pad 1111 (downward in FIG. 8). This causes the gaming ball 19 to move to the launch pad 1111. A subtraction sensor 1011 is also provided on the path from the standby position to the launch pad 1111, and detects the gaming ball 19 moving to the launch pad 1111. When the subtraction sensor 1011 detects the gaming ball 19, the number of balls held is subtracted by one.
[0105] As shown in FIG. 3, in the game area 160, the game ball 19 that passes through each winning hole such as the starting hole 161 or the big winning hole 164, or the outlet hole 166, is guided to the polishing device 122 via a guide path 167.
[0106] Here, the polishing device 122 will be described. Although the details of the polishing device 122 are not shown, the polishing device 122 has a housing and a detachable unit that can be attached to and detached from the housing. The housing has a ball inlet formed therein for guiding the game ball 19 guided by the guide path 167 into the interior of the housing. A polishing device inlet sensor 1016 is provided at the ball inlet to detect when the game ball 19 has been inserted. A fitting recess for fitting the detachable unit is formed at the front side of the housing. A guide groove that serves as a transport path for the game ball 19 is formed inside the fitting recess. An inlet guide path is formed between the ball inlet and the guide groove for guiding the game ball 19. A ball outlet is formed at the end of the guide groove. A spiral screw is installed in the guide groove for guiding the game ball 19 along the guide groove. The game ball 19 guided into the guide groove is transported along the guide groove by the rotation of this screw and is guided to the ball outlet.
[0107] The detachable unit has a cloth for polishing the game balls 19. Part of the cloth is exposed to the outside of the detachable unit, and the rest is installed inside the detachable unit. When the detachable unit motor 1020 provided in the polishing device 122 is driven, the cloth is sent in a certain direction, and the part exposed to the outside changes. In other words, when the detachable unit motor 1020 is driven, the exposed cloth is sent into the detachable unit, and accordingly, a new part of the cloth is sent from inside the detachable unit to the outside.
[0108] By fitting the detachable unit into the fitting recess of the housing, the cloth exposed on the open side of the guide groove 1204 is pressed against it. In other words, when the screw rotates and the game ball 19 is transported along the guide groove, the game ball 19 comes into contact with the cloth. The housing is provided with a detachable unit sensor 1014 that detects that the detachable unit is fitted into the fitting recess. The polishing device 122 further has a detachable unit motor 1020 and a polishing motor 1021 controlled by the detection control circuit 99.
[0109] With the detachable unit fitted into the fitting recess of the housing, the detachable unit motor 1020 and the polishing motor 1021 are driven. This causes the cloth to start moving and the screw to start rotating. As the screw rotates, the game ball 19 is transported along the guide groove. At this time, the cloth moves in the opposite direction to the transport direction of the game ball 19. The game ball 19 transported along the guide groove comes into contact with the cloth moving in the opposite direction to the transport direction of the game ball 19, and is rubbed by the cloth, thereby polishing the game ball 19. In this way, the game ball 19 is transported along the guide groove while being polished by the cloth, discharged from the ball outlet, and guided to the lifting device 133. The detachable unit motor 1020 and the polishing motor 1021 are driven when the polishing device entrance sensor 1016 detects the game ball 19. The polishing motor sensor 1015 detects the operation of the polishing motor 1021. This makes it possible to detect whether the polishing motor 1021 is being rotated normally.
[0110] The lifting device will be described using the drawings. Fig. 9 is a diagram for explaining the lifting device of the gaming machine according to this embodiment. Fig. 10 is a diagram for explaining the operation of the lifting device of the gaming machine according to this embodiment.
[0111] As shown in Figures 9 and 10, the lifting device 133 has a ball inlet 1301, a ball outlet 1302, a lifting section 1303, a screw 1304, a lifting device inlet sensor 1012, and a lifting motor 1019. The lifting device 133 also has a lifting motor sensor board 1013. Game balls 19 transported by the polishing device 122 are introduced into the ball inlet 1301. The lifting device inlet sensor 1012 detects the game balls 19 introduced into the ball inlet 1301. The lifting motor 1019 is driven in response to the detection of the game balls 19 by the lifting device inlet sensor 1012. Power from the lifting motor 1019 is transmitted to a spiral screw 1304 provided inside the lifting section 1303 via a gear provided at the bottom. The game ball 19 that passes through the ball inlet 1301 further passes through a ball passage (not shown) and reaches the bottom of the cylindrical lifting section 1303. The screw 1304 is rotated by the lifting motor 1019, and the game ball 19 is transported upward by the screw 1304. The lifting motor sensor board 1013 detects the operation of the lifting motor 1019. This makes it possible to detect whether the lifting motor 1019 is being rotated normally.
[0112] The game balls 19 that have reached the top of the lifting section 1303 are discharged by the screw 1304 from a ball outlet 1302 provided on the upper side of the lifting section 1303 and are guided to the ball inlet 1114 of the launching device 118 that is connected to the ball outlet 1302. The game balls 19 are then sent to the launching device 118.
[0113] The gaming system 500 also manages the number of gaming balls 19 in the gaming area 160. An appropriate number sensor 1005 connected to the detection control circuit 99 detects whether the number of gaming balls 19 in the gaming area 160 is the appropriate amount. If 50 gaming balls 19 are circulating in the gaming machines 11, for example, the appropriate amount is considered to be when there are 10 or fewer gaming balls in the gaming area 160, and if there are more than 10 gaming balls 19 in the gaming area 160, a detection signal is output to indicate an abnormality. Furthermore, a gaming ball zero sensor 1004 connected to the detection control circuit 99 outputs a detection signal when there are no gaming balls 19 in the gaming area 160.
[0114] The detection control circuit 99 transitions to a power-saving state based on various connected sensors, etc. For example, if the touch sensor 1009 detects that the player has not gripped the handle 1026 for a predetermined period of time, the detection control circuit 99 may transition to a power-saving state. For example, various effect devices connected to the sub-control circuit 107 may be turned off. The detection control circuit 99 may also transition to a power-saving state when the number of balls remaining reaches 0, when no prepaid medium is inserted, when no cash is inserted, etc. In this way, the detection control circuit 99 can determine whether a game is being played and transition the gaming machine 11 to a power-saving state.
[0115] The power supply 108 has a backup power supply (not shown). This allows the data immediately before the power supply is turned off to be retained even if the power supply is turned off at night. In addition, this backup power supply may be used to, for example, continue to detect whether the inner frame is open using the second open sensor 1003. This also makes it possible to prevent fraudulent acts at night.
[0116] In this case, the information such as the number of times the inner frame has been opened may be stored. Furthermore, when the power is turned on, the information such as the number of times the inner frame has been opened may be output to the first liquid crystal display device 102 of the gaming machine 11.
[0117] [Machine operation] The processing operations executed by the gaming machine 11 will be described below with reference to the drawings.
[0118] [Main processing] First, as shown in Fig. 11, the CPU in the main control circuit 106 (hereinafter referred to as the main CPU) executes initial setting processing such as RAM access permission, backup restoration processing, and initialization of the work area (S10). Then, as will be described in detail later with reference to Fig. 13, the main CPU executes special symbol control processing relating to the progress of the special symbol game, the special symbols displayed on the LCD display device, and the decorative symbols (S11).
[0119] 16, the main CPU executes a normal symbol control process relating to the progress of the normal symbol game and the normal symbols displayed on the normal symbol display device (S12).The main CPU then executes a symbol display device control process (S13) that controls the display of variable displays of special symbols, normal symbols, etc., according to the results of the execution of the special symbol control process and normal symbol control process.
[0120] In this way, in the main processing, after the initial setting processing is completed, the special symbol control processing, the normal symbol control processing, and the symbol display device control processing are repeatedly executed.
[0121] [System timer interrupt processing] Furthermore, even when the main CPU is executing the main processing, it may suspend the main processing and execute system timer interrupt processing. The main control circuit 106 is provided with a reset clock pulse generating circuit (not shown). The reset clock pulse generating circuit generates a clock pulse at a predetermined cycle (for example, every 2 milliseconds). The main CPU executes the following system timer interrupt processing in response to the generated clock pulse. This system timer interrupt processing will be explained using FIG. 12.
[0122] First, as shown in FIG. 12, the main CPU executes a random number update process to increment each count value of the random number counter for determining a jackpot, the random number counter for determining a jackpot symbol, etc., by "1" (S20). Then, the main CPU executes an input detection process to detect the entry or passage of the gaming ball 19 into the start hole 161, etc. (S21). For example, the input detection process is executed upon receiving a winning detection signal from the start hole entry sensor 1061a. Then, the main CPU executes update processes for various timers, such as a waiting time timer for synchronizing between control boards such as the main control circuit 106 and the sub-control circuit 107, and a special prize hole opening time timer for measuring the opening time of the special prize hole 164 (S22). Then, an output process is executed to supply signals for drive control to solenoids, motors, etc. based on various variables (S23).
[0123] Then, the main CPU executes a command output process to supply various commands to the detection control circuit 99 and the sub-control circuit 107 (S24). When this process is completed, this subroutine is terminated, the process returns to the address before the interrupt occurred, and the main process is executed. Note that the addition of balls due to winning, which is performed based on the passing of the game ball 19 through each winning port, is performed by the game media management device 20, as described above. That is, an increase / decrease number detection signal is sent from the winning sensor 1061, including the start port winning sensor 1061a, to the game media management device 20 without going through the main control circuit 106, and the payout process is executed in the game media management device 20.
[0124] [Special pattern control processing] The special symbol control process of Fig. 11 will be explained using Fig. 13. In Fig. 13, the numerical values written beside each process indicate the control status flags corresponding to each process, and one step corresponding to the numerical value is executed according to the numerical value of the control status flag, and the special symbol game progresses.
[0125] First, as shown in FIG. 13, the main CPU executes a process of loading a control status flag (S30).
[0126] In each process described below, the main CPU determines whether to execute various processes in each step based on the value of a control status flag. This control status flag indicates the status of the special symbol game and enables execution of one of the processes. In addition, the main CPU executes the process in each step at a predetermined timing determined by a waiting time timer or the like set for each step.
[0127] Before the predetermined timing is reached, the process of each step is terminated without being executed, and another subroutine is executed. Of course, the system timer interrupt process is also executed at a predetermined cycle.
[0128] Then, the main CPU executes a special symbol memory check process (S31). Details will be described later with reference to FIG. 15. When the control status flag is a value (00) indicating a special symbol memory check, the main CPU checks the number of reserved symbols, and if there are reserved symbols, determines the jackpot determination, the derived special symbol, the special symbol variation pattern, etc. The main CPU also sets the control status flag to a value (01) indicating special symbol variation time management, and sets the variation time corresponding to the variation pattern determined in this process in the waiting time timer. In other words, after the variation time corresponding to the variation pattern determined this time has elapsed, the main CPU is set to execute the special symbol variation time management process described later.
[0129] On the other hand, if there are no reserved items, the main CPU performs a demo display process to display a demo screen.
[0130] Then, the main CPU executes a special symbol variation time management process (S32). In this process, when the control status flag is a value (01) indicating special symbol variation time management and the variation time has elapsed, the main CPU sets the control status flag to a value (02) indicating special symbol display time management, and sets the waiting time timer to the post-determination waiting time. In other words, after the post-determination waiting time has elapsed, the main CPU sets the special symbol display time management process (described later) to be executed.
[0131] Then, the main CPU executes a special symbol display time management process (S33). In this process, the main CPU determines whether or not a jackpot has occurred when the control status flag is a value (02) indicating special symbol display time management and the waiting time after confirmation has elapsed. If a jackpot has occurred, the main CPU sets the control status flag to a value (03) indicating jackpot start interval management and sets the waiting time timer to a time corresponding to the jackpot start interval. In other words, after the time corresponding to the jackpot start interval has elapsed, the main CPU is set to execute the jackpot start interval management process described below.
[0132] On the other hand, if there is no jackpot, the main CPU sets a value (08) indicating the end of the special symbol game. That is, it sets the special symbol game end process to be described later.
[0133] Then, if the main CPU determines that a jackpot has occurred, it executes jackpot start interval management processing (S34). In this processing, the main CPU updates the variables located in the RAM of the main control circuit 106 based on data read from the ROM of the main control circuit 106 in order to open the special prize opening 164 when the control status flag is a value (03) indicating jackpot start interval management and the time corresponding to that jackpot start interval has elapsed. The main CPU sets the control status flag to a value (04) indicating that the special prize opening is currently open, and sets the special prize opening opening time timer to an upper limit of opening time (for example, 30 seconds). In other words, the main CPU is set to execute the special prize opening currently open processing described below.
[0134] Then, the main CPU executes the special prize opening open process (S35). In this process, when the control status flag is the value (04) indicating that the special prize opening is open, the main CPU determines whether or not either the condition that the special prize opening counter is equal to or greater than a predetermined number, or the condition that the opening upper limit time has elapsed (the special prize opening open time timer is "0") is met (the predetermined closing condition is established).
[0135] When any of the conditions is met, the main CPU updates the variables located in the main RAM to close the special prize opening 164. Then, the main CPU sets the control status flag to a value (05) indicating monitoring of remaining balls in the special prize opening. The main CPU sets the remaining ball monitoring time in the special prize opening to the waiting time timer. In other words, after the remaining ball monitoring time in the special prize opening has elapsed, the main CPU is set to execute the remaining ball monitoring process in the special prize opening, which will be described later.
[0136] Then, the main CPU executes a process for monitoring remaining balls in the special prize opening (S36). In this process, the main CPU determines whether or not the condition that the control status flag is a value (05) indicating monitoring remaining balls in the special prize opening and the special prize opening remaining ball monitoring time has elapsed is satisfied, that is, whether or not the special prize opening opening count counter is equal to or greater than the maximum value of the number of times the special prize opening has been opened (the final round).
[0137] When this condition is met, the main CPU sets the control status flag to a value (07) indicating the jackpot end interval, and sets the time corresponding to the jackpot end interval to the waiting time timer. In other words, after the time corresponding to the jackpot end interval has elapsed, the main CPU sets the jackpot end interval processing process (described later) to be executed.
[0138] On the other hand, if this condition is not met, the main CPU sets the control status flag to a value (06) indicating the large prize opening reopening waiting time management. The main CPU also sets the waiting time timer to a time corresponding to the interval between rounds. In other words, after the time corresponding to the interval between rounds has elapsed, the main CPU sets the waiting time timer to execute the large prize opening reopening waiting time management process described later.
[0139] Then, when the main CPU determines that the large prize opening count counter is not equal to or greater than the maximum large prize opening count, it executes a process for managing the waiting time before reopening the large prize opening (S37). In this process, the main CPU updates the large prize opening count counter so that it increases by "1" when the control status flag is set to a value (06) indicating large prize opening reopening waiting time management and the time corresponding to the inter-round interval has elapsed. The main CPU sets the control status flag to a value (04) indicating that the large prize opening is currently open. The main CPU sets the large prize opening time timer to an upper limit for opening (e.g., 30 seconds). In other words, the process for currently opening the large prize opening described above is set to be executed again.
[0140] Then, when the main CPU determines that the large prize opening count counter is equal to or greater than the maximum large prize opening count, it executes a large prize ending interval process (S38). In this process, when the control status flag is a value (07) indicating the large prize ending interval and the time corresponding to the large prize ending interval has elapsed, the main CPU sets the control status flag to a value (08) indicating the end of the special symbol game. In other words, the main CPU sets the control status flag to execute a special symbol game ending process, which will be described later.
[0141] The main CPU controls the transition to a probability variable state when the jackpot symbol is a probability variable symbol, and controls the transition to a normal game state when the jackpot symbol is a non-probability variable symbol.
[0142] Then, when the jackpot game state ends or when a loss occurs, the main CPU executes a special symbol game end process (S39). In this process, if the control status flag is a value (08) indicating the end of the special symbol game, the main CPU updates the data indicating the reserved number (start memory information) by decrementing it by "1". Then, the main CPU updates the special symbol memory area to perform the next variable display. The main CPU sets a value (00) indicating a special symbol memory check. In other words, the setting is made to execute the above-mentioned special symbol memory check process. When this process ends, this subroutine ends.
[0143] As described above, by setting the control status flag, the special symbol game is executed. Specifically, as shown in Fig. 14, when the jackpot game state is not reached and the result of the jackpot determination is a miss, the main CPU sets the control status flag to "00", "01", "02", and "08" in that order, thereby executing the special symbol memory check process, special symbol variation time management process, special symbol display time management process, and special symbol game end process shown in Fig. 13 at predetermined timings.
[0144] In addition, when the main CPU is not in a jackpot game state and the result of the jackpot determination is a jackpot, it sets the control state flag to "00", "01", "02", and "03" in that order, thereby executing the special pattern memory check process, special pattern change time management process, special pattern display time management process, and jackpot start interval management process shown in Figure 13 at predetermined timings, and thereby executing control to enter the jackpot game state.
[0145] Furthermore, when control to the jackpot game state is executed, the main CPU sets the control state flag to "04", "05", and "06" in that order, thereby executing the processes shown in Figure 13, such as processing while the large prize opening is in progress, monitoring of balls remaining in the large prize opening, and managing the waiting time before the large prize opening is reopened, at the specified times, and executing the jackpot game.
[0146] In addition, when a jackpot game is being played, if the conditions for ending the jackpot game state are met, by setting "04", "05", "07", and "08" in that order, the processes shown in Figure 13 for processing while the jackpot opening is in progress, processing for monitoring balls remaining in the jackpot opening, jackpot end interval processing, and special pattern game end processing will be executed at the specified timing, and the jackpot game state will be ended.
[0147] [Special pattern memory check process] The special symbol memory check process of FIG. 13 will be described with reference to FIG.
[0148] First, as shown in Fig. 15, the main CPU determines whether the control status flag is a value (00) indicating a special symbol memory check (S40). If the main CPU determines that the control status flag is a value indicating a special symbol memory check (YES in S40), it determines whether the number of reserved symbols is "0" (S41). On the other hand, if the main CPU does not determine that the control status flag is a value indicating a special symbol memory check (NO in S40), it ends this subroutine.
[0149] Then, if the main CPU determines that the data indicating the reserved number is "0" (YES in S41), it executes a demo display process (S42). When this process is completed, it ends this subroutine. On the other hand, if the main CPU does not determine that the data indicating the reserved number is "0" (NO in S41), it executes a process to set the value (01) indicating special symbol variation time management as the control status flag (S43).
[0150] Then, the main CPU executes a jackpot determination process (S44). In this process, the main CPU reads out the high probability flag and selects one jackpot determination table from a plurality of jackpot determination tables having different numbers of jackpot determination values (jackpot determination values) based on the read out high probability flag.
[0151] In this way, when the high probability flag is a predetermined value, that is, when the game state is in a probability variable state, the probability of transitioning to a jackpot game state is higher than usual.The main CPU then refers to the random number value for jackpot determination extracted at the time of the start winning and the selected jackpot determination table.In other words, the main CPU determines whether or not to enter a jackpot game state that is advantageous to the player.
[0152] Then, the main CPU executes a special symbol determination process (S45). In this process, the main CPU reads out the random number value for the jackpot symbol extracted at the time of the start winning, determines a special symbol based on the random number value for the jackpot symbol and the result of the jackpot determination described above, and stores data indicating the special symbol in a predetermined area of the main RAM of the main control circuit 106. In addition, when the main CPU determines the special symbol as a special display mode (a display mode in which the jackpot symbol becomes a probability variable symbol), it will perform control to transition to a probability variable state.
[0153] The data representing the special symbol stored in this manner is supplied to the special symbol display device. As a result, the special symbol is derived and displayed on the special symbol display device. The data representing the special symbol stored in this manner is also supplied from the main CPU of the main control circuit 106 to the CPU of the sub-control circuit 107 as a derived symbol designation command. As a result, the sub-control circuit 107 derives and displays a decorative symbol corresponding to the special symbol on the liquid crystal display device.
[0154] Then, the main CPU executes a variation pattern determination process (S46). In this process, the main CPU extracts a random number value for selecting a performance condition. The main CPU selects a variation pattern allocation table for determining a variation pattern based on the special symbol determined as described above. The main CPU then determines a variation pattern based on the random number value for selecting a performance condition extracted from the random number counter for selecting a performance condition and the selected variation pattern allocation table, and stores the determined variation pattern in a predetermined area of the main RAM. The main CPU determines the variation display mode (particularly, the variation display time) of the special symbol based on the data indicating such a variation pattern.
[0155] The data indicating the variation pattern stored in this way is supplied to the special symbol display device. As a result, the special symbol is displayed on the special symbol display device in a variation pattern that has been determined. In addition, the data indicating the variation pattern stored in this way is supplied from the main CPU of the main control circuit 106 to the CPU of the sub-control circuit 107 as a variation pattern designation command. The CPU of the sub-control circuit 107 executes a performance display according to the received variation pattern designation command.
[0156] The main CPU then sets the fluctuation time corresponding to the determined fluctuation pattern in the waiting time timer (S47), and executes a process to clear the memory area used for the current fluctuation display (S48). When this process is completed, this subroutine is terminated.
[0157] [Normal symbol control processing] The normal symbol control process of Fig. 11 will be explained using Fig. 16. In Fig. 16, the numerical values written beside each process indicate the normal symbol control status flag corresponding to that step, and according to the numerical value of that normal symbol control status flag, one step corresponding to that numerical value is executed, and the normal symbol game progresses.
[0158] First, as shown in Fig. 16, a process of loading a normal symbol control status flag is executed (S50). In this process, the main CPU reads out the normal symbol control status flag.
[0159] In the processing described below, the main CPU determines whether or not to execute various processes in each step based on the value of the normal symbol control status flag. This normal symbol control status flag indicates the state of the normal symbol game and enables execution of one of the processes. In addition, the main CPU executes the process in each step at a predetermined timing determined according to a waiting time timer set for each step, etc.
[0160] Before the predetermined timing is reached, the process of each step is terminated without being executed, and another subroutine is executed. Of course, the system timer interrupt process is also executed at a predetermined cycle.
[0161] Then, the main CPU executes a normal symbol memory check process (S51). In this process, if the normal symbol control status flag is a value (00) indicating a normal symbol memory check, the main CPU checks the number of reserved normal symbols, and if there are reserved symbols, performs a win determination, etc. Then, the main CPU sets the normal symbol control status flag to a value (01) indicating normal symbol fluctuation time management, and sets the fluctuation time determined in this process to the waiting time timer. In other words, after the fluctuation time determined this time has elapsed, the normal symbol fluctuation time monitoring process, which will be described later, is set to be executed.
[0162] Then, the main CPU executes a normal symbol fluctuation time monitoring process (S52). In this process, when the normal symbol control status flag is a value (01) indicating normal symbol fluctuation time management and the fluctuation time has elapsed, the main CPU sets the normal symbol control status flag to a value (02) indicating normal symbol display time monitoring, and sets the waiting time after confirmation (for example, 0.5 seconds) in the waiting time timer. In other words, after the waiting time after confirmation has elapsed, the main CPU sets the normal symbol display time monitoring process (described later) to be executed.
[0163] Then, the main CPU executes a normal symbol display time monitoring process (S53). In this process, the main CPU determines whether or not a win has occurred when the normal symbol control status flag is a value (02) indicating normal symbol display time monitoring and the waiting time after confirmation has elapsed. If a win has occurred, the main CPU executes a normal electric device release setting process and sets the normal symbol control status flag to a value (03) indicating the release of the normal electric device. In other words, it is set to execute the normal electric device release process described later.
[0164] On the other hand, if the main CPU does not win, it sets the value (04) indicating the end of the normal symbol game. In other words, it sets the normal symbol game end process to be described later.
[0165] Then, the main CPU executes the normal electric device release process (S54). In this process, when the normal symbol control status flag is the value (03) indicating the normal electric device release, the main CPU determines whether or not either the condition that a predetermined number of start winnings have occurred during the opening of the normal electric device or the condition that the normal electric device release time timer is "0" is met.
[0166] When any of the conditions are met, the main CPU updates the variables stored in the main RAM to close the vane members, which are the normal electric device. The main CPU sets the value (04), which indicates the end of the normal symbol game, to the normal symbol control status flag. In other words, it sets the normal symbol game end process, which will be described later, to be executed.
[0167] Then, the main CPU executes normal symbol game end processing (S55). In this processing, when the normal symbol control status flag is the value (04) indicating the end of the normal symbol game, the main CPU stores and updates the data indicating the reserved number of normal symbols so as to decrease it by "1". The main CPU updates the normal symbol memory area in order to perform the next normal symbol variable display. The main CPU sets a value (00) indicating a normal symbol memory check. In other words, it sets the above-mentioned normal symbol control status flag to load processing. When this processing is completed, this subroutine is terminated.
[0168] [Sub-control circuit main processing] Meanwhile, the sub-control circuit 107 executes sub-control circuit main processing. This sub-control circuit main processing will be explained using Fig. 17. Note that this sub-control circuit main processing is processing that starts when the power is turned on.
[0169] 17, the CPU of the sub-control circuit 107 (hereinafter referred to as the sub-CPU) executes initial setting processing such as RAM access permission and work area initialization (S60). Then, the sub-CPU executes random number update processing to update the random number values of various random number counters located in predetermined areas of the work RAM (S61).
[0170] Then, as will be described in detail later with reference to Figure 18, the sub-CPU analyzes the received command and executes a command analysis process according to the analyzed command (S62). The sub-CPU then executes a display control process to control the display of an image on the second liquid crystal display device 1073 provided in the gaming area 160 (S63). The sub-CPU then executes a sound control process (S64) to control the sound emitted from the speaker 1075, and a lamp control process to control the illumination of various lamps (S65). When this process is completed, the process returns to the random number update process (S61).
[0171] In this way, in the sub-control circuit main processing, after the initial setting processing is completed, the random number update processing and the lamp control processing are repeatedly executed.
[0172] [Command analysis process] The command analysis process in FIG. 17 will be described with reference to FIG.
[0173] First, as shown in Figure 18, the sub CPU determines whether there is a received command from the main control circuit 106 by checking whether a command is stored in the command buffer (S71). In this process, if the sub CPU determines that there is a received command, it reads the command data from the command buffer located in a predetermined area of the work RAM (S72). The process thereafter will be described in detail below. On the other hand, if the sub CPU determines that there is no received command (NO in S71), it ends this subroutine.
[0174] If it is determined that a command has been received (YES in S71), the sub-CPU determines whether or not a variation pattern designation command has been received based on the read command data (S73). If the sub-CPU determines that a variation pattern designation command has been received (YES in S73), it executes a presentation pattern determination process to determine various presentation patterns, such as a decorative symbol variation pattern and an image presentation pattern that displays a background image (S74). Note that the determination of the presentation pattern also takes into consideration a signal from the presentation sensor 1072 that detects the status of the currently ongoing presentation and a signal output when the player operates the presentation button 1071. When this process is completed, this subroutine is terminated.
[0175] On the other hand, if the sub CPU determines that it has not received a variation pattern designation command (NO in S73), it determines whether or not it has received a derived symbol designation command based on the read command data (S75). If the sub CPU determines that it has received a derived symbol designation command (YES in S75), it executes a derived decorative symbol determination process that determines the decorative symbol to be derived and displayed based on the derived symbol designation command (S76), and ends this subroutine. On the other hand, if the sub CPU determines that it has not received a derived symbol designation command (NO in S75), it sets performance control data corresponding to the received command (S77), and ends this subroutine.
[0176] [Fire Processing] Next, the main operations of the gaming machine 11 when the gaming ball 19 is launched in the gaming system 500 will be described using a flowchart. FIG. 19 is a flowchart of the launching process of this embodiment. As shown in FIG. 19, first, it is determined whether or not an operation of the handle 1026 by the player has been detected (S301). When the handle 1026 is operated, a detection signal is output from the handle volume 1007 to the detection control circuit 99. In other words, whether or not an operation of the handle 1026 by the player has been detected is determined based on whether or not the detection control circuit 99 has received a detection signal from the handle volume 1007. If no operation of the handle 1026 is detected (NO in S301), step S301 is executed again. On the other hand, if an operation of the handle 1026 is detected (YES in S301), it is determined whether or not the number of balls held is 0 (S302). In step S302, the number of balls held is determined based on whether or not a signal indicating that the number of balls held is 0 has been received from the display board 1022. If the number of balls held is 0 (YES in S302), step S301 is executed again. In other words, if the number of balls held is 0, the game ball 19 is not sent to the launch pad 1111 by the ball sending solenoid 1017, and the game ball 19 is not launched from the launch device 118.
[0177] On the other hand, if the number of balls held is not 0 (NO in S302), a game ball launching process is performed (S303). In the game ball launching process, the ball sending solenoid 1017 (see FIGS. 6 and 8) is operated to send the game ball 19 to the launch pad 1111. At this time, the subtraction sensor 1011 detects the game ball 19. Then, the launch solenoid 1018 (see FIGS. 6 and 7) is operated with an intensity corresponding to the operation of the handle 1026 detected by the handle volume 1007, and the game ball 19 is launched.
[0178] Then, the gaming machine side increment / decrement number detection signal processing described with reference to Fig. 4(a) is executed (S304). Specifically, the gaming machine side increment / decrement number detection signal processing is executed in response to the subtraction sensor 1011 detecting the gaming ball 19 in step S303. Thereafter, step S301 is executed again.
[0179] Although the embodiments of the present invention have been described above, the above-described embodiments merely illustrate specific examples and do not particularly limit the present invention, and the specific configurations and other aspects can be appropriately modified in design. Furthermore, the above-described actions and effects are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the present embodiments.
[0180] For example, in this embodiment, a configuration is provided in which a plurality of control boards are provided, but for example, all of these plurality of control boards may be configured as a single board.
[0181] In the above-described embodiment, a pachinko gaming machine with a liquid crystal display device is used as an example, but the present invention is not limited to this and may be a pachinko gaming machine known as a feather-type machine, a plane-type machine, a pachinko gaming machine known as a rights-type machine, or any other type.
[0182] A gaming machine according to one embodiment of the present invention will be described below with reference to the accompanying drawings. The gaming machine according to the present invention covers all pachinko gaming machines, including enclosed pachinko gaming machines, and all pachislot gaming machines, but this embodiment assumes the pachinko gaming machines shown in the drawings. First, a gaming machine according to a second embodiment of the present invention will be described below.
[0183] "Second embodiment" <Characteristic configuration of gaming machines> As shown in Figures 20 to 24, the pachinko gaming machine according to this embodiment has characteristic components in the front frame 3. The components of the front frame 3 include a right base plate 3aa, a left base plate 3ab, and an entire base plate 3ac that make up the front frame base plate, as well as a transparent plate unit 7, a dish unit 8, a top ornament 14, a right ornamental member 15, and a left ornamental member 16. The dish unit 8 is attached to the lower part of the entire base plate 3ac. The top ornament 14 is attached to the upper parts of the right base plate 3aa and the left base plate 3ab. The right ornamental member 15 is attached to the lower part of the right base plate 3aa, and the left ornamental member 16 is attached to the lower part of the left base plate 3ab. The main characteristic components will be described below with reference to the drawings.
[0184] <About Dish Unit 8> As shown in Figures 25 to 33, the tray unit 8 has an upper tray upper cover 8a, a lower tray cover 8b, an undercover 8c, a support member 8d, a first operation unit 9A, a second operation unit 9B, a speaker unit 10, a blower mechanism 110, a light-emitting unit 12, an upper tray 17, a lower tray 18, etc. The upper tray 17 is provided at a position toward the left at the top of the support member 8d, the first operation unit 9A is provided at a position toward the center at the top of the support member 8d, adjacent to the right of the upper tray 17, and the second operation unit 9B is provided at a position toward the right at the top of the support member 8d, adjacent to the right of the first operation unit 9A. The lower tray 18 is provided at the lower left of the support member 8d below the upper tray 17, the speaker unit 10 is provided at the lower center of the support member 8d to the right of the lower tray 18, the blower mechanism 110 is provided at the lower right of the support member 8d to the right of the speaker unit 10, and the light-emitting unit 12 is provided at the lower right of the support member 8d to the right of the blower mechanism 110 and to the left of the launching device 26. The first operation unit 9A, the second operation unit 9B, the speaker unit 10, the blower mechanism 110, the light-emitting unit 12, the upper tray 17, and the lower tray 18 are covered by the upper tray upper cover 8a, the lower tray cover 8b, and the under cover 8c so as to expose the operating members (operation buttons) of the first operation unit 9A and the second operation unit 9B, which will be described later, and the top surfaces of the upper tray 17 and the lower tray 18. The upper tray top cover 8a, part of the lower tray cover 8b, and the under cover 8c are detachable.
[0185] [Upper tray 17 and lower tray 18] The upper tray 17 has an upper tray body 17p capable of storing game balls, as well as a payout outlet 170 for paying out game balls to the upper tray body 17p. The lower tray 18 has a lower tray body 18p capable of storing game balls, as well as a discharge outlet 180 for discharging game balls to the lower tray body 18p, and a ball ejection section 181 for dropping game balls to the lower outside of the lower tray body 18p.
[0186] [First operation unit 9A] The first operation unit 9A includes an operation member (operation button) 2000 that can be operated by a player, a press detection sensor 2035 (not shown), an illumination board 2183 (not shown), and the like. The operation member 2000 of the first operation unit 9A is exposed from an opening provided in the center of the upper tray upper cover 8a, and the pressing operation surface of the operation member 2000 is formed in a circular shape. As is clear from the performance lottery table (see Figure 41) described later, this operation member 2000 is provided as a button for operation performance that is used relatively frequently. The press detection sensor 2035 and the illumination board 2183 are connected to the sub-control board 33 (see Figure 40) described later via dedicated wiring such as a harness (not shown). As a result, when the operation member 2000 is pressed, an operation signal from the press detection sensor 2035 is supplied to the sub-control board 33.
[0187] [Second operation unit 9B] The second operation unit 9B is configured by mounting on a common board 3200, together with the ball lending button 23 and the return button 24, a push button 3000 that the player operates to perform an operation effect, and a cross button 3100 that the player operates to perform a selection. The ball lending button 23, the return button 24, the push button 3000, and the cross button 3100 have their respective displacements detected by push detection sensors provided on the common board 3200. The common board 3200 is connected to the sub-control board 33 and the card unit device CU (see FIG. 40) described below via wiring such as a harness (not shown). As a result, when the ball lending button 23 or the return button 24 is pressed, a ball lending operation signal or a return operation signal is supplied from the common board 3200 to the card unit device CU by the push detection sensor, while when the push button 3000 or the cross button 3100 is pressed, a performance operation signal or a selection operation signal is supplied from the common board 3200 by the push detection sensor to the sub-control board 33. The push button 3000 of the second operation unit 9B is exposed from an opening provided in a position near the right of the upper tray upper cover 8a, and the push operation surface of the push button 3000 is formed in a rectangular shape. As will be apparent from the effect lottery table (see Figure 41) described later, this push button 3000 is provided as a button for operation effects that are used relatively infrequently. Here, the cross button 3100 and the push button 3000 are both formed in a roughly rectangular shape with straight sides, and the straight sides are arranged opposite each other.
[0188] [Speaker unit 10] The speaker unit 10 is a bass-reflex type that amplifies low-frequency sounds and includes a speaker 10c and an enclosure 10e. The speaker 10c is located in front of the enclosure 10e, and the front of the speaker 10c is covered by a speaker cover 10k located in the center of the front of the bottom tray cover 8b. Sound generated in front of the speaker 10c is transmitted directly to the player through the speaker cover 10k, while sound generated in the rear of the speaker 10c is trapped inside the enclosure 10e.
[0189] The enclosure 10e is formed with a relatively large volume to contain the sound generated from the rear of the speaker 10c so as not to interfere with the sound generated from the front. As shown in FIG. 33, the upper left portion 10ea of the enclosure 10e is formed so as to extend above the right side of the lower tray 18. The upper left portion 10ea of the enclosure 10e is also positioned so as to contact the bottom of the upper tray main body 17p. Furthermore, the lower left portion 10eb of the enclosure 10e is positioned so as to contact the right end of the lower tray main body 18p.
[0190] As shown in FIG. 35, an opening 10ec leading to a conduit (not shown) provided inside the enclosure 10e is provided at the lower right end of the enclosure 10e. This conduit and opening 10ec resonate and amplify the sound emitted from the rear of the speaker 10c into the enclosure 10e, propagating it to the outside through the so-called Helmholtz resonance principle. The sound propagating to the outside through the opening 10ec overlaps with the sound emitted from the front of the speaker 10c, creating a rich, powerful bass sound. When sound is generated from the speaker 10c, air flows out through the opening 10ec in conjunction with the sound generation. When no sound is generated from the speaker 10c, no air flows out through the opening 10ec.
[0191] According to such a speaker unit 10, the upper left portion 10ea of the enclosure 10e has a partially bulging shape, so that it is possible to secure a larger volume than, for example, a rectangular parallelepiped enclosure, and powerful bass sounds can be generated from the speaker 10c with sufficient sound pressure.
[0192] Furthermore, when sound is generated from the speaker 10c, air can be simultaneously blown outward from the opening 10ec of the enclosure 10e with sufficient air pressure.
[0193] Furthermore, when sound is generated by the speaker 10c, the entire enclosure 10e vibrates in response to the sound pressure, but because the upper left portion 10ea and the lower left portion 10eb of the enclosure 10e are in contact with a portion of the upper tray body 17p and the lower tray body 18p, the vibration is also transmitted to the entire upper tray body 17p and the lower tray body 18p. As a result, even when a large number of game balls are stored in the upper tray body 17p or the lower tray body 18p, the vibration can effectively prevent the game balls from clogging the payout opening 170 and the discharge opening 180.
[0194] [Blower mechanism 110] The air blowing mechanism 110 switches the direction of airflow sent out from the opening 10ec of the enclosure 10e, and is disposed adjacent to the right side surface of the enclosure 10e. As shown in Figures 36 and 38, the air blowing mechanism 110 includes cover members 110A and 110B that can be separated into two, left and right halves, a solenoid 111, a slide member 112, a link member 113, a spring 114, an opening / closing member 115, and an opening / closing detection sensor 116. The solenoid 111, the slide member 112, the link member 113, the spring 114, the opening / closing member 115, and the opening / closing detection sensor 116 are housed inside the cover members 110A and 110B.
[0195] As shown in Figures 38 and 39, the cover member 110A has a space 110a that can be closed or opened by the opening / closing member 115 in the direction directly facing the opening 10ec of the enclosure 10e. The lower part of the space 110a is always open regardless of whether the opening / closing member 115 is closed or opened, and a vent hole 8ca provided in the undercover 8c is located there (see Figure 35). As shown in Figures 36 and 38, the cover member 110B has an opening 110b in a position opposite the space 110a. To the right of the opening 110b is an air outlet 80 provided in the right lower side cover 8ba, which is removable as part of the bottom tray cover 8b (see Figures 31, 34, and 35). As a result, when the opening / closing member 115 closes the space 110a, the air blown out from the opening 10ec is blocked by the opening / closing member 115 and is guided downward into the space 110a without passing through the opening 110b. The air guided downward into the space 110a is discharged to the outside through the ventilation opening 8ca in the undercover 8c. On the other hand, when the opening / closing member 115 opens the space 110a, the air discharged from the opening 10ec flows in a generally straight line without being blocked by the opening / closing member 115, passes through the space 110a and the opening 110b, and is then discharged to the outside through the air outlet 80 in the lower right side cover 8ba. The launching handle 26b of the launching device 26 is positioned generally directly opposite the air outlet 80, and the air discharged from the air outlet 80 hits the player's hand holding the launching handle 26b. In other words, the air flow path from the opening 10ec through the space 110a, the opening 110b, and the air outlet 80 to the launching handle 26b is generally straight, so the air can reach the player's hand holding the launching handle 26b without weakening the air pressure as much as possible, ensuring that the player can feel the air. Furthermore, whether the opening / closing member 115 is in the closed or open state, the sound blown out from the opening 10ec together with the wind is released to the outside through either the air outlet 80 or the ventilation opening 8ca, so that deep bass can be fully experienced without reducing the acoustic effect due to Helmholtz resonance.
[0196] As shown in Figures 36 to 39, the solenoid 111 has a plunger 111a that can extend and retract in response to an on / off operation. The tip of the plunger 111a is connected to a slide member 112. The slide member 112 is supported by the cover member 110A so as to be movable in the horizontal direction. A long hole 112a is formed in the slide member 112 so as to extend long in the vertical direction. A connecting portion 113a of a link member 113 is movably engaged with this long hole 112a. A base end portion 113b of the link member 113 is rotatably supported by the cover member 110A, and one end of a spring 114 is engaged with a portion of the link member 113 near the tip end. The other end of the spring 114 is engaged with an appropriate portion of the cover member 110A. A long hole 113c is formed in the tip of the link member 113. A connecting pin 115a provided on the opening / closing member 115 is movably engaged with this elongated hole 113c. The opening / closing member 115 is guided by the cover member 110A so as to be movable between a closed position where it remains in the space 110a and an open position where it is displaced from the space 110a. The opening / closing detection sensor 116 is configured, for example, as a touch sensor or a proximity sensor, and when the opening / closing member 115 is in the open position, it detects that the space 110a is in an open state by abutting or approaching a part of the link member 113. When the opening / closing member 115 is in the closed position, it detects that the space 110a is in a closed state by moving the link member 113 away from the opening / closing detection sensor 116. The opening / closing detection sensor 116 is electrically connected to the sub-control board 33.
[0197] 36 and 37, when the solenoid 111 is in the off state and the plunger 111a is in the protruding position, the slide member 112 is positioned to the left in the figures, and the tip end side of the link member 113 is pulled by the spring 114, so that the open / close member 115 connected to the long hole 113c at the tip end of the link member 113 via the connecting pin 115a remains at the closing position of the space 110a, bringing the space 110a into a closed state. At this time, the link member 113 is located away from the open / close detection sensor 116, and therefore a detection signal indicating the closed state is supplied from the open / close detection sensor 116 to the sub-control board 33.
[0198] On the other hand, as shown in FIGS. 38 and 39, when the solenoid 111 is turned on, the plunger 111a moves from the extended position to the retracted position. When the plunger 111a moves to the retracted position, the slide member 112 moves to the right in the figure, and the tip end of the link member 113 rotates counterclockwise around the base end 113b against the pulling force of the spring 114. As a result, the open / close member 115, which is connected to the elongated hole 113c of the link member 113 via the connecting pin 115a, moves from the space 110a to a retracted position on the right side in the figure, thereby opening the space 110a. At this time, the link member 113 abuts or comes into close proximity with the open / close detection sensor 116, and the open / close detection sensor 116 supplies a detection signal indicating the open state to the sub-control board 33.
[0199] With this type of air blowing mechanism 110, the airflow path from opening 10ec through air outlet 80 to launching handle 26b is generally linear, and space 110a located between opening 10ec and air outlet 80 is controlled to be open or closed. When space 110a is closed, the airflow from opening 10ec can be guided to vent 8ca located below space 110a. When space 110a is open, the airflow from opening 10ec can be guided in a straight line from space 110a through opening 110b to air outlet 80. The air leaving air outlet 80 flows in a straight line toward launching handle 26b and hits the player's hand holding launching handle 26b. This allows the player to hear the deep bass and feel the wind through their skin. When the wind from the opening 10ec is guided to the ventilation opening 8ca, the player's hands are not placed near the ventilation opening 8ca, so that the player can perceive only deep bass sounds with his / her ears without feeling the wind, for example.
[0200] [Lighting Unit 12] The light-emitting unit 12, which projects light onto the player's hand gripping the launch handle 26b, is located diagonally above and to the left of the launch handle 26b. While not shown in detail, the light-emitting unit 12 includes multiple LEDs as light-emitting means, a light-emitting board on which the LEDs are mounted, and a light guide plate for directing the light from the LEDs in a predetermined direction. As shown in Figures 32 and 33, a light-emitting window 81 is provided in the upper right side cover 8bb, which is a removable part of the lower tray cover 8b, in the predetermined direction toward which the light from the light-emitting unit 12 is directed. Light from the light-emitting unit 12 passes through the light-emitting window 81 and is directed toward the launch handle 26b, projecting as a spotlight onto the player's hand gripping the launch handle 26b. This allows the light to stimulate the player's visual senses in addition to the sensation of wind that appeals to the skin and the deep bass that appeals to the ears.
[0201] [Electrical configuration of gaming machine] Next, the control circuit of the gaming machine according to this embodiment will be described with reference to Figure 40. In Figure 40, "switch" is abbreviated as "SW" and "solenoid" is abbreviated as "SOL".
[0202] As shown in FIG. 40, the gaming machine has a main control board 28 as a main control means for controlling the game, and a sub-control board 33 as a sub-control means for controlling the presentation according to the progress of the game.
[0203] The main control board 28 includes a main CPU 280, a main ROM 281 which is a read-only memory, a main RAM 282 which is a read / write memory, an initial reset circuit 283, an I / O port 284, a command output port 285 as a command transmission means, a reset clock pulse generating circuit 286, and a game information output circuit 287. The main control board 28 is connected to various devices (equipment, switches, etc.).
[0204] The main CPU 280 is connected to a main ROM 281 and a main RAM 282, and has the function of executing various processes in accordance with the programs stored in the main ROM 281.
[0205] The main control board 28 is connected to a first start hole switch 311 arranged behind a first start hole (not shown) on the gaming board 1. When a gaming ball is detected by the first start hole switch 311, a winning lottery is held.
[0206] The main control board 28 is connected to a second start hole switch 312 arranged behind a second start hole (not shown) on the gaming board 1. When a gaming ball is detected by the second start hole switch 312, a winning lottery is held.
[0207] When these first start port switch 311 and second start port switch 312 detect that a game ball has entered the first start port or the second start port, they supply a predetermined detection signal to the main control board 28, indicating that a prize has been won.
[0208] A passing gate switch 314 arranged behind a passing gate (not shown) on the gaming board 1 is connected to the main control board 28. When a gaming ball is detected by the passing gate switch 314, it is determined that the gaming ball has entered the passing gate, and a normal symbol lottery is held. The result of this normal symbol lottery is displayed on the normal symbol display unit 5A provided on the gaming board 1. When a specific symbol is stopped and displayed on the normal symbol display unit 5A, an effect image may be displayed on the screen of the liquid crystal display device 4 to inform the player that the result of the normal symbol lottery has been won.
[0209] When the passing gate switch 314 detects that the gaming ball has passed through the passing gate, it determines that a win has occurred and supplies a predetermined detection signal to the main control board 28. This causes the passing gate switch 314 to trigger the opening of the second starting port.
[0210] A general winning port switch 310, which is located behind a general winning port (not shown) provided on the gaming board 1, is connected to the main control board 28. When a gaming ball is detected by the general winning port switch 310, a preset number of winning balls are dispensed by the payout device 35.
[0211] A first large prize opening count switch 315, which is located at the back of the first large prize opening (not shown) on the gaming board 1, is connected to the main control board 28. The first large prize opening count switch 315 is used to count the number of game balls that have entered the first large prize opening. When the first large prize opening count switch 315 detects that a game ball has entered, the payout device 35 pays out a preset number of game balls as prize balls to the upper tray 17 or the lower tray 18 through the payout opening 170 or the discharge opening 180.
[0212] A second large prize opening count switch 316, which is located at the back of the second large prize opening (not shown) on the gaming board 1, is connected to the main control board 28. The second large prize opening count switch 316 is used to count the number of game balls that have entered the second large prize opening. When the second large prize opening count switch 316 detects that a game ball has entered, the payout device 35 pays out a preset number of game balls as prize balls to the upper tray 17 or the lower tray 18 via the payout opening 170 or the discharge opening 180.
[0213] These first large prize opening count switch 315 and second large prize opening count switch 316 supply a predetermined detection signal to the main control board 28 when a gaming ball passes through the first large prize opening and the second large prize opening.
[0214] A specific area switch 317A and a non-specific area switch 317B, which are arranged in a specific area and a non-specific area (not shown) inside the second large winning opening, are connected to the main control board 28. When the specific area switch 317A detects that a gaming ball has passed through the specific area in a jackpot gaming state, it supplies a predetermined detection signal to the main control board 28, indicating a V winning. When the non-specific area switch 317B detects that a gaming ball has passed through the non-specific area in a jackpot gaming state, it supplies a predetermined detection signal to the main control board 28, indicating a non-V winning.
[0215] Main control board 28 exclusively controls first large prize opening solenoid 315A, which drives a first large prize opening shutter (not shown) that opens and closes the first large prize opening, and second large prize opening solenoid 316A, which drives a second large prize opening shutter (not shown) that opens and closes the second large prize opening. As a result, the first large prize opening shutter is driven to change between an open state (first mode) in which it is easy for game balls to enter the first large prize opening, and a closed state (second mode) in which it is impossible or difficult for game balls to enter, and in a situation in which the first large prize opening is at least in a closed state, the second large prize opening shutter is driven to change between an open state in which it is possible for game balls to enter the second large prize opening, and a closed state in which it is impossible or difficult for game balls to enter. The first large prize opening shutter and the second large prize opening shutter are driven to open the first large prize opening and the second large prize opening when the special pattern appears in a specific stopped display mode in the first special pattern display section 5C or the second special pattern display section 5D provided on the game board 1, and the game transitions to a jackpot game state.
[0216] The main control board 28 controls the blade member solenoid 313 that opens and closes the blade member (not shown) provided in the second starting hole. As a result, when a normal symbol is displayed in a predetermined light-emitting manner on the normal symbol display unit 5A, the blade member opens for a predetermined time and a predetermined number of times, making it easier for the game ball to enter the second starting hole.
[0217] For example, in the normal symbol game of this embodiment, the winning probability of a normal symbol in a game state other than the time-saving game state (non-probability variable, non-time-saving game state) is 1 / 256, and the vane members are not released. On the other hand, the winning probability of a normal symbol in a high-probability state (time-saving game state) is, for example, 255 / 256, and when this is won, the vane members are released three times, for example, for 1.3 seconds. Also, the number of normal symbols that become winning symbols in the normal symbol game is one, and the maximum winning count when the second starting hole is opened is 10 counts (10 symbols).
[0218] The main control board 28 controls a displacement member solenoid 318 that operates to open and close a displacement member (not shown) in a specific area within the second large winning opening. As a result, when a round game in a jackpot gaming state is being played, the displacement member is in an open state for a specified time and a specified number of times, making it easier for gaming balls to pass through the specific area. On the other hand, when the displacement member is in a closed state even in a jackpot gaming state, it becomes impossible or difficult for gaming balls to pass through the specific area, and it becomes easier for gaming balls to pass through the non-specific area.
[0219] When a gaming ball is detected by first start gate switch 311 while first special pattern display unit 5C or second special pattern display unit 5D is displaying a variable display, first special pattern reserve display unit 5E displays the number of reserved first special pattern symbols that will be used to execute (start) the variable display of the first special pattern based on the entry of a gaming ball into the first start gate, that is, the reserved number for the first special pattern, until the first special pattern or second special pattern being displayed in the variable display is displayed as a static display in first special pattern display unit 5C or second special pattern display unit 5D. When the variable display of the first special pattern or second special pattern is displayed as a static display, the variable display of the first special pattern that was reserved as the reserved number for the first special pattern begins.
[0220] If a gaming ball is detected by the second start gate switch 312 while the first special pattern display unit 5C or the second special pattern display unit 5D is displaying a variable display, the second special pattern reserve display unit 5F displays the number of reserved second special patterns for which the execution (start) of the variable display of the second special pattern based on the entry of a gaming ball into the second start gate is reserved, that is, the reserved number for the second special pattern, until the first special pattern or the second special pattern being displayed variable is displayed stationary in the first special pattern display unit 5C or the second special pattern display unit 5D. When the first special pattern or the second special pattern being displayed variable is displayed stationary, the variable display of the second special pattern that was reserved as the reserved number for the second special pattern begins.
[0221] Here, in the pachinko gaming machine of this embodiment, the priority of the variable display of the first special pattern and the second special pattern is set so that the second special pattern has priority over the first special pattern, but the corresponding first special pattern and second special pattern may also be displayed in variable order according to the order of winning at the first start port and the second start port.
[0222] In addition, an upper limit is set for the number of reserved executions of the variable display of special symbols, and in this embodiment, the main CPU 280 stores up to four (i.e., four detection times) of the reserved numbers of the variable display of the first special symbol and the second special symbol when the game ball enters the first start port and the second start port and is detected by the first start port switch 311 and the second start port switch 312, and does not store the fifth or subsequent numbers as the reserved number. At this time, when the reserved number decreases due to the end of the variable display of the special symbol, the reserved number is increased again up to an upper limit of four.
[0223] When the number of reserved first special pattern games in the first special pattern display section 5C is, for example, up to four, information on the special pattern game corresponding to the changing first special pattern display section 5C is stored as start memory in the first special pattern start memory area (0) of the main RAM 282, and thereafter, information on the special pattern games for which the number of reserved games is four is stored sequentially as start memory in the first special pattern start memory areas (1) to (4) of the main RAM 282.
[0224] Similarly, for the second special pattern game in the second special pattern display section 5D, when the number of reserved second special pattern games is, for example, four, information on the second special pattern game corresponding to the changing second special pattern display section 5D is stored as start memory in the second special pattern start memory area (0) of the main RAM 282, and thereafter, information on the second special pattern games for which the number of reserved games is four is stored sequentially as start memory in the second special pattern start memory areas (1) to (4) of the main RAM 282.
[0225] Therefore, the maximum number of game balls reserved for the special pattern game resulting from winning the first starting hole and the second starting hole is eight in total, and the number of reserved balls displayed by the first special pattern reserved display unit 5E and the second special pattern reserved display unit 5F is four each.
[0226] The first large prize opening shutter keeps the first large prize opening open until one of two conditions is met: the count value (number of winning game balls) by first large prize opening count switch 315 reaches a predetermined number (for example, 10 winning balls), or a predetermined opening time, described below, has elapsed. When the number of winning game balls reaches the predetermined number, or when the opening time of the first large prize opening shutter has elapsed, the first large prize opening shutter is driven to close the first large prize opening.
[0227] Similarly, the second large prize opening shutter keeps the second large prize opening open until one of two conditions is met: the count value (number of winning game balls) by second large prize opening count switch 316 reaches a predetermined number (for example, 10 winning balls), or the predetermined opening time described below has elapsed. When the number of winning game balls reaches the predetermined number, or when the opening time of the second large prize opening shutter has elapsed, the second large prize opening shutter is driven to close the second large prize opening.
[0228] In a jackpot game state, the first and second large prize openings are repeatedly opened and closed based on a preset large prize opening opening / closing pattern (a winning opening / closing pattern). In a jackpot game state, a game in which the first and second large prize openings are each opened and closed a predetermined number of times based on the large prize opening opening / closing pattern (a winning opening / closing pattern) is called a "round game (round game)." A round game (round game) is sometimes simply called a "round." The period from when the first or second large prize opening is closed in one round game to when the first or second large prize opening is opened in the next round game is also called the "inter-round game," "inter-round interval," or simply "interval." In one round game, the first and second large prize openings may each be opened and closed multiple times. Furthermore, in one round game, the open / closed states of the first and second major prize openings are exclusively controlled. That is, in one round game, while one major prize opening is repeatedly opened a predetermined number of times, the other major prize opening is continuously closed.
[0229] The gaming machine of this embodiment also includes a so-called small win gaming state, a gaming state with a different nature from the big win gaming state. Unlike the big win gaming state, the small win gaming state is not defined by the concept of a round game. In this small win gaming state, the second large prize entry port is repeatedly opened a predetermined number of times. Of course, in the small win gaming state, any or specific large prize entry port may be controlled to repeatedly open once or multiple times. This small win gaming state is a gaming state that is entered upon winning a small win through a special symbol lottery. The gaming state does not generally change between before and after the entry into the small win gaming state. For example, if a small win is won in a non-probability variable gaming state and the game enters the small win gaming state, the gaming state after the small win gaming state ends remains the non-probability variable gaming state before the entry into the small win gaming state, and does not enter the probability variable gaming state. Similarly, when a small win occurs in a probability variable game state and the game state shifts to a small win game state, the game state after the small win game state ends remains the probability variable game state before the shift to the small win game state as long as the number of games in the probability variable game state remains, and the game state does not shift to a non-probability variable game state.
[0230] Round games are counted as the number of rounds (number of times), such as 1 round, 2 rounds, etc. In one round game, if the upper limit number of wins per round is reached before the first major prize opening or the second major prize opening is opened a predetermined number of times, the first major prize opening and the second major prize opening are closed, and the round game is ended without the first major prize opening and the second major prize opening being opened for the remaining number of times.
[0231] Furthermore, in a specific round game in which the second large prize opening is in an open state during a jackpot gaming state, the displacement member is controlled based on a preset operation pattern (displacement member operation pattern). As a result, the specific area is in an open state or a closed state during a specific round game during a jackpot gaming state. That is, in a specific round game, it is possible for a gaming ball to pass through the specific area and win a V prize, while in round games other than the specific round game, even if the gaming ball wins the second large prize opening, it is impossible or difficult for the gaming ball to pass through the specific area. In other words, there are types of jackpot gaming states: jackpot gaming states that include a specific round game, and jackpot gaming states that do not include a specific round game.
[0232] On the screen of the liquid crystal display device 4, effect images related to the special symbols displayed in the first special symbol display section 5C and the second special symbol display section 5D are displayed. For example, during the variable display of the special symbols displayed in the first special symbol display section 5C and the second special symbol display section 5D, except in specific cases, three rows of symbols (decorative symbols) consisting of numbers, such as numbers "0," "1," "2," ... "7," are displayed in a variable manner.
[0233] On the other hand, when the special symbols that have been variably displayed on the first special symbol display section 5C and the second special symbol display section 5D are statically displayed, the decorative symbols are also statically displayed on the screen of the liquid crystal display device 4.
[0234] In addition, when the special pattern that has changed or stopped in the first special pattern display section 5C and the second special pattern display section 5D is in a specific stopped display mode, a presentation image that lets the player know that it is a "jackpot" is displayed on the screen of the liquid crystal display device 4.
[0235] Specifically, when a special pattern is displayed in a specific display mode corresponding to, for example, a "jackpot" in either the first special pattern display section 5C or the second special pattern display section 5D, the combination of decorative patterns for the effect displayed on the screen of the liquid crystal display device 4 will be displayed in a specific display mode (for example, a mode in which the same patterns are displayed in a state in which they are all aligned in each of the multiple pattern rows), and furthermore, an effect image for the jackpot will be displayed on the screen of the liquid crystal display device 4.
[0236] The main CPU 280 of such a main control board 28 realizes a lottery means that can draw a lottery to determine whether or not a special game (jackpot game state) advantageous to the player will be executed when the game ball passes through a predetermined area (first start port, second start port) in the game area 1p.
[0237] The main ROM 281 stores various tables and programs for causing the main CPU 280 to execute various processes such as jackpot lottery and symbol lottery.
[0238] For example, as shown in Fig. 41, tables stored in the main ROM 281 include a jackpot lottery table and a symbol lottery table. The jackpot lottery table is used when a jackpot lottery is conducted by random number lottery, and specifies that, for example, if a random number value of 0 to 254 is drawn from a random number range of 0 to 255, it is a miss, and if a random number value of 255 is drawn, it is a jackpot win. The symbol lottery table is used to determine the first special symbol (special symbol 1) and the second special symbol (special symbol 2) by random number lottery when a jackpot wins. Such a symbol lottery table prescribes, for example, that with respect to the first special symbol (special symbol 1), when a random number value of 0 to 35 is drawn from a random number range of 0 to 99, a 4R normal symbol corresponding to a 4R normal jackpot is determined, when a random number value of 36 to 65 is drawn, a 16R normal symbol corresponding to a 16R normal jackpot is determined, when a random number value of 66 to 85 is drawn, a 4R probability variable symbol corresponding to a 4R probability variable jackpot is determined, and when a random number value of 86 to 99 is drawn, a 16R probability variable symbol corresponding to a 16R probability variable jackpot is determined. Also, the symbol lottery table prescribes, for example, with respect to the second special symbol (special symbol 1), when a random number value of 0 to 33 is drawn from a random number range of 0 to 99, a 4R probability variable symbol corresponding to a 4R probability variable jackpot is determined, and when a random number value of 34 to 99 is drawn, a 16R probability variable symbol corresponding to a 16R probability variable jackpot is determined.
[0239] The main RAM 282 has a function of storing various data (such as flags, counters, timers, and variable values) as a temporary storage area for the main CPU 280. Instead of the main RAM 282, other readable and writable storage media can also be used as the temporary storage area for the main CPU 280.
[0240] The initial reset circuit 283 generates a reset signal when power is turned on, and is connected to the main CPU 280 .
[0241] The I / O port 284 transmits input signals from various devices to the main CPU 280 and transmits output signals from the main CPU 280 to various devices.
[0242] The command output port 285 transmits various commands from the main CPU 280 to the sub-control board 33 .
[0243] The reset clock pulse generating circuit 286 generates a clock pulse for executing timer interrupt processing at a predetermined cycle (for example, every 2 msec).
[0244] The game information output circuit 287 is for outputting various information to an externally connected hall computer HP and an external information display device ED.
[0245] The various devices connected to the main control board 28 include a first large prize opening solenoid 315A, a second large prize opening solenoid 316A, a blade member solenoid 313, a displacement member solenoid 318, and an external terminal board 320.
[0246] The external terminal board 320, abbreviated as the outer terminal board, is used for data communication with external devices such as an external information display device ED, which has functions such as calling hall staff and displaying the number of jackpots, or a hall computer HP, which manages multiple gaming machines installed in the hall.
[0247] The various switches connected to the main control board 28 include a general prize opening switch 310, a first start opening switch 311, a second start opening switch 312, a passing gate switch 314, a first large prize opening count switch 315, a second large prize opening count switch 316, a specific area switch 317A, a non-specific area switch 317B, and a backup clear switch 319.
[0248] The backup clear switch 319 clears the backup data of the main control board 28 and the payout / launch control board 34 (described later) in the event of a power outage, etc., in response to an operation by the hall manager.
[0249] Furthermore, the main control board 28 is connected to the dispensing device 26, the dispensing device 35, and the card unit device CU via a dispensing / dispensing control board 34.
[0250] The main control board 28 transmits prize ball control commands to the payout / launch control board 34. The payout / launch control board 34 mainly controls the launching device 26 and the payout device 35, and is connected to the launching device 26, the payout device 35, and the card unit device CU.
[0251] The card unit device CU is connected to a second operation unit 9B that outputs a signal requesting the lending of game balls in response to an operation by a player, and is capable of transmitting and receiving signals to and from this second operation unit 9B.
[0252] The payout / launch control board 34 receives prize ball control commands supplied from the main control board 28 and loan ball control signals supplied from the card unit device CU, and causes the payout device 35 to pay out game balls by transmitting a predetermined signal to the payout device 35. The payout device 35 pays out, for example, three game balls as the number of prize balls per winning into the first start port or the second start port, and ten game balls as the number of prize balls per winning into the general winning port, the first large winning port, or the second large winning port.
[0253] When the launch handle 26b of the launch device 26 is gripped by a player and rotated clockwise, the payout / launch control board 34 supplies power to the launch solenoid (not shown) according to the amount of rotation, and controls the launch of the game ball toward the game area 1p.
[0254] The sub-control board 33 is connected to the main control board 28 and is configured to receive various commands from the main control board 28.
[0255] The sub-control board 33 performs various controls, primarily those related to performance operations, in response to various commands supplied from the main control board 28, and includes a sub-CPU 330, a program ROM 331, a work RAM 332, a command input port 333, a real-time clock (RTC) 334, a display control circuit 335, an audio control circuit 336, a light emission control circuit 337, and a performance device control circuit 338. The LCD device 4 is connected to the display control circuit 335. Speakers 10a, 10b, and 10c are connected to the audio control circuit 336. Lamps and various LEDs (collectively referred to as lamps / LEDs 260 in FIG. 40) are connected to the light emission control circuit 337. The performance device control circuit 338 is connected to various movable performance props and moving mechanisms for movable members (collectively referred to as movable performance devices 270 in FIG. 40).
[0256] The sub-control board 33 is also connected to the first operation unit 9A, allowing signals to be input from sensors (not shown) provided in the first operation unit 9A. For example, when a press detection sensor detects that an operation member (operation button) 2000 is pressed down, an operation signal corresponding to the operation of the operation member 2000 is input from the press detection sensor to the sub-control board 33. The sub-control board 33 is also connected to the second operation unit 9B, allowing signals to be input from sensors (not shown) provided in the second operation unit 9B. For example, when a press detection sensor detects that a push button 3000 is pressed down, an operation signal corresponding to the operation of the push button 3000 is input from the press detection sensor to the sub-control board 33.
[0257] The sub-CPU 330 executes various processes, primarily processes related to performance operations, in accordance with programs stored in the program ROM 331. The liquid crystal display device 4 functions as a display means. In particular, the sub-CPU 330 controls the entire sub-control board 33 in accordance with various commands supplied from the main control board 28.
[0258] The program ROM 331 stores programs and various tables that the sub-CPU 330 uses to mainly control various effects.
[0259] For example, as shown in Fig. 41, one of the tables stored in the program ROM 331 is an effect lottery table. The effect lottery table is used when a random number lottery is used to perform an effect lottery to determine whether or not various effects will be performed, such as an effect related to air blowing using the speaker unit 10 and the air blowing mechanism 110 (air blowing effect), an effect related to light irradiation using the light-emitting unit 12 (light irradiation effect), and an operation effect using the operation member 2000 or the push button 3000 (first operation effect, second operation effect). When the air blowing effect is performed, an audio effect is also performed at the same time, generating a low-pitched sound using the speaker 10c. The first operation effect is an effect using the operation member 2000 of the first operation unit 9A, and the second operation effect is an effect using the push button 3000 of the second operation unit 9B.
[0260] Specifically, the effect lottery table specifies lottery values to determine by random number lottery (lottery with a random number range of 0 to 99) whether or not to execute each of the air blowing effect, light irradiation effect, and operation effect in the event of a miss in the jackpot lottery, a win of a 4R normal jackpot, a win of a 16R normal jackpot, a win of a 4R special jackpot, or a win of a 16R special jackpot.
[0261] According to this effect lottery table, for the air blowing effect, if the jackpot lottery result is a miss, a random number from 0 to 99 will always be drawn to determine "no effect," and for a 4R normal jackpot, if a random number from 0 to 30 is drawn, "no effect" will be determined, while if a random number from 31 to 99 is drawn, "effect" will be determined, and for a 16R normal jackpot, if a random number from 0 to 95 is drawn, "no effect" will be determined, while if a random number from 96 to 99 is drawn, "effect" will be determined, and for a 4R special jackpot, if a random number from 0 to 50 is drawn, "no effect" will be determined, while if a random number from 51 to 99 is drawn, "effect" will be determined, and for a 16R special jackpot, if a random number from 0 to 50 is drawn, "no effect" will be determined, while if a random number from 51 to 99 is drawn, "effect" will be determined.
[0262] Regarding the light illumination effects, if the jackpot lottery result is a miss, if a random number between 0 and 90 is drawn, it will determine "no effect," while if a random number between 91 and 99 is drawn, it will determine "effect." In the case of a 4R normal jackpot, if a random number between 0 and 90 is drawn, it will determine "no effect," while if a random number between 91 and 99 is drawn, it will determine "effect." In the case of a 16R normal jackpot, if a random number between 0 and 99 is always drawn, it will determine "effect." In the case of a 4R special jackpot, if a random number between 0 and 90 is drawn, it will determine "no effect," while if a random number between 91 and 99 is drawn, it will determine "effect." In the case of a 16R special jackpot, if a random number between 0 and 99 is drawn, it will determine "effect."
[0263] Regarding the first operation effect, if the result of the jackpot lottery is a miss, when a random number between 0 and 95 is drawn, "no effect" is determined, while when a random number between 96 and 99 is drawn, "effect" is determined. In the case of a 4R normal jackpot, when a random number between 0 and 50 is drawn, "no effect" is determined, while when a random number between 51 and 99 is drawn, "effect" is determined. In the case of a 16R normal jackpot, when a random number between 0 and 50 is drawn, "no effect" is determined, while when a random number between 51 and 99 is drawn, "effect" is determined. In the case of a 4R special jackpot, when a random number between 0 and 85 is drawn, "no effect" is determined, while when a random number between 86 and 99 is drawn, "effect" is determined. In the case of a 16R special jackpot, when a random number between 0 and 95 is drawn, "no effect" is determined, while when a random number between 96 and 99 is drawn, "effect" is determined.
[0264] Regarding the second operation effect, if the result of the jackpot lottery is a miss, a random number between 0 and 99 will always be drawn to determine "no effect," and in the case of a 4R normal jackpot, if a random number between 0 and 97 is drawn, "no effect" will be determined, while if a random number between 98 and 99 is drawn, "effect" will be determined, and in the case of a 16R normal jackpot, a random number between 0 and 99 will always be drawn to determine "no effect," and in the case of a 4R special jackpot, if a random number between 0 and 90 is drawn, "no effect" will be determined, while if a random number between 91 and 99 is drawn, "effect" will be determined, and in the case of a 16R special jackpot, if a random number between 0 and 60 is drawn, "no effect" will be determined, while if a random number between 61 and 99 is drawn, "effect" will be determined.
[0265] According to such a lottery table, the combination patterns in which effects such as the air blowing effect, the light irradiation effect, the first operation effect, and the second operation effect occur simultaneously vary probabilistically depending on the type of loss or big win. In other words, it is easy to guess the type of loss or big win depending on the combination pattern of the effects that occur.
[0266] Furthermore, as is clear from the regulations regarding the operation presentation, the first operation presentation using the operation member 2000 of the first operation unit 9A appears more frequently than the second operation presentation using the press button 3000 of the second operation unit 9B. In other words, the press button 3000 used in the second operation presentation is used less frequently than the operation member 2000 used in the first operation presentation, so this prevents the erroneous operation of buttons such as the cross button 3100 that are unrelated to the operation presentation and are located near the press button 3000, and by providing the frequently used operation member 2000 in an independent operation unit, it is possible to easily design dedicated wiring and circuit boards.
[0267] The work RAM 332 serves as a temporary storage area for the sub-CPU 330 and stores various data (flags, counters, timers, variable values, etc.).
[0268] The command input port 333 receives various commands sent from the main CPU 280 of the main control board 28 and transmits them to the sub-CPU 330 .
[0269] The RTC 334 inputs a date signal indicating the current date and a time signal indicating the current time to the sub-CPU 330. The RTC 334 normally operates on power from the gaming machine main unit when power is supplied to the gaming machine main unit, and operates on power supplied from a backup power supply mounted on a power supply board (not shown) when the power to the gaming machine main unit is turned off. This allows the RTC 334 to measure the current date and time even when the power to the gaming machine main unit is turned off. The RTC may also be powered by a battery mounted on the sub-control board. Alternatively, a counter provided in work RAM, which functions as backup RAM, may be used as a means for measuring time by counting up at predetermined intervals (e.g., every 2 ms).
[0270] The display control circuit 335 controls the display on the liquid crystal display device 4 in accordance with data supplied from the sub-CPU 330, and is composed of, for example, an image data processor (VDP), an image data ROM in which data for generating various types of image data is stored, a frame buffer for temporarily storing image data, and a D / A converter for converting the image data into an image signal. Note that the configuration of the display control circuit 335 is merely an example, and is not limited to this.
[0271] The display control circuit 335 temporarily stores image data to be displayed on the screen of the liquid crystal display device 4 in a frame buffer in response to an image display command supplied from the sub-CPU 330. The image data includes, for example, decorative pattern image data, background image data, various image data for various effects, various fraud notification image data, etc.
[0272] Furthermore, the display control circuit 335 supplies the image data stored in the frame buffer to a D / A converter (not shown) at a predetermined timing. The D / A converter converts the image data into an image signal and supplies this image signal to the liquid crystal display device 4 at a predetermined timing. An image is displayed on the screen of the liquid crystal display device 4 based on the image signal from the D / A converter.
[0273] The audio control circuit 336 controls the sounds such as music and voices emitted from the speakers 10a, 10b, and 10c, and includes a sound source IC that controls the sound output, a sound data ROM that stores various sound data, and an amplifier (AMP) that amplifies the sound signal. Note that the configuration of the audio control circuit 336 is merely an example and is not limited to this.
[0274] The sound source IC controls the sound generated from the speakers 10a, 10b, and 10c, and can select one sound data from multiple sound data stored in the sound data ROM in response to a sound generation command supplied from the sub-CPU 330.
[0275] The sound source IC also reads the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the sound signal to an amplifier, which amplifies the sound signal and generates sound from the speakers 10a, 10b, and 10c.
[0276] The light emission control circuit 337 is for controlling the lamps / LEDs 260 including decorative lamps, etc., and is composed of a drive circuit for supplying a light emission control signal, a decoration data ROM in which a plurality of types of lamp decoration patterns are stored, etc. The configuration of the light emission control circuit 337 is merely an example and is not limited to this.
[0277] The effect device control circuit 338 controls effect operations such as operating movable effect devices in a jackpot gaming state, for example.
[0278] <Regarding the right-side decorative member 15 and the left-side decorative member 16> The right decorative member 15 and the left decorative member 16 are formed in roughly symmetrical shapes and comprise similar components. For convenience, the following description will focus on the right decorative member 15.
[0279] The right decorative member 15 and the left decorative member 16 are used to create light effects when predetermined game conditions are met. As shown in Figures 42 to 47, the right decorative member 15 has a support member 150, a light-emitting substrate (not shown), an outer light-guiding member 151, an inner light-guiding member 152, and a decorative cover 153. The support member 150, the light-emitting substrate, the outer light-guiding member 151, and the inner light-guiding member 152 are covered by the decorative cover 153. The main front portion of the decorative cover 153 is translucent or transparent and has light-transmitting properties.
[0280] The support member 150 and the light-emitting substrate are attached to the right-side base plate 3aa. The light-emitting substrate is disposed on the back side of the support member 150. A plurality of slits 150a are formed in the support member 150, and a plurality of LEDs (not shown) provided on the light-emitting substrate are positioned so as to face these slits 150a. An outer light-guiding member 151 and an inner light-guiding member 152 are attached to the front of the support member 150 so as to align with the slits 150a. The LEDs are arranged at predetermined intervals (for example, intervals of 20 mm to 30 mm) in consideration of ensuring the amount of light and cost.
[0281] The outer light guiding member 151 and the inner light guiding member 152 are each formed of a plate-like member, and are formed so that the inner light guiding member 152 is larger than the outer light guiding member 151. The outer light guiding member 151 and the inner light guiding member 152 are positioned so as to be spaced a predetermined distance from each other on the left and right. The outer light guiding member 151 and the inner light guiding member 152 have the same configuration except for differences in size and arrangement, and therefore, for convenience, only the inner light guiding member 152 will be described in the following explanation.
[0282] As shown in Figures 43 to 47, the inner light-guiding member 152 has a rear incident end face 152a that serves as a light incident surface and a front exit end face 152b that serves as a light exit surface. The rear incident end face 152a is arranged to face the multiple slits 150a of the support member 150. As a result, the multiple LEDs are positioned to be aligned along the longitudinal direction of the rear incident end face 152a. The front exit end face 152b is arranged to fit along the inner surface of the decorative cover 153 and is formed in an overall curved shape.
[0283] As shown in Figures 44 and 45, the rear incident end face 152a has a sawtooth lens cut formed to form concaves and convexes along the longitudinal direction. As a result, light from the LEDs that passes through the slit 150a and enters the rear incident end face 152a travels through the interior of the inner light-guiding member 152 while diffusing generally in the longitudinal direction. The front exit end face 152b has a so-called diamond-cut lens cut formed thereon. As a result, light that travels from the rear incident end face 152a into the interior of the inner light-guiding member 152 is irradiated forward with a certain degree of divergence. The front exit end face 152b of the inner light-guiding member 152 is located closer to the player than the front exit end face of the outer light-guiding member 151.
[0284] This right-side decorative member 15 can efficiently diffuse light traveling through it from the front end surface 152b without leaking it to the side, enabling a light effect that effectively stimulates the sense of sight. The left-side decorative member 16 has the same configuration as the right-side decorative member 15, and can therefore produce a light effect that effectively stimulates the sense of sight simultaneously with the light effect produced by the right-side decorative member 15 or at a different timing from the light effect produced by the right-side decorative member 15.
[0285] <About Top Decoration 14> As shown in Figure 23, the top ornament 14 has a central decorative unit 14a, a right decorative unit 14b, and a left decorative unit 14c. The right decorative unit 14b and the left decorative unit 14c are formed in roughly symmetrical shapes and are both composed of similar components. For convenience, the following explanation will focus on the central decorative unit 14a and the right decorative unit 14b.
[0286] [Central Decorative Unit 14a] The central decorative unit 14a has an inverted triangular shape when viewed from the front, and emits light, for example, when a jackpot is initiated, to create a light effect. As shown in FIGS. 48 to 52, the central decorative unit 14a includes a main body cover 140, a front cover 141, an upper cover 142, a support member 143, a light-emitting substrate 144, a light-shielding member 145, and a plurality of light-guiding members 146a to 146c. The support member 143, the light-emitting substrate 144, the light-shielding member 145, and the plurality of light-guiding members 146a to 146c are covered by the main body cover 140, the front cover 141, and the upper cover 142. The front surface 141a of the front cover 141 is translucent or transparent and has optical transparency. This front surface 141a has a protruding surface that extends forward from the bottom to the top, and is disposed so as to form a light-transmitting surface inclined relative to the vertical direction.
[0287] A support member 143 is attached to the inside of the body cover 140. A light emitting substrate 144 is attached to the front of the support member 143, and a light blocking member 145 is attached to be positioned in front of the light emitting substrate 144. A plurality of light guide members 146a to 146c are attached to the lower part of the light blocking member 145 at predetermined intervals from one another.
[0288] A plurality of LEDs 144a corresponding to a plurality of light-guiding members 146a to 146c are provided on the lower front surface of the light-emitting substrate 144, and a plurality of LEDs 144b corresponding to a plurality of openings 145c provided on the upper part of the light-shielding member 145 described later are provided on the upper front surface of the light-emitting substrate 144.
[0289] A partition wall 145a is formed in the light blocking member 145 to separate the upper and lower sections. A plurality of slits 145ba, 145bb, and 145bc are formed in the lower section of the light blocking member 145 to correspond to the plurality of light guiding members 146a to 146c. A plurality of openings 145c are formed in the upper section of the light blocking member 145 so as to expose the LEDs 144b of the light emitting substrate 144 (described later). The upper surface of the partition wall 145a of the light blocking member 145 is subjected to a surface treatment that makes it easy to reflect light from the LEDs 144b forward, and the peripheral edge of the opening 145c is also formed in a concave shape so as to make it easy to reflect light from the LEDs 144b forward.
[0290] Each of the light guide members 146a to 146c is made of a plate-like member and is formed into a generally U-shape or a generally V-shape when viewed from the front. The light guide members 146a to 146c are formed so that they become smaller as they are positioned higher than lower, with light guide member 146b being smaller than light guide member 146a, and light guide member 146c being smaller than light guide member 146b. The light guide members 146a to 146c are positioned so as to be spaced apart from each other at predetermined intervals.
[0291] 52, the light guide members 146a to 146c have rear incident end faces 146aa, 146ba, and 146ca that serve as light incident surfaces and front exit end faces 146ab, 146bb, and 146cb that serve as light exit surfaces. The rear incident end faces 146aa, 146ba, and 146ca are arranged to face the slits 145ba, 145bb, and 145bc of the light blocking member 145. The front exit end faces 146ab, 146bb, and 146cb are arranged to follow the front surface 141a of the front cover 141, which is inclined with respect to the vertical direction.
[0292] The rear incident end faces 146aa, 146ba, and 146ca are formed in a sawtooth shape with concaves and convexes along the longitudinal direction, similar to the rear incident end face 152a of the inner light-guiding member 152 of the right decorative member 15 described above. As a result, light from the LEDs 144a that enters the rear incident end faces 146aa, 146ba, and 146ca travels through the light-guiding members 146a to 146c while diffusing generally along the longitudinal direction. The front exit end faces 146ab, 146bb, and 146cb are formed in a so-called diamond cut shape, similar to the front exit end face 15b of the inner light-guiding member 152 of the right decorative member 15 described above. As a result, light that travels from the rear incident end faces 146aa, 146ba, and 146ca into the light-guiding members 146a to 146c is irradiated forward with a certain degree of divergence.
[0293] According to such a central decorative unit 14a, light emitted from the front emission end faces 146ab, 146bb, 146cb of the multiple light-guiding members 146a to 146c is guided outward through the front portion 141a of the front cover 141. However, since the front emission end faces 146ab, 146bb, 146cb are located relatively close to the front portion 141a, and a long, narrow region with a relatively strong light intensity is formed along these front emission end faces 146ab, 146bb, 146cb, in the lower region of the front cover 141, the light from the front emission end faces 146ab, 146bb, 146cb appears as multiple lines. On the other hand, in the upper region of the front cover 141, light from the plurality of LEDs 144b is diffused by the periphery of the opening 145c of the light-shielding member 145 and is emitted outward through the front surface 141a of the front cover 141, but is guided to the front surface 141a as reflected light from a position farther from the front surface 141a than the front emission end faces 146ab, 146bb, and 146cb of the light-guiding members 146a to 146c, so that the light appears to be distributed evenly across the upper region of the front cover 141. In other words, from diagonally below the front cover 141, which is the player's line of sight, a line of light appears to emerge three-dimensionally from below in the midst of the evenly distributed, dim light from above.
[0294] [Right side decorative unit 14b] The right decorative unit 14b, for example, produces sound and light when a jackpot starts. As shown in Figures 53 to 58, the right decorative unit 14b has a speaker unit 10A, a main body support member 147A, a main body cover 147B, a front cover 147C, a light-emitting substrate 148, and a light-guiding member 149. The speaker unit 10A and the light-emitting substrate 148 are attached to the rear of the main body support member 147A, and the light-emitting substrate 148 is attached to the front of the speaker unit 10A. The light-guiding member 149 is attached to the inside front side of the main body support member 147A and is covered by the front cover 147C. The front surface 147Ca of the front cover 147C is formed in a mesh pattern, and the vibration surface of the speaker 10b and the light-guiding member 149 are visible through the gaps.
[0295] The speaker unit 10A has an opening (not shown) that exposes the vibration surface (sound output portion) of the speaker 10b facing forward, and a light emitting substrate 148 is attached along the periphery of this opening. A plurality of LEDs 148a are provided on the light emitting substrate 148 so as to be arranged in a ring shape along the periphery of the speaker 10b.
[0296] The main body support member 147A has an opening 147Aa formed therein, which exposes the vibration surface of the speaker 10b and the plurality of LEDs 148a of the light emitting substrate 148 and allows a light guide member 149 to be attached to the periphery thereof.
[0297] The light-guiding member 149 has a tubular portion 149a for guiding sound generated on the vibrating surface of the speaker 10b forward, a rear incident end face 149b located on the rear side of the periphery of the tubular portion 149a and serving as the light incident surface, a front exit end face 149c located on the front side of the periphery of the tubular portion 149a and serving as the light exit surface, and a protrusion 149d that extends and widens forward from the periphery of the front exit end face 149c.
[0298] The vibrating surface of the speaker 10b is disposed at the rear of the cylindrical portion 149a, and sound generated by the vibrating surface is guided forward through the cylindrical portion 149a. The rear incident end surface 1449b is disposed to face the LED 148a of the light-emitting substrate 148. The rear incident end surface 149b is formed in a sawtooth shape with irregularities along the circumferential direction, similar to the rear incident end surface 152a of the inner light-guiding member 152 of the right-side decorative member 15 described above. As a result, light from the LED 148a that is incident on the rear incident end surface 149b travels through the cylindrical portion 149a while being diffused generally in the circumferential direction.
[0299] Front exit end face 149c is located a predetermined distance behind front face 147Ca of front cover 147C. Like rear incident end face 149b, front exit end face 149c is also formed in a sawtooth shape with concaves and convexes along the circumferential direction. As a result, light traveling from rear incident end face 149b to tube portion 149a is irradiated forward so as to appear ring-shaped while spreading mainly in the circumferential direction when viewed from the front.
[0300] The protrusions 149d are formed so that portions of both the left and right sides partially extend forward, and are arranged so that their tips abut against the rear side of the front surface 147Ca of the front cover 147C. Note that the protrusions 149d may be arranged so that they are close to the rear side of the front surface 147Ca without contacting it. Alternatively, instead of the protrusions 149d, the front emission end surface 149c may be arranged so that it abuts against or is close to the rear side of the front surface 147Ca.
[0301] This right-side decorative unit 14b creates an effect in which the speaker 10b appears to glow in a ring-like pattern in sync with the sound generated by the speaker 10b. Furthermore, because the front surface 147Ca of the front cover 147C is mesh-like, it would be easily damaged by external impact or pressure. However, the protrusions 149d of the light-guiding member 149 abut against the front surface 147Ca, providing reinforcement and support, effectively preventing damage from external impact or pressure. In other words, the mesh-like (lattice-like) front cover 147C guides the sound from the speaker 10b along the light-guiding member 149 to the back surface of the front cover 147C, allowing the sound from the speaker 10b to be transmitted to the outside without impeding the aesthetic appearance. Furthermore, the light-guiding member 149 functions as a support for the front cover 147C, thereby increasing the rigidity of the front cover 147C.
[0302] According to the gaming machine according to the second embodiment described above, the following effects can be obtained.
[0303] According to the configuration of speaker unit 10 and its surroundings, as sound is output from speaker 10c, air flows out from opening 10ec of enclosure 10e. At this time, if opening / closing member 115 of blower mechanism 110 is in a state in which space 110a is open, the airflow from opening 10ec is directed in a direction heading straight toward air outlet 80, and air flows from air outlet 80 toward launch handle 26b with sufficient wind pressure. As a result, the player can feel the wind in their hands gripping launch handle 26b, and the sound from speaker 10c can also be perceived as a deep bass tone due to Helmholtz resonance with the sound output from air outlet 80 along with the wind.
[0304] On the other hand, when the opening / closing member 115 of the air blowing mechanism 110 closes the space 110a and the airflow from the opening 10ec is directed downward into the space 110a at a substantially right angle, the wind is discharged from the ventilation opening 8ca of the undercover 8c and is not directed toward the launching handle 26b. As a result, the player does not feel the wind in his / her hands gripping the launching handle 26b, but instead perceives only the sound from the speaker 10c as a deep bass sound due to Helmholtz resonance with the sound output from the ventilation opening 8ca together with the wind.
[0305] That is, by simply switching the direction of the airflow flowing out from the opening 10ec of the speaker unit 10 using the air blowing mechanism 110, it is possible to make the listener feel both low-pitched sounds and wind, or only low-pitched sounds, so that the speaker unit 10 can be made smaller and simpler while flexibly producing sounds and wind effects.
[0306] Furthermore, by simply switching the direction of the air coming out of opening 10ec of speaker unit 10 using air blowing mechanism 110, it is possible to make the listener feel both sound and air, or only sound. Air outlet 80 and ventilation opening 8ca can be formed in detachable lower right side cover 8ba and under cover 8c, and air blowing mechanism 110 can be placed between these and speaker unit 10 by designing each individually, thereby enabling speaker unit 10 and its surrounding configuration to be made with excellent manufacturing costs, design freedom and maintainability.
[0307] Furthermore, even a bass-reflex type speaker unit 10 with a relatively large volume of enclosure 10e can be placed in a space that does not interfere with the hands of a player handling game balls stored in upper tray 17 or lower tray 18, so the speaker device can be laid out efficiently while ensuring placement space for speaker unit 10.
[0308] In addition, the upper left part 10ea of the enclosure 10e abuts the bottom of the upper tray body 17p, and the lower left part 10eb abuts the lower tray body 18p, thereby supporting the upper tray 17p and transmitting vibrations from the enclosure 10e to the upper tray 17 and the lower tray 18 in response to operation of the speaker 10c, which effectively eliminates clogging of game balls in the upper tray 17 and the lower tray 18.
[0309] In addition, the first operation presentation using the operating member 2000 is set to occur more frequently than the second operation presentation using the push button 3000.In other words, the operating member 2000, which is used more frequently, is provided alone on the operating unit 9A, while the push button 3000, which is used less frequently, is provided on a common board 3200 that also serves as the ball loan button 23 and the return button 24.Therefore, the operating member 2000 and the push button 3000 can each be placed in a convenient position depending on the frequency of use, thereby simplifying the wiring to each board and ultimately reducing manufacturing costs and arrangement space.
[0310] Furthermore, since the frequently used operation member 2000 is easier to remember as being circular, while the less frequently used push button 3000 is easier to remember as being square, different from a circle, the operation member 2000 and the push button 3000 can be provided with easily distinguishable outer shapes according to frequency of use, thereby making it easier to use multiple operation means. Furthermore, the square-shaped push button 3000 and the cross-shaped cross button 3100 are arranged adjacent to each other so that their straight line portions face each other at their respective ends, making it possible to arrange these multiple buttons even in a small space.
[0311] Furthermore, when the conditions for transitioning to a game state advantageous to the player, such as a 16R normal jackpot or a 16R probability variable jackpot, are met, a light illumination effect is always executed, and at the same time, an air blowing effect may be executed, so the player can sense that a light illumination effect or an air blowing effect is being executed by either sight or touch with the hand holding the launch handle 26b, and can sense that they are transitioning to an advantageous game state without missing such an effect. Furthermore, when an air blowing effect is executed, a deep bass sound effect is also executed at the same time from the speaker 10c, and the player can also feel the vibrations caused by the deep bass.
[0312] Furthermore, for example, in the right-side decorative member 15, the rear incident end faces 152a of the outer light-guiding member 151 and the inner light-guiding member 152 have sawtooth-shaped lens cuts that diffuse the light while it is incident in the longitudinal direction of the lined-up LEDs, thereby allowing the light to travel efficiently within the light-guiding body, while the front exit end faces 152b of the outer light-guiding member 151 and the inner light-guiding member 152 have diamond-cut lens cuts that allow the light guided from the rear incident end faces 152a into the light-guiding body to be efficiently scattered outward, thereby eliminating color unevenness and enabling the light to be irradiated efficiently.
[0313] Furthermore, for example, in the right-side decorative unit 14b, the protrusion 149d of the light-guiding member 149 is positioned so as to abut against the back surface of the mesh-like front surface 147Ca of the front cover 147C, and the emission front end face 149c is positioned a predetermined distance from the front surface 147Ca and is annularly arranged along its periphery so as not to obstruct the vibration surface of the speaker 10b, so that the LED 148a located on the incident rear end face 149b side can be made invisible from the front of the front cover 147C, and the sound from the speaker 10b can be emitted outward without hindrance without spoiling the aesthetic appearance.
[0314] Furthermore, for example, in the central decorative unit 14a, the front end faces 146ab, 146bb, and 146cb of the multiple light-guiding members 146a to 146c are located farther from the light-emitting substrate 144 than the peripheral portion of the opening 145c of the light-shielding member 145 where the LED 144b is exposed, and are positioned near the front portion 141a of the front cover 141.Therefore, the light of the LED 144b that is diffusely reflected at the peripheral portion of the opening 145c and guided forward, and the light of the LED 144a that passes through the inside of the light-guiding members 146a to 146c and is irradiated from the front end faces 146ab, 146bb, and 146cb, become light that appears to be diffused on average and line-shaped light, which creates a clear difference in the visibility of these lights and ultimately enables the realization of an innovative light effect.
[0315] A modified example of the blower mechanism 110 shown in FIG. 59 may be used. The blower mechanism 110 shown in FIG. 59 is provided with a rotatable shutter member 117 that can exclusively open and close the lower portion of the space 110a and the opening 110b. As shown in FIG. 59(a), when the shutter member 117 guides the airflow from the opening 10ec (not shown) to the opening 110b, it is positioned so as to assume a horizontal position. At this time, the airflow is completely prevented from being guided downward into the space 110a. On the other hand, as shown in FIG. 59(b), when the shutter member 117 guides the airflow from the opening 10ec (not shown) downward into the space 110a, it is positioned so as to rotate from the horizontal position shown in FIG. 59(a) to assume an upright position. At this time, the airflow that would otherwise flow straight to the side of the space 110a is obstructed, and the airflow is guided to bend at a substantially right angle downward into the space 110a. According to such a blower mechanism 110, when wind is guided to the air outlet 80 (not shown), the wind can be guided to the air outlet 80 with sufficient wind pressure without leaking downward into the space 110a.
[0316] "Third embodiment" 60 to 103 are diagrams illustrating a pachinko gaming machine Y according to the third embodiment.
[0317] The pachinko gaming machine Y according to the third embodiment has a main body frame configured differently from the front frame 3 (see FIG. 20), and is equipped with two projector units arranged in the vertical direction. Note that, unless there is a contradiction, the pachinko gaming machine Y according to the third embodiment has the configuration of the pachinko gaming machine of the second embodiment, and can obtain the same effects.
[0318] Fig. 60 is an external perspective view of the pachinko gaming machine Y, and Fig. 61 is an exploded perspective view of the pachinko gaming machine Y. The pachinko gaming machine Y comprises a main body frame (outer frame) 2, a main body unit 400 rotatably supported by the main body frame 2, a game board 1A attached to the front side of the main body unit 400, and a glass door 5 attached to the main body unit 400 on the front side of the game board 1A.
[0319] [Main unit and glass door] The main body frame 2 as an outer frame has the same configuration as that of the third embodiment, and supports the main body unit 400 near one side edge so that it can rotate about a main body frame hinge 2b as a rotation axis extending in the vertical direction. The glass door 5 has the same configuration as the glass door 30 of the third embodiment, and is provided with a tray unit 900 (described later) at the bottom.
[0320] [Main frame] 62 is an exploded perspective view of the main unit 400. The main unit 400 includes a mounting frame 410 disposed on the front side, a cover member 430 attached to the rear side of the mounting frame 410 and capable of accommodating gaming machine components, and a mounting base 420 provided between the mounting frame 410 and the cover member 430.
[0321] [Mounting frame] Figure 63 is an exploded perspective view of the mounting frame 410. The mounting frame 410 has a pair of vertical frames 411 and a pair of horizontal frames 412, and forms a substantially rectangular appearance. The mounting frame 410 has a storage tank 415, and is equipped with a screen section b4 onto which light from a projector unit b (described later) is projected, the game board 1A, the launching device 26, etc. The mounting frame 410 also has a ball detection unit 800 (described later) (see Figure 62) on the rear side at a position corresponding to the outlet 55 (see Figure 61) of the game board 1A. The pair of vertical frames 411 also have fixing sections 411a (see Figure 62) on the rear side to which the mounting base 420 and the cover member 430 can be separately fixed.
[0322] A game board movable stopper 413 that detachably secures the game board 1A is attached to each of the inner surfaces of the pair of vertical frames 411. The game board movable stopper 413 is fixed at any position in the vertical direction along the vertical frames 411. The game board movable stopper 413 detachably clamps the side edges of the game board 1A. With such a game board movable stopper 413, for example, the lower edge of the game board 1A can be locked into a locking portion such as a groove located at the bottom of the mounting frame 410, and the vicinity of both ends of the upper edge can be clamped by the game board movable stopper 413, thereby fixing the game board 1A to the mounting frame 410.
[0323] Furthermore, screen stoppers 414 that detachably secure the screen unit b4 are attached to the inner surfaces of the pair of vertical frames 411, respectively. The screen stoppers 414 are fixed at any vertical position along the vertical frames 411. A cover member 430 is attached to the back of the mounting frame 410 so as to cover the game board movable stoppers 413 and the screen stoppers 414. The game board movable stoppers 413 and the screen stoppers 414 may be configured to be movable on the vertical frames 411 so as to be fixed at any position. By attaching jigs that secure game components such as the game board 1A and presentation devices such as the screen unit b4 to the vertical frames 411 so that they can be moved in the vertical direction, it becomes possible to change the type and position of the jig depending on the size and type of the game components and presentation devices, thereby enabling a variety of layouts for the gaming machine.
[0324] [Game board] Figure 64 is a top view of a gaming board 1A. The gaming board 1A has the same configuration as a general gaming board 1, and further has the following configuration. The gaming board 1A has a game area 1p, a first special winning opening solenoid 53b and the like provided on the back side (rear side) of the gaming board 1A, and a gaming board relay board 101 to which the wiring parts of the first special winning opening solenoid 53b and the like are connected. The gaming board 1A is also made of a transparent material, and a screen sheet is attached to the back side, which also functions as a screen onto which projection light irradiated from a projector unit b, which will be described later, is projected.
[0325] The game board relay board 101 is attached on its back side (rear side) to a vertical base 101A that extends toward the rear side at a substantially right angle to the surface on which the game area 1p of the game board 1A is formed, and is thereby erected at a substantially right angle to the game board 1A. The game board relay board 101 is provided with a connector connection portion 101a to which a connector for electrical connection to another board is connected.
[0326] Furthermore, the game board relay board 101 is extended to a position where connection to the connector connection portion 101a can be performed from the outside of the cover member 430 through an opening 432e of the cover member 430, which will be described later, and the connector connection portion 101a is arranged so that the wiring insertion port 101b faces the opening 432e of the cover member 430, which will be described later, when at least the outer portion of the game board relay board 101 is covered with the cover member 430. The connector connection portion 101a functions as an example of a game board connector connection portion, and is connected to a relay board connector connection portion 100a (see FIG. 70), which is an example of a specific component connector connection portion of the relay board 100 (see FIG. 70), which will be described later, by a wiring member (cable).
[0327] Figure 65 is a top view of a modified example of the gaming board 1A. Figure 65 shows an enlarged view of the portion of the gaming board 1A where the vertical base 101A is provided. The modified example of the gaming board relay board 101 can be folded from a state in which it is erected at a substantially right angle to the gaming board 1A to a state in which it is parallel to the gaming board 1A. In detail, the modified example of the vertical base 101A includes a base member 101Aa erected at a substantially right angle to the gaming board 1A, and a rotating member 101Ab rotatably connected to the base member 101Aa by a hinge 101B serving as a rotation axis extending parallel to the playing area 1p of the gaming board 1A, and to which the gaming board relay board 101 is attached. Furthermore, in the vertical base 101A of the modified example, at the joint surface between the base member 101Aa and the rotating member 101Ab, a protrusion 101a is formed on one of the base member 101Aa and the rotating member 101Ab, and a boss hole 101b into which the protrusion 101a can be inserted is formed on the other. The rotating member 101Ab is erected at a substantially right angle to the game board 1A, and the protrusion 101a is inserted into the boss hole 101b, thereby fixing the game board relay board 101 in an erected state at a substantially right angle to the game board 1A. Furthermore, by rotating the rotating member 101Ab from this state around the hinge 101B, the protrusion 101a is pulled out of the boss hole 101b, and the game board relay board 101 is folded so as to be parallel to the game board 1A.
[0328] [Mounting base] Figure 66 is a perspective view of the mounting base 420, Figure 67 is a front view of the mounting base 420, and Figure 68 is a cross-sectional view of the main unit 400. A projector unit b and a mirror member b3, which serve as gaming devices capable of executing game-related controls, are attached to the mounting base 420. The mounting base 420 has a gaming device mounting portion 421 to which the projector unit b is attached, a projection light hole 422 formed below the gaming device mounting portion 421 and allowing the projection light emitted from the projector unit b to pass through, a mirror member base 423 disposed below the projection light hole 422 and to which the mirror member b3 is attached, and a board hole 424 through which the gaming board relay board 101 (see Figure 65) of the gaming board 1A is inserted. The mounting base 420 has two components, each consisting of the gaming device mounting portion 421, the projection light hole 422, and the mirror member base 423, which are arranged vertically. The upper configuration projects the projection light emitted from the projector unit b onto the back surface of the screen portion b4. The lower configuration projects the projection light emitted from the projector unit b onto the back surface of the game board 1A. The board hole 424 is located on the back surface side of the game board relay board 101 when the mounting base 420 is attached to the mounting frame 410 to which the game board 1A is attached, and is a hole through which the game board relay board 101 (see Figure 65) is inserted.
[0329] The gaming device mounting portion 421 is a plate-like body that slopes downward from the rear side to the front side, and the projector unit b is mounted on the rear side so as to emit projection light diagonally downward toward the front side. The projection light hole 422 is a hole formed in a range that does not block the projection light emitted from the projector unit b. The mirror member base 423 is a plate-like body that slopes downward from the rear side to the front side. The mirror member base 423 is formed in a range necessary to reflect the projection light emitted from the projector unit b. Specifically, because the mirror member base 423 slopes downward from the rear side to the front side, the distance from the projector unit b mounted above increases as it moves from the rear side to the front side. Therefore, the width of the range necessary to reflect the projection light emitted from the projector unit b is narrower on the rear side than on the front side. That is, the area of mirror member base 423 required to reflect the projection light emitted from projector unit b is a trapezoid in top view where the width of the rear side is narrower than the width of the front side. For this reason, mirror member base 423 is formed in a trapezoid in top view where the width of the rear side is narrower than the width of the front side, as shown in Fig. 67.
[0330] The mirror member b3 attached to the upper surface of the mirror member base 423 is also formed in a trapezoidal shape with the width of the rear side narrower than the width of the front side in a top view. Furthermore, since the mirror member base 423 slopes downward from the rear side to the front side, as shown in FIG. 67, the mirror member base 423 and the mirror member b3 are formed in a trapezoidal shape with the width of the upper side narrower than the width of the lower side in a front view. Furthermore, the mirror member b3 is attached to the mirror member base 423 by adjustment members 423a provided near each of the four corners of the trapezoid. The adjustment members 423a are, for example, composed of fastening members that fasten the mirror member base 423 and the mirror member b3 together and elastic members arranged between the mirror member base 423 and the mirror member b3. Loosening the fastening members separates the mirror member base 423 and the mirror member b3, and tightening the fastening members brings the mirror member base 423 and the mirror member b3 closer together. By using such an adjustment member 423a to adjust the mounting angle of the mirror member b3 relative to the mirror member base 423, the position and angle at which the projection light emitted from the projector unit b is projected onto the screen portion b4 or the game board 1A can be adjusted.
[0331] By attaching the projector unit b to such a gaming device mounting portion 421, one end of the projector cover b1, which is provided with a projection lens b2a that emits projection light from a projector device main body b2 (described later), can be disposed on the front side of the pachinko gaming machine Y (see FIG. 61), and the opposite end of the one end can be disposed on the rear side, with the one end being lower than the opposite end. The projector unit b is then covered by a cover member 430. As a result, a predetermined space 405 is formed between the cover member 430 and the lower part of the projector cover b1 at a position that does not block the projection light emitted from the projection lens b2a. A recess 431a of the cover member 430 (described later) can be disposed in this predetermined space 405, and the main control board 70A can be housed in this recess 431a.
[0332] The mounting base 420 may be formed in a shape that allows mounting of not only the projector unit b but also other gaming devices such as a liquid crystal display device. In other words, the shape of the mounting base 420 can be changed depending on the type of gaming device, as long as it can be accommodated in the space formed between the mounting frame 410 and the cover member 430.
[0333] [Projector unit] As shown in FIG. 68, the projector unit b includes a projector main body b2 as a projection image generating device capable of generating projection light, a projector cover b1 as a housing case for housing the projector main body b2, and a projection lens b2a as an irradiator for emitting the projection light from the projector main body b2. The projector main body b2 is connected to a sub-control circuit 200 (see FIG. 103), which controls a projector control circuit 90 (see FIG. 103). The sub-control circuit 200 magnifies and emits projection light from an optical mechanism (not shown) through the projection lens b2a. The irradiated light is reflected by a mirror member b3 and projected toward the back of the game board 1A or a screen unit b4, thereby displaying an image as a visual effect. The screen unit b4 functions as an example of a reflector capable of reflecting the projection light emitted from the projector unit b. The screen unit b4 also functions as an example of a screen unit that projects a predetermined image using the projection light reflected by the mirror member b3. Furthermore, a portion of the cover member 430 is formed in a recessed shape at a position corresponding to the space 405 described above, and the main board 70A can be housed in the recessed portion.
[0334] FIG. 69 is a diagram illustrating the optical axis of the projection light emitted from projector unit b. As shown in FIG. 69, projection light L1 from the projection lens b2a of projector unit b, which is provided at the top, is emitted downward while forming a projection range indicated by the dotted line, and is reflected by the upper mirror member b3 toward an obliquely upward direction toward the front side and projected onto the rear side of the screen unit b4. In this embodiment, the projection lens b2a is composed of a lens member, and the upper half (front side) of the lens member is light-shielded, so that the projection image is generated by the projection light emitted from the lower half (rear side) of the lens member. Therefore, the projection light emitted from the projection lens b2a is formed to spread from the lower half of the lens member. Similarly, projection light L2 from the projection lens b2a of projector unit b, which is provided at the bottom, is emitted downward while forming a projection range indicated by the dotted line, and is reflected by the lower mirror member b3 toward an obliquely upward direction toward the front side and projected onto the rear side of the game board 1A. In this way, by placing the projector unit b or mirror member b3 at a fixed installation angle and storing the projector unit b, base case, etc. in the space created behind them, it is possible to efficiently arrange other gaming machine components while arranging multiple gaming devices, thereby achieving space savings.
[0335] [Cover material] Fig. 70 is a perspective view of the cover member 430 as viewed from the rear side, and Fig. 71 is a perspective view of the cover member 430 as viewed from the front side. As shown in Fig. 70, the cover member 430 is formed from a rear portion 431 and two opposing side surfaces 432, and is capable of accommodating at least some of the gaming machine components inside the space formed between the cover member 430 and the mounting base 420 (see Fig. 68). Furthermore, by being provided on the rearmost side, the cover member 430 is provided on the rear side of the gaming board and functions as an example of a cover member that covers electrical components.
[0336] As shown in FIG. 70, the width of the rear portion 431 is narrower than the width of the mounting base 420. The rear portion 431 has a recess 431a capable of accommodating the main control board 70A, a lid portion 431b covering the recess 431a, an opening 431c formed at a position corresponding to the heat exhaust port of the projector unit b (see FIG. 68), and a payout control board accommodating portion 431d capable of accommodating the payout control board 123A. Also, as shown in FIG. 71, the rear portion 431 is formed with a second guide opening 432f in which a receiving portion 434a (see FIG. 75) of a second guide gutter 434 (described later) is disposed. As shown in FIG. 68, the recess 431a and the payout control board accommodating portion 431d are formed so as to protrude from the surface of the cover member 430 toward the interior of the pachinko gaming machine Y, and can accommodate the main control board 70A and the payout control board 123A without protruding from the surface of the cover member 430 toward the rear side of the pachinko gaming machine Y. When the cover member 430 is attached to the rear side of the mounting base 420 (see FIG. 68), the recess 431a is disposed in a predetermined space 405 formed below the projector cover b1, where the main control board 70A is housed and is covered with the lid 431b. The main control board 70A includes a main control board connector connection portion 70Aa, which is an example of a general component connector connection portion connected to the relay board 100 (see FIG. 70) by a wiring member (cable). The main control board connector connection portion 70Aa is provided near the side edge of the main control board 70A, and is exposed and not covered by the lid 431b even when the lid 431b is attached to the recess 431a, allowing the wiring member (cable) to be attached and detached. This makes the surface of the rear part 431 approximately flush. In this way, the cover member 430 can accommodate the main control board 70A, which is an example of a first gaming machine component, inside the space formed by the back part 431 and at least two side parts 432. Also, the openings 431c are formed at positions corresponding to the exhaust heat ports of the two projector units b. The payout control board accommodating part 431d is disposed in a space formed below the lower mirror member base 423 when attached to the back side of the mounting base 420. Also, the recessed part 431a is disposed closer to the center of the cover member 430 than the position of the ball passage unit 730 (see FIG. 77) described later.
[0337] As shown in FIG. 70 , the width of the opposing side surfaces 432 narrows from the front surface to the rear surface. Each side surface 432 includes an attachment portion 433 that can be attached to the mounting base 420 at an end not adjacent to the rear surface 431, and at least one side surface 432 is formed to slope from the end where the attachment portion 433 is provided to the end adjacent to the rear surface 431. The sloped side surface 432 includes a first side surface recess 432a that is a specific storage portion, a first side surface lid 432b that covers the first side surface recess 432a, a second side surface recess 432c that is a general storage portion, a second side surface lid 432d that covers the second side surface recess 432c, and an opening 432e formed in the first side surface recess 432a. The recess 431a and the second side surface recess 432c are examples of a general storage portion composed of at least two or more storage portions, and are adjacent to the first side surface recess 432a that is an example of a specific storage portion.
[0338] The first side recess 432a is provided on the outer surface of the cover member 430, and is formed at a position adjacent to the recess 431a of the back portion 431 and the payout control board accommodating portion 431d, and is capable of accommodating a relay board 100 as a specific gaming machine component or a second gaming machine component. The second side recess 432c is provided on the outer surface of the cover member 430, and is formed at a position adjacent to the first side recess 432a, and is capable of accommodating a sub-control board 80A (corresponding to the sub-control board 33) as multiple other types of gaming machine components. The first side recess 432a and the second side recess 432c are formed to protrude from the surface of the cover member 430 toward the inside of the pachinko gaming machine Y, and are capable of accommodating the relay board 100 or the sub-control board 80A so as not to protrude from the surface of the cover member 430 toward the back side of the pachinko gaming machine Y. The relay board 100 includes a relay board connector connection portion 100a, which is an example of a specific component connector connection portion connected to, for example, the main control board 70A (corresponding to the main control board 28), the sub-control board 80A, the game board relay board 101 (see FIG. 64), etc., by wiring members (cables). The sub-control board 80A includes, for example, a sub-control board connector connection portion 80Aa, which is an example of a general component connector connection portion connected to, for example, the relay board 100, etc., by wiring members (cables). In other words, the relay board connector connection portion 100a is connected to the main control board connector connection portion 70Aa and the sub-control board connector connection portion 80Aa by wiring members (cables). The opening 432e is provided so that wiring from the game board relay board 101 (see FIG. 64) of the game board 1A housed inside the space formed by the rear portion 431 and the two side portions 432 can be connected to the relay board 100 provided outside the cover member 430. The opening 432e is formed at a position corresponding to the game board relay board 101 erected from the rear side of the game board 1A when the cover member 430 is attached to the mounting frame 410. The first side recess 432a in which the opening 432e is formed is provided on the outer surface of the side portion and functions as an example of a specific storage section capable of storing a specific gaming machine component connected to the wiring through the opening. The second side recess 432c is formed on the outer inclined side portion of the cover member so as to protrude from the surface of the cover member toward the inside of the gaming machine and is an example of a storage section capable of storing a second gaming machine component different from the first gaming machine component.This allows the opening 432e to electrically connect the game board relay board 101 to, for example, the main control board 70A accommodated in the recess 431a adjacent to the first side recess 432a via the connector connected to the connector connection portion 101a of the game board relay board 101. In this way, the first side recess 432a capable of accommodating the relay board 100 is disposed at the center of the recesses capable of accommodating other boards.
[0339] Figure 72 is a diagram illustrating the positional relationship between the game board relay board 101, the board hole 424 of the mounting base 420, and the opening 432e of the cover member 430. Figure 72 is an enlarged perspective view of the portion where the game board relay board 101 is attached, where (a) shows a state where the mounting base 420 is attached to the back side of the mounting frame 410, and (b) shows a state where the cover member 430 is further attached to the back side of the mounting base 420. As shown in Figure 72(a), when the mounting base 420 is attached to the mounting frame 410 to which the game board 1A (see Figure 62) is attached, the connector connection portion 101a of the game board relay board 101 protrudes from the board hole 424 of the mounting base 420 to the back side. As shown in FIG. 72(b), by further attaching a cover member 430 to the back side of the mounting base 420 from the state shown in FIG. 72(a), the side of the game board relay board 101 is covered by the cover member 430. In this state, the wiring insertion port 101b of the connector connection portion 101a faces the opening 432e of the cover member 430. Note that in FIG. 72, the entire game board relay board 101 is covered by the cover member 430 and the side second lid portion 432d, but only a portion of the game board relay board 101 may be covered. Also, only one surface of the game board relay board 101, such as the outer surface or the inner surface, may be covered. In any case, the effect of the present invention can be achieved as long as at least a portion of the external force applied to the game board relay board 101 can be prevented. In this case, it is desirable to provide the connector connection portion 101a in a portion that is not covered by the cover member 430 (for example, if the outer surface of the game board relay board 101 is covered with the cover member 430, the connector connection portion 101a should be provided on the inner surface of the game board relay board 101).
[0340] 72(a), the mounting base 420 is fixed to a fixing portion 411a on the rear surface of the mounting frame 410 by a fixing member 425 formed by a screw or the like. Thereafter, as shown in FIG. 72(b), the cover member 430 is placed on the rear surface of the mounting base 420, covers the fixing member 425 with a mounting portion 433, and is fixed to the fixing portion 411a on the rear surface of the mounting frame 410 by a fixing member 435 formed by a screw or the like that penetrates the mounting base 420. Therefore, the mounting base 420 cannot be removed with the screws unless the cover member 430 is removed with the screws.
[0341] Figure 73 is a top view of the pachinko game machine Y. Figure 73 shows a state in which the main body unit 400 is opened from the main body frame 2 (a state in which the main body unit 400 is rotated 90 degrees around the main body frame hinge 2b from a state in which it is placed inside the main body frame 2). The side surface 432 of the cover member 430 opposite to the side pivotally supported by the main body frame hinge 2b is formed inside an imaginary circle VC that is centered around the main body frame hinge 2b as the rotation axis and passes through the inner side edge of the main body frame 2, and at least a portion of it is formed in a shape that follows the imaginary circle.
[0342] [Gutter connection] FIG. 74 is an exploded perspective view of the main unit 400, and FIGS. 75 and 76 are exploded perspective views of the first guide gutter 416 and the second guide gutter 434. FIGS. 75 and 76 show only the first guide gutter 416 and the second guide gutter 434 shown in FIG. 74. FIG. 75 is a view from the mounting frame 410, and FIG. 76 is a view from the cover member 430. As shown in FIG. 74, the mounting frame 410 has a storage tank 415 capable of storing game balls supplied from a storage unit (not shown), and a first guide gutter 416 that guides game balls downstream from the storage tank 415. The cover member 430 has a payout device 700 that can pay out game balls, and a second guide gutter 434 that guides game balls to the payout device 700.
[0343] When the cover member 430 is attached to the mounting frame 410, the first guide gutter 416 and the second guide gutter 434 are connected so that the opening of one is inserted into the opening of the other, allowing game balls to flow down. Either the first guide gutter 416 or the second guide gutter 434 (the second guide gutter 434 in the example shown in FIGS. 75 and 76) is provided with a receiving portion 434a formed with an opening area larger than the opening area of the opening of the other (the first guide gutter 416 in the example shown in FIGS. 75 and 76). The receiving portion 434a has ribs 434b as connection position guide means that guide the opening inserted into the receiving portion 434a to the connection position. The ribs 434b are plate-shaped bodies that extend radially from the opening center and have side edges that slope downward from the outer edge to the inner edge of the receiving portion 434a, and are arranged in multiple numbers to surround the opening. The other of the first guide gutter 416 and the second guide gutter 434 (first guide gutter 416 in the example shown in Figures 75 and 76) has an engagement portion 416a that is provided on the outer edge of the opening, is formed with an outline that is approximately the same shape as the part surrounded by rib 434b, and serves as an engagement means that engages with rib 434b at the connection position.
[0344] 62, the mounting frame 410 has a third guide gutter 418 that guides gaming balls to the payout opening 901 (see FIG. 60) of the dish unit 900. The cover member 430 also has a fourth guide gutter (see FIG. 78) that serves as a fourth guide gutter that guides gaming balls downstream from the payout device 700, which will be described later.
[0345] When the cover member 430 is attached to the mounting frame 410, the third guide gutter 418 and the first and second guide paths 730C and 730D (see FIG. 79) are connected so that one opening is inserted into the other opening, allowing game balls to flow down. A receiving portion 418a is provided in either the third guide gutter 418 or the first and second guide paths 730C and 730D (in the example shown in FIG. 62, the third guide gutter 418). The receiving portion 418a has multiple ribs, similar to the receiving portion 434a. The discharge outlets 730B (see FIG. 78) of the first guide path 730C and the second guide path 730D have engaging portions that engage with the multiple ribs of the receiving portion 418a, similar to the first guide gutter 416.
[0346] [Dispensing device] Figure 77 is an overall perspective view of the payout device 700, and Figure 78 is a perspective view of a ball passage unit 730 included in the payout device 700. The payout device 700 is composed of a ball supply path 710, a ball delivery mechanism 720, and a ...
Claims
[Claim 1] In a production means capable of implementing a production mode, The production means is a first movable body and a second movable body; an operation control means for controlling the operation of the second movable body; a decorative portion surrounding the periphery of the first movable body; a position moving means that operates without using power; Equipped with The first movable body is The game machine is capable of moving from a base position to a moving position, has a surface visible to a player, and has a light emitting means on the back side of the surface; The decorative part is a predetermined decoration visible to a player is applied, and the moving object is capable of rotating in a direction substantially perpendicular to the moving direction from the base position to the moving position; The first movable body and the decorative part are the first movable body has a predetermined positional relationship when it is in the basic position, an operating state in which operation of the second movable body is permitted and a non-operating state in which operation is restricted can be implemented by changing the operating state of another member different from the second movable body from a first state to a second state, without changing the positional relationship between the first movable body and the second movable body; The position moving means acts to return the decorative part to the position when the first movable body is in the basic position when the first movable body is moved from the moving position to the basic position. A gaming machine characterized by:
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