gaming machines

The gaming board with a ball return prevention mechanism addresses the issue of balls returning to the guide area by adjusting the distance between the ball and outer rail, ensuring balls stay in the game area for potential winnings.

JP7825450B2Active Publication Date: 2026-03-06HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-21
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

There is a need to improve the prevention of game balls that have entered the game area from returning to the guide area in gaming machines.

Method used

A gaming board with a guide area between an outer and inner rail, featuring a ball return prevention mechanism that includes a displacement member and a holding member, which adjusts the distance between the game ball and the outer rail to prevent balls from returning to the guide area, and a unit with a positioning protrusion and fixing member to secure the mechanism in place.

Benefits of technology

Effectively prevents game balls from reversing back to the guide area, enhancing gameplay by ensuring balls remain in the game area for potential winnings.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007825450000001
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  • Figure 0007825450000003
    Figure 0007825450000003
Patent Text Reader

Abstract

To enhance interest of a game.SOLUTION: A first change in display mode of reservation display is executed when a left performance symbol 43L is stopped. Then, output of left symbol stop sound is started and, at the same time, output of reservation change sound while left symbol stops is started. When output of the left symbol stop sound is stopped, output of the reservation change sound while the left symbol stops is stopped. Next, after the left performance symbol 43L is stopped, a right performance symbol 43R is stopped. When a right performance symbol 43R is stopped, a second change in a display mode of reservation display is executed. Output of the right symbol stop sound is started and, at the same time, output of reservation change sound while the right symbol stops is started. When output of the right symbol stop sound is stopped, output of reservation change sound while the right symbol stops is stopped.SELECTED DRAWING: Figure 37
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, gaming machines (e.g., pachinko machines) have been known in which gaming balls, which represent gaming value, are launched into a gaming area, and when the gaming balls enter a winning area such as a prize slot, prize balls are paid out to the player, and further, the gaming state can be changed depending on the result of the variable display of identification information.

[0003] Among such gaming machines, there is known a gaming machine that is capable of changing the display mode of a corresponding display corresponding to a variable display (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-159600 Summary of the Invention [Problem to be solved by the invention]

[0005] by the way, There is a need to improve the prevention of game balls that have entered the game area returning to the guide area. .

[0006] The present invention has been made in view of the above-mentioned circumstances, and its object is to Improved prevention of game balls that enter the game area returning to the guide area To provide a game machine that allows players to play the game. [Means for solving the problem]

[0007] In order to solve the above problems, the present invention provides a game board comprising: a guide area between an outer rail and an inner rail, which guides a launched game ball to a game area; a ball return prevention mechanism which prevents the game ball from returning from the game area to the guide area; and a unit which is fixed to the front surface of the game board via a fixing member and has a positioning protrusion, wherein the game board has a first hole portion into which the positioning protrusion is inserted and a second hole portion into which the fixing member is inserted, and the length of the portion where the positioning protrusion is inserted into the first hole portion is determined by the length of the fixing member. The length of the member is shorter than the length of the portion inserted into the second hole portion, and the ball return prevention mechanism has a displacement member that can be displaced between a first state, a second state, and a third state, and a holding member that can hold the displacement member, and the displacement member has a side portion that faces the play area and a tip portion on the tip side of the side portion, and the distance from the tip portion to the outer rail is set to a specific distance, and a game ball that is about to be guided from the guide area to the play area is set to a first game ball, and a game ball that is about to return from the play area to the guide area is set to a second game ball. The first state is a state in which the specific distance is shorter than in the second state, the second state is a state in which the specific distance is longer than in the first state, and the third state is a state in which the first game ball contacts the side portion, the outer rail, and the second game ball, and the second game ball contacts the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than in the first state and shorter than in the second state, and is shorter than the distance from the lowest point of the second game ball to the outer rail, and the holding member is a contact portion that contacts the tip portion, and the gaming ball may contact the contact portion and the side portion in the first state, and in the first state, the distance from the point of contact between the gaming ball and the contact portion to the point of contact between the gaming ball and the side portion is defined as a first distance, and the distance from the lowest point of the gaming ball to the leftmost point is defined as a second distance, the first distance is shorter than the second distance, and in the third state, the distance from the point of contact between the second gaming ball and the tip portion to the point of contact between the second gaming ball and the first gaming ball is defined as a third distance, and the distance from the lowest point of the second gaming ball to the leftmost point of the second gaming ball is defined as a third distance. First game ball The gaming machine is characterized in that, when the distance to the point of contact with the ball is defined as a fourth distance, the third distance is shorter than the fourth distance. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a front view showing the appearance of a pachinko machine according to an embodiment of the present invention. [Figure 2] 10 is a perspective view showing the pachinko machine when the front frame is in an open state. FIG. [Figure 3] FIG. [Figure 4] FIG. 2 is a front view showing a game board provided in the pachinko machine. [Figure 5] FIG. 5 is a perspective view of an inner guide rail attached to the game board shown in FIG. 4. [Figure 6] FIG. 6 is a front perspective view of a ball return prevention mechanism provided in the inner guide rail shown in FIG. 5. [Figure 7] FIG. 2 is a rear perspective view of the ball return prevention mechanism. [Figure 8] FIG. 2 is an exploded perspective view of the ball return prevention mechanism. [Figure 9] This is a front view of the ball return prevention member provided in the ball return prevention mechanism when it is in a closed state. [Figure 10] FIG. 2 is a front view of the ball return prevention member in an open state. [Figure 11] This figure shows a game ball that has entered the game area attempting to return to the boundary area when the ball return prevention member is in the process of changing from a closed state to an open state. [Figure 12] FIG. 12 is an enlarged view of the area surrounded by the dotted line shown in FIG. [Figure 13] FIG. 12 is an enlarged view of the area surrounded by the dotted line shown in FIG. [Figure 14] A figure showing a state in which a game ball that has returned from the game area to the boundary area collides with a ball return prevention member. [Figure 15] 5 is a front perspective view showing a starting hole unit attached to the acrylic plate of the game board shown in FIG. 4. FIG. [Figure 16] FIG. 2 is a rear perspective view showing the starting port unit. [Figure 17]FIG. 10 is a perspective view showing the attachment of the starting port unit to an acrylic plate. [Figure 18] A front view showing the starting port base attached to the acrylic plate. [Figure 19] FIG. 19 is an enlarged view of the rectangular area indicated by the dotted line in FIG. 18. [Figure 20] 20 is a cross-sectional view taken along line XX-XX in FIG. 18. [Figure 21] FIG. 10 is an enlarged front view of the starting hole base attached to the game board. [Figure 22] 22 is a cross-sectional view taken along line XXII-XXII in FIG. 21. [Figure 23] This is a cross-sectional view showing the positional relationship between the starting hole base attached to the acrylic plate of the game board and the transparent plate held by the front frame. [Figure 24] FIG. 1 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 25] 10 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 26] 10 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 27] 10 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 28] 10 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 29] An explanatory diagram showing an example of the change in the performance pattern. [Figure 30] An explanatory diagram showing an example of the change in the performance pattern. [Figure 31] 10 is a flowchart showing an example of a procedure for performance control processing. [Figure 32] 10 is a flowchart showing an example of the procedure for the operating memory performance management process. [Figure 33] 10 is a flowchart showing an example of the procedure for processing performance symbol management. [Figure 34] A flowchart showing an example of the procedure for pre-processing of the effect pattern change. [Figure 35] An explanatory diagram showing an example of a hold change presentation. [Figure 36] An explanatory diagram showing an example of a hold change presentation. [Figure 37] An explanatory diagram showing the relationship between the output timing of the hold change sound and the pattern stop sound. [Figure 38] An explanatory diagram showing a modified example of the relationship between the output timing of the hold change sound and the pattern stop sound. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] FIG. 1 is a front view showing the appearance of a pachinko machine (gaming machine) according to this embodiment, and FIG. 2 is a perspective view showing the pachinko machine when the front frame is in an open state.

[0013] As shown in Figures 1 and 2, pachinko machine P comprises a vertically rectangular outer frame 1 that is installed in an island facility in an amusement parlor, an inner frame 2 that is attached to the front of outer frame 1 so that it can be opened and closed like a door, and a front frame 3 that is attached to the front of inner frame 2 so that it can be opened and closed like a door. The outer frame 1 and inner frame 2 form a main body 4. The main body 4 holds a game board 5.

[0014] An upper bearing body 6 and a lower bearing body 7 are fixed to the left frame portion of the outer frame 1. First pins (not shown) are provided at the top and bottom ends of the left frame portion of the inner frame 2. These first pins are pivotally supported by the upper bearing body 6 and the lower bearing body 7 to form a first hinge mechanism that supports the inner frame 2 so that it can be opened and closed relative to the outer frame 1. Second pins (not shown) are provided at the top and bottom ends of the left frame portion of the front frame 3. These second pins are pivotally supported by upper and lower support plates 8, 9 that protrude from the left frame portion of the inner frame 2 to form a second hinge mechanism that supports the front frame 3 so that it can be opened and closed relative to the left frame portion of the inner frame 2.

[0015] The right frame portion of the inner frame 2 is the free end opposite the first hinge mechanism and the second hinge mechanism. This right frame portion is equipped with a cylinder lock 10. A key is inserted into the keyhole of the cylinder lock 10, and depending on the direction of rotation of the key, the inner frame 2 or the front frame 3 is unlocked.

[0016] The front frame 3 holds a transparent plate 11 made of glass, plastic, or the like. When the front frame 3 is closed relative to the inner frame 2, the transparent plate 11 faces the game board 5. Various devices are provided around the transparent plate 11 of the front frame 3. For example, a design unit 12 is provided above the transparent plate 11, a tray 13 is provided below the transparent plate 11, a performance operation unit 14 is provided in the front center of the tray 13, and an operation handle 15 is provided below and to the right of the performance operation unit 14.

[0017] The design unit 12 has a left speaker unit 12a, a right speaker unit 12b, a logo unit 12c arranged between them, and a base unit 12d that supports the logo unit 12c. The left speaker unit 12a is disposed at the upper left of the transparent plate 11. The right speaker unit 12b is disposed at the upper right of the transparent plate 11. The logo unit 12c is disposed above the transparent plate 11. The base unit 12d is disposed above the transparent plate 11, on the back side of the logo unit 12c. A design corresponding to the content and specifications of the model is applied to the front of the logo unit 12c.

[0018] A plurality of speakers S are provided on the front frame 3.

[0019] The tray 13 is capable of containing game balls. Game balls loaned by a game ball loan device (not shown) installed on the side of the pachinko machine P and prize balls paid out from a prize ball payout device (reference numeral 20 in Fig. 3) of the pachinko machine P are guided into the tray 13. When the tray 13 becomes full of game balls, this state is detected by a full tank detection unit (reference numeral 23 in Fig. 3).

[0020] The effect operation unit 14 makes it possible to switch the effects executed as the game progresses.

[0021] The operating handle 15 is configured so that the player can rotate it in a predetermined direction. When the operating handle 15 is rotated, the game balls contained in the tray 13 are sent to a launching device (launching means) 16 disposed below the game board 5, and are launched with a strength that corresponds to the rotation angle of the operating handle 15. A rectifier unit 17 is disposed below the transparent plate 11 on the back surface of the front frame 3. The rectifier unit 17 supplies the game balls contained in the tray 13 to the launching device 16.

[0022] Figure 3 is a rear view of the pachinko machine P. As shown in Figure 3, the pachinko machine P is equipped on its rear side with a main control board 18, a sub-control board 19, a prize ball payout device 20, a payout control board 21, a launch control board (not shown), an external terminal board 22, and a full tank detection unit 23.

[0023] The main control board 18 performs the main processing related to the game. The sub-control board 19 controls various performance units in response to commands from the main control board 18. The main control board 18 and the sub-control board 19 are covered by a rear cover member 24.

[0024] The prize ball payout device 20 pays out prize balls when the game balls enter a predetermined winning hole provided in the game area of ​​the game board 5. The payout control board 21 controls the prize ball payout device 20 in response to commands from the main control board 18.

[0025] The launch control board controls the operation of the launch device 16 according to the rotation angle of the operating handle 15. The external terminal board 22 outputs various information such as the number of jackpots to the hall computer of the gaming parlor. The full tank detection unit 23 detects when the tray 13 is full of gaming balls.

[0026] In this way, the pachinko machine P is equipped on its rear side with various boards and the like that control the progress of the game, and these controls enable the game to proceed smoothly.

[0027] Next, the game board 5 will be described with reference to Fig. 4. Fig. 4 is a front view showing the game board 5.

[0028] As shown in FIG. 4, the gaming board 5 includes a substantially rectangular acrylic plate 5a, a board lamp 25, a rail base 26, an outer guide rail 27, and an inner guide rail 28. The rail base 26 is fixed to the front surface of the acrylic plate 5a and has an arc-shaped inner peripheral surface in a front view. The outer guide rail 27 is attached along the inner peripheral surface of the rail base 26 and is arranged in an arc shape from a position on the left side away from the lower center of the gaming board 5 to the left end, upper end, and upper right end of the gaming board 5. The inner guide rail 28 is attached to the inside of the outer guide rail 27 on the front surface of the acrylic plate 5a and is arranged in an arc shape from a position slightly to the left of the lower center of the gaming board 5 to the left end and upper left end of the gaming board 5. The curved area between the outer guide rail 27 and the inner guide rail 28 forms a guide passage 29. The guide passage 29 guides gaming balls launched by the launching device 16 (see FIG. 2) to the gaming area 30. A boundary area 700 is provided between the guide passage 29 and the play area 30. The exit of the boundary area 700 is connected to the play area 30, and the entrance of the boundary area 700 is connected to the guide passage 29. Although details will be described later, a ball return prevention mechanism (reference numeral 50 in FIG. 5) is provided at the tip of the inner guide rail 28, and this ball return prevention mechanism is arranged in the boundary area 700.

[0029] The game area 30 is an area inside the outer guide rail 27 and the inner guide rail 28, and includes a left-hitting area 30a and a right-hitting area 30b, which have different degrees of penetration of game balls depending on the launch strength of the launching device 16. The left-hitting area 30a is located on the left side of the game board 5 as seen by a player facing the pachinko machine P. On the other hand, the right-hitting area 30b is located on the right side of the game board 5 as seen by the player.

[0030] Various winning holes and the like are provided in the gaming area 30. For example, a first starting winning hole 31 and an outlet hole 32 are provided in the lower center of the gaming area 30. A normal winning hole 33, a warp passage 34, a windmill 35, and multiple game nails 36 are provided in the left-hand hitting area 30a of the gaming area 30. A gate 37, a second starting winning hole 38, and a large winning hole 39 are provided in the right-hand hitting area 30b of the gaming area 30. The first starting winning hole 31 is formed by attaching a starting hole unit 60 to the acrylic plate 5a, as will be described in detail later.

[0031] An opening 40 cut out in a predetermined shape is formed in approximately the center of the acrylic plate 5a of the gaming board 5. On the back side of the acrylic plate 5a, in a position that the player can see through the opening 40, is provided an LCD display 42 and the like that displays various effects related to the game. In addition, although not shown, the gaming board 5 has a first special symbol display, a second special symbol display, a first special symbol reserved display, a second special symbol reserved display, a normal symbol display, a normal symbol reserved display, and a right-hit notification display, located outside the gaming area 30 and in positions that are visible to the player. These displays are devices for displaying various statuses related to the game.

[0032] When a player rotates the operating handle 15 (see FIGS. 1 and 2) to any angle, game balls are continuously launched by the launcher 16 toward the game area 30. Typically, a player launches a game ball toward the left-hand shot area 30a at the start of a game. The launched game ball then collides with the windmill 35 and multiple game pins 36, irregularly changing its direction as it flows down the left-hand shot area 30a. If the flowing game ball lands in the first start winning hole 31, an electronic lottery is held to determine whether a jackpot game state will be executed, and a predetermined number of prize balls (e.g., three balls) are awarded. If the flowing game ball lands in the normal winning hole 33, a predetermined number of prize balls (e.g., three balls) are awarded. If the flowing game ball does not land in either the first start winning hole 31 or the normal winning hole 33, it is discharged through the outlet 32 ​​to the back side of the game board 5.

[0033] On the other hand, if the player wins the jackpot electronic lottery, the game transitions to the jackpot gaming state. In the jackpot gaming state, the player shoots a gaming ball toward the right-hand hit area 30b. The shot gaming ball then flows down the right-hand hit area 30b and can enter the large prize opening 39. The large prize opening 39 is provided with a large prize opening slide plate 39a that can slide forward and backward. When the large prize opening slide plate 39a slides forward, it closes the large prize opening 39, and when it slides backward, it opens the large prize opening 39. In the jackpot gaming state, the large prize opening slide plate 39a opens the large prize opening 39 multiple times at predetermined timings. By shooting a gaming ball into the large prize opening 39 that is opened between the start and end of the jackpot gaming state, the player is awarded a large number of prize balls (for example, 2,000 balls).

[0034] Furthermore, when the jackpot game state described above ends, the game transitions to a time-saving state. In the time-saving state, the player shoots a game ball toward the right-hand shot area 30b. When the shot game ball passes through the gate 37, an electronic lottery for a normal symbol is executed. If the electronic lottery for a normal symbol is won, the game ball can enter the second start winning hole 38. The second start winning hole 38 is provided with a second start winning hole slide plate 38a that can slide forward and backward. When the second start winning hole slide plate 38a slides forward, it closes the second start winning hole 38, and when it slides backward, it opens the second start winning hole 38. When the electronic lottery for a normal symbol is won, the second start winning hole slide plate 38a opens the second start winning hole 38 multiple times at a predetermined timing. When a gaming ball enters the second start winning slot 38, an electronic lottery for a jackpot is conducted again, and a predetermined number of prize balls (for example, one) are awarded. The number of times that the electronic lottery for a jackpot is conducted in response to a ball entering the second start winning slot 38 is set to a predetermined number of times (for example, 100 times). If the electronic lottery for a jackpot is not won within the predetermined number of times, the time-saving state is ended, and the player will again shoot a gaming ball toward the left-hand hitting area 30a.

[0035] [Outline of game progress] The game states of the pachinko machine P include a normal state (non-time-saving state) and a time-saving state in which the probability of winning the jackpot is the same as in the normal state, but the fluctuation efficiency of the special symbols is improved compared to the normal state. In this embodiment, the special symbols may be abbreviated as "special symbols," and the normal symbols may be abbreviated as "normal symbols." In addition, the first special symbol may be abbreviated as "special symbol 1," and the second special symbol may be abbreviated as "special symbol 2."

[0036] In a pachinko machine P, when the game state is normal, it is advantageous for the player to perform a firing operation (a so-called left-hand shot operation) while aiming to the left of the game area 30. The normal state is a state in which the pachinko machine P is controlled in the same way as its initial setting state (for example, when a system reset is performed and the predetermined recovery process is not executed after power-on). In the normal state, when the player performs a left-hand shot operation by rotating the operating handle 15 provided on the pachinko machine P, and the game ball enters the first start winning hole 31, the first special symbol display device 334 (see FIG. 24) begins to display a variable first special symbol. Note that, since the second start winning hole slide plate 38a protrudes for an extremely short time in the normal state, it is impossible for the game ball to enter the second start winning hole 38 during the normal state.

[0037] In addition, if the game ball enters the start winning hole during the period when the special pattern variable display is being executed, or during the period when the game is controlled to a big win game state or a small win game state (when a start winning occurs but the special pattern variable display based on the start winning cannot be executed immediately), the execution of the special pattern variable display based on the winning will be suspended up to a predetermined upper limit number (for example, 4).

[0038] If the big win symbol is displayed as a stop symbol in the first special symbol display, it is a "big win", and if a small win symbol different from the big win symbol is displayed as a stop symbol, it is a "small win". Also, if a losing symbol is displayed as a stop symbol, it is a "miss".

[0039] After the display result of the variable display of the first special symbol becomes "jackpot," the game state is controlled to be a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the player rotates the operating handle 15 provided on the pachinko machine P to perform a right-hit operation.

[0040] In the jackpot gaming state, the large prize opening 39 is opened in a predetermined manner. This open state continues until either a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening 39 reaches a predetermined number (e.g., 10), whichever comes first. The predetermined period is the upper limit period during which the large prize opening 39 can be opened in one round, and will hereinafter also be referred to as the upper limit opening period. One cycle in which the large prize opening 39 is opened in this manner is called a round (round game). In the jackpot gaming state, the round can be repeated until the predetermined upper limit number of times is reached.

[0041] In the jackpot gaming state, the player can win prize balls by making the gaming ball enter the big prize opening 39. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the upper limit opening period, the more advantageous it is for the player.

[0042] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, etc.), and the jackpot type is set according to these. There may be provided jackpot types in which many prize balls can be obtained, and jackpot types in which few or almost no prize balls can be obtained.

[0043] After the jackpot game state ends, the game may be controlled to a time-saving state depending on the type of jackpot. In this embodiment, the game is controlled to the time-saving state for all jackpots. When the jackpot game ends and the game state is controlled to the time-saving state, it is advantageous for the player to aim to the right of the game area and perform a firing operation (right-hit operation). When the player performs a right-hit operation by rotating the operating handle 15 provided on the pachinko machine P, and the game ball passes through the gate 37, the normal pattern display device 333 (see Figure 24) begins displaying a variable normal pattern. Note that if the game ball passes through the gate 37 while the previous normal pattern variable display is being executed (if the game ball passes through the gate 37 but the normal pattern variable display based on that passage cannot be executed immediately), the variable normal pattern display based on that passage is suspended up to a predetermined upper limit number (e.g., 4).

[0044] In this normal symbol variable display, if a normal winning symbol is displayed stationary, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed stationary, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", opening control is performed to keep the second start winning port slide plate 38a in an open state for a predetermined period of time (the second start winning port 38 is in an open state).

[0045] In the time-saving mode, the probability of a "normal win" in the normal symbol variable display is the same as in the normal mode (non-time-saving mode), but the opening period of the second start winning slot 38 when a "normal win" in the normal symbol variable display may be longer than in the non-time-saving mode. Specifically, in this embodiment, the opening mode of the second start winning slot 38 includes a short opening, in which the second start winning slot 38 is open for an extremely short time so that a winning ball cannot enter, and a long opening, in which the second start winning slot 38 is open for a longer time than the short opening and so that multiple winning balls can enter. Furthermore, while only a short opening is possible in the non-time-saving mode, a long opening may occur in the time-saving mode. As a result, while a gaming ball cannot enter the second start winning slot sliding plate 38a in the normal mode, a gaming ball can enter the second start winning slot sliding plate 38a in the time-saving mode. Furthermore, in the time-saving state, the time for which the normal pattern is displayed to change is also shorter than in the non-time-saving state.

[0046] When a long opening is performed, multiple game balls can enter the second start winning slot 38, making it easier for a reserved memory of a special symbol (hereinafter sometimes abbreviated as "special symbol reserved"). Also, in the time-saving state, the time it takes for the special symbol to change is shorter than in the normal state. Therefore, in the time-saving state, a long opening makes it easier for a game ball to enter the second start winning slot 38 than in the normal state, and since the time it takes for the special symbol to change is shorter than in the normal state, the special symbol is more likely to change and be displayed than in the normal state.

[0047] The time-saving state continues until a predetermined termination condition is met, such as the execution of a predetermined number of special symbol variable displays. The termination condition, which is the execution of a predetermined number of special symbol variable displays, is also called a "number-cut" state (number-cut probability change, etc.).

[0048] When the game ball enters the second start winning hole 38 formed in the slide plate 38a for the second start winning hole, the second special pattern display device 335 (see Figure 24) starts to display the changing second special pattern.

[0049] In the variable display of the second special symbol, if a big win symbol is displayed, it is a "big win", and if a small win symbol different from the big win symbol is displayed, it is a "small win". Also, if a losing symbol different from the big win symbol or small win symbol is displayed, it is a "miss".

[0050] After the display result of the variable display of the second special symbol becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. Also, after the display result of the variable display of the second special symbol becomes "small win," the game state is controlled to a small win game state.

[0051] In the small win gaming state, the large prize opening 39 is opened in a predetermined manner. This open state continues until a predetermined period of time (for example, 29 seconds) has elapsed, or until the number of game balls entering the large prize opening 39 reaches a predetermined number (for example, 10), whichever comes first. In the small win gaming state, only one round can be played.

[0052] Then, when the game ball that entered the big prize opening 39 passes through the specific area 39b in the small win game state, the game state is controlled to the big win game state after the end of the small win game state. At this time, the small win game state is the first round, and the big win game state starts from the second round.

[0053] On the other hand, when the gaming ball that entered the large prize opening 39 passes through the non-specific area 39c, the small win gaming state ends without progressing to a big win gaming state. After the small win gaming state ends without being controlled to a big win gaming state, the gaming state is not changed, and the gaming state is continued to be controlled to the gaming state before the display result of the variable display of the special symbol became "small win".

[0054] [Progress of the production, etc.] In the pachinko machine P, various effects are executed according to the progress of the game. The effects are executed by displaying various effect images on the liquid crystal display 42.

[0055] As effects are executed in accordance with the progress of the game, the "left," "center," and "right" effect pattern display areas 42L, 42C, and 42R provided on the liquid crystal display 42 start displaying the changing effect patterns in response to the start of the changing display of the first special pattern or the second special pattern, or the changing display of the normal pattern. At the timing when the display result (also called the fixed special pattern) in the changing display of the first special pattern or the changing display of the second special pattern is displayed statically, the fixed effect pattern (combination of three effect patterns) that is the display result of the changing display of the effect patterns is also displayed statically. Similarly, at the timing when the display result (also called the fixed normal pattern) in the changing display of the normal pattern is displayed statically, the fixed effect pattern (combination of three effect patterns) that is the display result of the changing display of the effect patterns is also displayed statically.

[0056] During the period from when the display of the variable effect symbols starts to when it ends, the display of the variable effect symbols may be in a predetermined reach mode. Here, the reach mode refers to a mode in which the display of the variable effect symbols that have not yet stopped and are displayed continues to change when the display of the variable effect symbols that have stopped and are displayed on the screen of the liquid crystal display 42 constitutes part of the big win combination or small win combination described below.

[0057] Furthermore, a reach effect is executed in response to the above-mentioned reach state being reached during the variable display of the effect symbols. In the pachinko machine P, a plurality of types of reach effects are executed, which have different rates of the display results (the display results of the variable display of the special symbols and the display results of the variable display of the effect symbols) becoming a "big hit" (also called the reliability of a big hit or the expected rate of a big hit) or a "small hit" (also called the reliability of a small hit or the expected rate of a small hit) depending on the effect state. The reach effects include, for example, a normal reach and a super reach, which has a higher reliability of a big hit than a normal reach.

[0058] When the display result of the special symbol variation display is "jackpot," a confirmed effect symbol that becomes a predetermined jackpot combination is derived as the display result of the effect symbol variation display on the screen of the liquid crystal display 42 (the display result of the effect symbol variation display becomes "jackpot"). For example, the same effect symbol (for example, "7") is displayed stopped on a predetermined effective line in the "left," "center," and "right" effect symbol display areas 42L, 42C, and 42R.

[0059] When the display result of the special symbol variation display is a "small win," a fixed performance pattern (for example, "1 3 5") that becomes a predetermined small win combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display becomes a "small win"). For example, performance patterns that make up chance eyes are displayed stopped on predetermined effective lines in the "left," "center," and "right" performance symbol display areas 42L, 42C, and 42R.

[0060] When the display result of the special symbol variable display is a "miss," the mode of the variable display of the effect symbol does not become a reach mode, and the display result of the variable display of the effect symbol may display a fixed effect symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the effect symbol is a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the effect symbol becomes a reach mode, the display result of the variable display of the effect symbol may display a fixed effect symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination (the display result of the variable display of the effect symbol is a "reach miss").

[0061] The effects that the pachinko machine P can execute include displaying a pending display or a display during a variable display. In addition, as other effects, for example, a preview effect that predicts the reliability of a jackpot is executed during the variable display of the effect pattern. Preview effects include a preview effect that predicts the reliability of a jackpot in the variable display that is being executed, and a pre-read preview effect that predicts the reliability of a jackpot in the variable display before execution (variable display whose execution is pending). As a pre-read preview effect (hereinafter sometimes referred to as a pre-read effect), an effect that changes the display mode of the variable display compatible display (pending display or active display) to a mode different from normal may be executed.

[0062] In addition, in the liquid crystal display 42, by temporarily stopping the display of the effect pattern while it is changing and then restarting the display of the change, a pseudo consecutive effect can be executed, making one change display appear as if it were multiple change displays.

[0063] In addition, by executing a common effect during a small hit gaming state and a jackpot gaming state for some jackpot types (a jackpot type of a jackpot gaming state with the same mode as a small hit gaming state, for example, a jackpot type in which the subsequent gaming state is a high probability state), it may be possible to prevent the player from knowing whether they are currently in a small hit gaming state or a jackpot gaming state. In such a case, by executing a common effect after the end of the small hit gaming state and the end of the jackpot gaming state, it may be possible to prevent the player from distinguishing between a high probability state and a low probability state.

[0064] Also, for example, when the variable display of the special symbol or the like is not being executed, a demo (demonstration) image is displayed on the liquid crystal display 42.

[0065] Next, the general configuration of the ball return prevention mechanism provided at the tip of the inner guide rail 28 will be described with reference to Fig. 5. Fig. 5 is a perspective view of the inner guide rail 28.

[0066] As shown in Figure 5, a ball return prevention mechanism 50 is provided at the tip of the inner guide rail 28 to prevent a gaming ball that has entered the gaming area 30 from returning to the guide passage 29. The ball return prevention mechanism 50 includes a main body case 52, a cover 53, and a ball return prevention member (displacement member) 54. The main body case 52, the cover 53, and the ball return prevention member 54 are all molded products made of synthetic resin material. The main body case 52, the cover 53, and the ball return prevention member 54 are combined to form the ball return prevention mechanism 50. As described above, the ball return prevention mechanism 50 is located in the boundary area 700 when the inner guide rail 28 is attached to the acrylic plate 5a.

[0067] Next, the detailed configuration of the ball return prevention mechanism 50 will be described with reference to Figures 6 to 8. Figure 6 is a front perspective view of the ball return prevention mechanism 50, Figure 7 is a rear perspective view of the ball return prevention mechanism 50, and Figure 8 is an exploded perspective view of the ball return prevention mechanism 50.

[0068] As shown in FIGS. 6 to 8, the main body case 52 is integrally formed with the upper end of the inner guide rail 28 and has a bottom surface 52a and a side surface 52b erected from one end of the bottom surface 52a. The space surrounded by the bottom surface 52a and the side surface 52b forms a cutout S. The cutout S is open on its front side facing the transparent plate 11 and its top side facing the boundary area 700 (see FIG. 8). The upper open end of the cutout S forms a stopper wall 52c. The stopper wall 52c is formed at the upper end of the side surface 52b located near the play area 30 and is a cylindrical wall surface that crosses the upper end in the width direction.

[0069] A first bearing portion 52d and a guide groove 52e are formed in the bottom surface 52a of the main body case 52. The guide groove 52e extends in a substantially arc shape along an imaginary circle centered on the first bearing portion 52d. The bottom surface 52a also has a first screw hole 52f and a first positioning pin 52g (see FIG. 8). A second positioning pin 52h is provided on the rear side of the bottom surface 52a (see FIG. 7). The second positioning pin 52h is inserted into a hole (not shown) in the acrylic plate 5a to position the ball return prevention mechanism 50 on the acrylic plate 5a.

[0070] Cover 53 is formed in a plate shape and has second screw holes 53a and positioning holes 53b. A second bearing portion 53c is formed on the back side of cover 53. By inserting first positioning pin 52g on bottom surface portion 52a into positioning hole 53b and inserting screws 55 into second screw holes 53a and first screw holes 52f on bottom surface portion 52a, cover 53 is attached to main body case 52 with the front side of cutout portion S covered.

[0071] The ball return prevention member 54 has a shaft hole 54a, an on-off valve 54b, and a weight 54c. The on-off valve 54b and the weight 54c are bent in a dogleg shape with the shaft hole 54a as the boundary. A support shaft 56 is inserted through the shaft hole 54a, and one end of the support shaft 56 is engaged with a first bearing 52d of the bottom surface 52a and the other end is engaged with a second bearing 53c of the cover 53. This allows the ball return prevention member 54 to be rotatably supported by the main body case 52 and the cover 53.

[0072] The on-off valve 54b is formed in a substantially rectangular plate shape, and its length in the longitudinal direction (vertical direction) is long enough to allow a gaming ball returning from the play area 30 to the boundary area 700 to collide with it. The on-off valve 54b has a first side surface portion 540b facing the guide passage 29, and a second side surface portion 541b opposite the first side surface portion 540b and facing the play area 30 (left-hitting area 30a) (see FIG. 9). The first side surface portion 540b is a portion that collides with a gaming ball that has been launched from the launching device 16 and passed through the guide passage 29. The second side surface portion 541b is a portion that collides with a gaming ball that is returning from the play area 30 to the guide passage 29.

[0073] The tip of the on-off valve 54b is tapered. Specifically, the vertical length of the first side surface portion 540b is longer than the vertical length of the second side surface portion 541b, and the first side surface portion 540b slopes downward from the tip of the first side surface portion 540b to the tip of the second side surface portion 541b. In addition, a protrusion 541c protruding toward the play area 30 is formed in the center of the second side surface portion 541b.

[0074] The weight portion 54c is thicker and heavier than the on-off valve 54b. An engagement pin 54d protrudes from the back side of the weight portion 54c and is inserted into the guide groove 52e in the bottom portion 52a (see FIG. 7). The ball return prevention member 54 is rotatably supported by the main body case 52 and the cover 53 as described above, and is displaceable between the open state and the closed state. In the normal state, the ball return prevention member 54 is biased by the weight of the weight portion 54c to rotate in one direction (counterclockwise) around the support shaft 56, and the engagement pin 54d abuts against one end of the guide groove 52e. This prevents the ball return prevention member 54 from rotating any further and maintains the closed state. On the other hand, when the ball return prevention member 54 comes into contact with the game ball launched from the launching device 16, the contact force causes it to rotate in the other direction (clockwise) around the support shaft 56, and it abuts against the above-mentioned stopper wall 52c, thereby entering the open state.

[0075] Next, the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state (first state) and the ball return prevention mechanism 50 when the ball return prevention member 54 is in the open state (second state) will be described with reference to Figures 9 and 10. Figure 9 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state, and Figure 10 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the open state.

[0076] As shown in FIG. 9, when the ball return prevention member 54 is in the closed state (first state), the on-off valve 54b protrudes in a substantially vertical position from the upper opening of the notch S toward the outlet of the boundary area 700. In this state, the distance (specific distance) from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer guide rail 27 is shorter than the diameter of the game ball B and is the shortest. Note that this distance refers to the shortest distance from the tip of the on-off valve 54b (first side surface portion 540b) of the ball return prevention member 54 to the outer guide rail 27. Therefore, even if a game ball enters the play area 30 and hits a game nail 36 or the like and bounces back toward the boundary area 700, it will hit the ball return prevention member 54. Furthermore, since the ball return prevention member 54 maintains the closed state even when hit by a game ball, it does not rotate counterclockwise. Therefore, when the ball return prevention member 54 is in the closed state, it prevents the game ball that has entered the game area 30 from returning to the guide passage 29.

[0077] In the state shown in FIG. 9, when a game ball B is launched from the launching device 16 toward the play area 30, it ascends through the guide passage 29, enters the boundary area 700, and contacts the on-off valve 54b. The contact force causes the ball return prevention member 54 to change from the closed state to the open state. As shown in FIG. 10, the ball return prevention member 54 rotates in a direction that opens the exit of the boundary area 700. When it collides with the stopper wall 52c, further rotation is restricted, and the ball returns to the open state (second state). In this state, the distance (specific distance) from the tip of the on-off valve 54b (first side surface portion 540b) to the outer guide rail 27 is longer than the diameter of the game ball B and is at its longest. Therefore, when the ball return prevention member 54 is in the open state, it allows the game ball launched by the launching device 16 to enter the play area 30 from the boundary area 700. After being displaced to the open state, the ball return prevention member 54 receives the biasing force of the weight portion 54c and instantly rotates in the opposite direction (counterclockwise) to be displaced again to the closed state shown in FIG.

[0078] As described above, the ball return prevention mechanism 50 is configured to prevent a game ball that has entered the game area 30 from returning to the guide passage 29 when the ball return prevention member 54 is in the closed state. In this embodiment, however, it is further configured to prevent a game ball from returning to the guide passage (guide area) 29 even when the ball return prevention member 54 is in the process of changing from the closed state to the open state (third state).

[0079] Figure 11 shows a state in which a game ball that has entered the game area 30 (left-hand hitting area 30a) is about to return to the boundary area 700 when the ball return prevention member 54 is in the process of changing from a closed state to an open state, and Figures 12 and 13 are enlarged views of the area surrounded by dotted lines shown in Figure 11.

[0080] In Fig. 11, one game ball (first game ball) B1 launched from the launching device 16 toward the game area 30 enters the boundary area 700 from the guide passage 29 and comes into contact with the ball return prevention member 54 (opening / closing valve 54b), the outer guide rail 27, and another game ball (second game ball) B2. In Fig. 12, the point of contact between the one game ball B1 and the first side surface portion 540b of the open / close valve 54b is indicated by symbol P1, the point of contact with the outer guide rail 27 is indicated by symbol P2, and the point of contact with the other game ball B2 is indicated by symbol P3.

[0081] Furthermore, another game ball B2 enters the boundary area 700 from the game area 30 and comes into contact with the tip of the ball return prevention member 54, the outer guide rail 27, and the one game ball B1. In Fig. 12, the point of contact between the other game ball B2 and the tip of the on-off valve 54b is indicated by symbol P4, the point of contact with the outer guide rail 27 is indicated by symbol P5, and the lowest point of the other game ball B2 is indicated by symbol P6.

[0082] In the state shown in FIG. 12, the distance (specific distance) from the tip of the ball return prevention member 54 to the outer guide rail 27 is longer than in the closed state (see FIG. 9) and shorter than in the open state (see FIG. 10). In other words, it is the distance between the closed state and the open state. Furthermore, the distance H1 from the tip of the ball return prevention member 54 (opening / closing valve 54b) to the outer guide rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer guide rail 27. In other words, the distance H1 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 to the outer guide rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer guide rail 27. In other words, the length H1 of the perpendicular line L1 from the tip of the ball return prevention member 54 to the outer guide rail 27 is shorter than the length H2 of the perpendicular line L2 from the lowest point P6 of the other game ball B2 to the outer guide rail 27.

[0083] 13, when the ball return prevention member 54 is in the intermediate state described above, the distance H3 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 (on-off valve 54b) to the contact point P3 between the other game ball B2 and the one game ball B1 is shorter than the distance H4 from the lowest point P6 of the other game ball to the contact point P3. In other words, the length of the line segment L3 connecting the contact point P4 and the contact point P3 is shorter than the length of the line segment L4 connecting the lowest point P6 and the contact point P3.

[0084] 12 and 13, when the ball return prevention member 54 is in the intermediate state described above, the tip of the ball return prevention member 54 has not rotated enough to reach the lowest point P6 of the other game ball B2. Specifically, the tip of the ball return prevention member 54 is located higher than the lowest point P6 of the game ball B2 in the vertical direction and to the left of the lowest point P6 of the game ball B2 (toward the guide passage 29) in the horizontal direction. In other words, the tip of the ball return prevention member 54 is located above and to the left of the lowest point P6.

[0085] After the collision between game ball B1 and game ball B2 as described above, even if game ball B2 attempts to return to the guide passage 29, it will come into contact with the tip of the ball return prevention member 54 (opening / closing valve 54b) from the play area 30 side. Therefore, the ball return prevention member 54 is likely to be subjected to a contact force from the play area 30 side toward the guide passage 29 side and rotate counterclockwise. Therefore, the ball return prevention member 54 blocks the exit of the boundary area 700 more than when game ball B1 and game ball B2 collide, making it difficult for game ball B2 to return to the guide passage 29. As a result, even when game ball B1 and game ball B2 collide as shown in FIG. 11, game ball B2 can be prevented from returning to the guide passage 29. In other words, it is possible to prevent two game balls from returning to the guide passage 29 consecutively.

[0086] 11, if the distance (specific distance) H1 from the tip of the ball return prevention member 54 (opening / closing valve 54b) to the outer guide rail 27 is longer than the distance H2 from the lowest point P6 of the other game ball B2 to the outer guide rail 27, the game ball B2 can get stuck between the tip of the ball return prevention member 54 and the outer guide rail 27 after the collision. This allows the game ball B2 to contact the tip of the ball return prevention member 54 from above, increasing the likelihood that the ball return prevention member 54 will rotate clockwise. Therefore, the ball return prevention member 54 opens the exit of the boundary area 700 more than when the game balls B1 and B2 collide, and is unable to prevent the game ball B2 from returning to the guide passage 29.

[0087] As described above, the pachinko machine P according to this embodiment has been improved sufficiently in preventing game balls that have entered the play area 30 from returning to the guide passage (guide area) 29 compared to conventional pachinko machines, but as will be described below, further improvement in return prevention is achieved by preventing the game ball from getting caught in the ball return prevention mechanism 50. Therefore, with reference to Figure 14, prevention of the game ball from getting caught in the ball return prevention mechanism 50 will be described. Figure 14 is a diagram showing a state in which a game ball B that has returned from the play area 30 to the boundary area 700 collides with the ball return prevention member 54.

[0088] As shown in Fig. 14, the game ball B has returned from the game area 30 to the boundary area 700 and is in contact with the on-off valve 54b of the ball return prevention member 54 and the main body case 52. Specifically, the game ball B is in contact with the protrusion 541c of the on-off valve 54b in the closed state, and is in contact with the upper end (stopper wall 52c) of the main body case 52. In Fig. 14, the point of contact between the game ball B and the protrusion 541c of the on-off valve 54b is indicated by symbol P7, the point of contact with the upper end of the main body case 52 is indicated by symbol P8, and the leftmost point of the game ball B is indicated by symbol P9.

[0089] In this state, the contact point P7 between the gaming ball B and the protruding portion 541c of the on-off valve 54b is located vertically below the leftmost point P9 of the gaming ball B. Furthermore, the contact point P8 between the gaming ball B and the upper end of the main body case 52 is located horizontally to the left of the lowest point P6 of the gaming ball B and vertically above the lowest point P6 of the gaming ball B. That is, the contact point P8 is located above and to the left of the lowest point P6. The distance H5 from the contact point P7 to the contact point P8 (first distance) is shorter than the distance H6 from the leftmost point P9 of the gaming ball B to the lowest point P6 (second distance). Therefore, the gaming ball B cannot enter the gap area SP between the opening (see FIG. 8) on the upper surface of the main body case 52 that faces the boundary area 700 and the portion of the second side surface portion 541b of the on-off valve 54b closer to the base end than the protruding portion 541c. Furthermore, as shown by the dotted arrow in FIG. 14, when the game ball B collides with the ball return prevention member 54, it is subjected to a force to the right from the protrusion 541c of the on-off valve 54b and a force diagonally upward to the right from the upper end of the main body case 52, causing it to bounce back into the play area 30. This prevents the game ball B from entering the gap area SP and becoming caught between the on-off valve 54b of the ball return prevention mechanism 50 and the main body case 52. This prevents the return prevention function of the ball return prevention mechanism 50 from being impaired by such catch of the game ball B. This ensures stable return prevention by the ball return prevention mechanism 50, further improving the prevention of game balls that have entered the play area 30 from returning to the guide passage (guide area) 29.

[0090] According to the pachinko machine P of this embodiment configured in this way, the following effects can be achieved.

[0091] The pachinko machine P according to this embodiment is provided with a guide passage (guide area) 29 that is an area between an outer guide rail (outer rail) 27 and an inner guide rail (inner rail) 28 and that guides a launched game ball to a game area 30, and a ball return prevention mechanism 50 that prevents the game ball from returning from the game area 30 to the guide passage 29, and the ball return prevention mechanism 50 has an opening / closing valve (displacement member) 54b that can be displaced between a closed state (first state), an open state (second state), and a state (third state) that is in the middle of displacing from the closed state to the open state, and the opening / closing valve 54b has a side portion that faces the outer guide rail 27 and a tip portion on the tip side of the side portion, and the distance from the tip portion to the outer guide rail 27 is set to a specific distance. Let H1 be the distance between the first and second game balls, B1 be the game ball guided from the guide passage 29 to the game area 30, and B2 be the game ball returning from the game area 30 to the guide passage 29. The closed state is a state in which the specific distance is shorter than the open state, and the open state is a state in which the specific distance is longer than the closed state. The state in the middle of changing from the closed state to the open state is characterized in that the first game ball B1 is in contact with the side portion, the outer guide rail 27, and the other game ball B2, and the other game ball B2 is in contact with the tip portion, the outer guide rail 27, and the first game ball B1, so that the specific distance H1 is longer than the open state and shorter than the closed state, and is shorter than the distance H2 from the lowest point of the other game ball B2 to the outer guide rail 27. Therefore, the ball return prevention mechanism 50 not only prevents a game ball that has entered the play area 30 from returning when the ball return prevention member 54 (opening / closing valve 54b) is in the closed state, but also can suppress a game ball that has entered the play area 30 from returning to the guide passage 29 even while the ball return prevention member 54 is in the process of changing from the closed state to the open state. Therefore, it is possible to improve the prevention of a game ball that has entered the play area 30 returning to the guide passage (guide area) 29.

[0092] Furthermore, the pachinko machine P according to this embodiment is provided with a guide passage (guide area) 29 that guides the launched game ball to the game area 30, which is an area between the outer guide rail (outer rail) 27 and the inner guide rail (inner rail) 28, and a ball return prevention mechanism 50 that prevents the game ball from returning from the game area 30 to the guide passage 29, and the ball return prevention mechanism 50 has an opening / closing valve (displacement member) 54b that can be displaced between a closed state (first state) and an open state (second state), and a main body case (holding member) 52 that can hold the opening / closing valve 54b, and the opening / closing valve 54b has a second side portion (side portion) 541b that faces the game area 30 and a tip portion on the tip side of the second side portion 541b, and a length from the tip portion to the outer guide rail 27 If the distance is a specific distance, the closed state is a state in which the specific distance is shorter than the open state, and the open state is a state in which the specific distance is longer than the closed state. The main body case 52 has a stopper wall (contact portion) 52c that abuts against the second side surface portion 541b of the on-off valve 54b in the open state. In the closed state, the game ball may contact the stopper wall 52c and the second side surface portion 541b (the protrusion 541c). In the closed state, the distance from the contact point P8 between the game ball and the stopper wall 52c to the contact point P7 between the game ball and the second side surface portion 541b (the protrusion 541c) is defined as a first distance H5, and the distance from the lowest point P6 of the game ball to the leftmost point P9 is defined as a second distance H6. The first distance H5 is shorter than the second distance H6. Therefore, it is possible to further improve the prevention of a game ball that has entered the game area 30 returning to the guide passage (guide area) 29.

[0093] Next, the configuration of the above-mentioned starting port unit (resin member) 60 will be described with reference to Figures 15 and 16. Figure 15 is a front perspective view showing the starting port unit 60, and Figure 16 is a rear perspective view showing the starting port unit 60.

[0094] 15 and 16, the starting hole unit 60 is a resin member having an elongated, curved shape overall to match the shape of the lower edge of the game board 5 (acrylic plate 5a). The starting hole unit 60 has a starting hole base 61, and a first front decorative part 62 and a second front decorative part 63 fixed to the entire surface of the starting hole base 61.

[0095] The starting hole base 61 has a substantially trapezoidal first plate-shaped portion 64, a substantially triangular second plate-shaped portion 65, and a connecting portion 66 that connects the first plate-shaped portion 64 and the second plate-shaped portion 65. The front surface (second surface) of the first plate-shaped portion 64 comes into contact with game balls flowing down the game area 30. The back surface (first surface) of the first plate-shaped portion 64 comes into contact with the acrylic plate 5a via a mounting base portion, which will be described later.

[0096] The first front decorative part 62 is fixed to the front surface of the first plate-shaped part 64. Although not shown, a fixing pin is formed to protrude from the back surface of the first front decorative part 62, and the first front decorative part 62 is attached to the first plate-shaped part 64 by inserting this fixing pin into a fixing pin through-hole formed in the first plate-shaped part 64.

[0097] The first front decorative portion 62 has a starting hole forming portion 62a having a generally U-shape that cooperates with the acrylic plate 5a of the game board 5 to form the first starting winning hole 31, and a first outlet forming portion 62b and a second outlet forming portion 62c that cooperate with the starting hole base 61 to form the outlet 32. The first outlet forming portion 62b is provided on the left side of the starting hole forming portion 62, and the second outlet forming portion 62c is provided on the right side of the starting hole forming portion 62.

[0098] Mounting base portions (first resin portions) 69 having a predetermined thickness are formed at each of the four corners of the back surface of the first plate-shaped portion 64. Each mounting base portion 69 is a flat portion that contacts the front surface of the acrylic plate 5a when the first plate-shaped portion 64 is attached to the acrylic plate 5a. Three of these mounting base portions 69, formed at the upper right corner, lower right corner, and lower left corner of the back surface of the first plate-shaped portion 64, are equipped with a pair of screw holes (first hole portions) 67 into which screws (fixing members) (reference numeral 71 in FIG. 17) are inserted, and a pin (positioning protrusion) 68 that determines the mounting position of the starting port base 61 relative to the acrylic plate 5a. These screw holes 67 are recessed from the front surface of the first plate-shaped portion 64 toward the back surface of the mounting base portions 69 and further extend from the front surface of the first plate-shaped portion 64 to the back surface of the mounting base portions 69. The pin 68 is formed to protrude rearward from the back surface of the mounting base portion 69. On the other hand, the mounting base portion (fourth resin portion) 69 formed in the upper left corner on the back surface of the first plate-shaped portion 64 has only a screw hole 67 formed therein, and no pin 68 formed therein.

[0099] The first plate-shaped portion 64 has a thin portion (second resin portion) 70 and a thick portion (third resin portion) 75. The thin portion 70 is a portion formed on the peripheral edge (upper end in this example) of the first plate-shaped portion 64. In this thin portion 70, the length (dimension) from the front surface to the back surface of the first plate-shaped portion 64 (i.e., thickness) is smaller than that of the thick portion 75, and becomes smaller toward the peripheral edge of the first plate-shaped portion 64. On the other hand, the thick portion 75 is a portion formed on the first plate-shaped portion 64 other than the peripheral edge. In this thick portion 75, the length from the front surface to the back surface of the first plate-shaped portion 64 is larger than that of the thin portion 70 and is generally constant.

[0100] A second front decorative portion 63 is fixed to the front surface of the second plate-shaped portion 65. The second front decorative portion 63 has a passage 63a that cooperates with the second plate-shaped portion 65 to guide game balls to the normal winning opening 33. The above-mentioned mounting base portion 69 is formed at the right end portion on the back surface of the second plate-shaped portion 65. This mounting base portion 69 has both a screw hole 67 and a pin 68 formed therein. Similarly to the first plate-shaped portion 64, the second plate-shaped portion 65 has a thin portion 70 that is formed at the peripheral end portion of the second plate-shaped portion 65 (in this example, the upper end portion), and a thick portion 75 that is formed at a portion other than the peripheral end portion of the second plate-shaped portion 65.

[0101] The connecting portion 66 has a first front wall 66a, a second front wall 66b, and a plurality of curved pieces 66c protruding from the back surfaces of these front walls 66a, 66b. The first front wall 66a, the second front wall 66b, and the plurality of curved pieces 66c cooperate with the acrylic plate 5a of the gaming board 5 to form a plurality of normal winning holes 33. A screw hole 67 is formed in a connecting piece 66d that connects the curved piece 66c protruding from the back surface of the first front wall 66a and the curved piece protruding from the back surface of the second front wall 66b.

[0102] In this way, in the starting port base 61, a set of screw holes 67 and pins 68 are formed in each of the three mounting base portions 69 provided on the back surface of the first plate-shaped portion 64, and a set of screw holes 67 and pins 68 is formed in one mounting base portion 69 provided on the back surface of the second plate-shaped portion 65. In addition, only a screw hole 67 is formed in one mounting base portion 69 provided on the back surface of the first plate-shaped portion, and one screw hole 67 is formed in the connecting piece 66d of the connecting portion 66.

[0103] Next, the attachment of the start opening unit 60 to the game board 5 (acrylic plate 5a) will be described with reference to Figure 17. Figure 17 is a perspective view showing the attachment of the start opening unit 60 to the acrylic plate 5a. For ease of explanation, the first front decorative part 64 and the second front decorative part 65 of the start opening unit 60 are not shown in Figure 17.

[0104] As shown in FIG. 17, the front surface of the acrylic plate 5a is formed with a plurality of (six in this example) screw through holes (second hole portions) 72 into which the screws 71 inserted into the screw holes 67 of the starting port base 61 are inserted, and a plurality of (four in this example) pin through holes (positioning hole portions) 73 into which the pins 68 (see FIGS. 15 and 16) of the starting port base 61 are inserted. When attaching the starting port unit 60 (starting port base 61) to the front surface of the acrylic plate 5a, first, the pins 68 of the starting port base 61 are inserted into the pin through holes 73 of the acrylic plate 5a. At this time, the three pins 68 formed on the first plate-shaped portion 64 of the starting port base 61 and the one pin formed on the second plate-shaped portion 65 are inserted into the pin through holes 73 of the acrylic plate 5a, respectively, to position the starting port unit 60 relative to the acrylic plate 5a. Next, screws 71 are threaded through the screw holes 67 of the starting port base 61 and into the screw through holes 72 of the acrylic plate 5a. At this time, the screws 71 are threaded through the four screw holes 67 formed in the first plate-shaped portion 64, the one screw hole 67 formed in the second plate-shaped portion 65, and the one screw hole 67 formed in the connection piece 66d of the connecting portion 66 and into the screw through holes 72 of the acrylic plate 5a. This allows the starting port unit 60 to be fixed to the front surface of the acrylic plate 5a.

[0105] Next, the arrangement of the screw holes 67 and pins 68 of the starting hole base 61 will be described with reference to Figures 18 and 19. Figure 18 is an enlarged front view of the area around the starting hole unit 60 in the playing area 30 of the game board 5, and Figure 19 is an enlarged view of the area enclosed by the dotted line in Figure 18.

[0106] As shown in FIG. 18 , in the second plate-shaped portion 65, the pin 68 of the mounting base portion 69 is formed in the thick-walled portion 75 but not in the thin-walled portion 70. Specifically, the mounting base portion 69 is formed on the back surface of the thick-walled portion 75 of the second plate-shaped portion 65, and the pin 68 of this mounting base portion 69 is also formed on the back surface of the thick-walled portion 75. Also, as shown in FIG. 19 , in the first plate-shaped portion 64, the pin 68 formed in the upper right corner of the back surface is formed in the thick-walled portion 75 but not in the thin-walled portion 70. Specifically, the pin 68 is formed on the back surface of the thick-walled portion 75 so as to align with the screw hole 67 along the boundary between the thick-walled portion 75 and the thin-walled portion 70. Also, the lower left and lower right corners of the back surface of the first plate-shaped portion 64 are thick-walled portions 75, and the pin 68 is formed in the mounting base portion 69 on the back surface of this thick-walled portion 75.

[0107] It should be noted that no pin is formed in the attachment portion (fourth resin portion) in the upper left corner on the back surface of the first plate-shaped portion 64, but if a pin were formed in this position, there is a risk that this pin would be damaged by a relatively large impact from a game ball flowing down the game area 30. Therefore, in order to prevent such a situation in advance, no pin is formed in this position.

[0108] Next, the diameter of the screw through hole 72 formed in the starting hole base 61, the diameter of the pin through hole 73, and the length (dimension) of the pin 68 will be described in detail with reference to Figure 20. Figure 20 is a cross-sectional view taken along line XX-XX in Figure 18. Note that hatching is not used in Figure 20 for ease of explanation.

[0109] As shown in FIG. 20, the diameter R1 of the pin through-hole 73 is approximately equal to the diameter R2 of the screw through-hole 72 (R1≈R2). Also, the diameter R3 of the pin 68 is smaller than the thickness T1 of the second plate-like portion 65 of the start port base 61 (R3<T1), and specifically, it is preferable that the diameter R3 of the pin 68 is 70% or less of D1 (R3≤0.7D1). Here, the thickness T1 of the second plate-like portion 65 is the length (dimension) from the front surface of the second plate-like portion 65 in the range where the pin 68 is formed to the back surface of the attachment base portion 69. Furthermore, the length D1 of the portion where the pin 68 is inserted into the pin through-hole 73 is smaller than the length D2 of the portion where the screw 71 is inserted into the screw through-hole 72 (D1<D2).

[0110] According to the pachinko machine 5 according to this embodiment configured as described above, the following effects can be achieved.

[0111] Since the diameter R3 of the pin 68 of the start port base 61 is smaller than the thickness T1 of the second plate-like portion 65, it is difficult for sink marks to occur in the start port base 61 formed by injection molding of a resin material. Therefore, defects in the start port base 61 can be suppressed.

[0112] Also, since the length D1 of the portion where the pin 68 is inserted into the pin through-hole 73 is smaller than the length D2 of the portion where the screw 71 is inserted into the screw through-hole 72, even if an unexpected external force is applied to the pin, the possibility that the pin breaks and is damaged can be reduced. Therefore, defects in the start port base 61 can be suppressed.

[0113] Also, since the diameter R2 of the pin through-hole 73 of the start port base 61 is approximately equal to the diameter R1 of the screw through-hole 72, these through-holes 72 and 73 can be formed together in the manufacturing stage of the acrylic plate 5a, so that the work efficiency can be increased and the work cost can be reduced.

[0114] Next, a modified example of the pachinko machine P will be described.

[0115] (Modified Example) A gaming board 500 according to a modified example will be described with reference to Figures 21 and 22. Figure 21 is an enlarged front view of a starting hole base 61 attached to the gaming board 500, and Figure 22 is a cross-sectional view taken along line XXII-XXII in Figure 21. Note that hatching is not used in Figure 22 for ease of explanation. The gaming board 500 differs from the first embodiment in the position of the pin 68 and the size of the pin through-hole 73 in the acrylic plate 5a in the second plate-shaped portion 65 of the starting hole base 61.

[0116] As shown in FIG. 21 , in the second plate-shaped portion 65, the screw holes 67 and pins 68 of the mounting base portion 69 are formed at different positions. Specifically, the mounting base portion 69 is formed at the right end of the back surface of the second plate-shaped portion 65, straddling the thin-walled portion 70 and the thick-walled portion 75. The screw holes 67 of the mounting base portion 69 are formed in the thick-walled portion 75, while the pins 68 are formed in the thin-walled portion 70. Although not shown, the mounting base portion 69 at the upper right part of the back surface of the first plate-shaped portion 64 is formed so as to straddle the thin-walled portion 70 and the thick-walled portion 75. The screw holes 67 of the mounting base portion 69 are formed in the thick-walled portion 75, while the pins 68 are formed in the thin-walled portion 70. Note that it is sufficient that the pins 68 are formed at least in the thin-walled portion 70; for example, they may be formed so as to straddle the thin-walled portion 70 and the thick-walled portion 75. Furthermore, when a plurality of pins 68 are formed, some of the pins 68 may be formed in the thin-walled portion 70 and the remaining pins 68 may be formed in the thick-walled portion 75 .

[0117] As shown in FIG. 22, the diameter R1 of the pin through hole 73 is larger than the diameter R2 of the screw through hole 72 (R1>R2), larger than the diameter R4 of the shank 71a of the screw 71 (R1>R4), and smaller than the diameter R5 of the head 71b of the screw 71 (R1 <R5)。

[0118] Figure 23 is a cross-sectional view showing the positional relationship between the starting hole base 61 attached to the acrylic plate 5a of the game board 5 and the transparent plate 11 held by the front frame 3. Note that hatching is not applied in Figure 23 for the sake of convenience.

[0119] As shown in FIG. 23, when the front frame 3 is closed with respect to the inner frame 2 (see FIG. 2), the game board 5 and the transparent plate 11 face each other. In this state, the length D3 (the shortest length (dimension)) between the foremost end of the start port base 61 and the transparent plate 11 is smaller than the length D1 of the portion where the pin 68 is inserted into the pin through-hole 73 (D3 < D1). Specifically, the foremost end of the start port base 61 is the front surfaces of the first front wall 66a and the second front wall 66b of the connecting portion 66, and the length D3 between these front surfaces and the back surface of the transparent plate 11 is smaller than the above-mentioned length D1.

[0120] According to the game board 500 according to the modified example configured as described above, the following effects can be achieved.

[0121] Since the diameter R3 of the pin 68 of the start port base 61 is larger than the diameter of the screw through-hole 72 and larger than the diameter of the shaft portion 71a of the screw 71 of the screw, the strength of the pin 68 can be improved and the pin 68 is less likely to be damaged.

[0122] Also, since the diameter R1 of the pin through-hole 73 is larger than the diameter R2 of the screw through-hole 72 and larger than the diameter R4 of the shaft portion 71a of the screw 71, a predetermined gap can be formed between the outer peripheral surface of the pin 68 inserted into the pin through-hole 73 and the inner peripheral surface of the pin through-hole 73, and the pin 68 is less likely to be damaged during insertion. Further, since the diameter R1 of the pin through-hole 73 is smaller than the diameter R5 of the head portion 71b of the screw 71, the durability of the acrylic plate 5a can be maintained. In particular, since the screw through-hole 72 and the pin through-hole 73 are often formed at positions close to each other, the region of the acrylic plate 5a where these through-holes 72, 73 are formed is likely to have reduced durability. Therefore, designing in this way can maintain the durability of the acrylic plate 5a, which is extremely effective.

[0123] Also, since the diameter R3 of the pin 68 is smaller than the thickness of the second plate-like portion 65 of the start port base 61, sink marks are less likely to occur in the start port base 61 formed by injection molding of a resin material.

[0124] Furthermore, the length D1 of the portion where the pin 68 is inserted into the pin through-hole 73 is smaller than the length D2 of the portion where the screw 71 is inserted into the screw through-hole 72, so the amount of protrusion of the pin 68 is reduced, making the pin 68 less likely to break or be damaged.

[0125] In this way, the starting hole base 61 attached to the acrylic plate 5a has the various features as described above, and therefore defects in the starting hole base (resin member) 61 can be suppressed.

[0126] Furthermore, a pair of screw holes 67 and pins 68 are formed in the mounting base portion 69 of the second plate-shaped portion 65 of the starting hole base 61. Of these, the screw holes 67 are formed in the thick-walled portion 75, while the pins 68 are formed in the thin-walled portion 70. This allows the peripheral edge of the starting hole base 61 to be supported and positioned, allowing the positioned starting hole base 61 to be sufficiently fixed and making it easier to attach the starting hole base 61 to the acrylic plate (board plate) 5a with the screws 71. Furthermore, compared to a starting hole base 61 without the pins 68 formed in the thin-walled portion 70 of the peripheral edge, the starting hole base 61 can be made smaller by the amount that the pins can be placed in the thin-walled portion 70 of the peripheral edge. Therefore, this miniaturization allows new space to be created in the play area 30, increasing the design freedom of the play area 30.

[0127] Furthermore, the shortest length D3 between the front end of the starting hole base 61 and the transparent plate 11 is smaller than the length D1 of the portion where the pin 68 is inserted into the pin through hole 73, so the front-to-rear width of the playing area 30 can be made as small as possible, allowing the game balls to flow down in the playing area 30 as designed. On the other hand, the length D1 of the portion where the pin 68 is inserted into the pin through hole 73 is larger than the shortest length D3 between the front end of the starting hole base 61 and the transparent plate 11, so it is possible to ensure a length D1 that is sufficient to position the starting hole base 61, and defects in the starting hole base (resin member) 61 can be suppressed.

[0128] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention. The present invention covers all technical matters included in the technical ideas described in the claims. The above-described embodiments are preferred examples, but a person skilled in the art can realize various alternatives, modifications, variations, or improvements from the contents disclosed in this specification, and these are included in the technical scope described in the appended claims.

[0129] For example, in the above embodiment, Figure 11 shows the state when the ball return prevention member 54 has been displaced to a state roughly halfway between the closed state and the open state, but this is not limited to this state, and the present invention can also be applied when the ball return prevention member 54 has been displaced to any state between the closed state and the open state.

[0130] Furthermore, in the above embodiment, as shown in Figure 11, the ball return prevention member 54 can prevent the game ball B2 from returning to the guide passage 29. However, even if another game ball C returns to the boundary area 700 immediately after the game ball B2 that has returned from the game area 30 to the boundary area 700, the ball return prevention member 54 can of course prevent the two game balls (game ball B2 and game ball C) from returning to the guide passage 29.

[0131] Furthermore, in the above embodiment, the ball return prevention mechanism 50 was integrally formed at the upper end of the inner guide rail 28, but this configuration is not limited to this and it may also be formed separately from the inner guide rail 28.

[0132] Furthermore, in the above embodiment, the boundary area 700 is provided between the guide passage 29 and the play area 30, but the present invention is not limited to this configuration, and the boundary area 700 may be included in the guide passage 29.

[0133] In addition, in the above embodiment, a protrusion 541c was formed on the second side surface portion 541b of the opening / closing valve 54b, but this configuration is not limited to this, and the surface of the second side surface portion 541b may be flat without forming the protrusion 541c.

[0134] In the above embodiment, the stopper wall (contact portion) 52c is configured to contact the second side surface portion 541b of the on-off valve 54b in the open state, but is not limited to this configuration. For example, the stopper wall 52c may be configured to contact the second side surface portion 541b of the on-off valve 54b in the open state with pressure, or may be configured to be close to the second side surface portion 541b.

[0135] Furthermore, in the above embodiment, the starting gate base 61 has been described as an example of a resin member of the present invention, but the technical concept of the present invention can be applied to various resin members attached to the acrylic plate (board plate) 5a of the game board 5. For example, the technical concept of the present invention may be applied to the warp passage 34 formed from a resin material. Furthermore, when units that constitute a major winning gate or a second starting gate are provided, the technical concept of the present invention may be applied to the base members of these units that are attached to the acrylic plate 5a.

[0136] Furthermore, in the above embodiment, the starting port base 61 has three mounting base portions 69 provided on the back surface of the first plate-shaped portion 64, each having a set of screw holes 67 and pins 68, and one mounting base portion 69 provided on the back surface of the second plate-shaped portion 65 having a set of screw holes 67 and pins 68, but is not limited to this configuration. The mounting base portions 69 can be formed appropriately depending on the shape of the member to be attached to the acrylic plate 5a, and it can be determined whether the formed mounting base portions 69 have a set of screw holes 67 and pins 68, or whether only screw holes are formed.

[0137] In the above embodiment, the first plate-shaped portion 64 and the second plate-shaped portion 65 of the starting port base 61 have the thin-walled portion 70 at the upper end, which is a part of the peripheral edge, but this configuration is not limited to this. The position of the thin-walled portion 70 can be appropriately determined depending on the position where the resin member of the present invention is attached to the acrylic plate 5a.

[0138] Furthermore, in the above embodiment, the mounting base portion 69 is formed on the back surface of the first plate-shaped portion 64 and the second plate-shaped portion 65 of the starting hole base 61, and the screw holes 67 and the pins 68 are formed in this mounting base portion 69, but this configuration is not limited to this. For example, the mounting base portion 69 may not be formed on the back surface of the first plate-shaped portion 64 and the second plate-shaped portion 65, and the screw holes 67 and the pins 68 may be formed directly on the back surface of these plate-shaped portions 64, 65. In this case, the back surfaces of the first plate-shaped portion 64 and the second plate-shaped portion 65 become the surfaces that come into contact with the acrylic plate 5a of the game board 5.

[0139] [Control configuration] Next, the configuration related to the control of the pachinko machine P will be described. Fig. 24 is a block diagram showing the various electronic devices equipped in the pachinko machine P. The pachinko machine P is equipped with a main control device 70 (main control computer) that serves as the center of control operations, and this main control device 70 mainly has the function of controlling the progress of games in the pachinko machine P. The main control device 70 is built into the main control board unit 170.

[0140] The main control device 70 is also equipped with a circuit board (main control board) on which a main control CPU 72, which is a central processing unit, is mounted. The main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and registers (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. The random number generator 75 generates hardware random numbers (e.g., 0 to 65535 in decimal notation) for determining whether a special symbol lottery has been won or whether a normal symbol lottery has been won. The generated random numbers are input to the main control CPU 72 via the sampling circuit 77. The main control device 70 is also equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generation circuit and a counter / timer circuit (CTC), not shown, which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, etc. are formed as wiring patterns on the circuit board (or in the inner layer portion).

[0141] A gate switch 78 for detecting the passage of a gaming ball is integrally provided on the above-mentioned gate 37. In addition, the gaming board 5 is provided with a first start winning port switch 80 corresponding to the first start winning port 31, a second start winning port switch 82 corresponding to the second start winning port 38, a count switch 84 corresponding to the big winning port 39, a specific area switch 85a corresponding to the specific area 39b of the big winning port 39, and a non-specific area switch 85b corresponding to the non-specific area 39c of the big winning port 39.

[0142] The first start winning port switch 80 detects the entry of a game ball into the first start winning port 31, and the second start winning port switch 82 detects the entry of a game ball into the second start winning port 38. When a game ball is detected by the first start winning port switch 80 or the second start winning port switch 82, a predetermined number of game balls (1) are paid out as prize balls based on this detection information.

[0143] The count switch 84 is for counting the number of balls that enter the big prize opening 39. When the count switch 84 detects game balls, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on this detection information.

[0144] The specific area switch 85a is for detecting that a gaming ball has entered the specific area 39b of the big prize opening 39. The non-specific area switch 85b is for detecting that a gaming ball has entered the non-specific area 39c of the big prize opening 39.

[0145] Similarly, the game board 5 is provided with a normal winning port switch 81 that detects the entry of game balls into the normal winning port 33. When a game ball is detected by the normal winning port switch 81, a predetermined number (6) of game balls are paid out as prize balls based on this detection information.

[0146] The winning detection signals of these switches are input via an input / output driver (not shown) to the main control CPU 72. Due to the configuration of the game board 5, in this embodiment, the detection signals from the gate switch 78, normal winning port switch 81, count switch 84, specific area switch 85a, and non-specific area switch 85b are transmitted via a panel relay terminal board 87, which is provided with wiring patterns, connection terminals, etc. for relaying the respective winning detection signals.

[0147] The display operations of the normal symbol display device 333, normal symbol activation memory lamp 333a, first special symbol display device 334, second special symbol display device 335, first special symbol activation memory lamp 334a, second special symbol activation memory lamp 335a, and game status display device 338 are controlled based on control signals from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 333, 334, 335, 338 and lamps 333a, 334a, 335a according to the progress of the game, thereby controlling the lighting state of each LED. Furthermore, these display devices 333, 334, 335, 338 and lamps 333a, 334a, 335a are mounted on a single integrated display board 90, as described above, and are installed on the game board 5. Control signals are transmitted from the main control CPU 72 to this integrated display board 90 via the panel relay terminal board 87.

[0148] The game board 5 is also provided with a normal electric accessory solenoid 88 corresponding to the second start winning opening slide plate 38a, and a special winning opening solenoid 89 corresponding to the special winning opening slide plate 39a. These solenoids 88, 89 operate (excite) based on control signals from the main control CPU 72, and respectively open and close (activate) the second start winning opening slide plate 38a and the special winning opening slide plate 39a. Note that control signals are also sent from the main control CPU 72 to these solenoids 88, 89 via the panel relay terminal board 87.

[0149] In addition, a glass frame opening switch 91 is installed on the front frame 3, and a plastic frame opening switch 93 is installed on the inner frame 2. When the front frame 3 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame 2 is opened from the outer frame 1, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the front frame 3 and the inner frame 2 from these contact signals. When the main control CPU 72 detects the open state of the front frame 3 and the inner frame 2, it generates a door open information signal as an external information signal.

[0150] A payout control device 92 is mounted on the back side of the pachinko machine P. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI integrating semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal along with the prize ball instruction command.

[0151] A payout motor 102 (e.g., a stepping motor, payout means) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on this payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the specified number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray 13 through a payout flow path in the flow path unit 173.

[0152] Furthermore, for example, a payout path ball out switch 104 is installed upstream of the prize ball case, and a payout counting switch 106 is installed downstream of the payout motor 102. Each time a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. Furthermore, when a ball runs out upstream of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.

[0153] Furthermore, the pachinko machine P is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear when viewed from the front of the pachinko machine P). The prize balls (game balls) actually dispensed are released onto the upper tray 6b through the flow path unit 173. However, when the upper tray 6b is filled with game balls, any further paid-out game balls flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 turns ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, the payout control CPU 94 temporarily suspends any further prize ball dispense operations even if it receives a prize ball instruction command from the main control CPU 72, and stores the number of remaining prize balls that have not yet been dispensed in RAM 98. The memory in RAM 98 can be backed up even when the power is turned off, so information on the number of remaining prize balls that have not yet been dispensed will not be lost even if a power outage (including a momentary power outage) occurs during play.

[0154] A launch control board 108 and a launch solenoid 110 are installed on the back side of the pachinko machine P. A ball feed solenoid 111 is provided within the tray 13. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the launch control board set 174 described above, and the launch control board 108 is provided with drive circuits for the launch solenoid 110 and the ball feed solenoid 111. The ball feed solenoid 111 operates to send out the game balls stored in the tray 13 one by one to a predetermined launch position within the launcher case. The launch solenoid 110 strikes the game balls sent out to the launch position, and as described above, continuously (intermittently) launches the game balls one by one toward the game area 30. The launch interval between game balls is, for example, about 0.6 seconds (up to 100 balls per minute).

[0155] Meanwhile, the operating handle 15 located on the front side of the pachinko machine P is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the operating handle 15 (firing handle) from a change in capacitance and outputs a detection signal. The firing stop switch 116 then generates a firing stop signal (contact signal) in response to the player's operation.

[0156] A launch relay terminal board 118 is installed on the tray 13, and signals from the launch lever volume 112, touch sensor 114, and launch stop switch 116 are sent to the launch control board 108 via the launch relay terminal board 118. A drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, the launch lever volume 112 generates an analog signal (which may be an encoded digital signal) according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength with which the gaming ball is launched according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a game ball lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a card unit is not connected to this game ball lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.

[0157] Furthermore, the tray 13 has built-in point display board 122 and lending / return switch board 123. Of these, point display board 122 is provided with a point display indicator (a 3-digit 7-segment LED). Furthermore, the lending / return switch board 123 is equipped with switch modules connected to the ball lending button and the return button, respectively. When the ball lending button or the return button is operated, the operation signal is transmitted from the lending / return switch board 123 to the card unit via the gaming ball etc. lending device connection terminal board 120. Furthermore, a point signal indicating the remaining points of the valuable medium is transmitted from the card unit to point display board 122 via the gaming ball etc. lending device connection terminal board 120. A display circuit (not shown) on point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium is inserted into the card unit or if the remaining points of the inserted valuable medium become 0, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).

[0158] The pachinko machine P also has a performance control device 124 (performance control computer) as part of its control configuration. This performance control device 124 controls the performance that accompanies the progress of a game on the pachinko machine P. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 incorporates semiconductor memories such as ROM 128 and RAM 130 as main memory, together with a CPU core (not shown). The performance control device 124 is provided on the back side of the pachinko machine P in a position covered by a back cover unit 178.

[0159] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on performance commands sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and audio drive circuit 134 to light up the frame lamps and board lamps, and to actually output sound effects, audio, etc. from the speaker S.

[0160] The performance control device 124 and main control device 70 are connected to each other, for example, via a communications harness (not shown). However, communication between them is unidirectional, from the main control device 70 to the performance control device 124, and communication does not occur in the reverse direction. Note that the communications harness may be of a parallel type depending on the bus width of the various commands sent from the main control device 70 to the performance control device 124, or may be of a serial type depending on the hardware configuration of each driver IC (I / O).

[0161] The lamp drive circuit 132 includes switching elements such as a PWM (pulse width modulation) IC and MOSFET (not shown), and switches (or switches the duty) the drive voltage applied to various lamps including LEDs to manage their operation such as light emission, blinking, etc. The various lamps include not only frame lamps but also surface lamps for decoration and effect that are installed on the game board 5.

[0162] The sound driving circuit 134 is a sound generator that incorporates, for example, a sound ROM, a sound control IC, an amplifier, and the like, all of which are not shown, and this sound driving circuit 134 drives a speaker S to output sound.

[0163] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the front frame 3, and drive signals from the lamp drive circuit 132 and the sound drive circuit 134 are applied to various frame lamps, panel lamps, and speaker S via the glass frame illumination board 136. A performance button 45 is connected to the glass frame illumination board 136, and when a player operates the performance button 45, a contact signal is input to the performance control device 124 via the glass frame illumination board 136. A jog dial 45a is connected to the glass frame illumination board 136, and when a player rotates the jog dial 45a, a rotation signal is input to the performance control device 124 via the glass frame illumination board 136. When an operation performance that prompts operation of the performance button 45 is executed, the performance control CPU 126 lights up the active lamp of the performance button 45. Note that, although an example is given here in which the performance button 45 and jog dial 45a are connected to the glass frame illumination board 136, if a saucer illumination board is installed, the performance button 45 and jog dial 45a may also be connected to the saucer illumination board.

[0164] The LCD 42 is installed on the back side of the gaming board 5, and its display screen is visible through a substantially rectangular opening formed in the gaming board 5. An inverter board 158 is also installed on the back side of the gaming board 5, and this inverter board 158 generates AC power applied to the backlight (e.g., a cold cathode fluorescent lamp) of the LCD 42. A display control device 144 is also installed on the back side of the gaming board 5, and the display operation of the LCD 42 is controlled by the display control device 144. The display control device 144 is equipped with a display control CPU 146, which is a general-purpose central processing unit, and a circuit board (display control board) on which a display processor VDP 152 is mounted. The display control CPU 146 is configured as an LSI that integrates semiconductor memories such as ROM 148 and RAM 150 with a CPU core (not shown). The VDP 152 is also configured as an LSI that integrates semiconductor memories such as image ROM 154 and VRAM 156 with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.

[0165] A basic program for controlling the performance is stored in ROM 128 of performance control CPU 126, and performance control CPU 126 executes performance control in accordance with this program. As described above, performance control includes control of performance using frame lamps, panel lamps, etc. and speaker S, as well as control of performance using image display using liquid crystal display 42. Performance control CPU 126 transmits basic information about the performance (for example, a performance number) to display control CPU 146, and upon receiving this, display control CPU 146 controls the display of specific images for the performance based on the basic information.

[0166] The display control CPU 146 outputs a more detailed control signal to the VDP 152. Upon receiving this, the VDP 152 accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 loads the image data into a frame buffer on the VRAM 156 for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.

[0167] Additionally, a power supply control unit 162 (power supply control means) is mounted on the back side of the inner frame 2. This power supply control unit 162 incorporates a switching power supply circuit and can generate the necessary power (e.g., DC +34V, +12V, etc.) from external power (e.g., AC 24V, etc.) taken in from the island equipment via a power cord 164. The power generated by the power supply control unit 162 is distributed to the main control unit 70, payout control unit 92, performance control unit 124, and inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control unit 92, and to the card unit via the gaming ball etc. dispensing device connection terminal board 120. Low-voltage power (e.g., DC +5V) for logic is generated by a power supply IC (e.g., a three-terminal regulator) built into each device. As mentioned above, the power supply control unit 162 is earthed to the island equipment via a ground wire 166.

[0168] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output to the outside from the external terminal board 160 via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine P through the external terminal board 160. The signals output from the external terminal board 160 are compiled, for example, by a hall computer (not shown) in the gaming parlor. Note that although a configuration in which signals are output via the payout control device 92 is given as an example here, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 is also possible.

[0169] The above is an example of the configuration relating to the control of the pachinko machine P. Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0170] [Reset start (main) processing] When the power is turned on to the pachinko machine P, the main control CPU 72 starts the reset start process. The reset start process is a process for adjusting the initial state of the pachinko machine P by restoring the gaming state (so-called power restoration) based on the backup information saved at the time of the previous power outage, or conversely, by clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable gaming operation of the pachinko machine P after adjusting the initial state.

[0171] 25 and 26 are flowcharts showing an example of the procedure for the reset start process. Below, the process performed by the main control CPU 72 will be explained step by step.

[0172] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.

[0173] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). This allows the main control CPU 72 to subsequently refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.

[0174] Step S103: The main control CPU 72 executes a reset standby process. This process secures a certain amount of standby time (e.g., several thousand milliseconds) at the time of reset start (e.g., power-on), during which the main power interruption detection signal is checked. Specifically, the main control CPU 72 sets a loop counter for the standby time and then performs a bit check on the input port for the main power interruption detection signal while decrementing the loop counter value. The main power interruption detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. If the main control CPU 72 confirms that the main power interruption detection signal has been input before the loop counter reaches 0, it resumes processing from the beginning. This allows for system protection in cases where, for example, the main power switch (not shown) is repeatedly turned on and off within a short period of time (e.g., 1 to 2 seconds).

[0175] Step S104: Next, the main control CPU 72 permits access to the work area of ​​the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of ​​the RAM 76 is permitted thereafter.

[0176] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.

[0177] Step S106: The main control CPU 72 checks whether the RAM clear switch has been operated (switched ON) by referring to the input signal from the RAM clear switch that was saved earlier. If the RAM clear switch has not been operated (No), the main control CPU 72 then executes step S107.

[0178] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, i.e., whether the backup validity determination flag is set. If the backup completed successfully in the previous power-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.

[0179] Step S108: The main control CPU 72 performs a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 performs a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.

[0180] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H"). Step S110: The main control CPU 72 also clears the command that was waiting to be sent immediately before the previous power outage occurred.

[0181] Step S111: Next, the main control CPU 72 executes a performance control restoration process. In this process, the main control CPU 72 transmits restoration commands (e.g., a machine type designation command, a special symbol probability state designation command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a number of times remaining on the counter, a special game state designation command, etc.) to the performance control device 124. In response to this, the performance control device 124 can restore the performance state (e.g., the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output content, the light emission state of various lamps, etc.) that was in progress at the time of the previous power outage.

[0182] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values ​​in the work area of ​​the RAM 76 based on the backup information, and restores the game state (e.g., the display mode of the special symbol, the internal probability state, the contents of the operation memory, the states of various flags, the random number update state, etc.) that was in progress at the time of the previous power outage. The main control CPU 72 also restores the backed-up values ​​of the PC register.

[0183] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.

[0184] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited area. This initializes the work area and stack area of ​​the RAM 76, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.

[0185] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs commands (commands necessary for performance control) to be sent to the performance control device 124 after the initial setting.

[0186] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.

[0187] Step S117: The main control CPU 72 executes a CTC initialization process to initialize the CTC (counter / timer circuit), a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address backed up in the PC register the next time a CTC interrupt occurs.

[0188] When the above procedure is executed in the reset start process, the main control CPU 72 proceeds to the main loop shown in FIG. 26 (connection symbol A→A).

[0189] Steps S118 and S119: The main control CPU 72 prohibits interrupts and then executes a power interruption check process. In this process, the main control CPU 72 performs a bit check on the input port for the main power interruption detection signal to monitor for a power interruption (a drop in drive voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88, the special prize slot solenoid 89, etc., backs up the entire contents of the work area of ​​RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the resulting sum value in the sum check buffer. The main control CPU 72 then stores the valid value (e.g., "A55AH") in the backup validity determination flag area, prohibits access to RAM 76, and stops processing (NOP). On the other hand, if a power interruption does not occur, the main control CPU 72 next executes step S120. Note that there are well-known programming examples in which the CPU executes this type of power interruption processing as a non-maskable interrupt (NMI) process.

[0190] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values ​​of various software random numbers. In this embodiment, various random numbers (e.g., jackpot symbol random numbers, reach determination random numbers, variation pattern determination random numbers, etc.) excluding the jackpot determination random numbers (hardware random numbers) and the win determination random numbers (hardware random numbers) corresponding to normal symbols are generated in the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 9), and in this process, the initial value of the loop counter (not all random numbers need to be updated) is changed each time the random number value goes through one cycle. The initial value update random numbers are used to randomly change these initial values, and in step S120, these initial value update random numbers are updated. Note that step S120 is executed after interrupts are prohibited in step S118 in order to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 9) that also executes similar processing. As described above, in this embodiment, the jackpot determining random number and the win determining random number are hardware random numbers generated by the random number generator 75, and their update cycle is even faster (e.g., several μs) than the timer interrupt cycle (e.g., several ms), so there is no need to update the initial values ​​of the jackpot determining random number and the win determining random number.

[0191] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not involved in determining the type of win (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 9). The contents of the interrupt management processing will be described later.

[0192] [Power outage check process] FIG. 27 is a flowchart specifically illustrating an example of the procedure for the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for confirming that the main power interruption detection signal is continuously being output.

[0193] Step S132: Next, the main control CPU 72 reads the main power supply interruption detection switch input port and checks whether or not a main power supply interruption detection signal is being output (checks a specific bit). Although not specifically shown, the main power supply interruption detection switch is mounted on, for example, the main control device 70, and this main power supply interruption detection switch monitors the drive voltage supplied from the power supply control unit 162, and outputs a main power supply interruption detection signal when the voltage level falls below a reference voltage. The main power supply interruption detection switch may be built into the power supply control unit 162. When the main control CPU 72 confirms that a main power supply interruption detection signal is not currently being output (No), it exits this process and returns to the reset start process. On the other hand, when it confirms that a main power supply interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.

[0194] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by 1, for example, and whether the result is 0 is checked. If the on-counter value is not yet 0 (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S136.

[0195] Step S136: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal in addition to the output ports corresponding to the normal electric role solenoid 88 and the big prize opening solenoid 89 as described above.

[0196] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of ​​the RAM 76, excluding the backup validity determination flag and the checksum buffer, in byte units, and repeats this process until the addition is completed for the entire area. Step S142: When the calculation of the sum for all areas is completed (step S140: Yes), the main control CPU 72 stores the sum result value in the sum check buffer.

[0197] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above.

[0198] Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of ​​the RAM 76 (including the prohibited area and stack area).

[0199] Step S148: The main control CPU 72 then enters a standby loop and stops all other processing in preparation for a main power outage. After a main power outage occurs, backup power is supplied from a backup power circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so the contents stored in the RAM 76 are retained even after the main power outage. The backup power circuit may be built into the power supply control unit 162, for example.

[0200] Through the above processing, all information stored in the work area of ​​RAM 76 that is to be backed up (subject to sum addition) is retained as memory in RAM 76 even after the main power is turned off. Furthermore, after the checksum of the retained memory is confirmed to be normal in the previous reset start processing (Fig. 25), it is restored as backup information at the time of power outage.

[0201] [Interrupt management processing (timer interrupt processing)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 9 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (for example, every few ms) based on an interrupt request signal from the counter / timer circuit. Each step will be described below.

[0202] Step S200: First, the main control CPU 72 saves the values ​​of the registers (each pair of accumulator A, flag register F, and general-purpose registers B to L) that were used during execution of the main loop to a save area in the RAM 76. After the values ​​have been saved, other values ​​can be written to the registers (A to L) during the interrupt management process.

[0203] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the values ​​of counters for generating various random numbers for the lottery. The values ​​of each counter are incremented in the counter area of ​​the RAM 76, and loop within a specified range. The various random numbers include, for example, a jackpot symbol random number.

[0204] Step S202: The main control CPU 72 also executes the initial value update random number update process. The contents of the process are the same as those described above.

[0205] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, the main control CPU 72 reads the input state (ON / OFF) of the passage detection signal from the gate switch 78 and the winning detection signals from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the count switch 84, the specific area switch 85a, and the non-specific area switch 85b.

[0206] Step S204: Next, the main control CPU 72 executes switch input event processing. In this processing, among the switch signals input in the previous input processing, the gate switch 78, the first start winning entrance switch 80, the normal winning entrance switch 81, the second start winning entrance switch 82, the count switch 84, the specific area switch 85a, and the non-specific area switch 85b, based on the winning detection signal or the passing detection signal, the main control CPU 72 determines the event that occurred during the game, and executes further processing according to the event that occurred. The specific content of the switch input event processing will be described later using another flowchart.

[0207] In this embodiment, when a winning detection signal (ON) is input from the first start winning slot switch 80 or the second start winning slot switch 82, the main control CPU 72 determines that an event has occurred that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol, respectively. Furthermore, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event has occurred that triggers a lottery corresponding to a normal symbol. When it determines that either of these events has occurred, the main control CPU 72 executes processing according to the respective generated event. The processing executed when a winning detection signal is input from the first start winning slot switch 80 or the second start winning slot switch 82 will be described later using another flowchart.

[0208] Steps S205 and S206: The main control CPU 72 executes special symbol game processing and normal symbol game processing during the interrupt management processing. These processes are intended to specifically progress the game in the pachinko machine P. Among these, in the special symbol game processing (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, controls the variable display and stationary display by the first special symbol display device 334 and the second special symbol display device 335, and controls the operation of the slide plate 39a for the big prize opening according to the display results. Details of the special symbol game processing will be described later using another flowchart.

[0209] In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stationary display by the normal symbol display device 333, and controls the operation of the second start winning opening slide plate 38a according to the display results. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the switch input event process (step S204) triggered by passing through the gate 37, reads the random number value from the storage in this normal symbol game process, and determines whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol display device 333 displays the normal symbol in a variable display and the normal symbol is displayed stationary in a predetermined winning manner, and then the main control CPU 72 excites the normal electric accessory solenoid 88 to operate the second start winning opening slide plate 38a (movable piece operating means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 displays the normal symbol in a stopped state in a losing mode after the variable display.

[0210] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signals input from the various switches 81, 82, 84, 85a, and 85b in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.

[0211] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination count information, jackpot information, start gate information, etc.) in the port output request buffer for the hall computer of the gaming facility via the external terminal board 160.

[0212] In this embodiment, various external information signals, such as "Jackpot 1" through "Jackpot 5," can be output externally as jackpot information, thereby providing various jackpot information to external electronic devices (such as data displays and hall computers) connected to the pachinko machine P (external information signal output means). In other words, by outputting jackpot information divided into multiple categories, "Jackpot 1" through "Jackpot 5," the hall computer (not shown) can aggregate and manage the jackpot type (winning type) from these combinations, recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the symbol change time, and aggregate and manage the occurrence of minor jackpots (hits in which the condition device does not activate) that are not classified as "jackpots" even if they are not non-wins. Furthermore, based on the jackpot information, a data display device (not shown) can count and display the number of jackpots that have occurred within the past few business days for each pachinko machine P, recognize whether each machine is currently in a jackpot state, or recognize whether each machine is currently in a shortened state of the symbol change time. In this external information processing, the main control CPU 72 controls in detail the output states (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5".

[0213] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (e.g., normal symbol game management state, special symbol game management state, jackpot in progress, probability fluctuation function in operation, time reduction function in operation) and stores these in the port output request buffer. These test signals allow the internal state of the main control CPU 72 to be tested, for example, outside the main control device 70.

[0214] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting states of the normal symbol display device 333, the normal symbol operation memory lamp 333a, the first special symbol display device 334, the second special symbol display device 335, the first special symbol operation memory lamp 334a, the second special symbol operation memory lamp 335a, the game status display device 338, and the like. Specifically, the main control CPU 72 outputs the drive signals stored in the port output request buffer in the previous special symbol game process (step S205) or normal symbol game process (step S206). The drive signals are stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (such as a mode for displaying a changing or stopped symbol, displaying the number of operation memories, or displaying the game status).

[0215] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs to the port the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208). The main control CPU 72 also outputs to the port the drive signals, test signals, etc. of the normal electric role solenoid 88 and the big prize opening solenoid 89 stored in the port output request buffer.

[0216] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands in the command buffer that should be sent by the main control CPU 72 to the performance control device 124 (commands necessary for performance control), and if there are any unsent commands, outputs the commands to be output to the port.

[0217] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in response to the current CTC interrupt.

[0218] In this embodiment, an example is given in which the processing of steps S205 to S212 (game control program module) is executed as timer interrupt processing, but there are also well-known programming examples in which these processes are incorporated into the main loop of the CPU and executed.

[0219] Step S214: After completing the above processing, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.

[0220] Steps S215 and S216: Then, the main control CPU 72 restores the saved values ​​of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).

[0221] [Example of a change in the display of the performance pattern] Next, we will specifically explain the variable display of the performance symbols performed on the liquid crystal display 42. When an internal lottery for special symbols is held in the pachinko machine P, a variable pattern (in other words, a variable time) is determined under the control of the main control CPU 72, and a variable display of the first special symbol and the second special symbol is performed.

[0222] In addition, when a regular symbol lottery is performed in the pachinko machine P, a variation pattern (in other words, a variation time) is determined under the control of the main control CPU 72, and a variation display using a regular symbol is performed.

[0223] However, as mentioned above, the first special symbol, second special symbol, and normal symbol are displayed by 7-segment LEDs, which are lit or flashing, so they lack visual appeal. Therefore, in pachinko machine P, a variable display effect using the effect symbols is used as mentioned above.

[0224] As shown in Figure 29, the effect symbols 43 include three symbols, for example, left effect symbol 43L, center effect symbol 43C, and right effect symbol 43R, which are displayed in a row on the left, center, and right sides of the screen of the liquid crystal display 42. Each effect symbol represents, for example, the numbers "1" to "9." Here, the left effect symbol 43L, center effect symbol 43C, and right effect symbol 43R all form a sequence of symbols in which the numbers are arranged in descending order from "9" to "1." Such a sequence of symbols is displayed in a changing manner, flowing (scrolling) vertically in the left, center, and right regions of the screen, respectively.

[0225] In this embodiment, the effect patterns include effect patterns corresponding to special patterns (hereinafter sometimes referred to as special pattern effect patterns).

[0226] 29 illustrates an example in which the variable display of the special symbol corresponding to the first special symbol is performed, but the variable display of the special symbol corresponding to the second special symbol and the variable display of the normal symbol are also performed in a similar manner. Furthermore, the display mode of the special symbol and the normal symbol do not have to be the same as long as they are difficult to distinguish. For example, some shapes may be slightly deformed, some may have slightly different colors, some may have slightly different transparency, or some may have slightly different sizes.

[0227] 29 and 30 are sequential diagrams showing examples of effect images corresponding to the variable display and stationary display of special symbols. These diagrams show an example of the variable display effect and stationary display effect (result display effect) performed using the effect symbols when the special symbol changes when a non-winning (losing) win occurs. This variable display effect corresponds to a series of effects performed from the start of the variable display of the special symbol (here, the first special symbol, but it can also be the second special symbol) until the stationary display (including the final stop). The stationary display effect is an effect that represents the stationary display of the special symbol and the result of the internal lottery at that time as a combination of effect symbols. Before explaining the specific contents of the control process, we will first explain the basic flow of the variable display effect and stationary display effect for each change employed in this embodiment. Note that background images are omitted in FIGS. 29 and 30.

[0228] [Before change display] In Figure 29 (a): For example, before the first special symbol starts to change (when the demo effect is not in progress), three lines of effect symbols 43L, 43C, and 43R are displayed large on the screen of the liquid crystal display 42. At this time, the effect symbols are also displayed in a stopped state in accordance with the stopped display of the first special symbol or the second special symbol.

[0229] Additionally, the bottom of the screen of the LCD display 42 displays hold indicators (reference symbols M1 and M2 in the figure) that indicate the activation memory count (also referred to as the hold memory count) for each of the first and second special symbols. These hold indicators M1 and M2 can be displayed when the special symbol effect symbol is subject to change, and the displayed number of each indicates the activation memory count of the corresponding first and second special symbols (the displayed number of the first special symbol activation memory lamp 334a and the second special symbol activation memory lamp 335a). The displayed number also increases or decreases in conjunction with changes in the activation memory count during gameplay. Furthermore, for easy visual distinction, the hold indicator M1 corresponding to the first special symbol is displayed as a circle (○), for example, and the hold indicator M2 corresponding to the second special symbol is displayed as a star (☆), for example. In the example of (a) in Figure 29, all four pending indicators M1 are lit, indicating that the number of activated memories for the first special pattern is four, and all pending indicators M2 are hidden (shown by dashed lines), indicating that the number of activated memories for the second special pattern is zero (memory number display effect execution means).

[0230] In addition, the number of activation memories for the first special symbol is displayed in the special symbol 1 reserved display area Z1 at the top right of the screen of the LCD display 42. In addition, the number of activation memories for the second special symbol is displayed in the special symbol 2 reserved display area Z2. Furthermore, a mini symbol is displayed in the mini symbol display area Z3. This mini symbol is the "fourth performance symbol" following the left, center, and right performance symbols, and is displayed in a changing manner in synchronization with the display of the changing special symbols.

[0231] In FIG. 29(b): For example, in synchronization with the start of the first special symbol change, three symbol rows scroll on the display screen of the LCD display 42, starting the change display effect (effect execution means). That is, in synchronization with the start of the first special symbol change, the change display effect begins by vertically scrolling (flowing) the columns of left effect symbol 43L, center effect symbol 43C, and right effect symbol 43R on the display screen of the LCD display 42. Also, before the change begins, the pending displays M1 and M2 are displayed in the pre-change display area X1 in the strip-like portion at the bottom of the LCD display 42, but after the change begins, they move to the change-in-progress display area X2, which is a pedestal image displayed in the lower left part of the LCD display 42, and continue to be displayed until the change of the special symbol (effect symbol) is stopped (the change-in-progress memory display effect). In the figure, the change display of the effect symbol is simply indicated by a downward arrow. Furthermore, during the changing display, each individual performance pattern is displayed in a transparent state (transparent display), so that the image (background image) that forms the background of the performance pattern is displayed on the display screen in an easily visible manner.

[0232] In addition, in synchronization with the start of the change in the first special pattern, the number of operation memories for the first special pattern in the special pattern 1 pending display area Z1 is decremented by "1", and the change display of the mini pattern in the mini pattern display area Z3 begins.

[0233] As shown in Figure 29(b), the number of activation memories for the first special symbol decreases by one as the change begins, and the number of display items in the reserved display M1 decreases by one accordingly. For example, if there were four activation memories up to that point, the oldest (oldest) memory display in the reserved display M1 is moved to the changing display area X2, and an effect of consumption by internal lottery is also performed. This allows the player to be informed through the effect that the activation memories for the first special symbol have been consumed.

[0234] 29(b), the reserved display M1, which was first in the memory order, moves to the changing display area X2, so that there are only three displays left in the pre-change display area X1, and the three reserved displays M1 remaining on the screen are shifted in one direction (to the left in this case) by one unit each. This accurately expresses the context of the change in the number of working memories in the presentation, and also makes it possible to intuitively and clearly teach the player that "the working memory has been consumed and one has been reduced" and "the working memory has been consumed and the special pattern is changing."

[0235] In Figure 29 (c): For example, after a certain amount of time (about half the fluctuation time) has passed, the left performance pattern 43L stops fluctuating first. In this example, the performance pattern representing the number "8" has stopped on the left side of the screen. Note that the background image has been omitted here (the same applies hereafter). At this time, the mini pattern in the mini pattern display area Z3 also stops as the same pattern as the left performance pattern 8L.

[0236] In Figure 30 (d): Following the left effect symbol 43L, the right effect symbol 43R stops changing. In this example, the effect symbol representing the number "3" has stopped in the center of the screen. At this point, it is already determined that a reach state will not occur, so it is almost clear from the outside that this change is a non-reach (normal) change. At this time, the mini symbol in the mini symbol display area Z3 also stops with the same pattern as the right effect symbol 8R. Note that this does not include reach changes due to slip patterns, etc. A "slip pattern" is, for example, when a effect symbol representing the number "7" stops, the symbol row slides one symbol and the effect symbol representing the number "8" stops, thereby developing into a reach. Alternatively, there is also a pattern where a effect symbol representing the number "9" stops, the symbol row slides one symbol in the opposite direction, and the effect symbol representing the number "8" stops, thereby developing into a reach. There are also other patterns, such as when a symbol representing a completely different number, such as "5," stops for a moment, and then a character appears on the screen and changes the right-hand symbol row again, causing the symbol representing the number "8" to stop and develop into a reach.

[0237] In Figure 30 (e): In synchronization with the display of the first special symbol, the last middle effect symbol 43C stops. If the result of this internal lottery is a non-winning symbol and the first special symbol stops in a non-winning (missing) manner, the effect symbol will also stop in a non-winning (missing) manner. That is, in the example shown, the effect symbol representing the number "1" has stopped in the middle position of the screen. In this case, since the effect symbol combination is "8"-"1"-"3", which is a miss, the effect shows that this variation corresponds to a normal "miss". At this time, the mini symbol in the mini symbol display area Z3 also stops in the same pattern as the middle effect symbol 8C, and the mini symbol also stops in a manner corresponding to a miss.

[0238] In addition, when the stop display effect is performed, the reserved display M1, which had been moved to the changing display area X2 and continued to be displayed, also disappears. Therefore, it is possible to teach the player intuitively and clearly that "the change of the special symbol has ended."

[0239] The above is an example of the variable display effect and the stop display effect (when no winning occurs) that are performed using the effect symbols for each change. That is, in this embodiment, three rows of effect symbols are displayed in a variable manner, and one variable display ends when the three rows of effect symbols are displayed in a stopped state. Through such effects, the player can be made to feel hopeful about winning, and ultimately the result of the internal lottery can be clearly indicated through the effects.

[0240] Furthermore, although the above-mentioned example is for when there is no winning, in the event of a big win (winning), after a reach effect is executed during the variable display effect, the effect symbols are stopped and displayed in a big win mode (for example, a mode in which the same numbers line up, such as "7"-"7"-"7") in the stop display effect. At this time, the stop display mode of the effect symbols is basically selected in accordance with the winning pattern (the stop display mode of the first special pattern display device 334 or the second special pattern display device 335) selected internally by the main control CPU 72. In addition, in the event of a small win (winning), the effect symbols are stopped and displayed in a small win mode (for example, a mode that suggests a small win according to a certain rule, such as "1"-"3"-"5") in the stop display effect.

[0241] [Performance control processing] 31 is a flowchart showing an example of the procedure for performance control processing executed by performance control CPU 126. This performance control processing is executed during timer interrupt processing (interrupt management processing) that occurs during execution of performance control main processing of reset start processing (sub). Note that performance control CPU 126 generates a timer interrupt at a predetermined interrupt period (for example, a period of several tens of μs to several ms) during execution of reset start processing, and executes the timer interrupt processing.

[0242] The performance control process includes subroutines for command reception processing (step S400), working memory performance management processing (step S401), performance symbol management processing (step S402), display output processing (step S404), lamp drive processing (step S406), sound drive processing (step S408), performance random number update processing (step S410), and other processing (step S412). Below, the basic flow of the performance control process will be explained along with each process.

[0243] Step S400: In the command reception process, the performance control CPU 126 receives performance commands transmitted from the main control CPU 72. The performance control CPU 126 also analyzes the received commands and stores them in the command buffer area of ​​the RAM 130 by type.

[0244] The commands for the effects transmitted from the main control CPU 72 include, for example, an effect command when the number of operation memories (special symbol, normal symbol) increases, an effect command when the number of operation memories (special symbol, normal symbol) decreases, a start port winning sound control command indicating that a prize has been won at the start port, a demo effect command indicating that the state has shifted to a demo state, a lottery result command indicating the result of an internal lottery or a normal symbol lottery, a change pattern command indicating a change pattern, a change start command indicating that a special symbol or normal symbol has started to change, a change display in progress designation command indicating that a special symbol or normal symbol is being displayed in a changeable state, a stop symbol command indicating a stop symbol of a special symbol or normal symbol, a symbol stop time command indicating that a special symbol or normal symbol will stop after changing, a symbol stop display in progress designation command indicating that a special symbol or normal symbol is being displayed in a changeable state, and a state designation frame indicating a game state. commands, a round number command indicating the number of rounds in a jackpot, a launch position designation command, an error notification command indicating the occurrence of an error and the type of error, a small jackpot opening designation command indicating that it is the opening period for a small jackpot, a small jackpot large prize opening designation command indicating that the large prize opening 39 is open on a small jackpot, a jackpot opening designation command indicating that it is the opening period for a jackpot, a jackpot large prize opening designation command indicating that the large prize opening 39 is open on a jackpot, a jackpot end presentation command indicating that an ending period presentation will be performed at the end of a jackpot, a number cut-off counter value command indicating the remaining number of times to shorten the time, a variation pattern destination determination command indicating the determination result of the variation pattern of the reserved variation display, and a stop display time end command indicating that the stop display time at the end of the pattern variation has ended.

[0245] Step S401: In the operating memory effect management process, the effect control CPU 126 controls the execution of the above-mentioned memory number display effect and the pre-reading notice effect using the hold display M1, M2. The contents of the operating memory effect management process will be further described later with reference to another drawing.

[0246] Step S402: In the performance symbol management process, the performance control CPU 126 controls the content of the variable display performance and the stop display performance using the performance symbols, and controls the performance content when the sliding plate 39a for the large winning opening opens and closes. Also, in this process, the performance control CPU 126 initializes the display mode of the performance symbols (material setting means) and changes the initial setting (material setting change means). Also, in this process, the performance control CPU 126 selects performance patterns for various advance notice performances (advance notice performance before reach occurs, advance notice performance after reach occurs, etc.). The content of the performance symbol management process will be described further below with reference to another drawing.

[0247] Step S404: In the display output process, the performance control CPU 126 instructs the performance display control device 144 (display control CPU 146) on basic control information of the performance contents (for example, the number of activation memories for each of the first special symbol and the second special symbol, the activation memory performance pattern number, the look-ahead notice performance pattern number, the variable performance pattern number, the variable notice performance number, the background pattern number, etc.). As a result, the performance display control device 144 (display control CPU 146 and VDP 152) controls the display operation by the liquid crystal display 42 based on the instructed performance contents (performance execution means).

[0248] Step S406: In the lamp drive process, the performance control CPU 126 outputs a control signal to the lamp drive circuit 132. In response to this, the lamp drive circuit 132 drives (turns on or off, blinks, changes brightness gradation, etc.) the frame lamps and the panel lamps 25 provided on the front frame 3 based on the control signal.

[0249] Step S408: In the next sound drive process, the performance control CPU 126 instructs the sound drive circuit 134 on the performance content (for example, BGM, audio data, etc. during variable display performance, reach performance, mode transition performance, and jackpot performance). As a result, sound according to the performance content is output from the speaker S. If audio data is set in step S405, the performance control CPU 126 controls the output of audio according to the audio data in this process. The audio whose output is controlled in this process includes the pattern stop sound of the performance patterns 43L to 43R and the hold change sound when the hold change performance is executed.

[0250] Step S410: In the effect random number update process, the effect control CPU 126 updates various effect random numbers in the counter area of ​​the RAM 130. The effect random numbers include, for example, random numbers used for advance notice selection and random numbers used for normal background change lottery (effect lottery).

[0251] Step S412: In other processes, for example, the performance control CPU 126 outputs a control signal to the drive IC of the movable body for performance. The movable body for performance operates using the corresponding solenoid as a drive source, and performs a performance in synchronization with the display of an image on the LCD 42 or independently.

[0252] Through the above-described effect control processing, the effect control CPU 126 can comprehensively control the effect contents in the pachinko machine P. Next, the contents of the effect symbol management processing executed in the effect control processing will be described.

[0253] [Working memory production management processing] 32 is a flowchart showing an example of the procedure of the working memory effect management process. The contents will be explained below along with the example procedure.

[0254] Step S700: First, the performance control CPU 126 checks whether or not it has received an operating memory number increase performance command sent from the main control CPU 72 when a gaming ball enters the first start winning port 31, the gate 37, or the second start winning port 38. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether or not an operating memory number increase performance command is saved. If it is confirmed that an operating memory number increase performance command is saved (step S700: Yes), the performance control CPU 126 executes steps S702 and S703. However, if it is not confirmed that an operating memory number increase performance command is saved (step S700: No), the performance control CPU 126 does not execute steps S702 and S703.

[0255] Step S702: The effect control CPU 126 executes the effect selection process when the number of active memories increases. In this process, the effect control CPU 126 selects the effect to display the reserved displays M1 and M2 corresponding to the first special symbol, the normal symbol, and the second special symbol.

[0256] Step S703: When the effect control CPU 126 displays the hold indications M1 and M2, it executes a look-ahead effect management process. In this process, the effect control CPU 126 executes a process to determine by lottery whether to execute a look-ahead effect, and when it is determined to execute a look-ahead effect, it executes a process to determine what kind of look-ahead effect to execute.

[0257] The lottery probability is set so that the probability of the pre-reading effect being executed is high when a special symbol results in a big win or a small win, or when a normal symbol results in a long opening. Then, when it is determined that the pre-reading effect is to be executed, the effect control CPU 126 executes the pre-reading effect in steps S404 to S408 of FIG.

[0258] In addition, when a stop pattern corresponding to a long opening is selected in the normal pattern, it becomes easier to win the second start winning hole 38 when a long opening is performed. And, the probability of a small win in the second start winning hole 38 is about 1 / 1, and if it becomes a small win, there is a possibility that it will develop from a small win to a big win, and even if it does not become a small win, it will become a big win, so by suggesting that a stop pattern that will result in a long opening has been selected by the pre-reading performance, it suggests the likelihood of a big win.

[0259] The look-ahead performance can take various forms, such as changing the mode of the reserved display, cutting in a performance image, changing the mode of the background display on the liquid crystal display 42, or making a character corresponding to the look-ahead performance appear. When the mode of the reserved display changes, the color of the reserved display changes each time a reserved memory stored before the reserved display to be looked-ahead is consumed, suggesting the likelihood of a jackpot, or the shape of the reserved display changes to a different shape, suggesting the likelihood of a jackpot.

[0260] Step S704: The performance control CPU 126 checks whether or not it has received a performance command for when the number of working memories is reduced from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether or not a performance command for when the number of working memories is reduced is saved. If it is confirmed that a performance command for when the number of working memories is reduced is saved (step S704: Yes), the performance control CPU 126 executes step S706. However, if it is not confirmed that a performance command for when the number of working memories is reduced is saved (step S704: No), the performance control CPU 126 does not execute step S706.

[0261] Step S706: The performance control CPU 126 executes a performance selection process when the number of active memories decreases. In this process, the performance control CPU 126 executes a performance that shifts the reserved displays M1 and M2 corresponding to the first special symbol and the second special symbol. The performance control CPU 126 also selects a performance that moves the reserved display corresponding to the lottery element consumed by the internal lottery from the pre-change display area X1 to the changing display area X2. The memory reserved display moved to the changing display area X2 is erased when the change ends.

[0262] After completing the above steps, the performance control CPU 126 returns to the performance control process (FIG. 31).

[0263] [Performance design management processing] 33 is a flowchart showing an example of the procedure for the effect symbol management process. The effect symbol management process is configured to include a group of subroutines: execution selection process (step S500), effect symbol pre-variation process (step S502), effect symbol variation process (step S504), effect symbol stop display process (step S506), and variable winning device operation process (step S508). Below, the basic flow of the effect symbol management process will be explained along with each process.

[0264] Step S500: In the execution selection process, the performance control CPU 126 selects the jump destination of the process to be executed next (one of steps S502 to S508). For example, the performance control CPU 126 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the performance symbol management process as the return address in the "jump table." Which process is selected as the next jump destination depends on the progress of the processes that have been carried out so far. For example, if the variable display performance has not yet started, the performance control CPU 126 selects the performance symbol change pre-processing (step S502) as the next jump destination. On the other hand, if the performance symbol change pre-processing has already been completed, the performance control CPU 126 selects the performance symbol change in progress process (step S504) as the next jump destination, and if the performance symbol change in progress process has been completed, the performance symbol stop display in progress process (step S506) as the next jump destination. Moreover, the variable winning device operation time processing (step S508) is selected as a jump destination when the variable winning device management processing (step S5000 in FIG. 13) is selected in the main control CPU 72. In this case, steps S502 to S506 are not executed.

[0265] Step S502: In the pre-processing of the effect symbol variation, the effect control CPU 126 prepares the conditions for starting the variable display effect using the effect symbol. Also, in this processing, the effect control CPU 126 selects the content of the reach effect according to various conditions (lottery result, winning type, variation pattern, etc.), and selects the effect pattern for the advance notice effect (a pre-reach notice pattern other than the advance notice effect pattern, a pre-reach notice pattern after the reach occurs, etc.). In addition, the effect control CPU 126 also controls the demo effect when the pachinko machine P is in a so-called customer waiting state. The specific processing content will be described later using another flowchart.

[0266] Step S504: In the processing during the change of the effect symbol, the effect control CPU 126 generates control information to instruct the effect display control device 144 (display control CPU 146) as necessary. For example, when performing an effect using the effect button 45 while a change display effect using the effect symbol is being executed, the effect control CPU 126 monitors whether or not the effect button is operated by the player, and instructs the display control CPU 146 on control information for the effect content (button effect) according to the result. Also, in the processing during the change of the effect symbol, the effect control CPU 126 also executes processing to execute pseudo-change (pseudo-continuous notice).

[0267] In step S506: the process during the display of the effect symbols, the effect control CPU 126 controls the content of the stop display effect using the effect symbols and moving images in a manner corresponding to the result of the internal lottery. That is, the effect control CPU 126 instructs the effect display control device 144 (display control CPU 146) to end the variable display effect and execute the stop display effect. In response to this, the effect display control device 144 (display control CPU 146) actually ends the variable display effect that had been executed up until that point on the display screen of the LCD display 42 and executes the stop display effect. This executes the stop display effect approximately synchronized with the stop display of the special symbol, allowing the player to be informed of the result of the internal lottery in a manner similar to (disclose, announce, notify, etc.) (effect execution means). In addition, in the event of a minor win, the stop display effect can be executed in the same manner as or similar to a loss.

[0268] Step S508: In the processing when the variable winning device is activated, the presentation control CPU 126 controls the presentation content during a small win or a big win (special game presentation execution means). In this processing, the presentation control CPU 126 selects the content of the big win presentation according to various conditions (for example, the type of win). For example, in the case of a 10-round big win, the presentation control CPU 126 selects a 10-round big win presentation pattern as the presentation content to be displayed on the LCD display 42, and instructs this to the presentation display control device 144 (display control CPU 146). As a result, an image of the big win presentation is displayed on the display screen of the LCD display 42, and the presentation content changes as the rounds progress.

[0269] [Pre-processing for effect pattern changes] 34 is a flowchart showing an example of a procedure for pre-processing of effect symbol variation. The following explains the procedure.

[0270] Step S600: The performance control CPU 126 checks whether or not it has received a demo performance command from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of ​​RAM 130 and checks whether or not a demo performance command has been saved. As a result, if it is confirmed that a demo performance command has been saved (Yes), the performance control CPU 126 executes step S602.

[0271] Step S602: The performance control CPU 126 executes a demo selection process. In this process, the performance control CPU 126 selects a demo performance pattern. The demo performance pattern defines the content of a performance that indicates that the pachinko machine P is in a so-called customer waiting state.

[0272] After completing the above steps, the performance control CPU 126 returns to the address at the end of the performance symbol management process. The performance control CPU 126 then returns to the performance control process, and controls the content of the demo performance based on the demo performance pattern in the subsequent display output process (step S404 in FIG. 31) and lamp drive process (step S406 in FIG. 31).

[0273] On the other hand, if it is confirmed in step S600 that the demo performance command is not saved (No), the performance control CPU 126 next executes step S604.

[0274] Step S604: The performance control CPU 126 checks whether the current variation is a loss (non-winning) or not. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether a lottery result command for a non-winning situation is saved. As a result, if it is confirmed that a lottery result command for a non-winning situation is saved (Yes), the performance control CPU 126 executes step S612. Conversely, if it is confirmed that a lottery result command for a non-winning situation is not saved (No), the performance control CPU 126 executes step S606. Note that confirmation of whether the current variation is a loss or not can also be performed based on the variation pattern command or the stopped symbol command in addition to the lottery result command. In other words, if the current variation pattern command corresponds to a loss normal variation or a loss reach variation, it can be determined that the current variation is a loss. Alternatively, if the current stopped symbol command specifies a non-winning symbol, it can be determined that the current variation is a loss.

[0275] Step S606: If the lottery result command is other than a non-win (miss) (Step S604: No), the performance control CPU 126 then checks whether the current variation is a jackpot. Specifically, the performance control CPU 126 accesses the command buffer area of ​​RAM 130 and checks whether the lottery result command for a jackpot has been saved. As a result, if it is confirmed that the lottery result command for a jackpot has been saved (Yes), the performance control CPU 126 executes step S610. Conversely, if it is confirmed that the lottery result command for a jackpot has not been saved (No), all that remains are the lottery result commands for a minor jackpot, so in this case, the performance control CPU 126 executes step S608. Note that it is also possible to check whether the current variation is a jackpot based on the variation pattern command or the stop symbol command. In other words, if the current variation pattern command corresponds to a jackpot variation, it can be determined that the current variation is a jackpot. Furthermore, if the current stop symbol command corresponds to a jackpot symbol, it can be determined that the current change is a jackpot.

[0276] Step S608: The performance control CPU 126 executes a variable performance pattern selection process at the time of a small win. In this process, the performance control CPU 126 determines the performance pattern number at that time based on the variable pattern command (for example, "C0H00H" to "D0H7FH") received from the main control CPU 72. The performance pattern number is prepared in advance in correspondence with the variable pattern command, and the performance control CPU 126 can select the performance pattern number corresponding to the variable pattern command at that time by referring to a performance pattern selection table (not shown). Note that the performance pattern number may be prepared in pairs with the variable pattern command, or multiple numbers may be prepared for one variable pattern command.

[0277] Furthermore, when a performance pattern number is selected, the performance control CPU 126 refers to a performance table (not shown) and determines the schedule for changing the performance symbols corresponding to the selected performance pattern number (the change time, the type of reach, and the timing of the reach occurrence), the mode of the stop display, etc. The types of performance symbols determined here all correspond to the "combination of symbols at the time of a small win."

[0278] As described above, the presentation for a small win may be the same as the presentation for a loss, or may be a presentation specifically for a small win that clearly discloses that a small win has been won.

[0279] The above procedure is for the case where a "small hit" occurs, but if a "big hit" occurs, the performance control CPU 126 confirms that it is a "big hit" in step S606 (Yes). In this case, the performance control CPU 126 executes step S610.

[0280] Step S610: The presentation control CPU 126 executes a process for selecting a variable presentation pattern at the time of a jackpot. In this process, the presentation control CPU 126 determines the presentation pattern number at that time based on the variable pattern command (for example, "E0H00H" to "F0H7FH") received from the main control CPU 72. In the process for selecting a presentation pattern at the time of a jackpot, the process may be further branched according to the symbols stopped at the time of a jackpot. Note that if the variable pattern is a variable pattern corresponding to a pseudo-continuous notice presentation, the presentation control CPU 126 executes a process for selecting a presentation pattern for executing a pseudo-continuous notice presentation while the variable display presentation is being executed (the same applies when there is a loss). In the pseudo-continuous notice presentation, if the presentation symbols are temporarily stopped and then changed again, the pseudo-continuous symbol can be stopped on the middle presentation symbol.

[0281] If the winning ticket is not won, the following procedure is executed: That is, when the performance control CPU 126 confirms that the winning ticket is not won in step S604 (Yes), the performance control CPU 126 executes step S612.

[0282] Step S612: The performance control CPU 126 executes a process for selecting a variable performance pattern for a loss. In this process, the performance control CPU 126 determines the performance pattern number for a loss based on the variable pattern command (for example, "A0H00H" to "A6H7FH") received from the main control CPU 72. The performance pattern numbers for a loss are classified into "normal loss variation," "time-saving loss variation," "loss reach variation," etc., and further, detailed reach variation patterns are defined for "loss reach variation." Note that which performance pattern number the performance control CPU 126 selects is determined by the variable pattern command sent from the main control CPU 72.

[0283] When the presentation pattern number for a miss is selected, the presentation control CPU 126 refers to a presentation table (not shown) and determines the schedule for the presentation pattern change corresponding to the current presentation pattern change number (change time, whether or not a reach occurs, and if a reach occurs, the type of reach and the timing of the reach occurrence), and the mode of the stop display (for example, "7"-"2"-"4", etc.).

[0284] After executing the processing of any one of the above steps S608, S610, and S612, the performance control CPU 126 next executes step S614.

[0285] Step S614: The effect control CPU 126 executes an effect selection process. In this process, the effect control CPU 126 selects by lottery the content of the preview effect to be executed during the current variable display effect. The content of the preview effect is determined, for example, based on the result of an internal lottery (win or no win) or the current internal state (normal state, high probability state, time-shortened state). As described above, the preview effect notifies the player of the possibility of a reach state occurring during the variable display effect, or of the possibility of an eventual jackpot. Therefore, the selection ratio of the preview effect is set low when no win occurs, but the selection ratio of the preview effect is set relatively high when a win occurs in order to heighten the player's sense of anticipation.

[0286] In this way, if the performance control CPU 126 wins the lottery on whether or not to execute a preview performance (if the specified performance execution conditions are met), it executes a preview performance (related to the specified performance, indicating whether the specified performance will be successful) that suggests that the performance pattern will be displayed stationary in a winning manner during the execution of the variable display performance (specified performance).

[0287] Furthermore, when it is decided in this notice selection process that a notice performance is to be executed, the performance control CPU 126 executes a process for determining at what timing during the variable display the notice performance should be started. Note that the notice performance includes not only various notice performances executed during the variable display (step-up notice performance, conversation notice performance, cut-in notice performance, group notice performance, drop-down effect, next notice performance, title color change performance), but also pseudo-continuous notice performance, look-ahead notice performance, memory marker change notice performance, etc.

[0288] Step S616: The effect control CPU 126 executes a mode effect management process. In this process, the effect control CPU 126 executes a process of selecting an effect according to the game state. For example, the effect is selected according to the normal state, the big win game state, the small win game state, or the time-saving state.

[0289] After completing the above steps, the performance control CPU 126 returns to the performance symbol management process (end address). As a result, in the subsequent performance symbol variation process (step S504 in FIG. 33), the variable display performance and the stop display performance are executed based on the actually selected variable performance pattern, and the notice performance is executed based on various notice performance patterns.

[0290] In addition, when the effect control CPU 126 selects the variation pattern of the special effect pattern corresponding to the first special pattern, it is in the normal state, so it selects the effect data of the normal effect screen. Also, when selecting the variation pattern of the special effect pattern corresponding to the second special pattern, it is in the state where it is confirmed that a small win or a big win will occur, so it selects the effect data of the small win preparation screen or the big win preparation screen. Also, when selecting the variation pattern of the normal effect pattern corresponding to the normal pattern, it is in the time-saving state, so it selects the effect data of the time-saving effect screen.

[0291] When selecting the effect data for the normal effect screen, small win preparation screen, big win preparation screen, or time-saving effect screen, the effect to be displayed on each screen is also selected. Then, the effect control CPU 126 displays the selected effect screen and executes the selected effect in the subsequent effect symbol variation process (step S504 in FIG. 32).

[0292] [Example of hold change effect] Next, a specific example of the hold change effect performed on the LCD display 42 will be explained using Figures 35 and 36. The hold change effect is a type of look-ahead effect, and is executed when selected by lottery in S702 of Figure 32. The hold change effect is an effect that changes the display mode of the hold display during one variable display of the effect pattern. Note that in this example, an example will be explained in which the display mode of the hold display M1 corresponding to the activation memory of the first special pattern changes, but the hold display M2 corresponding to the activation memory of the second special pattern may also be changed in a similar manner.

[0293] As shown in Figure 35(a), for example, before the first special pattern starts to change (when the demo performance is not in progress), four pending displays M1 corresponding to the activation memory of the first special pattern are displayed.

[0294] As shown in Figure 35 (b), in synchronization with the start of the variation of the first special symbol, the display begins by vertically scrolling (flowing) the columns of the left performance symbol 43L, the center performance symbol 43C, and the right performance symbol 43R on the display screen of the liquid crystal display 42. At this time, the pending display M1 to be consumed moves to the display area X2 during variation by the base image, and the pending display M1 in the display area X1 before variation shifts. In addition, the speaker S outputs the sound of the performance symbol variation in synchronization with the start of variation of the performance symbol.

[0295] As shown in Figure 35(c), when the left performance pattern 43L is stopped and displayed, for example, the display mode of the hold display M1 (i.e., the oldest hold display M1 in the pre-change display area X1) that will be consumed in the next change display changes. Specifically, the color of the hold display M1 changes. At this time, the speaker S outputs a stop sound of the left performance pattern 43L (hereinafter, sometimes referred to as the left pattern stop sound) when the left performance pattern 43L stops, and also outputs a change sound of the display mode of the hold display M1 (hereinafter, sometimes referred to as the hold change sound when the left pattern stops) when the display mode of the hold display M1 changes. The hold change sound when the left pattern stops is output at the same time as the left pattern stop sound.

[0296] As shown in Figure 36 (d), when the right performance symbol 43R is stopped and displayed, the display mode of the hold display M1, which changed when the left performance symbol 43L was stopped, changes further. Specifically, the shape of the hold display M1 changes. At this time, the speaker S outputs a stop sound of the right performance symbol 43R (hereinafter, sometimes referred to as the right pattern stop sound) when the right performance symbol 43R stops, and also outputs a change sound of the display mode of the hold display M1 (hereinafter, sometimes referred to as the hold change sound when the right pattern is stopped) when the display mode of the hold display M1 changes. The hold change sound when the right pattern is stopped is output at the same time as the right pattern stop sound.

[0297] In this example, the right symbol stop sound is louder than the left symbol stop sound, and the hold change sound when the right symbol stops is louder than the hold change sound when the left symbol stops. In other words, a right symbol stop sound that sounds louder than the left symbol stop sound is output, and a right symbol stop hold change sound that sounds louder than the hold change sound when the left symbol stops is output. Note that in this embodiment, control is performed so that the right symbol stop sound sounds louder than the left symbol stop sound, and control is performed so that the hold change sound when the right symbol stops is louder than the hold change sound when the left symbol stops. Specifically, the performance control CPU 126 varies the volume of each sound by, for example, varying the amplification of the control signal (electrical signal).

[0298] As shown in FIG. 36(e), when the middle performance symbol 43C stops, the speaker S outputs a stop sound of the middle performance symbol 43C (hereinafter, sometimes referred to as the middle symbol stop sound). When the middle performance symbol 43C stops, the fixed stop symbol of the performance symbols 43L to 43R (in the example shown, "8 1 3") is displayed.

[0299] As shown in FIG. 36(f), the pending display M1 whose display mode has changed moves to the changing display area X2 using the base image, and the next changing display begins.

[0300] In this way, the display mode of the reserved display M1 changes twice in one variable display. The reserved change sound when the left symbol stops is output at the same time as the left symbol stop sound. The reserved change sound when the right symbol stops is output at the same time as the right symbol stop sound. In this example, the right symbol stop sound is louder than the left symbol stop sound, and the reserved change sound when the right symbol stops is louder than the reserved change sound when the left symbol stops. This makes it possible to emphasize the multiple changes in the reserved display, thereby increasing the interest in the game.

[0301] [Output timing of hold change sound and pattern stop sound] FIG. 37 is an explanatory diagram showing the relationship between the output timing of the hold change sound and the pattern stop sound when the hold change effect is executed in one change display from the start to the stop of the change display of the effect patterns 43L to 43R.

[0302] As shown in Figure 37, the performance control CPU 126 stops the left performance pattern 43L after starting the variable display of the performance patterns 43L to 43R. Then, when the left performance pattern 43L is stopped, the performance control CPU 126 executes the first change in the display mode of the pending display. Then, the performance control CPU 126 starts outputting the left pattern stop sound and at the same time starts outputting the pending change sound when the left pattern is stopped. Also, when the output of the left pattern stop sound is stopped, the performance control CPU 126 stops outputting the pending change sound when the left pattern is stopped.

[0303] Next, the performance control CPU 126 stops the left performance pattern 43L and then stops the right performance pattern 43R. Then, when the right performance pattern 43R is stopped, the performance control CPU 126 executes a second change in the display mode of the hold display. Then, the performance control CPU 126 starts outputting the right pattern stop sound and simultaneously starts outputting the hold change sound when the right pattern is stopped. Also, when the output of the right pattern stop sound is stopped, the performance control CPU 126 stops outputting the hold change sound when the right pattern is stopped.

[0304] The right symbol stop sound is louder than the left symbol stop sound, and the hold change sound when the right symbol stops is louder than the hold change sound when the left symbol stops. In other words, a right symbol stop sound that sounds louder than the left symbol stop sound is output, and a right symbol stop hold change sound that sounds louder than the hold change sound when the left symbol stops is output. In this embodiment, control is performed so that the right symbol stop sound sounds louder than the left symbol stop sound, and control is performed so that the hold change sound when the right symbol stops sounds louder than the hold change sound when the left symbol stops. Specifically, the performance control CPU 126 varies the volume of each sound by, for example, varying the amplification of the control signal (electrical signal).

[0305] In this way, multiple changes in the pending display can be emphasized, thereby increasing the interest in the game.

[0306] [Variations of output timing of hold change sound and pattern stop sound] FIG. 38 is an explanatory diagram showing a modified example of the relationship between the output timing of the hold change sound and the pattern stop sound when a hold change effect is executed in one change display from the start to the stop of the change display of the effect patterns 43L to 43R.

[0307] As shown in Figure 38, the performance control CPU 126 stops the left performance pattern 43L after starting the variable display of the performance patterns 43L to 43R. Then, when the left performance pattern 43L is stopped, the performance control CPU 126 executes the first change in the display mode of the pending display. Then, the performance control CPU 126 outputs a left pattern stop sound, and when the output of the left pattern stop sound is stopped, starts outputting a left pattern stop pending change sound so that it follows the left pattern stop sound. In addition, the performance control CPU 126 stops outputting the left pattern stop pending change sound when a predetermined time has elapsed.

[0308] Next, the performance control CPU 126 stops the left performance symbol 43L and then stops the right performance symbol 43R. Then, when the right performance symbol 43R is stopped, the performance control CPU 126 executes a second change in the display mode of the hold display. Then, the performance control CPU 126 outputs a right-pattern stop sound, and when the output of the right-pattern stop sound is stopped, starts outputting a hold change sound when the right pattern is stopped so that it follows the right-pattern stop sound. In addition, the performance control CPU 126 stops outputting the hold change sound when the right pattern is stopped after a predetermined time has elapsed.

[0309] The right symbol stop sound is louder than the left symbol stop sound, and the hold change sound when the right symbol stops is louder than the hold change sound when the left symbol stops. In other words, a right symbol stop sound that sounds louder than the left symbol stop sound is output, and a right symbol stop hold change sound that sounds louder than the hold change sound when the left symbol stops is output. In this embodiment, control is performed so that the right symbol stop sound sounds louder than the left symbol stop sound, and control is performed so that the hold change sound when the right symbol stops sounds louder than the hold change sound when the left symbol stops. Specifically, the performance control CPU 126 varies the volume of each sound by, for example, varying the amplification of the control signal (electrical signal).

[0310] In this way, multiple changes in the pending display can be emphasized, thereby increasing the interest in the game.

[0311] In this modified example, an example is given in which a pattern stop sound is followed by a hold change sound in succession, but it is also possible to configure the pattern stop sound to be followed by a hold change sound in succession.

[0312] [Effects of this embodiment] (1) In a gaming machine (in this example, a pachinko machine P) that performs variable display of multiple columns of identification information (in this example, performance symbols 43L to 43R) and can complete one variable display by sequentially stopping the multiple columns of identification information (in this example, Figures 29 and 3), A corresponding display means (in this example, the liquid crystal display 42, step S702 in FIG. 32) capable of displaying a corresponding display (in this example, the hold display M1, M2) corresponding to the variable display; An audio output means (in this example, a speaker S, step S408 in FIG. 31) capable of outputting audio, The correspondence display means is capable of changing the display mode of the correspondence display to a first mode in synchronization with the stop timing of the identification information in a first row, and of changing the display mode of the correspondence display from the first mode to a second mode in synchronization with the stop timing of the identification information in a second row that stops after the identification information in the first row (in this example, Figures 35 to 36 and 37), The audio output means When the display mode of the corresponding display changes to a first mode, a first changing sound can be output ((in this example, FIGS. 35 to 36 and 37), When the display mode of the corresponding display changes to a second mode, a second changed sound that sounds louder than the first changed sound can be output (in this example, FIGS. 35 to 36 and 37), When the identification information of the first row stops, a first stop sound can be output (in this example, FIGS. 35 to 36 and 37), When the identification information of the second row stops, a second stop sound that sounds louder than the first stop sound can be output (in this example, FIGS. 35 to 36 and 37), The first varied sound and the first stop sound can be output at the same time (in this example, FIGS. 35 to 36 and 37), The second varied sound and the second stop sound can be output at the same time (in this example, FIGS. 35 to 36 and 37). Therefore, the change in the display mode of the corresponding display can be emphasized, which can increase the interest in the game.

[0313] (2) In a gaming machine (in this example, a pachinko machine P) that performs variable display of multiple columns of identification information (in this example, performance symbols 43L to 43R) and can end one variable display by stopping the multiple columns of identification information (in this example, Figures 29 and 3), A corresponding display means (in this example, the liquid crystal display 42, step S702 in FIG. 32) capable of displaying a corresponding display (in this example, the hold display M1, M2) corresponding to the variable display; An audio output means (in this example, a speaker S, step S408 in FIG. 31) capable of outputting audio, The correspondence display means is capable of changing the display mode of the correspondence display to a first mode in synchronization with the stop timing of the identification information in the first row, and of changing the display mode of the correspondence display from the first mode to a second mode in synchronization with the stop timing of the identification information in the second row that stops after the identification information in the first row (FIG. 38 in this example), The audio output means When the display mode of the corresponding display changes to a first mode, a first changing sound can be output ((in this example, FIG. 38), When the display mode of the corresponding display changes to a second mode, a second changed sound that sounds louder than the first changed sound can be output (in this example, FIG. 38 ). When the identification information of the first row stops, a first stop sound can be output (in this example, FIG. 38 ); When the identification information of the second row stops, a second stop sound that sounds louder than the first stop sound can be output (in this example, FIG. 38 ); The first varied sound and the first stop sound can be output consecutively (in this example, FIG. 38), The second varied sound and the second stop sound can be output consecutively (in this example, FIG. 38). Therefore, the change in the display mode of the corresponding display can be emphasized, which can increase the interest in the game.

[0314] [Others, variations] In the above embodiment, an example is given in which the left symbol stop sound and the left symbol stop hold change sound are output simultaneously or consecutively, but the left symbol stop sound and the left symbol stop hold change sound may be output simultaneously or consecutively in a manner different from the above embodiment. For example, an example can be given in which the output of the left symbol stop hold change sound is started after the output of the left symbol stop sound is started but before the output of the left symbol stop sound is stopped, and the output of the left symbol stop hold change sound is stopped before the output of the left symbol stop sound is stopped, or after the output of the left symbol stop sound is stopped, or simultaneously with the output of the left symbol stop sound is stopped. Another example can be given in which the left symbol stop hold change sound is output simultaneously with the start of the output of the left symbol stop sound, and the output of the left symbol stop hold change sound is stopped before the output of the left symbol stop sound is stopped, or after the output of the left symbol stop sound is stopped.

[0315] In the above embodiment, an example is given in which the right-pattern stop sound and the right-pattern stop hold change sound are output simultaneously or consecutively, but the right-pattern stop sound and the right-pattern stop hold change sound may be output simultaneously or consecutively in a manner different from the above embodiment. For example, an example can be given in which the output of the right-pattern stop hold change sound is started after the output of the right-pattern stop sound is started but before the output of the right-pattern stop sound is stopped, and the output of the right-pattern stop hold change sound is stopped before the output of the right-pattern stop sound is stopped, or after the output of the right-pattern stop sound is stopped, or simultaneously with the output of the right-pattern stop sound is stopped. Another example can be given in which the right-pattern stop hold change sound is output simultaneously with the start of the output of the right-pattern stop sound, and the output of the right-pattern stop hold change sound is stopped before the output of the right-pattern stop sound is stopped, or after the output of the right-pattern stop sound is stopped.

[0316] In the above embodiment, an example was given in which the hold display is changed twice in one variable display, but the number of times the display mode of the hold display is changed does not have to be limited to two times.

[0317] In the above embodiment, an example was given of changing the display mode of the pending display before the change, but the display mode of the pending display during the change (i.e., the pending display that has moved to the changing display area X2) may also be changed.

[0318] In the above embodiment, a pachinko machine 1 was used as an example in which a small win develops into a big win when passing through a specific area 39b of the big prize opening 39, but it may also be applied to a probability-varying type gaming machine in which the probability of winning a big win changes when passing through a specific area 39b of the big prize opening 39.

[0319] In the case of probability-varying type pachinko machines, the present invention may be applied to ST type gaming machines (types that set a practical upper limit on the number of times a special chance occurs) or loop type gaming machines (types that do not set a practical upper limit on the number of times a special chance occurs).

[0320] The present invention can also be applied to pachinko machines with settings, machines with a probability change limiter, and pachinko machines equipped with a performance display monitor.

[0321] The present invention may also be applied to a controlled gaming machine. A controlled gaming machine is, for example, a sealed gaming machine that includes a controlled gaming board and a controlled gaming machine frame, circulates a certain number of gaming balls within the machine itself, and does not require the gaming balls to be used in the game or to be paid out directly to the player. A controlled gaming machine can be played by connecting it to a dedicated unit (IC card unit) dedicated to the controlled gaming machine. [Explanation of symbols]

[0322] P Pachinko machine (amusement machine) 42 LCD display 45 Production button 70 Main control unit 72 Main control CPU 74 ROM 76 RAM 124 Production control device 126 Performance Control CPU

Claims

[Claim 1] A game board, A guide area between the outer rail and the inner rail, which guides the launched game ball to the game area; a ball return prevention mechanism that prevents the game ball from returning from the game area to the guide area; A unit fixed to the front surface of the game board via a fixing member and having a positioning protrusion, The game board has a first hole portion into which the positioning protrusion is inserted and a second hole portion into which the fixing member is inserted, a length of a portion of the positioning protrusion inserted into the first hole portion is shorter than a length of a portion of the fixing member inserted into the second hole portion; the ball return prevention mechanism includes a displacement member that can be displaced between a first state, a second state, and a third state, and a holding member that can hold the displacement member; The displacement member has a side surface portion facing the play area and a tip portion on the tip side of the side surface portion, The distance from the tip end to the outer rail is set to a specific distance, A game ball to be guided from the guide area to the game area is defined as a first game ball, If the game ball returning from the game area to the guide area is a second game ball, the first state is a state in which the specific distance is shorter than that in the second state, the second state is a state in which the specific distance is longer than that in the first state, The third state is a state in which the first game ball is in contact with the side portion, the outer rail, and the second game ball, and the second game ball is in contact with the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than that in the first state and shorter than that in the second state, and is shorter than the distance from the lowest point of the second game ball to the outer rail, the holding member has a contact portion that contacts the side surface portion in the second state, The game ball may contact the contact portion and the side portion in the first state, In the first state, a distance from a contact point between the gaming ball and the contact portion to a contact point between the gaming ball and the side portion is defined as a first distance; If the distance from the lowest point of the game ball to the leftmost point is the second distance, the first distance is less than the second distance; and, In the third state, the distance from the contact point between the second game ball and the tip portion to the contact point between the second game ball and the first game ball is defined as a third distance, and the distance from the lowest point of the second game ball to the contact point between the second game ball and the first game ball is defined as a fourth distance. The gaming machine is characterized in that the third distance is shorter than the fourth distance.

Citation Information

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