Gaming machine
The gaming machine enhances entertainment value by introducing a game board with LED lights and translucent sheets, offering varied display modes and interactive visual notifications to address the lack of variety in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- UNIVERSAL ENTERTAINMENT CORP
- Filing Date
- 2025-03-04
- Publication Date
- 2026-04-22
AI Technical Summary
Conventional gaming machines lack variety in display modes, limiting the entertainment value and engagement of players.
The gaming machine incorporates a game board with electrical components, including LED lights and a translucent sheet adorned with designs, and passage sections that can change entry states, allowing for varied display modes and enhanced visual notifications.
The solution increases the variety of display modes, enhancing the entertainment value and player engagement by providing dynamic and interactive visual experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine that variably displays identification information.
Background Art
[0002] Conventionally, there has been provided a gaming machine including a gaming area where a launched gaming ball can roll, a starting area provided in the gaming area, a display device, and variable display control means for controlling the display device. In such a gaming machine, when a predetermined condition such as the gaming ball passing through the starting area is satisfied, the variable display control means controls the display device to variably display identification information on the display area of the display device, and the variably displayed identification information is derived and displayed. When the derived and displayed identification information becomes a predetermined combination (specific display mode), the gaming state shifts to a jackpot gaming state (so-called "jackpot") advantageous to the player.
[0003] In the jackpot gaming state, at least one round game is performed in which a large winning opening is kept open until a predetermined condition is satisfied. When a gaming ball enters the open large winning opening, a predetermined number of gaming balls are paid out. When a plurality of round games are performed during the jackpot gaming state, the large winning opening between the round games is closed.
[0004] Patent Document 1 discloses a gaming machine including a sheet on which a character is drawn and a translucent member disposed in front of the sheet. In the gaming machine disclosed in Patent Document 1, when light is irradiated from behind the sheet, the character drawn on the sheet becomes visible.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, in the gaming machine disclosed in Patent Document 1, there was only one type of display image consisting of characters, etc., and it was not possible to increase the variations in the display mode using sheets.
[0007] This invention has been made in view of these points, and aims to provide a gaming machine that can easily increase the variety of display modes. [Means for solving the problem]
[0008] To solve the above problems, the present invention provides a gaming machine with the following configuration.
[0009] A game board (for example, game board 12 described later) and The aforementioned game board is provided with a game area (for example, the game area 12a described later) through which game balls can pass, The aforementioned game board is provided with game components equipped with electrical components (for example, the performance panel member 52 described later), A display area capable of displaying information related to the performance (for example, display area 13a), The aforementioned game component includes a right-hand shooting notification means (for example, the first LED 362a and the guidance display 56 described later) which are in a different area from the display area and provide notification by the operation of a light-emitting means, A first passage section is formed in the direction of the flow of the game ball that is longer than the diameter of the game ball, and through which the game ball can pass (for example, upstream of the first shutter 761 on the first upper surface 871a described later), The game balls that have passed through the first passage section can be entered, and the first entry section (for example, the first large prize entry opening 873 described later) is provided in the right-side area of the game area and into which the game balls can be entered, A second passage section is formed downstream of the first ball entry section, through which a game ball can pass (for example, the upstream side of the second shutter 762 on the second upper surface 871b described later, and the inclined surface between the first upper surface 871a and the second upper surface 871b), A second ball entry section (for example, the second large prize entry opening 874 described later) is formed downstream of the second passage section, located in the right-hand region of the game area, into which game balls can enter, and is formed downstream of the first ball entry section in the direction of the flow of game balls. The first ball entry section is equipped with a first displacement section (for example, a first shutter 761 described later) that can change between an easy ball entry state in which game balls can easily enter and a difficult ball entry state in which game balls cannot easily enter, The second ball entry section is a second displacement section (for example, a second shutter 762 described later) that can change between an easy ball entry state in which game balls can easily enter and a difficult ball entry state in which game balls cannot easily enter, The first passage section has a flow channel structure that flows downward toward the first displacement section. The first displacement section is provided so that the game balls that have passed through the first passage section can flow down to the second passage section. The second passage section is provided so as to be able to guide game balls to the second displacement section, and has a flow path section (for example, upstream of the second shutter 762 on the second upper surface 871b described later) into which game balls that have passed through the first displacement section can flow down toward the second displacement section, and a guide section (for example, the inclined surface 871c described later) that guides game balls that have passed through the first displacement section toward the flow path section. The light emitted by the light-emitting means can be seen by passing through the sheet member (for example, the display sheet 354 described later). The aforementioned sheet member is translucent, can be attached and detached without altering a specific design applied to the game board, and is adorned with a predetermined design different from the aforementioned specific design (for example, a display for performance purposes such as characters, images, character patterns, symbols, etc., as described later). The game component includes a right-hitting light-emitting means (e.g., a plurality of first LEDs 362) that operates in notification by the right-hitting notification means, a predetermined light-emitting means (e.g., a plurality of second LEDs 363) that provides a different notification from the right-hitting light-emitting means and is capable of providing notifications related to the game, and a partition (e.g., a partition piece 367) that separates the portion where the right-hitting light-emitting means is located (e.g., a first space 368a) from the portion where the predetermined light-emitting means is located (e.g., a second space 368b). At a minimum, the right-handed ball notification means is activated when the game ball is in an easily accessible state in the first ball entry section or the second ball entry section. A gaming machine characterized by the following features. [Effects of the Invention]
[0010] According to the present invention, the variety of display modes can be increased, and the entertainment value of the presentation can be enhanced. [Brief explanation of the drawing]
[0011] [Figure 1] It is a diagram showing the function flow in the pachinko gaming machine of the first embodiment of the present invention. [Figure 2] It is a perspective view showing the appearance of the pachinko gaming machine of the first embodiment of the present invention. [Figure 3] It is an exploded perspective view of the pachinko gaming machine of the first embodiment of the present invention. [Figure 4] It is a front view of the game board in the pachinko gaming machine of the first embodiment of the present invention. [Figure 5] It is a front view showing an LED unit including the first and second special symbol display devices in the pachinko gaming machine of the first embodiment of the present invention. [Figure 6] It is a perspective view of the effect 7-segment counter in the pachinko gaming machine of the first embodiment of the present invention. [Figure 7] It is an exploded perspective view of the effect 7-segment counter in the pachinko gaming machine of the first embodiment of the present invention. [Figure 8] It is an explanatory diagram showing a state where an optical filter is superimposed on the LED substrate of the effect 7-segment counter in the pachinko gaming machine of the first embodiment of the present invention. [Figure 9] It is a perspective view of the effect panel member in the pachinko gaming machine of the first embodiment of the present invention. [Figure 10] It is an exploded perspective view of the effect panel member in the pachinko gaming machine of the first embodiment of the present invention. [Figure 11] It is a cross-sectional view taken along line A-A shown in FIG. 9. [Figure 12] It is a front view of the effect panel member in the pachinko gaming machine of the first embodiment of the present invention. [Figure 13] It is an explanatory diagram showing the upper part of the game board in the pachinko gaming machine of the first embodiment of the present invention. [Figure 14] It is a perspective view of the first effect movable unit in the pachinko gaming machine of the first embodiment of the present invention. [Figure 15]This is a front view of the first movable performance unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 16] This is a rear view of the first movable unit for performance in a pachinko game machine according to the first embodiment of the present invention. [Figure 17] This is an exploded perspective view of the first performance-oriented movable unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 18] This is a cross-sectional view along line BB shown in Figure 15. [Figure 19] Figure 19A is a front view showing the closed state of the first performance movable unit in a pachinko game machine according to the first embodiment of the present invention, and Figure 19B is a cross-sectional view along the CC line shown in Figure 19A. [Figure 20] Figure 20A is a front view showing the intermediate state of the first performance movable unit in a pachinko game machine according to the first embodiment of the present invention, moving from a closed state to an open state, and Figure 20B is a cross-sectional view along the line DD shown in Figure 20A. [Figure 21] Figure 21A is a front view showing the open state of the first performance movable unit in a pachinko game machine according to the first embodiment of the present invention, and Figure 21B is a cross-sectional view along the EE line shown in Figure 21A. [Figure 22] This is an explanatory diagram showing a state in which a first movable unit for performance is attached to the game board of a pachinko game machine according to the first embodiment of the present invention. [Figure 23] This is a perspective view of the second movable performance unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 24] This is an exploded perspective view of the second movable performance unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 25] This is an exploded perspective view of a simulated light member related to the second movable performance unit in a pachinko game machine according to the first embodiment of the present invention, viewed from one side. [Figure 26] This is an exploded perspective view of a simulated light member related to the second movable performance unit in a pachinko game machine according to the first embodiment of the present invention, viewed from the other side. [Figure 27]This is an exploded perspective view of the rotating base relating to the imitation light member in a pachinko game machine according to the first embodiment of the present invention. [Figure 28] This is a perspective view showing the standby state of the second movable performance unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 29] This is a perspective view showing the driving state of the second performance-oriented movable unit in a pachinko game machine according to the first embodiment of the present invention. [Figure 30] This is an explanatory diagram showing the driving state of the second performance-oriented movable unit in a pachinko game machine according to the first embodiment of the present invention, as viewed from the front of the game board. [Figure 31] This is a block diagram showing the control circuit in a pachinko game machine according to the first embodiment of the present invention. [Figure 32] This figure shows the transition flow of game states in a pachinko game machine according to the first embodiment of the present invention. [Figure 33] The diagram shows the specifications of a pachinko game machine according to the first embodiment of the present invention. [Figure 34] This figure shows the main variation time determination table (for losing spins) in a pachinko game machine according to the first embodiment of the present invention. [Figure 35] This figure shows the main variation pattern determination table (for winning) in a pachinko game machine according to the first embodiment of the present invention. [Figure 36] This figure shows the selection table for the hold animation when acquiring a jackpot random number in a pachinko game machine according to the first embodiment of the present invention. [Figure 37] This figure shows the selection table for the hold animation when a losing random number is obtained in a pachinko game machine according to the first embodiment of the present invention. [Figure 38] This figure shows the selection table for the hold animation when a fall random number is acquired in a pachinko game machine according to the first embodiment of the present invention. [Figure 39] This figure shows a sub-performance content determination table (for losing outcomes) in a pachinko game machine according to the first embodiment of the present invention. [Figure 40] This figure shows a sub-performance content determination table (for winning) in a pachinko game machine according to the first embodiment of the present invention. [Figure 41] This figure shows a sub-reserve animation selection table in a pachinko game machine according to the first embodiment of the present invention. [Figure 42] This figure shows the lottery table for continuing the first probability variation game state on the 33rd game in a pachinko game machine according to the first embodiment of the present invention. [Figure 43] This figure shows the lottery table for continuing the first probability variation game state at the 66th game in a pachinko game machine according to the first embodiment of the present invention. [Figure 44] This figure shows the transition of effects during the first probability variation game state in a pachinko game machine according to the first embodiment of the present invention. [Figure 45] This is a flowchart showing the main processing performed by the main CPU in a pachinko game machine according to the first embodiment of the present invention. [Figure 46] This is a flowchart showing the main processing performed by the main CPU in a pachinko game machine according to the first embodiment of the present invention. [Figure 47] This is a flowchart showing the special symbol control process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 48] This is a flowchart showing the special symbol memory check process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 49] This flowchart shows the fall determination process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 50] This is a flowchart showing the special symbol determination process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 51] This is a flowchart showing the special symbol variation time management process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 52] This is a flowchart showing the special symbol display time management process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 53]This is a flowchart showing the win start interval management process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 54] This is a flowchart showing the waiting time management process for opening the big prize slot, which is performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 55] This is a flowchart showing the process of opening the large prize winning slot, which is performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 56] This is a flowchart showing the win termination interval processing performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 57] This is a flowchart showing the special symbol game termination process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 58] This flowchart shows the system timer interrupt processing performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 59] This flowchart shows the timer update process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 60] This is a flowchart showing the switch input process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 61] This is a flowchart showing the special symbol-related switch check process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 62] This is a flowchart showing the prize winning animation determination process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 63] This is a flowchart showing the main processing performed by the sub-CPU in a pachinko game machine according to the first embodiment of the present invention. [Figure 64] This is a flowchart showing the command analysis process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 65]This is a flowchart showing the processing performed when a special symbol effect start command is received in a pachinko game machine according to the first embodiment of the present invention. [Figure 66] This flowchart shows the processing performed when a special symbol effect stop command is received in a pachinko game machine according to the first embodiment of the present invention. [Figure 67] This flowchart shows the processing performed when a special symbol win completion interval display command is received in a pachinko game machine according to the first embodiment of the present invention. [Figure 68] This is a flowchart showing the processing performed when a start-up slot entry command is received in a pachinko game machine according to the first embodiment of the present invention. [Figure 69] This flowchart shows the performance control process performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 70] This flowchart shows the timer interrupt processing performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 71] This is a flowchart showing the command interrupt processing performed in a pachinko game machine according to the first embodiment of the present invention. [Figure 72] This is a time chart relating to the operation of the jackpot opening in a pachinko game machine according to the first embodiment of the present invention. [Figure 73] This is an explanatory diagram showing examples of special effects that occur when a special effect button is pressed during the 33rd and 66th games in the first probability variation game state of a pachinko game machine according to the first embodiment of the present invention. [Figure 74] This is an explanatory diagram showing an example of a performance that occurs when a performance button is pressed during the 99th game in the first probability variation game state in a pachinko game machine according to the first embodiment of the present invention. [Figure 75] This is an explanatory diagram showing an example of the display of a hold animation in a pachinko game machine according to the first embodiment of the present invention. [Figure 76] This is an explanatory diagram showing an example of the display of a hold animation in a pachinko game machine according to the first embodiment of the present invention. [Figure 77] This is an explanatory diagram showing an example of the display of a hold animation in a pachinko game machine according to the first embodiment of the present invention. [Figure 78] This is an explanatory diagram showing examples of display effects for falling and winning in a pachinko game machine according to the first embodiment of the present invention. [Figure 79] This is an explanatory diagram showing examples of display effects for falling and winning in a pachinko game machine according to the first embodiment of the present invention. [Figure 80] This is an explanatory diagram showing examples of display effects for falling and winning in a pachinko game machine according to the first embodiment of the present invention. [Figure 81] This is a time chart comparing the fall and jackpot animations in a pachinko game machine according to the first embodiment of the present invention with the case in which the fall and jackpot animations are performed consecutively. [Figure 82] This is an explanatory diagram showing an example of a count display in a pachinko game machine according to the first embodiment of the present invention. [Figure 83] This figure shows a jackpot determination table in a pachinko game machine according to a second embodiment of the present invention. [Figure 84] This figure shows the performance selection table when a jackpot random number between 0 and 99 is obtained in a pachinko game machine according to a second embodiment of the present invention. [Figure 85] This figure shows the performance selection table when a jackpot random number 100 to 233 is obtained in a pachinko game machine according to the second embodiment of the present invention. [Figure 86] This figure shows the performance selection table when a jackpot random number 234 to 1499 is obtained in a pachinko game machine according to a second embodiment of the present invention. [Figure 87] This figure shows the presentation selection table when a losing random number is obtained in a pachinko game machine according to a second embodiment of the present invention. [Figure 88] This figure shows the presentation selection table when a fall random number is acquired in a pachinko game machine according to a second embodiment of the present invention. [Figure 89] This figure shows a sub-reserve animation selection table in a pachinko game machine according to a second embodiment of the present invention. [Figure 90] This is an explanatory diagram showing an example of the display of a fall-off reserve change effect in a pachinko game machine according to a second embodiment of the present invention. [Figure 91]This is an explanatory diagram showing an example of the display of a fall-off reserve change effect in a pachinko game machine according to a second embodiment of the present invention. [Figure 92] This figure shows a jackpot determination table in a pachinko game machine according to a third embodiment of the present invention. [Figure 93] This figure shows the performance selection table when a jackpot random number is obtained in a pachinko game machine according to the third embodiment of the present invention. [Figure 94] This figure shows the performance selection table when a specific jackpot random number is obtained in a pachinko game machine according to the third embodiment of the present invention. [Figure 95] This figure shows the presentation selection table when a losing random number is obtained in a pachinko game machine according to the third embodiment of the present invention. [Figure 96] This figure shows the performance selection table when acquiring a random number indicating a likely fall in a pachinko game machine according to the third embodiment of the present invention. [Figure 97] This figure shows a sub-reserve animation selection table in a pachinko game machine according to a third embodiment of the present invention. [Figure 98] This is a flowchart showing the main processing performed by the main CPU in a pachinko game machine according to a third embodiment of the present invention. [Figure 99] This is a flowchart showing the main processing performed by the main CPU in a pachinko game machine according to a third embodiment of the present invention. [Figure 100] This is a flowchart showing the win termination interval processing performed in a pachinko game machine according to the third embodiment of the present invention. [Figure 101] This is a flowchart showing the processing performed when a special symbol effect start command is received in a pachinko game machine according to a third embodiment of the present invention. [Figure 102] This flowchart shows the re-determination process performed in a pachinko game machine according to a third embodiment of the present invention. [Figure 103] This is an explanatory diagram showing an example of a display for a fall-out prediction effect in a pachinko game machine according to the third embodiment of the present invention. [Figure 104]This is an explanatory diagram showing an example of a display for a fall-out prediction effect in a pachinko game machine according to the third embodiment of the present invention. [Figure 105] This is an explanatory diagram showing an example of a display for a fall-out prediction effect in a pachinko game machine according to the third embodiment of the present invention. [Figure 106] This is a schematic explanatory diagram showing the game board in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 107] This is a perspective view of the large prize winning slot block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 108] This is a perspective view of the first major prize slot of the major prize slot block in a pachinko game machine according to the fourth embodiment of the present invention, with the slot open. [Figure 109] This is a cross-sectional view along line AA shown in Figure 83. [Figure 110] This is an explanatory diagram showing the shutter drive mechanism of the large prize winning block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 111] This is an explanatory diagram showing the state in which the first major prize opening is opened by the shutter drive mechanism of the major prize opening block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 112] This is an explanatory diagram showing a first modified example of the large prize winning slot block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 113] This is an explanatory diagram showing a second modified example of the large prize winning slot block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 114] This is an explanatory diagram showing a third modified example of the large prize winning slot block in a pachinko game machine according to the fourth embodiment of the present invention. [Figure 115] This is a schematic explanatory diagram showing the game board in a pachinko game machine according to the fifth embodiment of the present invention. [Figure 116] This is an explanatory diagram showing the large prize opening rotation mechanism in a pachinko game machine according to the fifth embodiment of the present invention, viewed from above. [Figure 117] This is an explanatory diagram showing the rear view of the large prize opening rotation mechanism in a pachinko game machine according to the fifth embodiment of the present invention. [Figure 118] This is an explanatory diagram showing the state in which the first large prize winning opening is open in a pachinko game machine according to the fifth embodiment of the present invention. [Modes for carrying out the invention]
[0012] Embodiments of the present invention will be described below with reference to the drawings.
[0013] 1. First Embodiment of a Pachinko Game Machine <Function Flow> First, with reference to Figure 1, the functions of the first embodiment of the pachinko game machine will be described. Figure 1 shows the functional flow of a pachinko game machine according to the first embodiment.
[0014] As shown in Figure 1, a pachinko game is a game in which game balls are launched in response to user input, and the payout of game balls is controlled when those balls land in various winning combinations.
[0015] Furthermore, pachinko games include special symbol games that use special symbols and regular symbol games that use regular symbols. When a jackpot is hit in a special symbol game, or when a win is achieved in a regular symbol game, the probability of the game balls entering the winning area increases relatively, and the payout of the game balls becomes easier to control.
[0016] Furthermore, the various prizes include the "Special Symbol Start Prize," which is one of the conditions for the variable display of special symbols in the special symbol game, and the "Normal Symbol Start Prize," which is one of the conditions for the variable display of normal symbols in the normal symbol game.
[0017] If a special symbol combination is achieved, random values are extracted from the jackpot determination counter and the symbol determination counter, and these extracted random values are stored.
[0018] In the special symbol game, the first step is to determine whether the conditions for starting the variable display of the special symbol have been met. This determination process checks whether a random value has been stored due to a special symbol win, and if the random value has been stored, it is determined that the conditions for starting the variable display of the special symbol have been met.
[0019] Next, a random value for jackpot determination extracted from the jackpot determination counter is referenced to determine whether or not it is a jackpot. Subsequently, the stopping symbol determination process is performed. In this process, the random value for symbol determination extracted from the symbol determination counter and the jackpot determination result mentioned above are referenced to determine the special symbol to be displayed as the stopping symbol.
[0020] Next, the variation pattern determination process is performed. In this process, a random value is extracted from the variation pattern determination counter, and this random value, along with the jackpot determination result and the stopped symbols mentioned above, is referenced to determine the variation pattern of the special symbols.
[0021] Next, the performance pattern determination process takes place. In this process, a random value is extracted from the performance pattern determination counter, and this random value, along with the jackpot determination result mentioned above, the stopped symbols mentioned above, and the variation pattern mentioned above, is referenced to determine the performance pattern to be executed in accordance with the variable display of the special symbols.
[0022] Subsequently, based on the determined jackpot result, the special symbols to be stopped and displayed, the variation patterns of the special symbols, and the performance patterns associated with the special symbols are referenced, and variable display control, which controls the display of the variable special symbols, and performance control, which performs the predetermined performance, are executed.
[0023] Then, once the variable display control and the special effect display control are finished, it is determined whether or not a jackpot has been won. If it is determined in this determination process that a jackpot has been won, the jackpot game control is executed to play the jackpot game. In the jackpot game control, the probability of winning the various prizes mentioned above is increased. On the other hand, if it is determined that a jackpot has not been won, the jackpot game control is not executed.
[0024] If it is determined that a jackpot will not occur, or if the jackpot game control has ended, a game state transition control is performed to change the game state. This game state transition control manages the normal game state, which is different from the jackpot game state. Examples of normal game states include the probability variation game state, in which the probability of being determined as a jackpot in the jackpot determination described above increases, and the time reduction game state, in which the variable display time of special symbols and regular symbols is reduced. After that, the system repeatedly determines whether or not to start the variable display of the special symbols again.
[0025] On the other hand, if a regular symbol combination is achieved, a random value is extracted from the win determination counter and stored in the machine.
[0026] In a standard symbol game, the first step is to determine whether the conditions for starting the variable display of standard symbols have been met. This determination process checks whether a random value has been stored due to a standard symbol win, and if the random value has been stored, it is determined that the conditions for starting the variable display of standard symbols have been met.
[0027] Next, a random value extracted from the hit detection counter is referenced to determine whether or not it is a hit. Following this, a variation pattern determination process is performed. In this process, the result of the hit detection is referenced to determine the variation pattern of the regular symbols.
[0028] Subsequently, based on the determined win result, the variation pattern of the regular symbols is referenced, and variable display control, which controls the display of the variable regular symbols, and performance control, which performs a predetermined effect, are executed.
[0029] Once the variable display control and the special effect display control are finished, it is determined whether or not it is a win. If it is determined to be a win in this determination process, the win game control is executed to perform the win game. In the win game control, the probability of winning the various prizes mentioned above, in particular the probability of winning with a special symbol starting in the special symbol game, is increased. On the other hand, if it is determined that it is not a win, the win game control is not executed. After that, the system repeatedly determines whether or not to restart the variable display of the regular symbols.
[0030] Thus, in pachinko games, the payout of game balls is more easily controlled depending on whether or not a jackpot is hit in the special symbol game, the state of the game transition, and whether or not a win is achieved in the regular symbol game.
[0031] In this embodiment, the extraction of various random values is performed using a software random number generation method, which generates random values by executing a program. However, the gaming machine of the present invention may also use a hardware random number generation method, which includes a random number generator that updates random numbers at a predetermined period, and extracts random values from a counter (a so-called ring counter) in the random number generator. Furthermore, when using a hardware random number generation method, it is possible to prevent the same random number from being extracted at a predetermined period by determining the initial value of the random number at a timing different from that of the predetermined period.
[0032] <Structure of a Pachinko Gaming Machine> Next, the structure of the pachinko game machine 1 in the first embodiment will be described with reference to Figures 2 and 3. Figure 2 is a perspective view showing the exterior of the pachinko game machine 1. Figure 3 is an exploded perspective view of the pachinko game machine 1.
[0033] As shown in Figures 2 and 3, the pachinko game machine 1 comprises a main body 2, a base door 3 pivotally attached to the main body 2 so as to be able to open and close, and a glass door 4 pivotally attached to the base door 3 so as to be able to open and close.
[0034] [Main unit] The main body 2 is formed in the shape of a rectangular frame with an opening 2a (see Figure 3). For example, wood can be used as the material for this main body 2.
[0035] [Base Door] The base door 3 is formed in the shape of a rectangle with an outer shape approximately equal to that of the main body 2. This base door 3 is positioned in front of the main body 2 and opens and closes the opening 2a of the main body 2. The base door 3 is provided with an opening 3a. This opening 3a is formed in the shape of a rectangle that occupies most of the upper part of the base door 3, from approximately the center.
[0036] Furthermore, the base door 3 is fitted with a speaker 11, a game board 12, a display device 13, a tray unit 14, a launching device 15, a payout device 16, and a circuit board unit 17. The display device 13 shows one specific example of the performance execution means, display means, and display unit related to the game machine of the present invention.
[0037] The speaker 11 is located on the top of the base door 3. The game board 12 is positioned in front of the base door 3 and covers the opening 3a of the base door 3. The entire game board 12 is formed from a permeable plate-shaped resin (permeable member). Examples of permeable resins include acrylic resin, polycarbonate resin, and methacrylic resin.
[0038] Furthermore, a game area 12a is formed on the front of the game board 12, on which the game balls launched from the launching device 15 roll. This game area 12a is an area surrounded by guide rails 31 (specifically, the outer rails 31a shown in Figure 4, which will be described later). Multiple game pins (not shown) are driven into the game area 12a.
[0039] The display device 13 is positioned so as to overlap the back of the game board 12. This display device 13 has a display area 13a for displaying images. The display area 13a is set to be sized to overlap all or part of the game board 12. Various images are displayed in the display area 13a of this display device 13, such as identification symbols for effects, effect images, and decorative images for decoration. The player can view the images displayed in the display area 13a of the display device 13 via the game board 12.
[0040] For example, a liquid crystal display device can be used as the display device 13. However, the display device according to the present invention is not limited to a liquid crystal display device, and may also be a plasma display, a rear projection display, or a CRT (Cathode Ray Tube) display.
[0041] Furthermore, a spacer 19 is provided on the back side of the game board 12. This spacer 19 forms a space between the back of the game board 12 and the front of the display device 13 that serves as a flow path for the game balls that roll across the game area 12a of the game board 12. The spacer 19 is made of a permeable material. However, the spacer according to the present invention is not limited to being made of a permeable material; for example, it may be made of a material that is partially permeable. It may also be made of an opaque material.
[0042] The tray unit 14 is located below the game board 12. As shown in Figure 2, the tray unit 14 has an upper tray 21 and a lower tray 22, with the lower tray 22 located below the upper tray 21. The upper tray 21 and lower tray 22 have payout openings 21a and 22a, respectively, for dispensing and paying out (prize balls) game balls. When predetermined payout conditions are met, game balls are discharged from the payout openings 21a and 22a and stored in the upper tray 21 and lower tray 22. Game balls stored in the upper tray 21 are then launched into the game area 12a by the launching device 15.
[0043] The plate unit 14 is equipped with a performance button 23. This performance button 23 is located on the upper plate 21. A dial operation part (jog dial) 24 is rotatably fitted around the periphery of the performance button 23. When a predetermined performance is to be performed, an image prompting the operation of the performance button 23 and the dial operation part 24 is displayed in the display area 13a of the display device 13.
[0044] The launching device 15 is located in the lower right part of the base door 3. As shown in Figure 3, the launching device 15 comprises a launching handle 25 that can be operated by the player and a panel body 26 that engages with the lower right part of the tray unit 14. The launching handle 25 is located on the front side of the panel body 26 and is rotatably supported by the panel body 26. A solenoid actuator (not shown), which is a specific example of a drive device for launching game balls, is provided on the back side of the panel body 26.
[0045] A touch sensor (not shown) is provided on the periphery of the launch handle 25, and a launch volume is provided inside the launch handle 25. The launch volume changes its resistance value according to the amount of rotation of the launch handle 25, thereby changing the power supplied to the solenoid actuator.
[0046] When a player's hand touches the touch sensor on the launch handle 25, the touch sensor outputs a detection signal. This detects that the player is gripping the launch handle 25, enabling the solenoid actuator to launch the game ball.
[0047] When a player grasps the launch handle 25 and rotates it clockwise, the resistance value of the launch volume changes according to the rotation angle of the launch handle 25, and power corresponding to that resistance value is supplied to the solenoid actuator. As a result, the game balls stored in the upper tray 21 are launched sequentially, and the launched game balls are guided by the guide rail 31 and released into the game area 12a of the game board 12.
[0048] Furthermore, a launch stop button (not shown) is provided on the side of the launch handle 25. The launch stop button is provided to stop the launch of the game balls by the solenoid actuator. When the player presses the launch stop button, the launch of the game balls stops even if the player is gripping and rotating the launch handle 25.
[0049] The dispensing device 16 and the circuit board unit 17 are located on the rear side of the base door 3. Game balls are supplied to the dispensing device 16 from a storage unit (not shown). Based on the fulfillment of the dispensing conditions, the dispensing device 16 dispenses a predetermined number of game balls supplied from the storage unit to the upper tray 21 or the lower tray 22. The circuit board unit 17 has various control boards. The various control boards are equipped with a main control circuit 70 and a sub-control circuit 200, which will be described later.
[0050] [Glass door] The glass door 4 is positioned in front of the game board 12 and is formed in a roughly rectangular shape large enough to cover the game board 12. A speaker cover 29 facing the speaker 11 is provided at the top of the glass door 4.
[0051] Furthermore, an opening 4a is formed in the center of the glass door 4, which is large enough to expose at least the game area 12a of the game board 12. The opening 4a of the glass door 4 is covered by a transparent protective glass 28. Therefore, when the glass door 4 is closed relative to the base door 3, the protective glass 28 faces at least the game area 12a of the game board 12.
[0052] [Game board] Next, the configuration of the game board 12 will be explained with reference to Figure 4. Figure 4 is a front view of the game board 12.
[0053] As shown in Figure 4, the front of the game board 12 is provided with a guide rail 31, a passage gate 33, a first start opening 34, a second start opening 35, and a standard electric mechanism 36. The front of the game board 12 is also provided with general prize winning openings 41, 42, and 43, a first major prize winning opening 44, a second major prize winning opening 45, and an out opening 46. Furthermore, the game board 12 is equipped with a 7-segment counter for performance 51, a performance panel member 52, a first performance movable unit 53, a second performance movable unit 54, and an LED (Light Emitting Diode) unit 61. The second starting port 35 shows a specific example of a starting area related to the gaming machine of the present invention, and the ordinary electric mechanism 36 shows a specific example of an opening and closing member.
[0054] The guide rail 31 consists of an outer rail 31a that demarcates the game area 12a and an inner rail 31b that is arranged inside the outer rail 31a. The game area 12a is formed inside the outer rail 31a. The outer rail 31a and the inner rail 31b face each other on the left side of the game area 12a and form a guide path 31c that guides the game balls launched by the launching device 15 to the upper part of the game area 12a.
[0055] The tip of the inner rail 31b is located in the upper left part of the game area 12a, and together with the middle part of the outer rail 31a, it forms the ball discharge opening 31d. A ball return prevention piece 32 is provided at the tip of the inner rail 31b. This ball return prevention piece 32 prevents game balls released from the ball discharge opening 31d from passing through the ball discharge opening 31d again and entering the guide path 31c.
[0056] The game balls released from the ball release port 31d flow down from the top to the bottom of the game area 12a. At this time, the game balls collide with components provided in the game area 12a, such as multiple game pins (not shown), the first start port 34, and the second start port 35, changing their direction of travel as they flow down towards the bottom of the game area 12a.
[0057] The display area 13a of the display device 13 is exposed approximately in the center of the game area 12a. An obstacle 37 is provided above this display area 13a. By providing the obstacle 37, the game ball does not pass through the area of the game area 12a that overlaps with the display area 13a.
[0058] The passage gate 33 is located on the left side of the display area 13a. The passage gate 33 is equipped with a passage gate switch 115 (see Figure 31). The passage gate switch 115 detects game balls passing through the passage gate 33.
[0059] The first start opening 34 is located below the display area 13a, and the second start opening 35 is located below the first start opening 34. The first start opening 34 and the second start opening 35 are configured to accept game balls. Hereinafter, when a game ball enters the first start opening 34 or the second start opening 35, it is referred to as "winning a prize." When a game ball wins a prize in these first and second start openings 34 and 35, a predetermined number of game balls (3 in this embodiment) are dispensed.
[0060] The first start port 34 is equipped with a first start port switch 116 (see Figure 31). The first start port switch 116 detects when a game ball enters the first start port 34. The second start port 35 is equipped with a second start port switch 117 (see Figure 31). The second start port switch 117 detects when a game ball enters the second start port 35. Furthermore, the game balls that enter the first starting port 34 and the second starting port 35 are transported to the collection section by passing through a collection port (not shown) provided on the game board 12.
[0061] The standard electric mechanism 36 is installed in the second start opening 35. The standard electric mechanism 36 has a pair of wing members rotatably mounted on both sides of the second start opening 35 and a solenoid actuator that drives the pair of wing members. The standard electric mechanism 36 has an open state in which the pair of wing members are spread to make it easier for game balls to enter the second start opening 35, and a closed state in which the pair of wing members are closed to make it impossible for game balls to enter the second start opening 35. Furthermore, the gaming machine of the present invention may be configured in such a way that when the ordinary electric mechanism 36 is in a closed state, it becomes difficult for the game balls to enter the winning area.
[0062] The general prize slots 41, 42, and 43 are located below the passage gate 33. These general prize slots 41, 42, and 43 are configured to accept game balls. Hereinafter, when a game ball enters one of the general prize slots 41, 42, or 43, it is referred to as "winning a prize." When a game ball wins a prize in one of the general prize slots 41, 42, or 43, a second predetermined number of game balls (10 in this embodiment) are dispensed.
[0063] A general prize slot 41 is equipped with a general prize slot switch 112 (see Figure 31), and a general prize slot 42 is equipped with a general prize slot switch 113 (see Figure 31). In addition, a general prize slot 43 is equipped with a general prize slot switch 114 (see Figure 31). The general prize slot switch 112 detects the game ball that has entered the general prize slot 41, the general prize slot switch 113 detects the game ball that has entered the general prize slot 42, and the general prize slot switch 114 detects the game ball that has entered the general prize slot 43.
[0064] The first and second large prize slots 44 and 45 are located to the right of the first and second starting slots 34 and 35, and are arranged vertically. These first and second large prize slots 44 and 45 are so-called attacker-type opening and closing devices, and have an openable and closable shutter and a solenoid actuator that drives the shutter.
[0065] The first and second large prize slots 44 and 45 accept game balls when the shutters are open, but do not accept game balls when the shutters are closed. Hereinafter, when a game ball enters the first large prize slot 44 or the second large prize slot 45, it will be referred to as "winning a prize." When a game ball wins a prize in the first or second large prize slot 44 or 45, a third predetermined number of game balls (14 in this embodiment) are dispensed.
[0066] The first large prize slot 44 is equipped with a count switch 104 (see Figure 31), and the second large prize slot 45 is equipped with a count switch 105 (see Figure 31). The count switch 104 counts the game balls that enter the first large prize slot 44, and the count switch 105 counts the game balls that enter the second large prize slot 45.
[0067] The outlet 46 is located at the bottom of the game area 12a. This outlet 46 accepts game balls that did not enter any of the first start 34, second start 35, general prize 41, 42, 43, first major prize 44, or second major prize 45.
[0068] The 7-segment counter 51 for special effects is positioned diagonally to the upper right of the display area 13a. This 7-segment counter 51 for special effects is configured to display two-digit numbers or two letters and is used when performing the 7-segment counter special effects described later.
[0069] The performance panel member 52 is located at the top of the game area 12a. This performance panel member 52 is configured to light up so that the characters, images, character designs, symbols, etc. used for performances are easily visible. In other words, the way in which the performance panel 52 is visible changes when it lights up. For example, at least one of the characters, images, character designs, symbols, etc. used for performances becomes easily visible when the performance panel member 52 is lit up, and becomes difficult to see when the performance panel member 52 is not lit up.
[0070] The first performance movable unit 53 has an upper member 381 and a lower member 382 that are stacked vertically, and the upper member 381 and the lower member 382 are configured to be rotatable around an axis that extends horizontally. Furthermore, the upper member 381 and the lower member 382 of the first performance movable unit 53 are configured to be movable vertically. The upper member 381 and the lower member 382 are usually positioned above the display area 13a.
[0071] The second movable performance unit 54 is positioned diagonally to the lower right of the display area 13a. This second movable performance unit 54 is, for example, shaped like a searchlight and is configured to be rotatable. The second movable performance unit 54 works in conjunction with the performance image displayed in the display area 13a to enhance the performance effect.
[0072] The LED unit 61 is located outside the game area 12a of the game board 12, and is positioned below the second large prize winning opening 45.
[0073] [LED Unit] Next, the LED unit 61 will be described with reference to Figure 5. Figure 5 is a front view showing the LED unit 61 installed on the game board 12.
[0074] As shown in Figure 5, the LED unit 61 includes a special symbol display device 62, a regular symbol display device 63, first special symbol hold indicator LEDs 65a, 65b, second special symbol hold indicator LEDs 65c, 65d, regular symbol hold indicator LEDs 67a, 67b, etc.
[0075] The special symbol display device 62 has 16 LEDs (Light Emitting Diodes). These 16 LEDs are divided into two groups. One group is the first special symbol display device 62a (see Figure 31), which has 8 LEDs, and the other group is the second special symbol display device 62b (see Figure 31), which has the remaining 8 LEDs. The first and second special symbol display devices 62a and 62b represent special symbols by displaying patterns composed of the lighting and extinguishing of the 8 LEDs.
[0076] The first special symbol display device 62a, upon the entry of a game ball into the first starting opening 34 (special symbol starting entry), repeatedly lights up and turns off eight LEDs to display the changing special symbol (also called the identification symbol). Then, it lights up or turns off each LED to indicate that the special symbol has stopped. Hereinafter, the special symbol that is displayed in the first special symbol display device 62a will be referred to as the first special symbol.
[0077] Furthermore, the second special symbol display device 62b, upon the entry of a game ball into the second starting opening 35 (special symbol starting entry), repeatedly lights up and turns off its eight LEDs to display the changing special symbol. Then, it lights up or turns off each LED to indicate that the special symbol has stopped. Hereinafter, the special symbol that is displayed in the second special symbol display device 62b will be referred to as the second special symbol.
[0078] In the first and second special symbol display devices 62a and 62b, if the first and second special symbols displayed in a specific manner are in a particular state, the game state transitions from the normal game state to a jackpot game state (special game state), which is advantageous to the player. In other words, a jackpot occurs when the first or second special symbol is displayed in a manner that transitions to the jackpot game state in the first special symbol display device 62a or the second special symbol display device 62b.
[0079] During a jackpot game, the first and second large prize slots 44 and 45 (see Figure 4) alternately open. The open state of the first and second large prize slots 44 and 45 is maintained until a predetermined number of game balls (for example, 10 balls) enter, or until a certain period of time (for example, 30 seconds) has elapsed. When either of the above conditions is met, the first or second large prize slot 44 closes.
[0080] A round game is a game in which either the first or second large prize slot 44 or 45 is in a state where it is easy to accept game balls. Between each round game, both the first large prize slot 44 and the second large prize slot 45 are closed. Round games are counted as rounds, such as round 1, round 2, etc. For example, the first round game is called round 1, and the second round game is called round 2.
[0081] The round game of this embodiment is configured in which the open state of either the first or second large prize pocket 44 or 45 is maintained. However, the round game according to the present invention may be configured in which either the first or second large prize pocket 44 or 45 is opened multiple times.
[0082] On the other hand, in the first and second special symbol display devices 62a and 62b, if the first and second special symbols displayed in a stopped state are in a state other than a specific state (a losing state), the game state will not change unless a fall is won in the fall lottery described later. Hereinafter, a game in which the first and second special symbols are displayed in a variable state, then displayed in a stopped state, and the game state changes or is maintained depending on the result will be called a "special symbol game".
[0083] Furthermore, if a game ball enters the first start opening 34 while the first and second special symbols are being displayed in a variable state, the execution (start) of the variable state display of the first special symbol is suspended. Then, when the first and second special symbols that were being displayed in a variable state are displayed in a stopped state, the suspended variable state display of the first special symbol is started. In this embodiment, the number of times the variable state display of the suspended first special symbol is executed (so-called "number of suspended items" or "number of suspended items related to the first special symbol") is set to a maximum of 4 times.
[0084] Furthermore, if a game ball enters the second start opening 35 while the first and second special symbols are being displayed in a variable state, the execution (start) of the variable state display of the second special symbol is suspended. Then, when the first and second special symbols that were being displayed in a variable state are displayed in a stopped state, the variable state display of the suspended second special symbol is started. In this embodiment, the number of times the variable state display of the suspended second special symbol is executed (so-called "number of suspended items" or "number of suspended items related to the second special symbol") is set to a maximum of 4 times. Therefore, the maximum number of reserved symbols for the first and second special symbols is 8.
[0085] The display of the first special symbol variation by the first special symbol display device 62a and the display of the second special symbol variation by the second special symbol display device 62b are not executed simultaneously. In this embodiment, if there is a mix of holds related to the first special symbol and holds related to the second special symbol, the display of the first and second special symbols variation is executed in the order in which they were held. However, in the gaming machine according to the present invention, the display of one special symbol variation may be given priority over the display of the other special symbol variation.
[0086] The standard symbol display device 63 is located below the special symbol display device 62. This standard symbol display device 63 has standard symbol display LEDs 63a and 63b. The standard symbol display device 63 represents a standard symbol by the display pattern formed by the lighting and extinguishing of the standard symbol display LEDs 63a and 63b.
[0087] The regular symbol display device 63, upon the passage of a game ball through the passage gate 33, alternately lights up and turns off the regular symbol display LEDs 63a and 63b to indicate the variation of the regular symbols. Then, it lights up or turns off the regular symbol display LEDs 63a and 63b to indicate that the regular symbols have stopped.
[0088] In the ordinary symbol display device 63, if the stopped ordinary symbol is in a predetermined state, the ordinary electric mechanism 36 opens from a closed state for a predetermined period of time. On the other hand, if the stopped ordinary symbol is in a state other than the predetermined state (a losing state), the ordinary electric mechanism 36 remains in a closed state. Hereinafter, a game in which an ordinary symbol is displayed in a variable state, then stopped, and the ordinary electric mechanism 36 operates according to the result will be called an "ordinary symbol game".
[0089] Furthermore, if a game ball passes through the gate 33 while a regular symbol is being displayed in a variation state, the execution (start) of the variation display of the regular symbol is suspended. Then, when the variation display of the regular symbol that was being displayed in a variation state stops, the variation display of the suspended regular symbol is started. In this embodiment, the number of times the variation display of the suspended regular symbol is executed (the so-called "number of suspended items" or "number of suspended items related to regular symbols") is set to a maximum of 4 times.
[0090] The regular symbol hold indicator LEDs 67a and 67b are located below the regular symbol indicator LEDs 63a and 63b. These regular symbol hold indicator LEDs 67a and 67b light up, turn off, or blink to indicate the number of regular symbols held in reserve.
[0091] Specifically, if there is one regular symbol held in reserve, the regular symbol hold indicator LED 67a lights up and the regular symbol hold indicator LED 67b turns off. If there are two regular symbols held in reserve, the regular symbol hold indicator LED 67a lights up and the regular symbol hold indicator LED 67b lights up. If there are three regular symbols held in reserve, the regular symbol hold indicator LED 67a blinks and the regular symbol hold indicator LED 67b lights up. If there are four regular symbols held in reserve, the regular symbol hold indicator LED 67a blinks and the regular symbol hold indicator LED 67b blinks.
[0092] The first special symbol hold indicator LEDs 65a and 65b are located below the regular symbol hold indicator LEDs 67a and 67b. These first special symbol hold indicator LEDs 65a and 65b light up, turn off, or blink to indicate the number of hold symbols related to the variation display of the first special symbol. The display method for the number of hold symbols related to the first special symbol by the first special symbol hold indicator LEDs 65a and 65b is the same as the display method for the regular symbol hold indicator LEDs 67a and 67b.
[0093] The second special symbol hold indicator LEDs 65c and 65d are located below the first special symbol hold indicator LEDs 65a and 65b. These second special symbol hold indicator LEDs 65c and 65d light up, turn off, or blink to indicate the number of hold symbols related to the variation display of the second special symbol. The display method for the number of hold symbols related to the second special symbol by the second special symbol hold indicator LEDs 65c and 65d is the same as the display method for the regular symbol hold indicator LEDs 67a and 67b.
[0094] On the side of the first special symbol display device 62a, there is a notification LED that lights up when the result of the special symbol stop display is a jackpot, and a round number display LED that displays the number of rounds.
[0095] The display area 13a of the display device 13 (see Figure 4) displays the special symbols displayed on the special symbol display device 62 and related performance images. For example, when a special symbol is being displayed in a variable manner in the special symbol display device 62, the display area 13a displays, except in specific cases, multiple performance identification symbols (identification information) consisting of numbers from 1 to 8, for example. When a special symbol is displayed in a stationary manner in the special symbol display device 62, the performance identification symbols are displayed in a stationary manner in the display area 13a.
[0096] If the special symbols displayed in the special symbol display device 62 are in a specific configuration (the result of the display is a jackpot), an image is displayed in the display area 13a to inform the player that it is a jackpot. An example of such an image to inform the player that it is a jackpot is one in which multiple stopped display symbols for special effects are arranged in a specific configuration (for example, identical symbols for special effects are lined up in a predetermined direction), and then an image announcing the jackpot is displayed.
[0097] Furthermore, the display area 13a of the display device 13 displays the first special symbol hold indicator LEDs 65a, 65b and the second special symbol hold indicator LEDs 65c, 65d, along with related performance images. In other words, the display area 13a displays hold information that notifies the number of special symbols being held (for example, the same number of hold symbols as the number of symbols being held).
[0098] Furthermore, if the ordinary symbols displayed in the ordinary symbol display device 63 are in a predetermined configuration, an image may be displayed in the display area 13a of the display device 13 to allow the player to grasp that information.
[0099] [7-segment counter for performance] Next, the 7-segment counter 51 for performance purposes will be explained with reference to Figures 6 to 8.
[0100] Figure 6 is a perspective view of the 7-segment counter 51 for performance. Figure 7 is an exploded perspective view of the 7-segment counter 51 for performance. The 7-segment counter 51 for performance shows one specific example of a light-emitting unit related to the gaming machine of the present invention.
[0101] As shown in Figures 6 and 7, the 7-segment counter 51 for performance includes a substrate mounting base 301, an LED substrate 302, an optical filter 303, a reflector 304, a light diffusion sheet 305, a counter cover 306, and a decorative frame 307.
[0102] As shown in Figure 7, the substrate mounting base 301 is formed in the shape of a roughly rectangular plate that is long in the vertical direction, and has a substrate placement surface 301a on which the LED substrate 302 is placed, and a back surface 301b on the opposite side from the substrate placement surface 301a. In addition, a notch 301c is provided on one of the long sides of the substrate mounting base 301. The connection terminals 313 of the LED substrate 302, which will be described later, are placed in this notch 301c.
[0103] Examples of materials for the substrate mounting base 301 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET). Furthermore, the substrate mounting base 301 blocks light. Therefore, the light emitted from the multiple LEDs 312 of the LED substrate (described later) does not pass through to the back surface 301b of the substrate mounting base 301.
[0104] The LED substrate 302 comprises a substrate body 311, a plurality of LEDs 312, and connection terminals 313. The substrate body 311 is formed in a substantially rectangular plate shape and has a mounting surface 311a on which the plurality of LEDs 312 are mounted, and a back surface 311b that faces the substrate placement surface 301a of the substrate mounting base 301.
[0105] The connection terminal 313 is mounted on the back surface 311b of the main board 311. One end of the wiring (not shown) that electrically connects the LED board 302 and the lamp control circuit 207 (see Figure 31) is connected to the connection terminal 313. This connection terminal 313 is located within the notch 301c of the board mounting base 301.
[0106] The optical filter 303 is interposed between the LED substrate 302 and the reflector 304. This optical filter 303 is formed in the shape of a substantially circular film that covers a plurality of LEDs 312 on the LED substrate 302. The optical filter 303 has a light-shielding portion 315 that reflects or absorbs light emitted from the LEDs 312 and a light-transmitting portion 316 that transmits light emitted from the LEDs 312.
[0107] The light-transmitting section 316 consists of 14 roughly rectangular shapes facing the LEDs 312 on the LED substrate 302, and is formed to digitally display two-digit numbers or two letters. This light-transmitting section 316 is made transparent or semi-transparent. The light-transmitting section 316 also faces the aperture 323 of the reflector 304, which will be described later. Therefore, of the light emitted from the LEDs 312, the light that passes through the light-transmitting section 316 of the optical filter 303 passes through the aperture 323 of the reflector 304. In this embodiment, the light-transmitting portion 316 was formed by applying a transparent or translucent processing. However, in the optical filter according to the present invention, the light-transmitting portion may be formed by cutting out a section.
[0108] The light-shielding portion 315 is provided in all areas of the optical filter 303 except for the light-transmitting portion 316. This light-shielding portion 315 is treated to reflect or absorb light. Therefore, of the light emitted from the LED 312, the light that irradiates the light-shielding portion 315 is reflected or absorbed and does not pass through the optical filter 303. In other words, the part of the reflector 304 other than the aperture 323 is not irradiated by the light emitted from the LED 312.
[0109] The reflector 304 is a specific example of a light guide member according to the present invention, and has a base plate 321 which is substantially the same shape as the optical filter 303, a light guide portion 322 which protrudes from the base plate 321, and a plurality of openings 323 provided in the light guide portion 322 and the base plate 321. The plurality of openings 323 are formed in the same shape as the light transmission portion 316 of the optical filter 303 and face the light transmission portion 316 of the optical filter 303.
[0110] The light guide portion 322 protrudes from the surface of the base plate 321 opposite to the surface facing the optical filter 303. This light guide portion 322 guides the light that enters the multiple apertures 323 toward the light diffusion sheet 305. In other words, the light incident on the apertures 323 of the reflector 304 travels toward the light diffusion sheet 305 while reflecting off the inner surface of the light guide portion 322.
[0111] The light-diffusing sheet 305 is interposed between the reflector 304 and the counter cover 306. This light-diffusing sheet 305 is formed in the same shape as the optical filter 303 and has a light-shielding portion 326 and a light-diffusing portion 327.
[0112] The light diffusion section 327 faces the aperture 323 of the reflector 304 and is formed in the same shape as the light transmission section 316 of the optical filter 303 and the aperture 323 of the reflector 304. Light that passes through the aperture 323 of the reflector 304 is diffused by the light diffusion section 327 and propagates toward the counter cover 306.
[0113] The light shielding portion 326 is provided in a part other than the light diffusing portion 327. The light shielding portion 326 is treated to reflect or absorb light. Therefore, light irradiated onto the shielding portion 325 is reflected or absorbed and does not pass through the light diffusing sheet 305. This makes it possible to reliably separate the area that emits light (the area that displays two digits or two letters) from the area that does not emit light in front of the counter cover 306, and prevents the outline of the emitted light from blurring.
[0114] The counter cover 306 is sized to cover the optical filter 303, the reflector 304, and the light diffusion sheet 305, and has a dome-shaped display section 331 facing the light diffusion sheet 305, and a side wall section 332 that is continuous with the periphery of the display section 331. The display section 331 is convex on the side opposite to the side facing the light diffusion sheet 305.
[0115] The inner circumferential surface of the side wall portion 332 engages with the LED substrate 302, and the outer circumferential surface of the side wall portion 332 engages with the decorative frame 307. Two engaging protrusions 333 and 334 are provided on the outer circumferential surface of the side wall portion 332. Engaging holes are provided in the two engaging protrusions 333 and 334, through which locking pins (not shown) of the decorative frame 307 are inserted.
[0116] The counter cover 306 is made of a transparent or translucent resin and transmits light that has passed through the light diffusion section 327 opposite it. Examples of materials for the counter cover 306 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0117] The decorative frame 307 has an opening 307a that exposes the display section 331 of the counter cover 306. The opening 307a is formed to match the contour of the side wall portion 332 of the counter cover 306, and the counter cover 306 fits into it. The decorative frame 307 is then fixed to the substrate mounting base 301 using fastening means such as screws or adhesive. Examples of materials for the decorative frame 307 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0118] Figure 8 is an explanatory diagram showing the state in which the optical filter 303 is superimposed on the LED board 302 in the 7-segment counter 51 used for performance.
[0119] As shown in Figure 8, the multiple LEDs 312 mounted on the substrate body 311 of the LED substrate 302 are formed in a roughly square shape. The distance between the diagonals of each LED 312 is longer than the distance between the opposing long sides of the light-transmitting portion 316 in the optical filter 303. Therefore, a portion of each LED 312 does not face the light-transmitting portion 316 (the aperture 323 of the reflector 304).
[0120] Light emitted from the portion of each LED 312 that does not face the light-transmitting portion 316 is irradiated by the light-shielding portion 315 and reflected or absorbed. As a result, even if a portion of each LED 312 does not face the light-transmitting portion 316, it is possible to prevent the light emitted from each LED 312 from irradiating anything other than the aperture 323 of the reflector 304. As a result, it is possible to prevent light emitted from each LED 312 from leaking out of the reflector 304, and to prevent unintended illumination of the 7-segment counter 51 for display purposes.
[0121] Furthermore, miniaturizing LEDs increases their cost. However, in this embodiment, it is possible to miniaturize the 7-segment counter 51 for display purposes without increasing costs by miniaturizing the LEDs. In this embodiment, the configuration includes multiple LEDs 312 and multiple light-transmitting sections 316 facing the multiple LEDs 312. However, the light-emitting unit according to the present invention may also have a configuration that includes one light source (LED) and one light-transmitting section facing the one light source.
[0122] In this embodiment, the diagonal distance between each LED 312 is longer than the distance between the opposing long sides of the light-transmitting portion 316 (the aperture 323 of the reflector 304), so a portion of each LED 312 does not face the light-transmitting portion 316. However, the size of the LED (light source) according to the present invention may be smaller than the light-transmitting portion 316 (the aperture 323 of the reflector 304).
[0123] In this case, even if the position of the LED is misaligned with respect to the light-transmitting portion of the optical filter (the aperture of the reflector) when the LED substrate and reflector are superimposed, it is possible to prevent the light emitted from the LED from illuminating areas other than the aperture of the reflector. As a result, it is possible to prevent light emitted from the LED from leaking out of the reflector, and to prevent unintended illumination of the 7-segment counter used for effects.
[0124] [Performance panel components] Next, the display panel component 52 will be described with reference to Figures 9 to 13.
[0125] Figure 9 is a perspective view of the performance panel member 52. Figure 10 is an exploded perspective view of the performance panel member 52. Figure 11 is a cross-sectional view along line AA shown in Figure 9. As shown in Figures 9 and 10, the performance panel member 52 includes a panel LED substrate 351, a panel reflector 352, a light diffusion sheet 353, and a display sheet 354.
[0126] The LED substrate 351 for the panel comprises a substrate body 361 formed in an arc shape with an appropriate width, a plurality of first LEDs 362 mounted on the substrate body 361, and a plurality of second LEDs 363. The substrate body 361 has a mounting surface 361a on which the plurality of first LEDs 362 and the plurality of second LEDs 363 are mounted, and two arc sides 361b and 361c with different radii of curvature. The arc side 361b has a larger radius of curvature than the arc side 361c.
[0127] Nine of the multiple first LEDs 362a are arranged at appropriate intervals along the arc side 361b. These nine first LEDs 362a light up sequentially when a jackpot is played, guiding the direction in which the game ball should move (so-called right-handed play). The number of first LEDs 362a can be set arbitrarily; it may be eight or fewer, or ten or more.
[0128] The panel reflector 352 comprises a base plate 365 having a planar shape substantially the same as that of the panel LED substrate 351, a rising piece 366 provided on the periphery of the base plate 365, and a partition piece 367.
[0129] The base plate 365 has a sheet-facing surface 365a that faces the light-diffusing sheet 353 and a substrate-contacting surface 365b that contacts the panel LED substrate 351. The base plate 365 is also provided with multiple through-holes 365c that expose multiple LEDs 362 and 363 mounted on the panel LED substrate 351. In other words, each of the multiple LEDs 362 and 363 is inserted into the through-holes 365c of the base plate 365 and faces the light-diffusing sheet 353.
[0130] In this embodiment, multiple LEDs 362 and 363 are inserted into through-holes 365c in the base plate 365. However, by using an optical filter similar to the optical filter 303 in the 7-segment counter 51 for performance described above, it is possible to miniaturize the performance panel component.
[0131] The rising piece 366 protrudes from the sheet-facing surface 365a of the base plate 365 and is continuous along the periphery of the base plate 365. One plane of the light-diffusing sheet 353 abuts against this rising piece 366. Therefore, a closed space 368 is formed between the panel reflector 352 and the light-diffusing sheet 353 (see Figure 11).
[0132] As shown in Figure 10, the partition piece 367 protrudes from the sheet-facing surface 365a of the base plate 365. Both ends of the partition piece 367 are continuous with the rising pieces 366. One of the planes of the light-diffusing sheet 353 abuts against the partition piece 367. As a result, the partition piece 367 divides the space 368 formed between the panel reflector 352 and the light-diffusing sheet 353 into a first space 368a and a second space 368b. Multiple first LEDs 362 are arranged in the first space 368a, and multiple second LEDs 363 are arranged in the second space 368b.
[0133] In this embodiment, both ends of the partition piece 367 are continuous with the rising piece 366. However, the partition piece of the panel reflector according to the present invention may be formed in an endless (frame-like) manner inside the rising piece 366. In this case as well, the partition piece can partition the space formed between the panel reflector and the light diffusion sheet.
[0134] The light diffusion sheet 353 is interposed between the panel reflector 352 and the display sheet 354. The planar shape of this light diffusion sheet 353 is approximately the same as that of the panel LED substrate 351 and the base plate 365. The light diffusion sheet 353 diffuses the light passing through it to form a surface light source.
[0135] The display sheet 354 is superimposed on the light-diffusing sheet 353 and fixed to the panel reflector 352 using screws. The planar shape of the display sheet 354 is approximately the same as that of the light-diffusing sheet 353. The display sheet 354 is provided with performance displays such as characters, images, character designs, and symbols. When light is shone on the display sheet 354 from behind (the side of the light-diffusing sheet 353), the performance displays become clearer. The performance displays can be formed, for example, by printing.
[0136] Figure 12 is a front view of the display panel member 52. As shown in Figure 12, the display sheet 354 has a first performance display area 371 and a second performance display area 372.
[0137] The first display area 371 is the area in the display sheet 354 that faces the first space 368a. This first display area 371 is decorated with a pattern of buildings and a pattern of flames (not shown). The pattern of flames (not shown) is printed using red silkscreen printing or polarizing pearl ink, and becomes clear when multiple first LEDs 362 are lit. On the other hand, when multiple first LEDs 362 are turned off, the pattern of flames (not shown) becomes difficult to see. The pattern of buildings is easily visible regardless of whether multiple first LEDs 362 are lit or turned off. Therefore, the display manner (visual display) of the first display area 371 differs depending on whether multiple first LEDs 362 are lit or turned off. In this embodiment, during a jackpot game and the first probability variation game state described later, multiple first LEDs 362 (including the first LED 362a) are lit up to clearly display the first performance display area 371.
[0138] Furthermore, the second display area 372 is the area in the display sheet 354 that faces the second space 368b. This second display area 372 is decorated with character images. The second display area 372 becomes clearer when multiple second LEDs 363 are lit. In this embodiment, the second LED 363 facing the second performance display area 372 is lit up except when a specific performance is being executed.
[0139] As described above, the partition piece 367 of the display panel member 52 divides the space 368 into a first space 368a and a second space 368b. As a result, even when multiple second LEDs 363 facing the second display area 372 are lit during normal gameplay, the light emitted from these multiple second LEDs 363 is not guided into the first space 368a. Consequently, it is possible to prevent a part of the first display area 371 from becoming clearly visible unintentionally (for example, in game states other than the jackpot game state and the first probability variation game state).
[0140] Furthermore, in this embodiment, a display mode that makes the second performance display area 372 clearer and a display mode that makes both the first performance display area 371 and the second performance display area 372 clearer can be provided. Therefore, the number of display modes for the performance panel member 52 can be increased, and the entertainment value of the performance can be enhanced. Furthermore, as for the display mode of the performance panel member 52, a display mode that makes only the first performance display area 371 clear may be adopted.
[0141] In this embodiment, multiple first LEDs 362 are lit when a jackpot is won, and multiple second LEDs 363 are lit when playing normally or when a jackpot is won. However, the timing and duration of lighting the multiple first LEDs 362 and multiple second LEDs 363 can be set arbitrarily, and for example, multiple second LEDs 363 may be lit only when playing normally.
[0142] Furthermore, in this embodiment, the space 368 in the performance panel member 52 is divided into two by a partition piece 367. However, the partition piece 367 according to the present invention may divide the space in the performance panel member into three or more sections. By dividing the space in the performance panel member into three or more sections, the number of display modes of the performance panel member can be increased compared to this embodiment.
[0143] Furthermore, in this embodiment, a light-diffusing sheet 353 is interposed between the panel reflector 352 and the display sheet 354, but the light-diffusing sheet 353 can be omitted.
[0144] Furthermore, the light-diffusing sheet relating to the performance panel member 52 may have a light-shielding portion provided in the area facing the partition piece 367. This light-shielding portion is processed to reflect or absorb light, so that light cannot pass through it. This makes it possible to more reliably prevent light in the first space 368a from leaking into the second space 368b, and vice versa.
[0145] Figure 13 is an explanatory diagram showing the upper part of the game board 12. As shown in Figure 13, the display panel member 52 forms the uppermost left side of the game area 12a of the game board 12. Multiple first LEDs 362a of the display panel member 52 are arranged along the outer rail 31a.
[0146] From the right side of the display panel member 52 to the right end of the game area 12a, multiple guide displays 56 are provided to guide the path along which the game ball should roll (so-called right-handed play). The multiple guide displays 56 are arranged along the outer rail 31a and have LEDs and display covers that transmit the light emitted from the LEDs.
[0147] In this embodiment, during a jackpot game, the first large prize slot 44 and the second large prize slot 45 (see Figure 4) are alternately opened to make it easier for either the first or second large prize slot 44 or 45 to accept the game ball.
[0148] Therefore, in the pachinko game machine 1 of this embodiment, when a jackpot is in play, the game ball is guided along a path so that it moves towards the first and second large prize pockets 44 and 45. Specifically, the multiple first LEDs 362a and multiple guide display LEDs 56 of the display panel member 52 are lit sequentially from left to right to indicate that the game ball should be moved along the right edge of the play area.
[0149] Here, we will explain in detail the lighting of the multiple first LEDs 362a and the LEDs of the multiple guidance displays 56. When the jackpot game state is started, first, the leftmost first LED 362a1 of the multiple first LEDs 362a lights up. Next, the first LED 362a1 turns off, and the first LED 362a2 to the right of the first LED 362a1 lights up. Then, the first LED 362a turns off and the first LED 362a to its right lights up, and this process repeats until the rightmost first LED 362a9 of the multiple first LEDs 362a lights up.
[0150] Next, the first LED 362a9 turns off, and the LED of the leftmost of the multiple guide displays 56 (to the right of the first LED 362a9) 56a lights up. Then, the LED of the first guide display 56 turns off, and the LEDs of the guide displays 56 adjacent to the first and second large prize winning slots 44 and 45 light up repeatedly, until the LED of the guide display 56 located closest to the first and second large prize winning slots 44 and 45 lights up. Subsequently, the LEDs on the guide display 56, located on the side of the first and second major prize winning openings 44 and 45, turn off, and the first LED 362a1 lights up. Then, the above lighting operation is repeated.
[0151] Thus, in this embodiment, some of the LEDs (multiple first LEDs 362a) of the display panel member 52 also serve as components that guide or indicate the path along which the game ball should roll. This makes it possible to reduce the number of parts in the pachinko game machine 1 while providing the function of guiding or indicating the path along which the game ball should roll.
[0152] Furthermore, in this embodiment, when a jackpot game state is started, multiple first LEDs 362 and multiple guide display LEDs 56 are linked to inform the player of the path the game ball should take from the ball release opening 31d to the vicinity of the first and second large prize winning openings 44 and 45. This allows the player to recognize the path the game ball should take to the first and second large prize winning openings 44 and 45.
[0153] [First movable unit for performance] Next, the first performance-oriented movable unit 53 will be described with reference to Figures 14 to 22.
[0154] Figure 14 is a perspective view of the first movable performance unit 53. Figure 15 is a front view of the first movable performance unit 53, and Figure 16 is a rear view of the first movable performance unit 53. Figure 17 is an exploded perspective view of the first movable performance unit 53. Figure 18 is a cross-sectional view along the line BB shown in Figure 15.
[0155] As shown in Figures 14 to 17, the first performance movable unit 53 comprises an upper member 381, a lower member 382, a rotation mechanism 383 for rotating the upper member 381 and the lower member 382, and a lifting mechanism 384 for raising and lowering the upper member 381 and the lower member 382. The upper member 381, the lower member 382, and the rotation mechanism 382 represent specific examples of the movable members according to the present invention.
[0156] The upper member 381 and the lower member 382 are configured to be rotatable within a range from a closed state (see Figures 15 and 19) to an open state (see Figure 21) (approximately a range of 90 degrees in this embodiment). Furthermore, the upper member 381 and the lower member 382 are configured to be able to move up and down (vertically) within a range from the uppermost position, which is the standby position, to the lowermost position, which is the performance position.
[0157] The upper member 381 comprises a hollow upper housing 391, an upper LED substrate 392 (see Figure 18) disposed within the upper housing 391, and an upper pivot shaft 393 attached to the hollow upper housing 391. The upper housing 391 is formed in a roughly rectangular parallelepiped shape that is long in the left-right direction, and has a first plate portion 391a, a second plate portion 391b, a third plate portion 391c, and a fourth plate portion 391d.
[0158] The inner surface of the first plate portion 391a faces the inner surface of the second plate portion 391b, and the inner surface of the third plate portion 391c faces the inner surface of the fourth plate portion 391d. When the upper member 381 is in the closed state, the first plate portion 391a faces forward (towards the player), and the third plate portion 391c faces the lower member 382. On the other hand, when the upper member 381 is in the open state, the first plate portion 391a faces upward, and the third plate portion 391c faces forward (towards the player).
[0159] The first plate portion 391a is formed of a transparent or translucent resin. An upper decorative projection (upper first decorative portion) 395 is provided on the surface of this first plate portion 391a. This upper decorative projection 395 is formed of a transparent or translucent resin, similar to the first plate portion 391a. Examples of materials for the first plate portion 391a and the upper decorative projection 395 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0160] When the upper member 381 and the lower member 382 are in the closed position, the upper decorative projection 395 is adjacent in the vertical direction to the lower decorative projection (lower first decorative part) 405 of the lower member 382, which will be described later. The upper decorative projection 395, together with the lower decorative projection 405, forms a performance decorative part 386 (see Figures 14 and 15). That is, the performance decorative part 386 is a single decorative part formed by the upper member 381 and the lower member 382, and faces forward (towards the player) when the upper member 381 and the lower member 382 are in the closed position. Character designs or marks related to characters can be used as this performance decorative part 386.
[0161] The third plate portion 391c is formed of a transparent or translucent resin. As shown in Figure 18, an upper letter projection (upper second decorative portion) 396 is formed on the surface of the third plate portion 391c. The upper letter projection 396 is formed of a transparent or translucent resin, similar to the third plate portion 391c. Examples of materials for the third plate portion 391c and the upper letter projection 396 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0162] When the upper member 381 and the lower member 382 are in the open state, the upper character projection 396 is adjacent in the vertical direction to the lower character projection (lower second decorative part) 406 of the lower member 382, which will be described later. The upper character projection 396, together with the lower character projection 406, forms a performance character section 387 (see Figure 21). That is, the performance character section 387 is a single decorative part formed by the upper member 381 and the lower member 382, and faces forward (towards the player) when the upper member 381 and the lower member 382 are in the open state. In this embodiment, "BONUS" is used as the performance character section 387, but any string of characters can be used as the character section according to the present invention. In addition, character designs or marks related to characters can be used as the performance character section 387 (a single decorative part formed by the upper second decorative part and the lower second decorative part).
[0163] The upper LED substrate 392 has a substrate body 398 and a plurality of LEDs 399 mounted on the substrate body 398. The substrate body 398 is inclined with respect to the inner surface of the first plate portion 391a and the inner surface of the third plate portion 391c, and has a mounting surface 398a facing the inner surface of the first plate portion 391a and the inner surface of the third plate portion 391c. That is, a line extending perpendicular to the inner surface of the first plate portion 391a and a line extending perpendicular to the inner surface of the third plate portion 391c both intersect the mounting surface 398a.
[0164] Multiple LEDs 399 are mounted on the mounting surface 398a of the substrate body 398. Light emitted from the multiple LEDs 399 irradiates the inner surface of the first plate portion 391a and the inner surface of the third plate portion 391c, and passes through the first plate portion 391a, the third plate portion 391c, the upper decorative protrusion 395, and the upper character protrusion 396. As a result, the first plate portion 391a, the third plate portion 391c, the upper decorative protrusion 395, and the upper character protrusion 396 emit light.
[0165] Thus, in this embodiment, the mounting surface 398a of the upper LED substrate 392 faces the inner surface of the first plate portion 391a and the inner surface of the third plate portion 391c. As a result, light can be irradiated onto the first plate portion 391a and the third plate portion 391c by a single upper LED substrate 392. Consequently, the number of parts in the first movable unit 53 for performance can be reduced.
[0166] The upper pivot shaft 393 is fixed to the upper housing 391, and the upper housing 391 rotates together with the upper pivot shaft 393. The axial direction of the upper pivot shaft 393 extends in a direction parallel to the inner surfaces of the first plate portion 391a and the third plate portion 391c (left-right direction). The upper driven gear 434 of the rotation mechanism 383, which will be described later, is fixed to one end of the upper pivot shaft 393.
[0167] The lower member 382 comprises a hollow lower housing 401, a lower LED substrate 402 (see Figure 18) located inside the lower housing 401, and a lower pivot shaft 403 attached to the hollow lower housing 401. The lower housing 401 is formed in a roughly rectangular parallelepiped shape that is long in the left-right direction, and has a first plate portion 401a, a second plate portion 401b, a third plate portion 401c, and a fourth plate portion 401d.
[0168] The inner surface of the first plate portion 401a faces the inner surface of the second plate portion 401b, and the inner surface of the third plate portion 401c faces the inner surface of the fourth plate portion 401d. When the lower member 382 is in the closed state, the first plate portion 401a faces forward (towards the player), and the third plate portion 401c faces forward (towards the player). On the other hand, when the lower member 382 is in the open state, the first plate portion 401a faces upward, and the third plate portion 401c faces forward (towards the player).
[0169] The first plate portion 401a is formed of a transparent or translucent resin. A lower decorative projection 405 is provided on the surface of this first plate portion 401a. When the upper member 381 and the lower member 382 are in a closed state, the lower decorative projection 405 is adjacent (facing) the upper decorative projection 395 of the upper member 381 in the vertical direction.
[0170] The lower decorative projection 405 is formed of a transparent or translucent resin, similar to the first plate portion 401a. Examples of materials for the first plate portion 401a and the lower decorative projection 405 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0171] The third plate portion 401c is formed of a transparent or translucent resin. As shown in Figure 18, a lower letter projection 406 is formed on the surface of the third plate portion 401c. When the upper member 381 and the lower member 382 are in the open position, the lower letter projection 406 is adjacent to the upper letter projection 396 of the upper member 381 in the vertical direction.
[0172] The lower letter projection 406 is formed of a transparent or translucent resin, similar to the third plate portion 401c. Examples of materials for the third plate portion 401c and the lower letter projection 406 include synthetic resins such as polycarbonate (PC) and polyethylene terephthalate (PET).
[0173] The lower LED substrate 402 has a substrate body 408 and a plurality of LEDs 409 mounted on the substrate body 408. The substrate body 408 is inclined with respect to the inner surface of the first plate portion 401a and the inner surface of the third plate portion 401c, and has a mounting surface 408a facing the inner surface of the first plate portion 401a and the inner surface of the third plate portion 401c. That is, a line extending perpendicular to the inner surface of the first plate portion 401a and a line extending perpendicular to the inner surface of the third plate portion 401c both intersect the mounting surface 408a.
[0174] Multiple LEDs 409 are mounted on the mounting surface 408a of the substrate body 408. Light emitted from the multiple LEDs 409 irradiates the inner surface of the first plate portion 401a and the inner surface of the third plate portion 401c, and passes through the first plate portion 401a, the third plate portion 401c, the lower decorative protrusion 405, and the lower character protrusion 406. As a result, the first plate portion 401a, the third plate portion 401c, the lower decorative protrusion 405, and the lower character protrusion 406 emit light.
[0175] Thus, in this embodiment, the mounting surface 408a of the lower LED substrate 402 faces the inner surface of the first plate portion 401a and the inner surface of the third plate portion 401c. As a result, light can be irradiated onto the first plate portion 401a and the third plate portion 401c by a single lower LED substrate 402. Consequently, the number of parts in the first movable unit 53 for performance can be reduced.
[0176] The lower pivot shaft 403 is fixed to the lower housing 401, and the lower housing 401 rotates together with the lower pivot shaft 403. The axial direction of the lower pivot shaft 403 extends in a direction parallel to the inner surface of the first plate portion 401a and the inner surface of the third plate portion 401c (left-right direction). A lower driven gear 435, which will be described later, of the rotation mechanism 383 is fixed to one end of the lower pivot shaft 403.
[0177] As shown in Figure 17, the rotating mechanism 383 comprises a bearing member 431, a rotating motor 432, a drive gear 433, an upper driven gear 434, and a lower driven gear 435. The bearing member 431 has a bearing portion 441, a motor fixing portion 442 continuous with the bearing portion 441, a right mounting portion 443 continuous with the motor fixing portion 442, and a left mounting portion 444 continuous with the bearing portion 441.
[0178] The bearing portion 441 is formed in a U-shape when viewed from above, and consists of bearing pieces 441a and 441b that face each other in the left-right direction, and a connecting piece 441c that is continuous with the bearing pieces 441a and 441b.
[0179] The bearing pieces 441a and 441b consist of rectangular plates that are elongated in the vertical direction and have bearing holes through which the upper pivot shaft 393 and the lower pivot shaft 403 pass. The connecting piece 441c consists of a rectangular plate that is elongated in the horizontal direction. An optical sensor 451 that detects whether the upper member 381 is in a closed state is attached to the bearing piece 441a.
[0180] The optical sensor 451 is a so-called transmissive photosensor and has a light-emitting element and a light-receiving element. The optical sensor 451 detects that the upper member 381 is in a closed state when the engaging projection 434b of the upper driven gear 434 (described later) is interposed between the light-emitting element and the light-receiving element.
[0181] The motor fixing section 442 consists of a connecting piece 442a that is continuous with the bearing piece 441a of the bearing section 441, and a fixing piece 442b that is continuous with the connecting piece 442a. The connecting piece 442a is made of a plate parallel to the connecting piece 441c of the bearing section 441, and the fixing piece 442b is made of a plate facing the bearing piece 441a. The rotating motor 432 is fixed to the side of the fixing piece 442b opposite to the side facing the bearing piece 441a using screws.
[0182] The right mounting portion 443 is formed in a crank shape when viewed from above, and the right mounting portion 443 consists of a first connecting piece 443a that is continuous with the fixing piece 442b, a second connecting piece 443b that is continuous with the first connecting piece 443a, and a mounting piece 443c that is continuous with the second connecting piece 443b.
[0183] The first connecting piece 443a consists of a plate parallel to the connecting piece 441c of the bearing portion 441. The tip of the constant spring 485 of the lifting mechanism 384 (described later) and the detection piece 452 of the optical sensors 491 and 492 (described later) are attached to this first connecting piece 443a. The second connecting piece 443b consists of a plate opposite to the fixing piece 442b. The mounting piece 443c consists of a plate parallel to the first connecting piece 443a. This mounting piece 443c is fixed to the rack 484 of the lifting mechanism 384 (described later) using screws.
[0184] The left mounting portion 444 has a mounting piece 444a made of a plate parallel to the connecting piece 441c of the bearing portion 441. This mounting piece 444a is fixed to the slider 502 of the lifting mechanism 384, which will be described later, using screws.
[0185] The rotating motor 432 is fixed to the fixing piece 442b of the bearing member 431 and is positioned between the second connecting piece 443b and the fixing piece 442b. For example, a stepping motor can be used as this rotating motor 432. The rotation shaft (not shown) of the rotating motor 432 extends in the left-right direction and passes through the fixing piece 442b and the bearing piece 441a.
[0186] The drive gear 433 is fixed to the tip of the rotating shaft of the rotary motor 432, passing through the fixing piece 442b and the bearing piece 441a. This drive gear 433 has teeth 433a.
[0187] As described above, the upper driven gear 434 is fixed to one end of the upper pivot shaft 393. This upper driven gear 434 has teeth 434a and an engaging projection 434b. The engaging projection 434b engages with the upper end of the connecting piece 441c to restrict the rotation of the upper driven gear 434 (upper member 381). The engaging projection 434b also serves as a detection piece interposed between the light-emitting element and the light-receiving element of the optical sensor 451 described above.
[0188] The lower driven gear 435 is fixed to one end of the lower pivot shaft 403. This lower driven gear 435 has teeth 435a and an engaging projection 435b. The engaging projection 434b engages with the lower end of the connecting piece 441c to restrict the rotation of the lower driven gear 435 (lower member 382).
[0189] The teeth 434a of the upper driven gear 434 mesh with the teeth 435a of the lower driven gear 435 (see Figure 19B). Also, the teeth 435a of the lower driven gear 435 mesh with the teeth 433a of the drive gear 433.
[0190] As a result, the drive gear 433 rotates together with the rotation axis of the rotary motor 432, and the lower driven gear 435 that meshes with the drive gear 433 rotates. As the lower driven gear 435 rotates, the lower member 382 to which the lower driven gear 435 is fixed rotates. Then, as the lower driven gear 435 rotates, the upper driven gear 434 rotates, and the upper member 381 rotates.
[0191] In this embodiment, the teeth 433a of the drive gear 433 mesh with the teeth 435a of the lower driven gear 435. This prevents the lower member 382 from rotating in the direction of opening due to its own weight, even when no current is supplied to the rotating motor 432.
[0192] Furthermore, the direction in which the upper member 381 rotates due to its own weight is the direction in which it closes, and rotation in the direction of closing is prevented or suppressed by the lower member 382. On the other hand, rotation of the upper member 381 in the direction of opening must be performed against its own weight. Therefore, even when no current is flowing to the rotation motor 432, the upper member 381 will not rotate in the direction of opening.
[0193] Thus, in this embodiment, the backlash (a gap intentionally provided in the rotational direction) that occurs between the lower driven gear 435 and the upper driven gear 434 prevents the upper member 381 and the lower member 382 from rotating.
[0194] Furthermore, scissor gears may be used as the upper driven gear and lower driven gear according to the present invention. In this case, backlash between the lower driven gear 435 and the upper driven gear 434 can be suppressed.
[0195] The lifting mechanism 384 raises and lowers the rotation mechanism 383, the upper member 381, and the lower member 382 together. As shown in Figure 17, the lifting mechanism 384 includes a first guide block 471 and a second guide block 472.
[0196] The first guide block 471 includes a first guide base 481, a lifting motor 482, a drive gear (pinion) 483, a rack 484, and a constant spring 485. The lifting motor 482, the drive gear 483, and the rack 484 show a specific example of the drive means according to the present invention. The first guide base 481 has a base plate 481a whose planar shape as viewed from the front is substantially L-shaped, and a side wall 481b that rises from the front surface of the base plate 481a to the front side.
[0197] The base plate 481a is fixed to the game board 12 using screws. A guide portion 487 for guiding the rack 484 in the vertical direction is provided on the front surface of the base plate 481a. Also, a spring support portion 488 for rotatably supporting the constant spring 485 is provided at the upper portion of the base plate 481a.
[0198] As shown in FIG. 16, a lifting motor 482 and optical sensors 491 and 492 are fixed to the rear surface of the base plate 481a. As the lifting motor 482, for example, a stepping motor can be applied. The rotation shaft (not shown) of the lifting motor 482 extends in the front-rear direction (a direction orthogonal to the left-right direction and the up-down direction) and penetrates the base plate 481a.
[0199] The optical sensors 491 and 492 are so-called transmissive photosensors and have a light-emitting element and a light-receiving element. The optical sensor 491 is disposed at the middle portion in the vertical direction on the rear surface of the base plate 481a, and the optical sensor 492 is disposed at the lower portion in the vertical direction on the rear surface of the base plate 481a.
[0200] The optical sensor 491 detects that the upper member 381 and the lower member 382 are in the standby position when a detection piece 452 is interposed between the light-emitting element and the light-receiving element. Also, the optical sensor 492 detects that the upper member 381 and the lower member 382 are in the effect position when a detection piece 452 is interposed between the light-emitting element and the light-receiving element.
[0201] The drive gear 483 is fixed to the tip of the rotating shaft of the lifting motor 482, which penetrates the base plate 481a. This drive gear 483 has teeth 483a. The rack 484 consists of a roughly rectangular plate that is long in the vertical direction, and has teeth 484a on one of its long sides. The mounting piece 443c of the bearing member 431 is fixed to this rack 484 using screws.
[0202] The teeth 484a of the rack 484 mesh with the teeth 483a of the drive gear 483 (see Figures 14 and 15). As a result, when the drive gear 483 rotates together with the rotation axis of the lifting motor 482, the rack 484 that meshes with the drive gear 483 moves vertically. Consequently, the bearing member 431 fixed to the rack 484 and the upper member 381 and lower member 382 rotatably supported by the bearing member 431 move vertically.
[0203] The constant-load spring 485 is a so-called constant-load spring and has a strip-shaped spring portion 485a wound on a drum. Regardless of the length (stroke) of the spring portion 485a extended, the force (torque) that returns the spring portion 485a to its original position is constant. As shown in Figure 16, the tip of the spring portion 485a in the constant-load spring 485 is fixed to the first connecting piece 443a of the bearing portion 441.
[0204] The constant spring 485 biases the upper member 381 and the lower member 382 (rotation mechanism 383) to the standby position. In other words, the constant spring 485 is a specific example of a biasing member that biases the upper member 381 and the lower member 382 to the standby position.
[0205] As shown in Figure 17, the second guide block 472 comprises a second guide base 501, a slider 502, a guide cover 503, and a constant spring 504. The second guide base 501 has a roughly rectangular base plate 511 with a vertically elongated planar shape when viewed from the front, and a wall plate 512 that rises from the front of the base plate 501a toward the front.
[0206] The base plate 511 of the second guide base 501 is fixed to the game board 12 using screws. The front surface of the base plate 511 is provided with a guide portion 513 that guides the slider 502 in the vertical direction. This guide portion 513 has a stopper projection 513a that restricts the downward movement of the slider 502.
[0207] Furthermore, the wall plate 512 has an upper plate portion 512a that forms the upper part of the second guide base 501, a lower plate portion 512b that forms the lower part of the second guide base 501, and a left side plate portion 512c that forms the side wall of the second guide base 501. The upper plate portion 512a is provided with a spring support portion 514 that rotatably supports the constone spring 504.
[0208] The slider 502 is formed in the shape of a roughly rectangular cuboid. This slider 502 is engaged with the guide portion 513 of the second guide base 501. An engaging piece 516 that engages with the guide cover 503 is provided on the left side of the slider 502. A bearing fixing portion 517 is provided on the right side of the slider 502. The bearing fixing portion 517 is fixed to the mounting piece 444a of the bearing portion 441 using screws.
[0209] The guide cover 503 has a cover body 503a and a wiring retainer 503b. The cover body 503a is fixed to the left plate portion 512c of the second guide base 501 using screws. This cover body 503a engages with the engaging piece 516 of the slider 502, locking the slider 502 from moving in the forward and backward directions. As a result, the slider 502 can only move in the up and down direction.
[0210] Furthermore, the wiring retainer 503a is formed in a flat plate shape perpendicular to the front-rear direction and protrudes from the left side of the cover body 503a. This wiring retainer 503a holds down the multiple wires 250 that pass to the left side of the first movable performance unit 53 (see Figure 22). In other words, the guide cover 503 locks the movement of the slider 502 in the front-rear direction and holds down the multiple wires 250 that pass to the left side of the first movable performance unit 53.
[0211] The constant-load spring 504 is a so-called constant-load spring and has a strip-shaped spring portion 504a wound on a drum (see Figures 14 and 16). Regardless of the length (stroke) of the spring portion 504a extended, the force (torque) that returns the spring portion 504a to its original position is constant. As shown in Figure 16, the tip of the spring portion 504a in the constant-load spring 504 is fixed to the bearing fixing portion 517 of the slider 502.
[0212] Figure 19A is a front view showing the upper member 381 and lower member 382 in the closed state, and Figure 19B is a cross-sectional view along the CC line shown in Figure 19A. Figure 20A is a front view showing the upper member 381 and lower member 382 in the intermediate state from the closed state to the open state, and Figure 20B is a cross-sectional view along the DD line shown in Figure 20A. Figure 21A is a front view showing the upper member 381 and lower member 382 in the open state, and Figure 21B is a cross-sectional view along the EE line shown in Figure 21A.
[0213] The upper member 381 and lower member 382 of the first performance movable unit 53 are normally in the closed state as shown in Figure 19. In this embodiment, when the power of the pachinko game machine 1 is turned on, the rotational operation of the upper member 381 and lower member 382 by the rotation mechanism 383 is confirmed, and the lifting operation of the upper member 381 and lower member 382 by the lifting mechanism 384 is confirmed. The upper member 381 and lower member 382 are then positioned in a standby position (initial position) detected by the optical sensors 451 and 491, and are in the closed state. That is, the upper member 381 and lower member 382 in the closed state are positioned in the standby position, which is the uppermost position, and are located above the display area 13a (see Figure 4).
[0214] In the closed state, the first plate portion 391a of the upper member 381 and the first plate portion 401a of the lower member 382 face forward. The first plate portion 391a of the upper member 381 is provided with an upper decorative projection 395, and the first plate portion 401a of the lower member 382 is provided with a lower decorative projection 405. The upper decorative projection 395 and the lower decorative projection 405 form a decorative section 386 for performance purposes.
[0215] In the first movable unit 53 for effect in the closed state, the direction in which the lower member 382 rotates due to its own weight is the direction to the open state. However, as shown in FIG. 19B, since the tooth portion 433a of the drive gear 433 in the rotation mechanism 383 meshes with the tooth portion 435a of the lower driven gear 435, the rotation of the lower member 382 in the direction to the open state is locked by the drive gear 433. Thereby, even when no current is flowing through the rotation motor 432, the lower member 382 can be prevented from rotating in the direction to the open state due to its own weight. As a result, the lower member 382 will not be in a semi-open state.
[0216] For example, when the tooth portion 433a of the drive gear 433 is meshed with the tooth portion 435a of the upper driven gear 434, the rotation of the lower member 382 in the direction to the open state is not locked by the drive gear 433. Therefore, there is a possibility that the lower member 382 rotates in the direction to the open state due to its own weight and becomes semi-open.
[0217] On the other hand, since the rotation of the upper member 381 in the direction to the open state has to be performed against its own weight, even when no current is flowing through the rotation motor 432, the upper member 381 will not rotate in the direction to the open state.
[0218] As shown in FIG. 19B, in the closed state of the upper member 381 and the lower member 382, the engaging projection 434b of the upper driven gear 434 is interposed between the light emitting element and the light receiving element of the optical sensor 451. Thereby, the optical sensor 451 detects that the upper member 381 (and the lower member 382) is in the closed state.
[0219] In the present embodiment, when the jackpot symbol stops being displayed, while moving the upper member 381 and the lower member 382 from the standby position to the effect position, the upper member 381 and the lower member 382 are changed from the closed state to the open state. Note that, as the gaming machine of the present invention, when the jackpot symbol stops being displayed, the upper member 381 and the lower member 382 may be moved from the standby position to the effect position, and then the upper member 381 and the lower member 382 may be changed from the closed state to the open state.
[0220] To move the upper member 381 and the lower member 382 from the standby position to the performance position, the lifting motor 482 of the lifting mechanism 384 is rotated in one direction. This causes the drive gear 483 to rotate counterclockwise when viewed from the front, and the rack 484 moves downward against the spring force of the constant springs 485 and 504. As a result, the bearing member 431 fixed to the rack 484 and the upper member 381 and the lower member 382, which are rotatably supported by the bearing member 431, move downward.
[0221] Furthermore, to move the upper member 381 and the lower member 382 from the closed state to the open state, the rotation motor 432 of the rotation mechanism 383 is rotated in one direction. As a result, the drive gear 433 rotates in the R1 direction (counterclockwise in Figure 20B), and the lower driven gear 435 rotates in the R2 direction (clockwise in Figure 20B). Consequently, the lower member 382 rotates in the direction that opens it.
[0222] On the other hand, when the lower driven gear 435 rotates in the R2 direction, the upper driven gear 434, which is meshed with the lower driven gear 435, rotates in the R1 direction. As a result, the upper member 381 rotates in the direction that opens it.
[0223] As shown in Figure 20A, during the process of moving the upper member 381 and the lower member 382 from the closed state to the open state, the first plate portion 391a and the third plate portion 391c of the upper member 381, and the first plate portion 401a and the third plate portion 401c of the lower member 382 become visible from the front.
[0224] Furthermore, as shown in Figure 20B, during the process of moving the upper member 381 and the lower member 382 from the closed state to the open state, the engaging projection 434b of the upper driven gear 434 is not interposed between the light-emitting element and the light-receiving element of the optical sensor 451. As a result, the optical sensor 451 detects that the upper member 381 (and the lower member 382) are not in the closed state.
[0225] From the state shown in Figures 20A and 20B, when the upper member 381 and lower member 382 are lowered further, they are positioned in the performance position (see Figures 21A and 21B). Also, in the standby position, the upper member 381 and lower member 382 are in the open state.
[0226] In the open state, the third plate portion 391c of the upper member 381 and the third plate portion 401c of the lower member 382 face forward. As shown in Figure 21A, the third plate portion 391c of the upper member 381 is provided with an upper character projection 396, and the third plate portion 401c of the lower member 382 is provided with a lower character projection 406. The upper character projection 396 and the lower character projection 406 form a character portion 387 for display purposes.
[0227] Furthermore, as shown in Figure 21B, the engaging projection 434b of the upper driven gear 434 abuts against the upper end of the connecting piece 441c in the bearing portion 441. This locks the rotation of the upper driven gear 434 in the R1 direction (counterclockwise in Figure 21B). As a result, rotation in the direction that would open the upper member 381 is prohibited.
[0228] On the other hand, the engaging projection 435b of the lower driven gear 435 abuts against the lower end of the connecting piece 441c in the bearing portion 441. This locks the rotation of the lower driven gear 435 in the R2 direction (clockwise in Figure 21B). As a result, rotation in the direction that would open the lower member 382 is prohibited.
[0229] When moving the upper member 381 and the lower member 382 from the performance position to the standby position, the lifting motor 482 of the lifting mechanism 384 is rotated in the opposite direction. This causes the drive gear 483 to rotate clockwise when viewed from the front, the rack 484 to move upward, and the upper member 381 and the lower member 382 to move upward together with the rack 484.
[0230] Furthermore, when moving the upper member 381 and the lower member 382 from the open state to the closed state, the rotation motor 432 of the rotation mechanism 383 is rotated in the opposite direction. This causes the drive gear 433 to rotate in the R2 direction and the lower driven gear 435 to rotate in the R1 direction. As a result, the lower member 382 rotates in the direction of the closed state. On the other hand, when the lower driven gear 435 rotates in the R1 direction, the upper driven gear 434, which is meshed with the lower driven gear 435, rotates in the R2 direction. As a result, the upper member 381 rotates in the direction of the closed state.
[0231] Figure 22 is an explanatory diagram showing the first performance movable unit 53 attached to the game board 12.
[0232] As shown in Figure 22, with the first performance movable unit 53 attached to the game board 12, the wiring retainer 503a of the second guide block 472 holds down multiple wires 250 that pass to the left side of the first performance movable unit 53. This wiring retainer 503a also locks the slider 502 in the forward and backward direction, thus fulfilling two functions. As a result, the number of parts can be reduced, and costs can be reduced.
[0233] Furthermore, in the first performance movable unit 53 of this embodiment, both sides of the movable member, which consists of an upper member 381, a lower member 382, and a rotation mechanism 382, are movably supported by a first guide block 471 and a second guide block 472. Therefore, the raising and lowering operation of the movable member can be stabilized. Moreover, by providing the driving means for moving the movable member only in the first guide block 471, the number of parts can be reduced and costs can be reduced.
[0234] Furthermore, in the first performance movable unit 53 of this embodiment, constant springs 485 and 504 are used as biasing members that bias the movable member upward. This makes it possible to reduce the force (motor torque) required to move the movable member upward against gravity. Moreover, since the force (torque) that biases the movable member upward is constant regardless of the extension length (stroke) of the spring portions 485a and 504a of the constant springs 485 and 504, the raising and lowering operation of the movable member can be stabilized.
[0235] In this embodiment, the driving means for moving the movable member in the vertical direction is composed of a lifting motor 482, a drive gear 483, and a rack 484. However, various mechanisms can be used as the driving means according to the present invention to move the movable member in the vertical direction. For example, the driving means of the present invention may consist of a motor and a belt mechanism or chain mechanism that converts the rotational force of the motor's rotating shaft into linear power.
[0236] [Second movable unit for performance] Next, the second performance-oriented movable unit 54 will be described with reference to Figures 23 to 30.
[0237] Figure 23 is a perspective view of the second performance movable unit 54. Figure 24 is an exploded perspective view of the second performance movable unit 54.
[0238] As shown in Figures 23 and 24, the second performance movable unit 54 comprises a simulated light member 521, a guide member 522, and a gear train member 523. The imitation light component 521 is shaped like a searchlight and is rotated by the gear train component 523. This imitation light component 521 will be explained in detail later with reference to Figures 25 to 27.
[0239] As shown in Figure 24, the guide member 522 has a cover portion 531 and a light motor 532 fixed to the cover portion 531. The cover portion 531 is formed in the shape of a rectangular parallelepiped with an open bottom. This cover portion 531 closes the opening of the case portion 541 of the gear train member 523, which will be described later.
[0240] The lid portion 531 has a notch 534. This notch 534 is provided on the side surface that forms one of the longer sides of the lid portion 531, and its shape when viewed from above is approximately semicircular. In addition, a guide groove 535 and an engaging projection 536 are provided on the upper surface of the lid portion 531.
[0241] The guide groove 535 is provided approximately in the center of the upper surface of the lid portion 531. The engagement pin 586 of the imitation light member 521, described later, engages with this guide groove 535. The engagement projection 536 is formed in an arc shape so as to surround the notch 534. The rotating plate 585 of the imitation light member 521, described later, engages with the upper surface of this engagement projection 536.
[0242] The light motor 532 is attached to the upper surface of the cover 531 using screws. For example, a stepping motor can be used as the light motor 532. The rotation axis (not shown) of the light motor 532 extends vertically and passes through the cover 531.
[0243] The gear train member 523 has a case portion 541 and a gear train 542 and an optical sensor 543 housed in the case portion 541. The case portion 541 is formed in the shape of a rectangular parallelepiped with an open top surface. The gear train 542 and the aforementioned light motor 532 represent one specific example of the decorative rotating mechanism according to the present invention.
[0244] The gear train 542 includes a drive gear 545 fixed to the rotating shaft of the light motor 532, a first driven gear 546, a second driven gear 547, and a third driven gear 548. The drive gear 545 has teeth 545a. The first driven gear 546 has teeth 546a that mesh with the teeth 545a of the drive gear 545.
[0245] The second driven gear 547 has teeth 547a that mesh with the teeth 546a of the first driven gear 546. The third driven gear 548 has teeth 548a that mesh with the teeth 547a of the second driven gear 547, and a detection piece 548b.
[0246] The optical sensor 543 is a so-called transmissive photosensor and has a light-emitting element and a light-receiving element. The optical sensor 543 detects that the imitation light member 521 is in the standby position by interposing a detection piece 548b of the third driven gear 548 between the light-emitting element and the light-receiving element.
[0247] Figure 25 is an exploded perspective view of the imitation light component 521 seen from one side. Figure 26 is an exploded perspective view of the imitation light component 521 seen from the other side.
[0248] As shown in Figures 25 and 26, the imitation light member 521 comprises a rotating base 551, a light casing 552, an LED substrate 554, a lens cover 555, a light diffusion sheet 556, and a display sheet 557. This imitation light member 521 is a specific example of a decorative member according to the present invention.
[0249] The rotating base 551 is fixed to the third driven gear 548 (see Figure 24) of the gear train member 523. The rotating base 551 will be described in detail with reference to Figure 27. The light housing 552 is formed in a substantially cylindrical shape. One end face in the axial direction of the light housing 552 is open, and the other end face is closed (see Figure 28).
[0250] The light housing 552 is rotatably supported on a pivot base 551. The light housing 552 is formed in a substantially cylindrical shape and has a first light housing portion 561 and a second light housing portion 562. The first light housing portion 561 has an arc-shaped cross-section and constitutes the left half of the light housing 552. A bearing 564 and an engaging projection 565 are provided inside the first light housing portion 561.
[0251] The bearing 564 is formed in a cylindrical shape that protrudes from the inner circumferential surface of the first light casing 561. This bearing 564 is rotatably fitted onto the horizontal pivot shaft 587 of the pivot base 551, which will be described later. The engaging projection 565 is located below the bearing 564 and is formed in a cylindrical shape that protrudes from the inner circumferential surface of the first light casing 561. This engaging projection 565 engages with the transmission rod 583 of the pivot base 551, which will be described later.
[0252] The second light casing 562 has an arc-shaped cross-section and constitutes the right half of the light casing 552. This second light casing 562 is fixed to the first light casing 561 using screws. The second light casing 562 is provided with three openings 566. The three openings 566 are arranged at appropriate intervals along one axial periphery of the second light casing 562. Three cover pieces 572 of the lens cover 555, which will be described later, are fitted into these three openings 566.
[0253] The LED substrate 554 is sandwiched between the first light casing 561 and the second light casing 562. This LED substrate 554 comprises a substrate body 567, a plurality of LEDs 568, and connection terminals 569. The substrate body 567 is formed in a substantially circular plate shape and has a mounting surface 567a on which the plurality of LEDs 568 are mounted, and a back surface 567b facing the rotating base 551. This substrate body 567 closes the opening of the light casing 552.
[0254] Multiple LEDs 568 are configured to emit light of multiple colors. The connection terminal 569 is mounted on the back surface 567b of the main board 567. One end of the wiring (not shown) that electrically connects the LED board 554 and the lamp control circuit 207 (see Figure 31) is connected to the connection terminal 569. This connection terminal 569 is located inside the light housing 552.
[0255] The lens cover 555 comprises a lens body 571 and three cover pieces 572. The lens body 571 is a plate with a planar shape substantially equal to the substrate body 567 of the LED substrate 554, and has a surface 571a facing the light diffusion sheet 556 and a back surface 571b facing the mounting surface 567a of the LED substrate 554. The three cover pieces 572 protrude from the periphery of the lens body 571. These three cover pieces 572 fit into the three openings 566 of the light casing 552.
[0256] The lens body 571 and the three cover pieces 572 are made of transparent or translucent resin. The lens cover 555 guides the light emitted from multiple LEDs 568 and irradiated onto the back surface 571b of the lens body 571 to the front surface 571a and the cover pieces 572. The light then passes through the front surface 571a and the cover pieces 572.
[0257] For example, the materials used for the lens body 571 and the three cover pieces 572 can be synthetic resins such as polycarbonate (PC) or polyethylene terephthalate (PET).
[0258] The light-diffusing sheet 556 is interposed between the lens cover 555 and the display sheet 557. The planar shape of the light-diffusing sheet 556 is approximately the same as that of the substrate body 567 and the lens body 571. The light-diffusing sheet 556 diffuses the light passing through it to form a surface light source. Furthermore, the second movable unit for performance according to the present invention does not necessarily need to include the second light diffusion sheet 556.
[0259] The display sheet 557 is exposed from the cylindrical hole of the light housing 552 and forms the front surface of the imitation light member 521. In other words, the display sheet 557 represents a specific example of the front light-emitting part according to the present invention. This display sheet 557 is superimposed on the light diffusion sheet 353 and is formed in a planar shape substantially equal to that of the light diffusion sheet 556. The display sheet 557, the light diffusion sheet 556 and the lens cover 555 are sandwiched between the first light housing 561 and the second light housing 562 in a superimposed state.
[0260] The display sheet 557 is equipped with visual effects such as text, images, character designs, and symbols. When light is shone on the display sheet 557 from behind (on the side of the light diffusion sheet 556), the visual effects become clearer. Specifically, the front of the display sheet 557 has a first print (a design mimicking the slits of a searchlight), and the back has a second print (a character design). The second print is, for example, silkscreen printing or printing with polarizing pearl ink, and becomes clearer when multiple LEDs 568 are lit.
[0261] Therefore, when multiple LEDs 568 are off, the first print is visible, but the second print is difficult to see. On the other hand, when multiple LEDs 568 are lit, both the first and second prints are visible. This makes it possible to make the display (visual appearance) different when multiple LEDs 568 are lit and when they are off, thereby enhancing the appeal of the lighting effect of the front light-emitting section.
[0262] Figure 27 is an exploded perspective view of the rotating base 551. As shown in Figure 27, the rotating base 551 comprises a stand 581, a vertical rotation shaft 582, a transmission rod 583, a link 584, a rotating plate 585, an engagement pin 586, and a horizontal rotation shaft 587. The transmission rod 583 and link 584 represent a specific example of the link mechanism according to the present invention.
[0263] The stand 581 has a stand body 591, a shaft fixing part 592, and a rod mounting part 593. The stand body 591 is formed in the shape of a rectangular parallelepiped with two opposing sides open. This stand body 591 is fixed to the rotating plate 585 using screws.
[0264] The shaft fixing portion 592 is provided on the upper part of the stand body 591. This shaft fixing portion 592 is formed in a cylindrical shape with a cylindrical hole. The rod mounting portion 593 protrudes from the open side of the stand body 591. The rod mounting portion 593 is formed in a cylindrical shape extending in a direction parallel to the cylindrical hole in the shaft fixing portion 592 and fits into the fitting projection 602 of the transmission rod 583, which will be described later.
[0265] The vertical rotation shaft 582 is formed in a cylindrical shape and is fixed to the shaft fixing portion 592 of the stand 581. That is, the vertical rotation shaft 582 passes through the cylindrical hole of the shaft fixing portion 592 and is fixed to the shaft fixing portion 592 using a retaining ring 595 (see Figure 25). The axial direction of the vertical rotation shaft 582 fixed to the shaft fixing portion 592 is perpendicular to the vertical direction.
[0266] The transmission rod 583 has a rod body 601, a fitting projection 602, an outer casing engagement portion 603, and a link engagement portion 604. The rod body 601 is formed in a substantially rectangular plate shape.
[0267] The fitting projection 602 is provided in the longitudinal center of one plane of the rod body 601. This fitting projection 602 is formed in a substantially cylindrical shape with a cylindrical hole. The inner diameter of the fitting projection 602 is approximately equal to the outer diameter of the rod mounting portion 593 on the stand 581. The rod mounting portion 593 is rotatably fitted into the inner circumference of the fitting projection 602. The transmission rod 583 is rotatably attached to the stand 581 by a screw that passes through the fitting projection 602 and is screwed into the rod mounting portion 593.
[0268] The exterior engagement portion 603 is provided at one end in the longitudinal direction on the other plane of the rod body 601. This exterior engagement portion 603 is formed in a cylindrical shape with a substantially elliptical cross-sectional shape in the vertical direction. The minor axis of the exterior engagement portion 603 is substantially equal to the outer diameter of the engagement projection 565 (see Figure 25) on the light exterior 552. The engagement projection 565 rotatably engages with the inner circumference of the exterior engagement portion 603.
[0269] The link engagement portion 604 is provided on the other plane of the rod body 601, at the other end in the longitudinal direction. This link engagement portion 604 is provided by forming a substantially elliptical through hole in the rod body 601. The connecting shaft portion 612 of the link 584, which will be described later, is rotatably engaged with the inner circumference of the link engagement portion 604.
[0270] Link 584 is formed in a substantially rectangular parallelepiped shape. This link 584 has a shaft through hole 611 that extends in the vertical direction. An engagement pin 586 passes through this shaft through hole 611. Link 584 is also provided with a connecting shaft portion 612 and an engagement projection 613.
[0271] The connecting shaft portion 612 protrudes from the side of the link 584 and is formed in a substantially cylindrical shape. The outer diameter of this connecting shaft portion 612 is approximately equal to the minor axis of the link engagement portion 604 in the transmission rod 583. The connecting shaft portion 612 rotatably engages with the link engagement portion 604. The engagement projection 613 protrudes from the side of the link 584 and has a substantially cross-shaped horizontal cross-section. This engagement projection 613 engages with the second guide groove 617 of the rotating plate 585, which will be described later.
[0272] The rotating plate 585 is formed in the shape of a plate with an appropriate thickness and has a shaft through hole 615, a first guide groove 616, and a second guide groove 617. The shaft through hole 615 is formed in a circular shape. A horizontal rotating shaft 587 is attached to this shaft through hole 615. That is, the horizontal rotating shaft 587 passes through the shaft through hole 615 and is fixed to the rotating plate 585 using a retaining ring (not shown). The rotating plate 585 and the horizontal rotating shaft 587 are then fixed to the third driven gear 548 (see Figure 24) of the gear train member 523.
[0273] The first guide groove 616 is formed in a substantially elliptical shape. The minor axis of this first guide groove 616 is larger than the diameter of the engagement pin 586. The engagement pin 586 engages with the first guide groove 616. That is, the engagement pin 586 passes through the first guide groove 616 of the rotating plate 585 and the shaft through hole 611 of the link 584, and a retaining ring 621 prevents it from detaching from the first guide groove 616 and the shaft through hole 611.
[0274] The engaging pin 586 passes through the first bush 622 and the second bush 623. The first bush 622 is interposed between the link 584 and the rotating plate 585, and the second bush 623 is positioned below the rotating plate 585. The first bush 622 and the second bush 623 are identical in shape and have an engaging cylindrical portion 625 that engages with the first guide groove 616 and a large-diameter cylindrical portion 626 that has a larger outer diameter than the engaging cylindrical portion 625.
[0275] The inner diameter of the engaging cylinder portion 625 is approximately equal to the diameter of the engaging pin 586, and the outer diameter of the engaging cylinder portion 625 is approximately equal to the minor diameter of the first guide groove 616. The engaging cylinder portion 625 of the first bush 622 engages with the first guide groove 616 of the rotating plate 585. The second bush 623 engages with the guide groove 535 of the guide member 522. As a result, looseness of the engaging pin 586 can be suppressed.
[0276] The second guide groove 617 is formed in a substantially elliptical shape, smaller than the first guide groove 616. The minor axis of the second guide groove 617 is approximately equal to the distance between the opposing end faces of the engaging projection 613 of the link 584. The major axis of the second guide groove 617 is parallel to the major axis of the first guide groove 616, and the minor axis of the second guide groove 617 is parallel to the minor axis of the first guide groove 616. The engaging projection 613 engages with the second guide groove 617. That is, the engaging projection 613 is inserted into the second guide groove 617.
[0277] Next, the operation of the second performance-oriented movable unit 54 will be explained with reference to Figures 28 to 30. Figure 28 is a perspective view showing the standby state of the second performance movable unit 54. Figure 29 is a perspective view showing the driven state of the second performance movable unit 54. Figure 30 is an explanatory diagram showing the driven state of the second performance movable unit 54 as viewed from the front of the game board 12.
[0278] The second movable unit 54 for performance is normally in the standby state shown in Figure 28. In this standby state, the display sheet 557 (front light-emitting part) of the imitation light member 521 faces the player (front) (see Figure 4). Therefore, when the display sheet 557 is illuminated during normal operation, the player can easily see the illumination of the display sheet 557. In this embodiment, the color of the illumination of the display sheet 557 is changed according to the expected value of the jackpot symbols being displayed. Therefore, it is important that the illumination of the display sheet 557 is visible to the player.
[0279] Meanwhile, the second movable unit 54 for special effects enters a driving state in conjunction with the special effect image displayed in the display area 13a. In this driving state, the display sheet 557 (front light-emitting part) of the imitation light member 521 faces the display area 13a (see Figure 30). In this case, for example, by displaying an image of a character in a night city being illuminated by a searchlight in the display area 13a, it is possible to create an effect where the night city on the display area 13a is illuminated by the light of the imitation light member 521, thereby enhancing the special effect.
[0280] To switch the second movable performance unit 54 from standby to drive, the light motor 532 is first rotated in one direction. This causes the drive gear 545 (see Figure 24) to rotate, and this rotation causes the first driven gear 546, the second driven gear 547, and the third driven gear 548 to rotate. The rotating plate 585 of the imitation light member 521 is fixed to the third driven gear 548. Therefore, when the third driven gear 548 rotates, the imitation light member 521 rotates in the R3 direction (clockwise in Figure 28) around the horizontal rotation axis 587.
[0281] As the imitation light member 521 rotates in the R3 direction, the engagement pin 586 moves along the guide groove 535 of the guide member 522. The engagement pin 586 engages with the first guide groove 616 of the rotating plate 585. Therefore, as the engagement pin 586 moves along the guide groove 535 of the guide member 522, it pulls the link 584 along the major axis of the first guide groove 616.
[0282] As a result, link 584 moves in the X1 direction (see Figure 28) along the major axis of the first guide groove 616. At this time, the engaging projection 613 of link 584 moves in the X1 direction along the second guide groove 617. In this way, the movement of link 584 in the X1 direction is guided by the two guide grooves 616 and 617, so that rattling when link 584 moves in the X1 direction can be prevented or suppressed.
[0283] The connecting shaft portion 612 of link 584 is rotatably engaged with the link engagement portion 604 of the transmission rod 583. As a result, when link 584 moves in the X1 direction, it pulls the link engagement portion 604 of the transmission rod 583 in the X1 direction. Consequently, the transmission rod 583 rotates around the fitting projection 602 in the R4 direction (clockwise in Figure 28).
[0284] When the transmission rod 583 rotates in the R4 direction around the fitting projection 602, the position of the exterior engagement portion 603 (see Figure 27) of the transmission rod 583 is displaced in the R4 direction. This exterior engagement portion 603 is rotatably engaged with the engagement projection 565 (see Figure 25) of the light exterior 552.
[0285] As a result, when the transmission rod 583 rotates in the R4 direction around the fitting projection 602, the exterior engagement portion 603 presses against the engagement projection 565, and the light exterior 552 rotates in the R5 direction (counterclockwise in Figure 28) around the vertical rotation axis 582. Consequently, the display sheet 557 (front light-emitting portion) of the imitation light member 521 faces the display area 13a of the display device 13.
[0286] In this way, when the light motor 532 is rotated, the rotation base 551 of the imitation light member 521 rotates in the R3 direction around the horizontal rotation axis 587, and the light casing 552 of the imitation light member 521 rotates in the R5 direction around the vertical rotation axis 582. As a result, the display sheet 557 (front light-emitting part), which was facing forward in the standby state, can be directed toward the display area 13a of the display device 13. In other words, the direction toward which the display sheet 557 (front light-emitting part) faces can be changed. This makes it possible to improve the entertainment value of the performance using the imitation light member 521 (second performance movable unit 54).
[0287] Furthermore, in this embodiment, the rotation of the rotating base 551 causes the link 584 and the transmission rod 583 to operate, thereby rotating the light casing 552. This allows two components (the rotating base 551 and the light casing 552) to be rotated by a single drive source (the light motor 532). As a result, the number of parts can be reduced, and the second movable unit 54 for performance can be made lighter.
[0288] To switch the second movable performance unit 54 from the driven state to the standby state, the light motor 532 is rotated in the opposite direction. This causes the drive gear 545 (see Figure 24) to rotate, and this rotation causes the first driven gear 546, the second driven gear 547, and the third driven gear 548 to rotate. When the third driven gear 548 rotates, the imitation light member 521 rotates in the opposite direction to the R3 direction around the horizontal rotation axis 587.
[0289] When the imitation light component 521 rotates in the opposite direction to the R3 direction, the link 584 moves along the major axis of the first guide groove 616 in the opposite direction to the X1 direction, and the transmission rod 583 rotates around the fitting projection 602 in the opposite direction to the R4 direction. Then, when the transmission rod 583 rotates in the opposite direction to the R4 direction, the light casing 552 rotates around the vertical pivot axis 582 in the opposite direction to the R5 direction.
[0290] As a result, the imitation light member 521 rotates in the opposite direction to the R3 direction around the horizontal rotation axis 587, and the light casing 552 of the imitation light member 521 rotates in the opposite direction to the R5 direction around the vertical rotation axis 582. Consequently, the second display movable unit 54 enters a standby state and faces the front of the display sheet 557 (front light-emitting part).
[0291] As shown in Figure 30, when the second movable unit 54 for performance is driven, the display sheet 557 (front light-emitting part) faces the display area 13a of the display device 13. Therefore, if a player is looking at the game board 12 from the front, it is difficult to see the display sheet 557 (front light-emitting part).
[0292] However, when the second movable unit 54 for performance is activated, the three cover pieces 572 exposed from the opening 566 of the imitation light member 521 face forward. As a result, even if the player is looking at the game board 12 from the front, they can see whether or not the imitation light member 521 is emitting light (light emitted from the light source) and its color.
[0293] <Configuration of circuits in a pachinko gaming machine> Next, the configuration of the control circuit included in the pachinko game machine 1 of this embodiment will be described with reference to Figure 31. Figure 31 is a block diagram showing the control circuit of the pachinko game machine 1.
[0294] As shown in Figure 31, the pachinko game machine 1 has a main control circuit 70 that mainly controls the game, and a sub-control circuit 200 that controls the effects according to the progress of the game.
[0295] [Main control circuit] The main control circuit 70 includes a main CPU (Central Processing Unit) 71, a main ROM (Read Only Memory) 72, and a main RAM (Random Access Memory) 73. The main control circuit 70 also includes an initial reset circuit 75, an I / O (Input / Output) port 76, a command output port 77, and a backup capacitor 78.
[0296] The main CPU 71 is connected to the main ROM 72, main RAM 73, initial reset circuit 75, I / O port 76, command output port 77, etc. The main ROM 72 stores programs (see Figures 45 to 62) for controlling the operation of the pachinko game machine 1 by the main CPU 71, as well as various data tables (see Figures 34 to 38), etc.
[0297] The main CPU 71 executes various processes according to the program stored in the main ROM 72. The main RAM 73 stores the values of various flags and variables as a temporary storage area for the main CPU 71. In this embodiment, the main RAM 73 is used as the temporary storage area for the main CPU 71, but the temporary storage area according to the present invention is not limited to this, and any read / write storage medium may be used.
[0298] The initial reset circuit 75 generates a reset signal when the power is turned on. The I / O port 76 receives input signals from various devices and transmits them to the main CPU 71. It also receives output signals from the main CPU 71 and transmits them to various devices. The command output port 77 transmits commands sent from the main CPU 71 to the sub-control circuit 200.
[0299] The backup capacitor 78 quickly supplies power to, for example, the main RAM 73 in the event of a power outage. This allows the various data stored in the main RAM 73 to be retained during a power outage.
[0300] As shown in Figure 31, the main control circuit 70 is connected to various devices that operate in accordance with the output signals sent from the main control circuit 70. These devices include the first special symbol display device 62a and the second special symbol display device 62b, the regular symbol display device 63, the first special symbol hold indicator LEDs 65a, 65b and the second special symbol hold indicator LEDs 65c, 65d, and the regular symbol hold indicator LEDs 67a, 67b. Other devices include the regular electric mechanism 36, the first large prize pocket 44, and the second large prize pocket 45.
[0301] As described above, the first special symbol display device 62a and the second special symbol display device 62b display the variation of special symbols in the special symbol game. The normal symbol display device 63 displays the variation of normal symbols as identification symbols in the normal symbol game. The first special symbol hold indicator LEDs 65a, 65b and the second special symbol hold indicator LEDs 65c, 65d display the number of hold items related to the variation of special symbols in the special symbol game. The normal symbol hold indicator LEDs 67a, 67b display the number of hold items related to the variation of normal symbols in the normal symbol game.
[0302] The main control circuit 70 is connected to a solenoid actuator (not shown) of the standard electric mechanism 36. The main control circuit 70 controls the drive of the solenoid actuator in the standard electric mechanism 36, and sets the pair of wing members of the standard electric mechanism 36 to an open state and a closed state. The main control circuit 70 shows one specific example of the opening / closing member control means and fluctuation time determination means related to the gaming machine of the present invention.
[0303] Furthermore, solenoid actuators (not shown) for the first and second large prize winning openings 44 and 45 are connected to the main control circuit 70. The main control circuit 70 controls the driving of the solenoid actuators for the first and second large prize winning openings 44 and 45, and sets the first and second large prize winning openings 44 and 45 to an open state and a closed state. In other words, the main control circuit 70 represents one specific example of the variable member control means according to the present invention.
[0304] Furthermore, the main control circuit 70 is connected to count switches 104 and 105, general prize entry switches 112 and 113, pass-through gate switch 115, first start-up switch 116, second start-up switch 117, and backup clear switch 121.
[0305] The count switch 104 counts the game balls that enter the first large prize slot 44 and supplies the result to the main control circuit 70. The count switch 105 counts the game balls that enter the second large prize slot 45 and supplies the result to the main control circuit 70. The general prize slot switch 112 supplies a predetermined detection signal to the main control circuit 70 when a game ball enters the general prize slot 41, and the general prize slot switch 113 supplies a predetermined detection signal to the main control circuit 70 when a game ball enters the general prize slot 42.
[0306] The through gate switch 115 supplies a predetermined detection signal to the main control circuit 70 when a game ball passes through the through gate 33. The first start port switch 116 supplies a predetermined detection signal to the main control circuit 70 when a game ball enters the first start port 34. The second start port switch 117 supplies a predetermined detection signal to the main control circuit 70 when a game ball enters the second start port 35. The backup clear switch 121 clears the backup data in the event of a power outage, etc., according to the operation of the game hall manager.
[0307] Furthermore, an external terminal board 122 and a calling device (not shown) are connected to the main control circuit 70. The external terminal board 122 is used to transmit data to the hall computer that manages all the pachinko machines in the hall (pachinko parlor). The calling device has the function of calling hall staff and displaying the number of wins.
[0308] Furthermore, a payout / launch control circuit 123 is connected to the main control circuit 70. This payout / launch control circuit 123 is connected to a payout device 16 that dispenses game balls, a launch device 15 that launches game balls, and a card unit 150. The card unit 150 can send and receive signals with the ball dispensing operation panel 151.
[0309] When operated by a player, the ball dispensing operation panel 151 outputs a signal to the card unit 150 requesting the dispensing of game balls. When the card unit 150 receives the signal requesting the dispensing of game balls from the ball dispensing operation panel 151, it transmits a ball dispensing control signal to the payout / launch control circuit 123.
[0310] The payout / launch control circuit 123 receives prize ball control commands transmitted from the main control circuit 70 and ball dispensing control signals transmitted from the card unit 150, and transmits predetermined signals to the payout device 16. As a result, the payout device 16 dispenses game balls. In addition, when the launch handle 25 is grasped by the player and rotated clockwise, the payout / launch control circuit 123 supplies power to the solenoid actuator of the launch device 15 according to the rotation angle. As a result, the launch device 15 launches game balls.
[0311] [Sub-control circuit] The sub-control circuit 200 is connected to the command output port 77 of the main control circuit 70. The sub-control circuit 200 controls the display on the display device 13, controls the sound generated by the speaker 11, and controls lamps including decorative lamps, etc., in response to various commands transmitted from the main control circuit 70. In other words, the sub-control circuit 200 executes effects in accordance with the progress of the game in response to commands from the main control circuit 70. This sub-control circuit 200 is an example of a specific example of a hold display control means related to the gaming machine of the present invention.
[0312] In this embodiment, the sub-control circuit 200 is configured not to supply signals to the main control circuit 70. However, the pachinko game machine of the present invention may be configured to transmit signals from the sub-control circuit to the main control circuit.
[0313] The sub-control circuit 200 includes a sub-CPU 201, a program ROM 202, a work RAM 203, a display control circuit 205, an audio control circuit 206, a lamp control circuit 207, and a command input port 208.
[0314] The sub-CPU 201 is connected to the program ROM 202, work RAM 203, display control circuit 205, audio control circuit 206, lamp control circuit 207, and command input port 208. The command input port 208 receives commands sent from the command output port 77 of the main control circuit 70 and supplies them to the sub-CPU 201.
[0315] The program ROM 202 stores programs (see Figures 63 to 71) for controlling the effects of the pachinko game machine 1 via the sub-CPU 201, as well as various data tables (see Figures 39 to 43).
[0316] The sub-CPU 201 executes various processes according to the program stored in the program ROM 202. In particular, the sub-CPU 201 controls the entire sub-control circuit 200 according to various commands sent from the main control circuit 70.
[0317] In this embodiment, the main ROM 72 and program ROM 202 were used as storage means for storing programs and various tables. However, the storage means according to the present invention may be any storage medium that can be read by a computer equipped with a control means, such as a hard disk drive, CD-ROM and DVD-ROM, or ROM cartridge. Furthermore, each program may be recorded on a separate storage medium. Moreover, the program according to the present invention may be downloaded after power-on and recorded in the main RAM and work RAM 203, etc.
[0318] The work RAM 203 stores the values of various flags and variables as a temporary storage area for the sub-CPU 201. In this embodiment, the work RAM 203 is used as the temporary storage area for the sub-CPU 201, but the temporary storage area according to the present invention is not limited to this, and any read / write storage medium may be used.
[0319] The display control circuit 205 controls the display of images related to the performance on the display device 13. This display control circuit 205 includes an image data processor (hereinafter referred to as VDP), an image data ROM, a frame buffer, a D / A converter, etc. The image data ROM stores data for generating various types of image data. The frame buffer temporarily stores the image data. The D / A converter converts image data (digital electrical signals) into image signals (analog electrical signals).
[0320] The display control circuit 205 performs various processes to display an image in the display area 13a of the display device 13 in response to data supplied from the sub-CPU 201. In response to an image display command supplied from the sub-CPU 201, the display control circuit 205 temporarily stores image data such as identification pattern image data showing an identification pattern, background image data, and effect image data in the frame buffer.
[0321] The display control circuit 205 then supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies that image signal to the display device 13 at a predetermined timing. As a result, the image is displayed in the display area 13a of the display device 13.
[0322] The audio control circuit 206 includes a sound source IC for controlling audio, an audio data ROM for storing various audio data, and an amplifier (hereinafter referred to as AMP) for amplifying audio signals.
[0323] The sound source IC controls the sound generated from the speaker 11. In response to a sound generation command supplied by the sub-CPU 201, the sound source IC selects one audio data from multiple audio data stored in the audio data ROM. The sound source IC then reads the selected audio data from the audio data ROM, converts the read audio data into a predetermined audio signal, and supplies it to the AMP. The AMP amplifies the audio signal and generates sound from the speaker 11.
[0324] The lamp control circuit 207 includes a drive circuit for supplying lamp control signals and a lamp data ROM that stores multiple types of lamp lighting patterns. The drive circuit selects one lamp lighting pattern from multiple lamp lighting patterns stored in the lamp data ROM in response to a lamp lighting command supplied by the sub-CPU 201. Then, it reads the selected lamp lighting pattern from the lamp data ROM, converts the read audio data into a predetermined lamp control signal, and turns on and off the lamp group 18, including decorative lamps.
[0325] Furthermore, the sub-control circuit 200 is connected to an effect button switch 118, which is turned on and off by the operation of the effect button 23.
[0326] <Transition of game state> Next, the transitions in the game state of the pachinko game machine 1 will be explained with reference to Figure 32. Figure 32 is a diagram showing the transition flow of game states in the pachinko game machine 1.
[0327] The gameplay of Pachinko Machine 1 is performed in one of the following states: normal gameplay, jackpot gameplay, first probability variation gameplay, second probability variation gameplay, or time-saving gameplay.
[0328] When power is turned on to the pachinko machine 1, if the backup is working correctly, the machine will inherit the game state from before the power was turned off and enter the normal game state. Also, when the backup is cleared, which is performed when the power is turned on at the time of initial power-on or when the backup clear switch 121 (described later) is operated, the entire area of the main RAM 73 is cleared and the machine enters the normal game state. In normal gameplay, the probability of the first and second special symbols stopping and displaying in a specific manner (the probability of the winning symbols stopping and displaying) is set to the first jackpot probability. Also, in normal gameplay, the probability of the regular symbols stopping and displaying in a predetermined manner (the probability of the winning symbols stopping and displaying) is set to the first winning probability.
[0329] Hereinafter, the probability that the first and second special symbols stop and are displayed in a specific manner (the jackpot symbols stop and are displayed) is referred to as the special symbol probability. Also, the probability that the regular symbols stop and are displayed in a predetermined manner (the winning symbols stop and are displayed) is referred to as the regular symbol probability.
[0330] In the jackpot state, the special symbol probability is set to the first jackpot probability (low), and the regular symbol probability is set to the first winning probability (low). Also, in the jackpot state, as described above, a round game is started in which either the first or second large prize entry point 44 or 45 is in a state where it is easier to accept the game ball.
[0331] In this embodiment, there are two types of winning symbols: one that results in 16 rounds of round games, and another that results in 4 rounds of round games. Hereafter, a winning symbol that triggers 16 round games will be referred to as a special winning symbol. A winning symbol that triggers 4 round games will be referred to as a regular winning symbol.
[0332] In the first probability variation game state, the special symbol probability is set to the second jackpot probability (high), which is higher than the first jackpot probability (low), and the regular symbol probability is set to the second jackpot probability (high), which is higher than the first jackpot probability (low). Therefore, during the first probability variation game state, the probability of jackpot symbols and winning symbols stopping and being displayed is higher than during normal game state.
[0333] In the second probability variation game state, similar to the first probability variation game state, the special symbol probability is set to the second jackpot probability (high), and the regular symbol probability is set to the second winning probability (high). Therefore, during the second probability variation game state, the probability of jackpot symbols and winning symbols stopping and being displayed is higher than during normal game state.
[0334] In this embodiment, during the first and second probability variation game states, a fall-out lottery is conducted each time a special symbol is displayed. The fall-out lottery is a draw that determines whether a fall-out is won or lost by extracting a random value from a fall-out determination counter. If a fall-out is won as a result of the fall-out lottery, the probability variation game state ends (falls). In other words, if a fall-out is won during the first or second probability variation game state, that probability variation game state ends.
[0335] In the time-saving game mode, the special symbol probability is set to the first jackpot probability (low), and the regular symbol probability is set to the second jackpot probability (high). Also, the time for special symbols to change is shortened, and the number of special symbol changes per unit time increases. Therefore, in the time-saving game mode, the probability of a winning symbol stopping and being displayed is higher than in the normal game mode.
[0336] If a winning symbol stops and is displayed during normal gameplay, first probability variation gameplay, second probability variation gameplay, or time-saving gameplay, the gameplay state transitions from normal gameplay to a winning gameplay state (as shown in Figure 32, A).
[0337] When a special jackpot symbol is displayed and the jackpot game state that followed ends, the game state transitions from the jackpot game state to the first probability variation game state (shown as B in Figure 32). Also, when a jackpot symbol is displayed while the normal probability is set to the second high jackpot probability, and the jackpot game state that followed ends, the game state transitions from the jackpot game state to the first probability variation game state (shown as B in Figure 32). In other words, if a winning symbol stops and is displayed during the first probability variation game state, the second probability variation game state, or the time reduction game state, and then the starting jackpot game state ends, the game state will transition from the jackpot game state to the first probability variation game state.
[0338] When the normal probability is set to the first winning probability (low) during gameplay, if a normal jackpot symbol is displayed and the jackpot gameplay that subsequently started ends, the gameplay transitions from the jackpot gameplay state to the second probability variation gameplay state (as shown in Figure 32, C).
[0339] If, while in the first probability variation game state, a fall-out lottery is won before the special symbol variation display is executed (consumed) a predetermined number of times (99 times in this embodiment), the game state transitions from the first probability variation game state to the time-saving game state (shown as D in Figure 32).
[0340] During the first probability variation game state, if the special symbol variation display is executed (consumed) a predetermined number of times and the player wins the drop-out lottery, the game state transitions from the first probability variation game state to the normal game state (shown as E in Figure 32). In other words, the first probability variation game state continues until the player wins the drop-out lottery.
[0341] During the time-saving game state, after the special symbol variation display has been executed (consumed) a predetermined number of times (99 times in this embodiment), including during the first probability variation game state, the game state transitions from the time-saving game state to the normal game state (F shown in Figure 32).
[0342] If the player wins the draw to end the second probability variation game state, the game state will transition from the second probability variation game state to the normal game state (shown as G in Figure 32).
[0343] <Specifications of Pachinko Games> Next, the specifications of the pachinko game machine 1 will be explained with reference to Figure 33. Figure 33A shows the basic specifications of the pachinko game machine 1. Figure 33B shows the transition of the game state after a jackpot in the pachinko game machine 1. Figure 33C shows the specifications of the regular symbol game. Note that the data in the tables shown in Figures 33A to 33C are stored as tables in the main ROM 72.
[0344] As shown in Figure 33A, the first jackpot probability (low probability) in the special symbol game is set to 1 / 280.07, and the second jackpot probability (high probability) is set to 1 / 46.81. Note that the first and second jackpot probabilities are the same regardless of whether the special symbol is entered into the first starting slot 34 or the second starting slot 35.
[0345] In the pachinko game machine 1, a random value for determining a jackpot is extracted from the jackpot determination counter, and if that random value corresponds to a jackpot win, the special symbol display device 62 (see Figure 5) stops and displays the jackpot symbol (a jackpot is won). In this embodiment, the total number of possible random values for determining a jackpot that can be extracted from the jackpot determination counter is set to 65,536. When the special symbol probability is set to the first jackpot probability, the number of lottery values corresponding to a jackpot win is 234. On the other hand, when the special symbol probability is set to the second jackpot probability, the number of lottery values corresponding to a jackpot win is 1,400.
[0346] In the probability of losing the game state during the first and second probability-changing game states, the probability of losing the game state is set to 1 / 77.10. In the pachinko game machine 1, a random value is extracted from the counter for determining the loss of the game state, and if that random value is the random value that determines the win of the loss of the game state, the win of the loss of the game state is determined. In this embodiment, the total number of random values that can be extracted from the counter for determining the loss of the game state is set to 65,536, and the number of random values that correspond to the win of the loss of the game state is set to 850.
[0347] Furthermore, the number of balls awarded for winning in the first starting opening 34 and the second starting opening 35 is set to 3 balls, and the number of balls awarded for winning in the general winning openings 41, 42, and 43 is set to 10 balls. In addition, the number of balls awarded for winning in the first major winning opening 44 and the second major winning opening 45 is set to 14 balls. And, during a jackpot game state, the maximum number of winning counts per opening of the first major winning opening 44 and the second major winning opening 45 is set to 10 counts.
[0348] As shown in Figure 33B, the first winning probability in the regular symbol game is set to 1 / 256, and the second winning probability is set to 255 / 256. In the pachinko game machine 1, a random value is extracted from the win determination counter, and if that random value corresponds to a jackpot win, the regular symbol display device 63 stops and displays the winning symbol (a win).
[0349] In this embodiment, the total number of random values that can be extracted from the win determination counter is set to 256. During gameplay when the normal probability is set to the first win probability, the number of lottery values corresponding to a win is 1. When a win is achieved during gameplay when the normal probability is set to the first win probability, the normal electric mechanism 36 opens for 0.3 seconds once.
[0350] On the other hand, during gameplay where the normal probability is set to the second winning probability, the number of lottery values corresponding to a win becomes 255. When a win is achieved during gameplay where the normal probability is set to the second winning probability, the normal electric mechanism 36 opens for 1.5 seconds three times.
[0351] In other words, during gameplay where the normal probability is set to the second winning probability, the normal electric mechanism 36 is more likely to open and maintains that open state for a longer period of time than during gameplay where the normal probability is set to the first winning probability. As a result, game balls are more likely to enter the second starting opening 35, and special symbol games are executed consecutively, allowing many special symbol games to be played in a short amount of time.
[0352] Therefore, during gameplay when the normal probability is set to the second winning probability, it is referred to as "time-saving mode," and during gameplay when the normal probability is set to the first winning probability, it is referred to as "non-time-saving mode." In this embodiment, the first probability variation game state, the second probability variation game state, and the time-saving game state are time-saving modes, while the normal game state and the jackpot game state are non-time-saving modes.
[0353] In addition, "shortened time" indicates a favorable state in relation to the gaming machine of the present invention, and "non-shortened time" indicates an unfavorable state. Furthermore, in the present invention, shortened time is defined as a state in which the probability of winning is higher than in non-shortened time. However, shortened time in relation to the gaming machine of the present invention may also be defined as a state in which the opening time of the normal electric mechanism 36 is longer than in non-shortened time, or a state in which the fluctuation time (driving time) of the normal electric mechanism 36 is longer than in non-shortened time.
[0354] As shown in Figure 33C, there are two types of jackpots determined based on winning in the first starting slot 34 and the second starting slot 35: 16R (rounds) and 4R (rounds). When a 16R jackpot is determined, 16 round games are played during the jackpot game state. On the other hand, when a 4R jackpot is determined, 4 round games are played during the jackpot game state.
[0355] During non-time-saving mode, the probability of winning a 16R jackpot is set to 50%, and the probability of winning a 4R jackpot is set to 50%. If a 16R jackpot is won during non-time-saving mode, and the jackpot game state that was started then ends, the game state transitions to the first probability variation game state. Also, if a 4R jackpot is determined during non-time-saving mode, and the jackpot game state that was started then ends then the game state transitions to the second probability variation game state. In other words, if a jackpot is won during non-time-saving mode, and the jackpot game state that was started then ends then the game state transitions to either the first probability variation game state or the second probability variation game state, depending on the type of jackpot.
[0356] During the time-saving mode, the probability of winning a 16R jackpot is set to 50%, and the probability of winning a 4R jackpot is set to 50%. If a 16R jackpot is won during the time-saving mode, and the jackpot game state that was started then ends, the game state will transition to the first probability variation game state. Similarly, if a 4R jackpot is won during the time-saving mode, and the jackpot game state that was started then ends then the game state will transition to the first probability variation game state. In other words, if a jackpot is won during a non-time-saving mode, and the jackpot game state that was started then ends then the game state will transition to the first probability variation game state regardless of the type of jackpot.
[0357] <Configuration of data tables stored in the main ROM> Next, the configuration of the various data tables stored in the main ROM 72 will be explained with reference to Figures 34 to 38.
[0358] [Special Symbol Variation Pattern Determination Table (for losing outcomes)] First, the special symbol variation pattern determination table (for losing outcomes) will be explained with reference to Figure 34. The Special Symbol Variation Pattern Determination Table (for Losses) is referenced when a loss is achieved in the Special Symbol Game. This Special Symbol Variation Pattern Determination Table (for Losses) defines the relationship between the game state, the random value for reach determination, the random value for performance selection, the variation pattern, the variation pattern command, and the variation time.
[0359] In the main variable time determination table (for losing outcomes), the game state is identified as normal game state, first probability variation game state (including time-saving game state), and second probability variation game state. Furthermore, the first probability variation game state is divided into five categories depending on the number of games played and whether or not a fall-out win has occurred, and the second probability variation game state is divided into two categories: when a fall-out win has not occurred and when a fall-out win has occurred.
[0360] The random number range for determining a reach defines the range of random numbers that determine the variation time for a reach, and the range of random numbers that do not determine the variation time for a reach. The random value for determining a reach is extracted from the reach determination counter when a game ball enters the first and second starting openings 34 and 35 in each game state, and stored in the main RAM 73. In this embodiment, the random value for determining a reach extracted from the reach determination counter is set to 0 to 250.
[0361] For example, the range of random numbers used to determine the timing for a reach during normal gameplay is set to 0 to 25. Therefore, if the game state is normal gameplay and "1" is extracted as the random number for determining a reach, the timing for a reach (either 20,000 msec, 30,000 msec, or 40,000 msec) will be determined.
[0362] Furthermore, if the game state is the first probability variation game state and the number of games played is 33G, 66G, or 99G, the extracted random value for reach determination is not referenced, and a dedicated variation time is determined. Also, if the game state is the first probability variation game state and a fall-out is achieved after 100G of games played, or if the game state is the second probability variation game state and a fall-out is achieved, the extracted random value for reach determination is not referenced, and the variation time is determined accordingly.
[0363] The random number range for selecting the main performance defines the range of random numbers for selecting the main performance that corresponds to the random number range for determining a reach, the variation time, and the performance content. The random value for selecting the main performance is extracted from the main performance selection counter when a game ball enters the first and second starting openings 34 and 35 in each game state. The random value for selecting the main performance extracted from the main performance selection counter in this embodiment is set to 0 to 99.
[0364] For example, the random number range for selecting the main performance, which determines a variation time of 20,000 msec (a normal reach as a performance) during normal gameplay, is set to 0 to 59. Therefore, if the gameplay state is normal gameplay, and "1" is extracted as the random number for reach determination, and "1" is extracted as the random number for selecting the main performance, then a variation time of 20,000 msec (a normal reach as a performance) is determined.
[0365] The variation pattern is data that represents the content of the performance. For example, variation pattern 02H represents a normal reach. The variation pattern command is data that represents the win / loss, variation time, and content of the performance, and is transmitted from the main control circuit 70 to the sub-control circuit 200. When the variation pattern command is transmitted from the main control circuit 70 to the sub-control circuit 200, parameters that identify the game state are also transmitted to the sub-control circuit 200.
[0366] [Special Symbol Variation Pattern Determination Table (for Big Wins)] Next, the special symbol variation pattern determination table (for jackpots) will be explained with reference to Figure 35. The Special Symbol Variation Pattern Determination Table (for Jackpots) is referenced when a jackpot is won in a special symbol game. This Special Symbol Variation Pattern Determination Table (for Jackpots) defines the relationship between the game state, the type of jackpot, the random value for performance selection, the variation pattern, the variation pattern command, and the variation time.
[0367] The identification of the game state in the special symbol variation pattern determination table (for jackpots) is the same as in the special symbol variation pattern determination table (for misses). As mentioned above, there are two types of jackpots: 16R and 4R. The jackpot type is referenced when the number of games played in the first probability variation game state reaches 100G (games) and a fall-out is achieved, or when a fall-out is achieved in the second probability variation game state.
[0368] The random number range, variation pattern, variation pattern command, and variation time for selecting the main side effects are the same as those in the special symbol variation pattern determination table (for losing outcomes).
[0369] For example, if the game has been in the first probability variation state for 100 games or more and a fall-out occurs, and the type of jackpot is 4R, then regardless of whether the random value for selecting the main side performance is 0 to 99, the variation time will be determined to be 65010 msec (with a performance of falling out and then re-variing jackpot). The performance details of this falling out and re-variing jackpot will be explained later with reference to Figure 81.
[0370] [Table for selecting the hold animation when a jackpot random number is obtained] Next, we will explain the selection table for the hold animation when a jackpot random number is obtained, referring to Figure 36. The table for selecting the reserved animation when a jackpot random number is obtained is referenced when the random number for jackpot determination extracted from the jackpot determination counter corresponds to a jackpot win. This table defines the relationship between the range of random numbers for selecting the reserved animation and the content of the animation.
[0371] The random number range for selecting the hold animation defines the range of random numbers for selecting the hold animation that corresponds to the animation content. The random value for selecting the hold animation is extracted from the hold animation selection counter when a game ball enters the first and second starting openings 34 and 35. In this embodiment, the random value for selecting the hold animation extracted from the hold animation selection counter is set to 0 to 99.
[0372] For example, if a random value for determining a jackpot is extracted corresponding to a jackpot win, and "51" is extracted as the random value for selecting the hold animation, then the jackpot announcement animation for when a jackpot is confirmed is determined as the content of the hold animation. A hold animation is an animation that displays the number of hold animations related to the special symbol game in the display area 13a of the display device 13 and changes the display pattern.
[0373] The jackpot announcement animation at the time of jackpot confirmation is an animation that announces a jackpot, while the jackpot fall-off announcement animation at the time of jackpot confirmation is an animation that announces a false fall-off. Furthermore, the notification of falling out of the jackpot state when a win is confirmed is determined when 100 games or more have been played in the first probability variation state, and during the second probability variation state. In any other state, even if you win, it will be invalid.
[0374] [Table of selections for pending animation when a losing random number is obtained] Next, we will explain the selection table for the pending animation when a losing random number is obtained, referring to Figure 37. The table for selecting a pending animation when a losing random number is obtained is referenced when the random number extracted from the winning judgment counter for determining a jackpot is not a random number corresponding to a jackpot win (it is a random number corresponding to a losing win). This table for selecting a pending animation when a losing random number is obtained defines the relationship between the range of random numbers for selecting a pending animation and the content of the animation.
[0375] The random number range for selecting the hold animation defines the range of random numbers used for selecting the hold animation that corresponds to the animation content. For example, if a random number for determining a jackpot is extracted corresponding to a losing outcome, and "76" is extracted as the random number for selecting the reserved animation, then the content of the reserved animation will be determined to be the jackpot announcement animation when a loss is confirmed. The jackpot announcement animation when a loss is confirmed is an animation that performs a false jackpot announcement, and the fall announcement animation when a loss is confirmed is an animation that performs a false fall announcement.
[0376] The notification of falling out of the game when a loss is confirmed is determined when 100 games or more have been played in the first probability-increasing game state, and also during the second probability-increasing game state. In any other state, even if you win, it will be invalid.
[0377] [Table of selections for pending animation when a random number is obtained after a fall] Next, the selection table for the pending animation when a fall random number is obtained will be explained with reference to Figure 38. The table for selecting the pending animation when a fall random number is obtained is referenced when the random number extracted from the fall determination counter corresponds to a fall win. This table defines the relationship between the range of random numbers used for selecting the pending animation and the content of the animation.
[0378] The random number range for selecting the hold animation defines the range of random numbers used for selecting the hold animation that corresponds to the animation content. For example, if a random number corresponding to a fall is extracted from the fall determination counter, the fall notification animation will be determined as the content of the hold animation, regardless of which random number is used for selecting the hold animation. The fall notification animation is an animation that foreshadows a fall. This fall notification animation is determined when 100G or more has passed in the first probability variation game state and during the second probability variation game state, and will be invalid even if won in any other state.
[0379] Note that the jackpot determination counter and the fall-out determination counter are set up independently. Therefore, a random value for jackpot determination corresponding to a jackpot win may be extracted from the jackpot determination counter, and a random value for fall-out determination corresponding to a fall-out win may be extracted from the fall-out determination counter. In this case, the reserved animation determined by the reserved animation selection table when the fall-out random number is obtained will take precedence.
[0380] <Configuration of data tables stored in program ROM> Next, the configuration of the various data tables stored in the program ROM 202 of the sub-control circuit 200 will be explained with reference to Figures 39 to 43.
[0381] [Sub-effect content determination table (for losing outcomes)] Next, the sub-performance content determination table (for losing outcomes) will be explained with reference to Figure 39. The sub-performance content determination table (for losing outcomes) is referenced when the content of the variation pattern command transmitted from the main control circuit 70 to the sub-control circuit 200 is a losing outcome.
[0382] The sub-effect content determination table (for losing outcomes) defines the relationship between the variable pattern command transmitted from the main control circuit 70 to the sub-control circuit 200, the random number range for selecting the sub-effect, the effect stage, and the sub-effect content.
[0383] The random number range for selecting sub-effects defines the range of random numbers for selecting sub-effects that correspond to the variation pattern command (including variation pattern, main variation time, and main effect content) and sub-effect content. The random value for selecting sub-effects is extracted from the sub-effect selection counter when a game ball enters the first and second start openings 34 and 35. In this embodiment, the random value for selecting sub-effects extracted from the sub-effect selection counter is set to 0 to 99.
[0384] The performance stages are provided according to each game state and are used to vary the composition of the performance. For example, each stage has a different background displayed in the display area 13a of the display device 13. In the normal game state, either Normal Stage 1 or Normal Stage 2 is executed.
[0385] Furthermore, after transitioning to the first probability variation game state, if the number of special symbol games played is between 1 and 99 games, the first probability variation exclusive stage will be executed, and if the number of special symbol games played is 100 games or more, the first probability variation exclusive special stage will be executed.
[0386] For example, if the variation pattern command in normal gameplay is "83H02H" and "1" is extracted as the random value for selecting the sub-effect, then Normal Reach 1 (Miss) will be determined as the sub-effect. Specifically, if it is Normal Stage 1, Normal Reach 1 (Miss) for Normal Stage 1 will be determined, and if it is Normal Stage 2, Normal Reach 1 (Miss) for Normal Stage 2 will be determined.
[0387] Furthermore, if the variation pattern command on the 30th game after transitioning to the first probability variation state is "83H06H", then regardless of whether the extracted random value for sub-side effect selection is between 0 and 99, the shortened variation effect B for the first probability variation exclusive stage will be determined.
[0388] As a special effect corresponding to the pending special symbol game, the shortened variation effect B for the first probability variation stage may be determined two or more times in a row, and a reach-related effect may be determined after the consecutive shortened variation effect B for the first probability variation stage. In this case, the effect of the shortened variation effect B for the first probability variation stage will be changed to a count effect. The count effect will be explained later with reference to Figure 82.
[0389] [Sub-effect content determination table (for jackpots)] Next, the sub-effect content determination table (for big wins) will be explained with reference to Figure 40. The sub-performance content determination table (for big wins) is referenced when the content of the variation pattern command transmitted from the main control circuit 70 to the sub-control circuit 200 is a win.
[0390] The sub-effect content determination table (for jackpots) defines the relationship between the variable pattern command transmitted from the main control circuit 70 to the sub-control circuit 200, the random number range for selecting the sub-effect, the effect stage, and the sub-effect content.
[0391] For example, if the variation pattern command in normal gameplay is "83H12H" and "1" is extracted as the random value for selecting the sub-effect, then Normal Reach 1 (Win) will be determined as the sub-effect. Specifically, if it is Normal Stage 1, Normal Reach 1 (Win) for Normal Stage 1 will be determined, and if it is Normal Stage 2, Normal Reach 1 (Win) for Normal Stage 2 will be determined.
[0392] [Sub-hold animation selection table] Next, the sub-hold animation selection table will be explained with reference to Figure 41. The sub-reserve animation selection table defines the relationship between the animation stage, the main animation decision content, the random number range for determining the sub-animation content, and the sub-animation content itself.
[0393] The main determination is based on the performance selection table when a winning random number is obtained (see Figure 36), the performance selection table when a losing random number is obtained (see Figure 37), and the performance selection table when a losing random number is obtained (see Figure 38).
[0394] The sub-performance content determination random number range defines the range of sub-performance content determination random numbers corresponding to the sub-performance content. The sub-performance content determination random number is extracted from the sub-performance content determination counter and stored in the work RAM 203 when the performance content is determined by referring to, for example, the jackpot random number acquisition pending performance selection table. In this embodiment, the sub-performance content determination random number extracted from the sub-performance content determination counter is set to 0 to 99.
[0395] For example, if the performance stage is normal stage 1 or 2 and the main determination content is the jackpot announcement performance when a jackpot is confirmed, and "1" is extracted as the random value for determining the sub-performance content, then "blue reserve" is determined as the sub-performance content. In this embodiment, when there are reserves related to the special symbol game, the symbols representing the reserves (reserve symbols) are displayed in the display area 13a for the number of reserves. Then, the color of the reserve symbols is changed as the sub-performance content (reserve performance), and the expected value of the jackpot symbol stopping and being displayed is expressed by the type of color of the reserve symbol. The reserved symbols represent a specific example of reserved display information related to the gaming machine of the present invention.
[0396] If the performance stage is either the special stage for the first probability variation or the stage for the second probability variation, and the main determination content is a fall-out notification performance when a fall-out is confirmed, then regardless of whether the random value for determining the sub-performance content is 0 to 99, "Danger Reserve" will be determined as the sub-performance content. In this embodiment, Danger Reserve is a performance that changes the reserve symbol to suggest a fall-out.
[0397] In this embodiment, if a fall is selected in the first special stage for probability variation or the second special stage for probability variation, a hold animation indicating a fall is always performed. However, the pachinko game machine according to the present invention may be configured to fall (end the first and second probability variation game states) without performing a hold animation indicating a fall.
[0398] If the performance stage is either the special stage for the first probability variation or the stage for the second probability variation, and the main determination content is a fall-out notification performance when a big win is confirmed, then regardless of whether the random value for determining the sub-performance content is 0 to 99, "Danger Reserve" will be determined as the sub-performance content. In this case, a reserve performance that suggests a fall will be performed, but in the special symbol game corresponding to the reserve that suggested the fall, a performance that notifies a big win (a reversal performance) will be performed. Therefore, even if a reserve performance that suggests a fall is performed, the player can be made to expect a reversal afterward.
[0399] The first probability-changing stage is executed during the first probability-changing game state from 1G to 99G, or during the time-saving game state. In other words, the first probability-changing stage is executed during the first to 99G after transitioning to the first probability-changing game state. During the 33G and 66G of the first probability-changing stage, the effects suggest the continuation or termination of the first probability-changing game state, and at 99G, the effects announce the continuation or termination of the first probability-changing game state. This allows players to play while expecting the first probability-changing game state to continue until the 99G of the first probability-changing stage ends. For this reason, the first probability-changing stage does not display the termination warning reserve symbol (danger reserve) as a sub-effect (reserve effect).
[0400] [Table for continuing the first probability variation game state on the 33rd game] Next, the continuation lottery table for the 33rd game of the first probability variation state will be explained with reference to Figure 42. The 33rd game continuation lottery table for the first probability variation state is referenced when a special symbol is triggered (game balls enter the 1st and 2nd trigger slots 34 and 35) corresponding to the 33 games after transitioning to the first probability variation state.
[0401] The 33rd game continuation lottery table for the first probability variation state defines the relationship between the game state at the start of the 33rd game, the performance stage before the start of the 33rd game, the random number range for stage lottery, the content of the performance, and the performance stage from the 34th game onwards.
[0402] The random number range for stage selection defines the range of random numbers for stage selection corresponding to the performance content and the performance stage from the 34th game onwards. For example, when a special symbol is triggered and a winning combination occurs corresponding to the 33rd game of the first probability variation game state, the random number for stage selection is extracted from the stage selection counter and stored in the work RAM 203. In this embodiment, the random number for stage selection extracted from the stage selection counter is set to a range of 0 to 99.
[0403] The performance content is defined as a performance using the display device 13, and it can be either continued or terminated. If the performance content is determined to continue, an image suggesting the continuation of the performance stage before the start of the 33rd game is displayed in the display area 13a of the display device 13. Then, the performance stage before the start of the 33rd game, which is the Stage A dedicated to the first probability change state, continues from the 34th game onward.
[0404] When the performance is determined to be finished, an image indicating the end of the performance stage before the start of the 33rd game is displayed in the display area 13a of the display device 13. Then, the performance stage before the start of the 33rd game, which is the Stage A for the first probability variation state, ends, and from the 34th game onward, the Stage B for the first probability variation state is executed.
[0405] The first probability-increasing stage consists of the first probability-increasing stage A and the first probability-increasing stage B. The first probability-increasing stage A suggests the continuation of the first probability-increasing game state, while the first probability-increasing stage B suggests the end of the first probability-increasing game state.
[0406] If the game state at the start of the 33rd game after transitioning to the first probability variation game state is the time-saving game state, then the fall-out lottery conducted between the start of the 1st game and the start of the 33rd game resulted in a fall-out. Therefore, if the game state at the start of the 33rd game is the time-saving game state, regardless of whether the random value for stage lottery is between 0 and 99, the outcome of the game will be determined as "end".
[0407] Furthermore, if the game state at the start of the 33rd game after transitioning to the first probability variation game state is the first probability variation game state, then the fall-out lottery conducted between the start of the 1st game and the start of the 33rd game did not result in a fall-out. However, even if the game state at the start of the 33rd game is the first probability variation game state, if, for example, "91" is extracted as the random value for stage lottery, then "end" will be determined as the content of the performance.
[0408] As a result, even if the player hasn't actually dropped out of the bonus round (even if the first bonus round state continues), the presentation stage from the 34th game onward changes to Stage B, which is exclusive to the first bonus round and suggests a drop in the bonus round state. Consequently, it's possible to make it appear as if the player has dropped out (the first bonus round state has ended) even though they haven't actually.
[0409] [Table for continuing the first probability variation game state at the 66th game] Next, the continuation lottery table for the 66th game of the first probability variation state will be explained with reference to Figure 43. The 66th game continuation lottery table for the first probability variation state is referenced when a special symbol is triggered (game balls enter the first and second trigger slots 34 and 35) corresponding to the 66 games after transitioning to the first probability variation state.
[0410] The 66th game continuation lottery table for the first probability variation game state defines the relationship between the game state at the start of the 66th game, the performance stage before the start of the 66th game, the random number range for stage lottery, the content of the performance, and the performance stage from the 67th game onwards.
[0411] The performance content is defined as a performance using the display device 13, and includes continuation, termination, and revival. If continuation is determined as the performance content, an image suggesting the continuation of the performance stage before the start of the 66th game is displayed in the display area 13a of the display device 13. Then, the performance stage before the start of the 66th game continues from the 67th game onward.
[0412] When a revival is decided as part of the performance, an image indicating that the performance stage before the start of the 33rd game will be revived is displayed in the display area 13a of the display device 13. Then, the performance stage before the start of the 66th game, which is the stage B exclusively for the second probability change state, ends, and from the 67th game onward, the stage A exclusively for the first probability change state is executed.
[0413] Furthermore, once the end of the performance is determined, an image indicating the end of the performance stage before the start of the 66th game is displayed in the display area 13a of the display device 13. Then, the performance stage before the start of the 66th game, which is the Stage A dedicated to the first probability variation state, ends, and from the 67th game onward, the Stage B dedicated to the first probability variation state is executed.
[0414] If the game state at the start of the 66th game after transitioning to the first probability variation game state is the first probability variation game state, and the performance stage before the start of the 66th game was the first probability variation exclusive stage A, then if "96" is drawn as the random value for stage selection, the performance content will be determined to be "end". As a result, even if the game has not actually dropped out (even if the first probability variation game state continues), the performance stage from the 67th game onward will be changed to the first probability variation exclusive stage B, which suggests dropping out.
[0415] Furthermore, even if the game hasn't actually lost its bonus round, the probability of the performance stage changing to the exclusive Stage B for the first bonus round (1 / 20) from the 67th game onwards is lower than the probability of the performance stage changing to the exclusive Stage B for the first bonus round (1 / 10) from the 34th game onwards, even if the game hasn't actually lost its bonus round.
[0416] If the game state at the start of the 66th game after transitioning to the first probability variation game state is the first probability variation game state, and the performance stage before the start of the 66th game was the first probability variation exclusive stage B, then regardless of whether the random value for stage selection is 0 to 99, the performance content will be determined to be "Revival". As a result, the performance stage from the 67th game onward will change from the first probability variation exclusive stage B to the first probability variation exclusive stage A.
[0417] In other words, even if the player hasn't actually lost their winning streak, the presentation stage from the 34th game onward changes to Stage B, which is exclusively for the first probability variation mode. If the player hasn't lost their winning streak by the start of the 66th game, they will always return to Stage A, which is exclusively for the first probability variation mode, suggesting that they haven't lost their winning streak. This creates a presentation effect that makes the player feel as if they have recovered from a disadvantageous state to an advantageous one, thereby enhancing the enjoyment of the game.
[0418] [Performance transitions after transitioning to the first probability variation game state] Next, the transition of the effects using the display device 13 after transitioning to the first probability variation game state will be explained with reference to Figure 44. As shown in Figure 44, from the 1st game to the 32nd game after transitioning to the first probability variation state, a specific animation is performed in the first probability variation exclusive stage A.
[0419] On the 33rd game, a judgment sequence is performed that indicates whether or not the bonus state has ended. If the judgment sequence on the 33rd game is successful, then from the 34th game to the 65th game, a specific sequence will be performed in Stage A, which is exclusively for the first bonus state. In this case, the game has not ended from the first bonus state.
[0420] On the other hand, if a failure is shown in the 33rd Judgment sequence, the time-saving sequence will be executed in Stage B, which is exclusively for the first probability variation, from the 34th to the 65th sequence. During the execution of the time-saving sequence, there are cases where the player has not dropped out of the first probability variation state, and cases where the player has dropped out of the first probability variation state.
[0421] On the 66th game, a judgment sequence is performed that indicates whether or not the bonus state has ended. If the judgment sequence on the 66th game is successful, then from the 67th to the 98th game, a specific sequence will be performed in Stage A, which is dedicated to the first bonus state. In this case, the game has not ended from the first bonus state.
[0422] On the other hand, if a failure is shown in the 66th Judgment sequence, the time-saving sequence will be executed in Stage B, which is exclusively for the first probability variation, from the 67th to the 98th sequence. During the execution of the time-saving sequence, there are cases where the player has not dropped out of the first probability variation state, and cases where the player has dropped out of the first probability variation state.
[0423] On the 99th game, a judgment sequence is performed that indicates whether or not the bonus state has ended. If the judgment sequence on the 99th game is successful, the special symbol games from the 100th game onwards will feature a special sequence in the special stage exclusive to the first bonus state. In other words, if the game has not ended from the first bonus state by the 99th game, the judgment sequence on the 99th game will always be successful.
[0424] On the other hand, if a failure is shown in the 99th Judgment sequence, the special symbol game from the 100th game onwards will execute the sequences used in the normal game state (normal stages 1 and 2). In other words, if you have dropped out of the first probability-increasing game state by the 99th game, a failure will always be shown in the 99th Judgment sequence.
[0425] Furthermore, if a fall is triggered in a special symbol game from the 100th game onward, the fall will be announced in a special animation corresponding to the special symbol game in which the fall was triggered. Then, in the special symbol game following the one in which the fall was triggered, the animations for the normal game state (normal stages 1 and 2) will be executed.
[0426] In this embodiment, a judgment sequence is performed at the 33rd, 66th, and 99th games to indicate whether or not the probability variation state has ended, thus preventing the 99 games played after transitioning to the first probability variation state from becoming monotonous. Furthermore, if the judgment sequence shows success, indicating that the probability variation state has not ended, the player can be made aware that the state has not ended in the games played up to that point, thus maintaining the player's sense of anticipation.
[0427] Furthermore, in this embodiment, if success is indicated in the Judgment sequences at the 33rd and 66th games, a specific sequence is then performed in the first probability-increasing stage A. Therefore, while the specific sequence is being performed in the first probability-increasing stage A, the player can be made to recognize that there is a high probability that the probability-increasing game state is continuing.
[0428] Furthermore, if success is shown in the 99th Judgment sequence in this embodiment, a special sequence will be executed in the special stage dedicated to the first probability variation in the special symbol game from the 100th sequence onward. This allows the player to recognize that the probability variation game state (time reduction) will end if a fall is selected.
[0429] <Explanation of the operation of the main control circuit> Next, with reference to Figures 45 to 62, the contents of the program executed by the main CPU 71 of the main control circuit 70 will be explained.
[0430] [Main process] First, the main processing controlled by the main CPU 71 will be explained with reference to Figures 45 and 46.
[0431] When power is turned on to the pachinko machine 1, the main CPU 71 first performs a disable operation on the watchdog timer (S1). This operation resets the value of the watchdog timer.
[0432] Next, the main CPU 71 performs the input / output port configuration process (S2). Subsequently, the main CPU 71 determines whether or not the power outage detection state is in effect (S3). In this process, the main CPU 71 determines whether or not the power outage detection signal is HI (high level). If the power outage detection signal is HI, it determines that the power outage detection state is in effect; if the power outage detection signal is not HI, it determines that the power outage detection state is not in effect.
[0433] If the main CPU 71 determines in processing S3 that a power outage has been detected (YES), it repeats processing S3. On the other hand, if the main CPU 71 determines in processing S3 that a power outage has not been detected (NO), it performs sub-control reception acceptance wait processing (S4). In this process, the main CPU 71 waits until the sub-control circuit 200 is able to accept a signal.
[0434] Next, the main CPU 71 grants permission to write to the RAM (S5). In this process, the main CPU 71 grants permission to write to the main RAM 73. Subsequently, the main CPU 71 determines whether the backup clear switch 121 (see Figure 31) is on or not (S6).
[0435] In the S6 process, if it is determined that the backup clear switch 121 is not on (NO), the main CPU 71 determines whether or not there is a power outage detection flag (S7). If it is determined that there is a power outage detection flag (YES), the main CPU 71 calculates the work damage check value (S8). In this process, the main CPU 71 checks for damage in the work area and calculates the work damage check value.
[0436] Next, the main CPU 71 determines whether the work damage check value is normal or not (S9). If it determines that the work damage check value is normal (YES), the main CPU 71 sets the stack pointer to 7FFEH (S10). Subsequently, the main CPU 71 performs the initial setup of the work area when power is restored (S11).
[0437] Next, the main CPU 71 performs a notification process for displaying the high-probability game state upon power restoration (S12). In this process, if the game state upon power restoration is a game state where the probability of winning a jackpot in the special symbol game is high (first or second probability variation game state), the main CPU 71 displays a notification in the display area 13a of the display device 13 indicating that the game is in a high-probability state upon power restoration. The notification display may be configured to end at the start or end of the first spin after power is turned on (power restored).
[0438] Next, the main CPU 71 sets the command for when power is restored (S13). In this process, the main CPU 71 stores the command for restoring the game state after the power outage in the main RAM 73. The command for restoring the game state after the power outage, stored in the main RAM 73, is then sent to the sub-control circuit 200.
[0439] Next, the main CPU 71 performs the initial setup of the CPU peripheral devices (S14). Once this process is complete, the program address returns to the address it was at before the power outage. In other words, it returns to the program address indicated by the program counter recovered from the stack area.
[0440] When the S6 process determines that the backup clear switch 121 is on (YES), when the S7 process determines that there is no power interruption detection flag (NO), or when the S9 process determines that the work damage check value is not a normal value (NO), the main CPU 71 sets the stack pointer to 8000H (S15).
[0441] Next, the main CPU 71 obtains initial values for the random numbers related to jackpot determination (S16). Then, the main CPU 71 clears the entire work area (S17). Finally, the main CPU 71 sets the initial values for the random numbers related to jackpot determination (S18).
[0442] Subsequently, the main CPU 71 performs the initial setup of the working area during RAM initialization (S19). Next, the main CPU 71 sets the commands for RAM initialization (S20). That is, it stores the RAM initialization commands in the main RAM 73. The RAM initialization commands stored in the main RAM 73 are then sent to the sub-control circuit 200.
[0443] Next, the main CPU 71 performs the initial setup of the CPU peripheral devices (S21). Then, it disables system timer interrupt processing (S22). System timer interrupt processing will be explained later with reference to Figure 58.
[0444] Next, the main CPU 71 updates the initial random number (S23). That is, it updates the initial random number counter value. After that, the main CPU 71 enables system timer interrupt processing (S24). Next, the main CPU 71 updates the random number for the animation (S25). That is, it updates the random number counter value for the animation.
[0445] Next, the main CPU 71 refers to the system timer monitoring timer value stored in the main RAM 73 and determines whether the system timer monitoring timer value is 3 or greater (S26). If it determines that the system timer monitoring timer value is 3 or greater (YES), the main CPU 71 subtracts 3 from the value of the system timer monitoring timer (S27).
[0446] Subsequently, the main CPU 71 performs special symbol control processing (S28). In this process, the main CPU 71 extracts random values for jackpot determination and random values for winning symbol determination in response to detection signals from the first start switch 116 and the second start switch 117. Then, it performs a special symbol lottery by referring to the jackpot determination table stored in the main ROM 72. Next, it determines whether or not a jackpot has been won in the special symbol lottery and stores the result of the determination in the main RAM 73.
[0447] Next, the main CPU 71 performs normal symbol control processing (S29). In this process, the main CPU 71 extracts random values in response to detection signals from the pass-through gate switch 115. Then, it refers to the normal symbol winning table stored in the main ROM 72 and performs a normal symbol lottery. Subsequently, it determines whether or not a win has been achieved in the normal symbol lottery and stores the result of the determination in the main RAM 73. If a win is achieved in the normal symbol lottery, the normal electric mechanism 36 opens, making it easier for game balls to enter the second start opening 35.
[0448] Next, the main CPU 71 performs control processing for the symbol display device (S30). In this process, the main CPU 71 stores control signals in the main RAM 73 to drive the first special symbol display device 62a or the second special symbol display device 62b and the normal symbol display device 63. These control signals are generated based on the results of the special symbol control processing and the normal symbol control processing stored in the main RAM 73 in the processes of S28 and S29. Subsequently, the main CPU 71 transmits the control signals stored in the main RAM 73 to the special symbol display device 62 and the regular symbol display device 63. The first special symbol display device 62a or the second special symbol display device 62b displays the special symbols in a variable manner based on the received control signals, and then displays them in a stopped manner. The regular symbol display device 63 displays the regular symbols in a variable manner based on the received control signals, and then displays them in a stopped manner.
[0449] Next, the main CPU 71 performs game information data generation processing (S31). In this process, the main CPU 71 generates data related to game information signals to be transmitted to the machine computer or hall computer and stores it in the main RAM 73.
[0450] Next, the main CPU 71 performs a symbol retention count data generation process (S32). In this process, the main CPU 71 stores control signals in the main RAM 73 to drive the first special symbol retention indicator LEDs 65a, 65b, the second special symbol retention indicator LEDs 65c, 65d, and the regular symbol retention indicator LEDs 67a, 67b. These control signals are generated based on detection signals from the first start gate switch 116, the second start gate switch 117, and the pass-through gate switch 115, as well as the update results of the retention count data, which are updated in accordance with the execution of the variable display of special symbols and regular symbols.
[0451] Next, the main CPU 71 performs port output processing (S33). In this process, the main CPU 71 outputs the control signals stored in the main RAM 73 from each port, based on the processing in S30, S31, and S32 mentioned above. Specifically, it supplies power to the LED power supply (common signal) for lighting the LEDs, and to the solenoid actuators that open and close the first and second large prize winning holes 44 and 45, and the regular electric mechanism 36.
[0452] Subsequently, the main CPU 71 performs command control processing related to the prize winning slots (S34). Next, the main CPU 71 performs payout processing (S35). In this process, the main CPU 71 checks whether or not a game ball has entered the first major prize winning slot 44, the second major prize winning slot 45, the first start slot 34, the second start slot 35, and the general prize winning slots 41, 42, and 43. If a prize has been won, the main CPU 71 sends the corresponding payout request command to the payout / launch control circuit 123.
[0453] [Special Symbol Control Processing] Next, the special pattern control process performed in S28 of the main process (see Figure 46) will be explained with reference to Figure 47.
[0454] First, the main CPU 71 loads the control status flags stored in the main RAM 73 (S41). That is, the main CPU 71 reads the control status flags from the main RAM 73.
[0455] In Figure 47, the numerical values shown below S42 to S49 represent control state flags corresponding to those steps. These control state flags are stored in a memory area in the main RAM 73 that functions as a control state flag. The main CPU 71 advances the special symbol game by executing each step corresponding to the numerical values of the control state flags.
[0456] The main CPU 71 determines whether or not to execute the various processes in steps S42 to S49 based on the value of the control status flag. The control status flag indicates the state of play in the special symbol game and enables the execution of any of the processes from step S42 to step S49.
[0457] Furthermore, the main CPU 71 executes the processing of each step S42 to S49 at predetermined timings determined according to the waiting time timers set for each step. Before reaching these predetermined timings, it executes other subroutines instead of executing the processing of each step. Of course, it also executes system timer interrupt processing at predetermined intervals.
[0458] Once processing S41 is complete, the main CPU 71 performs a special symbol memory check (S42). In this process, the main CPU 71 sets the value "01H", which indicates the special symbol variation time management, to the control state flag. Then, it performs fall detection, win detection, special symbol determination, special symbol variation pattern determination, special symbol variation time determination, etc.
[0459] Next, the main CPU 71 performs special symbol variation time management processing (S43). In this process, when the variation time for the special symbol has elapsed, the main CPU 71 sets the value "02H" to the control state flag, which indicates special symbol display time management.
[0460] Next, the main CPU 71 performs special symbol display time management processing (S44). In this process, if the result of the hit judgment is a jackpot, the main CPU 71 sets the value "03H" to the control state flag, which indicates the hit start interval management. Also, if the result of the hit judgment is not a jackpot, the main CPU 71 sets the value "07H" to the control state flag, which indicates the end of the special symbol game.
[0461] Next, the main CPU 71 performs a win start interval management process (S45). In this process, when the time corresponding to the win start interval has elapsed, the main CPU 71 sets the control status flag to the value "04H", which indicates that the big prize opening is open.
[0462] Next, the main CPU 71 performs a waiting time management process before the grand prize opening is reopened (S46). In this process, when the time corresponding to the interval between rounds has elapsed, the main CPU 71 sets the control status flag to the value "04H", which indicates that the grand prize opening is open.
[0463] Next, the main CPU 71 performs the process of opening the big prize slot (S47). In this process, if the number of times the big prize slot has been opened has not reached the upper limit, the main CPU 71 sets the control state flag to a value "05H" which indicates the waiting time before the big prize slot is reopened. Also, when the number of times the big prize slot has been opened has reached the upper limit, the control state flag sets the value "06H" which indicates the interval for the end of a win.
[0464] Next, the main CPU 71 performs the win termination interval processing (S48). In this process, when the time corresponding to the win termination interval has elapsed, the main CPU 71 sets the value "07H" to the control state flag, which indicates the end of the special symbol game.
[0465] Next, the main CPU 71 performs the special symbol game termination process (S49). In this process, the main CPU 71 sets the control state flag to the value "00H", which indicates a special symbol memory check.
[0466] As described above, the special symbol game is executed by setting the control state flag. Specifically, when the game is not in a jackpot state and the result of the win determination is a loss, the main CPU 71 sets the control state flag in the order of "00H", "01H", "02H", and "07H". As a result, the main CPU 71 executes the processes S42, S43, S44, and S49 at predetermined timings.
[0467] Furthermore, if the game is not in a jackpot state but the result of the win determination is a jackpot, the main CPU 71 sets the control state flags in the order of "00H", "01H", "02H", and "03H". As a result, the main CPU 71 executes the processes of S42, S43, S44, and S45 at predetermined timings to perform control to enter a jackpot or minor win state.
[0468] Then, when executing control to enter the jackpot game state, the main CPU 71 sets the control state flags in the order of "04H" and "05H". As a result, the main CPU 71 executes the processes in S47 and S46 at predetermined timings and executes the jackpot game.
[0469] Furthermore, when the conditions for ending a jackpot game are met, the main CPU 71 sets the values in the order of "04H", "06H", and "07H". As a result, the main CPU 71 executes steps S46, S48, and S49 at predetermined timings, ending the jackpot game.
[0470] As mentioned above, the special symbol control process branches depending on the status. Although not described in detail here, the normal symbol control process (S29 in Figure 46) also branches depending on the status, similar to the special symbol control process.
[0471] The program in this embodiment is programmed so that a pure return process from a submodule to a parent module is possible in call instructions when processing is branched according to the status. As a result, the program size can be reduced compared to when a jump table is used.
[0472] [Special Symbol Memory Check Process] Next, the special symbol memory check process performed in S42 of the special symbol control process (see Figure 47) will be explained with reference to Figure 48.
[0473] First, the main CPU 71 determines whether the control status flag is "00H", which is the value indicating the special symbol memory check process (S61). If it determines that the control status flag is not "00H" (NO), the main CPU 71 terminates the special symbol memory check process and moves the process to the special symbol control process.
[0474] When the control state flag is determined to be "00H" during processing S61, the main CPU 71 determines whether or not there is a memory for starting the special symbol game (S62).
[0475] In the processing of S62, the main CPU 71 determines whether or not data is stored in the first special symbol start memory area (0) to the first special symbol start memory area (4) or the second special symbol start memory area (0) to the second special symbol start memory area (4) provided in the main RAM 73. If data is stored in each of the first special symbol start memory areas or each of the second special symbol start memory areas, the main CPU 71 determines that there is a special symbol game start memory. On the other hand, if no data is stored in any of the special symbol start memory areas, the main CPU 71 determines that there is no special symbol game start memory.
[0476] The first special symbol start memory area (0) stores data (information) for the special symbol game corresponding to the first special symbol that is currently changing as start memory. Then, the first special symbol start memory areas (1) to the first special symbol start memory areas (4) store data (information) for the special symbol games corresponding to the four pending first special symbols as start memory. The second special symbol start memory area (0) stores data (information) for the special symbol game corresponding to the second special symbol that is currently changing as start memory. Then, the second special symbol start memory areas (1) to (4) store data (information) for the special symbol game corresponding to the four pending second special symbols as start memory.
[0477] The first special symbol start memory area (1) to the first special symbol start memory area (4) and the second special symbol start memory area (1) to the second special symbol start memory area (4) represent a specific example of the reserved information storage means related to the gaming machine of the present invention. Furthermore, the storage of special symbol game data (information) as start memory in the first special symbol start memory area (0) or the second special symbol start memory area (0) represents a specific example of the fulfillment of the lottery start condition in the gaming machine of the present invention.
[0478] In the processing of S62, if it is determined that there is no memory to start the special symbol game (NO), the main CPU 71 performs a demo display process (S63). After that, the main CPU 71 finishes the special symbol memory check process and moves the processing to the special symbol control process.
[0479] During the demo display process, the main CPU 71 sets a demo display permission value in the main RAM 73. In other words, if the special symbol game start memory (the special symbol start memory area where random values for jackpot determination are stored) remains at 0 for a predetermined time (for example, 30 seconds), the main CPU 71 sets a predetermined value as the demo display permission value.
[0480] Furthermore, the main CPU 71 sets demo display command data in the main RAM 73 if the demo display permission value is a predetermined value. The demo display command data is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. When the sub-control circuit 200 receives the demo display command data, it displays the demo screen in the display area 13a of the display device 13.
[0481] In the processing of S62, when it is determined that there is a start memory for the special symbol game (YES), the main CPU 71 determines whether the earliest held memory corresponds to the start memory for the second special symbol (S64). When it is determined that the earliest held memory corresponds to the start memory for the second special symbol (YES), the main CPU 71 sets "02H" as the change state number in a predetermined area of the main RAM 73 (S65). "02H" is a value that indicates that the second special symbol is currently changing.
[0482] In the processing of S62, if it is determined that there is no memory of the start of the special symbol game (NO), the main CPU 71 sets "01H" as the fluctuation state number in a predetermined area of the main RAM 73 (S66). "01H" is a value that indicates that the first special symbol is currently fluctuating.
[0483] After processing in S65 or S66, the main CPU 71 sets the value "01H" which indicates special symbol variation time management to the control state flag (S67). Next, the main CPU 71 performs special symbol memory transfer processing (S68).
[0484] In the special symbol memory transfer process, when the special symbol to be displayed is the first special symbol, the main CPU 71 shifts (stores) each of the data from the first special symbol start memory area (1) to (4) to the first special symbol start memory area (0) to (3). Also, when the special symbol to be displayed is the second special symbol, the main CPU 71 shifts (stores) each of the data from the second special symbol start memory area (1) to (4) to the second special symbol start memory area (0) to (3).
[0485] Next, the main CPU 71 performs a fall determination process (S69). In this process, the main CPU 71 performs a fall lottery. The fall lottery is a draw in which a random value is extracted from the fall determination counter to determine whether or not a fall has been achieved.
[0486] Next, the main CPU 71 performs a jackpot determination process (S70). This jackpot determination process corresponds to the jackpot lottery means related to the gaming machine of the present invention. In this process, the main CPU 71 reads a high probability flag and, based on the read high probability flag, selects one jackpot determination table from a plurality of jackpot determination tables. The plurality of jackpot determination tables differ in the number of jackpot determination values.
[0487] The main CPU 71 selects a high-probability win judgment table with a large number of win judgment values when the high-probability flag is at a predetermined value, and selects a normal win judgment table with a small number of win judgment values when the high-probability flag is not at a predetermined value. As a result, when the game state flag is at a predetermined value, that is, when the game state is a high-probability state (probability variation game state), the probability of transitioning to a jackpot game state is higher than when it is a low-probability state (normal game state, time-saving game state).
[0488] Subsequently, the main CPU 71 refers to the random value for jackpot determination that was extracted when a special symbol is triggered and that was previously set in the first special symbol trigger memory area (0) and the second special symbol trigger memory area (0), as well as the selected jackpot determination table. The main CPU 71 then determines that a jackpot has been won if the random value for jackpot determination and the jackpot determination value match.
[0489] Next, the main CPU 71 performs a special symbol determination process (S71). In this process, if the result of the win determination is a jackpot, the main CPU 71 determines the jackpot symbol as the special symbol. On the other hand, if the result of the win determination is not a jackpot (i.e., a miss), the main CPU 71 determines the miss symbol as the special symbol.
[0490] Next, the main CPU 71 performs a special symbol variation pattern determination process (S72). In this process, the main CPU 71 selects a special symbol variation pattern determination table (see Figures 34 and 35) based on the result of the jackpot determination process in step S70. The main CPU 71 then refers to the selected special symbol variation pattern determination table and determines the variation pattern based on the game state and the random value for main-side performance selection (random value for reach determination), and stores it in a predetermined area of the main RAM 73.
[0491] The data indicating the variation pattern stored in the main RAM 73 is supplied to the first special symbol display device 62a or the second special symbol display device 62b. As a result, the first special symbol display device 62a or the second special symbol display device 62b displays the special symbols with the determined variation pattern, and then displays the determined special symbols in a stopped state in the process of S71.
[0492] Furthermore, the data indicating the variation pattern stored in the main RAM 73 is transmitted as a variation pattern command from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. The sub-CPU 201 of the sub-control circuit 200 determines the content of the performance display based on the received variation pattern command and executes that performance display.
[0493] Next, the main CPU 71 performs a special symbol variation time setting process (S73). In this process, the main CPU 71 sets the variation time corresponding to the determined special symbol variation pattern in the first timer and clears the memory area used for the variation display this time. In this embodiment, the first timer is set at appropriate timings for the variation time corresponding to the special symbol variation pattern, the variation start waiting time, the win start interval time, the big prize opening time, the round interval time, the win end interval time, etc.
[0494] Next, the main CPU 71 sets a special symbol animation start command in the main RAM 73 (S74). The special symbol animation start command is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. The sub-CPU 201 of the sub-control circuit 200 performs control to start the animation based on the received special symbol animation start command.
[0495] Next, the main CPU 71 clears the value of the special symbol start memory area (0) used for the current variation display (S75). After completing the process in S75, the main CPU 71 finishes the special symbol memory check process and moves the processing to the special symbol control process.
[0496] [Fall detection process] Next, the fall determination process performed in S69 of the special symbol memory check process (see Figure 48) will be explained with reference to Figure 49. Furthermore, the fall determination process corresponds to the fall lottery means and game state transition means related to the gaming machine of the present invention.
[0497] First, the main CPU 71 determines whether the game state is one of the probability variation game states (S81). If it determines that the game state is not one of the probability variation game states (NO), the main CPU 71 terminates the fall-out determination process and moves the process to the special symbol memory check process.
[0498] In the processing of S81, if it is determined that the game state is one of the probability variation game states (YES), the main CPU 71 performs a fall-out lottery and determines whether or not the result is a fall-out (S82). If it is determined that the result is not a fall-out (NO), the main CPU 71 terminates the fall-out determination process and moves the processing to the special symbol memory check process.
[0499] In the processing of S82, when it is determined that a fall has been won (YES), the main CPU 71 determines whether the game state is the first probability variation game state or not (S83). When it is determined that the game state is the first probability variation game state (YES), the main CPU 71 determines whether the value of the time reduction count counter is "0" or not (S84).
[0500] When the processing in S84 determines that the value of the time-saving counter is "0", or when the processing in S83 determines that the game state is not the first probability variation game state (NO), the main CPU 71 clears the probability variation game state flag and sets the normal game state flag (S85).
[0501] When the value of the time-saving game counter is "0" in the first probability variation game state, it means that the 99th special symbol game has started in the first probability variation game state. If a loss of probability occurs between the 1st special symbol game and the 99th special symbol game, the game state will change from the time-saving game state to the normal game state after the 99th special symbol game ends. Furthermore, if the game state is the second probability variation game state, after the special symbol game in which a fall-out occurred ends, the game state will transition from the second probability variation game state to the normal game state.
[0502] In the processing of S84, when the value of the time-saving counter is determined to be not "0" (NO), the main CPU 71 clears the flag for the first probability variation game state and sets the flag for the time-saving game state (S86). If a loss is won between the 1st special symbol game and the 98th special symbol game in the first probability variation game state, the game state transitions from the first probability variation game state to the time-saving game state.
[0503] After processing in S86 or S85, the main CPU 71 sets a game state transition command in the main RAM 73 (S87). The game state transition command is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Based on the received game state transition command, the sub-CPU 201 of the sub-control circuit 200 recognizes the game state and executes the appropriate animation for that game state. After processing S87, the main CPU 71 finishes the fall detection process and moves on to the special symbol memory check process.
[0504] [Special Symbol Determination Process] Next, the special symbol determination process performed in S71 of the special symbol memory check process (see Figure 48) will be explained with reference to Figure 50.
[0505] First, the main CPU 71 determines whether the result of the jackpot determination process (S70 in Figure 48) is a jackpot (S91). When the result of the jackpot determination process is determined to be a jackpot (YES), the main CPU 71 determines whether the fluctuation state number is "01H" (S92).
[0506] In the S92 process, when it is determined that the fluctuation state number is "01H" (YES), the main CPU 71 determines the winning symbol for the first special symbol based on the random value for symbol determination extracted from the symbol determination counter (S93). After that, the main CPU 71 sets the data for the determined winning symbol for the first special symbol and sets the command for the winning symbol (S94).
[0507] In the processing of S94, the main CPU 71 sets the data of the winning symbol for the first special symbol in a predetermined area of the main RAM 73 and supplies it to the first special symbol display device 62a. The first special symbol display device 62a displays the first special symbol in a variable manner and then displays the first special symbol in a fixed position based on the data of the winning symbol for the first special symbol.
[0508] Furthermore, the command for the winning symbol in the first special symbol set in a predetermined area of the main RAM 73 is transmitted as a special symbol specification command from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. As a result, the sub-control circuit 200 outputs and displays the winning pattern of the identification symbol in the display area 13a of the display device 13.
[0509] In the processing of S92, the main CPU 71 determines the winning symbol for the second special symbol based on the random value for symbol determination extracted from the symbol determination counter (S95). After that, the main CPU 71 sets the data for the determined winning symbol for the second special symbol and sets the command for the winning symbol (S96).
[0510] In the S96 process, the main CPU 71 sets the data for the winning symbol in the second special symbol into a predetermined area of the main RAM 73 and supplies it to the second special symbol display device 62b. The second special symbol display device 62b displays the second special symbol in a variable manner and then displays the second special symbol in a manner based on the data for the winning symbol in the second special symbol.
[0511] Furthermore, the command for the winning symbol in the second special symbol set in a predetermined area of the main RAM 73 is transmitted as a special symbol specification command from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. As a result, the sub-control circuit 200 outputs and displays the winning pattern of the identification symbol in the display area 13a of the display device 13.
[0512] After processing S96 or S94, the main CPU 71 sets the winning start interval display time data corresponding to the winning symbol (jackpot symbol) into the main RAM 73 (S97).
[0513] Next, the main CPU 71 sets the data related to the number of times the big prize slot has been opened in the main RAM 73 (S98). In this embodiment, there are two types of big wins: a 4R big win and a 16R big win. When the type of big win is a 4R big win, the main CPU 71 sets "4" as the data related to the number of times the big prize slot has been opened. When the type of big win is a 16R big win, the main CPU 71 sets "16" as the data related to the number of times the big prize slot has been opened. Once processing S98 is complete, the main CPU 71 finishes the special symbol determination process and moves on to the special symbol memory check process (see Figure 48).
[0514] In the S91 process, when the result of the jackpot determination process is determined to be not a jackpot (NO), the main CPU 71 sets the data for the losing symbols and sets the command for the losing symbols in the main RAM 73 (S99).
[0515] In processing S99, the main CPU 71 sets the data for the losing symbols in a predetermined area of the main RAM 73. Then, depending on whether the changing special symbol is the first special symbol or the second special symbol, it supplies the data for the losing symbols to the first special symbol display device 62a or the second special symbol display device 62b.
[0516] When data for a losing symbol is supplied to the first special symbol display device 62a, the first special symbol display device 62a displays the first special symbol in a variable manner and then stops displaying the first special symbol in a manner based on the data for a losing symbol. Also, when data for a losing symbol is supplied to the second special symbol display device 62b, the second special symbol display device 62b displays the second special symbol in a variable manner and then stops displaying the second special symbol in a manner based on the data for a losing symbol.
[0517] Furthermore, the command for a losing symbol set in a predetermined area of the main RAM 73 is transmitted as a special symbol designation command from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. As a result, the sub-control circuit 200 displays the losing pattern of the identification symbol in the display area 13a of the display device 13. Once processing S99 is complete, the main CPU 71 finishes the special symbol determination process and moves on to the special symbol memory check process (see Figure 48).
[0518] [Special Symbol Variation Time Management Processing] Next, the special symbol variation time management process performed in S43 of the special symbol control process (see Figure 47) will be explained with reference to Figure 51.
[0519] First, the main CPU 71 determines whether the control status flag is "01H", which is the value indicating the special symbol variation time management process (S111). If it determines that the control status flag is not "01H" (NO), the main CPU 71 terminates the special symbol variation time management process and moves the process to the special symbol control process (see Figure 47).
[0520] In the process of S111, when the control status flag is determined to be "01H" (YES), the main CPU 71 determines whether the value of the first timer is "0" or not (S112). In other words, the main CPU 71 determines whether the variable time set for the first timer has been consumed or not.
[0521] In the S112 process, if the value of the first timer is not "0" (NO), meaning that the fluctuation time set for the first timer has not been used up, the main CPU 71 terminates the special symbol fluctuation time management process and moves the process to the special symbol control process (see Figure 47). On the other hand, when the value of the first timer is "0" (YES), that is, when the main CPU 71 determines that the variable time set for the first timer has been consumed, it sets the value "02H", which indicates special symbol display time management, to the control status flag (S113).
[0522] Next, the main CPU 71 sets a symbol stop command in the main RAM 73 (S114). The symbol stop command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. When the sub-control circuit 200 receives the symbol stop command, it recognizes that the special symbols will be stopped.
[0523] Next, the main CPU 71 sets a waiting time for the start of the variation (for example, 10 msec) in the first timer (S115). The waiting time for the start of the variation is the waiting time from when the variation display of the special symbol ends until the variation display of the next special symbol begins.
[0524] [Special Symbol Display Time Management Processing] Next, the special symbol display time management process performed in S44 of the special symbol control process (see Figure 47) will be explained with reference to Figure 52.
[0525] First, the main CPU 71 determines whether the control status flag is "02H", which is the value indicating the special symbol display time management process (S121). If it determines that the control status flag is not "02H" (NO), the main CPU 71 terminates the special symbol display time management process and moves the process to the special symbol control process (see Figure 47).
[0526] In the process of S121, when the control status flag is determined to be "02H", the main CPU 71 determines whether the value of the first timer is "0" or not (S122). In other words, the main CPU 71 determines whether the waiting time for the start of the change set in the first timer has been consumed or not.
[0527] In the process of S122, if the value of the first timer is not "0" (NO), that is, if the waiting time for the start of variation set in the first timer has not been used up, the main CPU 71 determines whether the special game is a jackpot or not (S123). If it is determined that the special game is not a jackpot (NO), the main CPU 71 terminates the special symbol display time management process and moves the process to the special symbol control process (see Figure 47).
[0528] In the processing of S123, when it is determined that the special game is a jackpot (YES), the main CPU 71 clears the game state flag (S124). In the jackpot game state, the probability of normal symbols and special symbols are set to a low state. For this reason, the first probability variation game state flag, the second probability variation game state flag, and the time reduction game state flag are turned off. Alternatively, a jackpot game state flag may be set and turned on. Once processing S124 is complete, the main CPU 71 terminates the special symbol display time management process and moves on to the special symbol control process (see Figure 47).
[0529] In the process of S122, when the value of the first timer is "0" (YES), that is, when it is determined that the waiting time for the start of variation set in the first timer has been consumed, the main CPU 71 determines whether or not the special game is a jackpot (S125). When it is determined that the special game is not a jackpot (NO), the main CPU 71 determines whether or not the value of the time reduction count counter is "0" (S126).
[0530] In the process of S126, if the main CPU 71 determines that the value of the time-saving count counter is not "0" (NO), it deducts 1 from the value of the time-saving count counter (S127). Subsequently, the main CPU 71 determines whether the value of the time-saving count counter is "0" or not (S128).
[0531] In the process of S128, when the main CPU 71 determines that the value of the time-saving counter is "0" (YES), it clears the time-saving flag (S129). Then, the main CPU 71 sets a time-saving counter termination command in the main RAM 73 (S130). The time-saving counter termination command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Upon receiving the time-saving counter termination command, the sub-control circuit 200 recognizes that the game will transition to the normal game state when a fall is won.
[0532] In the processing of S125, when it is determined that the special game is a jackpot (YES), the main CPU 71 sets the control state flag to "03H", which is a value indicating the jackpot start interval management process (S131).
[0533] Next, the main CPU 71 sets the first timer to the win start interval time (for example, 300 msec) corresponding to the special symbol (first special symbol or second special symbol) (S132). Subsequently, the main CPU 71 sets "FFH" to the main RAM 73 as the value of the big prize opening count counter (S133).
[0534] Next, the main CPU 71 sets a special symbol effect stop command in the main RAM 73 (S134). The special symbol effect stop command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Upon receiving the special symbol effect stop command, the sub-control circuit 200 recognizes that the special symbol effect has stopped.
[0535] Next, the main CPU 71 sets a jackpot start command corresponding to the special symbol (first special symbol or second special symbol) in the main RAM 73 (S135). The jackpot start command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Upon receiving the jackpot start command, the sub-control circuit 200 recognizes the start of a jackpot game. Once processing S135 is complete, the main CPU 71 terminates the special symbol display time management process and moves the processing to the special symbol control process (see Figure 47).
[0536] If the S126 process determines that the value of the time-saving counter is "0" (YES), or if the S128 process determines that the value of the time-saving counter is not "0" (NO), then after the S130 process, the main CPU 71 sets the control state flag to "07H", which is the value indicating the termination of the special symbol game (S136).
[0537] Next, the main CPU 71 sets a special symbol display stop command in the main RAM 73 (S137). After completing the process in S137, the main CPU 71 terminates the special symbol display time management process and moves the processing to the special symbol control process (see Figure 47).
[0538] [Percentage Start Interval Management Process] Next, the win start interval management process performed in S45 of the special symbol control process (see Figure 47) will be explained with reference to Figure 53.
[0539] First, the main CPU 71 determines whether the control status flag is "03H", which is the value indicating the win start interval management process (S151). If it determines that the control status flag is not "03H" (NO), the main CPU 71 terminates the win start interval management process and moves the process to the special symbol control process (see Figure 47).
[0540] In the process of S151, when the control status flag is determined to be "03H" (YES), the main CPU 71 determines whether the value of the first timer is "0" or not (S152). In other words, the main CPU 71 determines whether the per-start interval time set for the first timer has been consumed or not.
[0541] In the S152 process, if the value of the first timer is not "0" (NO), meaning that the win start interval time has not been consumed, the main CPU 71 terminates the win start interval management process and moves the process to the special symbol control process (see Figure 47). On the other hand, in the process of S152, when the value of the first timer is "0" (YES), that is, when it is determined that the win start interval time has been consumed, the main CPU 71 sets the upper limit of the big prize opening count counter in the main RAM 73 (S153).
[0542] The upper limit in processing S153 is the data related to the number of times the big prize slot has been opened, which was set in the main RAM 73 in processing S98 of the special symbol determination process (see Figure 50). In other words, in processing S153, the main CPU 71 sets "4" or "16" as the upper limit of the big prize slot opening counter. Note that the value on the counter for the number of times the grand prize slot has been opened is synonymous with the number of rounds.
[0543] According to this embodiment, the processing sequence is such that the upper limit of the jackpot opening count counter is set after the symbol stops displaying (S114 in Figure 51) (S153 in Figure 53). However, according to the present invention, setting the upper limit of the jackpot opening count counter may also be performed in the next process if the result of the lottery in the special symbol determination process (S71 in Figure 48) is a jackpot.
[0544] Next, the main CPU 71 adds 1 to the value of the main RAM 73's big prize opening count counter (S154). As described above, in the S133 process of the special symbol display time management process (see Figure 52), the value of the big prize opening count counter is set to "FFH (i.e., -1)". Therefore, when the S153 process is performed, the value of the big prize opening count counter becomes "0". In this embodiment, for the first round of a jackpot (round 1), the value of the big prize opening count counter is set to "0" to manage the number of rounds.
[0545] If the value of the grand prize opening counter is initially set to "0", then after the opening process for the first round, it is determined whether the round number is the final round (N-1). If the final round number is not N-1, the inter-round interval process is performed, 1 is added to the grand prize opening counter, and the opening process for the second round and beyond is performed. This process is repeated until the final round number is N-1. In other words, the opening process for the first round needs to be performed separately.
[0546] In contrast, if the value of the big prize slot opening count counter is set to "FFH (i.e., -1)", then the value of the big prize slot opening count counter remains "FFH (i.e., -1)" until the win start interval management process. Therefore, the initial value (FFH) does not affect the actual management of the number of rounds. As a result, regardless of the type of big win, it becomes possible to consolidate the opening process from the 1st round to the Nth round into a single process, thereby reducing the area used by the main ROM 72.
[0547] After processing in S154, the main CPU 71 sets the opening and closing patterns for the first and second prize slots 44 and 45 for each round according to the type of winning symbol (S155). Next, the main CPU 71 sets the "Prize Slot Open" display command data into the main RAM 73 (S156). The "Prize Slot Open" display command data set into the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200 as a "Prize Slot Open" display command.
[0548] Next, the main CPU 71 sets the control state flag to the value "04H", which indicates the waiting time before the big prize opening is reopened (S157). Subsequently, the main CPU 71 clears the big prize opening counter in the main RAM 73 (S158). Then, the main CPU 71 sets the big prize opening time (for example, 300,000 msec) in the first timer (S159).
[0549] Next, the main CPU 71 sets the signal indicating that the first large prize opening is open (S160). The signal indicating that the first large prize opening is open is data indicating that the first large prize opening 44 is open. In this process, the main CPU 71 updates a variable located in the main RAM 73 based on data read from the main ROM 72 in order to open the first large prize opening 44. The updated variable then drives the solenoid actuator related to the first large prize opening 44 via port output processing (S33 in Figure 46), thereby opening the first large prize opening 44. Once processing S160 is complete, the main CPU 71 finishes the win start interval management processing and moves the processing to the special symbol control processing (see Figure 47).
[0550] [Waiting time management process before reopening of the grand prize gate] Next, the waiting time management process before the grand prize opening is reopened, which is performed in S46 of the special pattern control process (see Figure 47), will be explained with reference to Figure 54.
[0551] First, the main CPU 71 determines whether the control status flag is "05H", which is the value indicating the waiting time management process before the big prize opening is reopened (S171). When it determines that the control status flag is not "05H" (NO), the main CPU 71 terminates the waiting time management process before the big prize opening is reopened and moves the process to the special symbol control process (see Figure 47).
[0552] In the process of S171, when the control status flag is determined to be "05H" (YES), the main CPU 71 determines whether the value of the first timer is "0" or not (S172). In other words, the main CPU 71 determines whether the inter-round interval time set in the first timer has been consumed or not.
[0553] In the S172 process, when the value of the first timer is not "0" (NO), meaning that the interval time between rounds has not been consumed, the main CPU 71 terminates the waiting time management process before the grand prize opening is reopened and moves the process to the special symbol control process (see Figure 47). On the other hand, in the process of S172, when the value of the first timer is "0" (YES), that is, when it is determined that the interval time between rounds has been consumed, the main CPU 71 adds 1 to the value of the main RAM 73's big prize opening count counter (S173).
[0554] Next, the main CPU 71 sets the command data for indicating that the big prize slot is open into the main RAM 73 (S174). In this case, the command data for indicating that the big prize slot is open will be data indicating the second round or later. The command data for indicating that the big prize slot is open is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200 as a command to indicate that the big prize slot is open. This command to indicate that the big prize slot is open includes an instruction to the sub-CPU 201 to increment the round counter by 1.
[0555] Next, the main CPU 71 sets the control state flag to "04H", which is the value indicating the opening of the big prize slot (S175). Then, the main CPU 71 clears the big prize slot entry counter in the main RAM 73 (S176).
[0556] Next, the main CPU 71 sets the opening time of the big prize slot (for example, 300,000 msec) in the first timer (S177). After that, the main CPU 71 sets the signal indicating that the monitored big prize slot is operational (either the signal indicating that the first big prize slot is operational or the signal indicating that the second big prize slot is operational) in the main RAM 73 (S178). In this embodiment, the big prize slot to be opened in odd-numbered rounds is the first big prize slot 44, and the big prize slot to be opened in even-numbered rounds is the second big prize slot 45. Once processing S178 is complete, the main CPU 71 finishes the waiting time management process before the grand prize opening is reopened and moves the processing to the special symbol control process (see Figure 47).
[0557] [Opening of the grand prize slot] Next, the process of opening the grand prize slot, which is performed in S47 of the special pattern control process (see Figure 47), will be explained with reference to Figure 55.
[0558] First, the main CPU 71 determines whether the control status flag is "04H", which indicates the opening of the big prize slot (S191). If it determines that the control status flag is not "04H" (NO), the main CPU 71 terminates the opening of the big prize slot and moves the process to the special symbol control process (see Figure 47).
[0559] In the processing of S191, when it is determined that the control status flag is "04H" (YES), the main CPU 71 determines whether the big prize slot counter is "10" or greater (S192). When it is determined that the big prize slot counter is not "10" or greater (NO), the main CPU 71 performs the big prize slot opening and closing process according to the opening and closing pattern set for each round (S193).
[0560] In the processing of S193, the main CPU 71 opens and closes the first and second large prize slots 44 and 45 according to the opening and closing pattern for each round set in S155 of the win start interval management processing (see Figure 53). Specifically, according to the opening and closing pattern for each round, the CPU waits for the interval time between rounds and then repeatedly closes and opens the first and second large prize slots 44 and 45 alternately. The operation of the first and second large prize slots 44 and 45 will be explained later with reference to Figure 72.
[0561] Next, the main CPU 71 determines whether the value of the first timer is "0" or not (S194). In other words, the main CPU 71 determines whether the opening time for the big prize slot set in the first timer has been used up or not.
[0562] In the S194 process, when the value of the first timer is not "0" (NO), meaning that the time for opening the big prize slot has not been used up, the main CPU 71 terminates the big prize slot opening process and moves the process to the special symbol control process (see Figure 47).
[0563] When the S194 process determines that the value of the first timer is "0" (YES), meaning that the time for opening the big prize slot has been used up, or when the S192 process determines that the big prize slot counter is "10" or more (YES), the main CPU 71 clears the first timer (S195). Then, the main CPU 71 sets the data for closing the big prize slot (S196).
[0564] In the S196 process, the main CPU 71 updates a variable located in the main RAM 73 based on data read from the main ROM 72 in order to close the open prize slot. The updated variable then drives the solenoid actuator related to the open prize slot via port output processing (S33 in Figure 46), thereby closing the open prize slot.
[0565] Next, the main CPU 71 determines whether the value of the big prize opening count counter is equal to or greater than the upper limit of the big prize opening count (S197). If it determines that the value of the big prize opening count counter is not equal to or greater than the upper limit of the big prize opening count (NO), the main CPU 71 sets the interval time between rounds (for example, 50 msec) in the first timer (S198).
[0566] Next, the main CPU 71 sets the residual monitoring time for the closed large prize slot (for example, 1000 msec) in the second timer (S199). The value of the second timer set in this process is subtracted in the system timer interrupt process (see Figure 58).
[0567] Next, the main CPU 71 sets the control status flag to "05H", which is a value indicating the processing of the waiting time before the big prize opening is reopened (S200).
[0568] Subsequently, the main CPU 71 sets the inter-round display command data into the main RAM 73 (S201). The inter-round display command data set into the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200 as an inter-round display command. Once processing S201 is complete, the main CPU 71 finishes the process of opening the big prize slot and moves on to the special symbol control process (see Figure 47).
[0569] When the S197 process determines that the value of the big prize slot opening count counter is equal to or greater than the upper limit of the big prize slot opening count (YES), the main CPU 71 sets the residual monitoring time for the closed big prize slot (for example, 1000 msec) in the second timer (S202). If the value of the big prize slot opening count counter is equal to or greater than the upper limit of the big prize slot opening count, it is the final round of the jackpot game (round 4 or round 16). Therefore, in the S202 process, the closed big prize slot is the second big prize slot 45.
[0570] Next, the main CPU 71 sets the completion interval time (for example, 800 msec) in the first timer (S203). Subsequently, the main CPU 71 sets the control status flag to "06H", which is a value indicating the completion interval processing (S204).
[0571] Subsequently, the main CPU 71 sets the special symbol win interval end display command data into the main RAM 73 (S205). The special symbol win interval end display command data is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200 as a special symbol win interval end display command. Once processing S205 is complete, the main CPU 71 finishes the process of opening the big prize slot and moves on to the special symbol control process (see Figure 47).
[0572] [End of hit interval processing] Next, the win termination interval processing performed in S48 of the special symbol control processing (see Figure 47) will be explained with reference to Figure 56.
[0573] First, the main CPU 71 determines whether the control status flag is "06H", which is the value indicating the end interval processing of a win (S211). If it determines that the control status flag is not "06H" (NO), the main CPU 71 terminates the end interval processing of a win and moves the processing to the special symbol control processing (see Figure 47).
[0574] In the process of S211, when the control status flag is determined to be "06H" (YES), the main CPU 71 determines whether the value of the first timer is "0" or not (S212). In other words, the main CPU 71 determines whether the per-session interval time set for the first timer has been consumed or not.
[0575] In the S212 process, if the value of the first timer is not "0" (NO), meaning that the win termination interval time has not been consumed, the main CPU 71 terminates the win termination interval processing and moves the processing to the special symbol control processing (see Figure 47). On the other hand, in the processing of S212, when the value of the first timer is "0" (YES), that is, when it is determined that the hit termination interval time has been consumed, the main CPU 71 sets the control state flag to "07H", which is a value indicating the termination of the special symbol game (S213).
[0576] After processing in S213, the main CPU 71 sets control data corresponding to the winning symbols and the game state at the time of winning into the main RAM 73 (S214). In this process, the main CPU 71 sets either the first probability variation game state flag or the second probability variation game state flag as control data. If the first probability variation game state flag is set as control data, the time reduction count counter is set to "99".
[0577] Specifically, if the type of jackpot is a 16R jackpot, the main CPU 71 sets the first probability variation game state flag as control data. Also, if the type of jackpot is a 4R jackpot and the game state at the time of winning is either the first probability variation game state, the second probability variation game state, or the time reduction game state, the main CPU 71 sets the first probability variation game state flag as control data. When the first probability variation game state flag is set as control data, the game state transitions from the jackpot game state to the first probability variation game state.
[0578] On the other hand, if the type of jackpot is a 4R jackpot and the game state at the time of winning was the normal game state, the main CPU 71 sets the second probability variation game state flag as control data. When the second probability variation game state flag is set as control data, the game state transitions from the jackpot game state to the second probability variation game state.
[0579] After processing in S214, the main CPU 71 finishes the hit termination interval processing and moves the processing to the special symbol control processing (see Figure 47).
[0580] [Special Symbol Game End Processing] Next, the special symbol game termination process, which is performed in S49 of the special symbol control process (see Figure 47), will be explained with reference to Figure 57.
[0581] First, the main CPU 71 determines whether the control status flag is "07H", which is the value indicating the termination of the special symbol game (S221). If it determines that the control status flag is not "07H" (NO), the main CPU 71 terminates the special symbol game termination process and moves the process to the special symbol control process (see Figure 47).
[0582] In the process of S211, when the control state flag is determined to be "07H" (YES), the main CPU 71 sets the control state flag to "00H", which is the value indicating the special symbol memory check process (S221). After processing S214, the main CPU 71 finishes the special symbol game termination process and moves the processing to the special symbol control process (see Figure 47).
[0583] [System Timer Interrupt Processing] Next, the system timer interrupt processing will be explained with reference to Figure 58. The main CPU 71 may interrupt its ongoing main processing to execute a system timer interrupt.
[0584] First, the main CPU 71 saves the registers (S231). Next, the main CPU 71 performs timer update processing (S232). In this process, the main CPU 71 updates various timers, such as the first timer and the second timer.
[0585] Next, the main CPU 71 sets clear data in the watchdog output data (S233). In this process, the main CPU 71 sets clear data in the watchdog output data. Furthermore, the main CPU 71 transmits a control signal based on the watchdog output data to the initial reset circuit 75 of the main control circuit 70.
[0586] The initial reset circuit 75 releases the voltage of the capacitor based on the received control signal. After a predetermined time (for example, 3100 msec) has elapsed, the initial reset circuit 75 sends a system reset signal to the main CPU 71. When the main CPU 71 receives this system reset signal from the initial reset circuit 64, it enters a system reset state. The predetermined time is determined by the capacitance of the capacitor connected to the initial reset circuit 75 after the watchdog timer provided in the initial reset circuit 75 is cleared.
[0587] After processing in S233, the main CPU 71 performs a random number update process (S234). In this process, the main CPU 71 updates random numbers for the jackpot determination counter, the symbol determination counter, the win determination counter, the fall-out determination counter, the variation pattern determination counter, and the performance pattern determination counter. Note that if the timing of updating the jackpot determination counter and the symbol determination counter is unpredictable, it would be unfair. Therefore, to ensure fairness, the jackpot determination counter and the symbol determination counter are updated at a fixed interval of every 2 msec.
[0588] After processing in S234, the main CPU 71 performs switch input processing (S235). In this process, the main CPU 71 determines whether or not there has been input to a switch. The main CPU 71 receives detection signals transmitted from various switches such as the count switches 104 and 105 and the general prize slot switches 112 and 113, and determines that there has been input to a switch if any of the switches detect a game ball.
[0589] After processing S235, the main CPU 71 restores the registers (S236). In this process, the main CPU 71 restores the registers to the addresses they were at before the interrupt processing. After processing S236, the main CPU 71 terminates the system timer interrupt processing.
[0590] [Timer update process] Next, the timer update process performed in S232 of the system timer interrupt processing (see Figure 58) will be explained with reference to Figure 59.
[0591] First, the main CPU 71 increments the value of the system timer monitoring timer by 1 (S241). The system timer monitoring timer is a timer used to count the number of times the system timer interrupt process is executed (started). In this embodiment, when the number of times the system timer interrupt process is executed (started) reaches a predetermined condition (3 times), a predetermined process (such as special pattern control process) is executed.
[0592] Next, the main CPU 71 deducts 1 from the value of the first timer (S242). In this process, if any value is set in the first timer, the main CPU 71 deducts 1 from that value. Subsequently, the main CPU 71 deducts 1 from the value of the second timer (S243). In this process, if any value is set in the second timer, the main CPU 71 deducts 1 from that value.
[0593] Next, the main CPU 71 determines whether the value of the second timer is "0" or not (S244). In other words, the main CPU 71 determines whether the residual monitoring time has been used up or not. If, in the process of S244, it determines that the value of the second timer is not "0" (NO), that is, that the residual monitoring time has not been used up, the main CPU 71 terminates the timer update process and moves the process to the system timer interrupt process (see Figure 58).
[0594] In the processing of S244, when the value of the second timer is "0" (YES), meaning that the remaining monitoring time has been consumed, the main CPU 71 terminates the remaining ball monitoring process and turns off the signal indicating that the target large prize jackpot is operational (S245). Here, the second timer can be "0" at any time between 00H and 07H. Therefore, by processing all of these at once using timer interrupt processing, it becomes unnecessary to make a judgment in each of the processes between 00H and 07H, thereby reducing the control burden. After processing S245, the main CPU 71 finishes the timer update process and moves the processing to the system timer interrupt process (see Figure 58).
[0595] [Switch Input Processing] Next, the switch input processing performed in S235 of the system timer interrupt processing (see Figure 58) will be explained with reference to Figure 60.
[0596] First, the main CPU 71 performs a check of the prize ball-related switches (S251). In this process, the main CPU 71 determines whether or not there has been input from the count switches 104, 105, the general prize slot switches 112, 113, the first start slot switch 116, and the second start slot switch 117. In other words, it determines whether or not the count switches 104, 105, the general prize slot switches 112, 113, the first start slot switch 116, and the second start slot switch 117 have detected a game ball.
[0597] The main CPU 71 then adds 1 to the value of the main prize slot counter when it detects that there has been input from the count switches 104 and 105. It also adds 1 to the value of the general prize slot counter when it detects that there has been input from the general prize slot switches 112 and 113. Furthermore, it adds 1 to the value of the start slot counter when it detects that there has been input from the first start slot switch 116 and the second start slot switch 117.
[0598] After processing in S251, the main CPU 71 performs a special symbol-related switch check process (S252). This special symbol-related switch check process will be described later. Next, the main CPU 71 performs a normal symbol-related switch check process (S253).
[0599] In the S253 process, the main CPU 71 determines whether or not there has been input from the through gate switch 115, in other words, whether or not the through gate switch 115 has detected a game ball. If the main CPU 71 determines that there has been input from the through gate switch 115, it determines whether or not the number of reserved balls is at the upper limit (for example, 4 balls), and if it determines that it is at the upper limit, it terminates the normal symbol-related switch check process.
[0600] On the other hand, when the main CPU 71 determines that the number of reserved symbols has not reached its limit, it extracts a random value for determining the winning symbol from the counter used for determining the winning symbol in the regular symbol game, and then extracts a random value for determining the winning symbol from the counter used for determining the winning symbol. The extracted random values for determining the winning symbol and the random values for determining the winning symbol are then stored in the regular symbol memory area of the main RAM 73.
[0601] After processing in S253, the main CPU 71 performs an abnormality-related switch check (S254). In this process, the main CPU 71 determines whether the input result of the abnormality-related switch indicates an abnormal state.
[0602] An example of an abnormality-related switch is the open / close switch for the glass door 4. When the main CPU 71 detects that the glass door 4 is open via the open / close switch for the glass door 4, it determines that the input result of the abnormality-related switch indicates an abnormal state.
[0603] Another example of an abnormality-related switch is the count switches 104 and 105. The main CPU 71 determines that the input result of the abnormality-related switch indicates an abnormal state when the count switch 104 receives input while the signal for the first major prize slot is OFF. Similarly, when the count switch 105 receives input while the signal for the second major prize slot is OFF, the CPU 71 determines that the input result of the abnormality-related switch indicates an abnormal state.
[0604] When the main CPU 71 determines that the input result of the abnormality-related switch indicates an abnormal state, it performs processing to report the abnormality. On the other hand, when the main CPU 71 determines that the input result of the abnormality-related switch does not indicate an abnormal state, it terminates the abnormality-related switch check process.
[0605] After processing S254, the main CPU 71 finishes the switch input processing and moves the processing to the system timer interrupt processing (see Figure 58).
[0606] [Special Symbol Related Switch Check Process] Next, the special symbol-related switch check process performed in S252 of the switch input process (see Figure 60) will be explained with reference to Figure 61.
[0607] First, the main CPU 71 determines whether or not a special symbol has entered the first start slot 34 (S261). In other words, the main CPU 71 determines whether or not there has been input from the first start slot switch 116.
[0608] In the processing of S261, when it is determined that a special symbol has entered the first start port 34, that is, that the first start port switch 116 has been input, the main CPU 71 determines whether or not the start memory for the first special symbol is 4 or more (S262). When it is determined that the start memory for the first special symbol is 4 or more (YES), the main CPU 71 terminates the special symbol-related switch check processing and moves the processing to the switch input processing (see Figure 60).
[0609] In the process of S262, if it is determined that the starting memory of the first special symbol is not 4 or greater (NO), the main CPU 71 adds 1 to the starting memory of the first special symbol (S263). Subsequently, the main CPU 71 performs various random value acquisition processes (S264).
[0610] In the S264 processing, the main CPU 71 extracts random values for determining a jackpot, determining the winning symbol, determining whether a win has occurred, determining whether a win is possible, selecting the main side effect, and selecting the hold effect from their respective counters. The extracted sets of random values are then stored in the first special symbol start memory area of the main RAM 73.
[0611] The first special symbol start memory area of this embodiment has first special symbol start memory areas (0) to (4). The determination result based on the random value for jackpot determination and the random value for winning symbol determination stored in the first special symbol start memory area (0) is derived and displayed by the first special symbol display device 62a. In addition, various groups of random values extracted when a special symbol start win is detected during the variation of special symbols by the first and second special symbol display devices 62a and 62b are stored sequentially in the first special symbol start memory areas (1) to (4).
[0612] After processing in S264, the main CPU 71 sets the first special symbol variation state data into the main RAM 73 (S265). Next, the main CPU 71 performs the winning animation determination process (S266). In this process, the main CPU 71 decides whether or not to perform the hold animation (pre-read animation) based on random number generation.
[0613] Next, the main CPU 71 sets the start-up slot entry command in the main RAM 73 (S267). The start-up slot entry command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Upon receiving the start-up slot entry command, the sub-control circuit 200 recognizes that a ball has entered the start-up slot and whether the jackpot lottery result is a win or a loss. This process predicts whether or not it is a jackpot based on the acquired random number, and this process makes it possible to make a determination about the game ball that entered the start-up slot before the actual start of the spin. The actual jackpot determination is performed in the process of S70 described above.
[0614] The start-up entry command includes data indicating the content of the entry animation (for example, an animation that changes the display pattern of the reserved balls displayed in the animation) if the S266 process decides to perform the entry animation. This makes it possible to perform so-called "pre-read animations (reserved ball animations)" that execute animations based on the start memory information before the variation is executed.
[0615] After processing S267, the main CPU 71 finishes the special symbol-related switch check process and moves on to the switch input process (see Figure 60).
[0616] In the processing of S261, if it is determined that no special symbol entry into the first start port 34 has been detected (NO), that is, that there has been no input from the first start port switch 116, the main CPU 71 determines whether or not a special symbol entry into the second start port 35 has been detected (S268). In other words, the main CPU 71 determines whether or not there has been input from the second start port switch 117.
[0617] In the processing of S268, if it is determined that no special symbol entry into the second start port 35 has been detected (NO), that is, that there has been no input to the second start port switch 117, the main CPU 71 determines whether or not the start memory for the second special symbol is 4 or more (S269). If it is determined that the start memory for the second special symbol is 4 or more (YES), the main CPU 71 terminates the special symbol-related switch check processing and moves the processing to the switch input processing (see Figure 60).
[0618] In the processing of S269, if it is determined that the starting memory of the second special symbol is not 4 or greater (NO), the main CPU 71 adds 1 to the starting memory of the second special symbol (S270). Subsequently, the main CPU 71 performs various random value acquisition processes (S271).
[0619] In the processing of S271, the main CPU 71 extracts random values for determining a jackpot, determining the winning symbol, determining whether a win has occurred, determining whether a win has occurred, selecting the main side effect, and selecting the hold effect from their respective counters. Then, it stores the extracted sets of random values in the second special symbol start memory area of the main RAM 73.
[0620] In this embodiment, the second special symbol start memory area is provided as second special symbol start memory areas (0) to (4). The judgment result based on the random value for jackpot determination and the random value for winning symbol determination stored in the second special symbol start memory area (0) is derived and displayed by the second special symbol display device 62b. In addition, various groups of random values extracted when a special symbol start entry into the second start opening 35 is detected during the variation of special symbols by the first and second special symbol display devices 62a and 62b are stored sequentially in the second special symbol start memory areas (1) to (4).
[0621] After processing in S271, the main CPU 71 sets the second special symbol variation state data into the main RAM 73 (S272). Next, the main CPU 71 performs the winning animation determination process (S273). In this process, the main CPU 71 decides whether or not to perform the hold animation (pre-read animation) based on a random number draw.
[0622] Next, the main CPU 71 sets the start gate entry command in the main RAM 73 (S274). The start gate entry command set in the main RAM 73 is transmitted from the main CPU 71 of the main control circuit 70 to the sub-CPU 201 of the sub-control circuit 200. Upon receiving the start gate entry command, the sub-control circuit 200 recognizes that a start gate entry has occurred and whether the jackpot lottery result was successful or not.
[0623] The start-up entry c...
Claims
[Claim 1] Game board and The aforementioned game board is provided with a game area through which game balls can pass, A game component provided on the aforementioned game board and equipped with electrical components, A display area capable of displaying information related to the presentation, The aforementioned game component includes a right-hand shooting notification means that is in a different area from the display area and provides notification by the operation of a light-emitting means, A first passage section is formed in the direction of the flow of the game ball, which is longer than the diameter of the game ball, and through which the game ball can pass; The game balls that have passed through the first passage section can be entered, and the first ball entry section is provided in the right-hand region of the game area, into which the game balls can be entered. A second passage section is formed downstream of the first ball entry section, through which a game ball can pass, A second ball entry section is formed downstream of the second passage section, located in the right-hand region of the game area, into which game balls can be entered, and is formed downstream of the first ball entry section in the direction of the flow of game balls. The first ball entry section is equipped with a first displacement section that can change between an easy ball entry state in which game balls can easily enter and a difficult ball entry state in which game balls cannot easily enter, The second ball entry section is a second displacement section that can change between an easy ball entry state in which game balls can easily enter and a difficult ball entry state in which game balls cannot easily enter, The first passage section has a flow path structure that flows downward toward the first displacement section. The first displacement section is provided so that the game balls that have passed through the first passage section can flow down to the second passage section. The second passage section is provided so as to be able to guide game balls to the second displacement section, and has a flow path section through which game balls that have passed through the first displacement section can flow down toward the second displacement section, and a guide section that guides game balls that have passed through the first displacement section toward the flow path section. The light emitted by the aforementioned light-emitting means can be seen by passing through the sheet material. The aforementioned sheet member is translucent, can be attached and detached without altering a specific design applied to the game board, and is fitted with a predetermined design different from the aforementioned specific design. The game component includes a right-handed light-emitting means that operates in notification by the right-handed notification means, a predetermined light-emitting means that provides a different notification from the right-handed light-emitting means and is capable of providing notification related to the game, and a partition that separates the portion where the right-handed light-emitting means is located from the portion where the predetermined light-emitting means is located. At a minimum, the right-handed hitting notification means is activated when the game ball is in an easily accessible state in the first ball entry section or the second ball entry section. A gaming machine characterized by the following features.
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