Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2025-01-27
- Publication Date
- 2026-08-04
AI Technical Summary
【0007】 本発明によれば、遊技への注目度を好適に高めることが可能となる。
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] For example, in a gaming machine such as a pachinko machine, there is a game board having a game area formed on the front surface, and the game progresses as game balls flow down through the game area (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, in a gaming machine, it is necessary to increase the degree of attention to the game, and there is still room for improvement in this regard.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably increasing the degree of attention to the game.
Means for Solving the Problems
[0006] The present invention has a game board having a game area on the front surface through which game balls can flow down and having transparency, and effect means disposed at a position on the rear side of the gaming machine from the game board, and movable means displaceable between a first position overlapping the effect means in the front-rear direction and a second position where the area overlapping the effect means in the front-rear direction is smaller than or does not overlap with the first position, and is provided, when the movable means is displaced to the first position, the effect means is configured to be able to execute an effect. When the movable means is displaced to the first position, the movable means is positioned at the second position. A predetermined non-transparent part in It is configured to be able to perform effects using a predetermined area that overlaps with the rear side of the gaming machine. The movable means is configured to allow control of the display mode in the predetermined area when it is positioned in the second position. The configuration allows for performances to be performed in accordance with the results of the game using a specific area of the aforementioned performance means. When the movable means is displaced to the first position, a predetermined portion of the movable means is configured not to overlap with the specific region of the performance means in the front-rear direction. [Effects of the Invention]
[0007] According to the present invention, it is possible to effectively increase the level of attention given to the game. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a pachinko machine. [Figure 2] This is a perspective view showing the main components of a pachinko machine. [Figure 3] This is a perspective view showing the main components of a pachinko machine. [Figure 4] This is a front view showing the configuration of the game board. [Figure 5] This is a perspective view of the game board. [Figure 6] This is a disassembled perspective view of the game board. [Figure 7] This is a disassembled perspective view of the game board. [Figure 8] (a1) and (a2) are cross-sectional views showing the outline of the decorative sheet and the projection board, and (b1) and (b2) are explanatory diagrams illustrating the outline of each design applied to the game board. [Figure 9] This is a schematic cross-sectional view of the decorative sheet and the illumination plate. [Figure 10] This is a cross-sectional view showing the general layout of the game board. [Figure 11]It is an explanatory diagram for explaining the irradiation direction of light from the game board. [Figure 12] It is a cross-sectional view showing the outline of the game board. [Figure 13] It is a cross-sectional view showing the outline of the game board. [Figure 14] It is a block diagram showing the electrical configuration of the pachinko machine. [Figure 15] It is an explanatory diagram for explaining the display content on the display screen of the symbol display device. [Figure 16] It is an explanatory diagram for explaining the contents of various counters used for winning or losing lottery and the like. [Figure 17] It is an explanatory diagram for explaining the win / loss table. [Figure 18] It is an explanatory diagram for explaining the distribution table. [Figure 19] It is a flowchart showing the timer interrupt processing in the MPU of the main control device. [Figure 20] It is a flowchart showing the winning process for the operating port. [Figure 21] It is a flowchart showing the information acquisition process. [Figure 22] It is a flowchart showing the normal process. [Figure 23] It is a flowchart showing the game turn control process. [Figure 24] It is a flowchart showing the data setting process. [Figure 25] It is a flowchart showing the variation start process. [Figure 26] It is a flowchart showing the game state transition process. [Figure 27] It is a block diagram showing the electrical configuration for performing various effects. [Figure 28] It is a flowchart showing various effect processes in the MPU of the effect control device. [Figure 29] It is a flowchart showing the light emission control process. [Figure 30] It is an explanatory diagram for explaining the light emission pattern table. [Figure 31]This is an explanatory diagram showing the relationship between each light-up pattern on the game board and the visible symbols. [Figure 32] In the second embodiment, (a) is a cross-sectional view showing the general shape of the game board, (b) is a flowchart showing the processing for the special effects, and (c) is a front view showing the general shape of the game board. [Figure 33] This is a cross-sectional view showing the general layout of the game board in the first modified example of the second embodiment. [Figure 34] This is a cross-sectional view showing the general layout of the game board in a second modified example of the second embodiment. [Figure 35] In the third embodiment, (a) is a schematic cross-sectional view of the game board, and (b) is a schematic front view of the game board. [Figure 36] This is a cross-sectional view showing the general layout of the game board. [Figure 37] (a1) and (a2) are cross-sectional views showing the general shape of the game board, and (b1) and (b2) are front views showing the general shape of the game board. [Figure 38] This flowchart shows the confirmation process for holding items. [Figure 39] This is a flowchart showing the process for setting up pending commands. [Figure 40] This flowchart shows the process for holding control. [Figure 41] This is a flowchart showing the process for issuing a hold notification. [Figure 42] This is a schematic diagram showing a modified example of the third embodiment. [Figure 43] This is a cross-sectional view showing the general layout of the game board in the fourth embodiment. [Figure 44] In the first modified example of the fourth embodiment, (a1) and (a2) are schematic front views of the game board, and (b) is schematic cross-sectional view of the game board. [Figure 45] This is a schematic front view of the game board in a second modified example of the fourth embodiment. [Figure 46] This is a front view illustrating a modified version of the game board. [Figure 47] This is an explanatory diagram illustrating the presentation content in a modified version of the game board. [Modes for carrying out the invention]
[0009] <First Embodiment> The following describes in detail, based on the drawings, one embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine. Figure 1 is a front view of the pachinko machine 10, and Figures 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an unfolded state. Note that, for convenience, the components within the game area of the pachinko machine 10 are omitted in Figure 2.
[0010] As shown in Figure 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 that is rotatably attached to the outer frame 11 in the forward direction. The outer frame 11 is constructed by connecting wooden boards or the like on all four sides and has a rectangular frame shape. The pachinko machine 10 is installed in a game hall by attaching and fixing the outer frame 11 to the island equipment.
[0011] The gaming machine body 12 comprises an inner frame 13, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is rotatably supported relative to the outer frame 11. Specifically, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.
[0012] As shown in Figure 2, the front door frame 14 is rotatably supported on the inner frame 13, and can rotate forward with the left side as the base end and the right side as the tip end when viewed from the front. Also, as shown in Figure 3, the back pack unit 15 is rotatably supported on the inner frame 13, and can rotate backward with the left side as the base end and the right side as the tip end when viewed from the front.
[0013] As shown in Figure 3, the gaming machine body 12 is equipped with a locking device 16 at its rotating tip, which has the function of locking the gaming machine body 12 to the outer frame 11 in a state where it cannot be opened, and also locking the front door frame 14 to the inner frame 13 in a state where it cannot be opened. These locking states can be released by performing an unlocking operation using an unlocking key on a cylinder lock 17 that is exposed on the front of the pachinko machine 10.
[0014] Next, we will describe the configuration of the front side of the gaming machine body 12.
[0015] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is almost identical to that of the outer frame 11. A roughly oval-shaped window opening 23 is formed in the center of the resin base 21. The game board 24 is detachably attached to the resin base 21.
[0016] The configuration of the game board 24 will now be explained based on Figures 4 to 7. Note that Figures 5 to 7 show the game board 24 with the various components attached from the front removed.
[0017] As shown in Figures 6 and 7, the game board 24 comprises a transparent disc 300 made of transparent resin, an illumination plate 400 that illuminates the transparent disc 300 with light for effects from behind, and a decorative sheet 350 placed between the transparent disc 300 and the illumination plate 400 and decorated with decorative patterns (pictures). A mounting base 450 is provided behind the illumination plate 400 for attaching the decorative sheet 350 and the illumination plate 400 to the transparent disc 300. The transparent disc 300, decorative sheet 350, illumination plate 400 and mounting base 450 are all roughly rectangular in shape, and the mounting base 450 is assembled to the transparent disc 300 with the decorative sheet 350 and the illumination plate 400 sandwiched between them.
[0018] A game area PE is formed on the front surface of the transparent disc 300, and this game area PE is exposed to the front side of the inner frame 13 through the window hole 23 of the resin base 21 (see Figures 2 and 4).
[0019] The configuration of the transparent plate 300 will be explained in detail using Figures 4 and 5.
[0020] An inner rail section 51 and an outer rail section 52 are attached to the front side of the transparent disc 300. These inner rail section 51 and outer rail section 52 form a guide rail, which guides the game balls launched from the game ball launching mechanism 53 to the upper part of the game area PE. The game ball launching mechanism 53 is mounted below the window hole 23 in the resin base 21, and the game ball launching operation is performed by operating the launch handle 54 provided on the front door frame 14 (see Figure 2).
[0021] The transparent disc 300 has multiple openings of varying sizes that penetrate in the front-to-back direction, formed by router processing. In addition, the decorative sheet 350 has openings that penetrate in the front-to-back direction at positions corresponding to each opening in the transparent disc 300, formed by die-cutting or the like. These openings are provided with a general prize entry opening 31, a variable prize entry device 32, an upper operating opening (first starting ball entry section or non-priority starting ball entry section) 33, a lower operating opening (second starting ball entry section or priority starting ball entry section) 34, a through gate 35, a variable display unit 36, a main display section 43, and a display section for special features 44, etc.
[0022] More specifically regarding each opening, as shown in Figure 5, a general prize opening 31a is formed at the position corresponding to the general prize opening 31, a variable prize opening 32d is formed at the position corresponding to the variable prize device 32, an operation opening 33a is formed at the position corresponding to the upper and lower operation openings 33 and 34, a through opening 35a is formed at the position corresponding to the through gate 35, and a display opening 36a is formed at the position corresponding to the variable display unit 36.
[0023] When a ball enters the general prize slot 31, the variable prize slot 32, the upper operating slot 33, or the lower operating slot 34, this is detected by a detection sensor (not shown) located on the back side of the transparent plate 300 (the back side of the game board 24), and a predetermined number of prize balls are dispensed based on the detection result. In this case, if a ball enters the general prize slot 31, 10 game balls are dispensed; if a ball enters the variable prize slot 32, 15 game balls are dispensed; if a ball enters the upper operating slot 33, 3 game balls are dispensed; and if a ball enters the lower operating slot 34, 4 game balls are dispensed.
[0024] The number of game balls dispensed is not limited to those stated above. However, in order to increase the advantage of the lower operating port 34 over the upper operating port 33, it is preferable to set the number of balls dispensed from the lower operating port 34 to be greater than the number of balls dispensed from the upper operating port 33. Also, in order to increase the advantage of the variable prize device 32 over each operating port 33 and 34, it is preferable to set the number of balls dispensed from the variable prize device 32 to be greater than the number of balls dispensed from each operating port 33 and 34.
[0025] In addition, an outlet 37 is provided at the bottom of the transparent disc 300, and game balls that do not enter the various prize slots are discharged from the game area PE through the outlet 37. Furthermore, the transparent disc 300 is equipped with numerous nails 38 to appropriately disperse and adjust the direction in which the game balls fall, as well as various components (mechanisms) such as windmills.
[0026] Here, "entering the game" means that a game ball passes through a predetermined opening, and includes not only the mode in which the game ball is discharged from the game area PE after passing through the opening, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening. However, in the following explanation, in order to clearly distinguish it from the entry of a game ball into the out opening 37, the entry of a game ball into the variable prize-winning device 32, the upper operating opening 33, the lower operating opening 34, or the through gate 35 will also be expressed as "winning a prize."
[0027] The upper and lower operating ports 33 and 34 are unitized as an operating port device and installed on the transparent plate 300. Both the upper and lower operating ports 33 and 34 are open upwards. Furthermore, the two operating ports 33 and 34 are aligned vertically so that the upper operating port 33 is at the top. The lower operating port 34 is provided with an electrically operated mechanism 34a, which serves as a guide piece consisting of a pair of movable pieces on the left and right.
[0028] Let me explain the electric mechanism 34a. The electric mechanism 34a can be switched between a closed state (non-supported state or non-guided state) in which it is difficult for game balls to enter the lower operating opening 34, and an open state (supported state or guided state) in which it is easier for game balls to enter than in the closed state.
[0029] The operating port case that constitutes the upper operating port 33 protrudes toward the front and, when viewed from the front, has a roughly trapezoidal shape, with the upper side length being less than the lower side length. In this case, the upper side length of the operating port case (i.e., the left-right width of the upper operating port 33) is set to be slightly larger than the diameter of the game ball, and the lower side length is set to be larger than the distance between the left and right electric mechanisms 34a when the electric mechanisms 34a are in the closed state. Furthermore, when the electric mechanisms 34a are in the closed state, the installation distance between the two operating ports 33 and 34 is adjusted so that the distance between the operating port case and the upper end of the electric mechanisms 34a is slightly shorter than the diameter of the game ball.
[0030] According to the above configuration, when the electric mechanism 34a is closed, the game ball cannot enter the lower operating opening 34, and entry into the lower operating opening 34 becomes possible when the electric mechanism 34a is opened. In particular, during the operation in which the electric mechanism 34a transitions from the closed state to the open state, as described above, the operating opening case of the upper operating opening 33 is roughly trapezoidal and acts as an obstacle, so it is impossible for the game ball to enter the lower operating opening 34 until the electric mechanism 34a is fully open, and entry is only possible when the electric mechanism 34a is almost fully open. In other words, the game ball falling from above hits the side of the operating opening case and is deflected outwards, and does not directly enter the lower operating opening 34. As a result, if the electric mechanism 34a is opened for a very short time, it becomes extremely difficult for the game ball to enter the lower operating opening 34, and entry into the lower operating opening 34 becomes easy only if the open state of the electric mechanism 34a is maintained.
[0031] In addition to the configuration in which the operating port case of the upper operating port 33 is roughly trapezoidal as described above, the operating port case of the upper operating port 33 may also be configured in two stages, with a narrow upper section and a wide lower section, or guide pieces shaped like an inverted V may be provided on both the left and right sides of the upper operating port 33, or obstacle nails may be planted diagonally below the operating port case.
[0032] The variable prize winning device 32 is equipped with a large prize winning opening 32a that leads to the back side of the transparent disc 300 (the back side of the game board 24), and is equipped with an opening / closing door 32b that opens and closes the large prize winning opening 32a. The opening / closing door 32b is normally in a closed state in which game balls cannot enter or enter with difficulty, and is switched to a predetermined open state in which game balls can easily enter if the internal lottery results in a transition to the opening / closing execution mode (opening / closing execution state). Here, the opening / closing execution mode is a mode that is entered when a big win or a special loss is achieved. The opening / closing execution mode will be explained in detail later. One mode in which the variable prize winning device 32 is opened is one in which the variable prize winning device 32 is repeatedly opened for a maximum of multiple rounds (for example, 15 rounds), with the passage of a predetermined time (for example, 30 seconds) or the entry of a predetermined number of balls (for example, 10 balls) being considered as one round.
[0033] The main display unit 43 and the display unit 44 for special features are provided on a decorative member 39 that is arranged along the lower outer edge of the game area PE. The decorative member 39 extends from the surface of the game board 24 toward the front of the pachinko machine 10. More specifically, the front of the decorative member 39 faces a window panel 62 provided on the front door frame 14 to allow the game area PE to be visible from the front of the pachinko machine 10, and the distance between the decorative member 39 and the window panel 62 is narrower than the width of one game ball. This prevents game balls from falling in front of the front of the decorative member 39.
[0034] The main display unit 43 and the special feature display unit 44 are provided so as to be exposed from the front of the decorative member 39. In other words, the main display unit 43 and the special feature display unit 44 are visible from the front of the pachinko machine 10 through the window panel 62 of the front door frame 14, and it is prevented that game balls will fall in front of these two display units 43 and 44. Furthermore, some of the above-mentioned general prize entry openings 31 are installed on the upper surface of the decorative member 39 with their ends open upwards.
[0035] The main display unit 43 is equipped with a round display unit RS for indicating the number of times the large prize opening 32a of the variable prize device 32 is opened in the opening / closing execution mode when a jackpot is won and the variable prize device 32 enters the opening / closing execution mode (or enters the opening / closing execution mode), a first result display unit AS for indicating the result of the internal lottery conducted based on the entry into the upper operation opening 33, and a second result display unit BS for indicating the result of the internal lottery conducted based on the entry into the lower operation opening 34.
[0036] In the round display unit RS, the display of the number of times the door has been opened begins when the opening / closing execution mode starts, and ends when the opening / closing execution mode ends.
[0037] In the first result display unit AS, a change in the pattern is displayed as a trigger when a prize is won in the upper operating slot 33, and as a result of stopping the change in the pattern display, the result of the internal lottery based on the prize being won in the upper operating slot 33 is clearly displayed. If the result of the internal lottery based on the prize being won in the upper operating slot 33 is a winning result corresponding to the transition to the opening / closing execution mode, a predetermined stop result is displayed in the first result display unit AS and the change in the pattern display stops, after which the machine transitions to the opening / closing execution mode.
[0038] In the second result display unit BS, the display of changing patterns is triggered by a prize being won in the lower operating slot 34, and as a result of the stopping of this changing pattern display, the result of the internal lottery conducted based on the prize being won in the lower operating slot 34 is clearly displayed. If the result of the internal lottery based on the prize being won in the lower operating slot 34 is a winning result corresponding to the transition to the opening / closing execution mode, the second result display unit BS displays a predetermined stopping result, the changing pattern display stops, and then the machine transitions to the opening / closing execution mode.
[0039] Here, based on a winning entry into either of the operating ports 33 or 34, a variable display is initiated in the corresponding result display unit AS or BS, and one game round is considered to be the period from when the predetermined stop result is displayed until the variable display stops. However, one game round is not limited to the above. For example, in a configuration where a single result display unit is provided and a variable display is performed in that single result display unit regardless of when a winning entry occurs into any of the operating ports 33 or 34, one game round is considered to be the period from when the variable display is initiated in that single result display unit until the predetermined stop result is displayed and the variable display stops.
[0040] The display unit 44 for the special feature is a display unit for clearly indicating the result of the internal lottery conducted based on the entry into the through gate 35. In this case, the display unit 44 for the special feature displays a change in the pattern triggered by the entry into the through gate 35, and as a result of stopping the change in the pattern display, the result of the internal lottery conducted based on the entry into the through gate 35 is clearly indicated by the display. If the result of the internal lottery based on the entry into the through gate 35 is a winning result corresponding to the transition to the electric feature open state, the display unit 44 for the special feature displays a predetermined stop result and the change in the pattern display stops, after which the machine transitions to the electric feature open state. In the electric feature open state, the electric feature 34a provided in the lower operating opening 34 opens in a predetermined manner.
[0041] Although the main display unit 43 and the special feature display unit 44 are composed of segment display devices having multiple segments, the system is not limited to this, and other display devices such as liquid crystal displays may be used.
[0042] The variable display unit 36 is equipped with a symbol display device 41 that displays symbols in a variable manner (or in a variable or switching manner). A center frame 42 is also provided on the variable display unit 36 so as to surround the symbol display device 41. The upper part of this center frame 42 extends forward to the pachinko machine 10. This prevents game balls from falling in front of the display screen of the symbol display device 41, thus preventing any inconvenience such as reduced visibility of the display screen due to falling game balls.
[0043] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and its display content is controlled by a display control device described later. The pattern display device 41 displays patterns in a row, for example, at the top, middle, and bottom, and these patterns are displayed in a variable manner by scrolling horizontally. In this case, the variable display on the pattern display device 41 is started based on a win in the upper opening 33 or the lower opening 34. That is, when a variable display is performed in the first result display unit AS, the pattern display device 41 also performs a variable display accordingly, and when a variable display is performed in the second result display unit BS, the pattern display device 41 also performs a variable display accordingly. For example, in a game round that transitions to a 15-round opening and closing execution mode in which the large winning opening 32a of the variable winning device 32 is opened 15 times, the pattern display device 41 displays a predetermined combination of patterns stopped on a preset active line.
[0044] A first reserve light-emitting unit 45, corresponding to the first result display unit AS and the pattern display device 41, is provided in the upper left portion of the front side of the center frame 42. Up to four game balls are retained when they enter the upper operating opening 33, and the number of retained balls is displayed by the illumination of the first reserve light-emitting unit 45. In addition, a second reserve light-emitting unit 46, corresponding to the second result display unit BS and the pattern display device 41, is provided in the upper right portion of the front side of the center frame 42. Up to four game balls are retained when they enter the lower operating opening 34, and the number of retained balls is displayed by the illumination of the second reserve light-emitting unit 46. As described above, because the upper part of the center frame 42 extends forward of the pachinko machine 10, the visibility of the first reserve light-emitting unit 45 and the second reserve light-emitting unit 46 is not obstructed by the falling game balls.
[0045] A third reserve light-emitting unit 47 corresponding to the special feature display unit 44 is provided at the bottom of the center frame 42. The number of times a game ball has passed through the through gate 35 is reserved up to a maximum of 4 times, and the number of reserved balls is displayed by the illumination of the third reserve light-emitting unit 47. Alternatively, each of the reserve light-emitting units 45 to 47 may be displayed as part of the symbol display device 41.
[0046] Next, the decorative sheet 350 and the illumination plate 400, which are positioned on the rear side of the transparent plate 300, will be described with reference to Figures 4 to 7, as well as Figure 8.
[0047] As shown in Figure 8, the decorative sheet 350 is composed of multiple sheet materials, more specifically, the first pattern sheet 351, the shielding sheet 352, and the second pattern sheet 353 are laminated in that order from the front. In the figure, each sheet 351 to 353 is shown as thicker than its actual thickness (less than 1 mm) for easier understanding.
[0048] The illumination panel 400 is positioned behind the decorative sheet 350, and multiple LEDs 410 are arranged on its front surface as light-emitting means. The LEDs 410 are connected to the performance control device 82, and the MPU 242 of the performance control device 82 controls the illumination of each LED individually.
[0049] As shown in Figure 8(b1), the first symbol sheet 351 is covered almost entirely with the first symbol P1, which indicates the gameplay of the gaming machine. In the following explanation, a representative symbol (dolphin) among the first symbol P1 will be referred to as the first decorative symbol P1a (shown in the upper left and right of the center frame 42 in the figure). In the first symbol sheet 351, the first decorative symbol P1a is painted in a low-saturation navy blue color, and the areas of the first symbol sheet 351 other than the first decorative symbol P1a (background, the entire first symbol P1) are also painted in a navy blue color. Here, symbols painted in a low-saturation color have the characteristic of becoming difficult to see when light is shone on them (especially the boundaries between symbols). Therefore, when light is shone on the first symbol sheet 351, the first decorative symbol P1a and its background (first symbol P1) become difficult to see.
[0050] The shielding sheet 352, located behind the first pattern sheet 351, has optical properties that allow light to pass through if the intensity of the light irradiated from behind is above a predetermined intensity, and shield the light if the intensity is below the predetermined intensity. When the LED 410 provided on the irradiation plate 400 is controlled to be ON, the light irradiated onto the shielding sheet 352 is irradiated as light of an intensity of the predetermined intensity or higher. Furthermore, the shielding sheet 352 has the property of appearing colorless and transparent when irradiated with light of an intensity of the predetermined intensity or higher.
[0051] As shown in Figure 8(b2), the second pattern sheet 353, located behind the shielding sheet 352, is adorned with multiple second patterns P2 (P2a, P3, P4) that are different from the first pattern P1. In the following description, a representative pattern (a girl) among the second patterns P2 will be referred to as the second decorative pattern P2a. The second pattern sheet 353 also features a third pattern P3 (for example, "SUPER LUCKY") which represents the game content in text, and a fourth pattern P4 (for example, a star) which is a different pattern from the first decorative pattern P1a, the second decorative pattern P2a, and the third pattern P3, and is adorned in a small area. The second decorative pattern P2a is located in the upper left of the center frame 42, the third pattern P3 is located in the upper right of the center frame 42, and the fourth pattern P4 is located on the sides (left and right) of the center frame 42. In the second pattern sheet 353, the parts that differ from the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 are given a low-saturation gray background color. The second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 are given high-saturation primary colors. Patterns given high-saturation colors have the characteristic of becoming more visible when light is shone on them (especially the boundaries between patterns). In particular, the difference with the low-saturation parts becomes clearer and easier to see. Therefore, when light is shone on the second pattern sheet 353, the difference between the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 and the background becomes clearer, and the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 become easier to see.
[0052] The back surface of the first pattern sheet 351 has an uneven shape and has a diffusion surface 351a that diffuses light irradiated from behind. Therefore, when the LED 410 is controlled to emit light, the light from the LED 410 is reflected and diffused by the diffusion surface 351a on the first pattern sheet 351, making the entire sheet appear brighter, not just the parts of the illumination plate 400 corresponding to the LED 410 in front of and behind it. As described above, the backgrounds of the first decorative pattern P1a and the first pattern sheet 351 are both a low-saturation navy blue color, so when light from the illumination plate 400 shines on them, the first decorative pattern P1a and the first pattern sheet 351 become difficult to see. Also, when light from the illumination plate 400 shines on the shielding sheet 352, the shielding sheet 352 becomes colorless and transparent. And as described above, when light shines on the second pattern sheet 353, the second decorative pattern P2a, the third pattern P3, and the fourth pattern P4 become easier to see. As a result, the second pattern sheet 353 behind the shielding sheet 352 becomes visible.
[0053] Here, as shown in Figures 8(b1) and 8(b2), the first pattern P1 on the first pattern sheet 351 and the patterns P2 to P4 on the second pattern sheet 353 are placed in overlapping areas in the front-to-back direction. In other words, whether the first pattern P1 is visible or the second pattern P2, third pattern P3, and fourth pattern P4 are visible depends on whether the LED 410 of the illumination plate 400 is turned ON or OFF.
[0054] In other words, as shown in Figure 8(a1), when the LED 410 of the illumination plate 400 is not controlled to emit light, the intensity of the light irradiated onto the shielding sheet 352 is less than a predetermined intensity, and the light from the LED 410 is shielded by the shielding sheet 352. As a result, each of the patterns P2 to P4 of the second pattern sheet 353 is not visible from the front, while the first pattern P1 of the first pattern sheet 351 is visible from the front (Figure 8(b1)). Also, as shown in Figure 8(a2), when the LED 410 of the illumination plate 400 is controlled to emit light, the intensity of the light irradiated onto the shielding sheet 352 is greater than or equal to a predetermined intensity, and the light from the LED 410 passes through the shielding sheet 352. As a result, each of the patterns P2 to P4 of the second pattern sheet 353 is visible from the front, while the first pattern P1 of the first pattern sheet 351 is not visible from the front (Figure 8(b2)).
[0055] The LEDs 410 of the projection board 400 are grouped in correspondence with the patterns P2 to P4 applied to the second pattern sheet 353 in front. Specifically, on the projection board 400, multiple second pattern LEDs (LEDs for girls) 411 are arranged behind the second pattern P2, multiple third pattern LEDs (LEDs for letters) 412 are arranged behind the third pattern P3, and multiple fourth pattern LEDs (LEDs for stars) 413 are arranged behind the fourth pattern P4.
[0056] The positional relationships between each LED 411-413 and each pattern P1-P4, as well as each decorative pattern P1a and P2a, will be explained with reference to Figure 9. In Figure 9, each pattern P1-P4 is displayed with a different density of dot hatching. Also, in Figure 9, in order to make the positional relationships between each LED 411-413 and each pattern P1-P4, as well as each decorative pattern P1a and P2a, easier to understand, the positions of each pattern P1-P4 and each decorative pattern P1a and P2a are shown slightly differently from those in other figures.
[0057] A first space E1 is formed between the second pattern sheet 353 and the illumination plate 400 at a predetermined interval (approximately 1.5 cm in this embodiment). There is no obstruction between the second pattern LED 411 and the second pattern P2, and the light from the second pattern LED 411 is diffused in the first space E1 and illuminates the second pattern P2. As a result, the light from the second pattern LED 411 illuminates almost the entire second pattern P2, which is larger than the second pattern LED 411, evenly, and the second pattern P2 appears bright overall.
[0058] A shielding cylinder 360 is fixed to the back of the third pattern P3 in the second pattern sheet 353, in the first space E1, enclosing the rear of the third pattern P3 in a cylindrical shape (see Figures 6 and 7). The shielding cylinder 360 is formed to extend from the second pattern sheet 353 to the illumination plate 400 so as to cover the back of the outer circumference of the third pattern P3 in the second pattern sheet 353 (more specifically, the outline of the characters of the third pattern P3) and the outer circumference of the third pattern LED 412 in the illumination plate 400. The shielding cylinder 360 is formed of a shielding material and has the function of shielding light. The inside of the shielding cylinder 360 is hollow, and the inner surface of the shielding cylinder 360 is mirror-finished. As a result, in the second pattern sheet 353, the third pattern P3 is not directly illuminated by light from the other LEDs 411 and 413, and only the light from the third pattern LED 412 illuminates the third pattern P3. Therefore, when the third pattern LED 412 is not controlled to be ON in the illumination plate 400, the third pattern P3 cannot be seen from the front, and when the third pattern LED 412 is controlled to be ON, the third pattern P3 becomes visible. In addition, as described above, by shaping the shielding cylinder 360 to match the characters of the third pattern P3, it is possible to project these characters more clearly.
[0059] In particular, as will be described later, the third symbol P3 is used as a symbol that suggests the state of the game, and if the third symbol P3 becomes visible even though the game state is different from the state in which the third symbol P3 is intended to be visible, the player may become confused. Also, if the presence of the third symbol P3 is detected in advance, even if the third symbol P3 is made visible, it may not be able to fully exert its surprise effect. Therefore, by providing the shielding tube 360 as described above, the intrusion of light is suppressed, and it is possible to suitably avoid the third symbol P3 becoming visible due to the ON control of LEDs other than the third symbol LED 412.
[0060] In the second pattern sheet 353, a light guide 370 is fixed to the back of the fourth pattern P4 in the first space E1 (see Figures 6 and 7). The light guide 370 extends to a position adjacent to the fourth pattern LED 413, and the fourth pattern P4 is applied over a larger area than the light guide 370. Because the light from the fourth pattern LED 413 is focused to the center by the light guide 370, when the fourth pattern LED 413 is shone toward the fourth pattern P4, the fourth pattern P4 appears to be brightest at the center and dimmer towards the outer edge.
[0061] The light guide 370 is positioned particularly at the center of the star in the fourth pattern P4, and there are no light-shielding materials on the outer periphery of the light guide 370. Therefore, when the fourth pattern LED 413 is controlled to be ON, the center of the fourth pattern P4 where the light guide 370 is in contact appears to be the brightest, and it appears to get dimmer towards the outside.
[0062] Furthermore, multiple types of light guides 370 are provided with different thicknesses. The thicker the light guide 370, the wider the area over which the light from the fourth pattern LED 413 can be guided. Conversely, the thinner the light guide 370, the narrower the area over which the light from the fourth pattern LED 413 can be guided. In other words, the thickness of the light guide 370 is set according to the area over which the fourth pattern P4 is applied.
[0063] As described above, when each LED 411 to 413 on the illumination plate 400 is controlled to be ON, the first pattern P1 on the first pattern sheet 351 becomes invisible, while patterns P2 to P4 corresponding to the ON-controlled LEDs become visible. As stated above, whether the patterns on the first pattern sheet 351 or the patterns on the second pattern sheet 353 are visible is determined by the light emitted from the illumination plate 400. By using a decorative sheet 350 with such a function, it is possible to create an effect that makes different patterns visible with a simple configuration such as ON / OFF control of LEDs.
[0064] Furthermore, the visibility of each pattern P2 to P4 on the second pattern sheet 353 is improved by the arrangement of each LED 411 to 413 and by providing the first space E1, shielding cylinder 360, light guide section 370, etc. Specifically, by configuring the system to irradiate the decorative sheet 350 with light via the first space E1, the light from LED 410 is diffused, making it possible to irradiate the entire sheet with a small number of LEDs. In addition, by providing a shielding cylinder 360 for the characters of the third pattern P3, not only is the light from the third pattern LED 412 not leaking out and appearing clearly, but it is also suppressed from reaching the third pattern P3 when other LEDs are controlled to be ON, thus avoiding the situation where the third pattern P3 becomes visible even when the third pattern LED 412 is not controlled to be ON. Furthermore, by providing a light guide 370 in contact with the center of the fourth symbol P4 star, it becomes possible to create the effect of the center shining brightly by controlling the fourth symbol LED 413 to be ON.
[0065] Furthermore, in this embodiment, measures have been taken to improve the visibility of the patterns not only on the second pattern sheet 353 but also on the first pattern sheet 351. The configuration will be explained using Figures 10 to 13. Note that in Figures 10, 12, and 13, the thickness of each sheet 350 is shown to be thicker than it actually is. Also, Figures 10, 12, and 13 are schematic diagrams of the lateral (left-right) cross-section of the pachinko machine 10 viewed from above, and for the sake of the diagrams, the lateral length is shown to be shorter than it actually is. The same applies to other cross-sectional diagrams.
[0066] As shown in Figure 10, the transparent plate 300 has a front peripheral portion 310 that is raised toward the rear, and the rear mounting base 450 of the illumination plate 400 has a rear peripheral portion 460 that is raised toward the front. The decorative sheet 350 and the illumination plate 400 are mounted within a housing formed by overlapping these front and rear peripheral portions 310 and 460.
[0067] The rear peripheral edge 460 is formed to stand upright forward, with a length longer than the combined thickness of the decorative sheet 350 and the illumination plate 400. The front surface of the decorative sheet 350 is positioned flush with the front end of the rear peripheral edge 460, and the rear surface of the illumination plate 400 is positioned flush with the rear end of the rear peripheral edge 460 (the front end of the mounting surface 451 facing forward on the mounting base 450). This arrangement provides the first space E1 between the decorative sheet 350 and the illumination plate 400.
[0068] The amount of the front peripheral edge 310 rising to the rear is slightly less than the thickness of the first space E1. The rear end of the front peripheral edge 310 and the front end of the rear peripheral edge 460 are brought into contact, and the transparent plate 300 and the mounting base 450 are assembled, thereby forming a second space E2 at a predetermined interval (approximately 1.0 cm in this embodiment) between the front end of the rear peripheral edge 460 (the front surface of the decorative sheet 350) and the rear surface of the transparent plate 300.
[0069] A lateral substrate 500 is attached to the inside (center frame 42 side) of the front peripheral edge 310, and lateral LEDs 510 are arranged on the lateral substrate 500 facing inward. More specifically, as shown in Figure 5, a pair of lateral LEDs 510 are provided on the left and right sides, extending vertically and arranged over the entire surface except for the ends. The lateral LEDs 510 illuminate light into the second space E2, and in particular, illuminate the front surface of the first pattern sheet 351. The lateral substrate 500 is connected to the performance control device 82, and the ON / OFF control of the lateral LEDs 510 is performed by the MPU 242 of the performance control device 82.
[0070] In this embodiment, there is basically no shielding object in the second space E2 that would shield the decorative sheet 350 from the front. As described above, the transparent plate 300 is formed to be colorless and transparent, so the decorative sheet 350 is visible from the front through the transparent plate 300 and the second space E2. However, the outer portion of the outer rail portion 52 of the transparent plate 300 is treated to be opaque so that it cannot be seen from the front. Therefore, the side LEDs 510 are difficult or impossible to see from the front.
[0071] The side LEDs 510 illuminate the front of the first symbol sheet 351, improving the visibility of the first symbol P1. As already explained, when light is not being emitted from the rear illumination plate 400, the first symbol P1 of the first symbol sheet 351 is visible, rather than the symbols P2 to P4 of the second symbol sheet 353. However, if light is emitted from the rear to improve the visibility of the first symbol P1, the visibility of the first symbol P1 will actually decrease. On the other hand, even if light is to be emitted from the front of the transparent plate 300 (the front of the game board 24), there are obstacles such as guide rails 51 and 52, nails 38, and various other components 33 to 36 positioned on the front side of the game board 24, and these may block the light.
[0072] In particular, if light is shone on the sheet while it is obstructed in this way, the shadow of the obstruction will be projected directly onto the front of the first pattern sheet 351, which can further reduce the visibility of the first pattern sheet 351. Furthermore, as mentioned above, since the first pattern sheet 351 has low-saturation colors applied to the first pattern P1 and background, the reduction in visibility due to shadows is even more pronounced.
[0073] Therefore, by utilizing the second space E2 to illuminate the first pattern sheet 351 with light from the side LED 510, the light is not blocked by the obstruction, and the phenomenon in which the visibility of the first pattern sheet 351 is reduced by the shadow of the obstruction is avoided.
[0074] Alternatively, a configuration in which the decorative sheet 350 is attached to the transparent plate 300 without providing the second space E2 is also conceivable. In this case, the decoration of the decorative sheet 350 can be directly viewed from the transparent plate 300 without the need for a space, which could improve the visibility of the decoration of the decorative sheet 350. However, as mentioned above, the decorative sheet 350 is exposed to light from behind, raising concerns about heat generation. This could lead to heat from the decorative sheet 350 being conducted to the transparent plate 300, potentially causing thermal deformation of the transparent plate 300. Moreover, there are concerns that the adhesive between the decorative sheet 350 and the transparent plate 300 may peel off due to heat, resulting in air bubbles and a decrease in aesthetic appeal. Therefore, by providing the second space E2 as described above, these problems can be resolved.
[0075] The front-to-back distance of the second space E2 is set to be shorter than the front-to-back distance of the first space E1. In the first space E1, where light is irradiated onto the decorative sheet 350 from behind, a longer front-to-back distance allows for more even light irradiation. On the other hand, in the second space E2, since light is irradiated from the side, a shorter front-to-back distance results in a smaller angle of incidence of light onto the decorative sheet 350, and it is thought that the light reaches the decorative sheet 350 more evenly due to diffraction, etc. Furthermore, from the perspective of utilizing the limited space of the gaming machine, it is preferable for the front-to-back distance of both spaces E1 and E2 to be shorter. Taking these circumstances into consideration, the front-to-back distance of the second space E2 was set to be shorter than that of the first space E1. This makes it possible to suitably irradiate the decorative sheet 350 with light using both spaces E1 and E2, which are provided in a limited space.
[0076] As shown in Figure 5, the side LEDs 510 are located at both the left and right ends of the game board 24, as well as at the top of the game board 24. In the following description, these will be referred to separately as the left LED 520, the right LED 530, and the top LED 540, respectively. Each of the LEDs 520 to 540 is driven and controlled separately by the performance control device 82.
[0077] Here, the transparent plate 300, decorative sheet 350, and illumination plate 400 can each be removed or attached separately. More specifically, by removing the mounting screws (not shown) between the transparent plate 300 and the illumination plate 400, and removing the illumination plate 400 from the transparent plate 300 towards the rear, the decorative sheet 350 is also removed from the transparent plate 300 together with the illumination plate 400. Also, by removing the mounting screws (not shown) between the decorative sheet 350 and the illumination plate 400, it is possible to remove the decorative sheet 350 from the illumination plate 400 towards the front. Therefore, inspection and replacement work of the transparent plate 300, decorative sheet 350, and illumination plate 400 is made easier. In other words, even if some of these components malfunction, for example, only the faulty part needs to be replaced, and in particular, by replacing only the decorative sheet 350 or illumination plate 400, which are design elements of the gaming machine, it becomes possible to accommodate model changes that only alter the design.
[0078] Furthermore, the lateral LEDs 510 (left LED 520, right LED 530, and upper LED 540) can also be removed separately from the transparent plate 300, decorative sheet 350, and illumination plate 400. In other words, the lateral LEDs 510 are located in the second space E2 and can be easily accessed by removing the illumination plate 400 from the transparent plate 300. Therefore, when removing the lateral LEDs 510, it is not necessary to replace the transparent plate 300, decorative sheet 350, and illumination plate 400, thus simplifying parts replacement and reducing costs.
[0079] As shown in Figure 11, when the left and right LEDs 520 and 530 illuminate the first pattern sheet 351, reflected light is generated from the first pattern sheet 351. As described above, since the left and right LEDs 520 and 530 are located at both the left and right ends of the game board 24, the angle of incidence of the light is larger compared to, for example, a configuration in which light is illuminated approximately perpendicularly to the first pattern sheet 351. Therefore, the reflection angle of the reflected light from the LEDs 520 and 530 is also larger, and as a result, direct illumination of the light to the player seated in front of the game machine is suppressed. This reduces the glare caused by the player directly viewing the LEDs 520 and 530. Furthermore, it is possible to brightly illuminate the first pattern P1 to improve visibility while reducing light reflection by increasing the angle of incidence. The intensity of the light from the pattern display device 41, which is located approximately in the center of the game board 24, is basically greater than the intensity of the reflected light from these LEDs 520 and 530. Therefore, the side LEDs 510 improve the visibility of the first pattern sheet 351 while avoiding the problem of conversely reducing the visibility of the display screen G.
[0080] Furthermore, as shown in Figure 12, the light from the side LED 510 (left LED 520) is broadly divided into light that is directly shone onto the first pattern sheet 351 on the decorative sheet 350 (hereinafter referred to as direct light W1) and light that is reflected off a predetermined part before being shone onto the first pattern sheet 351 (hereinafter referred to as reflected light W2). As already explained, a center frame 42 is attached approximately in the center of the game board 24, and the center frame 42 is assembled to the mounting base 450 from the front. The outer circumferential surface (the surface facing the side LED 510) 421 of the center frame 42 is mirror-finished, and the light from the side LED 510 is reflected by the outer circumferential surface 421, resulting in the reflected light W2. Then, as shown in an enlarged view in Figure 11, the first pattern P1 on the first pattern sheet 351 is shone with direct light W1 and reflected light W2 from opposite directions.
[0081] In this embodiment, the first pattern sheet 351 is printed with the first pattern P1 from the front. As a result, the front surface of the first pattern sheet 351 may have some unevenness. If light is shone perpendicularly onto such an uneven surface, no shadows will be generated. However, in this embodiment, the direct light W1 is shone at an angle to the first pattern sheet 351. Therefore, depending on the degree of unevenness, some shadows may be generated. To address this, by shining the reflected light W2 from the outer peripheral surface 421 from the opposite side of the direct light W1, it is possible to cancel out the shadow of light from one source with light from the other.
[0082] The center frame 42 is fixed (for example, by screws) from the front of the game board 24 via a flange 422. In this embodiment, the back surface of the flange 422 (the surface that contacts the front surface of the game board 24 and the transparent disc 300) is also mirror-finished. As a result, the light from the side LED 510 is reflected not only from the outer peripheral surface 421 of the center frame 42 but also from the back surface of the flange 422 and illuminates the first pattern sheet 351. This not only widens the illumination range of the light from the side LED 510, but also increases the angle of incidence to the first pattern sheet 351 compared to the reflected light from the outer peripheral surface 421, making it less likely for shadows to occur.
[0083] The outer circumferential surface 421 of the center frame 42 extends into the second space E2. Therefore, it also has the function of reflecting and diffusing the light (light from the irradiation plate 400) irradiated in the second space E2, making it possible to concentrate functions into a single component and reduce costs by reducing the number of components.
[0084] In particular, when using a transparent plate 300 as in this embodiment, if LEDs are to be placed on the periphery of the center frame 42, the wiring will be visible from the front, which could lead to a decrease in aesthetic appeal. In contrast, by using reflected light as described above, there is no need to place LEDs on the center frame 42, and the inconvenience caused by the wiring is avoided.
[0085] As described above, by controlling the lateral LED 510 to be ON, the visibility of the first symbol P1 on the first symbol sheet 351 is improved. Furthermore, the lateral LED 510 is also illuminated in front of the gaming machine through the transparent plate 300.
[0086] As shown in Figure 13, the light emitted forward from the side LED 510 (left LED 520) is broadly divided into two types: light emitted directly forward through the transparent plate 300 (hereinafter referred to as forward direct light W3) and light emitted forward after being reflected at a predetermined location (hereinafter referred to as forward reflected light W4).
[0087] The front direct light W3 is emitted inward from the side LEDs 510 and is also emitted at an angle forward. As described above, the side LEDs 510 are located on the left, right, and top. Therefore, the front direct light W3 from the side LEDs 510 is concentrated in the center of the front of the pachinko machine 10. In this case, the illumination angle of the side LEDs 510 is adjusted so that the focal point of the front direct light W3 is behind the face of the player seated in front of the machine (approximately midway between the pachinko machine 10 and the player). As a result, the glare caused by directly viewing the front direct light W3 is reduced.
[0088] Furthermore, in the pachinko machine 10, the results of the win / loss determination based on the ball entering the upper operating port 33 and the lower operating port 34 are displayed on the display screen G. As shown in Figure 4, the display screen G is located approximately in the center of the game board 24. Therefore, the focal point where the front direct light W3 is concentrated is located in a position that overlaps with the display screen G in the front-to-back direction. In this way, the display effects on the display screen G and the light effects using the side LEDs 510 can be viewed without shifting the gaze, and the effect of the effects can be enhanced by linking the two.
[0089] As already explained, the upper and lower operating ports 33 and 34 are unitized and attached to the game board 24. The outer surfaces 331 of both operating ports 33 and 34 (the surfaces facing the side LEDs 510) are mirror-finished, similar to those of the center frame 42, and the light from the side LEDs 510 is reflected by the outer surfaces 331, resulting in front reflected light W4. However, the flanges 332 used to attach both operating ports 33 and 34 are different from those of the center frame 42; they are made of transparent resin and their back surfaces are not mirror-finished. Therefore, the front reflected light W4 reflected by the outer surfaces 331 passes through the flanges 332 and is projected in front of the game machine. In this way, the position of both operating ports 33 and 34 can be drawn to the front reflected light W4. In particular, the two operating ports 33 and 34 are ball entry points that trigger a lottery to determine whether or not to switch to the opening / closing execution mode. How to get the balls into these entry points (to be subject to the lottery) is the key to playing the game. In that respect, increasing attention to these operating ports 33 and 34 is of great significance.
[0090] Here, the operating ports 33 and 34 are positioned approximately in the center of the game board 24 in the horizontal direction, and can be said to be located at the furthest distance from the left and right lateral LEDs 510 (520, 530) (see Figure 4). Therefore, the angle of incidence to the outer peripheral surface 331 is larger than at positions closer to the lateral LEDs 510 in the horizontal direction, and consequently, the position where the front reflected light W4 is irradiated onto the transparent board 300 is also further away from the operating ports 33 and 34. Whether or not a game ball flowing down the game area PE enters the operating ports 33 and 34 may be determined either immediately before the operating ports 33 and 34 on the ball's flow path, or further upstream. Specifically, the ball may be repelled at the entrance of the operating ports 33 and 34 and not enter, or its flow path may be shifted by the nails 38, etc., before reaching the vicinity of the entrance of the operating ports 33 and 34, causing it to be diverted to a path that makes it difficult to reach the operating ports 33 and 34. Therefore, by configuring the light to be directed towards a position away from the operating ports 33 and 34, as in the pre-reflected light W4 in this embodiment, it becomes possible to draw particular attention to the path before it reaches the operating ports 33 and 34.
[0091] In addition, while it is possible to attach new light-emitting means (LEDs, etc.) to features attached to the game board 24 as special features, such as the operating ports 33 and 34, in the flow path where there are no special features, it is often more difficult to illuminate the flow path than to illuminate the special features themselves, because there is no target for attaching the light-emitting means. Furthermore, in a configuration using a transparent plate 300, as in this embodiment, even if a light-emitting means is provided on the back of the transparent plate 300, it will be clearly visible, which is undesirable from a design perspective. Therefore, by using the configuration that utilizes the front reflected light W4 as described above, it is possible to partially illuminate the flow path even where there are no special features, thereby attracting attention.
[0092] Returning to the explanation of Figure 2, the front door frame 14 is provided so as to cover the entire front side of the inner frame 13. As shown in Figure 1, the front door frame 14 has a window section 61 that allows almost the entire gaming area to be viewed from the front. The window section 61 is roughly elliptical in shape, and the aforementioned window panel 62 is fitted into it. The window panel 62 is made of glass and is colorless and transparent, but is not limited to this and may be made of synthetic resin and is colorless and transparent.
[0093] Various light-emitting means, such as lamps, are provided around the window section 61. As part of these various light-emitting means, a display light-emitting section 63 is provided above the window section 61. Speaker sections 64 that output sound effects and the like according to the game state are provided on both the left and right sides of the display light-emitting section 63.
[0094] Below the window portion 61 of the front door frame 14, an upper bulge 65 and a lower bulge 66 are arranged vertically side by side, bulging toward the front. Inside the upper bulge 65 is an upper tray 71 that opens upward, and inside the lower bulge 66 is a lower tray 72 that also opens upward. The upper tray 71 has the function of temporarily storing the game balls dispensed from the dispensing device (described later) and guiding them toward the game ball launching mechanism 53 while aligning them in a line. The lower tray 72 has the function of storing any game balls that are left over in the upper tray 71. Game balls dispensed from the dispensing device 96 of the back pack unit 15 are discharged into the upper tray 71 and the lower tray 72 through a passage forming unit 73 provided on the back of the front door frame 14.
[0095] Next, we will describe the configuration of the back side of the gaming machine body 12.
[0096] As shown in Figure 3, the main control device 81 and the performance control device 82 are mounted on the back of the inner frame 13 (specifically, the game board 24).
[0097] The main control device 81 comprises a main control board having a function to control the main gameplay (main control circuit) and a function to monitor the power supply (power outage monitoring circuit). This main control board is housed in a circuit board box 83 made of a transparent resin material or the like. The circuit board box 83 comprises a box base (front case) with a roughly rectangular parallelepiped shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are inseparably connected by a box coupling part 85, which serves as a means to prevent separation (or a coupling means), thereby sealing the circuit board box 83. Because they are inseparably connected by these box coupling parts 85, opening the internal space of the circuit board box 83 requires the destruction or partial removal of the circuit board box 83. Multiple box coupling parts 85 are provided on the long side of the circuit board box 83, and at least one of them is used for the coupling process.
[0098] The box coupling portion 85 can be configured in any way that it irrevocably connects the box base and the box cover, but the box base and the box cover are irrevocably connected by inserting a locking claw into the elongated hole that makes up the box coupling portion 85. The coupling process by the box coupling portion 85 prevents unauthorized opening after coupling, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to open it again even after it has been opened once. That is, the coupling process is performed by inserting a locking claw into at least one elongated hole among the multiple box coupling portions 85. When the main control board inside malfunctions or when the main control board needs to be inspected, the connection between the box coupling portion 85 with the locking claw inserted and other box coupling portions 85, or the connection to the box body, is cut. This separates the box base and box cover of the board box 83, and the main control board inside can be removed. After that, when the coupling process is to be performed again, the locking claw is inserted into the elongated hole of another box coupling portion 85. If a record of the opening of the circuit board box 83 is kept in the circuit board box 83, it will be easy to discover that unauthorized opening has occurred by looking at the circuit board box 83.
[0099] Multiple coupling pieces 86 are provided on one of the short sides of the circuit board box 83, protruding laterally. These coupling pieces 86 correspond one-to-one with multiple coupling pieces 87 formed on the mounting base of the main control device 81, and the coupling process is performed between the circuit board box 83 and the mounting base by the coupling pieces 86 and coupling pieces 87.
[0100] Furthermore, as a means of leaving a trace to detect unauthorized opening of the circuit board box 83, a sealing sticker may be attached so as to straddle the boundary between the box base and the box cover. In this case, if the sealing sticker is peeled off from its attachment point, the adhesive layer of the sealing sticker will remain on the circuit board box 83 side, leaving a trace. Moreover, an IC tag that transmits a response wave containing identification information in response to a call wave of a predetermined frequency may be attached to the sealing sticker, and if the sealing sticker is peeled off, the antenna of the IC tag will be cut, making it impossible to transmit the response wave.
[0101] The performance control device 82 is equipped with a performance control board that controls sound, lamp displays, and a display control device (not shown) according to instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.
[0102] As shown in Figure 3, the back pack unit 15 includes a back pack 91, to which the dispensing mechanism 92 and the control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin and has a protective cover portion 94 that protrudes to the rear and has a roughly rectangular parallelepiped shape, so as to cover the main control device 81 and the performance control device 82 from the rear.
[0103] The dispensing mechanism 92 is arranged to bypass the protective cover 94 and includes a tank 95 into which game balls supplied from the island equipment of the game hall are replenished sequentially, and a dispensing device 96 for dispensing the game balls stored in the tank 95. The game balls dispensed from the dispensing device 96 are discharged into the upper tray 71 or lower tray 72 through a dispensing passage (not shown) located downstream of the dispensing device 96. The dispensing mechanism 92 is also equipped with a back-pack circuit board that is supplied with, for example, a 24-volt AC main power supply and has a power switch for turning the power ON and OFF.
[0104] Furthermore, the back pack 91 is provided with an external output terminal 99 on the upper edge side of the pivot axis of the back pack unit 15. The external output terminal 99 is provided with an output terminal for outputting a signal when the number of game balls is insufficient in the tank 95, an output terminal for outputting a signal each time a predetermined number of prize balls are dispensed, an output terminal for outputting a signal each time a predetermined number of game balls are lent out, an output terminal for outputting a signal when the game machine body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal when transitioning to a state such as the opening / closing execution mode (or while transitioning to a state). Through these output terminals, signals regarding the state of the frame are output to the management control device on the game hall side. Note that the output terminal for outputting a signal each time a predetermined number of game balls are lent out is not necessary in so-called cash machines.
[0105] The control unit 93 comprises a payout control device 97 and a power supply and launch control device 98. The payout control device 97 and the power supply and launch control device 98 are arranged front to back, with the payout control device 97 facing the rear of the pachinko machine 10.
[0106] The dispensing control device 97 is configured such that a dispensing control board for controlling the dispensing device 96 is housed in a board box. In this case, the same fraud prevention means as for the board box 83 of the main control device 81 may be applied to the board box of the dispensing control device 97.
[0107] The power supply and launch control device 98 is configured with a power supply and launch control board housed in a board box. This board generates and outputs the predetermined power required by various control devices, and also controls the launch of game balls in response to the player's operation of the launch handle 54. In addition, this pachinko machine 10 has a data storage function, so that even if a power outage occurs, it will retain the state it was in at the time of the power outage, and when power is restored, it will return to that state.
[0108] <Electrical Configuration> Next, the electrical configuration of the pachinko machine 10 will be explained based on the block diagram in Figure 14.
[0109] The main control board 201, located in the main control unit 81, is equipped with an MPU 202. The MPU 202 contains a ROM 203 that stores various control programs and fixed value data executed by the MPU 202, a RAM 204 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 203, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits that act as random number generators.
[0110] The MPU202 is equipped with input and output ports. The input side of the MPU202 is connected to the power outage monitoring board 205, the payout control device 97, and various detection sensors 211a to 211e, which are located on the main control device 81. In this case, the power outage monitoring board 205 is connected to the power supply and the launch control device 98, and power is supplied to the MPU202 via the power outage monitoring board 205. In addition, as part of the various detection sensors 211a to 211e, multiple detection sensors located on the ball entry sections (payout ball entry sections) such as the general prize entry opening 31, the variable prize entry device 32, the upper operating opening 33, the lower operating opening 34, and the through gate 35 are connected, and the MPU202 of the main control device 81 performs prize entry determination (ball entry determination) for each ball entry section. Furthermore, the MPU202 performs a jackpot occurrence lottery based on balls entering the upper operating opening 33 and the lower operating opening 34, and performs a support occurrence lottery based on balls entering the through gate 35.
[0111] The output side of the MPU202 is connected to the power outage monitoring board 205, the payout control device 97, and the performance control device 82. The payout control device 97 outputs a prize ball command based, for example, on the result of determining whether a ball has entered the prize-winning ball entry section. In this case, the command information storage area 225 of the ROM203 is referenced when outputting the prize ball command. When a ball enters the general prize entry 31, a prize ball command corresponding to the payout of 10 game balls is output. When a ball enters the variable prize entry device 32, a prize ball command corresponding to the payout of 15 game balls is output. When a ball enters the upper operating 33, a prize ball command corresponding to the payout of 3 game balls is output. When a ball enters the lower operating 34, a prize ball command corresponding to the payout of 4 game balls is output.
[0112] The performance control device 82 outputs various commands, including commands for variation, type commands, variation termination commands, opening commands, and ending commands. In this case, the command information storage area 225 of the ROM 203 is referenced when outputting these various commands. Details of these various commands will be explained later. Note that each of the above commands is composed of information of a predetermined number of bytes, and various information is included in that predetermined number of bytes.
[0113] Furthermore, the output side of the MPU202 is connected to a variable prize drive unit 32c that opens and closes the opening and closing door 32b of the variable prize device 32, an electric mechanism drive unit 34b that opens and closes the electric mechanism 34a of the lower operating opening 34, and a main display unit 43. The main control board 201 is provided with various driver circuits, and the MPU202 performs drive control of the various drive units through these driver circuits.
[0114] In other words, in the opening / closing execution mode, the MPU 202 controls the drive of the variable prize drive unit 32c so that the large prize opening 32a is opened and closed. Also, if the electric mechanism 34a is selected to be in the open state, the MPU 202 controls the drive of the electric mechanism drive unit 34b so that the electric mechanism 34a is opened and closed. Furthermore, for each round of play, the MPU 202 controls the display of the first result display unit AS or the second result display unit BS in the main display unit 43, and in the opening / closing execution mode of the variable prize device 32, the display of the round display unit RS in the main display unit 43 is controlled.
[0115] Furthermore, an external output terminal 99 is connected to the output side of the MPU202, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This makes it possible for the hall computer HC to understand the status of the pachinko machine 10.
[0116] The power outage monitoring board 205 relays the main control board 201 and the power supply and launch control device 98, and also monitors the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and loaned balls by the payout device 96 based on prize ball commands input from the main control device 81.
[0117] The power supply and launch control device 98 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 201, the payout control device 97, etc., and supplies the generated operating power. The power supply and launch control device 98 is also responsible for controlling the launch of the game ball launching mechanism 53, which is driven when predetermined launching conditions are met.
[0118] The performance control device 82 drives and controls the various reserve light-emitting units 45-47 provided on the variable display unit 36 and the display light-emitting unit 63 and speaker unit 64 provided on the front door frame 14, based on various commands input from the main control device 81, and also controls the display control device 212.
[0119] Furthermore, LEDs 410 and 510 are connected to the performance control device 82 as light-emitting units for the game board, and the device performs ON / OFF control of these LEDs 410 and 510.
[0120] The display control device 212 executes display control of the symbol display device 41 based on commands input from the performance control device 82. In this case, the performance control device 82 determines the display time for the variation of the symbols on the symbol display device 41 and the type of combination of symbols to be finally displayed based on various commands input from the main control device 81, and also performs a lottery to determine whether a reach occurs and the content of the reach performance.
[0121] Here, the display content of the pattern display device 41 will be explained based on Figure 15. Figure 15 is a diagram showing the display screen G of the pattern display device 41.
[0122] As shown in Figure 15(a), the display screen G of the symbol display device 41 has three symbol rows Z1, Z2, and Z3 set up: upper, middle, and lower. Each symbol row Z1 to Z3 is composed of main symbols and sub-symbols arranged in a predetermined order. Specifically, the upper symbol row Z1 has nine types of main symbols, "1" to "9", arranged in descending numerical order, with one sub-symbol placed between each main symbol. The lower symbol row Z3 has nine types of main symbols, "1" to "9", arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols each. In contrast, the middle symbol row Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with an additional main symbol "4" placed between the "9" and "1" symbols, and one sub-symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 10 main symbols and 20 symbols in total. On the display screen G, the symbols from each of these symbol rows Z1 to Z3 are displayed in a variable manner, scrolling in a predetermined direction with periodicity. Also, as shown in Figure 15(b), on the display screen G, three symbols are displayed stationary for each symbol row, resulting in a total of 3 x 3 = 9 symbols being displayed stationary.
[0123] Furthermore, the display screen G has five active lines set: left line L1, middle line L2, right line L3, downward right line L4, and upward right line L5. The display of symbols stops in the order of upper symbol row Z1 → lower symbol row Z3 → middle symbol row Z2, and when the display of symbols in all symbol rows Z1 to Z3 has finished with a combination of symbols with the same number formed in any of the active lines, a jackpot video will be displayed as either a normal jackpot result or a 15R probability variation jackpot result, as described later.
[0124] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) are considered "specific symbols," and when a 15R probability variation jackpot occurs, the same combination of specific symbols will be displayed. On the other hand, the main symbols with even numbers (2, 4, 6, 8) are considered "non-specific symbols," and when a regular jackpot occurs, the same combination of non-specific symbols will be displayed.
[0125] Furthermore, in the case of an explicitly stated 2R probability variation jackpot result as described later, the display of all symbol rows Z1 to Z3 will end with a combination of symbols with different numbers, and then an explicit video will be displayed. Furthermore, in the case of a non-explicit 2R probability variation jackpot result or a special miss result as described later, the display of all symbol rows Z1 to Z3 will end with a combination of symbols with different numbers, and then a common video will be displayed.
[0126] Furthermore, the manner in which the patterns are displayed in the pattern display device 41 is not limited to those described above and is arbitrary; the number of pattern rows, the direction of the pattern display in each pattern row, and the number of patterns in each pattern row can be changed as appropriate.
[0127] The first hold display area Ga is set on the left side of the lower part of display screen G, and the second hold display area Gb is set on the right side of the lower part of display screen G.
[0128] The first reserve display area (non-priority reserve display area) Ga is partitioned and displayed so that the same number of unit reserve display areas Ga1 to Ga4 are arranged side by side in the left-right direction as the maximum number of reserves when a game ball enters the upper operating opening 33. Specifically, the maximum number of reserves when a game ball enters the upper operating opening 33 is 4, and corresponding to this, the first reserve display area Ga is set to have the first unit reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4.
[0129] For example, if the number of reserved balls when a game ball enters the upper operating opening 33 is 1, the predetermined reserved image will be displayed only in the first unit reserved display area Ga1. If the number of reserved balls when a game ball enters the upper operating opening 33 is 4, the predetermined reserved image will be displayed in all of the first unit reserved display areas Ga1 to the fourth unit reserved display areas Ga4.
[0130] Furthermore, the second reserve display area (priority reserve display area) Gb is partitioned and displayed so that the same number of unit reserve display areas Gb1 to Gb4 are arranged side by side in the left-right direction as the maximum number of reserves when a game ball enters the lower operating opening 34. Specifically, the maximum number of reserves when a game ball enters the lower operating opening 34 is 4, and corresponding to this, the second reserve display area Gb is set to have the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4.
[0131] For example, if the number of reserved balls when a game ball enters the lower opening 34 is 1, the reserved image will be displayed only in the first unit reserved display area Gb1. If the number of reserved balls when a game ball enters the lower opening 34 is 4, the reserved image will be displayed in all of the first unit reserved display areas Gb1 to the fourth unit reserved display areas Gb4.
[0132] <About various counters> Next, the operation of the pachinko machine 10 configured as described above will be explained.
[0133] The MPU202 uses various counter information during gameplay to perform tasks such as the lottery for the occurrence of a jackpot, setting the display on the main display unit 43, setting the symbol display on the symbol display device 41, and setting the display on the mechanism display unit 44. Specifically, as shown in Figure 16, it uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variation jackpot result or a normal jackpot result, a reach random number counter C3 used for the reach lottery when the symbol display device 41 is fluctuating without a win, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the fluctuation display time of the first result display unit AS and the second result display unit BS of the main display unit 43 and the symbol sequence Z1 to Z3 of the symbol display device 41. Furthermore, it uses an electric mechanism release counter C4 used for a lottery to determine whether or not to put the electric mechanism 34a of the lower operating port 34 into the electric mechanism release state.
[0134] Each counter C1-C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 231 set in a predetermined area of RAM 204. In the lottery counter buffer 231, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored in the retained ball storage area 232, which is an acquired information storage means, when a prize is awarded to the upper operation opening 33 or the lower operation opening 34.
[0135] The reserved ball storage area 232 comprises a reserved area RE consisting of a reserved area Ra for the first result display unit and a reserved area Rb for the second result display unit, and an execution area AE. Reserved areas Ra and Rb each comprise a first area, a second area, a third area, and a fourth area, respectively. In accordance with the winning history at the upper operating port 33 or the lower operating port 34, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the lottery counter buffer 231 is stored in one of these areas as reserved information. This reserved information corresponds to special information.
[0136] In this case, when multiple consecutive entries into the upper opening 33 or lower opening 34 occur, the numerical information is stored chronologically in the order of Area 1 → Area 2 → Area 3 → Area 4 in Areas 1 through 4. With these four areas, up to four entries in the history of game balls entering the upper opening 33 or lower opening 34 can be stored in reserve. In addition, the reserved ball storage area 232 is provided with a total reserved number storage area, which stores information to identify the number of entries in the history of game balls entering the upper opening 33 or lower opening 34 that are being stored in reserve.
[0137] The execution area AE is an area for moving the values stored in the first area of the hold area RE when the variable display on the main display unit 43 begins. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0138] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 599, and then return to 0 after reaching the maximum value (i.e., 599). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is updated periodically and stored in the reserved ball storage area 232 of RAM 204 when a game ball enters the upper operation opening 33 or the lower operation opening 34. More specifically, when a game ball enters the upper operation opening 33, it is stored in the first result display unit reserved area Ra of RAM 204, and when a game ball enters the lower operation opening 34, it is stored in the second result display unit reserved area Rb of RAM 204.
[0139] The random number values that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 221, which serves as a win / loss information group storage means in the ROM 203. The contents of the win / loss table will now be explained using Figure 17. As shown in Figure 17, there are two win / loss tables: a win / loss table for the low probability mode (low probability win / loss information group) shown in Figure 17(a), and a win / loss table for the high probability mode (high probability win / loss information group) shown in Figure 17(b). In other words, this pachinko machine 10 has two lottery modes set in the win / loss lottery means: a low probability mode (low probability state) and a high probability mode (high probability state).
[0140] In the game state where the win / loss table for low probability mode is referenced during the lottery, there are 2 random numbers that result in a jackpot, as shown in Figure 17(a). On the other hand, in the game state where the win / loss table for high probability mode is referenced during the lottery, there are 20 random numbers that result in a jackpot, as shown in Figure 17(b). Note that the number and values of the winning random numbers are arbitrary, as long as the probability of winning is higher in high probability mode than in low probability mode.
[0141] Furthermore, in each lottery mode, any random number other than the value that results in a jackpot will result in a losing result. However, in this pachinko machine 10, there are two types of losing results: a special losing result and a normal losing result. The differences between these will be explained later.
[0142] The jackpot type counter C2 is configured to increment by 1 sequentially within the range of 0 to 29, and then return to 0 after reaching the maximum value (i.e., 29). In this embodiment, multiple jackpot results are set. These multiple jackpot results are set by creating differences in three conditions: (1) the manner of opening and closing control of the variable prize entry device 32 in the opening and closing execution mode, (2) the lottery mode in the win / loss lottery means after the opening and closing execution mode has ended, and (3) the support mode in the electric mechanism 34a of the lower operating opening 34 after the opening and closing execution mode has ended.
[0143] Here, the mode of opening and closing control of the variable prize winning device 32 in the opening and closing execution mode is set to have a high-frequency prize winning mode and a low-frequency prize winning mode so that the frequency of prize winnings into the variable prize winning device 32 from the start to the end of the opening and closing execution mode is relatively high or low. Specifically, in the high-frequency prize winning mode, the large prize winning opening 32a is opened and closed 15 times (high-frequency number of times) from the start to the end of the opening and closing execution mode, and each opening continues until 30 seconds (high-frequency time) has elapsed or until the number of prize winnings into the large prize winning opening 32a reaches 10 (high-frequency number). On the other hand, in the low-frequency prize winning mode, the large prize winning opening 32a is opened and closed 2 times (low-frequency number of times) from the start to the end of the opening and closing execution mode, and each opening continues until 0.2 seconds (low-frequency time) has elapsed or until the number of prize winnings into the large prize winning opening 32a reaches 6 (low-frequency number).
[0144] In this case, in the pachinko machine 10, when the launch handle 54 is operated by the player, the game ball launching mechanism 53 is driven and controlled so that one game ball is launched towards the game area every 0.6 seconds. In contrast, in the low-frequency winning mode, as described above, the opening time of the large winning opening 32a is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of the large winning opening 32a is shorter than the game ball launching cycle. Therefore, in the opening and closing execution mode applicable to the low-frequency winning mode, virtually no game balls are awarded.
[0145] Furthermore, the number of times the large prize opening 32a is opened and closed, the maximum opening time per opening, and the maximum number of openings per opening in the high-frequency prize-winning mode and low-frequency prize-winning mode are not limited to the above values and are arbitrary, as long as the frequency of prize-winning in the variable prize-winning device 32 from the start to the end of the opening and closing execution mode is higher in the high-frequency prize-winning mode than in the low-frequency prize-winning mode. Specifically, it is sufficient for the high-frequency prize-winning mode to have a greater number of openings, a longer maximum opening time per opening, or a greater maximum number of openings per opening than in the low-frequency prize-winning mode.
[0146] However, in order to clearly distinguish the difference in benefits between the high-frequency winning mode and the low-frequency winning mode, it is preferable to configure the opening and closing execution mode for the low-frequency winning mode so that, in effect, no winnings occur in the variable winning device 32. For example, in the high-frequency winning mode, the product of the game ball launch cycle and the maximum number of openings for each opening may be set to be shorter than the maximum opening time, while in the low-frequency winning mode, the product of the game ball launch cycle and the maximum number of openings for each opening may be set to be longer than the maximum opening time. Furthermore, even if the game ball launch interval and the opening time of the large winning opening 32a for each opening are not as described above, in the low-frequency winning mode, by setting the latter to be shorter than the former, it is easy to realize a configuration in which, in effect, no winnings occur in the variable winning device 32.
[0147] As support modes for the electric mechanism 34a of the lower operating port 34, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that the frequency at which the electric mechanism 34a of the lower operating port 34 is open per unit time is relatively high or low when compared in a situation where game balls are continuously launched in the same manner to the game area.
[0148] Specifically, in both the low-frequency support mode and the high-frequency support mode, the probability of winning the electric mechanism opening state in the electric mechanism opening lottery using the electric mechanism opening counter C4 is the same (for example, 1 / 2 in both modes). However, in the high-frequency support mode, the number of times the electric mechanism 34a opens when the electric mechanism opening state is won is set to be greater than in the low-frequency support mode, and the opening time for each instance is also set to be longer. In this case, when the electric mechanism opening state is won in the high-frequency support mode and the electric mechanism 34a opens multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each instance. Furthermore, in the high-frequency support mode, the minimum time required between the electric mechanism opening lottery and the next electric mechanism opening lottery is set to be shorter than in the low-frequency support mode.
[0149] As described above, in high-frequency support mode, the probability of a ball entering the lower opening 34 is higher than in low-frequency support mode. In other words, in low-frequency support mode, the probability of a ball entering the upper opening 33 is higher than in lower opening 34, but in high-frequency support mode, the probability of a ball entering the lower opening 34 is higher than in upper opening 33. When a ball enters the lower opening 34, a predetermined number of game balls are dispensed, so in high-frequency support mode, players can play without significantly reducing their number of balls.
[0150] Furthermore, the configuration for making the high-frequency support mode more frequent than the low-frequency support mode in terms of the frequency of the electric device opening per unit time is not limited to the above, and for example, a configuration that increases the probability of winning the electric device opening state in the electric device opening lottery may also be used. Moreover, the high-frequency support mode and low-frequency support mode may be set by differentiating any one condition or any combination of conditions among the number of times, opening time, and winning probability.
[0151] The jackpot type counter C2 is updated periodically and stored in the RAM 204's reserved ball storage area 232 when a game ball enters the upper operating opening 33 or the lower operating opening 34. More specifically, when a game ball enters the upper operating opening 33, it is stored in the RAM 204's first result display unit reserved area Ra, and when a game ball enters the lower operating opening 34, it is stored in the RAM 204's second result display unit reserved area Rb.
[0152] The distribution destinations of game results for the jackpot type counter C2 are stored as a distribution table (distribution information group) in the distribution table storage area 222, which serves as a distribution information group storage means in the ROM 203. The contents of the distribution table will now be explained using Figure 18. As shown in Figure 18, the distribution table consists of a distribution table for the first result display unit (first distribution information group) shown in Figure 18(a) and a distribution table for the second result display unit (second distribution information group) shown in Figure 18(b).
[0153] In the distribution table for the first result display unit, as shown in Figure 18(a), the distribution destinations for game results are set as follows: normal jackpot result (special game result corresponding to low probability), unspecified 2R probability variation jackpot result (unspecified high probability game result or result resulting in a latent probability variation state), specified 2R probability variation jackpot result (special game result corresponding to high probability or result resulting in a sudden probability variation state), and 15R probability variation jackpot result (special game result corresponding to high probability).
[0154] Normally, a jackpot result is one in which the opening / closing execution mode becomes the high-frequency winning mode, and after the opening / closing execution mode ends, the win / loss lottery mode becomes the low-probability mode, and the support mode becomes the high-frequency support mode. However, this high-frequency support mode will transition to the low-frequency support mode if the number of games played after the transition reaches the termination threshold (specifically, 100 games). In other words, a normal jackpot result is a jackpot result that transitions the game state to the normal jackpot state (a special game state corresponding to low probability).
[0155] An unspecified 2R probability variation jackpot result is a jackpot result in which the opening / closing execution mode becomes a low-frequency winning mode, and after the opening / closing execution mode ends, the win / loss lottery mode becomes a high-probability mode, and the support mode becomes a low-frequency support mode. In other words, an unspecified 2R probability variation jackpot result is a jackpot result that transitions the game state to an unspecified 2R probability variation jackpot state (unspecified high-probability game state).
[0156] The result of an explicitly stated 2R probability variation jackpot is a jackpot result in which the opening / closing execution mode becomes a low-frequency winning mode, and after the opening / closing execution mode ends, the win / fail lottery mode becomes a high-probability mode, and the support mode becomes a high-frequency support mode. This high-frequency support mode continues until the lottery result in a win is a jackpot state and the game transitions to the jackpot state. In other words, the result of an explicitly stated 2R probability variation jackpot is a jackpot result that transitions the game state to the explicitly stated 2R probability variation jackpot state (explicitly high-probability game state).
[0157] The result of a 15R probability variation jackpot is a jackpot result in which the opening / closing execution mode becomes a high-frequency winning mode, and after the opening / closing execution mode ends, the win / fail lottery mode becomes a high-probability mode, and the support mode becomes a high-frequency support mode. This high-frequency support mode continues until the lottery result in a win is a jackpot state and the game transitions to the jackpot state. In other words, the result of a 15R probability variation jackpot is a jackpot result that transitions the game state to a 15R probability variation jackpot state (high-probability special game state).
[0158] In relation to the above game states, the "normal game state" refers to a state where the win / loss lottery mode is in low probability mode and the support mode is in low-frequency support mode.
[0159] In the distribution table for the first result display section, of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" correspond to normal jackpot results, "10 to 14" correspond to unspecified 2R probability variation jackpot results, "15 to 19" correspond to specified 2R probability variation jackpot results, and "20 to 29" correspond to 15R probability variation jackpot results.
[0160] As described above, the existence of both unspecified 2R probability variation jackpot results and specified 2R probability variation jackpot results diversifies the types of probability variation jackpot results. In other words, when comparing the three types of probability variation jackpot results, the 15R probability variation jackpot result, which is a high-frequency winning mode in the opening / closing execution mode and a high-frequency support mode in the support mode, is the most advantageous for the player. The next most advantageous is the specified 2R probability variation jackpot result, which is a low-frequency winning mode in the opening / closing execution mode but a high-frequency support mode in the support mode. The least advantageous is the unspecified 2R probability variation jackpot result, which is a low-frequency winning mode in the opening / closing execution mode and a low-frequency support mode in the support mode. This helps to prevent the game from becoming monotonous and increases the player's interest in the game.
[0161] In particular, in the case of an unspecified 2R probability variation jackpot result, after the opening / closing execution mode ends, the win / loss lottery mode transitions to a high probability mode, but the support mode becomes a low-frequency support mode, similar to the normal game state. As a result, even though the support mode of the electric mechanism 34a is consistently in a low-frequency support mode, it is possible to create a game state in which the win / loss lottery mode is in a high probability mode. This makes it possible to make the player predict whether the win / loss lottery mode is in a high probability mode or a low probability mode, thereby increasing the player's attention to the game.
[0162] On the other hand, in the distribution table for the second result display unit, as shown in Figure 18(b), only normal jackpot results and 15R probability variation jackpot results are set as destinations for the game results. Of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" correspond to normal jackpot results, and "10 to 29" correspond to 15R probability variation jackpot results.
[0163] As described above, in this pachinko machine 10, the distribution of game results when a jackpot is won differs depending on whether the jackpot is won based on a ball entering the upper operating port 33 or on a ball entering the lower operating port 34.
[0164] Here, regardless of whether the distribution table for the first result display unit or the distribution table for the second result display unit is used, the probability of a winning jackpot resulting in a probability variation jackpot is the same. In other words, in the distribution table for the first result display unit, the number of values for the jackpot type counter C2 assigned to the unspecified 2R probability variation jackpot result, the specified 2R probability variation jackpot result, and the 15R probability variation jackpot result is 20. Similarly, in the distribution table for the second result display unit, the number of values for the jackpot type counter C2 assigned to the 15R probability variation jackpot result is also 20. Therefore, the probability of the win / loss lottery mode becoming the high-probability mode after the opening / closing execution mode ends is the same whether the jackpot is won based on an entry into the upper operating port 33 or based on an entry into the lower operating port 34 (specifically, 2 / 3).
[0165] However, when a jackpot is won based on a ball entering the lower opening 34 and a probability variation jackpot result occurs, it is always a 15R probability variation jackpot result. In contrast, when a jackpot is won based on a ball entering the upper opening 33 and a probability variation jackpot result occurs, there is a 1 / 4 probability of an unspecified 2R probability variation jackpot result or a specified 2R probability variation jackpot result, and a 1 / 2 probability of a 15R probability variation jackpot result. In other words, the probability of the 15R probability variation jackpot result, which is the most advantageous for the player among the probability variation jackpot results, occurring is higher when the jackpot is won based on a ball entering the lower opening 34 than when the jackpot is won based on a ball entering the upper opening 33.
[0166] Furthermore, in the case of an unspecified 2R probability variation jackpot result, as described above, after the opening / closing execution mode ends, the win / loss lottery mode transitions to the high probability mode, but the support mode transitions to the low frequency support mode. Therefore, compared to the 15R probability variation jackpot result and the specified 2R probability variation jackpot result, the electric mechanism 34a is less likely to be in the open state, which reduces the opportunities to receive game balls, and furthermore, the possibility of a distribution lottery being conducted based on the distribution table for the second result display unit becomes lower.
[0167] As described above, there is a clear difference in the advantages for the player between the upper operating port 33 and the lower operating port 34. Therefore, players will play the game expecting to win a prize in the lower operating port 34, and consequently, players will pay more attention to the high-frequency support mode, which increases the frequency of winning in the lower operating port 34.
[0168] Furthermore, in this pachinko machine 10, as described above, if the result of the win / loss lottery is a loss, it will result in either a normal loss or a special loss. In this case, if the result is a normal loss, which occurs with a relatively high probability, the machine will not transition to the opening / closing execution mode, and there will be no change in the win / loss lottery mode or the support mode.
[0169] On the other hand, in the case of a special losing result, which occurs with a relatively low probability when the result is a losing outcome, the game enters a special losing state. In the special losing state, the game transitions to the opening / closing execution mode when the result of the win / loss lottery is a losing outcome. However, the opening / closing execution mode to which the game transitions is a low-frequency winning mode. Therefore, even if the result is a special losing outcome, it is not possible to expect the game ball to enter the large winning opening 32a. Furthermore, after the opening / closing execution mode ends, there is no transition to the win / loss lottery mode or the support mode.
[0170] As described above, by setting a special miss result, the opening of the large prize opening 32a of the variable prize device 32 can be used as a visual effect. Here, in the normal game state, where the opening / closing execution mode is not in the normal game state, and the win / fail lottery mode is in the low probability mode and the support mode is in the low frequency support mode, if a special miss result occurs, the game simply transitions to the opening / closing execution mode as the low frequency prize mode, and then returns to the normal game state described above. In contrast, if the above unspecified 2R probability variation jackpot result occurs, the game transitions to the opening / closing execution mode, which is the low frequency prize mode, and then the support mode becomes the low frequency support mode, but the win / fail lottery mode becomes the high probability mode. Thus, the occurrence of a special miss result and the occurrence of an unspecified 2R probability variation jackpot result in the normal game state are similar in that they both transition to the opening / closing execution mode as the same low frequency prize mode and then the support mode becomes the low frequency support mode, but the difference between the two is that in the former the win / fail lottery mode becomes the low probability mode, while in the latter it becomes the high probability mode. In other words, the occurrence of a special miss result and an unspecified 2R probability variation jackpot result under normal gameplay conditions are due to the behavior of each movable part, such as the behavior of the variable prize entry device 32 and the behavior of the electric mechanism 34a of the lower operating opening 34, with only the internal lottery state differing. As a result, when the opening / closing execution mode, which is a low-frequency prize entry mode, occurs under normal gameplay conditions, it becomes possible to infer whether or not the win / loss lottery mode has subsequently transitioned to a high-probability mode, thereby increasing the player's attention to the game.
[0171] When the win / loss lottery mode is in low probability mode, as shown in Figure 17(a), there are two random numbers that result in a special loss, the same as the number of random numbers that result in a jackpot. On the other hand, when the win / loss lottery mode is in high probability mode, as shown in Figure 17(b), there is one random number that results in a special loss, which is fewer than the number of random numbers that result in a jackpot and the number of random numbers that result in a special loss in low probability mode. By making the number of random numbers that result in a special loss less than the number of random numbers that result in a jackpot in high probability mode, the probability of winning a jackpot can be made higher than the probability of a special loss in high probability mode. Also, by setting the number of random numbers that result in a special loss to be lower in high probability mode than in low probability mode, the probability of a special loss can be made lower in high probability mode than in low probability mode.
[0172] The reach random number counter C3 is configured to increment by 1 sequentially within a range of, for example, 0 to 238, and then reset to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is updated periodically and stored in the reserved ball storage area 232 of the RAM 204 when a game ball enters the upper operation opening 33 or the lower operation opening 34. More specifically, when a game ball enters the upper operation opening 33, it is stored in the first result display unit's reserved area Ra of the RAM 204, and when a game ball enters the lower operation opening 34, it is stored in the second result display unit's reserved area Rb of the RAM 204. Then, the system decides whether or not to generate a reach based on the reach table stored in the reach table storage area of the ROM 203. However, in game rounds that transition to the opening / closing execution mode, the MPU 202 makes the decision to generate a reach regardless of the value of the reach random number counter C3. The number of reach random number counters C3 corresponding to the occurrence of a reach display is the same in each game state, but it may be set individually according to the game state. For example, in the support mode, the number of reach random number counters C3 corresponding to the occurrence of a reach display may be set to be higher in the high-frequency support mode than in the low-frequency support mode.
[0173] Here, "reach display" (reach state) refers to a display state that makes the player believe that the special display result is likely to occur in a game machine equipped with a symbol display device 41 capable of displaying (or changing) the variation of symbols (pictures), where the opening and closing execution mode of the variable prize winning device 32 is set to the high-frequency prize winning mode during gameplay. This state is defined as a display state that makes the player believe that the special display result is likely to occur in the variation display state from the start of the variation display (or changing) of symbols (pictures) on the symbol display device 41 until the stop display result is derived and displayed.
[0174] In other words, this is a display state in which, by stopping the display of some of the multiple rows of symbols shown on the display screen of the symbol display device 41, combinations of symbols that have the potential to form a winning combination corresponding to the occurrence of a high-frequency winning mode are displayed, and the remaining rows of symbols are displayed in a variable state.
[0175] More specifically, as a preliminary step before ending the display of changing symbols, a reach line is formed by stopping and displaying combinations of reach symbols that have the potential to result in a winning combination corresponding to the occurrence of a high-frequency winning mode on a pre-set active line within the display screen of the symbol display device 41, and then, while the reach line is formed, the changing symbols are displayed using the final stopped symbol sequence.
[0176] To explain the display content in Figure 15 in detail, first, high-speed fluctuation display begins for all symbol rows Z1 to Z3. In this case, it is difficult or impossible to recognize which symbol is being displayed. Subsequently, the fluctuation display mode of the upper symbol row Z1 switches from high-speed fluctuation display to low-speed fluctuation display, which makes it easy or possible for the player to recognize the displayed symbol. Then, as the fluctuation display of the upper symbol row Z1 ends, the fluctuation display mode of the lower symbol row Z3 switches from high-speed fluctuation display to low-speed fluctuation display. Subsequently, the fluctuation display of the lower symbol row Z3 ends. In this case, a reach line is formed when the main symbols with the same number assigned to any of the active lines L1 to L5 are stopped and displayed. Then, the fluctuation display of the middle symbol row Z2 switches from high-speed fluctuation display to low-speed fluctuation display, and if the opening / closing execution mode occurs, the fluctuation display of the symbols in the middle symbol row Z2 ends when the main symbols with the same number assigned to the main symbols forming the reach line are stopped and displayed on the reach line.
[0177] Furthermore, the reach display includes methods such as displaying the combination of reach symbols as described above, then showing the remaining symbols changing, and displaying a predetermined character or the like as an animation on the background screen to create a reach effect, or displaying the combination of reach symbols in a reduced size or hidden, and then displaying a predetermined character or the like as an animation on almost the entire display screen to create a reach effect. In addition, the decision of whether or not to display a pre-announcement using a predetermined image such as a predetermined character when a reach display is being made, or before a reach display, may be made using a reach random number counter C3 or other counters.
[0178] The variation type counter CS is configured to increment by 1 sequentially within a range of, for example, 0 to 198, and then return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in the MPU 202 to determine the variation display time in the first result display section AS and the second result display section BS of the main display unit 43, the variation display time of the symbols in the symbol display device 41, and the variation display time in the main display area P of the symbol display device 41. The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The variation type counter CS is then stored in the reserved ball storage area 232 of the RAM 204 at the timing when a game ball enters the upper operating opening 33 or the lower operating opening 34. More specifically, when a game ball enters the upper opening 33, it is stored in the first result display unit reserve area Ra of the RAM 204, and when a game ball enters the lower opening 34, it is stored in the second result display unit reserve area Rb of the RAM 204.
[0179] The electric mechanism release counter C4 is configured to increment by 1 sequentially within the range of 0 to 250, and then reset to 0 after reaching the maximum value (i.e., 250). The electric mechanism release counter C4 is updated periodically and stored in the electric mechanism reserve area 233 of the RAM 204 when a game ball enters the through gate 35. Then, at a predetermined timing, a lottery is held to determine whether or not to control the electric mechanism 34a to the open state based on the value of the stored electric mechanism release counter C4. For example, if C4 = 0 to 190, the electric mechanism 34a is controlled to the open state, and if C4 = 191 to 250, the electric mechanism 34a is not controlled to the open state.
[0180] As already explained, the MPU202 uses the value of the variation type counter CS stored in the execution area AE to determine the variation display time in the first result display unit AS and the second result display unit BS, and the variation display time table storage area 223 of the ROM203 is used for this determination. In addition, the MPU202 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 stored in the execution area AE to determine the stop result in the first result display unit AS and the second result display unit BS, and the stop result table storage area 224 of the ROM203 is used for this determination.
[0181] <Regarding the various processes executed by the main control unit 81> Next, the timer interrupt processing and normal processing executed by the MPU202 in the main control unit 81 to advance the game in each game round will be explained. In addition to the timer interrupt processing and normal processing described above, the MPU202 also executes main processing which is started when the power is turned on, and NMI interrupt processing which is started when a power outage signal is input to the NMI terminal (non-maskable terminal), but these processes will not be explained.
[0182] <Timer interrupt handling> First, the timer interrupt handling process will be explained with reference to the flowchart in Figure 19. This process is activated periodically (for example, every 2 msec) by the MPU202.
[0183] In step S101, the reading process for various detection sensors is executed. That is, the state of various detection sensors connected to the main control unit 81 is read, and the state of the detection sensor (detection information from the detection sensor) is determined and detection information (winning detection information) is saved. For example, if it is determined that a ball has entered the upper opening 33, a winning detection flag for the upper opening is stored in the various flag storage area 235 of the RAM 204, and if it is determined that a ball has entered the lower opening 34, a winning detection flag for the lower opening is stored in the same various flag storage area 235. Also, if it is determined that a game ball has passed through the through gate 35, a winning detection flag for the through gate is stored in the various flag storage area 235 of the RAM 204.
[0184] Subsequently, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when its value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of RAM204.
[0185] In the following step S103, the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and electric mechanism release counter C4 are updated. Specifically, the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and electric mechanism release counter C4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1 to C4 are stored in the corresponding buffer area of RAM 204.
[0186] In the following step S104, the entry process for the through gate 35 is executed. In the entry process for the through gate, it is determined whether or not an entry detection flag for the through gate is stored in the various flag storage area 235 of the RAM 204. If the flag is stored, and provided that the number of reserved items stored in the electric item reserve area is less than 4, the value of the electric item release counter C4 updated in step S103 is stored in the electric item reserve area. The performance control device 82 is also instructed to light up the reserve light-emitting section 46 of the variable display unit 36 corresponding to the number of reserved items. If an entry detection flag for the through gate is stored in the various flag storage area 235, the entry detection flag is cleared and the entry process for the through gate is terminated.
[0187] After executing the prize-winning process for the through gate in step S104, the process proceeds to step S105, where the prize-winning process for the operating ports 33 and 34 is executed, and this timer interrupt process ends.
[0188] <Award processing for the operating port> Here, the prize-winning process for the operating port will be explained with reference to the flowcharts in Figures 20 and 21.
[0189] In step S201, it is determined whether or not a game ball has entered the upper opening 33 (start entry) based on the detection status of the detection sensor corresponding to the upper opening 33. If it is determined that a game ball has entered the upper opening 33, in step S202, a prize ball command is set in the payout control device 97 to dispense 3 game balls. In the following step S203, an external signal setting process is performed to output a signal to the management control device on the game hall side that a game ball has entered the upper opening 33. In step S204, the value stored in the reserve number storage area of the first result display unit's reserve area Ra is read, and the start reserve storage number RaN stored in the first result display unit's reserve area Ra is set (hereinafter also referred to as the first start reserve storage number RaN). After that, in step S205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS, and this entry process is completed.
[0190] If it is determined in step S201 that the game ball has not entered the upper opening 33, then in step S206, it is determined whether or not the game ball has entered the lower opening 34 (starting entry) based on the detection status of the detection sensor corresponding to the lower opening 34. If it is determined that the game ball has entered the lower opening 34, in step S207, a prize ball command is set in the payout control device 97 to dispense 4 game balls. In the following step S208, an external signal setting process is performed to output a signal to the management control device on the game hall side that the game ball has entered the lower opening 34. In step S209, the value stored in the reserve number storage area of the second result display unit reserve area Rb is read, and the start reserve storage number RbN stored in the second result display unit reserve area Rb is set (hereinafter also referred to as the second start reserve storage number RbN). After that, information acquisition processing is performed in step S205, and this entry process is terminated.
[0191] On the other hand, if both step S201 and step S206 are NO, that is, if no game balls enter either the upper opening 33 or the lower opening 34, the prize-winning process ends there.
[0192] The prize ball command set in steps S202 and S207 above is transmitted to the payout control device 97 in the external output processing S401 of the normal processing described later.
[0193] Here, the information acquisition process in step S205 will be explained in detail using the flowchart in Figure 21.
[0194] In the information acquisition process, first in step S301, it is determined whether the number of start-up hold memories N (RaN or RbN) set in step S204 or step S209 described above is less than the upper limit (4 in this embodiment). If the number of start-up hold memories N is at the upper limit, the information acquisition process is terminated as is. If it is less than the upper limit, in step S302, the number of start-up hold memories N in the corresponding hold area for the result display unit is incremented by 1, and in step S303, the value stored in the total hold memory area (hereinafter referred to as the common hold memory CRN) is incremented by 1.
[0195] In the following step S304, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS, which were updated in step S103, are stored in the first memory area among the available memory areas of the corresponding result display unit's reserve area, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step S302.
[0196] In other words, if the number of start-up reserves RaN for the upper operation slot is set, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS, which were updated in step S103, are stored in the first empty memory area of the reserve area Ra for the upper operation slot, i.e., the reserve area Ra that corresponds to the number of start-up reserves RaN for the upper operation slot, which was incremented by 1 in step S302.
[0197] Furthermore, if the start-up reserve memory count RbN for the lower operation port is set, the values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 are stored in the first empty memory area of the reserve area Rb for the lower operation port, that is, the reserve area Rb corresponding to the start-up reserve memory count RbN for the lower operation port that was incremented by 1 in step S302.
[0198] In the subsequent steps S305 and S306, the sub-side control devices, namely the performance control device 82 and the display control device 212, are made aware that a prize has been won in the upper or lower operating port 33 or 34. At the same time, a confirmation process for holding and a setting process for holding commands, which are processes for executing the holding notification described later, are performed. After that, if the prize detection flag is stored, the flag is cleared and this information acquisition process is terminated.
[0199] The hold command set in the hold command setting process in step S306 will be sent to the performance control device 82 in the external output process of the normal process (step S401) described later. The hold command contains information on which of the upper and lower operation openings 33 and 34 the win is based on, and upon receiving the hold command, the performance control device 82 executes a process to change the display in the hold display areas Ga and Gb in accordance with the increase in the number of hold items.
[0200] Specifically, if the command received by the display control device 212 via the performance control device 82 corresponds to a win in the upper opening 33, processing is performed to display the above-mentioned hold image in the hold display area Ga for the upper opening. In the hold display area Ga, the hold images are displayed sequentially from left to right. For example, if the starting hold memory count RaN for the upper opening is 1, the hold image is displayed in the leftmost first unit hold display area Ga1, and if the starting hold memory count RaN is 4, the hold image is displayed in all hold display areas Ga1 to Ga4. Also, if the command received by the display control device 212 via the performance control device 82 corresponds to a win in the lower opening 34, processing is performed to display the hold image in the hold display area Gb for the lower opening. In the hold display area Gb, the hold images are displayed sequentially from left to right. For example, if the starting hold memory count RbN for the lower opening is 1, the hold image is displayed in the leftmost first unit hold display area Gb1, and if the starting hold memory count RbN is 4, the hold image is displayed in all hold display areas Gb1 to Gb4.
[0201] <Normal processing> Next, the normal processing flow will be explained with reference to the flowchart in Figure 22. Normal processing is the process that begins after the main processing, which is started when the power is turned on, is executed, and the main processing for the game is performed during normal processing. In summary, the processes in steps S401 to S406 are executed as periodic processing with a 4 msec cycle, and the counter update processing in steps S408 and S409 is executed in the remaining time.
[0202] In normal processing, the first step is to perform external signal output processing in step S401. In the external signal output processing of step S401, output data such as timer interrupt processing or commands set in the previous normal processing is sent to each control device on the sub side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 97. In addition, if performance commands such as variation commands, type commands, or variation end commands are set, they are sent to the performance control device 82.
[0203] Next, in step S402, the variation type counter CS is updated. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of RAM204.
[0204] In the following step S403, game round control processing is performed to control the game in each game round. This game round control processing includes determining whether a jackpot has been hit, setting the display of changing symbols by the symbol display device 41, and controlling the display of the main display unit 43.
[0205] After executing the game turn control process in step S403, the process proceeds to step S404, where the game state transition process is executed. As will be explained in detail later, this game state transition process changes the game state to open / close execution mode, high probability mode, high frequency support mode, etc. Details of the game turn control process in step S403 and the game state transition process in step S404 will be explained later.
[0206] In the following step S405, a process for supporting the electric mechanism 34a, which is provided in the lower operating port 34, is executed to drive and control it. In this electric mechanism support process, a lottery is held to determine whether or not to open the electric mechanism 34a using numerical information obtained from the electric mechanism opening counter C4 stored in the electric mechanism reserve area 233 of the RAM 204. If the lottery is won, the process of opening and closing the electric mechanism 34a is executed. In addition, the display control of the mechanism display unit 44 is performed to inform the user of the lottery result of the electric mechanism opening lottery.
[0207] As previously explained, the electric mechanism 34a provides support in two modes: a low-frequency support mode and a high-frequency support mode. The game transition process transitions to one of these modes. If the high-frequency support flag is set in the various flag storage area 235 of the RAM 204 after this process, the game enters high-frequency support mode. If the flag is not set, the game enters low-frequency support mode.
[0208] In the processing for electric support, it is determined whether or not high-frequency support mode is in operation by checking whether or not a high-frequency support flag is set in the various flag storage area 235 of RAM 204. If high-frequency support mode is in operation, the number of times the electric device 34a opens when the electric device opening state is won is set to be greater than in low-frequency support mode, and the duration of each opening is set to be longer. Also, if high-frequency support mode is in operation and the electric device opening state is won, causing the electric device 34a to open multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the duration of a single opening.
[0209] Incidentally, when the system switches to open / close execution mode, even if the high-frequency support flag is set in the various flag storage area 235 of RAM 204, the support mode is forcibly set to low-frequency support mode.
[0210] Subsequently, in step S406, the game ball launch control process is executed. In the game ball launch control process, provided that a launch permission signal is input from the power supply and launch control device 98, the solenoid of the game ball launch mechanism 53 is energized once every predetermined period (for example, 0.6 seconds). As a result, the game ball is launched toward the game area PE.
[0211] In the following step S407, it is determined whether or not it is time to execute the next normal process, that is, whether or not a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until it is time to execute the next normal process, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.
[0212] In other words, step S408 updates the random number initial value counter CINI. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of RAM 204. In step S409, the variation type counter CS is updated. Specifically, 1 is added to the variation type counter CS, and when the counter values reach their maximum values, they are cleared to 0. The updated values of the variation type counter CS are then stored in the corresponding area of RAM 204.
[0213] Here, the execution time of each process in steps S401 to S406 changes depending on the state of the game, so the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0214] <Game turn control processing> Next, the game round control process in step S403 will be explained with reference to the flowcharts in Figures 23 to 25.
[0215] In the game turn control process, first, in step S501, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag (open / close execution state information) is stored in the open / close execution mode flag storage area (open / close execution state information storage means) in the various flag storage area 235 of RAM 204. This open / close execution mode flag is stored when the game state is transitioned to the open / close execution mode in the game state transition process described later, and is erased when the open / close execution mode is terminated in the same game state transition process.
[0216] If the device is in opening / closing execution mode, the game round control process ends without executing any of the processes from step S502 onward, namely the game round start process in steps S503 to S505 and the game round progress process in steps S506 to S509. In other words, if the device is in opening / closing execution mode, a game round will not start regardless of whether or not a prize has been won in the operating slots 33 and 34.
[0217] If the device is not in open / close execution mode, step S502 determines whether the main display unit 43 is displaying a variable information. Specifically, it determines whether either the first result display unit AS or the second result display unit BS is displaying a variable information. This determination is made by checking whether a variable display flag (variable display information) is stored in the variable display flag storage area (variable display information storage means) in the various flag storage area 235 of the RAM 204. The variable display flag is stored when a variable display is started for either the first result display unit AS or the second result display unit BS, and is erased when that variable display ends.
[0218] If the main display unit 43 is not displaying a variable, the process proceeds to steps S503 to S505 for starting a game round. In the game round starting process, first in step S503, it is determined whether the common reserve count CRN is "0". If the common reserve count CRN is "0", it means that the start reserve memory counts RaN and RbN are "0" for both the upper operation port 33 and the lower operation port 34. Therefore, the game round control process is terminated. If the common reserve count CRN is not "0", in step S504, a data setting process is executed to set the data stored in the reserve area Ra for the first result display unit or the reserve area Rb for the second result display unit for variable display. Furthermore, in step S505, a variable start process is executed to start the variable display on the main display unit 43 and the variable display on the symbol display device 41, after which the game round control process is terminated.
[0219] The data setting process in step S504 and the variation start process in step S505 will be explained in detail below.
[0220] First, the data setting process will be explained with reference to the flowchart in Figure 24.
[0221] In the data setting process, first in step S601, it is determined whether the second start hold memory count RbN, which is stored in the hold area Rb for the second result display unit, is "0". If the second start hold memory count RbN is "0", the data setting process for the first result display unit in steps S602 to S607 is executed. If the second start hold memory count RbN is not "0", the data setting process for the second result display unit in steps S608 to S613 is executed.
[0222] Here, the data setting process is executed when the common hold number CRN is 1 or greater, as explained earlier. In this case, the data setting process determines whether the second start hold memory number RbN is "0" or not. If it is not "0", that is, if hold information for variable display is stored for the second result display unit BS, the data stored in the hold area Rb for the second result display unit is set as for variable display, regardless of whether the first start hold memory number RaN is 1 or greater or not. As a result, if hold information is stored in both the hold area Ra for the first result display unit and the hold area Rb for the second result display unit, the hold information stored in the hold area Rb for the second result display unit corresponding to the lower operation port 34 takes precedence.
[0223] In the data setting process for the first result display unit, first in step S602, the first start hold memory count RaN of the hold area Ra for the first result display unit is decremented by 1. In the following step S603, the common hold count CRN is decremented by 1. Then, in step S604, the data stored in the first area of the hold area Ra for the first result display unit is moved to the execution area AE.
[0224] Subsequently, in step S605, a process is executed to shift the data stored in the storage area Ra of the first result display unit. This data shift process shifts the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data within each area in the following order: second area → first area, third area → second area, fourth area → third area, and so on.
[0225] In the following step S606, if the second result display unit flag (second result display unit information) is stored in the second result display unit flag storage area (second result display unit information storage means) provided in the other flag storage area 235 of RAM 204, it is erased; otherwise, the state is maintained. The second result display unit flag is information for identifying whether the current change display started in the first result display unit AS or the second result display unit BS.
[0226] In the following step S607, a shift command (shift occurrence information) is set, which is information that allows the sub-control device, the performance control device 82, to recognize that a data shift has occurred in the hold area. In this case, a shift command containing information that the hold area targeted for this data shift corresponds to the hold area Ra for the first result display unit, that is, the upper operation port 33, is selected from the command information storage area 225 of the ROM 203, and this selected shift command is set as the command to be sent to the performance control device 82. After that, this data setting process is terminated.
[0227] The shift command set in step S607 is transmitted to the performance control device 82 in step S401 of the normal processing (Figure 22). Based on the received shift command, the performance control device 82 performs processing to change the display in the first hold light-emitting section 45 of the variable display unit 36 and the display in the first hold display area Ga of the pattern display device 41 in accordance with the decrease in the number of hold items.
[0228] In the data setting process for the second result display unit, first in step S608, the second start hold memory count RbN of the hold area Rb for the second result display unit is decremented by 1. In the following step S609, the common hold count CRN is decremented by 1. Then, in step S610, the data stored in the first area of the hold area Rb for the second result display unit is moved to the execution area AE.
[0229] Subsequently, in step S611, a process is executed to shift the data stored in the storage area Rb of the second result display unit. This data shift process shifts the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data within each area in the following order: second area → first area, third area → second area, fourth area → third area, and so on.
[0230] In the following step S612, if the second result display unit flag (second result display unit information) is not stored in the second result display unit flag storage area (second result display unit information storage means) provided in the other flag storage area 235 of RAM 204, the second result display unit flag is stored; otherwise, its state is maintained.
[0231] In the following step S613, a shift command (shift occurrence information) is set, which is information that allows the sub-control device, the performance control device 82, to recognize that a data shift has occurred in the hold area. In this case, a shift command containing information that the hold area targeted for this data shift corresponds to the hold area Rb for the second result display unit, that is, the lower operation port 34, is selected from the command information storage area 225 of the ROM 203, and this selected shift command is set as the command to be sent to the performance control device 82. After that, this data setting process is terminated.
[0232] The shift command set in step S613 is transmitted to the performance control device 82 in step S401 of the normal processing (Figure 22). Based on the received shift command, the performance control device 82 performs processing to change the display in the second hold light-emitting section 46 of the variable display unit 36 and the display in the second hold display area Gb of the symbol display device 41 in accordance with the decrease in the number of hold items.
[0233] Next, the process for initiating the change will be explained with reference to the flowchart in Figure 25.
[0234] In the variation start process, first in step S701, it is determined whether the win / loss lottery mode is in high probability mode. Specifically, it is determined whether the high probability mode flag (high probability state information) is stored in the high probability mode flag storage area (high probability state information storage means) provided in the various flag storage area 235 of RAM 204. The high probability mode flag is stored when the opening / closing execution mode related to the occurrence of a probability variation jackpot result ends, and is erased when a normal jackpot result occurs thereafter.
[0235] If it is not in high probability mode, step S702 refers to the win / loss table for low probability mode to determine whether it is a win or loss. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for low probability mode, as shown in Figure 17(a). On the other hand, if it is in high probability mode, step S703 refers to the win / loss table for high probability mode to determine whether it is a win or loss. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for high probability mode, as shown in Figure 17(b).
[0236] After the processing in step S702 or step S703, steps S704 to S712 are performed to set the game result for the current game round, and to set the stop result when the variable display performed in either the first result display unit AS or the second result display unit BS for the current game round is terminated. In this case, when setting the stop result, various stop result tables (stop result information groups) stored in the stop result table storage area 224, which is a stop result information group storage means in ROM 203, are referenced.
[0237] Specifically, in step S704, it is determined whether the result of the lottery in step S702 or step S703 is a jackpot win. If it is a jackpot win, steps S705 to S711 execute processes to set the game result and stop result in the case of a jackpot win.
[0238] In step S705, it is determined whether the second result display unit flag is stored in RAM204. If the second result display unit flag is not stored, in step S706, a distribution determination is made by referring to the distribution table for the first result display unit (see Figure 18(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE falls within one of the following numerical ranges: normal jackpot result, non-explicit 2R probability variation jackpot result, explicit 2R probability variation jackpot result, or 15R probability variation jackpot result.
[0239] On the other hand, if the second result display unit flag is stored, step S707 refers to the distribution table for the second result display unit (see Figure 18(b)) to perform a distribution determination. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE falls within the numerical range for normal jackpot results or the numerical range for 15R probability variation jackpot results.
[0240] After processing in step S706 or step S707, step S708 determines whether the game result assigned in step S706 or step S707 is a probability variation jackpot result. If it is a probability variation jackpot result, step S709 executes a stop result setting process for probability variation jackpots to determine which stop result to display in the first result display unit AS or the second result display unit BS when the variation display ends for the current game round in which a probability variation jackpot result will occur. Also in step S709, information to identify which probability variation jackpot result the win / loss determination result for the current game round is stored in the various flag storage area 235 of RAM 204. Specifically, in step S709, one of the following is stored: explicit 2R probability variation flag (explicit 2R probability variation jackpot flag), implicit 2R probability variation flag (implicit 2R probability variation jackpot flag), or 15R probability variation flag (15R probability variation jackpot flag). After that, the process proceeds to step S713.
[0241] On the other hand, if the game result assigned in step S706 or step S707 is not a probability variation jackpot result, a negative determination is made in step S708 and the process proceeds to step S710. In step S710, the stop result table for normal jackpots is referenced to obtain address information of the stop result data corresponding to the value of the jackpot type counter C2 stored in the execution area AE, and this address information is stored in the stop result address storage area of RAM 204. Then, in step S711, information for the MPU 202 to identify whether the result of the win / loss determination for this game round is a normal jackpot result is stored in the various flag storage area 235 of RAM 204. Specifically, in step S711, the normal flag (normal jackpot flag) is stored. Then, the process proceeds to step S713.
[0242] Furthermore, if the result of the lottery in step S702 or step S703 is not a jackpot win, a negative determination is made in step S704, and the process proceeds to step S712. In step S712, a stop result setting process for when the result is a loss is executed to determine which stop result to display in the first result display unit AS or the second result display unit BS when the variation display ends for the current game round which results in a loss. Also in step S712, information to identify that the win / loss determination result for the current game round is a loss is stored in the various flag storage area 235 of RAM 204. Specifically, in step S712, either the normal loss flag or the special loss flag is stored. After that, the process proceeds to step S713.
[0243] After executing any of the processes in steps S709, S711, or S712, step S713 executes a process to set the variable display time for the current game round in the first result display unit AS or the second result display unit BS.
[0244] In the process of setting the variable display time, the corresponding variable display time table is obtained from ROM203 based on the game result of the current game round and whether or not a reach display occurred, and the variable display time is set according to the value of the current variable type counter CS. Specifically, in this embodiment, the system is configured to execute a reach display when the result of the win / fail lottery is a result that transitions to the open / close execution mode (either a big win result or a special miss result), or when the result of the win / fail lottery is a normal miss result and the lottery for reach occurrence is won, and the variable display time table for reach occurrence is referenced.
[0245] Here, the reach display includes normal reach and super reach, which have different display patterns. The reach generation display time table contains display time information corresponding to normal reach and super reach, and by referring to this table, the display time information corresponding to each reach display can be obtained. Regarding the determination of the type of reach display, a table is provided that corresponds to the type of reach display and the value of the variation type counter CS, and by referring to this table, the reach display corresponding to the value of the variation type counter CS for the current situation is determined.
[0246] On the other hand, in the variable display time table for when a reach does not occur, the variable display time is set to be shorter as the number of start-hold memory units N increases.
[0247] In addition, when the support mode is set to high-frequency support mode, the variable display time table for non-reach occurrences is set so that a shorter variable display time is selected compared to when the number of pending information is the same, compared to when the support mode is low-frequency support mode. However, it is not limited to this, and the selected variable display time may be the same, or the relationship may be reversed. Furthermore, the above configuration may also be applied to the variable display time when a reach occurs, and the variable display time that is likely to be selected and the variable display time that is unlikely to be selected may differ when a jackpot is won and when a reach fails. Also, it is possible to have separate variable display time tables for probability-increasing jackpots, normal jackpots, failing reaches, and complete misses.
[0248] As described above, the display time for each game round is determined using parameters such as whether or not a reach occurs, the type of reach display, the number of reserved information, and the value of the variation type counter CS. However, the display time for each game round is determined without using the contents of other reserved information, specifically the information for determining a jackpot, the information for determining the type, and the information for determining a reach included in other reserved information, as parameters.
[0249] Returning to the explanation of the variation start process (Figure 25), after step S713, step S714 sets the variation command and the type command. The variation command includes information on whether a reach has occurred and information on the variation display time. The type command includes information on the game result. In other words, the type command includes information on the game result, such as information on the 15R probability variation jackpot result, information on the normal jackpot result, information on the explicitly stated 2R probability variation jackpot result, information on the unspecified 2R probability variation jackpot result, and information on the special miss result.
[0250] The variation command and type command set in step S714 are transmitted to the performance control device 82 in step S401 of the normal processing (Figure 22). Based on the received variation command and type command, the performance control device 82 determines the content of the performance for that game round and controls various devices to execute the determined performance content. This performance content includes the variation display mode of the symbols on the symbol display device 41, and this determined variation display mode of the symbols is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the symbol display device 41 so that the variation display of the symbols corresponding to each game round is performed.
[0251] Subsequently, in step S715, the display of changing symbols is started in the result display unit corresponding to the current game round, which is one of the first result display unit AS and the second result display unit BS. In this case, if the second result display unit flag is not stored in RAM204, the first result display unit AS is identified as the result display unit corresponding to the current game round, and if the second result display unit flag is stored, the second result display unit BS is identified as the result display unit corresponding to the current game round. After that, this change start process is terminated.
[0252] Returning to the explanation of the game round control process (Figure 23), if the main display unit 43 is in the process of displaying a variable, the game round progression process from steps S506 to S509 is executed. In the game round progression process, first in step S506, it is determined whether or not the variable display time for the current game round has elapsed. Specifically, it is determined whether or not the value of the variable display time information stored in the variable display time counter area of RAM 204 has become "0". As mentioned above, this value of the variable display time information is set in the variable display time setting process. Furthermore, this set value of the variable display time information is decremented by 1 each time the timer interrupt process (Figure 19) is activated.
[0253] If the variable display time has not elapsed, the variable display process is executed in step S507. In the variable display process, the result display unit for the current game round is display-controlled (light emission control for each display segment) so that each display segment lights up and goes out in a predetermined order in the result display unit, and this game round control process ends.
[0254] If the variable display time has elapsed, the variable end process is executed in step S508. In the variable end process, the information stored in the RAM 204 in any one of the processes of step S709, step S710, and step S712 is specified, and the main display unit 43 is controlled so that the symbol corresponding to the information is stopped and displayed on the main display unit 43.
[0255] In the subsequent step S509, a variable end command is set. Then, this game round control process ends. The variable end command set in step S509 is transmitted to the effect control device 82 in step S401 in the normal process (FIG. 22). In the effect control device 82, the received variable end command is transmitted to the display control device 212 while maintaining its information form. In the display control device 212, by receiving the variable end command, the combination of the final stop symbols in that game round is confirmed and displayed (final stop display).
[0256] <Game state transition process> Next, the game state transition process in step S404 will be described with reference to the flowchart of FIG. 26.
[0257] First, in step S801, it is determined whether it is in the opening / closing execution mode. If it is not in the opening / closing execution mode, the process proceeds to step S802, and it is determined whether it is the timing when the symbol variable display in the first result display unit AS or the second result display unit BS of one game round has ended. If it is not the timing when the variable display has ended, this game state transition process ends as it is.
[0258] If the variable display has finished, step S803 determines whether the result of this game round corresponds to a transition to the open / close execution mode. Specifically, it determines whether one of the following is stored in RAM204: explicit 2R probability change flag, implicit 2R probability change flag, 15R probability change flag, normal jackpot flag, or special miss flag. If none of the above flags are stored, the game state transition process ends.
[0259] If any of the above flags are stored, the start process for the opening / closing execution mode is executed in step S804. In this start process, an opening waiting time (start waiting period) is set to wait without starting to open the large prize opening 32a of the variable prize winning device 32 for the opening of the opening / closing execution mode. Specifically, the opening waiting time information, which is pre-stored in the ROM 203, is set in the waiting time counter area provided in the various counter areas 234 of the RAM 204. In this case, the waiting time information set differs depending on whether the opening / closing execution mode is the high-frequency prize winning mode or not, and the waiting time information is set so that the waiting time is shorter in the low-frequency prize winning mode than in the high-frequency prize winning mode. For example, in the high-frequency prize winning mode, the count value of the waiting time information is set so that the waiting time is 1 sec, and in the low-frequency prize winning mode, the count value of the waiting time information is set so that the waiting time is 0.2 sec. The value of the waiting time information set here is decremented by 1 each time the timer interrupt process (Figure 19) is executed.
[0260] In the following step S805, the process to start the round display to notify the type of opening / closing execution mode is executed. In this round display start process, first, the address information stored in the stop result address storage area of RAM204 is checked. Then, from the group of stop result data stored in ROM203, the stop result data corresponding to the above address information is identified, and the content of the round count is confirmed from the identified stop result data. After that, the content of the confirmed round count is output to the round display unit RS in the main display unit 43. As a result, the round display unit RS displays the round information related to the above output.
[0261] In the following step S806, it is determined whether the current opening / closing execution mode is the high-frequency winning mode. Specifically, it is determined whether either the 15R probability variation flag or the normal jackpot flag is stored in RAM204. If it is not the high-frequency winning mode, i.e., if it is the low-frequency winning mode, in step S807, "2" is set in the round counter area RC provided in the various counter areas 234 of RAM204. The round counter area RC is a counter area for counting the number of times the large winning opening 32a has been opened. On the other hand, if it is the high-frequency winning mode, in step S808, "15" is set in the round counter area RC.
[0262] After executing the process in step S807 or step S808, an opening command is set in step S809. This set opening command is sent to the performance control device 82 in step S401 of the normal process (Figure 22). This opening command includes information on whether it is a high-frequency winning mode or a low-frequency winning mode. Based on the received opening command, the performance control device 82 determines the content of the performance corresponding to the opening / closing execution mode and controls various devices so that the determined performance content is executed. This performance content includes the display mode on the symbol display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the symbol display device 41 so that a display corresponding to the current opening / closing execution mode (for example, video display) is performed.
[0263] In the following step S810, the external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, it is determined whether or not an explicit 2R probability change flag, an unexplained 2R probability change flag, a 15R probability change flag, or a normal jackpot flag is stored in RAM204. If any of these flags is stored, the signal output state of the jackpot signal output terminal provided on the external output terminal 99 is set to the jackpot signal output state. As a result, if the jackpot signal output terminal is connected to the management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can determine that a jackpot has occurred in the pachinko machine 10.
[0264] Furthermore, in the external signal setting process, it is determined whether or not one of the following is stored in RAM204: explicit 2R probability change flag, non-explicit 2R probability change flag, 15R probability change flag, normal jackpot flag, or special miss flag. If any of these flags is stored, the signal output state of the output terminals for jackpot and special miss signals provided on the external output terminal 99 is set to the jackpot and special miss signal output state. As a result, if the output terminals for jackpot and special miss signals are connected to the management control device on the gaming hall side, the jackpot and special miss signals are output to the management control device, and the management control device can determine that an open / close execution mode has occurred in the pachinko machine 10.
[0265] On the other hand, if the machine is in opening / closing execution mode, a positive determination is made in step S801, and the process proceeds to step S811. In step S811, it is determined whether or not the waiting time for opening has elapsed. If the waiting time for opening has not elapsed, the game state transition process ends as is. If the waiting time for opening has elapsed, the opening and closing process of the main prize slot is executed in step S812.
[0266] In the opening and closing process of the main prize slot, the variable prize drive unit 32c is driven and controlled according to the values of the round counter area RC and the timer area T to switch the main prize slot 32a between an open state and a closed state. In this case, the values of the round counter area RC and the timer area T set differ between the high-frequency prize mode (opening / closing execution mode) and the low-frequency prize mode (opening / closing execution mode), and the variable prize drive unit 32c is switched and controlled so that the number of times and duration of open states are greater (longer) in the high-frequency prize mode than in the low-frequency prize mode.
[0267] After the opening and closing of the grand prize slot is performed in step S812, it is determined in step S813 whether the value of the round counter area RC is "0" or not, and in step S814 whether the waiting time for the ending has elapsed or not. If the value of the round counter area RC is not "0" or the waiting time for the ending has not elapsed, the game state transition process ends as is.
[0268] On the other hand, if the value of the round counter area RC is "0" and the waiting time for the ending has elapsed, the transition process for the end of the opening / closing execution mode is executed in step S815.
[0269] During the transition process at the end of the open / close execution mode, if a 15R probability variation flag or an explicit 2R probability variation flag is stored in RAM204, the win / loss lottery mode is set to high probability mode, and the support mode is set to high-frequency support mode. These high-probability modes and high-frequency support modes are maintained at least until the next jackpot win occurs. If an implicit 2R probability variation flag is stored in RAM204, the win / loss lottery mode is set to high probability mode, and the support mode is set to low-frequency support mode. These high-probability modes and low-frequency support modes are maintained at least until the next jackpot win occurs. Furthermore, if a normal jackpot flag is stored in RAM204, the win / loss lottery mode is set to low probability mode, and the support mode is set to high-frequency support mode. However, the high-frequency support mode ends after 100 game rounds, and then the game transitions to a normal game state where the win / loss lottery mode is low probability mode and the support mode is low-frequency support mode. Furthermore, if neither flag is stored, that is, if the trigger for this opening / closing execution mode was a particularly unlucky result, the game state of the game round that resulted in that unlucky result will be maintained after the opening / closing execution mode ends.
[0270] After the transition process at the end of the opening / closing execution mode in step S815 is completed, the round display termination process is executed in step S816. In this process, the display control of the round display unit RS on the main display unit 43 is terminated so that the round display unit RS is turned off. In other words, the round display on the round display unit RS is started when the opening / closing execution mode is started and terminated when the opening / closing execution mode is terminated. In this case, if the opening / closing execution mode is the low-frequency winning mode, the number of times the large winning opening 32a is opened and closed is set to be less than in the high-frequency winning mode, and the opening and closing times of the large winning opening 32a are set to be shorter. Therefore, the period during which the round count is displayed on the round display unit RS is shorter than in the high-frequency winning mode. Furthermore, the result display that is stopped and displayed on the first result display unit AS or the second result display unit BS is started when the game round ends and continues until the next game round starts. Therefore, when transitioning to the opening / closing execution mode, the above result display is started before the round count is displayed on the round display unit RS and continues until the display of the round count is terminated. In other words, the results display will remain active for a longer period than the display of the number of rounds played.
[0271] Subsequently, in step S817, the termination process for the opening / closing execution mode is executed, and then the game state transition process is terminated. During the termination process for the opening / closing execution mode, if the explicit 2R probability change flag, the implicit 2R probability change flag, the 15R probability change flag, the normal jackpot flag, or the special miss flag are stored, they are deleted, and if they are not already stored, that state is maintained.
[0272] Next, we will explain the electrical configuration and control processing required to execute various effects.
[0273] <Regarding the electrical configuration of the performance control device 82 and the display control device 212> The electrical configurations of the performance control device 82 and the display control device 212 will be described below with reference to the block diagram in Figure 27.
[0274] An MPU 242 is mounted on a production control board 241 provided in the production control device 82. The MPU 242 includes a ROM 243 that stores various control programs and fixed-value data executed by the MPU 242, a RAM 244 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 243, an interrupt circuit, a timer circuit, a data input / output circuit, and the like built therein.
[0275] The MPU 242 is provided with an input port and an output port respectively. The main control device 81 is connected to the input side of the MPU 242. The main control device 81 receives hold display control commands (hold display control information) such as shift commands and hold commands described later. In addition, it receives game turn control commands (game turn control information) such as variable commands, type commands, and variable end commands. In addition, it receives open / close execution mode commands (open / close execution mode information) such as opening commands and ending commands.
[0276] Based on various commands received from the main control device 81, the MPU 242 performs processing for executing various productions. The received commands are stored in a command storage area 248 provided in the RAM 244 of the MPU 242. Then, processing such as analyzing the stored commands is performed to execute various productions.
[0277] On the output side of the MPU 242, LEDs 410 and 510 provided on the game board 24, each hold light-emitting part 45 to 47 provided on the variable display unit 36, a display light-emitting part 63 and a speaker part 64 provided on the front door frame 14 are connected, and a display control device 212 is connected.
[0278] The display control device 212 includes a display control board 251 on which an MPU 252 in which a program ROM 253 and a work RAM 254 are integrally chipized, a video display processor (VDP) 255, a character ROM 256, and a video RAM 257 are respectively mounted.
[0279] The MPU252 receives commands from the performance control device 82, such as commands for controlling the hold display (hold display control information), commands for controlling the number of game rounds (game round control information) for displaying the change in symbols, and commands for displaying the open / close execution mode (open / close execution mode information) for displaying video during the open / close execution mode. The MPU252 then analyzes these received commands or performs predetermined calculation processing based on the received commands to control the VDP255 (specifically, to generate internal commands for the VDP255).
[0280] The program ROM 253 is a memory for storing various control programs and fixed value data executed by the MPU 252, and also stores JPEG format image data for background images.
[0281] Work RAM 254 is memory used to temporarily store work data, flags, etc., used when various programs are executed by MPU 252. This work data and flags are stored in various areas of Work RAM 254.
[0282] The VDP255 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the pattern display device 41. Because the VDP255 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. The VDP255 adjusts the timing of the MPU252, video RAM257, etc., to intervene in data reading and writing, and reads image data to be stored in the video RAM257 from the character ROM256 at a predetermined timing and displays it on the pattern display device 41.
[0283] The character ROM 256 serves as an image data library for storing character data such as patterns displayed on the pattern display device 41. This character ROM 256 holds bitmap image data of various display patterns, a color palette table that is referenced when determining the representation color of each dot in the bitmap image, and so on.
[0284] It is also possible to provide multiple character ROMs 256 and store image data and other data in each character ROM 256. Furthermore, it is possible to configure the system so that JPEG image data for background images, which is stored in the program ROM 253, is stored in the character ROMs 256.
[0285] The video RAM 257 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the contents of the video RAM 257.
[0286] <Processing related to various effects> Next, the processing related to various effects executed by the MPU242 of the effect control device 82 will be described. Various effect processing is provided for this purpose, and these various effect processing is activated periodically by the MPU242 at a predetermined interval (for example, every 2 msec).
[0287] The following explains various processing steps for special effects, referring to the flowchart in Figure 28.
[0288] First, in step S901, the hold control process is executed. This process sets the content of the presentation (content of the hold display and hold notification) based on the receipt of hold display control commands (shift commands and hold commands) from the main control unit 81. In the following step S902, the variation display control process is executed. This process sets the content of the presentation (content of the game round) based on the receipt of game round control commands (variation commands, type commands, variation end commands, etc.) from the main control unit 81.
[0289] In the following step S903, a light emission control process is executed. This process controls the light emission of LEDs 410 and 510, which are light-emitting parts for the game board connected to the performance control device 82. The light emission control process will be explained in detail later. In the following step S904, a demo screen process is executed. This process is performed to display a demo screen on the display screen G of the symbol display device 41 when no game has been played for a predetermined period of time, or when no game rounds have been played even if the game has been played.
[0290] Then, in step S905, other processing related to the effects is performed, and then the various processing for the effects is terminated. In this other processing, various settings and initializations are performed for the various light-emitting parts 45-47, 63 and speaker part 64 used for the effects. In configurations where a movable mechanism is connected to the effect control device 82, the initial position setting of the movable mechanism is performed in this process. In addition, in this other processing, processing is performed to perform effects based on the reception of effect commands corresponding to the transition of the game state (commands for opening / closing execution mode, and commands corresponding to the transition to support mode and lottery mode).
[0291] <Light emission control processing> The light emission control process in step S903 will be explained with reference to the flowchart in Figure 29.
[0292] First, in step S1001, the game status assessment process is executed. In this process, various game statuses are assessed, such as whether or not a hold notification set in the previous hold control process (step S901) has been executed and its type, the content of the game round's presentation set in the variable display control process (step S902), and the game state. For example, regarding whether or not a hold notification has been executed and its type, the content of the game round's presentation, and the game state, the contents of these are stored in the hold memory area 250 of RAM 244 in steps S901 and S902, and the game status assessment process refers to this hold memory area 250 to ascertain these contents.
[0293] In the subsequent step S1002, a process is executed to read the light emission number corresponding to the information obtained in step S1001, and a process is executed to obtain the light emission control pattern corresponding to the read light emission number. The light emission number and light emission control pattern are stored as a light emission pattern table in the various table storage area 245 of ROM 243.
[0294] As shown in Figure 30, the illumination pattern table defines groups of LEDs that are controlled ON / OFF in accordance with various game conditions. Note that in Figure 30, the fourth symbol LED 413 and the upper LED 540 are omitted from the diagram.
[0295] In the current gameplay situation, when the demo screen is set in step S903, the light emission number is set to "0". The light emission control pattern corresponding to this "0" is set so that all LEDs 411, 412, 520, and 530 are turned OFF.
[0296] Although no game rounds are being played, when the launch handle 54 is being operated, the light emission number is set to "1". The light emission control pattern corresponding to this "1" is such that LEDs 411 and 412 on the illumination plate 400 are both controlled to OFF, while the side LEDs 520 and 530 are both controlled to ON.
[0297] After a game has started and no winning combination has been achieved, the light emission numbers are set to "2" through "9". The light emission control patterns corresponding to these numbers are such that LEDs 411 and 412 on the illumination plate 400 are both turned OFF, and the side LEDs 520 and 530 are also both turned OFF.
[0298] When a game round is in progress and a reach is occurring, the light-emitting numbers are set to "10" to "19". In the light-emitting control pattern corresponding to these light-emitting numbers, the second symbol LED 411 of the illumination plate 400 is turned ON, and the third symbol LED 412 is turned OFF. Furthermore, of the side LEDs 510, the left LED 520 on the side of the second symbol P2 is turned OFF, and the right LED 530 on the opposite side of the second symbol P2 is turned ON.
[0299] In the situation where a game round is being played and the symbols corresponding to the jackpot result are displayed after a reach, the light emission numbers are set to "20" to "29". In the light emission control pattern corresponding to these light emission numbers, the third symbol LED 412 of the illumination plate 400 is controlled to ON, and the second symbol LED 411 is controlled to OFF. Furthermore, of the side LEDs 510, the right LED 530 on the side of the third symbol P3 is controlled to OFF, and the left LED 520 on the opposite side of the third symbol P3 is controlled to ON.
[0300] During the opening period at the start of the opening / closing execution mode, the light emission numbers are set to "30" to "39". The light emission control pattern corresponding to these light emission numbers is set so that LEDs 411 and 412 of the illumination plate 400 are turned ON, while the side LEDs 520 and 530 are both turned OFF.
[0301] During the opening / closing execution mode, each round of gameplay is performed, and the light emission numbers are set to "40" to "49". The light emission control pattern corresponding to these light emission numbers is set so that the LEDs 411 and 412 on the illumination plate 400 and the side LEDs 520 and 530 are alternately turned ON / OFF.
[0302] Furthermore, multiple light-emitting numbers are set according to the game status, and each light-emitting number is configured to have a different control pattern (ON / OFF period and switching timing) for each LED 411, 412 (413), 520, 530 (540). These multiple light-emitting numbers may be configured to determine which number (control pattern) to select based on various commands indicating the game status received from the main control unit 81, or they may be configured to randomly determine the number based on a lottery counter obtained from various counter areas 249, for example. Alternatively, both of these methods may be combined, and a lottery counter and lottery table may be set up so that, for example, even with the same game status, the number selected may differ depending on the game result.
[0303] In addition, the light pattern table assigns test light emission numbers to each LED 411-413 and 520-540 so that they can be individually controlled ON / OFF. For example, it is preferable to make it possible to read out each test light emission number by performing a specific operation (preferably an operation that cannot be performed in normal gameplay) on an operation button provided on the gaming machine. The operation button should be located in a position that can be operated by releasing a locking device on the back of the gaming machine, etc., to prevent players from unintentionally reading out the test light emission numbers.
[0304] Returning to the explanation of the light emission control process (Figure 29), after reading the light emission number, the corresponding LED light emission control is performed in step S1003, and then this light emission control process is terminated.
[0305] Here, the relationship between each game state and the symbols visible from the front of the game machine will be explained with reference to Figure 31 in addition to Figure 30. Figures 31(a1) to 31(a6) show the ON / OFF control of the side LEDs 520 and 530, and Figures 31(b1) to 31(b6) show the display screen G and symbols as seen from the front of the game board 24.
[0306] In the demo screen, as shown in Figures 31(a1) and 31(b1), all LEDs 411, 412, 520, and 530 are controlled to OFF (light emission number "0"), the game board 24 is generally dark, and furthermore, since no game rounds are being played, the display screen G is also dark (set to low brightness, darker than during game rounds but brighter than when the power is off). In this case, the game machine can reduce power consumption, and the player can easily understand that the game machine is available.
[0307] When a player starts playing and operates the launch handle 54 to launch a game ball, as shown in Figures 31(a2) and 31(b2), the LEDs 411 and 412 on the illumination plate 400 remain in the OFF state, but the side LEDs 520 and 530 are both turned ON (light emission number "1"). Since the game has not yet started, the area of the game board 24 excluding the display screen G is brightly illuminated, and the first symbol P1 (P1a) on the first symbol sheet 351 is clearly visible from the front. The display screen G is also set to have a low brightness, similar to the state of the demo screen described above, and is darker compared to during a game.
[0308] When a game ball enters the operating openings 33 and 34 and a game round begins, all of the LEDs 411, 412, 520, and 530 are controlled to OFF (lighting numbers "2" to "9") as shown in Figures 31(a3) and 31(b3). At the same time, because a game round has started, the display screen G is illuminated brightly. As a result, although the visibility of the first symbol P1 (P1a) decreases, it is thought that the player's attention shifts to the display screen G.
[0309] When a reach occurs during gameplay, as shown in Figures 31(a4) and 31(b4), the left LED 520 is controlled to OFF while the right LED 530 is controlled to ON. Then, on the illumination plate 400, the second symbol LED 411 is controlled to ON and the third symbol LED 412 is controlled to OFF. As a result, the second symbol P2 (P2a) becomes visible on the left side of the game board 24, and the first symbol P1 (P1a) becomes visible on the right side.
[0310] When a jackpot result is confirmed during gameplay, as shown in Figures 31(a5) and 31(b5), the left LED 520 is turned ON while the right LED 530 is turned OFF. Then, on the illumination plate 400, the second symbol LED 411 is turned OFF and the third symbol LED 412 is turned ON. As a result, the first symbol P1 (P1a) becomes visible on the left side of the game board 24, and the third symbol P3 becomes visible on the right side.
[0311] During the opening of the opening / closing execution mode, as shown in Figures 31(a6) and 31(b6), the side LEDs 520 and 530 are both controlled to be OFF, while the LEDs 411 and 412 on the illumination plate 400 are both controlled to be ON. As a result, the second symbol P2 (P2a) becomes visible on the left side of the game board 24, and the third symbol P3 becomes visible on the right side.
[0312] As described in detail above, this embodiment provides the following excellent effects.
[0313] A transparent disc 300 with a game area PE formed on its front surface is made of transparent resin, and a decorative sheet 350 is provided behind the transparent disc 300. On the decorative sheet 350, a first pattern sheet 351 and a second pattern sheet 353 are arranged in front of and behind a shielding sheet 352 that transmits light of a predetermined intensity or higher and shields light of a lower intensity. An illumination plate 400 capable of emitting light of a predetermined intensity or higher is provided behind the decorative sheet 350. As a result, if light of a predetermined intensity or higher is emitted from the illumination plate 400, the light will pass through the shielding sheet 352, making the pattern on the second pattern sheet 353 visible from the front through the transparent disc 300. If the light from the illumination plate 400 is set to a lower intensity (OFF), the pattern on the first pattern sheet 351 will be visible from the front through the transparent disc 300 with the shielding sheet 352 as the background. In this way, it is possible to make multiple types of patterns visible separately in the same area on the game board 24.
[0314] In particular, in gaming machines, it is necessary to make the visuals flashy to attract the attention of players, and attempts have been made to attract players' attention by making the display screen large and using the visuals on the display screen. On the other hand, the original enjoyment of a gaming machine comes from watching how the game balls move down, and it is undesirable for the game area to be encroached upon by the enlargement of the display screen. From this perspective, it is thought that if the game board is made of transparent resin or the like and a large display screen is placed on the back, it may be possible to achieve both a large display screen and securing the game area. However, there is a concern that making the display screen large will increase the manufacturing cost of the gaming machine. Moreover, the game board is provided with a center frame that surrounds the display screen, and this center frame prevents the game balls from falling in front of the display screen. Furthermore, if the center frame is formed from an opaque resin or the like, it becomes possible to distinguish between the display area and the rest of the display screen, but this can also lead to problems such as the movement of the game balls flowing down the wide game area becoming harder to see.
[0315] Therefore, as in this embodiment, by using the display screen G and the decorative sheet 350 in combination, entrusting the diverse effects to the display screen G and the switching effects of the displayed patterns to the decorative sheet 350, it is possible to secure a wide area for both the effects and the gameplay area, while keeping manufacturing costs down and diversifying the effects. Thus, it is possible to effectively increase attention to the game.
[0316] A second space E2 is provided between the transparent plate 300 and the decorative sheet 350 at a predetermined interval. In the second space E2, a side LED 510 is provided as a light-emitting part that illuminates the decorative sheet 350. This improves the visibility of the patterns on the decorative sheet 350, which can have different patterns visible from the front depending on the intensity of the light from the rear, when there is no light from the rear or the light intensity is weak. Specifically, increasing the intensity of the light from the rear improves the visibility of each pattern P2 to P4 on the second pattern sheet 353, and the visibility of the patterns on the first pattern sheet 351 is improved by turning off the light from the rear and suppressing the reflection of light from the front to the rear. Furthermore, by illuminating the patterns on the first pattern sheet 351 from the front as described above, it is possible to improve the visibility of the patterns on the first pattern sheet 351.
[0317] In particular, when attempting to illuminate the first pattern sheet 351 from the front, a configuration in which the light is illuminated from the front of the game board 24 is also conceivable. However, guide rails 51, 52 and nails 38 are arranged on the front side of the game board 24 (transparent board 300), and if the shadows of these components are projected onto the first pattern sheet 351, the visibility of the patterns may actually decrease. Therefore, by providing the side LED 510 in the second space E2, which is behind the guide rails 51, 52 and nails 38, it is possible to avoid the reflection of shadows from the guide rails 51, 52 and nails 38, and to suitably improve the visibility of the patterns.
[0318] The side LED 510 illuminates the first symbol sheet 351 from the side of the game board 24. Compared to a configuration where light is illuminated vertically onto the first symbol sheet 351, the angle of incidence on the first symbol sheet 351 is smaller. As a result, the reflection angle of the reflected light from the first symbol sheet 351 is also smaller, making it less likely for the light to directly illuminate the player seated in front of the game machine. This reduces the glare caused by the player directly viewing the light from the side LED 510, and also suppresses the reflection of light onto the first symbol sheet 351, thereby improving the visibility of the first symbol P1.
[0319] Furthermore, light from the side LEDs 510 may also be reflected off the outer surface 421 of the center frame 42 and illuminate the first pattern sheet 351. By illuminating the first pattern sheet 351 from both the left and right (up and down) directions with a large incident angle in this way, shadows are less likely to be cast due to any irregularities on the first pattern sheet 351. In particular, since the first pattern P1 on the first pattern sheet 351 is mainly a low-saturation color of navy blue, the visibility of the first pattern P1 can be drastically reduced if shadows are cast. Therefore, by doing as described above, shadows are less likely to be cast by the light from the side LEDs 510, and the phenomenon of reduced visibility even for patterns with low-saturation colors can be avoided.
[0320] By applying a mirror finish to the back surface of the flange 422 used when attaching the center frame 42, the light reflected by the back surface of the flange 422 can be further illuminated onto the first pattern sheet 351. Therefore, it becomes possible to illuminate the first pattern sheet 351 with light from the side LEDs 510 more efficiently.
[0321] The light from the side LEDs 510 is reflected not only from the outer surface 421 of the center frame 42, but also from the outer surface 331 of the mounting unit for the operating holes 33 and 34. The reflected light (pre-reflected light W4) reflected by the outer surface 331 is then projected onto the transparent disc 300 at a position slightly away from the operating holes 33 and 34. This allows players, who are focused on whether or not the ball enters the operating holes 33 and 34, to become interested not only in whether or not the ball enters the operating holes 33 and 34, but also in the path the ball takes to reach the operating holes 33 and 34 (the position where the pre-reflected light W4 is projected). In this way, it is possible to further increase interest in the movement of the game ball and to more effectively enhance the effect of securing a wide game area PE.
[0322] As described above, in the second space E2, the decorative sheet 350 (first pattern sheet 351) is illuminated by the side LED 510, while in the first space E1, the decorative sheet 350 is illuminated from behind by the LED 410 of the illumination plate 400. In this way, light is illuminated in separate spaces E1 and E2, so that even though the target of illumination is the same decorative sheet 350, the illumination effect can be made distinctly different. In other words, in the first space E1, the decorative sheet 350 is illuminated from behind to make the visibility of the first pattern sheet 351 and the second pattern sheet 353 different, and in the second space E2, the decorative sheet 350 is illuminated from the side to improve the visibility of the pattern on the first pattern sheet 351. If these were to be illuminated in the same space, there is a possibility that the two functions would interfere with each other due to light diffraction, making it difficult to obtain the respective illumination effects at different timings.
[0323] In the first space E1, the longer the distance in the front-to-back direction, the more evenly the light can be irradiated onto the decorative sheet 350. In the second space E2, the shorter the distance in the front-to-back direction, the smaller the angle of incidence on the decorative sheet 350, making it possible to irradiate the entire decorative sheet 350 with light. From the viewpoint of utilizing the limited space of the gaming machine, it is preferable that the distance in the front-to-back direction be short in both spaces E1 and E2. Therefore, the distance in the front-to-back direction of each space E1 and E2 is made shorter in the first space E1 than in the second space E2. In this way, it is possible to suitably irradiate light in each space E1 and E2 while utilizing the limited space of the gaming machine.
[0324] <Second Embodiment> In this embodiment, a predetermined effect is performed by utilizing the second space E2 between the transparent plate 300 and the decorative sheet 350.
[0325] As shown in Figure 32(a), in this embodiment, a movable component 600 is provided in the second space E2. The movable component 600 is formed in a roughly disc shape from an opaque resin material and has decoration on its front surface. As shown in Figure 32(c), the movable component 600 is provided in the upper left of the game board 24, and more specifically, it is positioned in the upper left of the center frame 42.
[0326] A movable mechanism drive unit 610 is connected to the movable mechanism 600. The movable mechanism drive unit 610 is connected to the performance control device 82. The movable mechanism drive unit 610 is driven and controlled by the MPU 242 of the performance control device 82, allowing the movable mechanism 600 to move between a standby position (first position) located in the upper left of the center frame 42, and a performance position (second position) where it moves to the lower right from the standby position and overlaps with the display screen G of the symbol display device 41 in the front-to-back direction. More specifically, when the movable mechanism drive unit 610 is not driven and controlled, the movable mechanism 600 is located in the standby position, and when the movable mechanism drive unit 610 is driven and controlled, the movable mechanism 600 is located in the performance position. The area where the movable mechanism 600 and the display screen G overlap in the front-to-back direction is larger when it is located in the performance position than when it is located in the standby position.
[0327] The movable component 600 is formed to be thinner than the thickness of the second space E2, allowing it to operate in the second space E2 without rubbing against the transparent plate 300 or the decorative sheet 350. This makes it possible to avoid damage to the transparent plate 300 or the decorative sheet 350.
[0328] Furthermore, the movable mechanism drive unit 610 is housed inside the center frame 42 (in a position that overlaps with the center frame 42 in the front-to-back direction), and the movable mechanism drive unit 610 cannot be seen from the front of the gaming machine.
[0329] In the second symbol sheet 353 of the decorative sheet 350, at a position overlapping the movable accessory 600 in the front-rear direction in a situation where the movable accessory 600 is arranged at the standby position, the fifth symbol P5 is provided. The fifth symbol P5 is a symbol that teaches the game result of a game round. Specifically, the character "WIN" is displayed. As described in the first embodiment, when light with a predetermined intensity or more is irradiated from the irradiation plate 400 arranged behind the second symbol sheet 353, the symbol provided on the second symbol sheet 353 becomes visible from the front. If the light is not irradiated, the symbol provided on the second symbol sheet 353 cannot be visually recognized. In a state where the symbol provided on the second symbol sheet 353 cannot be visually recognized, the first decorative symbol Pa1 on the first symbol sheet 351 is visible. As described above, since the movable accessory 600 is formed of an opaque resin, in a situation where the movable accessory 600 is arranged at the standby position, even if light with a predetermined intensity or more is irradiated from the irradiation plate 400, the fifth symbol P5 cannot be visually recognized from the front.
[0330] In the MPU 242 of the effect control device 82, the accessory effect processing shown in FIG. 32(b) is executed. The accessory effect processing is a process that is started at a predetermined cycle (for example, a cycle of 2 msec).
[0331] First, in step S1101, it is determined whether it is the accessory operation timing. Incidentally, in various counter areas 249 of the RAM 244 of the effect control device 82, an elapsed counter for counting the variable display time of a game round is provided. At the start of a game round, numerical information corresponding to the variable display time is input to the elapsed counter. Also, in the various table storage areas 245 of the ROM 243, an effect pattern table in which various effect patterns corresponding to the lengths of the variable display times of each game round are stored is provided. And in the MPU 242, by referring to the effect pattern table and the current elapsed counter, it is possible to grasp the current effect content.
[0332] In step S1101, as part of the process of understanding the current performance content, it is determined whether or not it is the timing for the movable mechanism 600 to operate. If it is the timing for operation, the process proceeds to step S1102, where the drive control of the movable mechanism drive unit 610 is started to move the movable mechanism 600 from the standby position to the performance position. Also in step S1102, the LED on the illumination plate 400 corresponding to the fifth symbol P5 (located behind the fifth symbol P5) is turned ON. As a result, the fifth symbol P5 becomes visible from the front.
[0333] If a negative result is obtained in step S1101, or after the processing in step S1102 is executed, it is determined in step S1103 whether or not it is time for the mechanism to return. In this process as well, the above-mentioned performance pattern table and elapsed counter are referenced. If it is time for the movable mechanism 600 to return, the drive control of the movable mechanism drive unit 610 is terminated in step S1104, and the movable mechanism 600 is moved to the standby position. Also in step S1104, the LED corresponding to the fifth symbol P5 on the illumination plate 400 is turned OFF. As a result, the fifth symbol P5 becomes invisible from the front. If a negative result is obtained in step S1103, or after the processing in step S1104 is executed, the mechanism performance processing is terminated.
[0334] Although a detailed explanation with diagrams will be omitted, when the movable mechanism 600 moves to the performance position, the display screen G will show effects and other visuals to indicate that the movable mechanism 600 has moved (and that the game result will be announced at the same time).
[0335] In addition, while steps S1102 and S1104 described a configuration in which the movable mechanism drive unit 610 is driven and the illumination plate 400 is illuminated, there are also patterns in which the movable mechanism drive unit 610 is driven but the illumination plate 400 is not illuminated, and patterns in which the illumination plate 400 is illuminated but the movable mechanism drive unit 610 is not driven. Which pattern is selected is determined by the variable display control process (step S902) which is activated at the start of a game round, based on the game results and variable display time of the current game round.
[0336] In other words, when the movable mechanism 600 is in the standby position, the patterns on the first pattern sheet 351 and the second pattern sheet 353 cannot be seen from the front, regardless of the intensity of the light from the illumination plate 400. Even when the movable mechanism 600 moves from the standby position to the performance position, if the intensity of the light from the illumination plate 400 is less than a predetermined intensity (if it is controlled to OFF), the patterns on the first pattern sheet 351 can be seen, while the patterns on the second pattern sheet 353 (fifth pattern P5) cannot be seen. When the movable mechanism 600 moves from the standby position to the performance position, and the intensity of the light from the illumination plate 400 is above a predetermined intensity (if it is controlled to ON), the patterns on the first pattern sheet 351 cannot be seen, while the patterns on the second pattern sheet 353 (fifth pattern P5) can be seen.
[0337] As described above, according to this embodiment, by arranging the movable component 600 in the second space E2 between the transparent plate 300 and the decorative sheet 350, it is possible to switch between a state in which the pattern on the decorative sheet 350 is visible and a state in which it is not visible. In other words, as explained in the first embodiment, the decorative sheet 350 can create two states in which the pattern on the first pattern sheet 351 becomes visible when the light from behind is less than a predetermined intensity, and the pattern on the second pattern sheet 353 becomes visible when the light from behind is above a predetermined intensity. In addition to this, by switching between a state in which the decorative sheet 350 is shielded and a state in which it is not shielded by the movable component 600, it is possible to change the visibility of the patterns on the first pattern sheet 351 and the second pattern sheet 353.
[0338] By positioning the movable mechanism 600 behind the transparent plate 300, it is not necessary to encroach on the game area PE to secure the operating range of the movable mechanism 600. This allows for the installation of a movable mechanism without encroaching on the limited game area PE. In particular, since the effects of the movable mechanism involve actual movement, unlike display effects, the effect can be tremendous. On the other hand, if its operating range is wide, it may encroach on other components (especially the game area PE) within the limited area of the game machine. Therefore, as described above, by using the second space E2 between the transparent plate 300 and the decorative sheet 350 to operate the movable mechanism 600, it is possible to set the operating range of the mechanism to the maximum within the limited area.
[0339] Furthermore, by positioning the movable mechanism 600 behind the transparent disc 300, it becomes possible to set the operating range of the movable mechanism 600 to an area where collision with the game balls does not occur. If a moving part for performance, such as the movable mechanism 600, is positioned in a location where it could collide with the game balls, the movement of the movable mechanism may cause a change in the flow pattern of the game balls, potentially leading players to suspect that the flow pattern has been intentionally altered. Therefore, by using the above embodiment, there is no risk of game balls entering the operating range of the movable mechanism 600, making it possible to obtain performance effects using the movable mechanism without causing players to feel suspicious.
[0340] The configuration may also involve controlling the ON / OFF state of the side LED 510 in accordance with the operation of the movable mechanism 600. Since the movable mechanism 600 is located in the second space E2, the light from the side LED 510 can reach the movable mechanism 600. Therefore, for example, if the side LED 510 is controlled to be ON at the timing when the movable mechanism 600 operates or slightly before it operates, the operation of the movable mechanism 600 can be perceived not only by the movable mechanism 600 itself and the effect presentation on the display screen G, but also by the light from the side LED 510, thereby more effectively increasing attention to the operation presentation. Furthermore, if the light from the side LED 510 is shone onto the decorative sheet 350 after the movable mechanism 600 has moved from the standby position to the presentation position, the visibility of the first symbol P1 will be improved, for example, when it is desired that the first symbol P1 be visible instead of the fifth symbol P5. In other words, by utilizing the spotlight-like effect of the side LED 510, it becomes possible to draw more attention to whether the fifth symbol P5 becomes visible and the jackpot result is announced, or whether the jackpot result is not announced (i.e., whether it is likely to be a losing result).
[0341] The configuration may involve illuminating the movable part 600 and the decorative sheet 350 with light. Specifically, for example, an LED may be provided on the back of the movable part 600 as a light-emitting means to illuminate the first pattern sheet 351, or a light-emitting means (LED) may be provided between the movable part 600 and the decorative sheet 350 on the outer peripheral surface 421 of the center frame 42 to further enhance the directivity of the light from the side LED 510. In this way, when the movable part 600 is in a standby position, light leaks forward from the periphery of the movable part 600, making it appear as if light is being emitted from the illumination plate 400 onto the movable part 600. This makes it possible to create the expectation that the fifth pattern P5 will be displayed when the movable part 600 moves to the performance position without actually turning on the illumination plate 400, thereby increasing attention to the performance.
[0342] Furthermore, the side surface of the movable component 600 may be given a mirror finish, similar to the outer surface 421 of the center frame 42. In this way, it becomes possible to reflect the light from the side LED 510 off the side surface of the movable component 600. Here, since the outer surface 421 of the center frame 42 is fixed, while the movable component 600 is movable, the position in which the reflected light reflected off the side surface of the movable component 600 shines onto the decorative sheet 350 also changes depending on the position of the movable component 600. Therefore, in addition to the effect of reflected light from the outer surface 421 of the center frame 42, it is also possible to change the position in which the light is shone by the movement of the movable component 600, thereby changing the visible patterns.
[0343] <Variations in the arrangement of movable parts> A movable component may be placed in the first space E1. The following describes a modified example in which a movable component is placed in the first space E1.
[0344] As a first modification, as shown in Figure 33, a movable prop 600 similar to that in the above embodiment is provided in the first space E1 between the decorative sheet 350 and the illumination plate 400. Similar to the above embodiment, the movable prop 600 can move between a standby position located in the first space E1 and a performance position that overlaps with the display screen G in the front-to-back direction by driving and controlling the movable prop drive unit 610.
[0345] This makes it possible to realize various performance patterns, such as (1) placing the movable mechanism 600 in a standby position and controlling the LED 410 of the illumination plate 400 to OFF (making the first symbol P1 visible), (2) placing the movable mechanism 600 in a performance position and controlling the LED 410 of the illumination plate 400 to OFF (making the first symbol P1 visible), (3) placing the movable mechanism 600 in a performance position and controlling the LED 410 of the illumination plate 400 to ON (making the fifth symbol visible), and (4) placing the movable mechanism 600 in a standby position and controlling the LED 410 of the illumination plate 400 to ON (making the first symbol P1 visible).
[0346] In particular, according to this modified example, even if the illumination plate 400 is turned ON, the fifth symbol P5 cannot be seen if the movable mechanism 600 is in the standby position (pattern (4)), and even if the movable mechanism 600 moves from the standby position to the performance position, the fifth symbol P5 cannot be seen unless the illumination plate 400 is turned ON (pattern (2)). In other words, the movable mechanism 600 can be moved behind the decorative sheet 350 in a situation where it is not visible, and the surprise when the illumination plate 400 is turned ON and the fifth symbol P5 becomes visible can be increased.
[0347] Furthermore, a light-emitting means (LED) for illuminating the decorative sheet 350 may be provided on the front of the movable mechanism 600. In this way, the visibility of the fifth symbol P5 can be changed by controlling the ON / OFF status of the light-emitting means on the front of the movable mechanism 600 without changing the position of the movable mechanism 600. Thus, the variety of presentation patterns can be increased.
[0348] Furthermore, the decorative sheet 350 may consist only of a shielding sheet 352. The shielding sheet 352 has the property of becoming transparent when illuminated with light and opaque when not illuminated with light. As described above, this allows not only the visibility of the fifth symbol P5 in front of the movable mechanism 600, but also the visibility of the movable mechanism 600 itself to be changed by controlling the light.
[0349] Furthermore, the positional relationship between the movable mechanism 600 and the display screen G is such that the movable mechanism 600 is not interfered with by the display screen G, regardless of whether it is positioned in a standby position or a performance position. More specifically, if the display screen G is positioned behind the first space E1 or the second space E2, the movable mechanism 600 can operate without interference from the display screen G within the range of movement within that space, regardless of its position.
[0350] In the configuration described above, where a movable mechanism is provided, the movable mechanism may be configured to be displaced based on the player's operation. In this case, for example, an operating part that can be operated by the player is provided on the front of the front door frame 14. The position of the movable mechanism is then changed based on the operation of this operating part. The change in the position of the movable mechanism may be triggered not only by the operation of the operating part, but also by operations that conform to the instructions of the game machine, such as rapid pressing or timing operations. If the player can intervene in the displacement of the movable mechanism in this way, it is possible to make the player feel as if the movable mechanism has been displaced by their own operation, thereby encouraging active participation in the game and effectively increasing the attention the player receives.
[0351] As a second modification in which a movable component is provided in the first space E1, as shown in Figure 34, a reflector 700 that reflects light from the illumination plate 400 is provided as the movable component. The reflector 700 is rotatable by a pivot shaft 701 and rotates between a first angle in Figure 34(a) and a second angle in Figure 34(b) by a drive unit (not shown). In the illumination plate 400, a reflective LED 415 is provided behind the reflector 700, and the light from the reflective LED 415 is reflected by the reflector 700 which is positioned at either the first or second angle.
[0352] The first space E1 is provided with a first fixed reflector 710 that receives reflected light from a reflector 700 positioned at a first angle, and a second fixed reflector 720 that receives reflected light from a reflector 700 positioned at a second angle. Both fixed reflectors 710 and 720 do not rotate and are fixed to the illumination plate 400 (or mounting base 450) by mounting parts (not shown). In the second pattern sheet 353, the area in front of the first fixed reflector 710 is covered with the sixth pattern P6, and the area in front of the second fixed reflector 720 is covered with the seventh pattern P7. In the illumination plate 400, there are no corresponding LEDs behind both fixed reflectors 710 and 720.
[0353] In the above configuration, when the reflector 700 is positioned at a first angle and the reflective LED 415 is turned ON, the sixth pattern P6 becomes visible on the second pattern sheet 353. On the other hand, when the reflector 700 is positioned at a second angle and the reflective LED 415 is turned ON, the seventh pattern P7 becomes visible on the second pattern sheet 353. In this way, the LEDs can be shared in the illumination plate 400, making it possible to simplify the configuration.
[0354] The sixth symbol P6 and the seventh symbol P7 may, for example, be symbols that instruct a change in the firing method. Specifically, the sixth symbol P6 (and the first fixed reflector 710) is placed in the upper left of the center frame 42 on the game board 24, and the seventh symbol P7 (and the second fixed reflector 720) is placed in the upper right of the center frame 42 on the game board 24. The sixth symbol P6 may display text such as "shoot left," and the seventh symbol P7 may display text such as "shoot right." Furthermore, the game state is set to include a state in which it is advantageous for the player to fire the game ball so that it flows down the left side of the center frame 42 (i.e., to shoot left), and a state in which it is advantageous for the player to fire the game ball so that it flows down the right side of the center frame 42 (i.e., to shoot right). The angle of the reflector 700 is then changed to display the symbol on the side that is advantageous according to the game state. In this way, the launch position and launch method are related using the entire left-right direction of the game board 24, making it possible to show the launch method to the player in a way that is easier to understand than showing the launch method on the display screen G.
[0355] <Third Embodiment> In this embodiment, the second space E2 is used as a passage for game balls.
[0356] In this embodiment, a special operating port 333 is provided at the positions of the upper operating port 33 and lower operating port 34 (below the center frame 42) in each of the above embodiments. The guidance passage for guiding game balls that enter through the special operating port 333 to the rear of the game board 24 is different from the guidance passage from the operating ports 33 and 34 in each of the above embodiments.
[0357] As shown in Figures 35(a) and 35(b), the guidance passage in this embodiment consists of a first rear passage 334 that guides game balls that enter from the special operating opening 333 directly toward the rear of the game board 24, a lateral passage 335 that branches laterally (to the left) in the second space E2 within the first rear passage 334, and a second rear passage 336 that guides game balls that have reached the lateral end (left end) of the lateral passage 335 toward the rear. The first rear passage 334 and the second rear passage 336 are sloped downward toward the rear, and the lateral passage is sloped downward toward the lateral end (to the left) from the branching point. Due to these slopes, game balls are discharged toward the rear of the game board 24 from either the first rear passage 334 or the second rear passage 336. The two rear passages 334 and 336 merge and are discharged from the rear of the game board 24 in a discharge passage (not shown).
[0358] In the special operating opening 333, a detection sensor 338 is provided in front of the second space E2 to detect when a ball enters the special operating opening 333. The detection sensor 338 is connected to the main control device 81, and a lottery is held to determine whether or not to transition to the opening / closing execution mode based on the ball entering the special operating opening 333. This is the same as when a ball enters the upper operating opening 33 or the lower operating opening 34 in the above embodiment.
[0359] In the second space E2, a movable wall portion 337 is provided at the branching point with the lateral passage 335, as part of the wall portion forming the side wall of the first rear passage 334. The movable wall portion 337 is displaceable between a non-branching state, which is flush with another wall portion (left wall portion) of the first rear passage 334, and a branching state, which intersects with another wall portion of the first rear passage 334 and creates an opening to the lateral passage 335. The movable wall portion 337 is connected to a drive unit (not shown), and the drive unit is driven and controlled by the performance control device 82, which switches between the non-branching state and the branching state. The switching between the non-branching state and the branching state will be explained in more detail later, but the switching between the non-branching state and the branching state is performed based on the result of a win / loss lottery based on a game ball entering the special operation opening 333.
[0360] When the movable wall 337 is in a non-branched state, as shown in Figure 36(a), game balls that enter through the special operating opening 333 are discharged directly to the rear of the game board 24 via the first rear passage 334. On the other hand, when the movable wall 337 is in a branched state, as shown in Figure 36(b), game balls that enter through the special operating opening 333 pass through the first rear passage 334 and are then guided to the lateral passage 335 at the branching point in the second space E2, and subsequently discharged to the rear of the game board 24 via the second rear passage 336.
[0361] In other words, in this embodiment, when a game ball enters the special operating opening 333, it may be discharged to the rear of the game board 24 via the first rear passage 334, or it may be discharged to the rear of the game board 24 via the second rear passage 336 after branching off to the lateral passage 335.
[0362] Here, the side wall of the first rear passage 334 is formed higher than the diameter of the game ball, and the outer surface of the passage, including the movable wall 337, is mirror-finished. On the other hand, the front wall of the lateral passage 335 and the side wall of the second rear passage 336 are formed at approximately the same height as the radius of the game ball and are made of transparent resin. Therefore, as shown in Figure 37(a1), the light from the lateral LED 510 does not illuminate the game ball passing through the first rear passage 334, but is reflected off the wall of the first rear passage 334. On the other hand, as shown in Figure 37(a2), the light from the lateral LED 510 illuminates the game ball that has been led from the first rear passage 334 to the lateral passage 335, and this light is reflected off the game ball and illuminated in front of the game machine. This allows the player to know that the game ball has been led to the lateral passage 335.
[0363] Furthermore, as shown in Figure 35(a), the eighth pattern P8 (for example, the word "CHANCE" displayed, see Figure 37(b2)) is provided at the rear position of the lateral passage 335 of the second pattern sheet 353 in the decorative sheet 350. In addition, a passing LED 416 is provided at the rear position of the eighth pattern P8 in the illumination plate 400. Similar to the embodiments described above, when the passing LED 416 is controlled to OFF, the eighth pattern P8 is not visible from the front, and when the passing LED 416 is controlled to ON, the eighth pattern P8 becomes visible from the front. When the game board 24 is discharged to the rear via the first rear passage 334, the passing LED 416 is not controlled to ON (it is controlled to OFF), and the eighth pattern P8 is not visible. On the other hand, when the game board 24 is discharged to the rear via the second rear passage 336 through the lateral passage 335, the passing LED 416 is controlled to ON (it is not controlled to OFF), and the eighth pattern P8 becomes visible.
[0364] The following will explain the processes related to these controls with reference to Figures 38 to 41. Figure 38 is a flowchart of the confirmation process for holding. The confirmation process for holding is executed as one of the processes (step S305) of the timer interrupt processing (Figure 19) in the main control device 81.
[0365] In the confirmation process for holding balls, step S1201 reads out the initial holding ball storage counts RaN and RbN stored in each holding area Ra and Rb of the holding ball storage area 232, and the common holding ball count CRN stored in the total holding ball storage area of the same holding ball storage area 232, and stores this holding ball count information in the register of the MPU 202. Then, in steps S1202 to S1206, it is checked whether the holding information obtained by this win includes information about a big win.
[0366] Specifically, in step S1202, based on the current win in the special operation slot 333, the information for determining the jackpot, which is the value of the acquired jackpot random number counter C1, is determined from the pending information acquired in step S304.
[0367] In the following step S1203, it is determined whether or not the current mode is low probability mode. Specifically, it is determined whether or not the current win / loss lottery mode is low probability mode by checking whether or not the high probability mode flag is stored in the various flag storage area 235 of RAM 204. If it is low probability mode, the process proceeds to step S1204, where the win / loss table for low probability mode is referenced to determine whether the information for determining the jackpot (the value of the jackpot random number counter C1) obtained in step S1202 is included in the information group corresponding to a jackpot win. If it is high probability mode, the process proceeds to step S1205, where the win / loss table for high probability mode shown in Figure 8(a) is referenced to determine whether the information for determining the jackpot (the value of the jackpot random number counter C1) obtained in step S302 is included in the information set as a jackpot win.
[0368] After step S1204 or step S1205, the process proceeds to step S1206, where it is determined whether the information for determining a jackpot (the value of the jackpot random number counter C1) obtained in step S1202 corresponds to a jackpot win or a special loss result. If it corresponds to a jackpot win or a special loss result, in step S1207 the jackpot information or special loss information is stored in the register of the MPU202, and the confirmation process for this hold ends there.
[0369] On the other hand, if a negative result is determined in step S1206, the process proceeds to step S1208. In step S1208, based on the current win in the special operation slot 333, the information used for determining a losing reach among the pending information obtained in step S304, i.e., the value of the acquired reach random number counter C3, is determined.
[0370] In the following step S1209, the reach determination table (set of reach determination information) stored in the reach determination table storage area of ROM203 is referenced to determine whether the reach determination information (value of reach random number counter C3) obtained in step S1208 is included in the information set as a reach win.
[0371] After executing the process in step S1209, the process proceeds to step S1210, where it is determined whether the information for determining a reach (the value of the reach random number counter C3) obtained in step S1208 corresponds to a reach occurring. If it corresponds to a reach occurring, in step S1211, the reach occurrence information is stored in the register of the MPU202, and then this verification process is terminated. On the other hand, if it does not correspond to a reach occurring, this verification process is terminated immediately.
[0372] Next, the process of setting the hold command in step S306 will be explained with reference to the flowchart in Figure 39. The process of setting the hold command is to make the performance control device 82 aware of the success or failure judgment result of the hold information and the variation display time (whether or not a super reach occurred).
[0373] First, in step S1301, it is determined whether or not information corresponding to any jackpot result is stored as information stored in step S1207. If information corresponding to any jackpot result is stored, in step S1302, the jackpot hold command is set as the target to be sent to the performance control device 82, and the setting process for this hold command is terminated. If no information corresponding to a jackpot result is stored in step S1301, it is determined in step S1303 whether or not information corresponding to the occurrence of a super reach is stored. If information corresponding to the occurrence of a super reach is stored, in step S1304, the miss super reach hold command is set as the target to be sent to the performance control device 82, and the setting process for this hold command is terminated. On the other hand, if the determination in step S1303 is negative, the normal miss hold command is set as the target to be sent to the performance control device 82, and the setting process for this hold command is terminated. The hold commands set in steps S1302, S1304, or S1305 are sent to the performance control device 82 in step S401 of the normal process (Figure 22). Based on the received hold command, the performance control device 82 controls the illumination of the hold light-emitting unit 45 and controls the display control device 212 to perform processing to change the hold image in the hold display area Ga of the pattern display device 41.
[0374] Next, the hold control process (step S901) executed by the MPU242 of the performance control device 82 will be explained with reference to the flowchart in Figure 40. As already explained, the hold control process is performed as part of the various performance processes (Figure 28) that are periodically executed by the performance control device 82, and based on the receipt of a hold display control command, it executes processes to change the display of the hold image or to give a hold notification.
[0375] Here, a hold notification is a notification made by identifying information corresponding to the result of a win / fail judgment if the acquired hold information were to become the subject of a win / fail judgment at a time before the information is subject to a win / fail judgment, and then using the symbol display device 41 or display light-emitting unit 63, etc., to notify the result of the win / fail judgment based on the identified information. More specifically, a hold notification may be, for example, based on the acquisition of hold information that will result in a predetermined game outcome, setting the stop result of a game round prior to the game round related to that hold information to be a predetermined combination of symbols (a so-called chance symbol), or causing a predetermined character to appear in a game round prior to the game round related to that hold information. Other examples include, for instance, a hold notification that uses hold images to display a type of hold image corresponding to the game result of the corresponding hold information (for example, if the hold information is a jackpot result, a gold or red hold image is more likely to be selected; if the hold information is a losing result but one of the reach displays is more likely to be selected, a green hold image is more likely to be selected; and if it is a losing result without a reach display, a white hold image is more likely to be selected, thus predicting the game result of the game before the start based on the type of hold image).
[0376] In this embodiment, as a type of hold notification, the configuration is set up to distribute the game balls that have entered the special operation opening 333.
[0377] Now, in the hold control process, first, in step S1401, it is determined whether or not a hold command has been received. The hold command received from the main control unit 81 is stored in the command storage area 248 provided in the RAM 244 of the performance control unit 82. The command storage area 248 is configured as a ring buffer that can individually store multiple commands and read commands in the order they were stored, so that even if multiple commands are received at the same time, the processing corresponding to each of those commands can be executed smoothly. When making the determination in step S1401, it is determined whether or not a hold command has been received in the area of the command storage area 248 that is to be read this time.
[0378] If a hold command is received, step S1402 executes a process to increment the sub-side hold memory count SN, which is provided in the various counter areas 249 of RAM 244, by 1. The sub-side hold memory count SN corresponds to the common hold number CRN on the main control device 81 side and reflects the total number of holds based on winnings at the special operation port 333 (upper operation port 33 and lower operation port 34 in each of the above embodiments).
[0379] In the following step S1403, the pending information retrieval process is performed. In the pending information retrieval process, the information contained in the received pending command (game result information, whether or not a super reach is displayed, etc.) is retrieved. Also in step S1403, the retrieved information is stored in the pending memory area 260.
[0380] Then, in the following step S1404, the process for issuing a hold notification is executed. In the hold notification process, for example, it is decided whether or not to execute a hold notification based on the received hold command (hold information acquired this time), and if a hold notification is to be executed, the content of the game round's presentation is changed based on that decision and the process for executing the hold notification is executed. This process will be explained in detail later.
[0381] In the following step S1405, a process for increasing the number of reserved balls is executed. In this process, the illumination of the reserved ball light-emitting unit 45 is controlled in accordance with the increase in reserved ball information, and a command corresponding to the increase in reserved ball information is output to the display control device 212. This command includes information on the sub-reserved ball memory count SN and information on the content of the reserved ball notification determined in step S1404. Based on the received command, the display control device 212 reads data corresponding to the reserved ball image corresponding to the content of the command from the reserved ball image data storage area stored in the character ROM 256, and controls the symbol display device 41 to display it in the unit reserved ball display area Ga1 to Ga4 corresponding to the sub-reserved ball memory count SN. For example, in a configuration in which a reserved ball notification is made by changing the reserved ball image, the display control device 212 controls the symbol display device 41 to display the reserved ball image corresponding to the reserved ball notification based on the received command. As a result, the reserved ball notification using the reserved ball image is executed at a timing earlier than the number of games played for the reserved ball information corresponding to that reserved ball image. After executing the process in step S1405, the reserved ball control process is terminated.
[0382] On the other hand, if a hold command is not received in step S1401, it is determined in step S1406 whether or not a shift command has been received. If a shift command has not been received, the hold control process is terminated. If a shift command has been received, the process of deducting 1 from the sub-hold memory count SN is executed in step S1407. Then, the shift process is executed in step S1408. In the shift process, the data in each memory area of the hold memory area 260 is shifted to the lower hold area. In addition, the shift process controls the illumination of the hold light-emitting unit 45 in accordance with the decrease in hold information and outputs a command to the display control device 212 corresponding to the decrease in hold information. Based on the received command, the display control device 212 controls the pattern display device 41 to change the display of the corresponding unit hold display area Ga1 to Gs4. After executing the process in step S1408, the hold control process is terminated.
[0383] Next, the pending notification process in step S1404 will be explained with reference to the flowchart in Figure 41.
[0384] First, in step S1501, it is determined whether the hold command read this time is a hold command for a big win or a hold command for a losing super reach. If it is either a hold command, the process proceeds to step S1502. In step S1502, branching processing is performed. In branching processing, the drive unit of the movable wall 337 is driven and controlled to displace the movable wall 337 to a branched state. In the following step S1503, a light emission lottery process is performed. In this lottery process, a lottery table is obtained from ROM 243 and a lottery counter is obtained from RAM 244 to perform a lottery to determine whether or not to turn ON the passing LED 416. The probability of winning this lottery is arbitrary, but in this embodiment, it is set so that there is a 50% chance of winning when it is a big win result and a 20% chance of winning when it is a losing super reach, so that the probability of winning is higher when it is a big win result.
[0385] After the light emission lottery process is performed in step S1503, it is determined in step S1504 whether or not it was a winning result. If it was a winning result, the light emission control process is performed in step S1505 to turn on the passing LED 416.
[0386] If a negative determination is made in step S1501 or step S1504, or after the processing in step S1505 is executed, other display processing is performed in step S1506, and then this hold notification processing is terminated. In this processing, the type of hold image to be displayed in the hold display area Ga is determined based on the game result information contained in the received hold command. For example, if the game result is a jackpot result, a hold image with a different color and shape from the normal hold image is displayed with a predetermined probability, or if the game result is a normal miss but is a super reach, a hold image with a different color and shape from the normal hold image is displayed.
[0387] As described above, in this embodiment, if the reserved information obtained based on the ball entering the special operating port 333 is a predetermined result (jackpot result or losing super reach), the game ball that entered the special operating port 333 is led to the side passage 335 as a type of reserved notification. Since the side passage 335 is visible from the front of the game machine, if the player notices that the ball is passing through the side passage 335, they can understand that there is a high probability that the reserved information obtained by the game ball that entered this time is a jackpot result. This makes it possible to keep the player interested in the movement of the game ball even after it has been ejected from the game area PE, thereby increasing its attention-grabbing potential.
[0388] Furthermore, when a game ball is led to the side passage 335, light from the side LED 510 reflects off the game ball and shines in front of the game machine. As a result, players can easily notice that a game ball has been led to the side passage 335. This helps to prevent players from overlooking the fact that the game ball has been branched off.
[0389] Furthermore, when a game ball is guided into the horizontal passage 335, if the light-up lottery in step S1503 is won, the passing LED 416 is controlled to be ON, making the 8th symbol P8 visible. This further increases the expectation that the retained information acquired this time is a jackpot result, thereby increasing its appeal even more.
[0390] In this embodiment, the branching process in step S1502 and the light emission control process in step S1505 are configured to maintain their control state (control to set the movable wall 337 to a branched state and the passing LED 416 to ON) until a predetermined period has elapsed. However, these control states may be returned to their original control state (control to set the movable wall 337 to a non-branched state and the passing LED 416 to OFF) based on the receipt of the next hold command. Doing so can prevent subsequent game balls from being led to the lateral passage 335. However, maintaining the ON control of the passing LED 416 for a predetermined period (for example, 3 seconds) can help prevent missing the 8th symbol P8.
[0391] <Variations of the hold notification using distribution> Modified examples of this embodiment will be described with reference to Figure 42.
[0392] In the above embodiment, after branching into the lateral passage 335, the game balls are discharged directly to the rear of the game board 24 via the second rear passage 336. However, in this modified example, after branching into the lateral passage 335, the game balls that have been branched are held for a predetermined period of time.
[0393] Specifically, a shutter 340 is provided in the middle of the lateral passage 335 (at the connection point with the second rear passage 336, and upstream of the second rear passage 336) that is movable back and forth and shields the lateral passage 335. The shutter 340 is connected to a shutter drive unit 341, and the shutter drive unit 341 is driven and controlled by the performance control device 82, causing the shutter 340 to be displaced between a shielded state, which is positioned in front and shields the lateral passage 335, and an unshielded state, which is positioned in rear and does not shield the lateral passage 335.
[0394] For example, as shown in Figure 42(a1), when a game ball is led into the lateral passage 335, the shutter drive unit 341 is driven and controlled to a shielded state. In this case, as with the above embodiment, the eighth symbol P8 is made visible as shown in Figure 42(b1). As shown in Figure 42(a2), since the shutter 340 is in a shielded state, the game ball is held in the lateral passage 335 at a position where it is in contact with the shutter 340. Even in this situation, as shown in Figure 42(b2), the eighth symbol P8 remains visible. Furthermore, since the movable wall 337 returns to a non-branched state, subsequent game balls are discharged to the rear of the game board 24 via the first rear passage 334.
[0395] Then, as a predetermined trigger, for example, at the start of a game round corresponding to the reserved information of the game ball held in the shutter 340, the shutter 340 is returned from the shielded state to the unshielded state. As a result, the game ball that was in contact with and held by the shutter 340 is discharged to the rear of the game board 24 via the second rear passage 336. In this case, as shown in Figure 42(b3), it is preferable that the eighth symbol P8 remains visible. Also, on the display screen G, as shown in Figure 42(c), text such as "Super Hot" is displayed to indicate that the game round that is about to start corresponds to the game round corresponding to the reserved information of the game ball held in the shutter 340.
[0396] As described above, by using the game ball that entered the special operating port 333 to perform a hold notification, it is possible to draw attention to the movement of the game ball. Furthermore, by holding the game ball in the horizontal passage 335 until the game round that is the target of the hold notification, it is possible to clearly show the relationship with the game round that is the target of the hold notification. Therefore, it is possible to further increase attention to the movement of the game ball.
[0397] In particular, even if an attempt is made to use game balls for a special effect within the game area PE, if the way the game balls flow changes as a result of the effect, it may cause distrust among players. Therefore, it is considered necessary to perform the effect within a range that does not alter the way the balls flow. On the other hand, after the game ball enters the special operating port 333, although the game ball can be seen through the transparent plate 300, it has already been ejected from the game area PE. Therefore, regardless of how the game ball is used in the effect, the fairness of the game can be guaranteed. Thus, by using the modified example described above, it becomes possible to create an innovative effect using the game ball itself, dramatically increasing the attention the game receives.
[0398] <Fourth Embodiment> In this embodiment, the locations where detection sensors and the like that detect balls entering various ball-entry sections will be installed will be explained in detail, using the detection sensor 35b that detects balls entering the through gate 35 as an example.
[0399] As already explained, a second space E2 is provided between the transparent plate 300 and the decorative sheet 350 positioned behind the transparent plate 300. Therefore, using this second space E2, the detection sensor 35b is installed in front of the front surface of the decorative sheet 350.
[0400] For example, as shown in Figure 43(a), the detection sensor 35b provided in the through gate 35 is installed with its opening 35c, which detects the passage of the game ball, protruding into the game area PE (protruding forward from the front surface of the transparent disc 300), and with the opening facing upward. In this case, even if the rear end of the detection sensor 35b protrudes behind the rear surface of the transparent disc 300, the rear end of the detection sensor 35b does not interfere with the decorative sheet 350 because the second space E2 is provided as described above.
[0401] As shown in Figure 43(b), the detection sensor 35b may be installed with its opening 35c facing forward to detect game balls moving from front to back. In this case, the installation range of the detection sensor 35b in the front-to-back direction is limited to the thickness of the detection sensor 35b, thus further reducing the installation space in the front-to-back direction.
[0402] Furthermore, the opening 35c may be installed facing sideways to detect game balls moving sideways. Even in such a case, as long as the detection sensor 35b is positioned at least in front of the decorative sheet 350, the detection sensor 35b can be installed in a range that does not interfere with the decorative sheet 350, and it becomes unnecessary to, for example, create an opening in the decorative sheet 350 for installation.
[0403] In the above configuration, depending on the spacing of the second space E2, the size of the detection sensor 35b, and the orientation of its installation, it is preferable to provide a gap between the detection sensor 35b and the decorative sheet 350. This suppresses heat conduction between the detection sensor 35b and the decorative sheet 350. If heat is transferred to the detection sensor 35b, noise may easily occur in the detection result, and if heat is transferred to the decorative sheet 350, false displays may easily occur. Therefore, by providing a gap as described above, the occurrence of such noise and false displays can be suppressed.
[0404] Furthermore, by providing a gap as described above, it can also be used as an area for routing wiring from the detection sensor 35b. That is, as shown in Figures 43(a) and 43(b), the wiring from the detection sensor 35b is connected to the adjacent side board 500. In this way, it is not necessary to provide a dedicated through-hole for routing the wiring to the rear of the game board 24, which simplifies the configuration and avoids the issue of the through-hole encroaching on the display area of the decorative sheet 350.
[0405] As described above, by using the second space E2 as the installation area for the detection sensor 35b, the degree of freedom of the ball discharge passage is also improved. That is, if a game ball is detected in the front of the game area PE or the second space E2, the subsequent discharge passage can be used for visual effects, as in the third embodiment described above. Therefore, while the design of the detection sensor 35b is enhanced by the installation method described above, it is also possible to use it for visual effects.
[0406] By connecting the wiring from the detection sensor 35b to the adjacent side board 500, the wiring can be made less visible from the front. In particular, the through gate 35 is located on the left-right end of the game board 24, so it can be said to be located in an area close to the side board 500. Therefore, by doing so, it is possible to connect to the side board 500 with short wiring, and it is possible to avoid the issue of the wiring being clearly visible, which would reduce the aesthetic appeal of the game machine.
[0407] Furthermore, from the standpoint of shortening the wiring, it is sufficient if the connection can be made to a location close to the detection sensor to be installed. For example, a predetermined circuit board (for example, a circuit board for the hold light-emitting part) may be provided within the center frame 42, and the wiring from the sensor may be connected to this circuit board.
[0408] Furthermore, from the perspective of making the wiring even less visible, the decorative sheet 350 may be configured to have holes for wiring, into which the wiring is inserted and connected to a substrate (e.g., an illumination plate 400) behind the decorative sheet 350. Since the decorative sheet 350 is normally not visible from the front (unless the light from the rear is above a certain intensity), the effect of concealing the wiring can also be achieved with the above configuration.
[0409] In the above embodiment, the side board 500 was connected to the performance control device 82, but it may also be connected to the main control device 81. In this case, the detection result of the detection sensor 35b can be output to the main control device 81 without going through the performance control device 82. The side board 500 may be configured to include both a board for the performance control device 82 and a board for the main control device 81, or it may be configured so that a single board can be connected to both devices 81 and 82 separately.
[0410] In the above embodiments, the installation area for the detection sensor 35b has been described in detail, but the second space E2 may also be used as an installation area for other components. For example, it may be used as an area for installing a decorative member 39 having a main display unit 43 and a component display unit 44. Specifically, in each of the above embodiments, the decorative member 39 having the respective display units 43 and 44 was installed in the lower right of the game area PE, but as shown in Figures 44(a1) and 44(a2), the decorative member 39 may also be installed behind the game area PE. Figure 44(a1) shows an example where it is installed in the upper right of the center frame 42 and behind the transparent plate 300, and Figure 44(a2) shows an example where it is installed in the lower left of the center frame 42 and behind the transparent plate 300 (see Figure 44(b)). As already explained, the decorative member 39 in each of the above embodiments is installed in a position where the fall of game balls is restricted. In other words, it can be said that the game area PE is encroached upon to install both display units 43 and 44. In contrast, by using the modified example shown here, it becomes possible to provide display units 43 and 44 while ensuring a wide game area PE.
[0411] In the above modified example, the wiring from the display units 43 and 44 may be connected to an adjacent board such as the side board 500.
[0412] Alternatively, both display units 43 and 44 may be placed in the first space E1 instead of the second space E2. Then, the second pattern sheet 353 is provided with patterns corresponding to both display units 43 and 44. In this way, when the display units 43 and 44 are illuminated, the patterns on the second pattern sheet 353 on the decorative sheet 350 become visible, and when they are not illuminated, they become invisible. For example, if the display units 43 and 44 are not illuminated or the illumination intensity is reduced when no game rounds are being played or when a demo screen is being displayed, then if the display units 43 and 44 are not illuminated, the results of the previous game round cannot be determined, which can suppress the act of determining the previous player's game results (e.g., a winning state) and selecting a machine based on that, thereby ensuring fairness in the game.
[0413] As a variation of the sensor installation area, as shown in Figure 45, the second space E2 and the first space E1 may be used as the installation area for the fraud detection sensor 200, such as a vibration detection sensor or a magnet detection sensor. In this case, for example, the fraud detection sensor 200 is installed in the first space E1, and text is displayed on the transparent plate 300 or decorative sheet 350 to warn that the fraud detection sensor 200 is installed. As shown in Figure 45(a), the fraud detection sensor 200 is not normally visible, but if the fraud detection sensor 200 is made visible by controlling the LED 410 of the rear illumination plate 400 to ON at a predetermined timing (e.g., during a demo display), it will attract more attention than simply using text to warn or having the sensor itself visible from the front. This makes it possible to further enhance the deterrent effect against fraudulent activities.
[0414] Furthermore, as shown in Figure 45(b), the effect of prompting the warning can also be achieved by configuring the fraud detection sensor 200 to be installed in the second space E2 and illuminating the fraud detection sensor 200 with the side LED 510 at a predetermined timing.
[0415] In this case, for example, by using a configuration that enhances the directionality of the light, such as a laser beam, it becomes possible to illuminate the irradiated fraud detection sensor 200 more locally, thereby enhancing the attention-grabbing effect. By providing a light diffusion section in the irradiated area (the area of the fraud detection sensor 200 where the light is directly irradiated, or the area where the reflected light irradiates the transparent plate 300), even if highly directional light is irradiated, the irradiated light will be diffused, making it easier to see. These configurations can be applied to other configurations that irradiate direct or reflected light forward, such as side LEDs 510, and achieve similar effects.
[0416] Furthermore, the area to be illuminated may be, for example, the target to be aimed at, such as the variable prize-winning device 32. If applied to a gauge configuration in which the ball entry rate differs between right-handed and left-handed shots, it can also be used as a configuration that suggests the firing pattern.
[0417] <Other implementation forms> Furthermore, the implementation is not limited to the descriptions of each embodiment above, and may be carried out as follows, for example. Incidentally, each of the following configurations may be applied individually to each of the above embodiments, or some or all of them may be applied to each of the above embodiments in combination. In addition, it is possible to arbitrarily combine all or some of the various configurations shown in each of the above embodiments. In this case, it is preferable that the technical significance (effects exhibited) of each configuration to be combined is ensured. Each of the following configurations may be applied individually to a new configuration consisting of a combination of embodiments, or some or all of them may be applied in combination.
[0418] (1) The patterns applied to the decorative sheet 350 may be associated with the patterns displayed on the display screen G. For example, as shown in Figure 46, in the second pattern sheet 353 of the decorative sheet 350, fish school patterns (P9, P10) are provided on the left and right sides of the center frame 42, respectively. Then, LEDs corresponding to these patterns P9 and P10 are provided behind the illumination plate 400. On the display screen G, a fish school effect is set in which fish schools approximately equivalent to patterns P9 and P10 cross from left to right at predetermined timings during gameplay.
[0419] As shown in the flowchart of Figure 47(b), the MPU 242 in the performance control device 82 is configured to perform a fish school performance. In the fish school performance performance, step S1601 determines whether it is the performance start timing. If it is the start timing, step S1602 controls the illumination of the LED corresponding to the right fish school P9, and then the process ends. In this case, as shown in Figure 47(a), the fish school P9 is displayed on the right side of the center frame 42. If step S1601 is negative, it is determined whether it is the start timing for the fish school performance on the display screen G. If it is the start timing, step S1604 controls the LED corresponding to the right fish school P9 to OFF and controls the display control device 212 to execute the fish school performance on the display screen G, and then the process ends. In this case, as shown in Figure 47(a2), the fish school performance is executed on the display screen G. If step S1603 is negative, step S1605 determines whether it is the end timing for the fish school performance on the display screen G. If it is the end time, the fish school animation on the display screen G is terminated in step S1606, and the ON control of the LED corresponding to the left fish school P10 is started before the process ends. If a negative determination is made in step S1605, the process ends immediately. In this case, as shown in Figure 47(a3), the fish school P10 is displayed on the left side of the center frame 42.
[0420] By doing so, a dynamic presentation can be achieved by linking the display of the decorative sheet 350 with the display of the display screen G, without having to enlarge the display screen G. Here, because the center frame 42 is interposed at the boundary between the decorative sheet 350 and the display screen G, even if the fish schools P9 and P10 on the left and right and the fish schools displayed on the display screen G look slightly different, they appear to pass through the center frame 42 (they temporarily disappear from view), thus reducing the likelihood of causing discomfort due to the visual difference.
[0421] (2) In the modified version of (1) above, an RTC (Real-Time Clock) or the like may be used to perform synchronized effects with the entire island of gaming machines in the gaming hall or with adjacent gaming machines. That is, by having adjacent gaming machines and the gaming machine in question successively perform the effect of a school of fish flowing horizontally, a more dynamic effect can be achieved. As described above, since the decorative sheet 350 extends to both the left and right ends of the gaming board 24, it can be said that the decorative sheet 350 extends to a position closer to adjacent gaming machines than the display screen G. Therefore, by performing synchronized effects with adjacent gaming machines using such a decorative sheet 350, it is possible to create a much more synchronized effect than synchronized effects using the display screen, and the effect of the performance can be dramatically enhanced.
[0422] (3) In each of the above embodiments, the transparent plate 300, decorative sheet 350, and illumination plate 400 may be in contact with each other without providing either the first space E1 or the second space E2 or both. However, by providing the second space E2 between the transparent plate 300 and the decorative sheet 350, the visibility of the first pattern sheet 351 can be improved and air bubbles due to thermal deformation can be less likely to occur. By providing the first space E1 between the decorative sheet 350 and the illumination plate 400, it becomes possible to illuminate the decorative sheet 350 with the LED 410 in a somewhat diffused state, which can suppress localized brightness and reduce the number of LEDs. In order to achieve these effects, the configuration with spaces E1 and E2 is more preferable.
[0423] Furthermore, the front-to-back widths of both spaces E1 and E2 are not limited to those described above. For the first space E1, it is sufficient if it has a light diffusion function. For the second space E2, it is sufficient if it is wide enough to accommodate the side LEDs 510. It is also possible to make it narrower by increasing the directivity of the light from the side LEDs 510. However, in configurations that include spherical passages, special features, sensors, etc., it is preferable that the width is wide enough to accommodate them.
[0424] (4) The position of the lateral LED 510 is not limited to the end of the game board 24, but may be installed, for example, on the outer surface 421 of the center frame 42.
[0425] (5) The content and color scheme of the designs applied to the first design sheet 351 and the second design sheet 353 in the decorative sheet 350 are not limited to those described above.
[0426] (6) Each sheet 351 to 353 is not limited to the above configuration, as long as it is configured to switch the visibility of the pattern (decoration) of the first pattern sheet 351 and the pattern (decoration) of the second pattern sheet 353. For example, a configuration in which the visibility of the patterns on each sheet is switched by changing the directionality by turning the voltage ON / OFF, such as with a liquid crystal element, is also possible.
[0427] (7) In a configuration in which a movable mechanism operates in the first space E1 and the second space E2, as in the second embodiment, the direction of operation is not limited to those described above. Specifically, the mechanism may operate not only in a direction substantially parallel to the surface of the transparent plate 300, but also in a direction intersecting the surface (front-back direction). In this case, the mechanism may operate within the width range of the front-back of the first space E1 and the second space E2, or it may be a movable mechanism that can move back and forth between the first space E1 and the second space E2.
[0428] (8) In the second embodiment, the movable part is normally housed inside the center frame 42 and may be configured to move to the first space E1 or the second space E2 at a predetermined timing. Even in this case, the coordination between the movement and the decorative sheet 350 can make the performance more diverse.
[0429] (9) In the second embodiment, a display screen may be provided on the front of the movable mechanism. This makes it difficult to distinguish between the design on the decorative sheet 350 and the display screen of the movable mechanism, and it is possible to create an innovative effect that links the two together.
[0430] (10) The movable parts are not limited to one, but may be multiple. The more there are, the more diverse the performance patterns will be.
[0431] (11) In a configuration in which game balls discharged from the game area PE are used for performance purposes, as in the third embodiment, for example, the draw for winning or losing is performed when the ball enters the operating port (when it passes through the sensor), and even if a predetermined result (e.g., a jackpot result) is obtained, the ball may pass through a predetermined passage section (e.g., a V-zone) that is different from the normal state. In this way, it is possible to make it appear as if the game is a mechanism that results in a jackpot when the ball passes through a predetermined passage section, thereby enhancing the entertainment value.
[0432] (12) In the third embodiment, if the game ball is detected by a detection sensor at least when it is discharged from the game area PE, then the game ball can be treated as a game ball discharged from the game area PE. For this reason, the sorting may not be performed by movable parts, etc., in a visible area behind the game area PE, but rather in an area that is not visible.
[0433] For example, if the game balls corresponding to the jackpot result are stored at the rear of the game board 24, the manager of the game hall can count the number of stored game balls to ensure consistency between the number of jackpot signals output from the external output terminal 99 and the actual number of jackpots, allowing for a more thorough check to determine if any fraudulent activity has occurred.
[0434] (13) In the fourth embodiment, sensors and the like are provided in the first space E1 and the second space E2, but the substrate may also be provided in the first space E1 and the second space E2 together with the sensors.
[0435] (14) In a configuration in which light is shone onto an object, if the first space E1 and the second space E2 are not sealed spaces but open spaces, the light will be diffused by dust and other particles in the space, and the path of the shone light will also be visible from the front. In this way, it is possible to show more clearly how the light is shone onto the object.
[0436] (15) The present invention can also be applied to other types of pachinko machines different from the embodiments described above, such as pachinko machines in which an electric mechanism opens a predetermined number of times when a game ball enters a specific area of a special device, pachinko machines in which a right is generated and a jackpot is won when a game ball enters a specific area of a special device, pachinko machines equipped with other mechanisms, arrangement ball machines, mahjong ball machines, and other gaming machines.
[0437] Furthermore, the present invention can also be applied to non-spinning gaming machines, such as slot machines equipped with multiple reels each bearing multiple types of symbols circumferentially, in which the reels begin to rotate upon insertion of a medal and operation of a start lever, and after the reels stop when a stop switch is operated or a predetermined time has elapsed, if a specific symbol or combination of specific symbols is found on an active line visible through the display window, the player is given a bonus such as a medal payout.
[0438] Furthermore, the present invention can also be applied to a gaming machine that combines a pachinko machine and a slot machine, in which the gaming machine body, supported by an outer frame in an openable and closable manner, is equipped with a storage unit and a take-up device, and the reels start to rotate when a start lever is operated after a predetermined number of gaming balls stored in the storage unit have been taken in by the take-up device.
[0439] <Regarding the group of inventions extracted from the above embodiments> The following describes the features of the group of inventions extracted from each of the embodiments described above, showing their effects and other aspects as necessary. For ease of understanding, corresponding configurations in each of the embodiments described above will be indicated in parentheses as appropriate, but the invention is not limited to these specific configurations indicated in parentheses.
[0440] Furthermore, the inventions described in each of the feature groups below were made with the background technology that "for example, in gaming machines such as pachinko machines, there is a game board with a game area formed on the front surface, and the game progresses as game balls flow down through the game area (see, for example, Japanese Patent Publication No. 2004-81853)," and with the problem that "in gaming machines, it is necessary to increase the level of attention given to the game, and there is still room for improvement in this regard" as the problem that the inventions aim to solve.
[0441] <Characteristics Group A> Feature A1. A game area (game area PE) is formed on the front surface through which game balls can flow down, and the game board (transparent board 300) is transparent, A decorative means (decorative sheet 350) is positioned at the rear of the game board and is visible from the front of the game machine through the game board, Positioning means (front peripheral edge portion 310) for positioning the game board and the decorative means such that a space (second space E2) is formed between the game board and the decorative means at a predetermined distance in the front-rear direction, A light-emitting means (side LED 510) is positioned between the game board and the decorative means when viewed in the front-to-back direction, and capable of illuminating the decorative means. A gaming machine characterized by having the following features.
[0442] With the above configuration, since the decorative elements are positioned behind the game board, the decorative elements will not be soiled or damaged by the game balls flowing down the game area. On the other hand, because the decorative elements are positioned behind the game board, it may be difficult for light from the game hall to reach them. Therefore, by providing a space to illuminate the decorative elements, it is possible to brighten the decorative elements and improve their aesthetic appeal while preventing damage to them. Thus, it is possible to increase interest in the game and contribute to increased attention.
[0443] Feature A2. The front surface of the game board is provided with nails (nails 38, etc.) that can change the direction in which the game balls flow down the game area. The gaming machine according to feature A1, characterized in that the nails are provided so as not to protrude into the space.
[0444] With the above configuration, the light from the light-emitting means using the space is not obstructed by the decorative elements, etc. Therefore, it becomes possible to more effectively illuminate the decorative means.
[0445] In particular, if the decorative elements are illuminated with light, it is thought that the decorative elements will become easier to see and the design will be enhanced. However, if the light is illuminated from the front of the game board, the nails on the front of the game board will cast shadows, which may actually make the decorative elements harder to see. Therefore, as described in Feature A1, by providing the light-emitting means in the empty space, it becomes possible to illuminate the decorative elements without being obstructed by the nails.
[0446] Furthermore, "nails capable of changing the direction of the flow of game balls" can also be rephrased as "means of changing the direction of the flow of game balls."
[0447] Feature A3. The gaming machine according to Feature A1 or Feature A2, characterized in that the decorative means is a decorative sheet with a decorative pattern.
[0448] As described above, using a decorative sheet as the decorative means makes it easier to print decorative patterns, and the decorative means itself becomes thinner, preventing the game board components, including the game board itself, from becoming too thick. On the other hand, because it is in sheet form, the decoration tends to be flat, which may reduce its aesthetic appeal. In particular, in a configuration where the sheet is attached to a board-shaped game board, even if the decorative pattern is printed to appear three-dimensional, the pattern tends to appear flat in relation to the shape of the board-shaped game board. In this regard, as described in Feature A1, by providing the decorative sheet with a space between it and the game board, the decorative pattern can be made easily visible regardless of the shape of the game board.
[0449] Feature A4. In the space, a reflective portion (outer surface 421, 331) is provided that receives and reflects light from the light-emitting means. The gaming machine according to any one of features A1 to A3, characterized in that the reflected light from the reflective part is irradiated onto the decorative means.
[0450] According to the above configuration, the decorative means is illuminated not only by direct light from the light-emitting means but also by reflected light from the reflective part. Therefore, the visibility and design of the decorative means can be further improved.
[0451] Feature A5. The game board is provided with a display device (symbol display device 41) having a display screen (display screen G), and a surrounding member (center frame 42) surrounding the display device. The aforementioned enclosing member is formed to extend into the aforementioned space, The gaming machine according to feature A4, characterized in that the reflective portion is formed in the portion of the surrounding member that extends into the space.
[0452] With the above configuration, the effect of feature A3 can be achieved by utilizing existing components, such as the surrounding element that encloses the display screen.
[0453] Although the enclosed member is formed by extending into the open space, the same effect can be obtained by forming the enclosed member by extending from the open space (or from the rear of the open space) toward the front. In short, it is sufficient that a part of the enclosed member is formed to be located within the open space.
[0454] Furthermore, the reflective portion in the above-mentioned space may be formed by a component for attaching the surrounding member to the game board. This makes it easier to apply a mirror finish for reflection.
[0455] Feature A6. The enclosure member is attached to the game board by a mounting portion (flange 422) which is attached by overlapping it from the front. The gaming machine according to feature A5, characterized in that the reflective portion is also formed on the overlapping surface of the mounting portion with respect to the gaming board.
[0456] With the above configuration, even light reflected through the mounting part can be directed onto the decorative means. This ensures that all directed light is utilized without waste, allowing for a more effective lighting effect.
[0457] Feature A7. The light-emitting means irradiates light to the decorative means such that the angle of incidence is obtuse. The gaming machine according to any one of features A1 to A6, characterized in that light from one light-emitting means and light from another light-emitting means or reflected light from the first light-emitting means illuminate the decorative means from both ends.
[0458] As shown in the above configuration, by making the angle of incidence obtuse, a longer distance can be secured from the light-emitting means to the illuminated object of the decorative means compared to a configuration with an acute angle of incidence, thereby increasing the degree of freedom in the placement of the light-emitting means. On the other hand, when the angle of incidence is obtuse, shadows are more likely to be cast on the decorative means. In this respect, since the decorative means is illuminated from both directions (for example, both left and right), the shadow that may be cast by one light can be canceled out by the other light. Therefore, it is possible to make the decorative means more visible.
[0459] Feature A8. The light-emitting means is positioned at a location corresponding to the peripheral edge of the game board (front peripheral edge 310), The gaming machine according to any one of features A1 to A7, characterized in that a shielding portion is formed on the peripheral edge, making it difficult or impossible to see the light-emitting means from the front of the gaming machine.
[0460] With the above configuration, the light-emitting means itself becomes difficult to see from the front of the gaming machine, and only the light from the decorative means can be seen. Therefore, the design of the gaming machine can be further improved.
[0461] <Characteristics Group B> Feature B1. A game area (game area PE) is formed on the front surface through which game balls can flow down, and the game board (transparent board 300) is transparent. The game board is positioned on the front surface and has rails (inner rail section 51, outer rail section 52) capable of guiding game balls into the game area, In the aforementioned game area, a plurality of nails (nails 38) protrude from the surface of the game board toward the front of the game machine, A pattern-forming body (decorative sheet 350, particularly the first pattern sheet 351) is positioned at the rear of the game board, on which patterns are formed, and which allows the patterns to be seen from the front of the game machine through the game board, A gaming machine equipped with [a specific feature / ability].
[0462] According to the above configuration, the object on which rails and nails are installed (the game board) and the object on which patterns are applied (the pattern-forming body) are separated and placed front to back. This avoids the problem of patterns being obscured and looking unsightly when rails and nails are embedded in the patterned area. Therefore, it is possible to enhance the design of the game machine components and attract more interest in the game.
[0463] Feature B2. The game machine according to Feature B1, characterized in that the pattern forming body can be removed from the game machine separately from the game board.
[0464] According to the above configuration, parts replacement can be made easier in amusement halls. For example, it becomes possible to replace only the decorative parts (picture-forming elements) of the machine, which not only reduces the cost required to change machines but also reduces the amount of waste parts generated during replacement.
[0465] Feature B3. It is positioned at the rear of the game machine on the game board and is equipped with an illumination means (illumination plate 400, side LED 510) for irradiating light onto the pattern forming body. The game machine according to feature B1 or feature B2, characterized in that the irradiation means can be removed separately from the game board and the pattern forming body.
[0466] According to the above configuration, light is shone onto the pattern-forming element, improving the visibility of the pattern. In such a configuration, if the illumination means can be removed separately, even if a malfunction occurs in the illumination means's lighting, only that part needs to be replaced, eliminating the need to replace the game board or the pattern-forming element itself. Therefore, it is possible to improve the visibility of the pattern while also making maintenance easier.
[0467] Feature B4. A gaming machine according to any one of Feature B1 to B3, characterized in that it comprises a second pattern-forming body (decorative sheet 350) positioned at the rear of the gaming machine, on which a pattern is formed, and on which the pattern can be seen from the front of the gaming machine through the gaming board and the pattern-forming body.
[0468] With the above configuration, both the first and second pattern forming bodies are visible from the front of the gaming machine. In other words, the first and second pattern forming bodies are stacked, and the patterns on each of these stacked bodies are visible through the gaming board. This configuration allows for greater flexibility in pattern configuration through different combinations of patterns on each body.
[0469] Furthermore, in relation to the second pattern-forming entity, the pattern-forming entity may also be referred to as the first pattern-forming entity.
[0470] Feature B5. The gaming machine according to any one of Feature B1 to B4, characterized in that it is provided with positioning means (front peripheral edge portion 310) for positioning the gaming board and the pattern forming body such that a space is formed between the gaming board and the pattern forming body at a predetermined distance in the front-rear direction.
[0471] According to the above configuration, a space is formed between the game board and the pattern forming body. Therefore, even if the rails and nails on the game board and the patterns on the pattern forming body are positioned to overlap in the front-to-back direction, if the player tilts their gaze (views from an angle), they will appear not to overlap in the front-to-back direction. This makes it possible to avoid the situation where (part of) the patterns on the pattern forming body become invisible no matter what.
[0472] <Characteristics Group C> Feature C1. A game area (game area PE) is formed on the front surface through which game balls can flow down, and the game board (transparent board 300) is transparent. The game board is positioned on the front surface and has rails (inner rail section 51, outer rail section 52) capable of guiding game balls into the game area, A decorative means (decorative sheet 350) is positioned at the rear of the game board and is visible from the front of the game machine through the game board, A light-emitting means (side LED 510) is positioned behind the game board when viewed in the front-to-back direction and capable of illuminating the decorative means, Equipped with, The gaming machine is characterized in that the light-emitting means is positioned outside the rail when viewed from the front.
[0473] With the above configuration, since the decorative elements are positioned behind the game board, the decorative elements will not be soiled or damaged by game balls flowing through the game area. On the other hand, because the decorative elements are positioned behind the game board, it may be difficult for light from the game hall to reach them. Therefore, by illuminating the decorative elements with a light-emitting means positioned behind the game board, the decorative elements will not become dimly lit and will be easily visible.
[0474] Moreover, since the light-emitting mechanism is positioned outside the rail, it does not interfere with the decorative mechanism, allowing the area behind the game area to be fully utilized for decorative purposes. Furthermore, because the light-emitting mechanism is positioned outside the rail, it is possible to conceal the mechanism itself from view from the front of the game machine. And, because the light-emitting mechanism is located at the rear of the game board, there is no need to create light-transmitting holes in the rail even when it is positioned outside the rail.
[0475] As a result, the visibility of the decorative elements can be significantly improved, making it possible to attract interest in the game.
[0476] Feature C2. The game machine according to Feature C1, characterized in that the light-emitting means illuminates the decorative means at an obtuse angle, and is configured to illuminate the decorative means which is located approximately in the center of the game board when viewed from the front.
[0477] As described above, if the configuration allows light to be projected from outside the rails provided at the edge of the game area toward approximately the center, then it can be said that the entire game area can be illuminated. Therefore, the degree of freedom in the arrangement of decorative means and illuminated objects can be improved, and the effect of feature C1 can be more effectively realized.
[0478] Feature C3. The gaming machine according to Feature C1 or Feature C2, characterized in that, in the gaming board, a shielding portion is formed on the outer part of the rail when viewed from the front, making it impossible or difficult to see to the rear.
[0479] According to the above configuration, the light-emitting means placed outside the rails can be made less visible. In particular, even if the visibility of the decorative means is reduced by making it impossible or difficult to see behind the rails, the aesthetic appeal is less likely to be reduced compared to the game area inside the rails. Therefore, by using the above configuration, the aesthetic appeal of the game machine can be improved and interest in playing the game can be increased.
[0480] Feature C4. The game board has a peripheral edge portion (front peripheral edge portion 310) formed with the periphery facing rearward, The gaming machine according to any one of features C1 to C3, characterized in that the light-emitting means is provided on the peripheral edge.
[0481] According to the above configuration, if the game board is formed with a thicker edge facing backward, it becomes possible to install the light-emitting means in that position without having to prepare a new mounting area. Therefore, the configuration can be simplified. In particular, the edge of the game board needs to have a certain length in the thickness direction in order to ensure the strength of the game board. Therefore, the configuration for ensuring that strength can be used at the mounting position of the light-emitting means, and the number of components can be reduced by consolidating functions.
[0482] Feature C5. The gaming machine according to Feature C4, characterized in that the peripheral portion is formed in such a way that it is possible to determine the placement position of gaming machine components that are arranged behind the gaming board.
[0483] According to the above configuration, the positioning function of the gaming machine components located at the rear and the positioning position of the light-emitting means described in feature C5 above can be shared at the peripheral edge.
[0484] Furthermore, the gaming machine components may be decorative means or other plate materials (illumination plate 400).
[0485] Feature C6. The gaming machine according to any one of features C1 to C5, characterized in that a light-transmitting space (second space E2) is formed between the light-emitting means and the irradiated object in the decorative means.
[0486] With the above configuration, light from the light-emitting means is transmitted and irradiated onto the target, so there are no obstructions in the light path, and light can be delivered more directly to the target. Therefore, it is possible to improve the visibility of the target.
[0487] Furthermore, the above configuration can also be rephrased as "light from the light-emitting means reaches the target of illumination in the decorative means without being blocked."
[0488] Feature C7. The game board and the decorative means have a positioning means (front peripheral edge 310) for positioning the game board and the decorative means so as to form a space (second space E2) between them at a predetermined distance in the front-rear direction. The gaming machine according to feature C6, characterized in that the transparent space is formed by the spatial portion.
[0489] According to the above configuration, by providing a predetermined space between the game board and the decorative means, a path for light from the light-emitting means can be secured, improving the visibility of the decorative means. However, by separating the decorative means from the game board, light from the game hall, etc., is less likely to reach the decorative means compared to a configuration in which the decorative means directly touches the game board. On the other hand, because a light-emitting means is provided, providing a space actually makes the decorative means easier to see, and unlike indirect light such as that from the game hall, etc., by irradiating light for game effects, it is possible to realize light effects that match the game situation, etc. Therefore, attention to the game can be suitably increased.
[0490] <Features Group D> Feature D1. A game area (game area PE) is formed on the front surface through which game balls can flow down, and the game board (transparent board 300) is transparent. A decorative means (decorative sheet 350) is positioned to overlap with the game board when viewed in the front-to-back direction, and is visible from the front of the game machine through the game board. A light-emitting means (illuminating plate 400) is positioned at the rear of the game machine where the decorative means is located, and capable of illuminating the decorative means from the rear, Equipped with, The decorative means is characterized in that, when the intensity of the light reaching the decorative means from the light-emitting means is in a first state, a first decoration (such as a second symbol P2) is made visible from the front of the gaming machine, and when the intensity of the light is weaker than the first state or the light does not reach the decorative means in a second state, a second decoration (first symbol P1) different from the first decoration is made visible from the front of the gaming machine.
[0491] According to the above configuration, the decoration projected depends on the state of the light reaching the decorative means, resulting in either a first or second decoration. Therefore, by switching the light-emitting means (or moving the decorative means relative to it), multiple decorative effects can be applied to the same decorative means. This makes it possible to increase interest in the game and enhance its appeal.
[0492] Feature D2. The gaming machine according to Feature D1, characterized in that the decorative means is configured to transmit less light when the intensity of light from the light-emitting means is in the second state than when it is in the first state.
[0493] According to the above configuration, the transmittance of light from the light-emitting means can be used to differentiate between displaying the first decoration and the second decoration. This makes it possible to display different decorations simply by switching the light-emitting means, thereby enhancing the decorative effect with a simple configuration.
[0494] Feature D3. The game machine according to Feature D1 or Feature D2, wherein the decorative means comprises a first decorative sheet (first pattern sheet 351) on which the first decoration is applied and a second decorative sheet (second pattern sheet 353) on which the second decoration is applied, and the second decorative sheet is laminated in front of the first decorative sheet.
[0495] According to the above configuration, the first and second decorations are applied to separate decorative sheets, which simplifies the manufacturing process of the decorative means. Furthermore, if this configuration is applied to feature D2, for example, the light transmittance of the laminated decorative sheets can be used to determine which decoration is visible. In other words, since the second decorative sheet with the second decoration is laminated in front of the first decorative sheet with the first decoration, the second decoration is positioned in front and the first decoration is positioned behind. In this way, by using the light transmittance, ...
Claims
[Claim 1] A game area is formed at the front through which game balls can flow down, and the game board is transparent, A means for displaying effects is positioned behind the game machine, relative to the game board. A movable means that can be displaced between a first position that overlaps with the performance means in the front-to-back direction, and a second position in which the area overlapping with the performance means in the front-to-back direction is smaller than that of the first position, or does not overlap at all. Equipped with, When the movable means is displaced to the first position, the performance means is configured to be able to perform a performance. When the movable means is displaced to the first position, the system is configured to perform a performance using a predetermined non-transparent portion of the movable means positioned at the second position and a predetermined area overlapping with the rear side of the gaming machine. The movable means is configured to allow control of the display mode in the predetermined area when it is positioned in the second position. The configuration allows for performances to be performed in accordance with the results of the game using a specific area of the aforementioned performance means. A gaming machine characterized in that, when the movable means is displaced to the first position, a predetermined portion of the movable means does not overlap with the specific area of the performance means in the front-rear direction.