Gaming machine
Patent Information
- Application Number
- JP2025187147
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-11-06
- Publication Date
- 2026-09-17
- Estimated Expiration
- 2041-08-30
AI Technical Summary
【0006】 本発明によれば、遊技者の負担を軽減することが可能となる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of launching game balls. [Background Art]
[0002] Conventionally, gaming machines capable of launching game balls are known (see Patent Document 1). [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2018-78989 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] However, conventional gaming machines may increase the burden on the player. An object of the present invention is to reduce the burden on the player. [Means for Solving the Problem]
[0005] To achieve the above object, a gaming machine according to a first aspect of the present invention comprises: a game ball guiding member provided on a front surface of a game board; a gaming area formed on the front surface of the game board, the gaming area including a left area and a right area; and launch control means for controlling launch of a game ball in accordance with a rotational operation of an operation means, wherein the game board is To make the display screen of an image display device visible. provided with an opening, the game ball guiding member includes a first game ball guiding member and a second game ball guiding member that guide a game ball, and the first game ball guiding member and the second game ball guiding member are 、 arranged adjacent to each other, and a game ball passes through the opening The edge that forms the boundaryThe peripheral edge of the opening is covered so as not to come into contact with the peripheral edge, and a gap is provided between the first game ball guide member and the second game ball guide member, and the dimensions of the gap are set so that the game ball cannot come into contact with the peripheral edge of the opening through the gap, and the operating means is from the initial position From a predetermined reference position to the maximum position It is rotatable, and the operating means starts rotating from the initial position. When you make it happen The operating torque is defined as the first operating torque, and the operating means is When it reaches the predetermined reference position The operating torque is set to the second operating torque, and the operating means is set When it reaches the maximum position When the operating torque is set to the third operating torque, the second operating torque is greater than the first operating torque, and the third operating torque is greater than the second operating torque and less than or equal to twice the second operating torque. When the operating means is rotated to the predetermined reference position, a game ball is launched into the left-side region, and when the operating means is rotated to the maximum position, a game ball is launched into the right-side region. The gaming machine according to the first invention makes it possible to reduce the burden on the player. [Effects of the Invention]
[0006] According to the present invention, it is possible to reduce the burden on the player. [Brief explanation of the drawing]
[0007] [Figure 1] This is a perspective view showing the overall structure of a pachinko machine. [Figure 2] This figure shows the first opening / closing member 80 positioned in the closed position. [Figure 3] This figure shows the first opening / closing member 80 positioned in the minimum open position. [Figure 4] This figure shows the first opening / closing member 80 positioned in the maximum open position. [Figure 5] This figure shows the second opening / closing member 90 positioned in the closed position. [Figure 6] This figure shows the second opening / closing member 90 positioned in the minimum open position. [Figure 7]It is a diagram showing the second opening / closing member 90 disposed at the maximum open position. [Figure 8] It is an enlarged view showing a firing handle unit. [Figure 9] It is a perspective view showing the firing handle unit in a state where a face cover is removed. [Figure 10] It is a diagram showing the positional relationship between an operation ring and a front frame unit. [Figure 11] It is a diagram showing the positional relationship between an operation ring and an inner frame unit. [Figure 12] It is a diagram showing an example of setting operation torque according to Example 1. [Figure 13] It is a diagram showing an example of setting operation torque according to Example 2. [Figure 14] It is a front view of the game board 11. [Figure 15] It is a front view of the game substrate 11ab. [Figure 16] It is an enlarged view of the portion indicated by arrow A in FIG. 14. [Figure 17] It is an enlarged view of the portion indicated by arrow B in FIG. 14. [Figure 18] It is an enlarged view of the portion indicated by arrow C in FIG. 14. [Figure 19] It is an enlarged view of the outlet 58 and the first starting opening 51. [Figure 20] It is a perspective view showing a state where the other winning openings 55a to 55e are viewed from above. [Figure 21] It is a perspective view showing the inside of the other winning openings 55a to 55e, the first starting opening 51 and the composite winning device 70. [Figure 22] It is an exploded perspective view of the game board. [Figure 23] It is a diagram showing a configuration of an outer rail. [Figure 24] It is a diagram showing an arrangement of the guide hole gh in the outer rail. [Figure 25] It is a cross-sectional view of a rail base. [Figure 26] It is a cross-sectional view taken along line A-A shown in FIG. 1. [Figure 27] It is an enlarged view of FIG. 26. [Figure 28] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 29] This is a block diagram showing the configuration of the launch condition detection circuit and the launch control circuit. [Figure 30] This is a block diagram showing the configuration of the performance control board. [Figure 31] This is a flowchart showing the CPU initialization process. [Figure 32] This is a flowchart showing the main loop processing. [Figure 33] This flowchart shows the evacuation procedure when the power is cut off. [Figure 34] This is a flowchart showing timer interrupt handling. [Figure 35] This is a flowchart showing the dynamic port output process. [Figure 36] This is a flowchart showing the output processing of the performance display device. [Figure 37] This is a flowchart showing the configuration-related processes. [Figure 38] This is a flowchart showing the switch management process. [Figure 39] This is a flowchart showing the process for detecting the starting ball. [Figure 40] Figure 1 is a flowchart showing the starting ball detection process. [Figure 41] This is a flowchart showing the starting ball detection process, as shown in Figure 2. [Figure 42] This is a flowchart showing the process for obtaining special symbol random numbers. [Figure 43] This shows the special game management process. [Figure 44] This is a flowchart showing the special feature change waiting process. [Figure 45] This is a flowchart showing the processing during special feature changes. [Figure 46] This is the flowchart for managing the number of uses. [Figure 47] This is a flowchart showing the processing while the special feature is stopped. [Figure 48] This is a flowchart showing the pre-processing steps before opening the first major prize slot. [Figure 49] This flowchart shows the control process for opening the first major prize slot. [Figure 50] This is a flowchart showing the process for closing the first major prize gate. [Figure 51] This is a flowchart showing the weight processing after the opening of the first major prize slot. [Figure 52] This is a flowchart showing the pre-processing steps before opening the second major prize draw. [Figure 53] This is a flowchart showing the control process for opening the second major prize slot. [Figure 54] This is a flowchart showing the process for closing the second major prize gate. [Figure 55] This is a flowchart showing the weight processing after the opening of the second major prize gate. [Figure 56] This is a flowchart showing the special electric power switching process. [Figure 57] This is the normal game management process. [Figure 58] This is a flowchart showing the process of waiting for changes in the general diagram. [Figure 59] This is a flowchart showing the processing during normal fluctuations. [Figure 60] This is a flowchart showing the process during a system shutdown. [Figure 61] This is a flowchart showing the pre-processing steps for opening a standard electric mechanism. [Figure 62] This is a flowchart showing the process for switching between normal electric power supply and switchgear. [Figure 63] This is a flowchart showing the control process for opening a standard electric mechanism. [Figure 64] This is a flowchart showing the process for activating the closing of a standard electric mechanism. [Figure 65] This flowchart shows the normal motorized mechanism release completion wait process. [Figure 66] This is a flowchart showing the control process for the performance display device. [Figure 67]This is a flowchart showing the sub-timer interrupt processing. [Figure 68] This is a flowchart showing the command parsing process. [Figure 69] This is a flowchart showing the process for receiving pending commands. [Figure 70] This is a flowchart showing the process of receiving pre-read commands. [Figure 71] This is a flowchart showing the process of receiving variable commands. [Figure 72] This is a flowchart showing the process of receiving a stop command. [Figure 73] This is a flowchart showing the process of receiving the opening command. [Figure 74] This is a block diagram showing the configuration of the sound controller. [Figure 75] This diagram explains how to implement sound effects A and B. [Figure 76] This diagram explains how to implement sound effects C, D, E, and F. [Modes for carrying out the invention]
[0008] Embodiments of the present invention will be described below with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to a pachinko machine 1.
[0009] (Overall configuration of Pachinko machine 1) First, let me explain the overall configuration of Pachinko Machine 1. Figure 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 shown in Figure 1 is composed of an outer frame unit 2, a main frame unit (not shown), and a game board unit 10.
[0010] The outer frame unit 2 is composed of a rectangular frame (outer frame). The outer frame unit 2 (outer frame) is then fixed to the island equipment of the amusement arcade.
[0011] The main frame unit consists of an inner frame unit 3 (inner frame) and a front frame unit 4 (front frame). The main frame unit (main frame) is attached to the outer frame unit 2 via a hinge mechanism. The main frame unit is positioned on the front side of the outer frame unit 2. This allows the main frame unit to open and close the front side of the outer frame unit 2. The inner frame unit 3 consists of a rectangular frame (inner frame). The inner frame unit 3 is attached to the outer frame unit 2 via a hinge mechanism. The inner frame unit 3 is positioned on the front side of the outer frame unit 2. The game board unit 10 is attached to the inner frame unit 3. This allows the inner frame unit 3 to open and close the front side of the outer frame unit 2.
[0012] The front frame unit 4 is composed of a rectangular frame (front frame). The front frame unit 4 is attached to the outer frame unit 2 via a hinge mechanism. The front frame unit 4 is positioned on the front side of the inner frame unit 3. This allows the front frame unit 4 to open and close the front side of the inner frame unit 3 (in particular, the front side of the game board unit 10 attached to the inner frame unit 3). Furthermore, the front frame unit 4 is composed of a pair of transparent plates g1 and g2. The pair of transparent plates g1 and g2 are positioned approximately in the center of the front frame unit 4 (front frame) when viewed from the front. The pair of transparent plates g1 and g2 are arranged parallel to each other along the depth direction. Each transparent plate g1 and g2 is formed in a flat shape from a transparent material such as resin or glass. Furthermore, the front frame unit 4 is composed of a decorative unit DU, a receiving tray unit SU, and a launch handle unit 6. The decorative unit DU, the receiving tray unit SU, and the launch handle unit 6 are mounted on the front of the front frame unit 4 (front frame). In particular, the decorative unit DU and the tray unit SU are detachably attached to the front frame unit 4.
[0013] (Configuration of decorative unit DU) Next, we will explain the configuration of the decorative unit DU. The decorative unit DU is positioned to surround the transparent plates g1 and g2. The decorative unit DU consists of a design part (decorative part) 40, a speaker 22 (see Figure 28), and a frame lamp 20 (see Figure 28). The design portion 40 is arranged around the transparent plates g1 and g2. The design portion 40 is made of resin material and has a shape that bulges (protrudes) toward the front. Sound vents 4c are provided at each upper corner of the design portion 40. Each sound vent 4c is provided with multiple sound vents that allow sound output by the speaker 22 to pass through. The speaker 22 is located inside each sound-emitting section 4c. The frame lamp 20 is located inside the design section 40. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) driven by dynamic lighting control.
[0014] (Configuration of the receiving tray unit SU) Next, we will explain the configuration of the receiving unit SU. Figure 2 shows the first opening / closing member 80 positioned in the closed position. Figure 3 shows the first opening / closing member 80 positioned in the minimum open position. Figure 4 shows the first opening / closing member 80 positioned in the maximum open position. Figure 5 shows the second opening / closing member 90 positioned in the closed position. Figure 6 shows the second opening / closing member 90 positioned in the minimum open position. Figure 7 shows the second opening / closing member 90 positioned in the maximum open position. The tray unit SU is located below the transparent plates g1 and g2. The receiving tray unit SU is configured to include a receiving tray capable of storing game balls (loaned balls and prize balls) dispensed by the game ball dispensing device 440, which will be described later. In this embodiment, the receiving tray is configured to include two receiving trays (upper receiving tray 8 and lower receiving tray 9). Here, if the number of game balls stored in the upper tray 8 has not reached a predetermined number (the upper tray 8 is not full), the game balls dispensed by the game ball dispensing device 440 flow into the upper tray 8. If the number of game balls stored in the upper tray 8 has reached a predetermined number (the upper tray 8 is full), the game balls dispensed by the game ball dispensing device 440 flow into the lower tray 9.
[0015] The upper tray 8 is formed in a dish shape with an open top. The bottom surface of the upper tray 8 extends along the left-right direction. Furthermore, the bottom surface of the upper tray 8 is sloped such that, when viewed from the front, the left side is higher and the right side is lower. As a result, game balls that flow into the upper tray 8 flow down the bottom surface of the upper tray 8 from left to right. In the following explanation, when viewed from the front, the left side of the upper tray 8 will be referred to as the "upstream side" of the path through which the game balls flow, and the right side of the upper tray 8 will be referred to as the "downstream side" of the path through which the game balls flow. That is, game balls that flow into the upper tray 8 from the first payout hole 8a, which will be described later, flow down the bottom surface of the upper tray 8 from the upstream side to the downstream side. The rear wall surface of the upper tray 8 is provided with a first dispensing hole 8a and a first discharge hole 8b. The first dispensing hole 8a is located at the upstream end of the upper tray 8 (the upstream end of the path through which the game balls flow). The game balls dispensed by the game ball dispensing device 440 flow into the upper tray 8 through the first dispensing hole 8a. The first discharge hole 8b is located at the downstream end of the upper tray 8 (the downstream end of the path through which the game balls flow). Game balls stored in the upper tray 8 can be discharged out of the upper tray 8 through the first discharge hole 8b. Specifically, the first discharge hole 8b is connected to the second payout hole 9a, which will be described later, via a guide path (not shown) located on the back side of the upper tray 8. As a result, game balls discharged from the first discharge hole 8b pass through the guide path and flow into the lower tray 9 from the second payout hole 9a. This makes it possible to discharge game balls from the upper tray 8 to the lower tray 9 via the first discharge hole 8b. In particular, the first discharge hole 8b is sized to allow game balls to pass through (discharge) one at a time. That is, the first discharge hole 8b is sized to prevent two or more game balls from passing through (discharging) simultaneously. In this embodiment, the inner diameter of the first discharge hole 8b is 14 mm.
[0016] As shown in Figures 2 to 4, a first opening / closing member 80 is provided on the rear side of the upper tray 8, which is capable of opening and closing the first discharge hole 8b. Here, Figures 2 to 4 show the upper tray 8 as viewed from the rear side (i.e., the first discharge hole 8b as viewed from the rear side). The first opening / closing member 80 is an opening / closing member that is opened and closed by a non-electric (manual) method without the use of an actuator. The first opening / closing member 80 is composed of a main body portion 81, an opening / closing piece portion 82, and a connecting portion 83. The main body portion 81 is formed in a plate shape that extends along the left-right direction. The main body portion 81 is provided with two guide holes 81a aligned along the left-right direction. Each guide hole 81a is a through hole that penetrates along the depth direction. Each guide hole 81a is provided to have a predetermined length along the left-right direction. In addition, a mechanical end 8c corresponding to each guide hole 81a is provided on the back surface of the upper tray 8. Each mechanical end 8c is formed in a cylindrical shape and is provided to protrude from the back surface of the upper tray 8 toward the back side. A mechanical end 8c corresponding to the guide hole 81a is inserted into each guide hole 81a. The opening / closing piece 82 is formed in the shape of a rod extending along the left-right direction. The opening / closing piece 82 is provided so as to protrude to the right from the right end of the main body 81. The connecting portion 83 is provided so as to protrude to the left from the left end of the main body portion 81. The connecting portion 83 is provided with a connecting hole 83a. The connecting hole 83a is a through hole that extends through along the depth direction. The connecting hole 83a is provided to have a predetermined length along the vertical direction. The output shaft 88d, which will be described later, is inserted into the connecting hole 83a.
[0017] The first opening / closing member 80 is positioned to the left of the first discharge hole 8b when viewed from the rear side. The first opening / closing member 80 is capable of being displaced along the left-right direction within a range from the closed position (see Figure 2) to the maximum open position (see Figure 4). When the first opening / closing member 80 is in the closed position, the opening / closing piece 82 closes the first discharge hole 8b, making it impossible for game balls to pass through the first discharge hole 8b. When the first opening / closing member 80 is displaced from the closed position toward the left (towards the maximum open position), the closure of the first discharge hole 8b by the opening / closing piece 82 is gradually released, and the first discharge hole 8b is gradually opened. At this time, when the first opening / closing member 80 is positioned at the minimum open position (see Figure 3), the opening width of the first discharge hole 8b becomes approximately the same as the diameter of the game ball, allowing the game ball to pass through the first discharge hole 8b. When the first opening / closing member 80 is positioned at the maximum open position, the entire first discharge hole 8b is opened. In other words, when viewed from the rear, if the first opening / closing member 80 is positioned to the right of the minimum open position (towards the closed position), it is impossible for the game ball to pass through the first discharge hole 8b. On the other hand, when viewed from the rear, if the first opening / closing member 80 is positioned to the left of the minimum open position (towards the maximum open position), it is possible for the game ball to pass through the first discharge hole 8b. As a result, by positioning the first opening / closing member 80 at the minimum open position, the minimum opening width of the first discharge hole 8b that allows the game ball to pass through (discharge) is secured.
[0018] A first ball release button 85 is provided on the side of the upper receiving tray 8. The first ball release button 85 is composed of an operating part 85a and a push-in piece 85b. The operating section 85a is formed in a substantially rectangular parallelepiped shape. The push-in piece 85b is formed in a rod shape. The push-in piece 85b is fixed to the bottom surface of the operating section 85a. In this case, the push-in piece 85b is provided so as to extend downward from the bottom surface of the operating section 85a. The first ball release button 85 is positioned so that its operating section 85a protrudes upward from the upper surface of the receiving tray unit SU. The first ball release button 85 can be operated by the player. Specifically, the first ball release button 85 is designed to be displaceable in the vertical direction. The player can displace the first ball release button 85 in the upward direction by pushing the operating section 85a downward. In particular, the player can displace the lower end of the push-in piece 85b downward by pushing the operating section 85a downward. The first ball release button 85 can be displaced vertically (pressed in) within a range from the initial position (see Figure 2) to the lowest position (see Figure 4). The first ball release button 85 is connected to the first opening / closing member 80 via a bell crank (direction change mechanism) 88. This makes it possible to convert the vertical displacement of the first ball release button 85 into horizontal displacement of the first opening / closing member 80. The bell crank 88 comprises an input crank arm 88a, an output crank arm 88b, and a rotating shaft 88c. Each crank arm 88a and 88b is formed in a rod shape. The bell crank 88 is constructed by connecting the input crank arm 88a and the output crank arm 88b in a roughly "V" shape (boomerang shape). The input crank arm 88a and the output crank arm 88b are connected at a predetermined angle (for example, 90°). In the bell crank 88, a rotating shaft 88c is provided at the connection point between the input crank arm 88a and the output crank arm 88b. In particular, in the bell crank 88, the length of the output crank arm 88b is longer than the length of the input crank arm 88a. This makes it possible to increase the ratio of the displacement (movement) of the first opening / closing member 80 to the amount of operation of the first ball release button 85.
[0019] The rotating shaft 88c is positioned to extend along the depth direction. The bell crank 88 is configured to rotate freely around the rotating shaft 88c. The input-side crank arm 88a is positioned to extend approximately along the left-right direction. As a result, the position of the tip of the input-side clamp arm 88a is displaced vertically in accordance with the rotation of the bell clamp 88. The output crank arm 88b is positioned to extend approximately vertically. As a result, the position of the tip of the output clamp arm 88b is displaced horizontally in accordance with the rotation of the bell clamp 88. An output shaft 88d is provided at the tip of the output crank arm 88b. The output shaft 88d is positioned to extend along the depth direction.
[0020] The lower end of the push-in piece 85b is positioned to contact the upper surface of the tip of the input-side clamp arm 88a. The output shaft 88d, provided at the tip of the output-side crank arm 88b, is inserted into a connecting hole 83a provided at the left end of the first opening / closing member 80. Furthermore, the first opening / closing member 80 is swayed toward the right side (closed position side) when viewed from the rear side by a coil spring sp. As a result, when the operating part 85a of the first ball release button 85 is not operated, the first opening / closing member 80 is positioned in the closed position and the first ball release button 85 is positioned in the initial position. Therefore, it becomes impossible for the game balls to pass through the first discharge hole 8b, and the game balls stored in the upper tray 8 are not discharged. In detail, when the operating part 85a of the first ball release button 85 is not operated, the coil spring sp causes the first opening / closing member 80 to be forced to the right (closed position side) when viewed from the rear, and the left inner surface of each guide hole 81a comes into contact with the mechanical end 8c. As a result, the displacement (displacement to the right) of the first opening / closing member 80 is restricted (prevented) by each mechanical end 8c, and the position of the first opening / closing member 80 is maintained in the closed position. Also, as the first opening / closing member 80 is forced to the right (closed position side) when viewed from the rear, the tip of the output side crank arm 88b is pulled in to the right, the bell crank 88 rotates counterclockwise, and the tip of the input side crank arm 88a pushes the push piece 85b upward. As a result, the first ball release button 85 is placed in its initial position.
[0021] When the operating section 85a is pushed downward from the initial position of the first ball release button 85, the first opening / closing member 80 is displaced from the closed position toward the left (towards the maximum open position) when viewed from the rear. In this case, the greater the amount of operation (amount pushed in) of the operating section 85a, the greater the amount of displacement of the first opening / closing member 80, and as a result, the amount of opening (opening width) of the first discharge hole 8b increases. In detail, when the operating section 85a is pushed downward from the initial position of the first ball release button 85, the lower end of the push-in piece 85b pushes down the tip of the input-side crank arm 88a. As a result, when viewed from the rear, the bell crank 88 rotates clockwise, the tip of the output-side crank arm 88b moves to the left, and the output shaft 88d provided at the tip of the output-side crank arm 88b pulls the first opening / closing member 80 to the left (towards the maximum open position). As a result, the first opening / closing member 80 is displaced from the closed position to the left (towards the maximum open position), and the closure of the first discharge hole 8b by the opening / closing piece 82 is released. Then, by pushing in the operating part 85a, the first opening / closing member 80 is displaced to the minimum open position, allowing the game balls to pass through the first discharge hole 8b, and the game balls stored in the upper tray 8 are discharged from the first discharge hole 8b. Here, in the following description, the position of the first ball release button 85 when the first opening / closing member 80 is in the minimum open position will be referred to as the "specific position". That is, by pushing in the operating part 85a, when the first ball release button 85 is positioned in the specific position, the first opening / closing member 80 is positioned to the minimum open position, allowing the game balls to pass through the first discharge hole 8b, and the game balls stored in the upper tray 8 are discharged from the first discharge hole 8b. As a result, when the first ball release button 85 is positioned above a specific position (towards the initial position), it becomes impossible for the game ball to pass through the first discharge hole 8b. On the other hand, when the first ball release button 85 is positioned below a specific position (towards the lowest position), it becomes possible for the game ball to pass through the first discharge hole 8b. As a result, when the first ball release button 85 is positioned (pressed) at a specific position, the minimum opening width of the first discharge hole 8b that allows the game ball to pass through (discharge) is secured.
[0022] Furthermore, when the first ball release button 85 is pushed to its lowest position, the first opening / closing member 80 is positioned in its maximum open position. That is, when the first ball release button 85 is pushed to its lowest position, the inner surface on the right side of each guide hole 81a comes into contact with the mechanical end 8c when viewed from the rear. As a result, the displacement of the first opening / closing member 80 (displacement to the left) is restricted (blocked) by each mechanical end 8c, and the displacement of the first opening / closing member 80 (displacement to the left) is controlled to the maximum closed position, and consequently, the displacement of the first ball release button 85 (displacement downward) is limited to its lowest position. Then, when the operating part 85a is released from the state in which the first ball release button 85 is in its lowest position, the first opening / closing member 80 returns to the closed position due to the weakening of the coil spring sp, and the first ball release button 85 returns to its initial position. As described above, the player can discharge the game balls stored in the upper tray 8 from the first discharge hole 8b to the lower tray 9 by pressing the first ball release button 85 (operation unit 85a).
[0023] The lower tray 9 is formed in a dish shape with an open top. The bottom surface of the lower tray 9 extends along the left-right direction. Furthermore, the bottom surface of the lower tray 9 is sloped such that, when viewed from the front, the left side is higher and the right side is lower. As a result, game balls that flow into the lower tray 9 flow down the bottom surface of the lower tray 9 from left to right. In the following explanation, when viewed from the front, the left side of the lower tray 9 will be referred to as the "upstream side" of the path through which the game balls flow, and the right side of the lower tray 9 will be referred to as the "downstream side" of the path through which the game balls flow. That is, game balls that flow into the lower tray 9 from the second payout hole 9a, which will be described later, flow down the bottom surface of the lower tray 9 from the upstream side to the downstream side. A second discharge hole 9a is provided on the rear wall surface of the lower tray 9. Additionally, a second discharge hole 9b is provided on the bottom surface of the lower tray 9. The second dispensing hole 9a is located at the upstream end of the lower tray 9 (the upstream end of the path through which the game balls flow). Game balls dispensed by the game ball dispensing device 440 (when the upper tray 8 is full), and game balls discharged from the first discharge hole 8b, flow into the lower tray 9 through the second dispensing hole 9a. The second discharge hole 9b is provided at the downstream end of the lower tray 9 (the downstream end of the path through which the game balls flow). The game balls stored in the lower tray 9 can be discharged to the outside of the lower tray 9 through the second discharge hole 9b. In this embodiment, the game balls stored in the lower tray 9 can be discharged to the outside of the pachinko machine 1 (specifically, to the coin box placed below the lower tray 9) through the second discharge hole 9b. Alternatively, the game balls stored in the lower tray 9 may be discharged to the inside of the pachinko machine 1 (for example, to a counting device for counting the game balls) through the second discharge hole 9b. In particular, the dimensions of the second discharge hole 9b are larger than those of the first discharge hole 8b. This allows the second discharge hole 9b to pass more game balls simultaneously than the first discharge hole 8b. In other words, the number of game balls that can pass through the second discharge hole 9b simultaneously is greater than the number of game balls that can pass through the first discharge hole 8b simultaneously. Specifically, the second discharge hole 9b is configured to allow two or more (five in this embodiment) game balls to pass through (discharge) simultaneously. In this embodiment, the inner diameter of the second discharge hole 9b is 25 mm.
[0024] As shown in Figures 5 to 7, a second opening / closing member 90 is provided on the bottom side of the lower tray 9, which is capable of opening and closing the second discharge hole 9b. Here, Figures 5 to 7 show the lower tray 9 as viewed from below (bottom side) (i.e., the second discharge hole 8b as viewed from below (bottom side)). The second opening / closing member 90 is an opening / closing member that is opened and closed non-electrically (manually) without the use of an actuator. The second opening / closing member 90 is composed of an opening / closing plate portion 91 formed in the shape of a disc. The second opening / closing member 90 can be displaced along the left-right direction within a range from the closed position (see Figure 5) to the maximum open position (see Figure 7). When the second opening / closing member 90 is in the closed position, the entire second discharge hole 9b is closed by the opening / closing plate 91, making it impossible for game balls to pass through the second discharge hole 9b. When the second opening / closing member 90 is displaced from the closed position toward the maximum open position, the closure of the second discharge hole 9b by the opening / closing plate 91 is gradually released, and the second discharge hole 9b is gradually opened. At this time, when the second opening / closing member 90 is positioned at the minimum open position (see Figure 6), the opening width of the second discharge hole 9b becomes approximately the same as the diameter of the game ball, allowing the game ball to pass through the second discharge hole 9b. In particular, when the second opening / closing member 90 is positioned at the minimum open position, it becomes possible to pass (discharge) game balls one by one through the second discharge hole 9b. When the second opening / closing member 90 is positioned at the maximum open position, the entire second discharge hole 9b is opened. In particular, when the second opening / closing member 90 is positioned at the maximum open position, it becomes possible to pass (discharge) two or more game balls (five in this embodiment) through the second discharge hole 9b simultaneously. In other words, when the second opening / closing member 90 is positioned towards the closed position rather than the minimum open position, it becomes impossible for the game ball to pass through the second discharge hole 9b. On the other hand, when the second opening / closing member 90 is positioned towards the maximum open position rather than the minimum open position, it becomes possible for the game ball to pass through the second discharge hole 9b. As a result, by positioning the second opening / closing member 90 at the minimum open position, the minimum opening width of the second discharge hole 9b that allows the game ball to pass through (discharge) is ensured.
[0025] A second ball release button 95 is provided on the front of the lower tray 9. The second ball release button 95 is composed of a flat operating part 95a. The second ball release button 95 is positioned so that its operating section 95a protrudes from the front of the lower tray 9 toward the front. The second ball release button 95 can be operated by the player. Specifically, the second ball release button 95 is designed to be displaceable along the depth direction. The player can displace the second ball release button 95 along the depth direction by pushing the operating section 95a toward the back. The second ball release button 95 can be displaced along the depth direction (pressed in) within a range from the initial position (see Figure 5) to the lowest position (see Figure 7).
[0026] The second ball release button 95 is connected to the second opening / closing member 90 via a deflection mechanism (not shown). This makes it possible to convert the displacement of the second ball release button 95 along the depth direction into the displacement of the second opening / closing member 90 along the left-right direction. The second opening / closing member 90 is de-forced toward the right side (closed position side) when viewed from below by a de-force mechanism (not shown), such as a coil spring. As a result, when the operating part 95a of the second ball release button 95 is not operated, the second opening / closing member 90 is positioned in the closed position and the second ball release button 95 is positioned in the initial position. Therefore, it becomes impossible for the game balls to pass through the second discharge hole 9b, and the game balls stored in the lower tray 9 are not discharged. When the operating section 95a is pushed inward from the initial position of the second ball release button 95, the second opening / closing member 90 is displaced from the closed position toward the left (towards the maximum open position) when viewed from below. In this case, the greater the amount of operation (amount pushed in) of the operating section 95a, the greater the amount of displacement of the second opening / closing member 90, and as a result, the amount of opening (opening width) of the second discharge hole 9b increases. Then, by pushing in the operating part 95a, the second opening / closing member 90 is displaced to the minimum open position, allowing the game balls to pass through the second discharge hole 9b, and the game balls stored in the lower tray 9 are discharged from the second discharge hole 9b. Here, in the following description, the position of the second ball release button 95 when the second opening / closing member 90 is in the minimum open position will be referred to as the "specific position". That is, by pushing in the operating part 95a, when the second ball release button 95 is positioned in the specific position, the second opening / closing member 90 is positioned to the minimum open position, allowing the game balls to pass through the second discharge hole 9b, and the game balls stored in the lower tray 9 are discharged from the second discharge hole 9b. As a result, when the second ball release button 95 is positioned in front of the specific position (towards the initial position), it becomes impossible for the game ball to pass through the second discharge hole 9b. On the other hand, when the second ball release button 95 is positioned behind the specific position (towards the lowest position), it becomes possible for the game ball to pass through the second discharge hole 9b. As a result, when the second ball release button 95 is positioned (pressed) in the specific position, the minimum opening width of the second discharge hole 9b that allows the game ball to pass through (discharge) is secured. Furthermore, when the second ball release button 95 is pushed all the way down, the second opening / closing member 90 is positioned at its maximum open position. This opens the entire second discharge hole 9b, making it possible to discharge two or more (five in this embodiment) game balls simultaneously from the second discharge hole 9b. Then, when the operation unit 95a is released from the state in which the second ball release button 95 is in its lowest position, the second opening / closing member 90 returns to the closed position due to the de-energization mechanism, and the second ball release button 95 returns to its initial position. As described above, by pressing the second ball release button 95 (operation unit 95a), the player can discharge the game balls stored in the lower tray 9 from the second discharge hole 9b to the outside of the pachinko machine 1 (specifically, to the coin box placed below the lower tray 9).
[0027] In particular, in this embodiment, the dimensions of the second discharge hole 9b are larger than those of the first discharge hole 8b. That is, the second discharge hole 9b can pass (discharge) more game balls simultaneously than the first discharge hole 8b. This makes it possible to quickly clear a full-tank error when an abnormal condition occurs (hereinafter referred to as a "full-tank error") in which the receiving trays (upper tray 8 and lower tray 9) become full of game balls and game balls dispensed by the game ball dispensing device 440 cannot be sent to the receiving trays. Furthermore, in this embodiment, the first ball release button 85 can be operated by an amount less than or equal to the diameter of the game ball (approximately 11 mm) to set the first discharge hole 8b in a state where the game ball can pass through (a state in which the game ball can be discharged from the first discharge hole 8b). Specifically, with respect to the first ball release button 85, an operating amount of 4 mm makes it possible to set the first discharge hole 8b in a state where a game ball can pass through (a state where a game ball can be discharged from the first discharge hole 8b). In other words, the amount of movement required to displace the first ball release button 85 from its initial position to a specific position is 4 mm. To put it another way, by pushing the first ball release button 85 4 mm from its initial position, it is possible to position it at a specific location. This makes it possible to dispense game balls from the upper tray 8 with minimal operation. Furthermore, in this embodiment, the second ball release button 95 can be operated with an amount of movement less than or equal to the diameter of the game ball, thereby enabling the game ball to pass through the second discharge hole 9b (making it possible to discharge the game ball from the second discharge hole 9b). In particular, with respect to the second ball release button 95, it is possible to make the second discharge hole 9b passable (make it possible to release a game ball from the second discharge hole 9b) with a smaller amount of operation than the amount of operation required for the first ball release button 85 to make it possible to release a game ball from the first discharge hole 8b. In other words, the amount of operation required for the second ball release button 95 to make the second discharge hole 9b passable (make it possible to release a game ball from the second discharge hole 9b) (minimum amount of operation) is smaller than the amount of operation required for the first ball release button 85 to make the first discharge hole 8b passable (make it possible to release a game ball from the first discharge hole 8b) (minimum amount of operation). Specifically, with respect to the second ball release button 95, an operating amount of 3 mm makes it possible to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b). In other words, the amount of movement required to displace the second ball release button 95 from its initial position to a specific position is 3 mm. To put it another way, by pushing the second ball release button 95 3 mm from its initial position, it is possible to position it at a specific location. In particular, the amount of movement required to displace the second ball release button 95 from its initial position to a specific position is less than the amount of movement required to displace the first ball release button 85 from its initial position to a specific position. This makes it possible to discharge game balls from the lower tray 9 with minimal operation. In particular, when a player needs to quickly remove balls from the tray, such as when a full tray error occurs, it becomes possible to encourage the operation of the second ball removal button 95, which enables efficient ball removal.
[0028] Furthermore, in this embodiment, the second ball release button 95 can be operated with less force than the operating force required for the first ball release button 85 to enable the game ball to be discharged from the first discharge hole 8b. In other words, the operating force required for the second ball release button 95 to enable the game ball to be discharged from the second discharge hole 9b (minimum operating force) is smaller than the operating force required for the first ball release button 85 to enable the game ball to be discharged from the first discharge hole 8b (minimum operating force). Specifically, with respect to the first ball release button 85, an operating force of 4 [N] makes it possible to set the first discharge hole 8b in a state where a game ball can pass through (a state where a game ball can be discharged from the first discharge hole 8b). In other words, the operating force required to displace the first ball release button 85 from its initial position to a specific position is 4 [N]. To put it another way, the first ball release button 85, which is initially positioned, can be moved to a specific position by pressing it with a force of 4 [N]. On the other hand, with respect to the second ball release button 95, an operating load of 2 [N] makes it possible to set the second discharge hole 9b in a state where a game ball can pass through (a state where a game ball can be discharged from the second discharge hole 9b). In other words, the operating force required to displace the second ball release button 95 from its initial position to a specific position is 2 [N]. To put it another way, the second ball release button 95, which is initially positioned, can be moved to a specific position by pressing it with a force of 2 [N]. In particular, the "operating force required to displace the second ball release button 95 from its initial position to a specific position" is less than the "operating force required to displace the first ball release button 85 from its initial position to a specific position". This allows the second ball release button 95 to be operated with less force than the first ball release button 85. Therefore, when a player needs to quickly remove a ball from the tray, such as when a full-tank error occurs, it becomes possible to encourage them to operate the second ball release button 95, which enables efficient ball removal.
[0029] Furthermore, in this embodiment, the maximum operating amount of the second ball release button 95 is greater than the maximum operating amount of the first ball release button 85. That is, the operating amount of the second ball release button 95 required to open the second discharge hole 9b to its upper limit (maximum) is greater than the operating amount of the first ball release button 85 required to open the first discharge hole 8b to its upper limit (maximum). In other words, the amount of movement required to displace the first ball release button 85 from its initial position to its lowest position (maximum movement) is less than or equal to the diameter of the game ball. Specifically, the amount of movement required to displace the first ball release button 85 from its initial position to its lowest position (maximum movement) is 6 mm. In other words, the first ball release button 85 can be positioned at its lowest position by pushing it 6 mm from its initial position. On the other hand, the amount of movement required to displace the second ball release button 95 from its initial position to its lowest position (maximum movement) is greater than or equal to the diameter of the game ball. Specifically, the amount of movement required to displace the second ball release button 95 from its initial position to its lowest position (maximum movement) is 14.5 mm. In other words, the second ball release button 95 can be positioned at its lowest position by pushing it 14.5 mm from its initial position. In particular, the amount of movement required to displace the second ball release button 95 from its initial position to its lowest position (maximum movement) is greater than the amount of movement required to displace the first ball release button 85 from its initial position to its lowest position (maximum movement). As a result, of the two ball release buttons (first ball release button 85 and second ball release button 95), the ball release button with the largest maximum operation range (second ball release button 95) becomes the ball release button with the highest efficiency in dispensing game balls. Therefore, when a player needs to quickly remove balls from the tray, such as when a full-tank error occurs, they can intuitively select to remove balls using the second ball release button 95.
[0030] Furthermore, the tray unit SU is configured to include various operating means that can be operated by the player. In this embodiment, various operating means include a performance button 5b, a rotary selector 5c, a light intensity adjustment button (not shown), a volume adjustment button (not shown), a directional pad button (not shown), and the like. The performance button 5b consists of an operating section that can be pressed by the player, and a button switch 25 (see Figure 28) that detects the operation of the operating section. The button switch 25 outputs a detection signal to the performance control board 300 (see Figure 28) each time the operating section is pressed. The rotary selector 5c (a so-called "jog dial") comprises an operating unit that can be rotated by the player, and a dial switch 26 (see Figure 28) that detects the rotation of the operating unit. The dial switch 26 outputs a detection signal to the performance control board 300 each time the operating unit is rotated by a predetermined angle (for example, 60°).
[0031] The light intensity adjustment button comprises two operating parts (a first operating part and a second operating part) that can be pressed by the player, and a light intensity adjustment switch 27 (see Figure 28) that detects the pressing operation of each operating part. The light intensity adjustment switch 27 outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The volume control button comprises two operating parts (a first operating part and a second operating part) that can be pressed by the player, and a volume control switch 28 (see Figure 28) that detects the pressing operation of each operating part. The volume control switch 28 outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The directional pad consists of four operational buttons (up key button, down key button, left key button, and right key button) that can be pressed by the player, and a directional pad switch 29 (see Figure 28) that detects the pressing of each operational button. The directional pad switch 29 outputs a first detection signal to the performance control board 300 each time the up key button is pressed, a second detection signal to the performance control board 300 each time the down key button is pressed, a third detection signal to the performance control board 300 each time the left key button is pressed, and a fourth detection signal to the performance control board 300 each time the right key button is pressed.
[0032] Furthermore, a lending operation unit 7 is provided on the upper surface of the receiving tray unit SU. The lending operation unit 7 includes a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is communicatively connected to a CR unit 700 that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit 700, the remaining balance of the redeemable medium recorded on the inserted prepaid card is displayed on the balance display device 7c. Furthermore, when the ball dispensing button 7a is operated while the prepaid card is inserted into the CR unit 700, a predetermined number of game balls are dispensed into the upper tray 8. At this time, the remaining balance of the redeemable media recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining balance of the redeemable media is displayed on the balance display device 7c. Furthermore, if the return button 7b is pressed while a prepaid card with remaining credit on the redeemable media is inserted into the CR unit 700, the prepaid card will be returned from the CR unit 700. In this context, prepaid cards include, for example, magnetic storage media and media with embedded storage ICs.
[0033] (Configuration of launch handle unit 6) Next, the configuration of the launch handle unit 6 will be explained. Figure 8 is an enlarged view showing the launch handle unit. Figure 9 is a perspective view showing the launch handle unit with the face cover removed. Here, Figure 8(a) shows the operating ring 72, which will be described later, in its initial position, and Figure 8(b) shows the operating ring 72 in its maximum position. The launch handle unit 6 is mounted on the main frame. Specifically, the launch handle unit 6 is mounted so as to protrude from the front of the front frame unit 4 (front frame) toward the front side. The launch handle unit 6 is positioned to the side of the receiving tray unit SU. As shown in Figures 8 and 9, the firing handle unit 6 comprises a handle base 71, an operating ring 72, a coil spring 73, a face cover 74, and a firing stop button 77.
[0034] The handle base 71 is formed in a substantially cylindrical shape and is fixed to the front of the front frame unit 4 (front frame). The handle base 71 is provided with a rotating shaft 71a and three guide shafts 71b. The rotating shaft 71a is provided along the central axis of the substantially cylindrical handle base 71. The three guide shafts 71b are provided around the rotating shaft 71a. The operating ring 72 is rotatably mounted to the handle base 71. The operating ring 72 comprises a ring portion 72a and a plurality (three in this embodiment) of finger rests fa, fb, and fc provided on the outer circumferential surface of the ring portion 72a. The ring portion 72a is formed in a substantially cylindrical shape (substantially annular or ring-shaped) with an open top and a bottom. Each finger rest fa, fb, and fc is provided to protrude outward from the outer circumferential surface of the ring portion 72a. The three finger rests fa, fb, and fc are provided at predetermined intervals along the circumferential direction of the ring portion 72a. The three finger rests fa, fb, and fc differ in size. In particular, the amount of protrusion from the outer circumferential surface of the ring portion 72a (hereinafter simply referred to as "protrusion amount") differs for each of the three finger rests fa, fb, and fc. That is, the protrusion amount is the dimension (height) from the outer circumferential surface of the ring portion 72a to the vertex (radial vertex) of each finger rest fa, fb, and fc.
[0035] In this embodiment, with the operating ring 72 in its initial position, of the three finger rests fa, fb, and fc arranged along the left-right direction, the finger rest fa on the left has the largest protrusion, the finger rest fc on the right has the smallest protrusion, and the finger rest fb in the middle has a protrusion that is smaller than finger rest fa and larger than finger rest fc. In other words, with the operating ring 72 in its maximum position, of the three finger rests fa, fb, and fc arranged vertically, the upper finger rest fa has the largest protrusion, the lower finger rest fc has the smallest protrusion, and the middle finger rest fb has a protrusion that is smaller than finger rest fa and larger than finger rest fc. In other words, the protrusion amounts of each finger rest fa, fb, and fc are, in descending order of protrusion amount, finger rest fa, finger rest fb, and finger rest fc (large protrusion amount → small protrusion amount).
[0036] The bottom surface of the ring portion 72a is provided with a bearing hole (not shown) and a pair of guide holes 72b. The bearing hole is provided along the central axis of the ring portion 72a, which is formed in a substantially cylindrical shape. Each guide hole 72b is an elongated through-hole that curves along the circumferential direction. The pair of guide holes 72b are arranged around the bearing hole with a 180° phase difference. One end of the coil spring 73 is locked to a receiving portion (not shown) of the handle base 71, and the other end is locked to a receiving portion (not shown) of the operating ring 72. The coil spring 73 biases the operating ring 72 toward its initial position. The face cover 74 is formed in a roughly hemispherical shape. The face cover 74 is attached to the tip of each guide shaft 71b by screw fastening. As a result, the operating ring 72 is rotatably clamped in the area between the handle base 71 and the face cover 74. The face cover 74 covers (conceals) the top surface of the open ring portion 72a. The firing stop button 77 is located on the outer surface of the handle base 71. The firing stop button 77 can be pressed by the player.
[0037] The operating ring 72 is mounted to the handle base 71 with its rotating shaft 71a inserted through a bearing hole and its guide shaft 71b inserted through a guide hole 72b. This allows the operating ring 72 to rotate freely around the rotating shaft 71a relative to the handle base 71. In this case, the rotation range of the operating ring 72 is restricted by the guide shaft 71b inserted through the guide hole 72b. In other words, as described above, the operating ring 72 is constantly biased in a counterclockwise direction when viewed from the front by the elastic force of the coil spring 73. Therefore, when the operating ring 72 is not being rotated, one end face of each guide hole 72b contacts the guide shaft 71b. This restricts the rotation of the operating ring 72 in the counterclockwise direction, and the operating ring 72 is positioned (stationary) in its initial position. On the other hand, the operating ring 72 can be rotated clockwise when viewed from the front by rotating it against the biasing force (elastic force) of the coil spring 73. When the amount of clockwise rotation of the operating ring 72 reaches a predetermined amount, the other end face of each guide hole 72b comes into contact with the guide shaft 71b. This restricts the clockwise rotation of the operating ring 72, and the operating ring 72 is positioned (stationary) at its maximum position. On the other hand, when the rotation of the operating ring 72 is completed (stopped), the operating ring 72 is returned to its initial position by the biasing force (elastic force) of the coil spring 73. As described above, the operating ring 72 can be rotated by the player. In this case, the player can easily rotate the operating ring 72 by placing their fingers on the respective finger rests fa, fb, and fc. In particular, the operating ring 72 can be rotated (displaced and operated) within a range from the initial position (see Figure 8(a)) to the maximum position (see Figure 8(b)). As will be described later, the game area 30 is configured with a left-side path (left-handed play area) formed on the left side of the image display device 31 and a right-side path (right-handed play area) formed on the right side of the image display device 31 as paths through which the game balls flow. Then, in response to the rotation of the operating ring 72, the game balls launched by the game ball launching device 430 pass through the launching passage (not shown) and flow into the game area 30. If the momentum of the launched game ball is weak, the game ball that has passed through the launching passage flows into the left-side path. On the other hand, if the momentum of the launched game ball is strong, the game ball that has passed through the launching passage passes through the guidance passage (not shown) and flows into the right-side path.
[0038] The firing handle unit 6 comprises a firing volume 411 (see Figure 28), a touch sensor 412 (see Figure 28), and a firing stop switch 413 (see Figure 28). The firing volume 411 is composed of a variable resistor. The firing volume 411 detects the amount of rotation of the operating ring 72 (the angle by which the operating ring 72 is rotated). Specifically, the firing volume 411 is composed of a rotating shaft (not shown) and a resistor (not shown) whose resistance value changes according to the amount of rotation (rotation angle) of the rotating shaft. The rotating shaft of the firing volume 411 is fixed coaxially with respect to the bearing hole of the operating ring 72. As a result, the rotating shaft of the firing volume 411 rotates in response to the rotation of the operating ring 72, and the resistance value of the firing volume 411 changes according to the amount of rotation of the operating ring 72. The firing volume 411 is electrically connected to the operation detection unit 421 (see Figure 29). The operation detection unit 421 detects the rotation operation (amount of rotation) of the operating ring 72 based on the change in the resistance value (voltage value) of the firing volume 411.
[0039] The touch sensor 412 detects contact (grasping) of the operating ring 72 by the player based on changes in capacitance. When contact of the player with the operating ring 72 is detected, the touch sensor 412 outputs a touch signal to the firing condition detection unit 422 (see Figure 29) (the touch signal is set to a high level). On the other hand, when contact of the player with the operating ring 72 is not detected, the touch sensor 412 stops outputting a touch signal to the firing condition detection unit 422 (the touch signal is set to a low level). The firing stop switch 413 detects when the firing stop button 77 is pressed. When the firing stop button 77 is not pressed, the firing stop switch 413 outputs a firing stop signal to the firing ready condition detection unit 422 (setting the firing stop signal to a high level). On the other hand, when the firing stop button 77 is pressed, the firing stop switch 413 stops outputting the firing stop signal to the firing ready condition detection unit 422 (setting the firing stop signal to a low level).
[0040] (Positional relationship between the operating ring 72 and the main frame) Next, we will explain the positional relationship between the operating ring 72 and the main frame. Figure 10 shows the positional relationship between the operating ring and the front frame unit. Figure 11 shows the positional relationship between the operating ring and the inner frame unit. In this embodiment, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the main frame. That is, as shown in Figure 10, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the front frame unit 4 (front frame). Also, as shown in Figure 11, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the inner frame unit 3 (inner frame). Furthermore, in this embodiment, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the main frame. That is, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the front frame unit 4 (front frame). Also, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the inner frame unit 3 (inner frame). This prevents damage to the firing handle unit 6 (operating ring 72) by ensuring that the finger rests fa, fb, and fc do not come into contact with the floor or other surface even when the main frame is placed on the floor or other surface. In particular, in this embodiment, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the main frame. That is, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the front frame unit 4 (front frame). Furthermore, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude below the lower edge of the inner frame unit 3 (inner frame). This makes it possible to more reliably prevent damage to the firing handle unit 6 (operating ring 72).
[0041] Furthermore, in this embodiment, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the main frame. That is, as shown in Figure 10, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the front frame unit 4 (front frame). Also, as shown in Figure 11, when the operating ring 72 is in its initial position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the inner frame unit 3 (inner frame). Furthermore, in this embodiment, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the main frame. That is, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the front frame unit 4 (front frame). Also, when the operating ring 72 is in its maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the inner frame unit 3 (inner frame). This prevents damage to the firing handle unit 6 (operating ring 72) by preventing the finger rests fa, fb, and fc from coming into contact with the wall or other object, even if the main frame is accidentally struck against it. In particular, in this embodiment, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the main frame. That is, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the front frame unit 4 (front frame). Also, regardless of the position (rotation) of the operating ring 72 within the range from the initial position to the maximum position, each finger rest fa, fb, fc (top) does not protrude to the right of the right edge of the inner frame unit 3 (inner frame). This makes it possible to more reliably prevent damage to the firing handle unit 6 (operating ring 72).
[0042] Furthermore, in this embodiment, of the three finger rests fa, fb, and fc, the finger rest fa, which has the largest protrusion, is configured so that when the operating ring 72 is in its maximum position, it is not located at the lowest point in the rotational trajectory of the finger rest fa. Here, the "rotational trajectory of the finger rest fa" is the trajectory traced by the finger rest fa as the operating ring 72 rotates within the range from its initial position to its maximum position. In this embodiment, when the operating ring 72 is in its initial position, the finger rest fa is positioned at the lowest point in its rotational trajectory. When the operating ring 72 is in its maximum position, the finger rest fa is positioned higher than the lowest point in its rotational trajectory. This makes it easier for the player to place their fingers on the finger rest fa, and as a result, makes it easier to rotate the operating ring 72.
[0043] More specifically, as shown in Figures 10 and 11, the distance D1 from the rotation center (rotation axis 71a) of the operating ring 72 to the top of the finger rest fa is set to 53.4 [mm]. The distance D2 from the rotation center (rotation axis 71a) of the operating ring 72 to the top of the finger rest fb is set to 45.6 [mm]. The distance D3 from the rotation center (rotation axis 71a) of the operating ring 72 to the top of the finger rest fc is set to 39.3 [mm]. The distance E from the rotation center (rotation axis 71a) of the operating ring 72 to the edge (radial end) of the ring portion 72a is set to 34.6 [mm]. In particular, the distance F from the rotation center (rotation axis 71a) of the operating ring 72 to the lower edge of the front frame unit 4 (front frame) is set to 40.0 [mm]. Also, the distance G from the rotation center (rotation axis 71a) of the operating ring 72 to the right edge of the front frame unit 4 (front frame) is set to 49.1 [mm]. As a result, dimension D3 < dimension F < dimension G, and when the operating ring 72 rotates within the range from the initial position to the maximum position, the apex of the finger rest fc will no longer protrude outward from the edge of the front frame unit 4 (front frame). Also, dimension D2 < dimension G, and when the operating ring 72 rotates within the range from the initial position to the maximum position, the apex of the finger rest fb will no longer protrude outward from the edge of the front frame unit 4 (front frame). Furthermore, the distance H from the rotation center (rotation axis 71a) of the operating ring 72 to the lower edge of the inner frame unit 3 (inner frame) is set to 45.0 [mm]. Also, the distance I from the rotation center (rotation axis 71a) of the operating ring 72 to the right edge of the inner frame unit 3 (inner frame) is set to 51.1 [mm]. As a result, dimension D3 < dimension H < dimension I, so that when the operating ring 72 rotates within the range from the initial position to the maximum position, the apex of the finger grip portion fc will not protrude outward from the edge of the inner frame unit 3 (inner frame). Also, dimension D2 < dimension I, so that when the operating ring 72 rotates within the range from the initial position to the maximum position, the apex of the finger grip portion fb will not protrude outward from the edge of the inner frame unit 3 (inner frame).
[0044] (Operating torque of operating ring 72) Next, we will explain the operating torque of the operating ring 72. Figure 12 shows an example of setting the operating torque according to Example 1. Figure 13 shows an example of setting the operating torque according to Example 2. In the following explanation, the operating torque required to start rotation of the operating ring 72 from its initial position will be referred to as the "first operating torque." That is, the first operating torque is the operating torque required to start movement of the operating ring 72 when it is positioned in its initial position. Therefore, when the operating torque acting on the operating ring 72 in its initial position (operating torque directed toward the maximum position) reaches the first operating torque, the operating ring 72 will start rotating toward the maximum position. Furthermore, the operating torque required to rotate the operating ring 72 from its initial position to the left-handed reference position is defined as the "second operating torque." In other words, the second operating torque is the operating torque required to displace the operating ring 72, which is positioned in its initial position, to the left-handed reference position. Therefore, when the second operating torque (operating torque directed toward the maximum position) is applied to the operating ring 72 in its initial position, the operating ring 72 rotates from its initial position to the left-handed reference position. Here, the "left-handed reference position" is the position of the operating ring 72 that enables the game ball to be launched towards the left-side path, which will be described later. In particular, the left-handed reference position is the position of the operating ring 72 that enables the game ball to be launched stably towards the left-side path. In this embodiment, the left-handed reference position is defined as the central position (angle) within the range (angle) of the operating ring 72 from which the game ball will be launched towards the left-side path.
[0045] Furthermore, the operating torque required to rotate the operating ring 72 from its initial position to its maximum position is defined as the "third operating torque." In other words, the third operating torque is the operating torque required to displace the operating ring 72, which is initially positioned, to its maximum position. Therefore, when the third operating torque (an operating torque directed towards the maximum position) is applied to the operating ring 72 in its initial position, the operating ring 72 rotates from its initial position to its maximum position. In this embodiment, the maximum rotation position and the right-hand shooting reference position coincide. The "right-hand shooting reference position" is the position of the operating ring 72 that enables the game ball to be launched towards the right-side path, which will be described later. In particular, the right-hand shooting reference position is the position of the operating ring 72 that enables the game ball to be launched stably towards the right-side path. Furthermore, the maximum rotation position and the right-hand shooting reference position may not coincide. In other words, the right-hand shooting reference position may be defined as the central position (angle) within the range (angle) of the operating ring 72 from which the game ball is launched along the right-side path.
[0046] In this embodiment, the second operating torque is greater than the first operating torque. Also, the third operating torque is greater than the second operating torque. In particular, the third operating torque is less than or equal to twice the second operating torque. This reduces the difference between the second and third operating torques, preventing a sharp increase in the operating torque when the operating ring 72 is rotated from the left-handed reference position to the maximum position (right-handed reference position) compared to the operating torque when the operating ring 72 is rotated from the initial position to the left-handed reference position. Therefore, player fatigue caused by operating the operating ring 72 is suppressed, and the burden on the player is reduced. Furthermore, in this embodiment, the second operating torque is less than or equal to twice the first operating torque. This reduces the difference between the first and second operating torques, preventing a sudden increase in the operating torque required to move the operating ring 72 from its initial position to the left-handed reference position. Consequently, player fatigue from operating the operating ring 72 is reduced, thereby lessening the burden on the player.
[0047] As shown in Figure 12, in Example 1, the first operating torque is 6.8 [N·mm], the second operating torque is 13.6 [N·mm], and the third operating torque is 23.8 [N·mm]. Furthermore, as shown in Figure 13, in Example 2, the first operating torque is 27.2 [N·mm], the second operating torque is 54.4 [N·mm], and the third operating torque is 95.2 [N·mm]. On the other hand, in the comparative example, the first operating torque was set to 31.0 [N·mm], the second operating torque to 69.0 [N·mm], and the third operating torque to 152.0 [N·mm]. As a result, in Examples 1 and 2, compared to the comparative example, it is possible to flatten the operating torque curve (a curve showing the relationship between operating torque and position), and when rotating the operating ring 72 from the initial position to the maximum position, the operating torque does not increase abruptly, thereby reducing the burden on the player. In particular, in Example 1, compared to Example 2, the amount of change in operating torque when rotating the operating ring 72 from the initial position to the maximum position is small, which further reduces the burden on the player.
[0048] (Rotation angle of the operating ring 72) Next, we will explain the rotation angle of the operating ring 72. In the following explanation, the operating angle (rotation angle) of the operating ring 72 from its initial position to the left-handed reference position will be referred to as the "first operating angle." That is, if the operating ring 72, which is positioned in its initial position, is rotated by the first operating angle (rotated toward the maximum position), the operating ring 72 will be positioned at the left-handed reference position. Furthermore, the operating angle (rotation angle) of the operating ring 72 from its initial position to its maximum position is defined as the "second operating angle." That is, if the operating ring 72, which is initially positioned, is rotated by the second operating angle (rotated toward the maximum position), the operating ring 72 will be positioned at its maximum position. In this embodiment, the first operating angle is within the range of 45° to 60°, and the second operating angle is within the range of 100° to 120°. In particular, the first operating angle is less than half of the second operating angle. This makes it easier for the player to launch the game ball towards the right-hand path.
[0049] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be explained. Figure 14 is a front view of the game board 11. Figure 15 is a front view of the game circuit board 11ab. Figure 16 is an enlarged view of the part indicated by arrow A in Figure 14. Figure 17 is an enlarged view of the part indicated by arrow B in Figure 14. Figure 18 is an enlarged view of the part indicated by arrow C in Figure 14. Figure 19 is an enlarged view of the out opening 58 and the first start opening 51. Figure 20 is a perspective view showing the other prize openings 55a to 55e as seen from above. Figure 21 is a perspective view showing the inside of the other prize openings 55a to 55e, the first start opening 51 and the combined prize device 70. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is mounted inside the inner frame of the inner frame unit 3. As a result, the game board unit 10 is positioned on the rear side of the front frame unit 4. The player can then see the game board 11 (game area 30), which will be described later, through the transparent plates g1 and g2. In this embodiment, the game area 30, which will be described later, is formed between the back of the transparent plate g2, which is positioned on the rear side of the pair of transparent plates g1 and g2, and the front of the game board 11. The game board unit 10 comprises a set board (not shown), a game board 11 attached to the set board, and various display devices (image display device 31, movable unit, etc.) attached to the set board. The set plate is formed in a box shape with the front side open. An opening consisting of a through hole is provided approximately in the center of the back panel of the set plate.
[0050] The game board 11 is attached to the front side of the set board. As shown in Figure 14, the game board 11 is composed of a game board 11ab and various components attached to the game board 11ab. The game board 11ab consists of a board 11a and a cell sheet 11b (design layer) attached to the front surface of the board 11a. As a result, the front surface of the game board 11ab is decorated with the cell sheet 11b. The substrate 11a is constructed in a flat shape using materials such as acrylic resin, plywood, or veneer. The cell sheet (design sheet / decorative sheet) 11b is placed on the front surface of the substrate 11a to decorate it (add aesthetic appeal). The cell sheet 11b is made of cellulose resin or the like and is constructed in a film-like (sheet-like) form. The front surface of the cell sheet 11b is decorated with a design (pattern) by silk screen printing. In this embodiment, various components such as a windmill W, nails (not shown), inner rail 12, rail base 13, outer rail 14, left structure B1, right structure B2, upper structure B3, lower structure B4, fourth symbol display device 61, other prize entry structure B5, starter structure B6, and composite prize entry device 70 are attached to the front (front side) of the game board 11ab.
[0051] (Manufacturing process for game board 11) Now, let's explain the manufacturing process of the game board 11. In the manufacturing process of the game board 11, first, a rectangular circuit board 11a and a cell sheet 11b with a design pre-printed on it are prepared. Next, adhesive is applied to the front surface of the circuit board 11a. Then, the cell sheet 11b is attached to the front surface of the circuit board 11a using a cell bonding machine. This forms the game board 11ab. In the manufacturing process of the game board 11, various openings (through holes and openings) are then formed in the game board 11ab using a drilling machine. Additionally, various pilot holes (non-through holes) for positioning the nails and windmills W are formed on the front surface of the game board 11ab using a gauge press machine. The various openings are through holes (openings) that penetrate the game board 11 (substrate 11a and cell sheet 11b). As shown in Figure 15, in this embodiment, among the various openings provided on the game substrate 11ab, the openings (openings) provided within the game area 30 include an opening PH1 for the image display device 31, an opening PH2 for the fourth symbol display device 61, openings PH3 to PH6 for other prize winning openings 55a to 55e, an opening PH7 for the combined prize winning device 70, an opening PH8 for the first start opening 51, an opening PH9 for the out opening 58, and an opening for screws (not shown). In this embodiment, various openings (through holes and openings) are formed in the game board 11ab. As a result, various openings (through holes and openings) are formed at the same positions in the cell sheet 11b and the board 11a. Therefore, for each opening, the periphery of the opening in the cell sheet 11b coincides with the periphery of the opening in the board 11a.
[0052] The opening PH1 is located at a position corresponding to the display screen 31a of the image display device 31, which is positioned on the rear side (back side) of the game board 11ab (set board). This allows the player to view the display screen 31a (various images displayed on the display screen 31a) through the opening PH1 and an opening (not shown) provided in the set board. The opening PH2 is an opening for arranging the fourth graphic display device 61. Specifically, the opening PH2 is an opening for inserting the harness (electric wires) extending from the fourth graphic display device 61. The opening PH3 is an opening that constitutes the other prize entry opening 55a. Specifically, the opening PH3 is an opening that allows game balls that have entered the other prize entry opening 55a to pass through to the back side of the game board 11 (game circuit board 11ab). Opening PH4 is an opening that constitutes the other prize-winning openings 55b and 55c. Specifically, opening PH4 is an opening that allows game balls that have entered the other prize-winning openings 55b and 55c to pass through to the back side of the game board 11 (game circuit board 11ab).
[0053] The opening PH5 is an opening that constitutes the other prize entry opening 55d. Specifically, the opening PH5 is an opening that allows game balls that have entered the other prize entry opening 55d to pass through to the back side of the game board 11 (game circuit board 11ab). The opening PH6 is an opening that constitutes the other prize entry point 55e. Specifically, the opening PH6 is an opening that allows game balls that have entered the other prize entry point 55e to pass through to the back side of the game board 11 (game circuit board 11ab). The opening PH7 is an opening for arranging the combined prize winning device 70. Specifically, the opening PH7 is an opening through which harnesses (wires) extending from various switches and sensors of the combined prize winning device 70 are inserted, and an opening for passing game balls that have entered the various ball entry points (specifically, the second start entry point 52, the main prize entry point 53, the operation entry point 54, and the other prize entry points 55f) that make up the combined prize winning device 70 to the back side of the game board 11 (circuit board 11a). The opening PH8 is an opening that constitutes the first start opening 51. Specifically, the opening PH8 is an opening that allows game balls that have entered the first start opening 51 to pass to the back side of the game board 11 (game circuit board 11ab). The opening PH9 is an opening that constitutes the outlet 58. Specifically, the opening PH9 is an opening that allows game balls that have entered the outlet 58 to pass through to the back side of the game board 11 (game circuit board 11ab). The various pilot holes are non-through holes that do not penetrate the game board 11ab (they penetrate the cell sheet 11b but not the board 11a). The various pilot holes serve as markers for positioning the nails and windmills W.
[0054] In the manufacturing process of the game board 11, a nail gun is then used to place nails and windmills W into the pre-drilled holes provided on the front surface of the game board 11ab. In the manufacturing process of the game board 11, various components (left structure B1, right structure B2, upper structure B3, lower structure B4, fourth symbol display device 61, other prize slot structure B5, start slot structure B6, combined prize slot device 70, inner rail 12, rail base 13, outer rail 14, etc.) are then manually attached to the front (front) of the game board 11ab. Based on the above, the game board 11 is manufactured.
[0055] (Regarding the suppression of peeling of the cell sheet 11b from the game board 11ab) Next, we will explain how to suppress the peeling of the cell sheet 11b from the game board 11ab. As described above, the game board 11ab is provided with various openings within the game area 30 through which the game balls flow (specifically, an opening PH1 for the image display device 31, an opening PH2 for the fourth symbol display device 61, openings PH3 to PH6 for other prize entry openings 55a to 55e, an opening PH7 for the combined prize entry device 70, an opening PH8 for the first start opening 51, an opening PH9 for the out opening 58, an opening for screws (not shown), etc.). In this case, if an opening is provided within the game area 30, repeated contact of the game balls with the periphery of the opening in the cell sheet 11b (hereinafter referred to as the "opening edge") may cause the cell sheet 11b to peel off from the game board 11ab (board 11a). Therefore, in the pachinko machine 1, more than 95% of all the opening edges (specifically, openings PH1 to PH9) provided within the game area 30 are covered by the back surfaces of various components. Here, "covering" refers to a state in which the back surface of the component contacts and covers the opening edge. As a result, the opening edge is pressed down by the back surface (rear surface) of the component, making it possible to suppress the peeling of the cell sheet 11b from the game board 11ab. Furthermore, in the pachinko machine 1, the portion of the opening edge provided within the game area 30 that is not covered by the back surface of the component is configured in such a way that the game ball cannot come into contact with it, or the weight of the game ball prevents the cell sheet 11b from curling up. The following describes in detail the configuration implemented in the pachinko machine 1 to suppress the peeling of the cell sheet 11b from the game board 11ab.
[0056] The opening PH1 is located approximately in the center of the game board 11ab when viewed from the front. On the game board 11ab, the opening edge (front end) of the opening PH1 is covered by multiple components. Specifically, the opening edge (front end) of the opening PH1 is covered by the left structure B1, the right structure B2, the upper structure B3, the lower structure B4, and the composite prize winning device 70. Alternatively, the entire opening edge of the opening PH1 may be covered by a single component. The left structure B1, right structure B2, upper structure B3, lower structure B4, and the combined prize-winning device 70 are components that guide the game balls so that they do not enter the opening PH1. In particular, the left structure B1, right structure B2, upper structure B3, and lower structure B4 are structures that constitute the passages (paths) through which the game balls flow down (pass). The left structure B1, right structure B2, upper structure B3, and lower structure B4 are each made of resin. Specifically, the left structure B1 is composed of a back panel b1 and a member (not shown) that constitutes the upstream part of the left-side path, which is configured on the front (front) side of the back panel b1. The right structure B2 is composed of a back panel b2 and a member (not shown) that constitutes the upstream part of the right-side path, which is configured on the front (front) side of the back panel b2. The upper structure B3 includes a back plate b3 and a member (not shown) that constitutes a guide passage r2 configured on the front (front) side of the back side b3. The guide passage r2 guides the game ball launched from the launch passage r1 to the right-hand path. The lower structure B4 includes a back plate b4 and a member (not shown) that constitutes the warp path r3 configured on the front of the back plate b4. The warp path r3 includes an entry port 56a into which game balls flowing down the left-side path can enter, and a rolling stage 56b that rolls (oscillates) the game balls that have entered through the entry port 56a and then discharges them upward to the first start port 51. The combined prize-winning device 70 is composed of a back panel (not shown) and components (not shown) that constitute the downstream portion of the right-side path and various ball entry points (specifically, the main prize entry point 53, the second start entry point 52, the operation entry point 54, and other prize entry points 55f) located on the front (front) side of the back panel. The back panel of the combined prize-winning device 70 is made of resin.
[0057] The left structure B1, the right structure B2, the upper structure B3, the lower structure B4, and the combined prize-winning device 70 cover the opening edge (front end) of the opening PH1 so that the game balls do not come into contact with the opening edge (front end) of the opening PH1. In other words, the opening edge (front end) of the opening PH1 is almost entirely covered by the back panel b1 of the left structure B1, the back panel b2 of the right structure B2, the back panel b3 of the upper structure B3, the back panel b4 of the lower structure B4, and the back panel of the composite prize-winning device 70. This makes it possible to suppress peeling from the substrate 11a to the portion of the opening edge of the opening PH1 that is covered by the back plate b1 of the left structure B1, the back plate b2 of the right structure B2, the back plate b3 of the upper structure B3, the back plate b4 of the lower structure B4, and the back plate of the composite prize award device 70. Here, as shown in Figure 16, the back panel b1 of the left structure B1 and the back panel b3 of the upper structure B3 are arranged at a predetermined interval. That is, the back panel b1 of the left structure B1 and the back panel b3 of the upper structure B3 are arranged with a gap G1 in between. As a result, the portion of the opening edge of the opening PH1 corresponding to the gap G1 is not covered by the constituent members and is exposed. Furthermore, the gap G1 is structured in such a way that game balls can flow down and pass through the front side of the gap G1 (a structure in which game balls can reach the front side of the gap G1). However, in the pachinko machine 1, the game balls flowing down the game area 30 are prevented from contacting the opening edge (front end) of the opening PH1 through the gap G1. In other words, the dimensions (spacing) of the gap G1 are designed so that the game balls cannot contact the opening edge (front end) of the opening PH1 through the gap G1. Specifically, the spacing (dimensions) of the gap G1 is set to be less than the diameter of the game ball. In particular, the spacing (dimensions) of the gap G1 is set to be less than or equal to the diameter of the shaft (body) of the nail. This makes it possible to absorb the deformation of the left structure B1 and the upper structure B3 due to thermal expansion through the gap G1, while suppressing the peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball in the part of the opening edge of the opening PH1 corresponding to the gap G1. In this embodiment, a route for the game balls to flow down is constructed using various components such as nails, so that the game balls do not reach the gap G1.
[0058] Furthermore, as shown in Figure 17, the back panel b3 of the upper structure B3 and the back panel b2 of the right structure B2 are arranged at a predetermined interval. That is, the back panel b3 of the upper structure B3 and the back panel b2 of the right structure B2 are arranged with a gap G2 in between. As a result, the portion of the opening edge of the opening PH1 corresponding to the gap G2 is not covered by the constituent members and is exposed. The gap G2 is structured in such a way that game balls can flow down and pass through the front side of the gap G2 (a structure in which game balls can reach the front side of the gap G2). However, in the pachinko machine 1, the game balls flowing down the game area 30 are prevented from contacting the opening edge (front end) of the opening PH1 through the gap G2. In other words, the dimensions (spacing) of the gap G2 are designed so that the game balls cannot contact the opening edge (front end) of the opening PH1 through the gap G2. Specifically, the spacing (dimensions) of the gap G2 is set to be less than the diameter of the game ball. In particular, the spacing (dimensions) of the gap G2 is set to be less than or equal to the diameter of the shaft (body) of the nail. This makes it possible to absorb the deformation of the upper structure B3 and the right structure B2 due to thermal expansion through the gap G2, while suppressing the peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball in the part of the opening edge of the opening PH1 corresponding to the gap G2. In this embodiment, a route for the game balls to flow down is constructed using various components such as nails, so that the game balls do not reach the gap G2.
[0059] Furthermore, as shown in Figure 18, the back panel b2 of the right structure B2 and the back panel of the composite prize device 70 are arranged at a predetermined interval. That is, the back panel b2 of the right structure B2 and the back panel of the composite prize device 70 are arranged with a gap G3 in between. As a result, the portion of the opening edge of the opening PH1 corresponding to the gap G3 is not covered by the constituent members and is exposed. The gap G3 is structured in such a way that game balls can flow down and pass through the front side of the gap G3 (a structure in which game balls can reach the front side of the gap G3). However, in the pachinko machine 1, the game balls flowing down the game area 30 are prevented from contacting the opening edge (front end) of the opening PH1 through the gap G3. In other words, the dimensions (spacing) of the gap G3 are designed so that the game balls cannot contact the opening edge (front end) of the opening PH1 through the gap G3. Specifically, the spacing (dimensions) of the gap G3 is set to be less than the diameter of the game ball. In particular, the spacing (dimensions) of the gap G3 is set to be less than or equal to the diameter of the shaft (body) of the nail. This makes it possible for the deformation due to thermal expansion of the right structure B2 and the composite prize-winning device 70 to be absorbed by the gap G3, while also making it possible to suppress the peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball in the part of the opening edge of the opening PH1 corresponding to the gap G3. In this embodiment, a route for the game balls to flow down is constructed using various components such as nails, so that the game balls do not reach the gap G3.
[0060] Furthermore, the back panel b2 of the lower structure B4 and the back panel of the composite prize device 70 are arranged at a predetermined interval. That is, the back panel b4 of the lower structure B4 and the back panel of the composite prize device 70 are arranged with a predetermined gap (not shown) in between. As a result, the portion of the opening edge of the opening PH1 that corresponds to the predetermined gap is not covered by the component and is exposed. However, the structure is such that the game balls cannot flow down or pass through the front side of the predetermined gap (the structure is such that the game balls cannot reach the front side of the predetermined gap). As a result, it is impossible for the game balls to come into contact with the opening edge of the opening PH1 in the predetermined gap. Similarly, the back panel b1 of the left structure B1 and the back panel b4 of the lower structure B4 are arranged at a predetermined interval. That is, the back panel b1 of the left structure B1 and the back panel b4 of the lower structure B4 are arranged with a predetermined gap (not shown) in between. As a result, the portion of the opening edge of the opening PH1 corresponding to the predetermined gap is not covered by the component and is exposed. However, the structure is such that the game ball cannot flow down or pass through the front side of the predetermined gap (the game ball cannot reach the front side of the predetermined gap). As a result, it is impossible for the game ball to come into contact with the opening edge of the opening PH1 in the predetermined gap. As described above, the opening edge (front end) of the opening PH1 is almost entirely covered by multiple components. In particular, the portion of the opening edge of the opening PH1 that is not covered by the components is designed so that it is impossible for the game ball to come into contact with it. This ensures that the entire opening edge of the opening PH1 cannot be contacted by the game ball, thereby suppressing the peeling of the cell sheet 11b from the game board 11ab.
[0061] The fourth symbol display device 61 covers the opening edge (front end) of the opening PH2 so that the game ball does not come into contact with the opening edge (front end) of the opening PH2. In other words, the entire opening edge (front end) of the opening PH2 is covered by the back plate of the fourth pattern display device 61. This configuration prevents the game ball from coming into contact with the entire opening edge of the opening PH2, thereby suppressing the peeling of the cell sheet 11b from the game board 11ab. The fourth symbol display device 61 is composed of a back panel (not shown) and a variable display device (dot matrix LED, color bar (full color LED), etc.) arranged on the front side of the back panel. The back panel of the fourth symbol display device 61 is made of resin. The fourth symbol display device 61 is capable of forming a second performance symbol display area a4 (not shown) on which the second performance symbol z2 (not shown) is displayed by the variable display device.
[0062] The other prize-winning structure B5 covers a portion of the opening edges (front ends) of openings PH3 to PH6 so that the game balls do not come into contact with the opening edges (front ends) of openings PH3 to PH6. In other words, a portion of the opening edge (front end) of each opening PH3 to PH6 is covered by the back plate b5 of the other prize-winning opening structure B5. The other prize slot structure B5 is made of resin. As shown in Figure 20, the other prize slot structure B5 is composed of a back plate b5 and five ball entry sections 57a to 57e configured on the front side of the back plate b5. Each ball entry section 57a to 57e is formed in a cup shape (concave shape) that opens upward (including diagonally upward). Each ball entry section 57a to 57e has an opening (ball entry slot) (not shown) into which game balls flow. Each ball entry section 57a to 57e is capable of receiving game balls flowing downward (including diagonally downward) through the opening. Here, each ball entry section 57a to 57e is capable of receiving game balls flowing down the left-side path. The ball entry section 57a guides the game balls that enter it to flow into the opening PH3. In other words, the game balls that enter the ball entry section 57a pass through the opening PH3 and are guided to the back side (rear side) of the game board 11. The ball entry section 57b guides the game balls that enter it to flow into the opening PH4. That is, the game balls that enter the ball entry section 57b pass through the opening PH4 and are guided to the back side (rear side) of the game board 11. The ball entry section 57c guides the game balls that enter it to flow into the opening PH4. That is, the game balls that enter the ball entry section 57c pass through the opening PH4 and are guided to the back side (rear side) of the game board 11. The ball entry section 57d guides the game balls that enter it to flow into the opening PH5. In other words, the game balls that enter the ball entry section 57d pass through the opening PH5 and are guided to the back side (rear side) of the game board 11. The ball entry section 57e guides the game balls that enter it to flow into the opening PH6. That is, the game balls that enter the ball entry section 57e pass through the opening PH6 and are guided to the back side (rear side) of the game board 11.
[0063] In this embodiment, as shown in Figure 20, each opening PH3, PH5, and PH6 is provided with a covered portion (not shown) covered by the back plate b5 of the other prize-winning structure B5, and an uncovered portion (exposed portion) NC not covered by the back plate b5 of the other prize-winning structure B5. In this case, the uncovered portion NC is set in a portion (predetermined range) of the opening edge of each opening PH3, PH5, and PH6 that corresponds to the opening (ball entry slot) of each ball entry section 57a, 57d, and 57e. That is, the uncovered portion NC is set in a predetermined upper portion (predetermined range) of the opening edge of each opening PH3, PH5, and PH6. In other words, the uncovered portion NC is set in a predetermined upper part of the opening edge of each opening PH3, PH5, and PH6. In particular, the uncovered portion NC is set in a predetermined portion (predetermined range) that includes the vertex of the opening edge of each opening PH3, PH5, and PH6. On the other hand, of the opening edges of each opening PH3, PH5, and PH6, all parts other than the uncovered portion NC are covered. In other words, the covered portion is set at a predetermined lower part of the opening edge of each opening PH3, PH5, and PH6. As a result, of the opening edges (front ends) of each opening PH3, PH5, and PH6, the parts corresponding to the openings (ball entry points) of each ball entry point 57a, 57d, and 57e are not covered by the back plate b5 of the other prize entry point structure B5, while the other parts are covered by the back plate b5 of the other prize entry point structure B5. In particular, of the opening edges of each opening PH3, PH5, and PH6, the upper predetermined portion (uncovered portion NC) is not covered by the back plate b5 of the other prize entry point structure B5, while the other parts (covered portion) are covered by the back plate b5 of the other prize entry point structure B5. Furthermore, in this embodiment, the opening PH4 is provided with a covered portion (not shown) covered by the back plate b5 of the other prize slot structure B5, and an uncovered portion (exposed portion) NC not covered by the back plate b5 of the other prize slot structure B5. In this case, the uncovered portion NC is set in the portion (predetermined range) of the opening edge of the opening PH4 that corresponds to the opening (ball entry slot). That is, the uncovered portion NC is set in the upper predetermined portion (predetermined range) of the opening edge of the opening PH4. Here, the opening PH4 is divided by the other prize slot structure B5 into an opening corresponding to the ball entry slot 57b (an opening constituting the other prize slot 55b) and an opening corresponding to the ball entry slot 57c (an opening constituting the other prize slot 55c). Furthermore, the uncovered portion NC is set in a predetermined area (predetermined range) including the vertex of the opening edge of each of the openings corresponding to the ball entry portion 57b (the opening that constitutes the other prize entry portion 55b) and the opening corresponding to the ball entry portion 57c (the opening that constitutes the other prize entry portion 55c). On the other hand, all other parts of the opening edge of the opening PH4, excluding the uncovered portion NC, are covered portions. As a result, of the opening edge (front end) of the opening PH4, the portion corresponding to the openings (ball entry portions) of each ball entry portion 57b, 57c is not covered by the back plate b5 of the other prize entry portion structure B5, while the other portion is covered by the back plate b5 of the other prize entry portion structure B5. In particular, of the opening edge of the opening PH4, the upper predetermined portion (uncovered portion NC) is not covered by the back plate b5 of the other prize entry portion structure B5, while the other portion (covered portion) is covered by the back plate b5 of the other prize entry portion structure B5.
[0064] As described above, the opening edges (front ends) of each opening PH3 to PH6 are such that the portion corresponding to the opening (ball entry opening) of each ball entry section 57a to 57e (a predetermined upper portion) is not covered by the back plate b5 of the other prize entry structure B5, and is an exposed uncovered portion NC that allows contact with the game ball, while the other portion is covered by the back plate b5 of the other prize entry structure B5, and is a covered portion that prevents contact with the game ball. Here, if we only consider suppressing the peeling of the cell sheet 11b from the game board 11ab, it is preferable to cover the entire opening edge (front end) of each opening PH3 to PH6 with the back plate b5 of the other prize opening structure B5. However, if the entire opening edge (front end) of each opening PH3 to PH6 is covered with the back plate b5 of the other prize opening structure B5, the structure of the other prize opening structure B5 becomes more complex, and the amount of material (resin in this embodiment) required to construct the other prize opening structure B5 increases, thus increasing the manufacturing cost. Therefore, in the pachinko machine 1, a predetermined portion (uncovered portion NC) of the opening edge (front end) of each opening PH3 to PH6 is not covered by the other prize opening structure B5. This simplifies the structure of the other prize opening structure B5 and reduces the amount of material required to construct the other prize opening structure B5, thereby reducing manufacturing costs. In this case, if a predetermined portion (uncovered portion NC) of the opening edge of each opening PH3 to PH6 is not covered by the other prize-winning structure B5, there is a risk that the cell sheet 11b may peel off in that predetermined portion (uncovered portion NC) due to contact with the game ball. Therefore, in the pachinko machine 1, an uncovered section NC is provided at the opening edge (front end) of each opening PH3 to PH6, in the portion corresponding to the opening (ball entry port) of each ball entry section 57a to 57e. As a result, in the uncovered section NC, the periphery of the cell sheet 11b extends downward, so if peeling of the cell sheet 11b occurs, the periphery of the cell sheet 11b will curl upward. Therefore, in the pachinko machine 1, each ball entry section 57a to 57e, which is configured in the other prize entry structure B5, is open upward and is configured to receive game balls that flow downward (fall). As a result, in the uncovered section NC, the periphery (front end) of the cell sheet 11b that is trying to curl up is pressed down by the weight of the game balls flowing into each ball entry section 57a to 57e, thereby suppressing the peeling of the cell sheet 11b. In particular, in the pachinko machine 1, an uncovered section NC is provided at the upper part (especially a predetermined range including the vertex of the opening edge) of the opening edge (front end) of each opening PH3 to PH6. As a result, in the uncovered section NC, the periphery of the cell sheet 11b extends downward, so if peeling of the cell sheet 11b occurs, the periphery of the cell sheet 11b will curl up upward. Therefore, in the pachinko machine 1, the openings (ball entry openings) of each ball entry section 57a to 57e, which are made up of the other prize entry structure B5, are opening upward and are configured to receive game balls that flow (fall) downward. As a result, in the uncovered section NC, the periphery of the sheet material that is trying to curl up is pressed down by the weight of the game balls flowing into each ball entry section 57a to 57e, making it possible to suppress the peeling of the cell sheet 11b. As a result, in pachinko machine 1, it is possible to prevent the cell sheet 11b from peeling off from the game board 11ab while reducing manufacturing costs.
[0065] Furthermore, in the pachinko machine 1, when viewed from the front, the entire opening edge (front end) of each opening PH3 to PH6 is concealed by the front panel (not shown) of the other prize-winning structure B5. This makes it possible to prevent the aesthetic appearance from being compromised, even if peeling of the cell sheet 11b occurs at the upper part of the opening edge of each opening PH3 to PH6. Furthermore, in a front view, the upper part of the opening edge of each opening PH3 to PH6 may not be concealed by the front panel of the other prize-winning opening structure B5.
[0066] The combined prize-winning device 70 covers the opening edge (front end) of the opening PH7 so that the game balls do not come into contact with the opening edge (front end) of the opening PH7. In other words, the entire opening edge (front end) of the opening PH7 is covered by the back plate of the combined prize-winning device 70. This configuration prevents the game balls from coming into contact with the entire opening edge of the opening PH7, thereby suppressing the peeling of the cell sheet 11b from the game board 11ab. The start port structure B6 covers the opening edge (front end) of the opening PH8 so that the game ball does not come into contact with the opening edge (front end) of the opening PH8. In other words, the entire opening edge (front end) of the opening PH8 is covered by the back plate 51a of the start port structure B6. This configuration prevents the game ball from coming into contact with the entire opening edge of the opening PH8, and makes it possible to suppress the peeling of the cell sheet 11b from the game board 11ab. The starting port structure B6 is made of resin. As shown in Figure 19, the starting port structure B6 includes a back plate 51a and a ball entry section 51b located on the front side of the back plate 51a. The ball entry section 51b is formed in a cup shape (concave) that opens upward. The ball entry section 51b is capable of receiving game balls flowing downward. Here, game balls flowing down the left-side path can enter the ball entry section 51b. The ball entry section 51b guides the entered game balls to flow into the opening PH8. That is, game balls that enter the ball entry section 51b pass through the opening PH8 and are guided to the back side of the game board 11.
[0067] The start port structure B6 and the inner rail 12 guide the game balls to flow into the opening PH9. The start port structure B6 and the inner rail 12 cover the opening edge (front end) of the opening PH9 so that the game balls do not come into contact with the opening edge (front end) of the opening PH9. In other words, the opening edge of the opening PH9 is covered by multiple components. Specifically, the opening edge (front end) of the opening PH9 is almost entirely covered by the back plate 51a of the start port structure B6 and the inner rail 12. As a result, the portion of the opening edge of the opening PH9 that is covered by the back plate 51a of the start port structure B6 and the inner rail 12 is prevented from coming into contact with the game balls, and it is possible to suppress the peeling of the cell sheet 11b from the game board 11ab. Here, as shown in Figure 19, the back plate 51a and inner rail 12 of the start port structure B6 are arranged at a predetermined interval. That is, the back plate 51a and inner rail 12 of the start port structure B6 are arranged with two gaps G4 in between. As a result, the portion of the opening edge of the opening PH9 corresponding to each gap G4 is not covered by the constituent members and is exposed. Furthermore, each gap G4 is structured in such a way that the game ball can flow down and pass through the front side of the gap G4 (a structure in which the game ball can reach the front side of the gap G4). However, in the pachinko machine 1, the game balls flowing down the game area 30 are prevented from contacting the opening edge (front end) of the opening PH9 through each gap G4. In other words, the dimensions (spacing) of each gap G4 are designed so that the game balls cannot contact the opening edge (front end) of the opening PH9 through each gap G4. Specifically, the spacing (dimensions) of each gap G4 is set to be less than the diameter of the game ball. In particular, the spacing (dimensions) of each gap G4 is set to be less than or equal to the diameter of the shaft (body) of the nail. This makes it possible for the deformation due to thermal expansion of the starting port structure B6 and the inner rail 12 to be absorbed by each gap G4, while also making it possible to suppress the peeling of the cell sheet 11b from the game board 11ab due to contact with the game ball in the portion of the opening edge of the opening PH9 corresponding to each gap G4. As described above, the opening edge (front end) of the opening PH9 is almost entirely covered by multiple components. In particular, the portion of the opening edge of the opening PH9 that is not covered by the components is designed so that it is impossible for the game ball to come into contact with it. This ensures that the entire opening edge of the opening PH9 cannot be contacted by the game ball, thereby suppressing the peeling of the cell sheet 11b from the game board 11ab. Here, the opening edges (front ends) of each pilot hole in the cell sheet 11b are configured such that the game balls cannot come into contact with the opening edges (front ends) by the placement of nails or windmills W. In addition, the opening edges of the screw holes in the cell sheet 11b are configured such that the game balls cannot come into contact with the opening edges by the screw being screwed in. As a result, in pachinko machine 1, it is possible to suppress the peeling of the cell sheet 11b from the game board 11ab.
[0068] (Regarding the inner rail 12 and outer rail 14) Next, the inner rail 12 and the outer rail 14 will be described. Figure 22 is an exploded perspective view of the game board. Figure 23 is a diagram showing the configuration of the outer rail. Figure 24 is a diagram showing the arrangement of guide holes gh in the outer rail. Figure 25 is a cross-sectional view of the rail base. Figure 23(a) shows the outer rail 14 viewed from the side, and Figure 23(b) shows the outer rail 14 viewed from the front. Figure 24 shows the outer rail 14 attached to the game board 11 viewed from the front. In Figure 25, the game balls are indicated by the symbol "B". An inner rail 12, a rail base 13, and an outer rail 14 are attached to the front of the game board 11 (circuit board 11a). The game area 30 is then demarcated by the inner rail 12, the outer rail 14, etc. The inner rail 12 is made of resin or the like. When viewed from the front, the inner rail 12 is configured in an arc shape. The outer surface of the inner rail 12 constitutes an inner guiding surface 12a that guides the game ball. A return ball prevention piece 12b is provided at the tip of the inner rail 12. The return ball prevention piece 12b prevents the game ball, which has been launched from the launch passage r1 into the game area 30, from returning to the launch passage r1.
[0069] The rail base 13 is made of resin or the like. As shown in Figure 22, the rail base 13 is provided with a guide surface 13b that supports the outer rail 14. When viewed from the front, the guide surface 13b extends in an arc shape. The guide surface 13b is inclined toward the rear side (the front side of the game board 11) on at least a portion of its longitudinal direction. In this embodiment, substantially the entire longitudinal area of the guide surface 13b is inclined toward the rear side. This allows the outer guide surface 14c of the outer rail 14 supported by the guide surface 13b to be inclined toward the rear side (the front side of the game board 11) on at least a portion of its longitudinal direction (substantially the entire area in this embodiment). This makes it difficult for the game balls launched by the game ball launcher 430 to flow toward the front side (the transparent plate g2 side), thereby suppressing contact with the transparent plate g2. The guide surface 13b is provided with multiple protrusions (bosses) pr. Each protrusion pr is formed as a substantially elliptical convex portion and is provided to protrude from the guide surface 13b. Each protrusion pr is fitted into a guide hole gh provided in the outer rail 14, and positions the outer rail 14 relative to the rail base 13 (game board 11). The base end (start end) of the rail base 13 is provided with a base end support portion (not shown) that supports the base end bend portion 14a provided on the outer rail 14. The base end support portion is configured as a recess into which the base end bend portion 14a can be inserted. Furthermore, the tip end (end end) of the rail base 13 is provided with a tip end support portion (not shown) that supports the tip end bend portion 14b provided on the outer rail 14. The tip end support portion is configured as a recess into which the tip end bend portion 14b can be inserted. Furthermore, the rail base 13 is provided with a covering portion 13a that covers (supports) the side surface (front side surface) of the outer rail 14 when viewed from the front.
[0070] The outer rail 14 is made of metal. As shown in Figures 22 and 23, the outer rail 14 is formed in a flat plate shape and extends in an arc shape when viewed from the front. The base end (start end) of the outer rail 14 is provided with a base-side bend 14a. The base-side bend 14a is formed by bending the base end of the outer rail 14 into a roughly L-shape. The tip end (end end) of the outer rail 14 is provided with a tip-side bend 14b. The tip-side bend 14b is formed by bending the tip of the outer rail 14 into a roughly U-shape. The outer circumferential surface of the arc-shaped outer rail 14 is supported by the guide surface 13b of the rail base 13. The inner circumferential surface of the arc-shaped outer rail 14 constitutes the outer guide surface 14c that guides the game ball. The outer rail 14 (outer guide surface 14c) is provided with a plurality of guide holes gh. Each guide hole gh is a through hole that penetrates the outer rail 14 in the thickness direction. Each guide hole gh is a substantially elliptical through hole into which a protruding portion pr can be fitted. On the outer rail 14 (outer guide surface 14c), guide holes gh are provided at positions corresponding to each protrusion pr provided on the guide surface 13b when the outer rail 14 is supported (mounted) on the guide surface 13b. As a result, the guide holes gh and the protrusions pr guide (define) the mounting position of the outer rail 14 with respect to the rail base 13 (guide surface 13b), and consequently guide (define) the mounting position of the outer rail 14 with respect to the game board 11.
[0071] Next, the arrangement of the guide holes gh on the outer rail 14 (outer guide surface 14c) will be explained. Here, the arrangement of the multiple guide holes gh on the outer rail 14 and the arrangement of the multiple protrusions pr on the guide surface 13b correspond to each other. Therefore, the arrangement conditions for the multiple guide holes gh on the outer rail 14 and the arrangement conditions for the multiple protrusions pr on the guide surface 13b are identical to each other. Therefore, the arrangement conditions for the multiple guide holes gh on the outer rail 14 will be explained below, and the arrangement conditions for the multiple protrusions pr on the guide surface 13b will be omitted from the explanation. The outer rail 14 is attached to the front of the game board 11 via the rail base 13. When the outer rail 14 (outer guide surface 14c) is attached to the game board 11, it extends in an arc shape when viewed from the front. As shown in Figure 24, in the following explanation, when viewing the outer rail 14 attached to the game board 11 from the front, the uppermost part of the outer rail 14 (upper vertex) will be referred to as "upper vertex P1", and the leftmost part of the outer rail 14 (left vertex) will be referred to as "left vertex P2". Then, the range from the base (starting end) of the outer rail 14 to the left vertex P2 is defined as the "first range H1", the range from the left vertex P2 to the top vertex P1 of the outer rail 14 is defined as the "second range H2", and the range from the top vertex P1 to the tip (end) of the outer rail 14 is defined as the "third range H3". Furthermore, the range from the left vertex P2 of the outer rail 14 to the tip (end) is defined as the "fourth range." That is, the fourth range = second range H2 + third range H3. Furthermore, the range from the base (starting point) of the outer rail 14 to the upper vertex P1 is defined as the "fifth range." That is, the fifth range = the first range H1 + the second range H2. Furthermore, the range from the base (start) end to the middle section of the outer rail 14 is designated as the "sixth range," and the range from the middle section to the tip (end) of the outer rail 14 is designated as the "seventh range." Here, the "middle section" is the middle (center) part of the outer rail 14 in the longitudinal direction.
[0072] In this embodiment, the first range H1 has more guide holes gh than the second range H2, and the second range H2 has more guide holes gh than the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is equal to or greater than the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the second range H2 is equal to or greater than the number of guide holes gh provided in the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is equal to or greater than the number of guide holes gh provided in the third range H3, and the number of guide holes gh provided in the second range H2 is equal to or greater than the number of guide holes gh provided in the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is equal to or greater than the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the first range H1 is equal to or greater than the number of guide holes gh provided in the third range H3. Furthermore, in this embodiment, the first range H1 has a greater number of guide holes gh than the fourth range. Furthermore, in this embodiment, the fifth range has a greater number of guide holes gh than the third range H3. Furthermore, in this embodiment, the sixth range has a greater number of guide holes gh than the seventh range.
[0073] Specifically, the first range H1 has three guide holes gh along its longitudinal direction. On the other hand, the second range H2 has two guide holes gh along its longitudinal direction. On the other hand, the third range H3 does not have any guide holes gh. As a result, the fourth range has two guide holes gh along its longitudinal direction. The fifth range has five guide holes gh along its longitudinal direction. The sixth range has four guide holes gh along its longitudinal direction. The seventh range has one guide hole gh along its longitudinal direction. In other words, in the outer rail 14, the impact received by the collision of game balls launched by the game ball launcher 430 is greater at the base end (game ball launcher 430 side) than at the tip end (end end) end, and the influence on the launch direction of the game balls launched by the game ball launcher 430 is greater at the base end (end end) end. As a result, the outer rail 14 requires higher mounting strength and more precise placement at the base end (towards the game ball launching device 430) than at the tip end (end end). Therefore, in this embodiment, by increasing the number of guide holes gh provided on the base end side (game ball launching device 430 side) of the outer rail 14, it becomes possible to prevent misalignment and vibration at the base end side. This also stabilizes the trajectory of the game balls, making it possible to play the game according to the design specifications. In particular, it becomes possible to prevent damage and vibration of the outer rail 14 due to collisions with launched game balls. This makes it possible to prevent the launched game balls from wobbling due to such damage and vibration, and makes it possible to stably send the launched game balls to the surface of the game board 11. As a result, irregular movements of the game balls are reduced, and the game can be played stably. On the other hand, by reducing the number of guide holes gh provided at the leading edge (end) of the outer rail 14, it becomes possible to process the outer rail 14 and attach it to the rail base 13 more easily. As a result, it is possible to prevent misalignment and vibration of the outer rail 14, while also facilitating the processing of the outer rail 14 and its attachment to the game board 11.
[0074] In particular, in this embodiment, guide holes gh are not formed at the upper vertex P1 and left vertex P2 of the outer rail 14. In other words, when an impact is applied to the upper or lower side or left or right side of the game board 11, the impact is strongly transmitted to the upper vertex P1 or left vertex P2 of the outer rail 14. As a result, if guide holes gh are formed at the upper vertex P1 and left vertex P2 of the outer rail 14, the strength of the upper vertex P1 and left vertex P2 will decrease due to the formation of the guide holes gh, and there is a risk that the outer rail 14 will be damaged when the above impact is transmitted. Therefore, by forming the guide holes gh while avoiding the upper vertex P1 and left vertex P2 of the outer rail 14, it is possible to suppress damage to the outer rail 14. Furthermore, in this embodiment, no guide holes gh are formed in the third range H3. This makes it possible to process the outer rail 14 and attach it to the rail base 13. However, it is also acceptable to have one or more guide holes gh formed in the third range H3.
[0075] As described above, in this embodiment, five guide holes gh are formed in the outer rail 14 along the longitudinal direction. In this case, the spacing between the five guide holes gh is uneven. In particular, the spacing between the five guide holes gh is set to be wider towards the tip side (end side). In other words, the spacing between the five guide holes gh is set to be narrower towards the base side (start side). Each guide hole gh is formed in a position where it does not come into contact with the game balls launched by the game ball launching device 430. That is, as shown in Figure 25, each guide hole gh is formed at the rear end (front side of the game board 11) in the width direction of the outer rail 14. In particular, each guide hole gh is formed in the width direction of the outer rail 14 at a position further back (front side of the game board 11) than a position that is front of the game board 11 by the radius of the game ball from the front of the game board 11.
[0076] Next, we will explain how to attach each rail 12, 14 to the game board 11 (circuit board 11a). To attach the inner rail 12 to the game board 11, a positioning projection (not shown) on the back side of the inner rail 12 is inserted into a positioning recess (not shown) on the front side of the game board 11. This positions the inner rail 12 at a predetermined location on the front of the game board 11. The inner rail 12 is then fixed to the front of the game board 11 by screw fastening. To attach the outer rail 14 to the game board 11, first, the rail base 13 is attached to the front of the game board 11. This is done by inserting a positioning protrusion (not shown) on the back side of the rail base 13 into a positioning recess (not shown) on the front of the game board 11. This positions the rail base 13 at a predetermined location on the front of the game board 11. Then, the rail base 13 is fixed to the front of the game board 11 by screwing it in. Next, the outer rail 14 is attached to the rail base 13. To do this, the outer surface of the outer rail 14 is positioned along the guide surface 13b of the rail base 13. The base end bent portion 14a of the outer rail 14 is inserted (fitted) into the base end support portion of the rail base 13, and the tip end bent portion 14b of the outer rail 14 is inserted (fitted) into the tip end support portion of the rail base 13. Furthermore, each protrusion pr provided on the guide surface 13b is inserted (fitted) into each guide hole gh provided on the outer rail 14. In this way, the outer rail 14 is attached to the rail base 13 with substantially the entire longitudinal direction of the outer surface of the outer rail 14 supported by the guide surface 13b.
[0077] On the front of the game board 11, the game area 30 is demarcated by an inner rail 12, an outer rail 14, etc. The game area 30 is configured as a path for the game balls to flow down, consisting of a left-side path (left-handed area) formed to the left of the image display device 31 and a right-side path (right-handed area) formed to the right of the image display device 31. Furthermore, on the front of the game board 11, the inner guide surface 12a of the inner rail 12 and the outer guide surface 14c of the outer rail 14 are arranged facing each other at a predetermined distance apart. Between the inner guide surface 12a and the outer guide surface 14c, a launching passage r1 is formed to guide the game balls launched by the game ball launching device 430 into the game area 30. Furthermore, the game area 30 has a guidance passage r2 that guides (directs) the game ball launched from the launch passage r1 to the right-hand path. The guidance passage r2 is formed at the upper end of the game area 30. The guidance passage r2 is formed above the image display device 31. When viewed from the front, the guidance passage r2 extends in an arc shape. In this embodiment, the outer circumferential surface ra of the guided passage r2 is formed by the outer guide surface 14c. Furthermore, a decorative part 33 is provided above the opening on the front of the game board 11. The inner circumferential surface rb of the guided passage r2 is formed on the upper surface of the decorative part 33. The game balls launched by the game ball launching device 430 pass through the launching passage r1 and flow into the game area 30. If the momentum of the launched game ball is weak, the game ball that has passed through the launching passage r1 flows into the left-hand path. On the other hand, if the momentum of the launched game ball is strong, the game ball that has passed through the launching passage r1 passes through the guidance passage r2 and flows into the right-hand path.
[0078] (Regarding the positional relationship between the design element 40 and the guideway r2) Next, the positional relationship between the design element 40 and the guideway r2 will be explained. Figure 26 is a cross-sectional view along line AA shown in Figure 1. Figure 27 is an enlarged view of Figure 26. In Figures 26 and 27, the game ball is indicated by the symbol "B". As shown in Figure 26, a decorative portion 40 is provided at the upper end of the front frame unit 4. The decorative portion 40 is provided so as to surround the transparent plates g1 and g2 when viewed from the front. The decorative portion 40 is provided so as to bulge (project) outwards from the front of the front frame unit 4 (front frame). In particular, the decorative portion 40 is provided so as to bulge (project) outwards toward the front relative to the transparent plates g1 and g2. Specifically, the design portion 40 is composed of an upper surface 41 extending from the front of the front frame unit 4 (front frame) toward the front side, a front surface 42 extending downward from the front end (front end) of the upper surface 41, and a lower surface 43 extending toward the rear side from the lower end of the front surface 42. As a result, the design portion 40 is configured with a roughly U-shaped cross-section. The rear end (rear end) of the lower surface 43 of the design portion 40 extends to the front surface of the transparent plate g1. In this embodiment, the rear end of the lower surface 43 of the design portion 40 is in contact with the front surface of the transparent plate g1. In particular, the lower surface 43 of the design portion 40 is sloped in the depth direction such that the front side is lower and the back side is higher. As a result, when viewed from the front, the lower end of the design portion 40 covers (conceals) a part of the upper end of the game board 11. Furthermore, the lower surface 43 of the design portion 40 is curved such that the ends in the left-right direction are lower and the central part in the left-right direction is higher.
[0079] In the following description, as shown in Figures 26 and 27, the imaginary line that is perpendicular to the front of the game board 11 and passes through the uppermost part (vertex / summit) of the outer surface ra of the guidance passage r2 (hereinafter referred to as the "outer vertex") is defined as the "first reference line k1". In this embodiment, the outer vertex coincides with the upper vertex P1. Furthermore, a virtual line extending vertically, intersecting the first reference line k1, and intersecting the rear end (rear end) of the lower surface 43 of the design portion 40 is defined as the "first vertical line" (not shown). The portion of the lower surface 43 of the design portion 40 that intersects the first vertical line is defined as the "first design portion d1". Furthermore, a virtual line extending vertically, intersecting the first reference line k1, and intersecting the lowest part (the lowest point) on the lower surface 43 of the design portion 40 is defined as the "second vertical line" (not shown). The portion of the lower surface 43 of the design portion 40 that intersects with the second vertical line is defined as the "second design portion d2". Furthermore, a virtual line perpendicular to the front of the game board 11 and passing through the part of the inner surface rb of the guidance passage r2 that is located directly below the outer vertex is defined as the "second reference line k2". In other words, the second reference line k2 is directly below the first reference line k1 and is parallel to the first reference line k1. As a result, a virtual line extending vertically, intersecting the second reference line k2, and intersecting the rear end (rear end) of the lower surface 43 of the design portion 40 coincides with the first vertical line. Then, as described above, the portion of the lower surface 43 of the design portion 40 that intersects with the first vertical line becomes the first design portion d1. Furthermore, a hypothetical line extending vertically, intersecting the second reference line k2, and intersecting the lowest point (lowest part) on the lower surface 43 of the design portion 40 coincides with the second vertical line. As described above, the portion of the lower surface 43 of the design portion 40 that intersects with the second vertical line becomes the second design portion d2.
[0080] In this embodiment, the first design element d1 is positioned below (at a lower position than) the first reference line k1. In particular, the distance (dimension) A from the first reference line k1 to the first design element d1 is less than or equal to the diameter of the game ball (4 mm in this embodiment). Here, distance A is the height difference between the position of the first reference line k1 and the position of the first design element d1. Furthermore, in this embodiment, the second design element d2 is positioned below (at a lower position than) the first reference line k1. In particular, the distance (dimension) B from the first reference line k1 to the second design element d2 is greater than or equal to the diameter of the game ball (40 mm in this embodiment). Here, distance B is the height difference between the position of the first reference line k1 and the position of the second design element d2. Thus, in this embodiment, the second design portion d2 is positioned below (at a lower position) the first reference line k1, and in particular, the distance B from the first reference line k1 to the second design portion d2 is made greater than or equal to the diameter of the game ball, making it possible to enlarge the design portion 40 in the vertical direction. On the other hand, by making the distance A from the first reference line k1 to the first design portion d1 less than or equal to the diameter of the game ball, when the game ball is launched strongly by the game ball launching device 430 and rolls along the outer surface ra of the guide passage r2, it is possible to ensure the visibility of the game ball from the front. In this way, since the visibility of the game ball is ensured in the pachinko machine 1, it is possible to prevent the player from missing the game ball and to play the game normally. As a result, it is possible to play the game stably.
[0081] Furthermore, in this embodiment, the first design element d1 is positioned above (at a higher position than) the second reference line k2. In particular, the distance (dimension) C from the second reference line k2 to the first design element d1 is greater than or equal to the radius of the game ball (14 mm in this embodiment). Here, the distance C is the difference in height between the position of the second reference line k2 and the position of the first design element d1. Furthermore, in this embodiment, the second design element d2 is positioned below (at a lower position than) the second reference line k2. In particular, the distance (dimension) D from the second reference line k2 to the second design element d2 is greater than or equal to the diameter of the game ball (22 mm in this embodiment). Here, the distance D is the height difference between the position of the second reference line k2 and the position of the second design element d2. Thus, in this embodiment, the second design portion d2 is positioned below (at a lower position) the second reference line k2, and in particular, the distance D from the second reference line k2 to the second design portion d2 is made greater than or equal to the diameter of the game ball, making it possible to enlarge the design portion 40 in the vertical direction. On the other hand, by making the distance C from the second reference line k2 to the first design portion d1 greater than or equal to the radius of the game ball, when the game ball is weakly launched by the game ball launcher 430 and rolls along the inner circumferential surface rb of the guide passage r2, it is possible to ensure the visibility of the game ball from the front side. In this way, since the visibility of the game ball is ensured in the pachinko machine 1, it is possible to prevent the player from missing the game ball and to play the game normally. As a result, it is possible to play the game stably.
[0082] (Regarding the panel lamp 21 and the image display device 31) A game lamp 21 (see Figure 28) is installed in the game area 30 of the game board 11. The game lamp 21 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control. The image display device 31 is mounted on the back side of the set board. The image display device 31 is composed of variable display devices such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The image display device 31 includes a display screen 31a capable of displaying various types of presentation images (moving images and still images). The display screen 31a can be configured with three first-effect symbol display areas a1 to a3 (not shown) on which the first-effect symbol z1 (not shown) is displayed. Furthermore, as described above, the fourth-effect symbol display device 61 can be configured with a second-effect symbol display area a4 (not shown) on which the second-effect symbol z2 (not shown) is displayed. The first display symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, and characters. Each of the first display symbol display areas a1 to a3 can display the variation and stop of the first display symbol z1. The second symbol z2 is composed of color bars. The second symbol display area a4 allows for the display of the second symbol z2 changing and stopping.
[0083] The display of changing symbols z1 and z2 refers to a display in which, in each of the first symbol display areas a1 to a3, the first symbol z1 moves (scrolls), and the type of the second symbol z2 displayed in the second symbol display area a4 changes (the color represented by the color bar changes sequentially). The display of stopped symbols z1 and z2 refers to a display in which one type of first symbol z1 is stopped at the lottery result display position in each first symbol display area a1 to a3, and one type of second symbol z2 is displayed in the second symbol display area a4 (the color bar represents a predetermined color). Then, the result of the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is displayed based on the combination of the first symbol z1 that is stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that is stopped and displayed in the second symbol display area a4. Furthermore, the display screen 31a can be configured to include reserved symbol display areas b1 and b2 (not shown) where reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol h corresponding to the game information during the notification display (special symbol variation display and stop display). The reserved symbol display area b2 displays the reserved symbol h corresponding to the game information for which the notification display is pending.
[0084] (Composition of the gaming area 30) Next, I will explain the configuration of the game area 30. Below the display screen 31a in the game area 30, a first start opening 51 is provided. The first start opening 51 is an upward-opening ball entry point (a so-called "center hole"), and game balls can be entered at all times. The first start opening 51 allows game balls flowing down the left-side path to enter (but does not allow game balls flowing down the right-side path to enter). A special symbol 1 start port switch 101 (see Figure 28) is installed inside the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (a game ball entering the first start port 51). The main control board 200 executes the first special symbol lottery in response to the detection signal input from the special symbol 1 start port switch 101.
[0085] To the left of the first starting opening 51 in the game area 30, there are additional prize entry points 55a to 55e. Each of these additional prize entry points 55a to 55e is an entry point that opens upward (or diagonally upward), and it is always possible to enter game balls into them. Each of these additional prize entry points 55a to 55e is capable of accepting game balls flowing down the left-hand path (but not game balls flowing down the right-hand path). The game board 11 is equipped with an additional prize slot switch 106 (see Figure 28). The additional prize slot switch 106 outputs a detection signal to the main control board 200 in response to the detection of game balls entering the additional prize slots 55a to 55f (game balls entering the additional prize slots 55a to 55f). The main control board 200 causes the game ball dispensing device 440 to perform a prize ball dispensing operation in response to the detection signal input from the additional prize slot switch 106.
[0086] A combined prize-winning device 70 is provided to the right of the display screen 31a in the game area 30. The downstream section of the right-side path is located within the combined prize-winning device 70. As shown in Figure 21, a large prize opening 53 is provided at the uppermost part of the combined prize winning device 70. The large prize opening 53 is equipped with a special electric mechanism (special electric mechanism) 53a that can be displaced between a closed state that makes it impossible (or difficult) for game balls to enter the large prize opening 53 and an open state that makes it possible (or easy) for game balls to enter the large prize opening 53. The special electric mechanism 53a is opened and closed by the special electric mechanism solenoid 65 (see Figure 28). Normally, the special electric mechanism 53a is closed, making it impossible for game balls to enter the large prize opening 53. However, when a "minor win" or "big win" is achieved through the special symbol lottery (first special symbol lottery or second special symbol lottery), the special electric mechanism 53a is opened, allowing game balls to enter. The large prize opening 53 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A count switch 103 (see Figure 28) is installed inside the large prize opening 53. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 53 (the entry of a game ball into the large prize opening 53). In response to the detection signal input from the count switch 103, the main control board 200 causes the game ball dispensing device 440 to perform the prize ball dispensing operation.
[0087] Furthermore, the large prize opening 53 is provided with a V-region (not shown), a discharge region (not shown), and a distribution means (not shown) that distributes the game balls that enter the large prize opening 53 to either the V-region or the discharge region. A V-area switch 110 (see Figure 28) is installed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the V-area (passage of the V-area by a game ball). The main control board 200 sets the V-winning flag area of the RAM 230, which will be described later, to "1" upon receiving the detection signal from the V-area switch 110. The distribution means can be switched between a V-passing state, in which game balls that enter the large prize opening 53 are distributed to the V-area, and a non-V-passing state, in which game balls that enter the large prize opening 53 are distributed to the discharge area. In other words, when the distribution means is displaced to the V-passing state, all game balls that enter the large prize opening 53 are distributed to the V area. As a result, it becomes impossible for game balls that enter the large prize opening 53 to pass through the discharge area. On the other hand, if the distribution means is displaced to a non-V-passage state, all game balls that enter the large prize opening 53 are distributed to the discharge area. As a result, it becomes impossible for game balls that enter the large prize opening 53 to pass through the V-area. The distribution means is displaced by the V-region solenoid 66 (see Figure 28). Game balls that enter the large prize opening 53 are first detected by the count switch 103, and then sorted by the sorting means into either the V area or the discharge area. After passing through the area, the game balls are discharged into the discharge path. At this time, game balls sorted into the V area are detected by the V area switch 110.
[0088] A second starting opening 52 is provided downstream of the large prize opening 53 within the combined prize winning device 70. The second starting opening 52 is equipped with a standard electric mechanism (standard electric mechanism) 52a (a so-called "electric tulip") that can be displaced between a closed state that prevents game balls from entering the second starting opening 52 and an open state that allows game balls to enter the second starting opening 52. The standard electric mechanism 52a is opened and closed by the standard electric mechanism solenoid 64 (see Figure 28). Normally, the standard electric mechanism 52a is closed at the second start port 52, making it impossible for game balls to enter. However, when the standard symbol lottery is won, the standard electric mechanism 52a is opened, making it possible for game balls to enter. The second start port 52 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A special symbol 2 start port switch 102 (see Figure 28) is installed inside the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (the entry of a game ball into the second start port 52). The main control board 200 executes the second special symbol lottery in response to the detection signal input from the special symbol 2 start port switch 102.
[0089] An operating port 54 is provided downstream of the second starting port 52 within the combined prize-winning device 70. The operating port 54 is an upward-opening ball entry port, allowing game balls to enter at all times. The operating port 54 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). An operation port switch 104 (see Figure 28) is located inside the operation port 54. The operation port switch 104 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the operation port 54 (entry of a game ball into the operation port 54). The main control board 200 performs a normal symbol lottery in response to the detection signal input from the operation port switch 104.
[0090] To the side of the second starting opening 52 within the combined prize-winning device 70, an additional prize-winning opening 55f is provided. As described above, a game ball that enters the additional prize-winning opening 55f is detected by the additional prize-winning opening switch 106. Furthermore, at the lowest position in the game area 30, there is an outlet 58 for discharging game balls that did not enter (win) any of the winning holes 51-54, 55a-55f. Here, the inner frame unit 3 includes an outlet passage (not shown) through which the game balls discharged from the game area 30 pass. Specifically, the outlet passage is attached to the back side of the inner frame of the inner frame unit 3. In the pachinko machine 1, all game balls launched into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the outlet passage. That is, game balls launched into the game area 30 are discharged from the game area 30 and flow into the outlet passage by entering any of the prize winning openings 51-54, 55a-55e, or by passing through the out opening 58. Specifically, game balls that enter each prize entry point 51-54, 55a-55f are detected by switches 101-103, 106 located within the respective prize entry point, and then guided to the discharge path. Game balls discharged from the out entry point 58 are also guided to the discharge path. An out switch 109 (see Figure 28) is installed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to the detection of game balls passing through the discharge path (game balls discharged from the game area 30). As a result, all game balls discharged from the game area 30 are detected by the out switch 109. Furthermore, multiple pins (not shown) are arranged in the game area 30 to guide the game balls into each of the winning slots 51-54, 55a-55f.
[0091] The game board 11 is equipped with a main display device 60. The main display device 60 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is composed of a special figure 1 display device, a special figure 2 display device, a general figure display device, a special figure 1 hold display device, a special figure 2 hold display device, a general figure hold display device, a round display device, a right-hand shooting display device, and a time-saving display device. Specifically, the main display device 60 is composed of 32 lighting elements (LED1 to LED32). In the main display device 60, LEDs 1 to 8 constitute the special feature 1 display device, LEDs 7 to 16 constitute the special feature 2 display device, LEDs 17 and 18 constitute the general feature display device, LEDs 19 to 23 constitute the round display device, LED 24 constitutes the right-hand shooting display device, LEDs 25 and 26 constitute the special feature 1 hold display device, LEDs 27 and 28 constitute the special feature 2 hold display device, LEDs 29 and 30 constitute the general feature hold display device, and LED 32 constitutes the time-saving display device. Note that LED 31 is not used in pachinko machine 1.
[0092] The Special Symbol 1 display device is capable of displaying the fluctuations and stops of the first special symbol, which consists of numbers and symbols. The Special Symbol 1 display device then displays the result of the first special symbol lottery based on the first special symbol that is stopped. The Special Symbol 2 display device is capable of displaying the fluctuations and stops of the second special symbol, which consists of numbers and symbols. The Special Symbol 2 display device then displays the result of the second special symbol lottery based on the second special symbol that has stopped. Here, the display of special symbols (first special symbol or second special symbol) in the special symbol display device and the display of performance symbols z1 and z2 in the performance symbol display areas a1 to a4 are associated with the timing of when the variable display starts, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (minor win symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (minor win symbol), a minor win game state, which is advantageous to the player, is created. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (jackpot symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (jackpot symbol), a jackpot game state, which is advantageous to the player, is created.
[0093] The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers, patterns, etc. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have stopped. When the regular symbols displayed on the regular symbol display device become a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created.
[0094] The Special Symbol 1 Reserve Display Device shows the number of times the result of the first special symbol lottery has been reserved (Special Symbol 1 Reserve Count). The Special Symbol 2 Reserve Display Device shows the number of times the result of the second special symbol lottery has been reserved (Special Symbol 2 Reserve Count). The regular symbol hold display device shows the number of times the results of the regular symbol lottery are being held in abeyance (number of regular symbol holds). The round display device shows the number of rounds played during a jackpot state (the type of jackpot state). The right-hand display shows the path the game ball should be launched along (left-hand path or right-hand path). The time-saving display device shows the current game status (whether time-saving control is running or stopped).
[0095] Furthermore, the pachinko machine 1 is equipped with one or more movable units (not shown). In this embodiment, one or more movable units are provided in the front frame unit 4, and one or more movable units are provided in the game board unit 10. Each movable unit of the front frame unit 4 is positioned on the front of the design section 40, the top surface of the receiving tray unit SU, etc., and is capable of performing predetermined performance actions. Each movable unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable unit is positioned in the space between the game board 11 and the image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable unit is capable of performing predetermined performance actions within the performance space. Each movable unit comprises a performance element, a drive mechanism, a drive source, and a position detection sensor 24 (see Figure 28). In this embodiment, a motor 23 (see Figure 28) is used as the drive source. The motor 23 is a stepping motor. Alternatively, a solenoid may be used as the drive source. The performance component can be displaced along a predetermined direction by a drive mechanism. Specifically, the performance component can be displaced to multiple positions, including an initial position and a performance position. The performance component is driven (displaced) by a motor 23.
[0096] The position detection sensor 24 is composed of a photosensor or the like. The position detection sensor 24 detects the position of the performance element. Specifically, the position detection sensor 24 comprises a light-emitting unit and a light-receiving unit that receives the light emitted from the light-emitting unit. The position detection sensor 24 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light emitted from the light-emitting unit. On the other hand, when the light-receiving unit is not receiving (detecting) the light emitted from the light-emitting unit, the position detection sensor 24 stops outputting the detection signal to the performance control board 300. Furthermore, a shielding plate is provided at a predetermined position of the performance component. When the performance component is in its initial position, the shielding plate is placed between the light-emitting and light-receiving sections of the position detection sensor 24, blocking the entry of light into the light-receiving section. As a result, when the performance component is in its initial position, the output of a detection signal from the position detection sensor 24 to the performance control board 300 is stopped. On the other hand, when the performance component is not in its initial position, a detection signal is output from the position detection sensor 24 to the performance control board 300. This allows the performance control board 300 to detect whether or not the performance element is positioned in its initial location based on the input status of the detection signal from the position detection sensor 24.
[0097] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, detection sensors such as a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, and a magnetic detection sensor 115 are provided. The glass frame release sensor 107 detects the release of the front frame unit 4 relative to the inner frame unit 3. In response to the release of the front frame unit 4 relative to the inner frame unit 3, the glass frame release sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame release sensor 108 detects the release of the inner frame unit 3 relative to the outer frame unit 2. In response to the release of the inner frame unit 3 relative to the outer frame unit 2, the inner frame release sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400.
[0098] The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is installed on the game board 11. The vibration detection sensor 113 then transmits a detection signal to the main control board 200 in response to the detection of vibrations of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are installed in the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of radio waves. The magnetic detection sensor 115 detects the magnetic field generated around the game board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided on the game board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetic field. Each magnetic detection sensor 115 provided on the game board 11 also transmits a detection signal to the main control board 200 in response to the detection of magnetic field.
[0099] (Control system configuration) Next, the configuration of the control system in pachinko machine 1 will be explained. Figure 28 is a block diagram showing the configuration of the control system of a pachinko machine. Pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 28, the pachinko machine 1 is equipped with multiple control boards, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power to each of the control boards 200, 300, 400, etc., a driver board 330, a sub-connection board 340, etc. The multiple control boards 200, 300, 400, and 600 are independent (separate) circuit boards. Furthermore, each control board 200, 300, 400, and 600 is housed in its own individual board case. The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are mounted on the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is mounted on the back side of the inner frame of the inner frame unit 3.
[0100] (Configuration of the main control board 200) First, let's explain the configuration of the main control board 200. The main control board 200 controls the progress of the game. The main control board 200 is composed of a one-chip microcomputer (one-chip microcontroller), a clock generation circuit 202, a random number generation circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a and 250b, etc. A single-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU 210, ROM 220, RAM 230, and so on.
[0101] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Figure 6, the memory area used by the CPU 210 is configured to include a memory area allocated to the ROM 220 (0000H to 2FFFH) and a memory area allocated to the RAM 230 (F000H to F3FFH). ROM220 consists of a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 consists of a program area, an unused area, and a data area. The program area stores the program (program code) for controlling the progress of the game. The data area stores the data (program data) for controlling the progress of the game. Note that the used area m1 does not necessarily have to include an unused area.
[0102] The unused area m2 consists of a program area and a data area. The program area stores a program (program code) for executing the tests specified in the Gaming Machine Regulations and a program (program code) for controlling the display of the performance display device 206 (specifically, for calculating the base ratio). The data area stores data (program data) for executing the tests specified in the Gaming Machine Regulations and data (program data) for controlling the display of the performance display device 206. Furthermore, the ROM220 has an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) between the used area m1 and the unused area m2. This clarifies the boundary between the used area m1 and the unused area m2.
[0103] RAM230 consists of a used area M1 (F000H to F1FFH) and an unused area M2 (F300H to F3FFH). The usage area M1 consists of a work area and a stack area. The work area is used to temporarily store various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. On the other hand, the stack area is used to temporarily save various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. Note that the usage area M1 does not necessarily have to include any unused area. Specifically, the work area consists of a setting value area, a game machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The setting value area stores the setting value. The game machine status flag area stores the game machine status flag. The checksum area stores the checksum. The backup flag area stores the backup flag. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for calculation processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game status, etc. In particular, the normal game-related area 2 includes an area (game information storage area described later) that stores game information acquired in response to the input of detection signals from the special figure 1 start port switch 101, the special figure 2 start port switch 102, and the operation port switch 104, respectively.
[0104] The unused area M2 consists of a work area and a stack area. The work area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. On the other hand, the stack area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. Specifically, the work area includes a performance display-related area. The performance display-related area is used as a temporary storage area for various data during the execution of a program for controlling the display of the performance display device 206. Furthermore, the RAM230 has an unused area M3 of a predetermined number of bytes (16 bytes or more) between the used area M1 and the unused area M2. This clarifies the boundary between the used area M1 and the unused area M2.
[0105] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment) and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generation circuit 203 includes a first loop counter that generates winning random numbers for the normal symbol lottery, a second loop counter that generates jackpot random numbers for the first special symbol lottery, a third loop counter that generates jackpot random numbers for the second special symbol lottery, and a fourth loop counter that generates reach group random numbers. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a winning random number for the first special symbol lottery by updating its value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time a clock signal is input from the clock generation circuit 202. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).
[0106] The third loop counter generates a winning random number for the second special symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal is input from the clock generation circuit 202. In this embodiment, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The fourth loop counter generates a reach group random number by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 10006) every 32 clocks input from the clock generation circuit 202 (once every 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz] = 2.666 [μs]).
[0107] The input port 204 is configured to include multiple input ports (in this embodiment, input ports 0 to 3). Input port 0 receives detection signals from the glass frame release sensor 107, the inner frame release sensor 108, the vibration detection sensor 113, the one-way radio wave detection sensor 114, the magnetic detection sensor 115, and the like. Input port 1 receives signals such as the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the handle detection signal from the firing condition detection unit 422. Input port 2 receives detection signals from the count switch 103, other prize slot switch 106, output switch 109, and other radio wave detection sensors 114, etc. Input port 3 receives detection signals from the start switch 101 (Figure 1), the start switch 102 (Figure 2), the operation switch 104, and the like.
[0108] Each input port (input port 0 to input port 3) is provided with a receiving memory area corresponding to each switch / sensor (detection signal). Each receiving memory area corresponding to a switch / sensor is set with 1 bit of data indicating the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal from that switch / sensor is input (high level), and to "0" when no detection signal from that switch / sensor is input (low level).
[0109] Output port 205 is configured to include multiple output ports (in this embodiment, output ports 0 to 4). Output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the illumination of the main display device 60. The data signals output from output port 0 are then input to the source driver 250a. Output port 1 outputs common signals ("COM0" to "COM3") for controlling the illumination of the main display device 60 and the performance display device 206, as well as a launch permission signal for detecting the launch conditions described later. The common signals output from output port 1 are input to the sink driver 240.
[0110] Output port 2 outputs an external signal. In this case, the external signal output from output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. Output port 3 outputs control signals for controlling the drive of the normal electric mechanism solenoid 64, control signals for controlling the drive of the special electric mechanism solenoid 65, control signals for controlling the drive of the V-range solenoid 66, and so on. Output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the illumination of the performance display device 206. The data signals output from output port 4 are then input to the source driver 250b.
[0111] Furthermore, the main control board 200 is configured to include command output port 1 and command output port 2. The CPU 210 transmits control commands (subcommands) from command output port 1 to the performance control board 300, and transmits control commands (payout commands) from command output port 2 to the payout control board 400. Command output port 1 and command output port 2 each have a data register for transmission (not shown), a FIFO (First In First Out) buffer (not shown), and a shift register for transmission (not shown), respectively. The data register for transmission outputs the control command entered based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer consists of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmit data register and outputs the stored control commands to the transmit shift register in the order they were input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the performance control board 300 or the payout control board 400.
[0112] The performance display device 206 is configured including a plurality of lighting elements (segments). Each lighting element is constituted by a light-emitting element (an LED in the present embodiment). Note that the performance display device 206 is disposed on the back side of the game board 11, and thus cannot be visually recognized by a player. As will be described later, in the pachinko machine 1, the following states of the gaming machine (hereinafter referred to as "gaming machine states") are defined: a game-enabled state, a setting change state, a setting confirmation state, a setting abnormality state, a RAM abnormality state, and a backup abnormality state. Then, the information displayed on the performance display device 206 changes according to the currently occurring gaming machine state.
[0113] The performance display device 206 is configured including four (4-digit) display units (not shown in the drawings). Each display unit is constituted by eight lighting elements. That is, each display unit is constituted by a 7-segment LED capable of displaying numbers, symbols, and the like, and a dot segment LED capable of displaying a dot such as a decimal point. Specifically, the performance display device 206 is configured including 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 form the first-digit display unit, LED41 to LED48 form the second-digit display unit, LED49 to LED56 form the third-digit display unit, and LED57 to LED64 form the fourth-digit display unit.
[0114] While the game-enabled state is occurring, progress of a game is possible. Then, while the game-enabled state is occurring, a base ratio is displayed on the performance display device 206. In the present embodiment, while the game-enabled state is occurring, a first base ratio and a second base ratio are alternately displayed on the performance display device 206 every predetermined time (5.0 [s] in the present embodiment). The "first base ratio" is a base ratio for the current interval (a base ratio calculated for a period from the start of the current interval to the current point in time). The "second base ratio" is a base ratio for the previous interval (a final base ratio calculated for the previous interval). Specifically, in the performance display device 206, among the four-digit display section, information for identifying the type of base ratio (the first base ratio or the second base ratio) is displayed by the upper two-digit display section, and a numeral indicating the base ratio (percentage) is displayed by the lower two-digit display section.
[0115] During the occurrence of a setting change state, changing of set values is allowed. When the setting change state is occurring, the performance display device 206 displays the set value stored (set) in the set value area of the RAM 230. Specifically, in the performance display device 206, among the four-digit display section, information indicating that the setting change state is occurring is displayed by the upper three-digit display section (specifically, "r" is displayed in the first upper digit, "n." in the second upper digit, and "-" in the third upper digit), and a numeral indicating the set value stored in the set value area is displayed by the lowest one-digit display section. During the occurrence of a setting confirmation state, confirmation of set values is allowed. When the setting confirmation state is occurring, the performance display device 206 displays the set value stored (set) in the set value area of the RAM 230. Specifically, in the performance display device 206, among the four-digit display section, information indicating that the setting confirmation state is occurring is displayed by the upper three-digit display section (specifically, "r" is displayed in the first upper digit, "n." in the second upper digit, and nothing is displayed in the third upper digit), and a numeral indicating the set value stored in the set value area is displayed by the lowest one-digit display section.
[0116] During the occurrence of a game stop state (including a setting abnormality state, a RAM abnormality state, and a backup abnormality state), progression of a game is disabled. When the game stop state is occurring, the performance display device 206 displays an error code corresponding to the occurred abnormality. Specifically, in the performance display device 206, the top three digits of the four-digit display section show information indicating that a game stop state is occurring (specifically, "E" in the first digit, "r." in the second digit, and no display in the third digit), and the last digit displays a number indicating an error code corresponding to the abnormality that occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0117] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 is configured to include a pressable operating part. When the operating part is pressed, the RAM clear switch 207 outputs a RAM clear signal to input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is composed of an operating part with a keyhole. When a special key is inserted into the keyhole, the lock on the operating part is released, and it becomes possible to rotate (switch) it from the OFF state to the ON state. When the operating part of the setting key switch 208 is in the ON state, it outputs a detection signal to input port 1.
[0118] The sink driver 240 controls the output of common signals ("COM0" to "COM3") to each display device 60,206 according to the common signals output from output port 1. The source driver 250a controls the output of data signals to the main display device 60 according to the data signals ("SEGDATA0" to "SEGDATA7") output from output port 0. The source driver 250b controls the output of data signals to the performance display device 206 according to the data signals ("7SEGDATA0" to "7SEGDATA7") output from output port 4.
[0119] In the pachinko machine 1, a source driver 250a corresponding to the main display device 60 and a source driver 250b corresponding to the performance display device 206 are provided. The application of the power supply voltage Vcc to the data signal lines is controlled individually by the main display device 60 and the performance display device 206. On the other hand, in the pachinko machine 1, a common sink driver 240 is provided for the main display device 60 and the performance display device 206. The grounding of the common signal line is controlled collectively by the main display device 60 and the performance display device 206. This eliminates the need to provide a sink driver 240 corresponding to the main display device 60 and the performance display device 206, and as a result, eliminates the need to provide an output port (an output port for outputting common signals) corresponding to the main display device 60 and the performance display device 206. Therefore, it becomes possible to reduce the number of components required to control the illumination of the main display device 60 and the performance display device 206, and the main control board 200 (CPU 210) no longer needs to generate common signals corresponding to the main display device 60 and the performance display device 206, thereby reducing the control load for controlling the illumination of the main display device 60 and the performance display device 206.
[0120] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output processing (step S4-24) described later, the CPU 210 generates test information (test signals) indicating the internal state (jackpot game state, time-saving control execution state, probability state of special symbol lottery, etc.), and stores the generated test signals in the port output request buffer of the RAM 230. As a result, the test signals stored in the port output request buffer are output from a predetermined output port. The test signals output from the predetermined output port are then input to the interface board of a test computer (not shown) via the test signal output circuit. Furthermore, on the main control board 200, detection signals from the start port switch 101 (Figure 1), the start port switch 102 (Figure 2), the operation port switch 104, the count switch 103, the other prize port switch 106, the output switch 109, etc., are input to the input port 204 and also to the interface board of the test computer via the test signal output circuit. Furthermore, on the main control board 200, control signals for controlling the drive of each solenoid (normal electric mechanism solenoid 64, special electric mechanism solenoid 65, V-domain solenoid 66, etc.) output from output port 3 are input to each solenoid 64-66, and are also input to the interface board of the test computer via the test signal output circuit.
[0121] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be explained. Figure 29 is a block diagram showing the configuration of the launch condition detection circuit and the launch control circuit. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 includes a one-chip microcomputer. A single-chip microcomputer is an LSI (Large-Scale Integrated Circuit) that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU, ROM (Remote Memory), RAM (Backup Memory), and other components. The payout control board 400 controls the game ball payout operation (prize ball payout operation) by the game ball payout device 440 based on control commands received from the main control board 200. The payout control board 400 also controls the game ball payout operation (loaned ball payout operation) by the game ball payout device 440 based on ball lending instruction signals received from the CR unit 700. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launching device 430 (launch solenoid 431) based on the resistance value (voltage value) input from the launch volume 411, the touch signal input from the touch sensor 412, the launch stop signal input from the launch stop switch 413, the launch permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. The following describes in detail how the payout control board 400 controls the game ball launch operation.
[0122] As shown in Figure 29, the payout control board 400 is configured to include a launch condition detection circuit 420 and a launch control circuit 425 as circuits for controlling the game ball payout operation. The launch condition detection circuit 420 is a circuit that detects when the launch conditions described later are met. The launch condition detection circuit 420 includes an operation detection unit 421, a launch-ready condition detection unit 422, and a launch condition detection unit 423. The operation detection unit 421 is a circuit that detects the rotation operation (amount of rotation) of the handle operation unit. The operation detection unit 421 includes an operational amplifier that controls the output of the operation detection signal (sets the operation detection signal to a high level or a low level) according to the resistance value (voltage value) of the firing volume 411.
[0123] Specifically, in the firing handle unit 6, the resistance value of the firing volume 411 changes according to the amount of rotation of the handle operating part. The operation detection unit 421 then detects the resistance value (voltage value) of the firing volume 411 and, based on the detected resistance value (voltage value), detects whether or not the handle operating part has been rotated and the amount of rotation of the handle operating part. The operation detection unit 421 generates an operation detection signal when it detects rotational operation of the handle control unit, and outputs the generated operation detection signal to the firing condition detection unit 422 (setting the operation detection signal to a high level). On the other hand, when the operation detection unit 421 does not detect rotational operation of the handle control unit, it stops outputting the operation detection signal to the firing condition detection unit 422 (setting the operation detection signal to a low level). Furthermore, when the operation detection unit 421 detects rotation of the handle operation unit, it generates a firing intensity signal corresponding to the amount of rotation of the handle operation unit (resistance value of the firing volume 411), and outputs the generated firing intensity signal to the firing control circuit 425.
[0124] The launch-ready-to-launch condition detection unit 422 is a circuit that detects when the launch-ready-to-launch conditions are met. The firing condition detection unit 422 includes an AND gate IC (logic IC) that controls the output and stopping of a predetermined signal according to the result of a logical AND operation of the operation detection signal, the touch signal, and the firing stop signal, and a transistor that switches the output and stopping of the handle detection signal according to a predetermined signal output from the AND gate IC. The "fire conditions" are among the multiple conditions that make up the firing conditions, which will be described later, and are conditions related to the player's actions (the player's intentions). The firing conditions include (1) conditions based on the detection status of the firing volume 441 and the operation detection unit 421 (detection status of rotation operation of the handle operation unit), (2) conditions based on the detection status of the touch sensor 412 (detection status of contact of the player with the handle operation unit), and (3) conditions based on the detection status of the firing stop switch 413 (detection status of pressing the firing stop button).
[0125] In the present embodiment, the shoot enable condition is satisfied when all of the following conditions are satisfied: (1) the rotation operation of the handle operation unit is detected by the firing volume 441 and the operation detection unit 421, (2) the contact of the player with the handle operation unit is detected by the touch sensor 412, and (3) the pressing operation of the firing stop button is not detected by the firing stop switch 413. On the other hand, when at least one of the conditions (1) to (3) is not satisfied, the shoot enable condition is not satisfied. Here, the shoot enable condition may be configured to include: (1) a condition based on the detection status of the firing volume 441 and the operation detection unit 421 (the detection status of the rotation operation of the handle operation unit), and (2) a condition based on the detection status of the touch sensor 412 (the detection status of the contact of the player with the handle operation unit), and not include (3) a condition based on the detection status of the firing stop switch 413 (the detection status of the pressing operation of the firing stop button). That is, the configuration may be such that the shoot enable condition is satisfied when both of the following conditions are satisfied: (1) the rotation operation of the handle operation unit is detected by the firing volume 441 and the operation detection unit 421, and (2) the contact of the player with the handle operation unit is detected by the touch sensor 412, and the shoot enable condition is not satisfied when at least one of the conditions (1) and (2) is not satisfied.
[0126] Specifically, the shoot enable condition detection unit 422 detects whether the shoot enable condition is satisfied based on an operation detection signal input from the operation detection unit 421, a touch signal input from the touch sensor 412, and a firing stop signal input from the firing stop switch 413. At this time, the shoot enable condition detection unit 422 detects that the shoot enable condition is satisfied when all of the operation detection signal, the touch signal, and the firing stop signal are input. On the other hand, when at least one of the operation detection signal, the touch signal, and the firing stop signal is not input, the satisfaction of the shoot enable condition is not detected. The launch-ready-to-fire condition detection unit 422 generates a handle detection signal when it detects that the launch-ready-to-fire conditions have been met, and outputs the generated handle detection signal to the main control board 200 and the launch-ready-to-fire condition detection unit 423, respectively (setting the handle detection signal to a high level). On the other hand, when the launch-ready-to-fire condition detection unit 422 does not detect that the launch-ready-to-fire conditions have been met, it stops outputting the handle detection signal to the main control board 200 and the launch-ready-to-fire condition detection unit 423, respectively (setting the handle detection signal to a low level).
[0127] The launch condition detection unit 423 is a circuit that detects when the launch conditions are met. The firing condition detection unit 423 includes an AND gate IC (logic IC) that controls the output and stop of the firing signal according to the result of a logical AND operation of the handle detection signal, the firing permission signal, and the CR connection signal. The "launching conditions" are the conditions under which the game ball launching device 430 (launching solenoid 431) launches game balls into the game area 30 (game ball launching operation). In this embodiment, the firing condition is met when all of the following conditions are satisfied: (1) the firing ready condition is met, (2) a firing permission signal is input from the main control board 200, and (3) a CR connection signal is input from the CR unit 700. On the other hand, the firing condition is not met when at least one of the conditions (1) to (3) is not met. The "launch permission signal" is output from the main control board 200 to the launch condition detection unit 423 when the game-ready state is set, assuming that communication is possible between the main control board 200 and the payout control board 400 (i.e., the main control board 200 and the payout control board 400 are electrically connected).
[0128] Here, it is also possible to configure the system so that, while the main control board 200 is powered on, a launch permission signal is output from the main control board 200 to the launch condition detection unit 423, regardless of the state of the gaming machine. In other words, it is also possible to configure the system so that a launch permission signal is output from the main control board 200 to the launch condition detection unit 423 when communication is possible between the main control board 200 and the payout control board 400 (when the main control board 200 and the payout control board 400 are electrically connected). The "CR connection signal" is output from the CR unit 700 to the firing condition detection unit 423 when communication is possible between the CR unit 700 and the dispensing control board 400 (when the CR unit 700 and the dispensing control board 400 are electrically connected).
[0129] Specifically, the firing condition detection unit 423 detects whether or not the firing conditions are met based on the handle detection signal input from the firing-ready condition detection unit 422, the firing permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. In this case, the firing condition detection unit 423 detects that the firing condition has been met when all three signals—the handle detection signal, the firing permission signal, and the CR connection signal—are input. On the other hand, if at least one of the three signals—the handle detection signal, the firing permission signal, and the CR connection signal—is not input, the firing condition has not been detected. The launch condition detection unit 423 generates a launch signal when it detects that the launch conditions have been met, and outputs the generated launch signal to the launch control circuit 425 (setting the launch signal to a high level). On the other hand, when the launch condition detection unit 423 does not detect that the launch conditions have been met, it stops outputting the launch signal to the launch control circuit 425 (setting the launch signal to a low level).
[0130] The launch control circuit 425 is a circuit that controls the launch intensity of the game balls launched by the game ball launcher 430 and the launch timing of the game balls launched by the game ball launcher 430. In other words, the launch control circuit 425 controls the output of the drive signal to the game ball launcher 430 (launch solenoid 431). Specifically, the firing control circuit 425 includes a clock generation unit (not shown), a firing timing control unit (not shown), and a firing solenoid drive unit (not shown). The clock generation unit outputs a clock signal of a predetermined frequency to the firing timing control unit. The launch timing control unit generates a pulse signal to control the launch timing based on the clock signal input from the clock generation unit, and outputs the generated pulse signal to the launch solenoid drive unit. At this time, the launch timing control unit generates the pulse signal so that the number of game balls launched per minute is a predetermined number (for example, 100 balls).
[0131] The firing solenoid drive unit controls the output of the drive signal to the firing solenoid 431 based on the firing signal input from the firing condition detection unit 423, the pulse signal input from the firing timing control unit, and the firing intensity signal input from the operation detection unit 421. Specifically, when a launch signal is input from the launch condition detection unit 423, and a pulse signal is input from the launch timing control unit, the launch solenoid drive unit outputs a drive signal (drive current) to the launch solenoid 431 corresponding to the launch intensity signal input from the operation detection unit 421. As a result, the game ball is launched with an intensity corresponding to the launch intensity signal input from the operation detection unit 421. On the other hand, the launch solenoid drive unit stops outputting a drive signal to the launch solenoid 431 when no launch signal is input from the launch condition detection unit 423. This stops the launch of the game balls.
[0132] The game ball launching device 430 includes a ball-striking hammer (not shown) and a launching solenoid 431 that drives the ball-striking hammer. The launching solenoid 431 is a rotary solenoid. Alternatively, the ball-striking hammer may be driven by another drive source, such as a motor. The game ball launching device 430 is supplied with game balls from a ball feeding unit (not shown). When a drive signal is input to the launching solenoid 431, the launching solenoid 431 is driven according to the input drive signal, and the game ball is launched by the ball striking hammer. In this way, the game ball is launched into the game area 30.
[0133] Based on the above, in the pachinko machine 1, assuming that the main control board 200 is set to a playable state and that communication is possible between the CR unit 700 and the payout control board 400, if the player does not press the launch stop button and the handle operation part is rotated by contact (displaced from the initial position toward the limit position), the game ball launching operation by the game ball launching device 430 is started. During the execution of the game ball launching operation by the game ball launching device 430, game balls are launched into the game area 30 with a strength corresponding to the amount of rotation of the handle operation part. Furthermore, when the launch stop button is pressed, the game ball launching operation by the game ball launching device 430 is stopped. In other words, even when the handle is being rotated by the player's contact, when the launch stop button is pressed, the game ball launching operation by the game ball launching device 430 is stopped. Furthermore, when the handle is returned to its initial position (i.e., when the handle is not being rotated), the game ball launching operation by the game ball launching device 430 stops. In other words, even if the player is in contact with the handle, when the handle is returned to its initial position, the game ball launching operation by the game ball launching device 430 stops.
[0134] In particular, in the pachinko machine 1, while the conditions for launching are met (hereinafter referred to as the "launchable state"), the output of a handle detection signal from the launchable condition detection unit 422 to the main control board 200 is maintained. In other words, while a state is in which rotation of the handle operating part is detected, contact with the handle operating part is detected, and the firing stop button is not pressed (firing ready state), the firing condition detection circuit 420 maintains output of a handle detection signal to the main control board 200. In this case, as long as the firing-ready state is in effect, the output of a handle detection signal from the firing condition detection circuit 420 to the main control board 200 is maintained, regardless of whether or not a firing permission signal is input from the main control board 200 to the firing condition detection circuit 420 (regardless of the game machine state set in the main control board 200). Furthermore, as long as the launch-ready state is in effect, the output of a handle detection signal from the launch condition detection circuit 420 to the main control board 200 is maintained regardless of whether or not a CR connection signal is input from the CR unit 700 to the launch condition detection circuit 420 (regardless of whether or not communication is possible between the CR unit 700 and the dispensing control board 400). As a result, the main control board 200 can detect (understand) whether or not a firing-ready state is currently in place, and can control the progress of the game, the content of the effects, etc., according to the status of the firing-ready state.
[0135] In other words, when the main control board 200 detects that the handle detection signal has changed from a state where no signal is input to a state where a signal is input (the handle detection signal has changed from a low level to a high level), it sends a game status specification command to the performance control board 300 that specifies the occurrence (start) of a firing-ready state. On the other hand, when the main control board 200 detects that the handle detection signal has changed from being input to not being input (the handle detection signal has changed from a high level to a low level), it sends a game status specification command to the performance control board 300 that specifies the cancellation (end) of the firing-ready state. As a result, the performance control board 300 can detect the occurrence of a launchable state by receiving a game status specification command that specifies the occurrence of a launchable state, and can detect the cancellation of the launchable state by receiving a game status specification command that specifies the cancellation of the launchable state. Furthermore, the performance control board 300 can change the performance content depending on whether or not a firing-ready state is currently in place.
[0136] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be explained. Figure 30 is a block diagram showing the configuration of the performance control board. The performance control board 300 controls the performances (display performances, sound performances, lamp performances, movable body performances, etc.) based on control commands received from the main control board 200. As shown in Figure 30, the performance control board 300 is composed of a microcomputer (one-chip microcomputer) 301 and various external devices connected to the microcomputer 301. In this embodiment, various external devices include a control ROM 302, a CGROM (Character Generator Read Only Memory) 303, a DRAM (Dynamic Random Access Memory) 304, and the like.
[0137] The control ROM 302 stores control programs for controlling the operation of the microcomputer 301, various data necessary for executing the control programs, and so on. In particular, the control ROM 302 stores (remembers) performance scenario data corresponding to each performance number, animation data corresponding to each display performance number, sound scenario data corresponding to each sound performance number, lamp scenario data corresponding to each lamp performance number, movable body scenario data corresponding to each movable body performance number, various compression lamp drive data, and various compression motor drive data. "Compressed lamp drive data" is data obtained by compressing (encoding) lamp drive data in a predetermined format. "Lamp drive data" is data for driving various lamps 20 and 21 (data that specifies the brightness values of lamps 20 and 21 belonging to each system). The "compressed motor drive data" is data obtained by compressing (encoding) motor drive data in a predetermined format. The "motor drive data" is data for driving various motors 23 (data that defines the output value of each motor 23). In this embodiment, a NOR-type flash memory (NOR-type ROM) is used as the control ROM 302. However, a configuration in which an EEPROM (Electrically Erasable Programmable Read Only Memory) is used as the control ROM 302 is also acceptable. The control ROM 302 is connected to the HOST interface 313 of the microcomputer 301.
[0138] CGROM303 stores (remembers) various types of compressed image data, various types of compressed audio data, etc. "Compressed image data" is data obtained by compressing (encoding) image data (source data) in a predetermined format. "Image data (source data)" is image data (moving images and still images) that serves as the source material for drawing processing. "Compressed audio data" is data obtained by compressing (encoding) audio data in a predetermined format. "Audio data" is audio data output from various speakers 22. In this embodiment, NAND flash memory (NAND ROM) is used as CGROM303. Specifically, CGROM303 is composed of an SSD (Solid State Drive) that uses NAND flash memory as its storage unit. The CGROM303 is connected to the CG bus interface 314 of the microcomputer 301. The CG bus interface 314 is a SATA (Serial AT Attachment) standard connection interface. As a result, various data stored in the CGROM303 are read via SATA transfer.
[0139] The DRAM 304 has a preload area. Various types of data stored in the CGROM 303 (specifically, compressed image data, compressed audio data, etc.) are transferred (preloaded) into the preload area. Furthermore, the DRAM 304 is provided with a drawing command buffer area, a sound command buffer area, a lamp command buffer area, and a motor command buffer area. In this embodiment, a double buffering method is employed for the drawing command buffer area, and two drawing command buffer areas are provided in the DRAM 304. The two drawing command buffer areas are of the same size. While one of the two drawing command buffer areas is designated as the construction area, the other is designated as the transfer area. Furthermore, for each drawing command buffer area, the designation as the construction area and the designation as the transfer area are switched alternately every frame. Then, for each drawing command buffer area, during the period specified in the construction area, the display list described later is stored (generated / constructed) in that drawing command buffer area, and during the period specified in the transfer area, the display list stored in that drawing command buffer area is transferred to the VDP (specifically, the preloader circuit 319). DRAM 304 is connected to the DRAM interface 315 of the microcomputer 301.
[0140] The 301 microcomputer is an LSI (Large-Scale Integrated Circuit) that integrates a CPU core, registers, semiconductor memory, and other components. The microcomputer 301 controls the performance operations of various performance devices based on control commands received from the main control board 200. "Various performance means" include an image display device 31, various speakers 22, various lamps 20, 21, and various motors 23 (various movable parts). Therefore, "performance operations by various performance means" include the display of performance images by the image display device 31, the output of sound by the various speakers 22, the driving (lighting) of the various lamps 20, 21, the driving of the various motors 23 (various movable parts), etc. The microcomputer 301 includes internal devices such as a CPU 310, CPU work memory 311, CPU interface 312, host interface 313, CG bus interface 314, DRAM interface 315, VRAM 316, serial communication controller 317, transfer circuit 318, preloader circuit 319, display circuit 320, graphics decoder circuit 321, drawing circuit 322, and sound controller 323, and these internal devices are connected to a data bus 324.
[0141] The CPU 310 is connected to the HOST interface 313 via the CPU interface 312. The main control board 200 is also connected to the HOST interface 313, and control commands from the main control board 200 are input to it. Furthermore, the data bus 324 is connected to the HOST interface 313. This allows the CPU 310 to receive control commands (subcommands) from the main control board 200 via the HOST interface 313. Furthermore, the CPU 310 can communicate with internal devices such as the serial communication controller 317, preloader circuit 319, display circuit 320, and sound controller 323 via the HOST interface 313 and the data bus 324. Furthermore, the CPU 310 can read various data (control programs, control data, etc.) stored in the control ROM 302 via the HOST interface 313. Furthermore, the CPU 310 is capable of reading various data (compressed audio data) stored in the CGROM 303 via the HOST interface 313, data bus 324, and CG bus interface 314. Furthermore, the CPU 310 is capable of reading and writing data to the DRAM 304 via the HOST interface 313, the data bus 324, and the DRAM interface 315.
[0142] The CPU 310 performs various calculations necessary to control the performance operations of various performance means, as well as control processing of internal devices in accordance with these calculations. In this case, the CPU 310 uses the CPU work memory (RAM) 311 and DRAM 304 as work areas for various arithmetic processes, buffer areas for various arithmetic processing data, table data areas, buffer areas for various input and output data, etc. In other words, the CPU 310 selects an effect (effect number) to be executed based on the control command received from the main control board 200, and selects and sets various scenario data (effect scenario data, animation data, sound scenario data, lamp scenario data, movable body scenario data, etc.) corresponding to the selected effect number. Then, according to the various scenario data that has been selected and set, it generates internal commands (drawing commands, sound commands, lamp commands, motor commands, etc.) to control various internal devices (VDP, sound controller 323, lamp controller 317a, motor controller 317b, etc.).
[0143] Specifically, CPU310 generates a display list in the drawing command buffer area specified in the construction area, according to the animation data. A "display list" is a collection of drawing commands for one frame. In other words, the display list contains a set of drawing commands for one frame, written in a predetermined order. Then, in the VDP, the processing based on each drawing command is executed in the order written in the display list, generating the drawing data for one frame. The "drawing command" is information that specifies the content of the drawing process (drawing control) to be executed by the VDP. In particular, the drawing command specifies the address of the memory area where the compressed image data used for drawing is stored (hereinafter referred to as the "image address"), the magnification (magnification / reduction) when drawing the image data, and the coordinates (coordinates in the frame buffer area) where the image data will be drawn. Furthermore, the CPU310 generates sound commands in the sound command buffer area according to the sound scenario data. The "sound command" is information that specifies the content of the audio output processing (audio output control) to be executed by the sound controller 323. Furthermore, the CPU310 generates ramp commands in the ramp command buffer area according to the ramp scenario data. The "lamp command" is information that specifies the content of the lamp drive process (lamp drive control) to be executed by the lamp controller 317a. Furthermore, the CPU 310 generates motor commands in the motor command buffer area according to the movable body scenario data. The "motor command" is information that specifies the content of the motor drive process (motor drive control) to be executed by the motor controller 317b.
[0144] Furthermore, when powered on, the CPU 310 transfers (preloads) the compressed audio data stored in the CGROM 303 to the preload area of the DRAM 304. In other words, NAND flash memory such as CGROM303 is easier to increase in capacity compared to NOR flash memory such as control ROM302, but its data read speed is slow. Therefore, if compressed audio data is read directly from CGROM303 (NAND flash memory) when the sound controller 323 performs audio output processing, there is a risk that processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the audio output processing is executed, the compressed audio data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means with a faster data read speed compared to the CGROM 303. Then, when the audio output processing is executed, the compressed audio data is read from the DRAM 304, thereby preventing a decrease in processing performance.
[0145] Specifically, when powered on, the CPU 310 transfers (preloads) predetermined compressed audio data from the compressed audio data stored in the CGROM 303 to the preload area of the DRAM 304. In this embodiment, all compressed audio data stored in the CGROM 303 is transferred to the preload area of the DRAM 304. However, it is also possible to configure the system so that only some of the compressed audio data stored in the CGROM 303 is transferred to the preload area of the DRAM 304. Then, in the pachinko machine 1, after the transfer of the predetermined compressed audio data described above is completed, it becomes possible to control the output of sound from the various speakers 22 (sound output processing by the sound controller 323). In other words, before the transfer of the predetermined compressed audio data described above is completed, it becomes impossible to control the output of sound from the various speakers 22 (sound output processing by the sound controller 323). Furthermore, after the transfer of the predetermined compressed audio data described above is completed, it becomes possible to control the display of the performance image by the image display device 31 (drawing process by VDP). In other words, before the transfer of the predetermined compressed audio data described above is completed, it becomes impossible to control the display of the performance image by the image display device 31 (drawing process by VDP). On the other hand, before the transfer of the specified compressed audio data is completed, the system becomes capable of controlling the driving (illumination) of the various lamps 20 and 21 (lamp driving processing by the lamp controller 317a). Furthermore, before the transfer of the specified compressed audio data described above is completed, the system becomes capable of controlling the drive of the various motors 23 (various movable parts) (motor drive processing by the motor controller 317b).
[0146] The transfer circuit 318 performs the transfer of various types of data between internal devices. Specifically, the transfer circuit 318 transfers the display list stored in the drawing command buffer area designated as the transfer area to the preloader circuit 319. The transfer circuit 318 then transfers the display list, which has been rewritten by the preloader circuit 319, to the drawing circuit 322. Furthermore, the transfer circuit 318 transfers sound commands stored in the sound command buffer area to the sound controller 323. The transfer circuit 318 also transfers lamp commands stored in the lamp command buffer area to the lamp controller 317a. Finally, the transfer circuit 318 transfers motor commands stored in the motor command buffer area to the motor controller 317b.
[0147] The VRAM 316 is provided with an image unpacking area. Image data (source data) unpacked (restored / decoded) by the graphics decoder circuit 321 is temporarily stored in this image unpacking area. Furthermore, the VRAM316 is provided with a frame buffer area. In this embodiment, a double buffering method is employed for the frame buffer area, and two frame buffer areas are provided in the VRAM316. The two frame buffer areas are of the same size. While one frame buffer area is designated as the drawing area, the other frame buffer area is designated as the output area. Furthermore, for each frame buffer area, the designation alternates between being the drawing area and the output area for each frame. Then, for each frame buffer area, during the period specified as the drawing area, drawing data for one frame is stored (generated and drawn) in that frame buffer area, and during the period specified as the output area, the output of the video signal is performed based on the drawing data for one frame stored in that frame buffer area.
[0148] In the microcomputer 301, the preloader circuit 319, display circuit 320, graphics decoder circuit 321, drawing circuit 322, etc., function as a VDP (Video Display Processor). The VDP controls the display of the animation images by the image display device 31. Specifically, in response to receiving a display list (drawing command) from the CPU 310, the VDP generates drawing data, generates a video signal based on the generated drawing data, and outputs the generated video signal to the image display device 31. The preloader circuit 319 can read various data (compressed image data) stored in the CGROM 303 via the CG bus interface 314. In particular, the preloader circuit 319 transfers (preloads) the compressed image data stored in the CGROM 303 to the preload area of the DRAM 304 before the drawing process by the drawing circuit 322 is executed. In other words, as described above, NAND flash memory such as CGROM303 is easier to increase in capacity compared to NOR flash memory such as control ROM302, but its data read speed is slow. Therefore, if the compressed image data is read directly from CGROM303 (NAND flash memory) when the drawing process is executed by the drawing circuit 322, there is a risk that the processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the drawing process is executed, the compressed image data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means with a faster data read speed compared to the CGROM 303. Then, when the drawing process is executed, the compressed image data is read from the DRAM 304, thereby preventing a decrease in processing performance.
[0149] Specifically, each time the preloader circuit 319 receives a display list, it transfers (preloads) one frame of compressed image data specified in the display list from the compressed image data stored in the CGROM 303 to the preload area of the DRAM 304. At this time, the preloader circuit 319 rewrites the display list. In other words, the display list generated by the CPU 310 contains an address that specifies the memory area of the CGROM 303 as the image address included in each drawing command. The preloader circuit 319 then transfers the compressed image data stored in the memory area (the memory area of the CGROM 303) specified by the image address included in each drawing command included in the display list to a predetermined area of the DRAM 304, and then rewrites the image address included in the drawing command to an address that specifies the memory area after the transfer (the predetermined area of the DRAM 304). This generates a new display list with the image addresses rewritten. In this embodiment, the preloader circuit 319 is configured to transfer (preload) the compressed image data stored in the CGROM 303 to the preload area of the DRAM 304. However, the preloader circuit 319 may also be configured to transfer the compressed image data stored in the CGROM 303 to a predetermined area (preload area) of the VRAM 316. The display list, rewritten by the preloader circuit 319, is transferred to the drawing circuit 320 by the transfer circuit 318.
[0150] The drawing circuit 322 stores (generates and draws) drawing data for one frame in the frame buffer area designated as the drawing area, according to the display list received from the preloader circuit 319. Specifically, each time the drawing circuit 320 receives a display list, it reads compressed image data for one frame specified in the display list from the DRAM 304. The compressed image data for one frame read from the DRAM 304 is restored (decoded) by the graphics decoder circuit 321 and stored (decompressed) in the image decompression area of the VRAM 316. Then, the drawing circuit 320 uses the image data stored in the image decompression area to generate drawing data for one frame in the frame buffer area specified as the drawing area.
[0151] The display circuit 320 generates a video signal based on the drawing data for one frame stored (generated and drawn) in the frame buffer area designated as the output area, and outputs the generated video signal to the image display device 31. In this embodiment, a digital RGB signal is output as the video signal. However, it is also acceptable to configure the system to output an LVDS (Low Voltage Differential Signaling) signal as the video signal. Specifically, the display circuit 320 is composed of a data acquisition circuit (not shown), a scaler circuit (not shown), a color correction circuit (not shown), a ditherer circuit (not shown), a synchronization signal generation circuit (not shown), and the like. The data acquisition circuit reads the drawing data stored in the frame buffer area designated as the output area. The scaler circuit can perform scaling (enlargement and reduction) on the drawing data read out by the data acquisition circuit.
[0152] The color correction circuit can apply color correction processing to the drawing data after it has been processed by the scaler circuit. The dithering circuit can apply dithering processing to the drawing data after it has been processed by the color correction circuit. The resulting image data, processed by the dithering circuit, is then output as a video signal (digital RGB signal). The synchronization signal generation circuit generates a horizontal synchronization signal and a vertical synchronization signal (Vsync). The synchronization signal generation circuit then outputs the generated horizontal and vertical synchronization signals to the image display device 31. The synchronization signal generation circuit also outputs the generated vertical synchronization signal to the CPU 310. In this embodiment, the display of the animation image on the image display device 31 (the display of the animation image based on drawing data for one frame) is updated every 16.66 ms. Therefore, the synchronization signal generation circuit outputs a vertical synchronization signal to the CPU 310 every 16.66 ms (to a high level).
[0153] The sound controller 323 controls the output of sound from the various speakers 22. Specifically, the sound controller 323 generates an audio signal in response to receiving an audio command from the CPU 310, and outputs the generated audio signal to the various speakers 22. The sound controller 323 includes an audio decoder circuit (not shown). The audio decoder circuit reads the compressed audio data specified by the audio command from the DRAM 304 in response to the reception of an audio command from the CPU 310. It also decodes the read compressed audio data. Based on the decoded audio data, it generates an audio signal and outputs the generated audio signal to the various speakers 22.
[0154] The serial communication controller 317 is comprised of a lamp controller 317a and a motor controller 317b. The lamp controller 317a controls the driving (light emission) of the various lamps 20 and 21. Specifically, the lamp controller 317a generates lamp drive data in response to receiving a lamp command from the CPU 310, and outputs the generated lamp drive data along with a clock signal to the lamp drivers 332 and 342. At this time, the lamp drive data is output as serial data. The lamp controller 317a includes a lamp decoder circuit (not shown). The lamp decoder circuit, upon receiving a lamp command from the CPU 310, reads the compressed lamp drive data specified in the lamp command from the control ROM 302. It also restores (decodes) the read compressed lamp drive data. Based on the restored lamp drive data, it generates lamp drive data and outputs the generated lamp drive data to the lamp drivers 332 and 342.
[0155] The motor controller 317b controls the drive of various motors 23 (various movable parts). Specifically, the motor controller 317b generates motor drive data in response to receiving motor commands from the CPU 310, and outputs the generated motor drive data along with a clock signal to the motor drivers 333 and 343. In this case, the motor drive data is output as serial data. The motor controller 317b is configured to include a motor sequencer circuit (not shown). In response to receiving a motor command from the CPU 310, the motor sequencer circuit reads the compressed motor drive data specified in the motor command from the control ROM 302. It also restores (decodes) the read compressed motor drive data. Then, based on the restored motor drive data, it generates motor drive data and outputs the generated motor drive data to the motor drivers 333 and 343. Furthermore, the motor controller 317b receives information from the driver board 330 indicating the detection status of various sensors 24, as well as information from the sub-connection board 340 indicating the detection status of each switch 25-29 and the detection status of various sensors 24.
[0156] (Method for controlling the effects using the effects control board 300) Next, the method for controlling the performance using the performance control board 300 will be explained. The CPU 310 selects an animation (animation number) to execute in response to a control command received from the main control board 200. Then, it sets the animation scenario data corresponding to the selected animation number and the animation scenario timer corresponding to that animation scenario data in the animation scenario setting area of the DRAM 304. "Direction scenario data" is information that defines the progress of the direction. Specifically, direction scenario data contains multiple process data registered in chronological order. In other words, direction scenario data contains multiple process data and information that specifies the start time (start timing) of the processing based on each process data. Each process data contains one or more command information. For example, command information may include command information specifying the start of a sub-effect (display effect, sound effect, lamp effect, or movable body effect), command information specifying the end of a sub-effect (display effect, sound effect, lamp effect, or movable body effect) (hereinafter referred to as "effect end command").
[0157] Furthermore, the CPU 310 controls the progress of the performance based on the performance scenario data set in the performance scenario setting area. Specifically, the CPU 310 updates the performance scenario timer set in the performance scenario setting area at predetermined intervals, and, based on the updated performance scenario timer value, determines whether or not there is any process data registered in the performance scenario data set in the performance scenario setting area whose start time has arrived. If it is determined that there is any process data whose start time has arrived, the CPU 310 stores (saves) each command information contained in that process data in the corresponding buffer area. In this case, command information related to display effects (command information specifying the start of a display effect, command information specifying the end of a display effect, etc.) is stored in the display command buffer area. Meanwhile, command information related to sound effects (command information specifying various sound effect control numbers) is stored in the sound command buffer area. Meanwhile, command information related to lamp effects (command information specifying the start of a lamp effect, command information specifying the end of a lamp effect, etc.) is stored in the lamp command buffer area. Meanwhile, command information related to movable body effects (command information specifying the start of a movable body effect, command information specifying the end of a movable body effect, etc.) is stored in the movable body command buffer area.
[0158] (Method for controlling display effects) Next, the method for controlling the display effects (display) using the performance control board 300 will be explained. The control ROM 302 stores animation tables corresponding to each display effect (each display effect number). Furthermore, each animation table corresponding to a display effect is associated with display priority information corresponding to that display effect (the images that make up that display effect). "Display priority information" is information that specifies the display priority. "Display priority" is information that specifies the priority order for display (rendering). Furthermore, when multiple display effects (displays) are executed at overlapping times, the display on the display screen 31a (the display image shown on the display screen 31a) is constructed based on the multiple display effects (images related to the multiple display effects). In this case, among the multiple display effects (multiple images) that constitute the display (the display image), the display effect (image) with a higher display priority is displayed preferentially over the display effect (image) with a lower display priority. In other words, with respect to the multiple display effects (multiple images) that constitute the display image, the display effect (image) with a higher display priority is displayed preferentially. In other words, among the multiple display effects (multiple images) that make up the performance image, the display effects (images) with higher display priority are displayed closer to the player than the display effects (images) with lower display priority. That is, among the multiple display effects (multiple images) that make up the performance image, the display effects (images) with higher display priority are displayed closer to the player. As a result, if there is an overlap between a display effect (image) with a higher display priority and a display effect (image) with a lower display priority among the multiple display effects (multiple images) that make up the said effect image, the display effect (image) with the higher display priority will be displayed preferentially for the overlapping portion.
[0159] The CPU 310 (display control unit) determines at predetermined intervals whether or not command information is stored in the display command buffer area. If it determines that command information is stored in the display command buffer area, it analyzes each piece of command information stored in the display command buffer area and executes processing according to the analysis results. In this case, if the display command buffer area contains command information specifying the start of a display effect, the animation table corresponding to the display effect number specified by the command information is read from the animation tables stored in the control ROM 302. Then, the read animation table is set (stored / registered) in the animation table setting area of the DRAM 304. This copies the animation table stored in the control ROM 302 to the animation table setting area. It is possible to set multiple animation tables in the animation table setting area.
[0160] The "animation table" contains information (various parameters for controlling the display of images) that defines the progress of the display effects (display of effect images) by the image display device 31. In other words, the animation table contains information that defines the movement of the images. Specifically, the animation table contains a predetermined number of frame information entries arranged chronologically. The display animation progresses by sequentially displaying the images based on each frame information entry in the order they are registered in the animation table. Each frame information consists of various parameters for controlling (executing and configuring) the display of an image for one frame. Specifically, each frame information is composed of information that specifies the image data (compressed image data) to be used for drawing (image address information), information that specifies the display priority of the said image data (the said display effect) (display priority information), information that specifies the magnification (magnification / reduction) when drawing the said image data (hereinafter referred to as "display magnification information"), information that specifies the coordinates (coordinates in the frame buffer area) where the said image data is drawn (hereinafter referred to as "display coordinate information"), and information that specifies the transparency (transparency / transparency / transparency) when drawing the said image data (hereinafter referred to as "transparency information").
[0161] The CPU 310 then controls the display of the animation image corresponding to each frame based on one or more animation tables set in the animation table setting area. Specifically, CPU310 executes the command construction process described later at predetermined intervals. In the command construction process, first, the sub-scenario timers corresponding to each animation data set in the display scenario setting area are updated. Next, based on all the animation tables set in the animation table setting area, a display list is constructed in the drawing command buffer area specified in the construction area. Specifically, for all animation tables set in the animation table settings area, the frame information registered in each animation table that has been selected as the target for constructing the display list is retrieved. Then, the display list is constructed based on all the retrieved frame information. As a result, the VDP is controlled according to the display list generated in the drawing command buffer area, and the display effects (display of the effect images by the image display device 31) are controlled. In other words, if an animation data is set in the display scenario setting area, a display list is constructed that specifies the drawing of the image data specified by that animation data. On the other hand, if multiple animation data sets are configured in the display scenario setting area, a display list is constructed that specifies that the rendering of the image data specified by those multiple animation data sets should be executed in a predetermined order. In this case, the order in which the image data corresponding to the display priority information is drawn is set based on the display priority specified in the display scenario setting area.
[0162] (Sound effects control method) Next, we will explain how to control sound effects using the sound effects control board 300. The CPU 310 (sound control unit) determines at predetermined intervals whether or not command information is stored in the sound command buffer area. If it determines that command information is stored in the sound command buffer area, it analyzes each piece of command information stored in the sound command buffer area and executes processing according to the analysis results. Specifically, the command list corresponding to the sound effect control number specified by the command information is read from the control ROM 302, and the read command list is set in the control register of the sound controller 323. As a result, the sound controller 323 operates according to the command list set in the control register.
[0163] (How to control the lamp effects) Next, the method for controlling the lamp effects using the effect control board 300 will be explained. The CPU 310 periodically determines whether or not command information is stored in the lamp command buffer area. If it determines that command information is stored in the lamp command buffer area, it analyzes each command information stored in the lamp command buffer area and executes processing according to the analysis results. In this case, if command information specifying the start of a lamp effect is stored in the lamp command buffer area, the compressed lamp drive data corresponding to the lamp effect number specified by the command information is read, and the read compressed lamp drive data is set in the lamp register. As a result, the lamp controller 317a controls the lamp effect (driving (lighting) of various lamps 20, 21) according to the compressed lamp drive data set in the lamp register.
[0164] (Control method for movable body effects) Next, we will explain how to control the movable body effects using the performance control board 300. The CPU 310 periodically determines whether or not command information is stored in the movable body command buffer area. If it determines that command information is stored in the movable body command buffer area, it analyzes each piece of command information stored in the movable body command buffer area and executes processing according to the analysis results. In this case, if command information specifying the start of a movable body performance is stored in the movable body command buffer area, the compressed motor drive data specified by the command information is read, and the read compressed motor drive data is set in the motor register. As a result, the motor controller 317b controls the movable body performance (driving various motors 23 (various movable bodies)) according to the compressed motor drive data set in the motor register.
[0165] (Configuration of driver board 330) The driver board 330 includes a parallel-to-serial conversion circuit 331, a lamp driver 332, and a motor driver 333. The lamp driver 332 controls the driving (light emission) of each light-emitting group that makes up the panel lamp 21 in accordance with the lamp drive data input from the lamp controller 317a. In this process, the lamp drive data specifies a brightness value corresponding to each system that makes up the panel lamp 21. Then, an excitation signal (drive current) corresponding to the brightness value specified in the lamp drive data is supplied to each system that makes up the panel lamp 21. This controls the driving (light emission) of the light-emitting group that makes up each system. The motor driver 333 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting various movable units) installed in the game board unit 10, in accordance with the motor drive data input from the motor controller 317b. In this process, the motor drive data specifies the output value of each motor 23 installed in the game board unit 10. Then, an excitation signal (drive current) corresponding to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-to-serial conversion circuit 331 receives detection signals from various sensors 24. The parallel-to-serial conversion circuit 331 then converts the detection signals from the various sensors 24 into serial data and outputs it to the serial communication controller 317.
[0166] (Configuration of sub-connection board 340) The sub-connection board 340 includes a parallel-to-serial conversion circuit 341, a lamp driver 342, and a motor driver 343. The lamp driver 342 controls the driving (light emission) of each light-emitting element group that constitutes the frame lamp 20 in accordance with the lamp drive data input from the lamp controller 317a. In this process, the lamp drive data specifies a brightness value corresponding to each system that makes up the frame lamp 20. Then, an excitation signal (drive current) corresponding to the brightness value specified in the lamp drive data is supplied to each system that makes up the frame lamp 20. This controls the driving (light emission) of the light-emitting elements that make up each system. The motor driver 343 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting various movable unit components) installed in the front frame unit 4, in accordance with the motor drive data input from the motor controller 317b. In this process, the motor drive data specifies the output values for each motor 23 located in the front frame unit 4. Then, an excitation signal (drive current) corresponding to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-to-serial conversion circuit 341 receives detection signals from various sensors 24 and detection signals from various switches 25-29. The parallel-to-serial conversion circuit 341 then converts the detection signals from the various sensors 24 and the detection signals from the various switches 25-29 into serial data and outputs it to the serial communication controller 317.
[0167] (Regarding the status of the gaming machine) In Pachinko Machine 1, six game machine states are defined (specifically, playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, and backup abnormal state). The RAM 230 of the main control board 200 is provided with a game machine state flag area. The game machine state flag area stores (sets) values corresponding to one of six game machine states (specifically, playable state, setting change state, setting confirmation state, setting error state, RAM error state, and backup error state) as game machine state flags. Then, in the pachinko machine 1, a game machine state corresponding to the value stored in the game machine state flag area is generated.
[0168] "Game-ready state" means the game machine is in a state where gameplay can proceed. While the game-playable state is established, the execution of steps S4-9 to S4-18, described later, is permitted. This allows the game (regular game and special game) to proceed. Furthermore, while the game is playable, the base ratio is displayed on the performance display device 206. In addition, information related to the game is displayed on the main display device 60.
[0169] The "settings change state" is a state in the gaming machine where it is possible to change the settings stored in the setting value area of RAM230. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when, at power-on, a detection signal is input from the inner frame release sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207. That is, when, at power-on, the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed, the setting change state occurs. While the settings change state is active, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Also, all the lighting elements constituting the main display device 60 are turned off. In addition, security information (external information) is output to an external device. Furthermore, while the setting change state is active, the setting value stored in the setting value area can be changed by pressing the RAM clear switch 207. Then, while the setting change state is active, if the key switch 208 is rotated to the OFF position, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.
[0170] The "settings confirmation state" is a gaming machine state in which the settings stored in the setting value area of RAM230 can be checked. The setting confirmation state occurs when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are met when, at power-on, a detection signal is received from the inner frame release sensor 108, a detection signal is received from the setting key switch 208, and no detection signal is received from the RAM clear switch 207. That is, at power-on, the setting confirmation state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is not pressed. While the settings confirmation state is active, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, regular gameplay and special gameplay) is stopped. Furthermore, while the setting confirmation state is active, the performance display device 206 displays the setting value stored in the setting value area. This makes it possible to confirm the setting value stored in the setting value area. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. Furthermore, while the settings confirmation state is active, it is not possible to change the settings stored in the settings value area. Then, if the key switch 208 is rotated to the OFF position while the settings confirmation state is active, the game-ready state is activated instead of the settings confirmation state.
[0171] "Setting Abnormal State" indicates that the gaming machine is in a state where a setting abnormality has occurred. The setting error state occurs when, while the game is playable, it is determined that the setting value set in the setting value range is not within the specified range. While an abnormal setting state occurs, the execution of steps S4-9 to S4-18 described later is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a setting error occurs, the performance display device 206 displays an error code indicating the occurrence of the setting error. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.
[0172] "RAM abnormal state" indicates that the gaming machine is in a state where a RAM abnormality has occurred. A RAM abnormality condition occurs when a read / write abnormality in RAM230 is detected during power-on. While a RAM abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a RAM abnormality occurs, the performance display device 206 displays an error code indicating the occurrence of a RAM abnormality. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormal state, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.
[0173] "Backup Anomaly State" indicates that a gaming machine is in a state where a backup anomaly has occurred. A backup error occurs when a backup error in RAM230 (specifically, an error in the backup flag or an error in the checksum) is detected at power-on. While a backup abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a backup failure occurs, the performance display device 206 displays an error code indicating the occurrence of a backup failure. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a backup failure, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.
[0174] (Regarding the settings) Next, we will explain the settings (setting information) that are set in pachinko machine 1. The "setting value" is information that specifies the probability of winning in the special symbol lottery (first special symbol lottery and second special symbol lottery) (the probability of winning a "jackpot"). In this embodiment, the setting value is defined as a value from "0" to "5". The RAM 230 of the main control board 200 is provided with a set value area. In the set value area, one value from "0" to "5" is stored (set) as a set value. In the pachinko machine 1, the probability of winning the special symbol lottery is set to a probability corresponding to the value set in the set value area. In this embodiment, the winning probabilities for the special symbol lottery corresponding to each setting value are, in descending order of winning probability, as follows: the winning probability for setting value = "5", the winning probability for setting value = "4", the winning probability for setting value = "3", the winning probability for setting value = "2", the winning probability for setting value = "1", and the winning probability for setting value = "0" (high winning probability → low winning probability).
[0175] In particular, in pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area while the setting change state is active. Here, the change of the setting value is performed by the administrator of pachinko machine 1 (such as an employee of the amusement facility where pachinko machine 1 is installed). In other words, as described above, a setting change state occurs when the inner frame unit 3 is open when the power is turned on, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed. While the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. When the setting value in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. Then, if the key switch 208 is rotated to the OFF position while the setting change state is active, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.
[0176] (Regarding the base ratio) In the pachinko machine 1, the CPU 210 calculates the base ratio (base value) while a playable state is in effect. In this embodiment, the base ratio is calculated only while a predetermined play state is in effect (specifically, while a low probability state for special symbols is in effect and while the time-saving control is stopped). While the game is playable, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls launched into the game area 30 and the number of prize balls dispensed according to the entry of game balls into predetermined entry points (in this embodiment, the first starting point 51, the second starting point 52, and other prize entry points 55a to 55e). Specifically, the base ratio is the ratio (percentage) of the number of balls dispensed to the number of balls that go out. In this embodiment, the base ratio is calculated for each predetermined interval (period). A predetermined interval is defined as a period in which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval starts when the previous interval ends and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio in real time during each interval.
[0177] Furthermore, a predetermined time period may be defined as the predetermined interval. In other words, the CPU 210 may be configured to calculate the base ratio for each predetermined time period. "Number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been ejected from the game area 30. Specifically, out balls are game balls that have passed through the ejection path (game balls detected by the out switch 109). Furthermore, game balls ejected from the out port 58 may also be considered out balls. Specifically, the out switch 109 may be configured to detect only game balls ejected from the out port 58, and game balls detected by the out switch 109 may also be considered out balls. "Payout amount" refers to the total number of prize balls dispensed in accordance with the number of game balls that enter the first starting port 51, the second starting port 52, and other prize entry ports 55a to 55e.
[0178] (Regarding time-saving control) In Pachinko Machine 1, it is possible to implement a time-saving control as an auxiliary control that is advantageous to the player. During the execution of the time-saving control, it becomes easier for game balls to enter the second starting port 52 (acquisition of special feature 2 game information) compared to when the time-saving control is stopped, which is advantageous to the player. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery is the same whether the time-saving control is running or stopped. However, it is also acceptable to configure the system so that the probability of winning a "regular symbol win" through the regular symbol lottery is higher when the time-saving control is running compared to when the time-saving control is stopped. In particular, while the time-saving control is in operation, the time for displaying the special symbols' variations (hereinafter referred to as "variation time") is shortened compared to when the time-saving control is stopped. Also, while the time-saving control is in operation, the time for displaying the regular symbols' variations is shortened compared to when the time-saving control is stopped. Furthermore, while the time-saving control is in operation, compared to when the time-saving control is stopped, the number of times the regular electric mechanism 52a opens is increased, and the opening time of the regular electric mechanism 52a is extended. As a result, while the time-saving control is in operation, it becomes easier to get game balls into the second start port 52 (acquisition of special symbol 2 game information) compared to when the time-saving control is stopped.
[0179] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. In pachinko machine 1, a regular symbol lottery is performed when a game ball enters the operating opening 54. In this embodiment, the results of the regular symbol lottery are defined as "regular symbol win" and "lose". Regardless of whether the time-saving control is running or stopped, the probability of determining a "regular symbol win" (winning) in the regular symbol lottery (regular symbol win / lose determination) is 65535 / 65536. Furthermore, in this embodiment, one type of game state called "normal symbol win" is set as the type of normal symbol win game state that occurs when a normal symbol lottery is won. If a "regular symbol win" is achieved (winning the regular symbol lottery), the regular symbol display device is controlled to stop and display the regular symbols as "regular symbol win symbols". On the other hand, if the regular symbol lottery is unsuccessful, the regular symbol display device is controlled to stop and display the regular symbol as a "losing symbol".
[0180] If a "regular win" is achieved, the regular win game state is activated. In the regular win game state, the regular electric mechanism 52a is displaced (opened) from a closed state to an open state, allowing game balls to enter the second start opening 52. In the normal winning state, the number of times the normal electric mechanism 52a opens is set to 1 or 3 times, and the opening time of the normal electric mechanism 52a in each opening is set to 0.04 seconds or 1.0 seconds. During this time-saving control, the number of times the standard electric mechanism 52a opens is set to 3, and the opening time of the standard electric mechanism 52a for each opening is set to 1.0 s. On the other hand, while the time-saving control is stopped, the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a for each opening is set to 0.04 seconds.
[0181] In addition, in pachinko machine 1, the entry of a game ball into the first starting port 51 triggers the first special symbol lottery, and the entry of a game ball into the second starting port 52 triggers the second special symbol lottery. In this embodiment, the results of the first special symbol lottery are defined as "Big Win" and "Loss". On the other hand, the results of the second special symbol lottery are defined as "Big Win", "Small Win", and "Loss". Furthermore, the system may be configured such that a "minor win" is defined as a result of the first special symbol lottery. In particular, the system may be configured such that "minor win (no V)" is included as the type of win (type of "minor win symbol") selected when a "minor win" is won by the first special symbol lottery. Here, "minor win (no V)" is a type of win in which it is difficult (impossible) for the game ball to pass through the V area while the minor win game state is occurring.
[0182] In both the first special symbol lottery (special symbol win determination based on special symbol 1 game information) and the second special symbol lottery (special symbol win determination based on special symbol 2 game information), the probability of winning a "jackpot" is determined according to the set value. In this case, if the setting value is "0", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 199. On the other hand, if the setting value is "1", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 195. On the other hand, if the setting value is "2", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 191. On the other hand, if the setting value is "3", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 187. On the other hand, when the setting value is "4", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 171. On the other hand, when the setting value is "5", the probability of winning a "jackpot" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is 1 / 140. In the second special symbol lottery (special symbol win determination based on special symbol 2 game information), the probability of winning a "minor win" is 1 / 7.7, regardless of the setting value.
[0183] Furthermore, in this embodiment, "Big Win 1" and "Big Win 2" ("Big Win Symbol 1" and "Big Win Symbol 2") are defined as the types of winning symbols (types of "Big Win Symbols") that are selected when a "Big Win" is won by the first special symbol lottery. If you win a "jackpot" in the first special symbol lottery, the probability of selecting "jackpot 1" ("jackpot symbol 1") is 99 / 100, and the probability of selecting "jackpot 2" ("jackpot symbol 2") is 1 / 100. On the other hand, "Big Win 3" ("Big Win Symbol 3") is defined as the type of winning symbol (type of "Big Win Symbol") selected when a "Big Win" is achieved through the second special symbol lottery. If you win a "Big Win" in the second special symbol lottery, the probability of selecting "Big Win 3" ("Big Win Symbol 3") becomes 1 / 1. On the other hand, when a "minor win" is achieved through the second special symbol lottery, the following types of winning symbols (types of "minor win symbols") are defined: "minor win 1," "minor win 2," and "minor win 3" ("minor win symbol 1," "minor win symbol 2," and "minor win symbol 3"). If a "minor win" is selected in the second special symbol lottery, the probability of selecting "minor win 1" ("minor win symbol 1") is 25 / 100, the probability of selecting "minor win 2" ("minor win symbol 2") is 20 / 100, and the probability of selecting "minor win 3" ("minor win symbol 3") is 55 / 100.
[0184] If "Big Win 1" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 1" will be displayed in the Special Feature 1 display device. In addition, the stop symbol (display mode) corresponding to "Challenge Symbol" will be displayed in the performance symbol display areas a1 to a4. Here, the "Challenge Symbol" is a stop symbol that indicates a transition to the "Challenge Section," which will be described later. The "Challenge Symbol" is, for example, a first-stage symbol z1 that stops and is displayed at the lottery result display position in the three first-stage symbol display areas a1 to a3, and consists of "number symbols" that show the same even number, such as "2,2,2", and a second-stage symbol z2 that stops and is displayed in the second-stage symbol display area a4 shows a predetermined color. If "Big Win 2" is achieved, the stop symbols (display mode) corresponding to "Big Win Symbol 2" will be displayed in the Special Feature 1 display device. In addition, the stop symbols (display mode) corresponding to "Super Rush Symbol" will be displayed in the performance symbol display areas a1 to a4. Here, the "Super Rush symbol" is a stop symbol that indicates a transition to the "Super Rush section," which will be described later. The "Super Rush symbol" is, for example, a first-stage symbol z1 that is stopped and displayed at the lottery result display position in the three first-stage symbol display areas a1 to a3, which are all "number symbols" showing the same odd number, such as "1,1,1", and a second-stage symbol z2 that is stopped and displayed in the second-stage symbol display area a4 shows a predetermined color. If "Big Win 3" is achieved, the stop symbols (display mode) corresponding to "Big Win Symbol 3" will be displayed in the Special Feature 2 display device. In addition, the stop symbols (display mode) corresponding to "Super Rush Symbol" will be displayed in the performance symbol display areas a1 to a4.
[0185] If a "minor win 1" is achieved, the stop symbol (display mode) corresponding to "minor win symbol 1" will be displayed in the special display device 2. In addition, the stop symbol (display mode) corresponding to "rush symbol 1" will be displayed in the performance symbol display areas a1 to a4. Here, "Rush Symbol 1" is a display configuration in which, for example, the first performance symbol z1 that stops and is displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same even number, such as "2,2,2", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color. If a "minor win 2" is achieved, the stop symbol (display mode) corresponding to "minor win symbol 2" will be displayed in the special display device 2. In addition, the stop symbol (display mode) corresponding to "rush symbol 2" will be displayed in the performance symbol display areas a1 to a4. Here, "Rush Symbol 2" is a display pattern in which, for example, the first performance symbol z1 that stops and is displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same even number, such as "4,4,4", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color. If a "minor win 3" is achieved, the stop symbol (display mode) corresponding to "minor win symbol 3" will be displayed in the special display device 2. In addition, the stop symbol (display mode) corresponding to "rush symbol 3" will be displayed in the performance symbol display areas a1 to a4. Here, "Rush Symbol 3" is a display configuration in which, for example, the first performance symbol z1 that stops and is displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same even number, such as "6,6,6", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color.
[0186] If you lose the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), the stop symbol (display mode) corresponding to the "losing symbol" will be displayed in the Special Symbol 1 display device or the Special Symbol 2 display device. Additionally, the stop symbol (display mode) corresponding to the "losing symbol" will be displayed in the performance symbol display areas a1 to a4. A "losing symbol" is, for example, a combination in which at least one of the first performance symbols z1 stopped and displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 displays different identification information from the other first performance symbols z1, and the second performance symbol z2 stopped and displayed in the second performance symbol display area a4 displays a predetermined color.
[0187] If you win "Big Win 1" through "Big Win 3" ("Big Win Symbol 1" through "Big Win Symbol 3"), a big win game state is activated. In the big win game state, the special electric mechanism 53a is moved from a closed state to an open state, allowing game balls to enter the big prize entry opening 53. Specifically, during a jackpot game state, a predetermined number of rounds of gameplay are performed. In this embodiment, if you win "Big Win 1" or "Big Win 2", the number of rounds of play is set to 5, and if you win "Big Win 3", the number of rounds of play is set to 2. Furthermore, if a "Big Win 1" to "Big Win 3" is achieved, the maximum opening time of the special electric mechanism 53a during each round of gameplay is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when one of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 53a was opened, or (2) the number of game balls that have entered the large prize pocket 53 during the execution of the round of gameplay has reached a predetermined upper limit (8 balls in this embodiment).
[0188] If a "minor win 1" to "minor win 3" ("minor win symbol 1" to "minor win symbol 3") is won, a minor win game state is activated. In the minor win game state, the special electric mechanism 53a is moved from a closed state to an open state, allowing game balls to enter the large prize opening 53. Specifically, while a minor win state is occurring, a predetermined number of minor win games are performed. In this embodiment, if you win "Minor Win 1" to "Minor Win 3", the number of minor win games is set to 1. Furthermore, if a "minor win 1" to "minor win 3" is achieved, the maximum opening time of the special electric mechanism 53a in each minor win game is set to a predetermined time (29.0 [s] in this embodiment). Each minor win game is terminated when one of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 53a was opened, or (2) the number of game balls that have entered the large prize opening 53 during the execution of the minor win game has reached a predetermined upper limit (10 balls in this embodiment). Furthermore, during each minor win game, the distribution means is changed from a non-V-passing state to a V-passing state. In this case, during each minor win game, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes easy (possible) for the game balls that enter the big prize opening 53 during the execution of the minor win game to pass through the V-area. As a result, when "minor win 1" to "minor win 3" are won, it becomes easy (possible) for the game balls to pass through the V-area while the minor win game state is occurring.
[0189] If a game ball is detected passing through the V area while a minor win game is in progress (i.e., if a game ball that entered the big prize slot 53 during the execution of a minor win game is detected passing through the V area), a big win game state is triggered in accordance with the end of the minor win game state. In this case, if "Minor Win 1" is awarded and the passing of the game ball through the V area is detected while the minor win game state is active, the number of rounds of gameplay will be set to 9. As a result, 10 rounds will be executed, with the minor win game being the first round of gameplay. On the other hand, if a "minor win 2" is achieved and the passing of a game ball through the V area is detected while the minor win game state is active, the number of rounds of gameplay is set to 6. As a result, the minor win game is treated as the first round of gameplay, and 7 rounds are executed. On the other hand, if a "minor win 3" is achieved and the passing of a game ball through the V area is detected while the minor win game state is active, the number of rounds of gameplay is set to 3. As a result, the minor win game is treated as the first round of gameplay, and 4 rounds are executed. Furthermore, if a "minor win 1" to "minor win 3" is achieved and the passage of a game ball through the V area is detected while the minor win game state is active, the maximum opening time of the special electric mechanism 53a in each round of game is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when one of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 53a was opened, or (2) the number of game balls that have entered the large prize pocket 53 during the execution of the round of gameplay has reached a predetermined upper limit (8 balls in this embodiment). On the other hand, if the passage of a game ball through the V area is not detected while a minor win game is in progress (i.e., if the passage of a game ball that entered the large prize pocket 53 through the V area is not detected during the execution of a minor win game), the big win game state will not occur.
[0190] If you win "Big Win 1" through "Big Win 3", time-saving control will start according to the end of the big win game state. Also, if you win "Minor Win 1" through "Minor Win 3", and if the passing of the game ball through the V area is detected while the minor win game state is occurring, time-saving control will start according to the end of the big win game state. In this embodiment, multiple time-saving termination conditions (specifically, "Time-Saving Termination Condition 1" to "Time-Saving Termination Condition 4") are defined as termination conditions for time-saving control (hereinafter referred to as "Time-Saving Termination Conditions"). In particular, time-saving termination conditions related to variable gameplay (number of variable gameplay rounds) (specifically, "Time-Saving Termination Condition 1" and "Time-Saving Termination Condition 2") and time-saving termination conditions related to "minor wins" (results of special symbol win determination) (specifically, "Time-Saving Termination Condition 3"). After the start of time-saving control, the time-saving control is terminated when any of the time-saving termination conditions from "Time-Saving Termination Condition 1" to "Time-Saving Termination Condition 4" are met.
[0191] "Time-saving termination condition 1" is a time-saving termination condition based on the variable gameplay related to the Special Feature 2 gameplay information. Specifically, "Time-saving termination condition 1" is a time-saving termination condition based on the number of variable games related to the Special Feature 2 gameplay information. "Variable gameplay based on Special Symbol 2 game information" refers to the display of the second special symbol's variation. Alternatively, "Variable gameplay based on Special Symbol 2 game information" may also be used as a notification display (variation display and stop display) for the second special symbol. On the other hand, the "variable game based on Special Symbol 1 game information," described later, is a variation display of the first special symbol. It is also acceptable to use the "variable game based on Special Symbol 1 game information" as a notification display (variation display and stop display) of the first special symbol. In this embodiment, the "Time-Saving End Condition 1" is met when the number of times the special feature 2 changes during the time-saving mode reaches the first time-saving mode set at the end of the jackpot game state.
[0192] "Number of Special Feature 2 Variations During Time Reduction" refers to the number of variation games based on Special Feature 2 game information executed during time reduction control. In this embodiment, when "Time-saving termination condition 1" is met, the time-saving control is terminated at the end of the variation display of the second special symbol that triggered the meeting of the time-saving termination condition (when the variation time has elapsed or ended). In other words, if "Time-saving termination condition 1" is met, the time-saving control will end at the start of the stop display of the second special symbol that triggered the meeting of the time-saving termination condition (when the stop time is set and when it starts). Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. When the jackpot game state ends, the CPU 210 sets the value of the first time-saving counter to the number of times the first time-saving mode is performed according to the type of win (type of winning symbol). In addition, "1" is subtracted from the value of the first time-saving counter each time the display of the second special symbol changes ends. Then, when the value of the first time-saving counter is subtracted to "0", the "time-saving mode termination condition 1" is met and the time-saving control is stopped.
[0193] "Time-saving termination condition 2" is a time-saving termination condition based on the number of variable games related to the Special Feature 1 game information and the number of variable games related to the Special Feature 2 game information. Specifically, "Time-saving termination condition 2" is a time-saving termination condition based on the total number of variable games related to the Special Feature 1 game information and the number of variable games related to the Special Feature 2 game information. In this embodiment, the "Time-Saving End Condition 2" is met when the total number of special symbol variations during the time-saving mode reaches the second time-saving mode set at the end of the jackpot game state. The "Total number of special symbol variations during time-saving mode" is the sum of the number of variations based on special symbol 1 game information and the number of variations based on special symbol 2 game information that were performed during time-saving control. In this embodiment, when "Time-saving termination condition 2" is met, the time-saving control is terminated at the end of the display of the special symbol (first special symbol or second special symbol) that triggered the meeting of the time-saving termination condition (when the display time has elapsed or ended). In other words, if "Time-saving termination condition 2" is met, the time-saving control will end at the start of the stop display of the special symbol (first special symbol or second special symbol) that triggered the meeting of the time-saving termination condition (when the stop time is set or when it starts). Specifically, the main control board 200 is configured with a second time-saving counter that counts the total number of special symbol variations during the time-saving mode. When the jackpot game state ends, the CPU 210 sets the value of the second time-saving counter to the number of second time-saving rounds according to the type of win (type of winning symbol). In addition, each time the variation display of a special symbol (first special symbol or second special symbol) ends, "1" is subtracted from the value of the second time-saving counter. Then, when the value of the second time-saving counter is subtracted to "0", the "time-saving end condition 2" is met and the time-saving control is stopped.
[0194] "Time-saving termination condition 3" is a time-saving termination condition based on "minor wins" (the result of special symbol win determination). Specifically, "Time-saving termination condition 3" is a time-saving termination condition based on the number of times a "minor win" is achieved (or the number of variable games related to a "minor win"). In this embodiment, the "Time-Saving End Condition 3" is met when the number of time-saving small win variations reaches the third time-saving number set at the end of the big win game state. "Number of minor win variations during time reduction" refers to the number of minor win variations performed during time reduction control. Here, "minor win variations" are variations performed when a "minor win" is achieved through special symbol lottery (first special symbol lottery or second special symbol lottery). In this embodiment, if "Time-saving termination condition 3" is met, the time-saving control is terminated at the end of the display of the second special symbol related to the "minor win" that triggered the meeting of the time-saving termination condition (when the display of the variation time has elapsed or ended). In other words, if "Time-saving termination condition 3" is met, the time-saving control will end at the start of the stop display of the second special symbol related to the "minor win" that triggered the meeting of the time-saving termination condition (when the stop time is set and when it starts). Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of small win variations during the time-saving mode. When the big win game state ends, the CPU 210 sets a predetermined number of third time-saving rounds as the value of the third time-saving counter. In addition, each time the variation display of the second special symbol related to a "small win" ends, "1" is subtracted from the value of the third time-saving counter. Then, when the value of the third time-saving counter is subtracted to "0", the "time-saving termination condition 3" is met and the time-saving control is stopped. In particular, in pachinko machine 1, 1 is specified as the predetermined third number of time-saving rounds. As a result, if a "minor win" is achieved through a special symbol lottery (in this embodiment, the second special symbol lottery) performed during the execution of time-saving control, the time-saving control is terminated in accordance with the end of the display of the special symbols based on the said special symbol lottery. Therefore, if a player wins a type of win that is unfavorable to them among "minor win 1" to "minor win 3" (for example, a type of win with fewer rounds, or a type of win with fewer time-saving rounds (first time-saving rounds and second time-saving rounds)), it becomes possible to prevent the player from intentionally avoiding passing the game ball through the V area during the minor win game state related to that type of win, and instead waiting to win a more favorable type of win.
[0195] "Time-saving termination condition 4" is a condition based on winning a "jackpot" (jackpot game state). In this embodiment, the "Time Reduction End Condition 4" is met when a "jackpot" is won (the jackpot game state is established). In this embodiment, if "Time-saving termination condition 4" is met, the time-saving control is terminated when the display of the "jackpot symbol" stops (when the stop time has elapsed or ended). In other words, if "Time-saving termination condition 4" is met, the time-saving control will end at the start of the jackpot game state (when the opening time is set or at the start of the game).
[0196] In this embodiment, the first and second time-saving rounds are set to different numbers depending on the type of win (type of winning symbol), while the third time-saving round is set to the same number regardless of the type of win (type of winning symbol). However, the third time-saving round may also be configured to have different numbers depending on the type of win (type of winning symbol). Specifically, as shown in Figure 6(a), if you win "Big Win 1" ("Big Win Symbol 1"), at the end of the big win game state, the first time-saving rounds will be set to 1 or 12. In this case, if the game state at the time of the special symbol win determination is with the time-saving control stopped, the first time-saving rounds will be set to 1, and if the game state at the time of the special symbol win determination is with the time-saving control running, the first time-saving rounds will be set to 12. Furthermore, if you win "Big Win 1" ("Big Win Symbol 1"), at the end of the big win game state, the second round of time-saving mode will be set to 5 or 16 rounds. In this case, if the game state at the time of the special symbol win determination is while time-saving control is stopped, the second round of time-saving mode will be set to 5 rounds, and if the game state at the time of the special symbol win determination is while time-saving control is running, the second round of time-saving mode will be set to 16 rounds. Furthermore, if you win "Big Win 1" ("Big Win Symbol 1"), regardless of the game state at the time of the special symbol win determination, 1 round will be set as the third round of time-saving features at the end of the big win game state.
[0197] On the other hand, if you win "Big Win 2" ("Big Win Symbol 2"), at the end of the big win game state, the first time-saving rounds will be set to 100 or 12. In this case, if the game state at the time of the special symbol win judgment is while the time-saving control is stopped, the first time-saving rounds will be set to 100, and if the game state at the time of the special symbol win judgment is while the time-saving control is running, the first time-saving rounds will be set to 12. Furthermore, if you win "Big Win 2" ("Big Win Symbol 2"), at the end of the big win game state, 100 or 16 rounds of the second time-saving mode will be set. In this case, if the game state at the time of the special symbol win determination is with the time-saving control stopped, 100 rounds of the second time-saving mode will be set, and if the game state at the time of the special symbol win determination is with the time-saving control running, 16 rounds of the second time-saving mode will be set. Furthermore, if you win "Big Win 2" ("Big Win Symbol 2"), regardless of the game state at the time of the special symbol win determination, 1 round will be set as the third round of time-saving features at the end of the big win game state.
[0198] On the other hand, as shown in Figure 6(b), if you win "Big Win 3" ("Big Win Symbol 3"), regardless of the game state at the time of the special symbol win determination, 100 rounds will be set as the first time-saving round at the end of the big win game state. Furthermore, if you win "Big Win 3" ("Big Win Symbol 3"), regardless of the game state at the time of the special symbol win determination, 100 rounds will be set as the second round of time-saving features at the end of the big win game state. Furthermore, if you win "Big Win 3" ("Big Win Symbol 3"), regardless of the game state at the time of the special symbol win determination, 1 round will be set as the third round of time-saving features at the end of the big win game state.
[0199] On the other hand, if a "minor win 1" ("minor win symbol 1") to "minor win 3" ("minor win symbol 3") is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, regardless of the game state at the time of the special symbol win judgment, 12 rounds will be set as the first time reduction round at the end of the big win game state. Furthermore, if you win "Minor Win 1" ("Minor Win Symbol 1") to "Minor Win 3" ("Minor Win Symbol 3"), and if the passing of the game ball through the V area is detected while the minor win state is occurring, regardless of the state of play when the special symbol win judgment is executed, 16 rounds will be set as the second round of time-saving play at the end of the big win state. Furthermore, if you win "Minor Win 1" ("Minor Win Symbol 1") to "Minor Win 3" ("Minor Win Symbol 3"), and if the passing of the game ball through the V area is detected while the minor win state is occurring, regardless of the state of play when the special symbol win judgment is executed, 1 round will be set as the third time reduction round at the end of the big win state. In this embodiment, when a "minor win" is achieved, the first, second, and third time-saving rounds are set to the same number regardless of the type of win (the type of winning symbol). However, it is also acceptable to configure the system so that when a "minor win" is achieved, different numbers of time-saving rounds are set for the first, second, and third time-saving rounds depending on the type of win (the type of winning symbol).
[0200] As described above, when the jackpot game state ends, the first, second, and third rounds of time-saving measures are set, and time-saving control is initiated according to the end of the jackpot game state. Then, the time-saving control is terminated when any of the following time-saving termination conditions are met: (1) the number of special symbol 2 variations during the time-saving mode reaches the first time-saving mode set at the end of the big win game state ("Time-saving termination condition 1"), (2) the total number of special symbol variations during the time-saving mode reaches the second time-saving mode set at the end of the big win game state ("Time-saving termination condition 2"), (3) the number of minor win variations during the time-saving mode reaches the third time-saving mode set at the end of the big win game state ("Time-saving termination condition 3"), and (4) a "Big Win" is achieved ("Time-saving termination condition 4").
[0201] (Regarding control commands) Next, we will explain the control commands transmitted from the main control board 200 to the performance control board 300, and the control commands transmitted and received between the main control board 200 and the payout control board 400. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Communication between the main control board 200 and the performance control board 300 is unidirectional, from the main control board 200 to the performance control board 300; no communication occurs from the performance control board 300 to the main control board 200. Each control command transmitted from the main control board 200 to the performance control board 300 consists of a 1-byte upper-order data indicating the type of control command and a 1-byte lower-order data indicating the content of the control command. The main control board 200 then transmits a control command consisting of higher-level data and lower-level data to the performance control board 300 via serial communication. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing stores the control command data in a predetermined area of RAM.
[0202] In pachinko machine 1, the following control commands are set to be sent from the main control board 200 to the performance control board 300: a symbol type specification command, a variation pattern specification command, a stop specification command, a game state specification command, a number of reserved symbols specification command, an opening specification command, a round start specification command, a round end specification command, an ending specification command, a V-winning specification command, a first pre-read specification command, a second pre-read specification command, an error specification command, a demo specification command, and so on. The symbol type specification command is a command that specifies the type (stop symbol number) of the stopped symbol. Specifically, the symbol type specification command specifies one of the following types: "losing symbol", "minor winning symbol" ("minor winning symbol 1" to "minor winning symbol 3"), and "big winning symbol" ("big winning symbol 1" to "big winning symbol 3"). The symbol type specification command is sent at the start of the special symbol variation display. In this embodiment, the symbol type specification command is set to correspond to the first special symbol lottery and the second special symbol lottery, respectively.
[0203] The variation pattern specification command is used to specify the type of variation pattern (variation pattern number). By specifying the variation pattern number, the variation time associated with that variation pattern number is specified. The variation pattern specification command is sent at the start of the variation display of special symbols. The stop command is used to specify the stopping display of special symbols (effect symbols z1, z2). The stop command is sent when the stopping display of the special symbols begins. The game state specification command is a command that specifies the game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, the game state offset value is set to a numerical value corresponding to each combination of the time-saving control flag value, the previous jackpot symbol flag value, and the spin count counter value after the jackpot. The game state specification command specifies a game state offset value. The game state specification command is sent when the power is turned on, when the special game phase is changed (described later), e...
Claims
[Claim 1] A game ball guide member provided on the front of the game board, A game area formed on the front surface of the game board, including a left region and a right region, It comprises a launch control means that controls the launch of game balls in accordance with the rotation operation of the operating means, The game board has an opening that allows the display screen of the image display device to be viewed, The game ball guiding member includes a first game ball guiding member and a second game ball guiding member for guiding game balls. The first game ball guiding member and the second game ball guiding member are arranged adjacent to each other and cover the peripheral edge of the opening so that the game balls do not come into contact with the peripheral edge that forms the opening. A gap is provided between the first game ball guiding member and the second game ball guiding member. The dimensions of the gap are set such that the game ball cannot come into contact with the peripheral edge of the opening through the gap. The aforementioned operating means is rotatable from an initial position through a predetermined reference position to a maximum position. When the operating torque when the operating means starts rotating from the initial position is defined as the first operating torque, the operating torque when the operating means reaches the predetermined reference position is defined as the second operating torque, and the operating torque when the operating means reaches the maximum position is defined as the third operating torque, The second operating torque is greater than the first operating torque. The third operating torque is greater than the second operating torque and less than or equal to twice the second operating torque. A gaming machine in which, when the operating means is rotated to the predetermined reference position, a game ball is launched into the left-side region, and when the operating means is rotated to the maximum position, a game ball is launched into the right-side region.
Citation Information
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