Game machine

The gaming machine enhances player engagement through a firing mechanism, transition determination, and shifting means to a special gaming state with variable ball entry modes and passage areas, improving overall gameplay dynamics and player attention.

JP2025013450AActive Publication Date: 2025-01-24SANYO BUSSAN KK
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Patent Information

Application Number
JP2024192750
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-01
Publication Date
2025-01-24
Estimated Expiration
2039-03-22

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player engagement and attention levels during gameplay.

Method used

Incorporation of a firing mechanism, transition determination, and shifting means to transition to a special gaming state with variable ball entry modes, specific games, and benefits based on game ball entry numbers, along with distinct passage areas and benefits for game balls, allowing for enhanced gameplay dynamics.

Benefits of technology

Increases player engagement and attention by introducing varied gameplay elements and rewards, enhancing overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing a degree of attention to a game.SOLUTION: When a result of a winning / losing lottery becomes a jackpot result, an opening / closing execution mode for opening a variable winning device 32 is executed. A fall area is provided in the variable winning device 32, and a lottery mode after completion of the opening / closing execution mode becomes a low-probability mode if game balls pass through the fall area within the variable winning device 32 during execution of the opening / closing execution mode when the jackpot result is a probability variable jackpot result. In the meantime, when the opening / closing execution mode is completed without causing game balls to pass through the fall area within the variable winning device 32, a lottery mode is shifted to a high-probability mode after completion of the opening / closing execution mode.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] For example, in gaming machines such as pachinko machines, a lottery process is executed based on a predetermined lottery trigger, and if the lottery result is a specific result, the machine transitions to a special gaming state that is more advantageous to the player than the normal gaming state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2004-81853 A Summary of the Invention [Problem to be solved by the invention]

[0004] Here, there is still room for improvement in gaming machines in terms of attracting attention to games.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine that can increase attention to the game. [Means for solving the problem]

[0006] The present invention relates to A launching means capable of launching a game ball based on a predetermined launching operation; A transition determination means for executing a predetermined transition determination based on a predetermined determination trigger; a transition means for transitioning a gaming state to a special gaming state which is more advantageous to a player than a predetermined gaming state based on the result of the predetermined transition judgment being a predetermined transition corresponding result; A means for changing a predetermined variable ball entry means from a first mode in which the game ball cannot be entered or is difficult to enter to a second mode in which the game ball can be entered or is easier to enter than the first mode, and then executing a specific game in the first mode; Equipped with The specific game is executed in the special game state, a means for terminating the specific game being executed when the number of game balls entering the predetermined variable ball entry means during execution of the specific game reaches a specific number; a first area through which the game balls launched by a first launching operation can pass and through which the game balls launched by a second launching operation different from the first launching operation cannot pass, and a second area through which the game balls launched by the second launching operation can pass and through which the game balls launched by the first launching operation cannot pass, A first passing section through which the game ball passing through the first area can pass and which can grant a first benefit based on the game ball passing through the first area; A second passage section through which the game ball passing through the second area can pass and which can provide a second benefit different from the first benefit based on the game ball passing through the second area; Equipped with The present invention is characterized in that, during the execution of a specific game, when the number of game balls entering the specific variable ball entry means is less than the specific number and game balls are launched by the second launch operation, the specific game can be ended before the number of game balls entering the specific variable ball entry means reaches the specific number. Effect of the Invention

[0007] According to the present invention, it is possible to increase the attention to the game. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a front view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3]1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] 1A is a front view showing the game board unit, and FIG. 1B is a cross-sectional view of the general-purpose device. [Diagram 5] FIG. [Figure 6] 1A is a cross-sectional view of the variable winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable winning device in an open state. [Figure 7] 1A is a front view of the variable winning device without the opening and closing door, and FIG. 1B is a perspective view of the variable winning device in the open state. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 10] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 11] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 12] An explanatory diagram of a jackpot type table. [Figure 13] 4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 14] 13 is a flowchart showing a normal process. [Figure 15] 13 is a flowchart showing a game play control process. [Figure 16] 13A is a flowchart showing the fluctuation start process, and FIG. 13B is an explanatory diagram of the stop result table for a jackpot. [Figure 17] 13 is a flowchart showing a game state transition process. [Figure 18] A flowchart showing the process of opening and closing the large prize opening. [Figure 19] A flowchart showing the processing for V winning. [Figure 20] 13 is a flowchart showing a setting process for each round. [Figure 21] FIG. 13 is an explanatory diagram of an upper limit number allocation table. [Figure 22] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 23] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Figure 24] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Diagram 25] 13 is a flowchart showing the performance processing for an opening / closing execution mode executed by an MPU of a performance control device according to a second embodiment. [Figure 26] 13 is a flowchart showing a standby period process. [Figure 27] 13 is a flowchart showing a round start process. [Figure 28] 13 is a flowchart showing processing during a round. [Figure 29] 13 is a flowchart showing a round end process. [Diagram 30] FIG. 4 is a schematic diagram showing a display example of a display screen. [Diagram 31] 13 is an explanatory diagram for explaining the flow of game presentation during the opening and closing execution mode. FIG. [Diagram 32] A diagram showing the passage structure of a variable winning device in a third embodiment. [Diagram 33] 13 is a flowchart showing a timer interrupt process. [Diagram 34] 13 is a flowchart showing the processing for falling winning. [Diagram 35] 13 is a flowchart showing a normal process. [Diagram 36] A flowchart showing the process of opening and closing the large prize opening. [Figure 37] 13 is a flowchart showing a setting process for each round. [Figure 38] 1A is an explanatory diagram of an upper limit number allocation table, and FIG. 1B is an explanatory diagram of an opening and closing pattern table. [Figure 39] 13 is a flowchart showing a process during opening. [Diagram 40]13 is a flowchart showing a process for updating a round or starting an ending. [Diagram 41] FIG. 4A is a flowchart showing a shutter driving process, and FIG. 4B is an explanatory diagram for explaining the operation mode of the shutter. [Diagram 42] 13A is a flowchart showing the transition process when the opening and closing execution mode ends, and FIG. 13B is an explanatory diagram of the big win type table. [Diagram 43] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Diagram 44] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Diagram 45] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Figure 46] A diagram showing the passage structure of a variable winning device in the fourth embodiment. [Figure 47] A front view of the variable winning device when in a closed state. [Figure 48] FIG. 1A is an explanatory diagram of a big win type table, FIG. 1B is an explanatory diagram of a shutter allocation table, and FIG. 1C is an explanatory diagram for explaining the operation mode of the shutter. [Figure 49] 13 is a flowchart showing a normal process. [Figure 50] 13 is a flowchart showing a V distribution process. [Figure 51] A flowchart showing the process of opening and closing the large prize opening. [Figure 52] FIG. 13 is an explanatory diagram of an upper limit number allocation table. [Figure 53] A flowchart showing the processing for V winning. [Figure 54] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 55] FIG. 13 is an explanatory diagram for explaining the flow of a game in an opening and closing execution mode. [Figure 56] 13 is a schematic diagram showing a display example of a display screen in an opening and closing execution mode. FIG. [Figure 57] 13 is a schematic diagram showing a display example of a display screen in an opening and closing execution mode. FIG. [Figure 58] FIG. 1A is a diagram showing another example of a passage structure, and FIG. 1B is a cross-sectional view taken along line BB in FIG. [Figure 59] FIG. 11 is a diagram showing another example of a passage structure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] <First embodiment> Hereinafter, a first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is one type of gaming machine, will be described with reference to the drawings. Fig. 1 is a front view of a pachinko machine 10, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components inside the game area of ​​the pachinko machine 10 for the sake of convenience.

[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be rotatable forward. The gaming machine main body 12 has an inner frame 13, a front door frame 14 that is disposed in front of the inner frame 13, and a back pack unit 15 that is disposed behind the inner frame 13.

[0011] As shown in Fig. 2, the inner frame 13 of the gaming machine main body 12 is rotatably supported by the outer frame 11 with one of the left and right sides as the support side. A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with one of the left and right sides as the support side. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with one of the left and right sides as the support side.

[0012] The gaming machine body 12 is provided with a locking device 16 at its rotating tip, which has the function of locking the gaming machine body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame. Each of these locked states is released by using an unlocking key to unlock a cylinder lock 17 exposed at the front of the pachinko machine 10.

[0013] The front door frame 14, which is provided so as to cover the entire front side of the inner frame 13, is formed with a window section 61 that allows almost the entire area of ​​a game area, which will be described later, to be viewed from the front. The window section 61 is substantially elliptical in shape, and a window panel 62 is fitted into the window section 61. The window panel 62 is formed of glass so as to be colorless and transparent, but is not limited thereto and may be formed of synthetic resin so as to be colorless and transparent.

[0014] Light-emitting means such as various lamps are provided around the window 61. As part of the various lamps, a light-emitting unit 63 is provided above the window 61. In addition, on both the left and right sides of the light-emitting unit 63, speaker units 64 are provided that output sound effects according to the game status.

[0015] Below the window 61 in the front door frame 14, an upper bulge 65 and a lower bulge 66, which bulge toward the front, are arranged vertically side by side. An upper tray 71 that opens upward is provided inside the upper bulge 65, and a lower tray 72 that also opens upward is provided inside the lower bulge 66. The upper tray 71 has the function of temporarily storing game balls dispensed from the dispensing device 96 provided in the back pack unit 15, and guiding them to the game ball launching mechanism 53 while aligning them in a row. The lower tray 72 also has the function of storing surplus game balls in the upper tray 71.

[0016] A launching handle 60 is provided to the right of the lower tray 72 in the front door frame 14. By operating the launching handle 60, game balls are launched toward the game area PE from a game ball launching mechanism 53 provided below the game area PE in the inner frame 13. In this case, by changing the rotation operation amount of the launching handle 60, the launch strength of the game balls launched toward the game area PE, that is, the launching momentum, is changed. In this pachinko machine 10, when the launching handle 60 is operated by the player, the game ball launching mechanism 53 is driven and controlled so that one game ball is launched toward the game area PE every 0.6 seconds.

[0017] The play area PE is formed in a play board unit 24 mounted on the inner frame 13. The play board unit 24 (particularly various components arranged in the play area PE of the play board 24a) will be described below. Fig. 4(a) is a front view of the play board unit 24.

[0018] The game board unit 24 includes a game board 24a mainly made of a plate material made of, for example, a transparent synthetic resin material. An opaque game area partitioning member (spacer) 301 is attached to the periphery of the game board 24a so as to protrude from the surface of the plate material toward the front of the game machine. The game area partitioning member 301 is in the form of a frame having an approximately elliptical opening on the inside, and the surface of the game board 24a (plate material) is visible from the front of the game machine through the opening. An outer rail portion 52 is attached to the surface of the plate material so as to follow the opening of the game area partitioning member 301, and an inner rail portion 51 is attached to the inside of the outer rail portion 52, extending to the left side and lower portion of the game board 24a.

[0019] These game area partitioning members 301, inner rail portion 51, and outer rail portion 52 face the front door frame 14 or the window panel 62, and the protruding amount is set so that the gap between them is less than the diameter of the game ball. This prevents the game ball from climbing over the game area partitioning member 301, inner rail portion 51, and outer rail portion 52 and jumping out to the outside of the game board 24a. That is, the game area PE is partitioned by the game area partitioning member 301, the inner rail portion 51, and the outer rail portion 52. In addition, the inner rail portion 51 and the outer rail portion 52 form a guide rail 54 for the game ball to the game area PE, and the game ball launched from the game ball launching mechanism 53 by the player rotating the launching handle 60 is guided to the upper part of the game area PE by the guide rail 54.

[0020] The guide rail 54 is formed so that its exit portion faces the upper center of the play area PE on one side of the play area PE. Therefore, as the amount of rotation of the launch handle 60 by the player increases, the arrival position of the game ball in the upper part of the play area PE shifts from the side where the exit portion of the guide rail 54 is formed to the opposite side. The exit portion of the guide rail 54 is provided on the left side of the play area PE.

[0021] In the area defined as the play area PE on the game board 24a, multiple openings of different sizes are formed by router processing, which penetrates in the front-rear direction. Each opening is provided with a general winning opening 31, a variable winning device 32, a first operating opening (or a first starting ball entry section) 33, a second operating opening (or a second starting ball entry section) 34, a through gate 35, a variable display unit 36, a special chart display section 43, and a general chart display section 44. There are multiple general winning openings 31.

[0022] Even if a ball enters the through gate 35, the game balls are not dispensed. On the other hand, when balls enter the general winning opening 31, the variable winning device 32, the first operating opening 33, and the second operating opening 34, a predetermined number of game balls are dispensed. Specifically, when a ball enters the first operating opening 33, four balls are dispensed, and when a ball enters the second operating opening 34, three balls are dispensed. When a ball enters the general winning opening 31, ten balls are dispensed, and when a ball enters the variable winning device 32, fifteen balls are dispensed.

[0023] However, the number of prize balls is arbitrary, and for example, the number of prize balls associated with the first operating port 33 may be the same as the number of prize balls associated with the second operating port 34, or the number of prize balls associated with the second operating port 34 may be greater than the number of prize balls associated with the first operating port 33. Also, the number of prize balls associated with the variable winning device 32 may be the same as or less than the number of prize balls associated with the other operating ports.

[0024] An outlet 37 is provided at the bottom of the game board 24a, and game balls that do not enter the various winning holes are discharged from the game area PE through the outlet 37. Even if a game ball enters the outlet 37, no prize balls are paid out. In addition, a large number of nails 38 are planted on the game board 24a to appropriately distribute and adjust the falling direction of the game balls, and various components (gimmicks) such as windmills are also arranged.

[0025] Here, "entering" means that the game ball passes through a predetermined opening, and includes not only the mode in which the game ball passes through the opening and is discharged from the game area PE, but also the mode in which the game ball does not pass through the opening and is not discharged from the game area PE. However, in the following explanation, in order to clearly distinguish from the game ball entering the outlet 37, the game ball entering the general winning opening 31, the variable winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be expressed as winning.

[0026] The variable display unit 36 ​​is provided so as to include the center of the game area PE. The peripheral portion (center frame 302) of the variable display unit 36 ​​protrudes forward of the game machine from the surface of the game board 24a, and thus an area in which the game balls shot into the game area PE can flow down is partitioned. Specifically, the game area PE is partitioned into an upper area PE1, which is an area above a predetermined height position of the center frame 302, a left area PE2, which is an area continuing below the upper area PE1 and to the left of the center frame 302, a right area PE3, which is an area continuing below the upper area PE1 and to the right of the center frame 302, and a lower area PE4, which is an area continuing below the left area PE2 and the right area PE3 and below the center frame 302.

[0027] Which of these regions PE1 to PE4 the game ball will flow through is determined by the amount of rotation of the launch handle 60, i.e., the launching force of the game ball. Specifically, when the player rotates the launch handle 60 with a rotation amount in a first range that is equal to or greater than a predetermined rotation amount and less than a reference rotation amount, the launched game ball is more likely to be shot leftward in the upper region PE1 than the center position in the horizontal direction. In this case, the game ball will flow down the game region PE in the order of upper region PE1 → left region PE2 → lower region PE4.

[0028] On the other hand, when the player rotates the launch handle 60 with a rotation operation amount in the second range that is equal to or greater than the reference rotation amount, the launched game ball is more likely to be shot to the right of the horizontal center position in the upper area PE1. In this case, the game ball flows down in the order of the upper area PE1 → right area PE3 → lower area PE4. In other words, by adjusting the rotation operation amount of the launch handle 60, the player can select whether the game ball will be played on the left route flowing down the left area PE2 or the right route flowing down the right area PE3.

[0029] The predetermined rotation amount is the rotation operation amount that allows the launched game ball to pass through the guide rail 54 and enter the game area PE, and the reference rotation amount is the rotation operation amount that makes the rate at which the game ball flows down the left area PE2 the same as or approximately the same as the rate at which the game ball flows down the right area PE3. With the rotation operation amount in the first range, the rate at which the game ball flows down the left area PE2 becomes higher, and with the rotation operation amount in the second range, the rate at which the game ball flows down the right area PE3 becomes higher.

[0030] The first operating port 33 is installed in the lower area PE4. The first operating port 33 is open upward and is large enough to allow one game ball to enter. The first operating port 33 is not provided with a member for opening and closing the first operating port 33, and is always open. In a situation where game balls are shot in the same manner, the probability of winning at the first operating port 33 is constant regardless of the game state. The first operating port 33 is disposed directly below the stage formed in the center frame 302, and game balls that flow onto the stage through a guide passage formed in the center frame 302 and are discharged from the center of the stage to the outside of the center frame 302 are likely to enter the first operating port 33. A first operating port entry sensor 33a is provided in the first operating port 33, and the entry sensor 33a detects game balls that have entered the first operating port 33.

[0031] Here, the first operating port 33 is configured so that a game ball flowing down the left route can win (can reach) the game, and a game ball flowing down the right route cannot win (cannot reach). That is, the arrangement of the game parts and nails 38 in the left area PE2, the right area PE3, and the lower area PE4 is configured so as to allow a game ball flowing down the left area PE2 to reach the first operating port 33, while not allowing a game ball flowing down the right area PE3 to reach the first operating port 33. Therefore, when a player aims to win at the first operating port 33, the player plays by launching the game ball so that the game ball flows down the left route.

[0032] The second operating port 34 is installed in the right area PE3. The second operating port 34 opens forward and has a horizontally long rectangular shape when viewed from the front of the gaming machine. The size of the second operating port 34 is such that multiple game balls can enter at the same time. The second operating port 34 is provided with a normal power device 303 for opening and closing the second operating port 34. As shown in FIG. 4(b), the normal power device 303 includes a plate-shaped opening and closing door 303a that can cover the second operating port 34 from the front of the gaming machine, and a normal power drive unit 303b connected to the opening and closing door 303a. The opening and closing door 303a is configured to be switchable between a closed position that covers the second operating port 34 from the front of the gaming machine and an open position that rotates forward from the closed position to open the second operating port 34. In a closed state (non-support state or non-guide state) where the opening / closing door 303a is located at a closed position, the game ball cannot enter the second operation opening 34, but in an open state (support state or guide state) where the opening / closing door 303a is located at an open position, the game ball can enter the second operation opening 34. A second operation opening entry sensor 34a is provided in the second operation opening 34 at a location where a game ball that has entered the second operation opening 34 must pass, and the game ball that has entered the second operation opening 34 is detected by the entry sensor 34a.

[0033] The closed state of the opening / closing door 303a is not limited to one that does not allow winning through the second operating port 34, and may allow winning to a degree that makes winning through the second operating port 34 less likely than in the open state. In other words, the state of the opening / closing door 303a may be switched between a state in which the game ball is more likely to win through the second operating port 34 and a state in which winning is not impossible but is less likely to occur than the state in which winning is more likely.

[0034] As shown in Fig. 4(a), a through gate 35 is provided above (upstream of) the second operating port 34 in the right area PE3. The through gate 35 has a through hole (not shown) that penetrates vertically, and a game ball that enters the through gate 35 flows down the game area PE after entering. This allows the game ball that enters the through gate 35 to enter the second operating port 34 or the variable winning device 32. A detection sensor 35a is provided in the through gate 35, and the game ball that enters the through gate 35 is detected by the detection sensor 35a.

[0035] Based on winning the through gate 35, the normal power accessory 303 of the second operating port 34 is switched from a closed state to an open state. Specifically, an internal lottery is held with winning the through gate 35 as a trigger, and when the result of the internal lottery is an open result (support win) and the stop result corresponding to that result is displayed and the variable display ends, a special feature opening / closing game (support execution mode) is executed. In the special feature opening / closing game, the normal power accessory 303 is opened in a predetermined manner.

[0036] In the right area PE3, below (downstream) the second operation port 34, the variable winning device 32 is disposed. The variable winning device 32 includes a large winning port 32a that leads to the back side of the game board 24a, an opening / closing door 304 (see FIG. 5) that opens and closes the large winning port 32a, and a variable winning device drive unit 305 (see FIG. 6) that drives the opening / closing door 304. The opening / closing door 304 is configured to be switchable between a closed position that covers the large winning port 32a from the front of the game machine and an open position that rotates forward from the closed position to open the large winning port 32a. In the closed state where the opening / closing door 304 is disposed at the closed position, the game ball cannot win the large winning port 32a, and in the open state where the opening / closing door 304 is disposed at the open position, the game ball can win the large winning port 32a.

[0037] The closed state of the opening / closing door 304 is not limited to one that does not allow winning at the large prize opening 32a, but may allow winning to a degree that makes it more difficult to win at the large prize opening 32a than in the open state. In other words, the state of the opening / closing door 304 may be switched between a state in which it is easy for a game ball to win at the large prize opening 32a, and a state in which it is not impossible to win but it is more difficult to win than the state in which it is easy to win.

[0038] The opening and closing door 304 is normally in a closed state in which game balls cannot or do not easily win a prize, and is switched to an open state in which game balls can or do easily win a prize when an internal lottery is selected to switch to an open and closing execution mode (open and closing execution state). Here, the open and closing execution mode is a mode to which the game balls will switch when a big win is won. As an opening mode of the variable winning device 32, there is a mode in which the variable winning device 32 is repeatedly opened up to a maximum of multiple rounds, with the passage of a predetermined time or the winning of a predetermined number of prizes being regarded as one round.

[0039] For the second operating port 34, the through gate 35, and the variable winning device 32, if the launch handle 60 is operated so that the game ball flows down the left area PE2, winning is impossible, and if the launch handle 60 is operated so that the game ball flows down the right area PE3, winning is possible. Therefore, when a player aims to win at the second operating port 34, the through gate 35, and the variable winning device 32, the player plays by launching the game ball so that it flows down the right route.

[0040] The right route is provided with a guide passage section 401 that guides the gaming ball flowing down the right area PE3 to the through gate 35, the second operating port 34, and the variable winning device 32. Details of the guide passage section 401 will be described later. In addition, a return rubber 306 (FIG. 5) is disposed at a position where the gaming ball flying along the guide rail 54 collides with in the upstream part of the right route. The return rubber 306 is a buffer member, and the gaming ball that collides with the return rubber 306 flows down the right route after its momentum is weakened.

[0041] The special image display section 43 and the normal image display section 44 are provided on a decorative member 39 arranged along the outer edge of the lower side of the game area PE. The decorative member 39 extends from the surface of the game board 24a to the front of the game machine. Specifically, the front surface of the decorative member 39 faces a window panel 62 provided in the front door frame 14 to make the game area PE visible from the front of the game machine, and the distance between the window panel 62 is narrower than the width of one game ball. This prevents the game ball from falling in front of the front surface of the decorative member 39.

[0042] The special chart display unit 43 is provided with a round display unit RS for indicating the number of rounds in the opening and closing execution mode when the opening and closing execution mode is entered (or when the opening and closing execution mode is entered) by winning a jackpot in an internal lottery. The round display unit RS starts displaying the number of rounds when the opening and closing execution mode starts, and ends the display when the opening and closing execution mode ends.

[0043] In addition, the special chart display section 43 is provided with a first special chart display section AS for displaying the result of an internal lottery conducted based on a winning entry into the first operating port 33, and a second special chart display section BS for displaying the result of an internal lottery conducted based on a winning entry into the second operating port 34.

[0044] In the first special symbol display unit AS, the winning of the first operating port 33 is used as a trigger to display the varying patterns, and as a result of stopping the varying display, the result of the internal lottery performed based on the winning of the first operating port 33 is clearly displayed. If the result of the internal lottery based on the winning of the first operating port 33 is a winning result corresponding to the transition to the opening / closing execution mode, a predetermined stop result is displayed in the first special symbol display unit AS, the varying display is stopped, and then the mode transitions to the opening / closing execution mode.

[0045] In the second special chart display section BS, the winning of the second operating port 34 is used as a trigger to display the varying patterns, and as a result of stopping the varying display, the result of the internal lottery performed based on the winning of the second operating port 34 is clearly displayed. If the result of the internal lottery based on the winning of the second operating port 34 is a winning result corresponding to the transition to the opening / closing execution mode, a predetermined stop result is displayed in the second special chart display section BS, the varying display is stopped, and then the mode transitions to the opening / closing execution mode.

[0046] Here, based on a winning entry into either of the operating ports 33, 34, a variable display is started in the corresponding first special chart display section AS, second special chart display section BS, and a predetermined stop result is displayed in a stopped state until the stop display ends, which corresponds to one game round.

[0047] The normal display unit 44 is a display unit for displaying the result of the internal lottery performed based on winning the through gate 35. In this case, the normal display unit 44 displays the variation of the pattern triggered by winning the through gate 35, and as a result of stopping the variation display, the result of the internal lottery performed based on winning the through gate 35 is displayed. Even in the variation display of the pattern based on winning the through gate 35, the variation display of the pattern is started based on the winning / losing lottery being performed, and then, one game round is counted as the time when the variation display of the pattern is determined in a manner corresponding to the result of the winning / losing lottery.

[0048] If the result of the internal lottery based on the winning of the through gate 35 is a winning result corresponding to the transition to the support state in which the normal power device 303 is opened, a predetermined stop result is displayed on the normal map display unit 44, the variable display is stopped, and then the game transitions to the device opening and closing game. In the device opening and closing game, the opening and closing control (switching control) is executed at least once to change the normal power device 303 from the closed state to the open state, and then to the closed state. The device opening and closing game is configured to end when the total open period reaches a predetermined period (e.g., 6 sec) after the transition to the game, or when a predetermined number of game balls (e.g., 10 balls) enter the second operating port 34.

[0049] The special map display unit 43 and the general map display unit 44 are composed of a segment display device having a plurality of segments, but are not limited to this and other display devices such as a liquid crystal display device may also be used.

[0050] Next, a description will be given of the variable display unit 36. The variable display unit 36 ​​is provided with a pattern display device 41 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.

[0051] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.

[0052] The pattern display device 41 displays patterns arranged, for example, at the top, middle, and bottom, and these patterns are scrolled left and right to display them in a variable manner. In this case, the variable display on the pattern display device 41 is started based on the winning of the first operation port 33 or the second operation port 34. In other words, when a variable display is performed on the special pattern display unit 43, a variable display is also performed on the pattern display device 41 accordingly. Then, when the game transitions to a big win game state in which the big win port 32a of the variable win device 32 is opened, a predetermined combination of patterns is displayed stationary on a preset pay line on the pattern display device 41.

[0053] In addition, the symbol display device 41 displays a reserved number corresponding to the first special symbol display section AS and the second special symbol display section BS. The number of game balls that have entered the first operating port 33 is reserved up to a maximum of four, and the number of game balls that have entered the second operating port 34 is reserved up to a maximum of four. In the reserved number display, a predetermined reserved image is displayed, and the number of reserved balls in each operating port 33, 34 is indicated by the number of images displayed. The number of reserved balls is not limited to the number indicated by the reserved image, and may be indicated by a numerical display. In addition, the number of reserved balls may be indicated by, for example, a display unit or a light-emitting unit (reserved lamp unit) provided on the game board 24a, without being limited to the symbol display device 41.

[0054] Next, the configuration of the rear side of the gaming machine main body 12 will be described.

[0055] As shown in FIG. 3, a main control device 81 and a performance control device 82 are mounted on the back surface of the inner frame 13 (specifically, the game board 24a).

[0056] The main control device 81 is equipped with a main control board having a function of controlling the main game (main control circuit) and a function of monitoring the power supply (power failure monitoring circuit), and the main control board is housed in a board box 83 made of a transparent resin material or the like. The board box 83 is equipped with a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (back case body) covering the opening of the box base. The box base and the box cover are inseparably connected by a box joint 85 as a separation prevention means (or a connecting means), thereby sealing the board box 83. Since the box base and the box cover are inseparably connected by the box joint 85, the board box 83 is configured to require destruction or partial removal of the board box 83 when opening the internal space of the board box 83. A plurality of box joints 85 are provided on the long side of the board box 83, and at least one of them is used to perform the connecting process.

[0057] The box coupling part 85 may have any configuration as long as it couples the box base and the box cover together in an unopenable manner, but the box base and the box cover are coupled together in an unopenable manner by inserting a locking claw into the long hole that constitutes the box coupling part 85. The coupling process using the box coupling part 85 prevents unauthorized opening after the coupling, and allows early and easy detection of unauthorized opening in the unlikely event of such an occurrence. Even after the box has been once opened, the opening process can be performed again. That is, the coupling process is performed by inserting a locking claw into at least one long hole among the multiple box coupling parts 85. When the board box 83 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the box coupling part 85 into which the locking claw is inserted and the other box coupling parts 85 and the connection part between the box body are cut. This separates the box base and the box cover of the board box 83, and the main control board inside can be taken out. When the coupling process is then performed again, a locking claw is inserted into the long hole of the other box coupling part 85. If a history of the opening of the board box 83 is left in the board box 83, it is possible to easily discover that an unauthorized opening has been performed by looking at the board box 83.

[0058] A plurality of connecting pieces 86 are provided on one short side of the board box 83 so as to protrude laterally. These connecting pieces 86 correspond one-to-one to a plurality of connectable pieces 87 formed on the mounting base of the main control device 81, and the connecting pieces 86 and the connectable pieces 87 connect the board box 83 to the mounting base.

[0059] In addition, a seal may be attached across the boundary between the box base and the box cover as a trace means for detecting unauthorized opening of the board box 83. In this case, when the seal is peeled off from the attachment point, the adhesive layer of the seal remains on the board box 83, leaving a trace. Furthermore, an IC tag that transmits a response wave including identification information in response to a calling wave of a predetermined frequency may be provided on the seal, and when the seal is peeled off, the antenna of the IC tag may be cut off, making it impossible to transmit the response wave.

[0060] The performance control device 82 is equipped with a performance control board that controls audio and lamp displays, as well as a display control device not shown, in accordance with instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.

[0061] 3, the back pack unit 15 includes a back pack 91, to which a dispensing mechanism 92, a discharge passage panel 88, and a control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin, and includes a protective cover part 94 that protrudes rearward and has a roughly rectangular parallelepiped shape so as to cover the main control device 81, the performance control device 82, etc. from the rear.

[0062] The payout mechanism 92 is disposed so as to bypass the protective cover 94, and includes a tank 95 to which game balls are successively replenished from the island equipment of the game arcade, and a payout device 96 for paying out the game balls stored in the tank 95. The game balls paid out from the payout device 96 are discharged to the upper tray 71 or the lower tray 72 through a payout passage (not shown) provided downstream of the payout device 96. The payout mechanism 92 is also equipped with a back pack board to which a main power source of, for example, 24 volts AC is supplied and which is provided with a power switch for turning the power source on and off.

[0063] In addition, the back pack 91 is provided with an external output terminal 99 on the upper edge side of the rotation axis side of the back pack unit 15. The external output terminal 99 includes an output terminal for outputting a signal when the tank 95 or the like runs out of game balls, an output terminal for outputting a signal every time a predetermined number of prize balls are paid out, an output terminal for outputting a signal every time a predetermined number of game balls are dispensed, an output terminal for outputting a signal when the gaming machine main body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal during a state transition such as an open / close execution mode (or while the state is transitioning). Then, a signal regarding the state of the frame side is output to the management control device on the gaming hall side through these output terminals. Note that an output terminal for outputting a signal every time a predetermined number of game balls are dispensed is not necessary in a so-called cash machine.

[0064] In the discharge passage panel 88, a discharge passage that is open to the rear is formed on the surface facing the control device assembly unit 93, and the open part of the discharge passage is blocked by the control device assembly unit 93. Game balls that win the various winning holes 31, 33, 34, 321, 351 and game balls that enter the outlet 37 are led out to the above-mentioned discharge passage on the back side of the game panel 24a. The discharge passage is formed so as to discharge game balls to island equipment or the like of the game hall, and the game balls led out to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0065] The control device assembly unit 93 has a horizontally long mounting base, on which a payout control device 97 and a power supply and launch control device 98 are mounted. The payout control device 97 and the power supply and launch control device 98 are stacked in front and behind each other so that the payout control device 97 is located at the rear of the pachinko machine 10.

[0066] The dispensing control device 97 is configured by housing a dispensing control board that controls the dispensing device 96 in a board box. In this case, the board box of the dispensing control device 97 may be provided with the same fraud prevention means as the board box 83 of the main control device 81.

[0067] The power supply and launch control device 98 is configured by housing a power supply and launch control board in a board box, and the board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the launch handle 60. In addition, this pachinko machine 10 has a memory retention function for various data, so that in the event of a power outage, the state at the time of the power outage is retained, and when the power is restored, the state at the time of the power outage can be restored.

[0068] <Guide passage section 401> Here, the configuration of the guide passage portion 401 will be described with reference to Fig. 5. Fig. 5 is a front view of the guide passage portion 401.

[0069] In the right route, a passage area through which the game balls can flow down is defined by the outer wall portion 302a of the center frame 302, the inner side surface portion 52a of the outer rail portion 52, and the inner side surface portion 301a of the game area dividing member 301, and a passage wall portion 402 extending toward the variable winning device 32 is provided at a midpoint of the passage area. The passage wall portion 402 protrudes from the surface of the game board 24a (plate material) toward the front of the game machine, thereby forming an outer passage portion 403 on the right side of the passage wall portion 402 and an inner passage portion 404 on the left side of the passage wall portion 402. The passage widths of the outer passage portion 403 and the inner passage portion 404 are larger than the diameter of the game ball and smaller than twice the diameter dimension of the game ball, and each forms a single ball passage.

[0070] The amount of protrusion of the passage wall 402 is set so that the gap with the window panel 62 is less than the diameter of the game ball, and the game ball is prevented from moving between the outer passage portion 403 and the inner passage portion 404 across the passage wall 402. Although not shown, a plurality of protrusions are provided on the side surface of the passage wall 402, the right outer wall portion 302b of the center frame 302, and the inner wall portion 301b of the game area partition member 301, and a deceleration means for decelerating the speed of the game ball flowing down the outer passage portion 403 and the inner passage portion 404 is provided.

[0071] The passage wall 402 is set so that its upstream end 402c is at approximately the same height as the return rubber 306, and is configured to extend downward from that height toward the variable winning device 32. Here, the launch speed (launch force) of the game ball can be adjusted by the amount of rotation of the launch handle 60. When the game ball is launched at a speed (launch force) that does not reach the return rubber 306 while passing through the gap between the upper part of the center frame 302 and the outer rail part 52, the game ball flows into the right route (right area PE3) through the gap, and then rests on the right outer wall part 302b of the center frame 302 and moves along the right outer wall part 302b. As a result, the game ball flows into the inlet part 404a of the inner passage part 404 and flows down the inner passage part 404. On the other hand, when a gaming ball is shot at a speed that allows it to reach the return rubber 306, the gaming ball collides with the return rubber 306 and loses energy, then falls downward and flows into the inlet 403a of the outer passage portion 403, and flows down the outer passage portion 403. In other words, the player can adjust the shooting speed of the gaming ball to make it pass through either the inner passage portion 404 or the outer passage portion 403.

[0072] The height position of the upstream end 402c of the passage wall 402 does not necessarily have to be approximately the same as the height position of the return rubber 306. In other words, since it is sufficient to be able to selectively hit the inner passage part 404 and the outer passage part 403, if the game ball is hit with enough strength to reach the return rubber 306, it can be set to any height position as long as it can avoid the collision between the game ball and the passage wall 402 (upstream end 402c) and can guide the game ball that collides with the return rubber 306 and falls to the outer passage part 403.

[0073] A through gate 35 is disposed midway through the outer passage section 403, and by shooting the game ball so that the game ball flows down the outer passage section 403, the game ball can pass through the through gate 35. In addition, a second operating port 34 is disposed below the through gate 35. The second operating port 34 is disposed so as to straddle the inner passage section 404 and the outer passage section 403, and it is possible for the game ball to enter the second operating port 34 from either of these passage sections 403, 404.

[0074] The variable winning device 32 is disposed below the second operating port 34. The variable winning device 32 (large winning port 32a) is disposed so as to straddle the inner passage portion 404 and the outer passage portion 403, and the game balls flowing down the outer passage portion 403 are guided to the right area of ​​the variable winning device 32, and the game balls flowing down the inner passage portion 404 are guided to the left area of ​​the variable winning device 32.

[0075] In addition, the opening and closing doors 303a, 304 of the normal power device 303 and the variable winning device 32 are installed so that they are parallel to the front part of the game board 24a (more specifically, approximately flush) when they are placed in the closed position, and when the normal power device 303 and the variable winning device 32 are in the closed state, it is possible for the game ball to pass in front of the opening and closing doors 303a, 304.

[0076] In addition, in order to avoid interference between the opening / closing door 303a of the normal power device 303 provided in the second operating port 34 and the passage wall portion 402, the passage wall portion 402 is not provided in front of the opening / closing door 303a. That is, the passage wall portion 402 is composed of an upper wall portion 402a extending from the upstream tip portion 402c to the vicinity of the upper end of the second operating port 34, and a lower wall portion 402b extending from the vicinity of the lower end of the second operating port 34 to the vicinity of the upper end of the variable winning device 32.

[0077] <Variable prize device 32> Next, the configuration of the variable winning device 32 will be described with reference to Fig. 5 to Fig. 7. Fig. 6(a) is a cross-sectional view of the variable winning device 32 in a closed state, (b) is a cross-sectional view of the variable winning device 32 in an open state, Fig. 7(a) is a front view of the variable winning device 32 without the opening and closing door 304, and (b) is a perspective view of the variable winning device 32 in an open state. Figs. 6(a) and (b) are cross-sectional views corresponding to the cross section taken along line AA in Fig. 7(a).

[0078] At the location of the game board 24a where the variable winning device 32 is arranged, an opening 75 is formed penetrating the game board 24a in the thickness direction, as shown in Fig. 5. The variable winning device 32 has a plate-shaped base body 501, and the variable winning device 32 is attached to the game board 24a by fitting this base body into the opening 75 from the front of the game machine.

[0079] The base body 501 is formed so as to be parallel to the front surface of the game board 24a, and game balls can pass in front of it. An opening that opens forward is formed in the center of the base body 501, and the big prize opening 32a is formed by the opening.

[0080] As already explained, the variable winning device 32 is provided with an opening / closing door 304 for opening and closing the large winning opening 32a, and a drive unit 305 for driving the opening / closing door 304 to open and close. The drive unit 305 has a solenoid as a drive source and a link mechanism as a drive force transmission means for transmitting the drive force of the solenoid to the opening / closing door 304. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the opening / closing door 304 rotates forward and is displaced to the open position, and the variable winning device 32 switches from the closed state to the open state. When the output of the drive signal from the main control device 81 stops, the opening / closing door 304 returns from the open position to the closed position by the biasing force of the biasing means (spring, etc.), and the variable winning device 32 switches from the open state to the closed state.

[0081] 6 and 7, a passage 502 is provided on the rear side of the base body 501 to guide a game ball that has entered the large winning opening 32a to the rear of the game board 24a. The passage 502 is long in the front view from the front of the gaming machine, and a right entrance 504 and a left entrance 505 are provided on both the left and right sides of a back wall 503 of the passage 502 to guide a game ball in the passage 502 to the rear. Each of the entrances 504, 505 penetrates the back wall 503 in the thickness direction, and each is large enough to allow one game ball to pass through.

[0082] As shown in FIG. 6(b), a right vertical passage 506 extending in the vertical direction is provided behind the right entrance 504. The right vertical passage 506 communicates with the passage 502, and guides downward the game balls that enter the right entrance 504 among the game balls that flow into the large winning opening 32a (passage 502). The game balls guided by the right vertical passage 506 are led to the discharge passage panel 88 (see FIG. 3) and discharged to the outside of the pachinko machine 10. A V winning sensor 507 that detects the game balls that enter the right entrance 504 is disposed in the middle of the right vertical passage 506. The V winning sensor 507 is electrically connected to the main control device 81, and when the game ball passes through the detection area of ​​the V winning sensor 507, predetermined detection information (detection signal) is input to the main control device 81. The main control device 81 determines whether the game ball has passed through the V winning sensor 507 based on this detection information.

[0083] As already explained, when the game state transitions to the open / close execution mode, multiple rounds of play are executed, but in this embodiment, the next round of play is executed on the condition that the game ball passes through the V winning sensor 507 during the execution of one round of play (the occurrence of a V winning). Therefore, if the game ball does not pass through the V winning sensor 507 during a round of play, the open / close execution mode ends even before the final round of play ends. Here, a round of play is one in which the variable winning control is executed at least once to change the variable winning device 32 from a closed state to an open state, and then to a closed state. In this embodiment, the variable winning control is executed once for one round of play.

[0084] In addition to detecting the occurrence of a V winning, the V winning sensor 507 also detects whether or not a game ball has won the large winning opening 32a. Therefore, when the V winning sensor 507 outputs detection information indicating that a game ball has passed through the sensor 507, the main control device 81 respectively grasps that the game ball has won the large winning opening 32a and that a V winning has occurred.

[0085] In addition, a light-transmitting portion is provided in front of the V winning sensor 507, making it possible to visually confirm the V winning sensor 507 from the front of the gaming machine. This allows the player to visually check whether the gaming ball has passed the V winning sensor 507, and prevents the player from being unable to determine whether or not a V winning has occurred in the open / close execution mode (round play).

[0086] As shown in FIG. 7(a), a left vertical passage 508 extending in the vertical direction is provided behind the left entrance 505. The left vertical passage 508 communicates with the passage 502, and guides downward the game balls that enter the left entrance 505 among the game balls that flow into the large winning opening 32a (passage 502). The game balls guided by the left vertical passage 508 are led to the discharge passage panel 88 and discharged to the outside of the pachinko machine 10. A winning sensor 509 that detects the game balls that enter the left entrance 505 is disposed in the middle of the left vertical passage 508. The winning sensor 509 is electrically connected to the main control device 81, and when the game ball passes through the detection area of ​​the winning sensor 509, predetermined detection information (detection signal) is input to the main control device 81. The main control device 81 determines whether the game ball has passed the winning sensor 509 based on this detection information.

[0087] Unlike the V winning sensor 507, the winning sensor 509 only detects whether or not a game ball has entered the large winning opening 32a. A light-transmitting section is provided in front of the winning sensor 509, making it possible to visually confirm the winning sensor 509 from the front of the gaming machine. The occurrence of a win in the large winning opening 32a can be grasped as long as the large winning opening 32a is visible, even if the winning sensor 509 cannot be visually confirmed, so the light-transmitting section for the winning sensor 509 may be omitted.

[0088] The passage width of the right vertical passage section 506 and the left vertical passage section 508 is larger than the diameter of the gaming ball and smaller than twice the diameter of the gaming ball, and each of these passage sections 506, 508 is a single ball passage.

[0089] As shown in FIG. 7(a) and (b), a partition 511 is provided between the right entrance 504 and the left entrance 505 in the back wall 503 of the passage 502. The partition 511 protrudes from the front surface of the back wall 503 toward the front of the gaming machine, and divides the inside of the passage 502 into a right space and a left space. The partition 511 is located directly below the passage wall 402 (lower wall 402b) provided above the variable winning device 32, and is arranged so as to be aligned in a straight line with the passage wall 402. Therefore, when the variable winning device 32 is in an open state, the game ball flowing down the outer passage 403 of the guide passage 401 flows into the right entrance 504 and passes the V winning sensor 507, and the game ball flowing down the inner passage 404 flows into the left entrance 505 and passes the winning sensor 509.

[0090] In addition, a protrusion 512 is formed on the back surface 304a of the opening / closing door 304 (the ball receiving portion when the variable winning device 32 is in the open state) corresponding to the partition 511 in the large winning opening 32a. This prevents the game ball placed on the back surface 304a of the opening / closing door 304 from moving to the opposite area even if it moves sideways. This allows the game ball flowing down each passage 403, 404 to be smoothly guided to each inlet 504, 505 corresponding to each passage 403, 404.

[0091] <Electrical configuration of the pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0092] The main control board 111 is equipped with an MPU 112. The MPU 112 incorporates a ROM 113 that stores various control programs and fixed value data executed by the MPU 112, a RAM 114 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 113, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like. It is not essential that the ROM 113 and the RAM 114 are integrated into a single chip for the MPU 112, and each may be integrated into a separate chip. The same applies to the MPUs of control devices other than the main control device 81.

[0093] The MPU 112 is provided with an input port and an output port. The input side of the MPU 112 is connected to a power failure monitoring board 115 and a dispensing control device 97 provided in the main control device 81. In this case, a power supply and launch control device 98 having a function of supplying operating power is connected to the power failure monitoring board 115, and power is supplied to the MPU 112 via the power failure monitoring board 115.

[0094] In addition, various sensors are connected to the input side of the MPU 112. The various sensors include a general winning port winning sensor 31a, a first operating port winning sensor 33a, a second operating port winning sensor 34c, a through winning sensor 35a, a V winning sensor 507, a winning sensor 509, etc., which detect winnings in the general winning port 31, the first operating port 33, the second operating port 34, the through gate 35, and the variable winning device 32. The MPU 112 performs winning judgments (ball winning judgments) for each ball entry section based on the detection results of these various sensors 31a, 33a, 34a, 35a, 507, and 509. The MPU 112 also performs various lotteries based on winnings in the first operating port 33, the second operating port 34, and the through gate 35.

[0095] The output side of the MPU 112 is connected to a power failure monitoring board 115, a payout control device 97, a performance control device 82, etc. A prize ball command is output to the payout control device 97 based on the winning judgment result to the prize ball corresponding to the payout of the prize ball.

[0096] Various commands for performance are output to the performance control device 82. Details of these various commands will be explained later. Incidentally, the performance control device 82 is electrically connected to the main control device 81 via a connector unit (connection unit) in which connectors are provided on both ends of a signal line.

[0097] In addition, the output side of the MPU 112 is connected with a drive unit 303b for the normal power role 303 and a drive unit 305 for the variable winning device 32 as various drive units. Various driver circuits are provided on the main control board 111, and the MPU 112 executes drive control of various drive units through the driver circuits. Specifically, when a transition to an open / close execution mode (a big win game state) occurs, the MPU 112 executes drive control of the drive unit 305 so that the opening / closing door 304 of the variable winning device 32 is driven. In addition, when the open state of the normal power role 303 is won, the MPU 112 executes drive control of the drive unit 303b so that the opening / closing door 303a is opened and closed. In addition, during each special game round, the MPU 112 executes display control of the first special game display unit AS or the second special game display unit BS in the special game display unit 43, and during a big win game, the MPU 112 executes display control of the round display unit RS in the special game display unit 43. When the lottery result as to whether or not the regular power device 303 is to be opened is to be displayed, the MPU 112 executes display control of the regular map display unit 44.

[0098] Furthermore, an external output terminal 99 is connected to the output side of the MPU 112, and information on ball entry into various entry areas and lottery results such as big wins are output to the management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This makes it possible for the hall computer HC to grasp the status of the pachinko machine 10.

[0099] The power failure monitoring board 115 relays between the main control board 111 and the power supply and launch control device 98, and also monitors the stable 24V DC voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and loan balls by the payout device 96 based on the prize ball command input from the main control device 81.

[0100] The power supply and launch control device 98 is connected to a commercial power supply (external power supply) in, for example, a game hall. Based on the external power supplied from the commercial power supply, the power supply and launch control device 98 generates the operating power required for each of the main control board 111, the payout control device 97, etc., and supplies the generated operating power. Incidentally, the power supply and launch control device 98 is provided with a power supply unit for use during power interruption, such as a backup capacitor, and even when the power supply for the pachinko machine 10 is in an OFF state, power for memory retention is supplied from the power supply unit for use during power interruption to the RAM 114 of the main control device 81.

[0101] The power supply and launch control device 98 is responsible for controlling the launch of the game ball launch mechanism 53, and the game ball launch mechanism 53 is driven when a predetermined launch condition is met. In this case, the game ball launch mechanism 53 includes a launch rail extending toward the guide rail 54 of the game board 24a, a ball feed device that supplies the game balls stored in the upper tray 71 onto the launch rail, and a solenoid that is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 54, and the game balls are launched by supplying a drive signal from the power supply and launch control device 98 to the solenoid.

[0102] The performance control device 82 drives and controls the light-emitting unit 63 and speaker unit 64 provided in the front door frame 14 based on various commands input from the main control device 81, and also controls the display control device 212.

[0103] The performance control board 241 provided in the performance control device 82 is equipped with an MPU 242. The MPU 242 includes a ROM 243 that stores various control programs and fixed value data executed by the MPU 242, a RAM 244 that is a memory for temporarily storing various data when the control programs stored in the ROM 243 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0104] The MPU 242 is provided with an input port and an output port. The main control device 81 is connected to the input side of the MPU 242. From the main control device 81, it receives hold display control commands (hold display control information) such as a shift command and a hold command. It also receives game number control commands (game number control information) such as a variation command, a type command, and a variation end command. It also receives opening and closing execution mode commands (opening and closing execution mode information) such as an opening command, a closing command, an opening command, and an ending command.

[0105] The MPU 242 performs processing for executing various kinds of performances based on various commands received from the main control device 81. The received commands are stored in a command storage area provided in the RAM 244 of the MPU 242. Then, processing such as analyzing the stored commands is performed to execute various kinds of performances. Various table storage areas are provided in the ROM 243 of the MPU 242, and various flag storage areas and various counter areas are provided in the RAM 244 of the MPU 242, and when various kinds of performances are executed, processing using these areas can be performed.

[0106] The output side of the MPU 242 is connected to the light emitting unit 63 and the speaker unit 64 provided on the front door frame 14, as well as to the display control device 212.

[0107] The display control device 212 includes a display control board 271 on which an MPU 272 in which a program ROM 273 and a work RAM 274 are integrated into a chip, a video display processor (VDP) 255, a character ROM 276, and a video RAM 277 are mounted.

[0108] The MPU 272 receives hold display control commands (hold display control information) for controlling hold display, game number control commands (game number control information) for displaying the variation of patterns, and opening and closing execution mode commands (opening and closing execution mode information) for displaying moving images during the opening and closing execution mode from the performance control device 82. Then, the MPU 272 analyzes the received commands or performs a predetermined calculation process based on the received commands to control the VDP 275 (specifically, generates internal commands for the VDP 275).

[0109] The program ROM 273 is a memory for storing various control programs executed by the MPU 272 and fixed value data, and also stores and holds JPEG format image data for the background image.

[0110] The work RAM 274 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 272. The work data, flags, etc. are stored in various areas of the work RAM 274.

[0111] The VDP275 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP275 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP275 mediates data reading and writing by adjusting the timing of the MPU272, video RAM277, etc., and reads image data to be stored in the video RAM277 from the character ROM276 at a predetermined timing and displays it on the pattern display device 41.

[0112] The character ROM 276 serves as an image data library for storing character data such as designs to be displayed on the design display device 41. This character ROM 276 holds bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like.

[0113] It is also possible to provide a plurality of character ROMs 276 and store image data and the like in each of the character ROMs 276. It is also possible to configure the character ROM 276 to store the JPEG format image data for the background image stored in the program ROM 273.

[0114] The video RAM 277 is a memory for storing display data to be displayed on the pattern display device 41, and the display contents of the pattern display device 41 are changed by rewriting the contents of the video RAM 277.

[0115] Here, the display contents of the pattern display device 41 will be described with reference to Fig. 9 and Fig. 10. Fig. 9 is a diagram showing individual patterns variably displayed on the pattern display device 41, and Fig. 10 is a diagram showing the display screen G of the pattern display device 41.

[0116] As shown in Figures 9(a) to (j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs, such as an octopus, each numbered "1" to "9."

[0117] As shown in FIG. 10(a), the display screen G of the symbol display device 41 has three symbol rows Z1, Z2, and Z3, which are upper, middle, and lower rows. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are configured by 18 symbols. In contrast, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, and a main symbol "4" is additionally arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. In other words, only the middle symbol column Z2 is composed of 20 symbols, with 10 main symbols arranged. Then, on the display screen G, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 13(b), the display screen G is configured so that three symbols are stopped and displayed for each symbol column, resulting in a total of nine symbols of 3×3 being stopped and displayed.

[0118] In addition, five effective lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5, are set on the display screen G. Then, the variable display stops in the order of the upper pattern column Z1, the lower pattern column Z3, and the middle pattern column Z2, and when the variable display of all the pattern columns Z1 to Z3 ends in a state where a combination of symbols with the same numbers is formed on any of the effective lines, a big win result is generated and a big win video is displayed.

[0119] In addition, the manner in which the patterns are displayed in a variable manner in the pattern display device 41 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the patterns are displayed in a variable manner in the pattern rows, the number of patterns in each pattern row, and the combinations of patterns corresponding to jackpots and misses can be changed as appropriate.

[0120] A first hold display area Ga is set on the left side of the lower part of the display screen G, and a second hold display area Gb is set on the right side of the lower part of the display screen G.

[0121] The first reserve display area (non-priority reserve display area) Ga is partitioned and displayed so that unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the first operating port 33, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the first operating port 33 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.

[0122] For example, when the number of reserved balls when a game ball enters the first operating port 33 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and when the number of reserved balls when a game ball enters the first operating port 33 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.

[0123] Also, the second reserve display area (priority side reserve display area) Gb is partitioned and displayed so that the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when the game balls enter the second operating port 34 are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when the game balls enter the second operating port 34 is four, and corresponding to this, the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4 are set in the second reserve display area Gb.

[0124] For example, if the number of reserved balls when a game ball enters the second operating port 34 is one, the reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 34 is four, the reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.

[0125] <Electrical configuration for performing various lotteries using the MPU 112 of the main control device 81> Next, the electrical configuration for performing various lotteries in the MPU 112 of the main control device 81 will be described with reference to FIG.

[0126] The MPU 112 uses various counter information during play to perform a lottery for the occurrence of a jackpot, setting the display of the special symbol display unit 43, setting the performance content of the symbol display unit 41, setting the display of the normal symbol display unit 44, etc. Specifically, as shown in Fig. 11, a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used for determining the type of jackpot, a reach random number counter C3 used for the lottery for the occurrence of a reach when the symbol display unit 41 misses and fluctuates, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a fluctuation type counter CS for determining the fluctuating display time in the special symbol display unit 43 and the symbol display unit 41. Furthermore, an electric role release counter C4 used for the lottery for whether or not the normal electric role 303 of the second operating port 34 is in an electric role release state is used.

[0127] Each of the counters C1, C2, C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 114a set in a predetermined area of ​​the RAM 114. In the lottery counter buffer 114a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS is stored in a reserved ball storage area 114b, which serves as an acquired information storage means, when a winning occurs in the first actuation port 33 or the second actuation port 34.

[0128] The reserved ball storage area 114b includes a reserved area RE consisting of a reserved area Ra for the first special chart display section and a reserved area Rb for the second special chart display section, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS stored in the lottery counter buffer 114a is stored in one of the areas as reserved information according to the winning history of the first actuation port 33 or the second actuation port 34. The reserved information corresponds to special information or judgment information.

[0129] In this case, when winning occurs multiple times consecutively in the first actuation port 33 or the second actuation port 34, the numerical information is stored in the first to fourth areas in the order of the first area → the second area → the third area → the fourth area in chronological order. By providing four areas in this way, up to four winning histories of game balls in the first actuation port 33 or the second actuation port 34 are reserved and stored. In addition, the reserved ball storage area 114b is provided with a total reserved number storage area, and information for specifying the number of winning histories in the first actuation port 33 or the second actuation port 34 that are reserved and stored is stored in the total reserved number storage area.

[0130] In addition, the number of items that can be stored on hold is not limited to four and is arbitrary, and may be other multiples such as two, three, five or more, or may be singular.

[0131] The execution area AE is an area for moving each value stored in the first area of ​​the reserve area RE when the variable display of the special chart display section 43 begins, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0132] Regarding each counter in detail, the jackpot random number counter C1 is configured to be incremented by 1 in the range of, for example, 0 to 599, and to return to 0 after reaching the maximum value (i.e., 599). When the jackpot random number counter C1 goes around once, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 when the game ball enters the first actuation port 33 or the second actuation port 34. More specifically, the jackpot random number counter C1 is stored in the reserved area Ra for the first special symbol display unit of the RAM 114 when the game ball enters the first actuation port 33, and is stored in the reserved area Rb for the second special symbol display unit of the RAM 114 when the game ball enters the second actuation port 34.

[0133] The random number value that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 113a serving as a win / loss information group storage means in the ROM 113. As the win / loss table, a win / loss table for a low probability mode (win / loss information group for low probability) and a win / loss table for a high probability mode (win / loss information group for high probability) are set. In other words, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as the lottery modes in the win / loss lottery selection means.

[0134] In a game state where the winning / losing table for the low probability mode is referred to in the above lottery, the value of the random number that will result in a jackpot win is, for example, 2, and the probability of winning the jackpot is 1 / 300. On the other hand, in a game state where the winning / losing table for the high probability mode is referred to in the above lottery, the value of the random number that will result in a jackpot win is, for example, 20, and the probability of winning the jackpot is 1 / 30. In this way, in each winning / losing table, the value of the random number is set so that the probability of winning the jackpot is higher in the winning / losing table for the high probability mode than in the winning / losing table for the low probability mode. Note that the number and value of the random numbers that will result in a win are arbitrary, as long as the probability of winning is higher in the high probability mode than in the low probability mode.

[0135] In addition, in each lottery mode, any random number value other than the value that results in a jackpot win will result in a losing lottery result.

[0136] The big win type counter C2 is configured to be incremented by one within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). Here, in this embodiment, multiple big win results are set. These multiple big win results are set by providing differences in two conditions: (1) the lottery mode in the winning / losing lottery means after the opening / closing execution mode ends, and (2) the support mode in the normal power role 303 of the second operating port 34 after the opening / closing execution mode ends.

[0137] As the support mode for the normal power device 303 of the second operating port 34, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that, when compared with a situation in which game balls are continuing to be released in a similar manner into the game area PE, the frequency with which the normal power device 303 (second operating port 34) is in an open state per unit time is relatively high or low and / or the period for which it is in an open state is relatively long or short.

[0138] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role opening state in the electric role opening lottery using the electric role opening counter C4 is the same (for example, both are 1 / 2), but in the high-frequency support mode, the number of times that the normal electric role 303 is in the open state when the electric role opening state is won is set to be more than in the low-frequency support mode, and one opening period is set to be longer. In this case, when the electric role opening state is won in the high-frequency support mode and the open state of the normal electric role 303 occurs multiple times, the closed period from the end of one opening state to the start of the next opening state is set to be shorter than one opening period. Furthermore, in the high-frequency support mode, the minimum secured time from one electric role opening lottery to the next electric role opening lottery is set to be shorter than in the low-frequency support mode.

[0139] As described above, in the high frequency support mode, the probability of a winning entry into the second actuation port 34 is higher than in the low frequency support mode. In other words, in the low frequency support mode, the probability of a winning entry into the first actuation port 33 is higher than in the second actuation port 34, but in the high frequency support mode, the probability of a winning entry into the second actuation port 34 is higher than in the first actuation port 33. When a winning entry into the second actuation port 34 occurs, a predetermined number of game balls are paid out, so that in the high frequency support mode, the player can play without losing too many balls.

[0140] The configuration for increasing the winning frequency of the high-frequency support mode into the second operating port 34 per unit time (e.g., 1 minute) or per unit number of game balls fired (e.g., 100 balls) compared to the low-frequency support mode is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role opening state in the electric role opening lottery. Furthermore, the high-frequency support mode and the low-frequency support mode may be set by making any one or any combination of the conditions of the number of times, the opening period, and the winning probability different.

[0141] The big win type counter C2 is updated periodically, and is stored in the reserved ball storage area 114b of the RAM 114 when the gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, it is stored in the reserved area Ra for the first special symbol display section of the RAM 114 when the gaming ball enters the first actuation port 33, and is stored in the reserved area Rb for the second special symbol display section of the RAM 114 when the gaming ball enters the second actuation port 34.

[0142] The allocation destination of the game result for the jackpot type counter C2 is stored as a jackpot type table (allocation information group) in the allocation table storage area 113b as an allocation information group storage means in the ROM 113. Here, the contents of the jackpot type table will be explained with reference to Fig. 12. The jackpot type table shown in Fig. 12 is used in common when a win occurs in the first operation port 33 (for the first special symbol display section AS) and when a win occurs in the second operation port 34 (for the second special symbol display section BS).

[0143] As shown in Fig. 12, in the jackpot type table, 16R jackpot result A, 16R jackpot result B, and 16R jackpot result C are set as allocation destinations of game results (jackpot types). Of these, 16R jackpot result A and 16R jackpot result B are variable jackpot results, and 16R jackpot result C is a normal jackpot result (non-variable jackpot result).

[0144] For each of the 16R jackpot results A to C, a maximum of 16 rounds of play are performed. However, the next round is performed only if a V win occurs during the execution of one round of play, and if the round ends without a V win, the open / close execution mode ends even if the 16th round has not been reached. Note that one round of play ends when either the number of winning game balls in the variable winning device 32 (large winning port 32a) reaches the upper limit number of winning balls or the opening period of the variable winning device 32 reaches the upper limit opening period.

[0145] 16R jackpot result A and 16R jackpot result B are jackpot results in which the lottery mode is set to the high probability mode and the support mode is set to the high frequency support mode after the opening and closing execution mode ends. In this case, the high probability mode and the high frequency support mode continue until the next jackpot occurs (until the next opening and closing execution mode starts). Incidentally, during the opening and closing execution mode, the lottery mode is set to the low probability mode and the support mode is set to the low frequency support mode.

[0146] The 16R jackpot result C is a jackpot result in which, after the open / close execution mode ends, the lottery mode is set to the low probability mode and the support mode is set to the high frequency support mode. The high frequency support mode set in this case continues until the number of times the special pattern play has been performed since the mode was switched to reaches the end reference number (for example, 100 times), and then the support mode switches to the low frequency support mode. The number of times the special pattern play has been performed in this case is the total number of times the first special pattern play has been performed and the second special pattern play has been performed.

[0147] In relation to the above gaming states, the normal gaming state refers to a state in which the lottery mode is the low probability mode and the support mode is the low frequency support mode.

[0148] Here, in this embodiment, the 16R jackpot results A to C have differences in the lottery mode and support mode after the open / close execution mode as described above, and also have differences in the setting of the upper limit number of winning balls (the number of winning balls in the variable winning device 32 that ends the round game) for each round game in the open / close execution mode. The setting of the upper limit number of winning balls for each round game for each jackpot result will be described in detail later.

[0149] In the jackpot type table, of the values ​​of the jackpot type counter C2 from "0 to 99", "0" to "19" correspond to the 16R jackpot result A, "20" to "59" correspond to the 16R jackpot result B, and "60" to "99" correspond to the 16R jackpot result C. In other words, when a jackpot is won, the probability of the 16R jackpot result A is 20 / 100, and the probability of the 16R jackpot result B and the 16R jackpot result C are each 400 / 100.

[0150] In this embodiment, a common big win type table is used for the first operation port 33 and the second operation port 34, but a different big win type table may be used for the first special symbol display section AS and the second special symbol display section BS. The allocation of the big win type counter C2 to each game result is not limited to that shown in FIG. 12 and can be set arbitrarily.

[0151] The reach random number counter C3 is configured to be incremented by 1 in the range of, for example, 0 to 238, and to return to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 at the timing when the game ball enters the first actuation port 33 or the second actuation port 34. More specifically, it is stored in the reserved area Ra for the first special symbol display unit of the RAM 114 at the timing when the game ball enters the first actuation port 33, and is stored in the reserved area Rb for the second special symbol display unit of the RAM 114 at the timing when the game ball enters the second actuation port 34. Then, it is determined whether or not to generate a reach based on the reach table stored in the reach table storage area of ​​the ROM 113. However, in a game round that transitions to the open / close execution mode, the MPU 112 determines whether or not to generate a reach regardless of the value of the reach random number counter C3. The number of the reach random number counter C3 corresponding to the occurrence of the reach display is the same in each game state, but may be set individually according to each game state. For example, the number of the reach random number counter C3 corresponding to the occurrence of the reach display may be set to be larger when the support mode is the high frequency support mode than when the support mode is the low frequency support mode.

[0152] Here, the term "reach display" (reach state) refers to a display state for making a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display has started on the pattern display device 41 and before the stop display result is derived and displayed, in a game machine that is equipped with a pattern display device 41 capable of performing a variable display (or variable display) of patterns (pictures), and in which the stop display result after the variable display is a special display result during a game round in which the variable winning device 32 is in the open / close execution mode.

[0153] In other words, it is a display state in which the patterns of some of the multiple pattern rows displayed on the display screen of the pattern display device 41 are stopped to display a combination of reach patterns that may result in a jackpot pattern combination corresponding to the occurrence of the open / close execution mode, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0154] More specifically, as a preliminary step to terminating the display of changing patterns, a reach line is formed by stopping and displaying a combination of reach patterns which may result in a jackpot combination corresponding to the occurrence of the open / close execution mode on a preset effective line within the display screen of the pattern display device 41, and while the reach line is formed, the changing display of the patterns is performed using the final stopped pattern row.

[0155] The display contents of FIG. 10 will be specifically described. First, high-speed variable display is started for all the symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol is displayed. After that, the variable display mode of the upper symbol column Z1 is switched from high-speed variable display to low-speed variable display in which the player can easily or easily recognize the displayed symbol. Then, as the variable display of the upper symbol column Z1 ends, the variable display mode of the lower symbol column Z3 is switched from high-speed variable display to low-speed variable display. After that, the variable display of the lower symbol column Z3 ends. In this case, a reach line is formed by stopping and displaying the main symbol with the same number on any of the activated lines L1 to L5. Then, when the variable display of the middle symbol column Z2 switches from high-speed variable display to low-speed variable display and the open / close execution mode occurs, the variable display of the symbols in the middle symbol column Z2 is ended by stopping and displaying the main symbol with the same number as the main symbol forming the reach line on the reach line.

[0156] The reach display includes a reach effect by displaying a predetermined character or the like as a moving image on the background screen while displaying a variable display of the remaining symbol rows in a state where a reach symbol combination is displayed as described above, and a reach effect by displaying a predetermined character or the like as a moving image on substantially the entire display screen after reducing or hiding the reach symbol combination. In addition, when the reach display is being performed or before the reach display, the reach random number counter C3 or other counters may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0157] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in determining the variation display time in the first special symbol display section AS and the second special symbol display section BS of the special symbol display section 43 and the variation display time of the symbol in the symbol display device 41 in the MPU 112. The variation type counter CS is updated once each time the normal processing described later is executed once, and is also repeatedly updated during the remaining time in the normal processing. The variation type counter CS is stored in the reserved ball storage area 114b of the RAM 114 at the timing when the game ball enters the first actuation port 33 or the second actuation port 34. More specifically, the variation type counter CS is stored in the reserved area Ra for the first special symbol display section of the RAM 114 at the timing when the game ball enters the first actuation port 33, and is stored in the reserved area Rb for the second special symbol display section of the RAM 114 at the timing when the game ball enters the second actuation port 34.

[0158] The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 250, and to return to 0 after reaching the maximum value (i.e., 250). The electric role opening counter C4 is periodically updated, and is stored in the electric role reserve area 114c of the RAM 114 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, a lottery is performed to determine whether or not the normal electric role 303 is controlled to be in the open state based on the stored value of the electric role opening counter C4. For example, if C4=0 to 190, the normal electric role 303 is controlled to be in the open state, and if C4=191 to 250, the normal electric role 303 is not controlled to be in the open state.

[0159] In the MPU 112, the variable display time in the first special chart display section AS and the second special chart display section BS is determined using the value of the variable type counter CS stored in the execution area AE, and the variable display time table storage area 113c of the ROM 113 is used for the determination. In addition, in the MPU 112, the stop result in the first special chart display section AS and the second special chart display section BS is determined using the value of the big win random number counter C1 and the value of the big win type counter C2 stored in the execution area AE, and the stop result table storage area 113d of the ROM 113 is used for the determination.

[0160] <Regarding various processes executed by the main control device 81> Next, a description will be given of timer interrupt processing and normal processing executed by the MPU 112 in the main control device 81 to progress the game. In addition to timer interrupt processing and normal processing, the MPU 112 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power failure signal to the NMI terminal (non-maskable terminal), but a description of these processes will be omitted.

[0161] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart of Fig. 13. This process is started by the MPU 112 periodically (for example, at 2 msec intervals).

[0162] In step S101, a reading process of various detection sensors is executed. In the reading process, the state of the various detection sensors 31a, 33a, 34a, 35a, 507, 509 is read, and the state of the various detection sensors 31a, 33a, 34a, 35a, 507, 509 is judged to store the detection information. In addition, when the winning of a game ball is detected by the various detection sensors 31a, 33a, 34a, 507, 509 corresponding to the generation of a prize ball, a prize ball command is set to instruct the payout control device 97 to pay out the prize ball. For example, when the winning of the variable winning device 32 is detected by the V winning sensor 507 or the winning sensor 509, a prize ball command is set to instruct the corresponding number of prize balls, that is, 15 prize balls. In the following step S102, the random number initial value counter CINI is updated.

[0163] In the next step S103, the jackpot random number counter C1, the jackpot type counter C2, and the electric accessory opening counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the electric accessory opening counter C4 are each incremented by 1, and when the counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of the counters C1, C2, and C4 are stored in the corresponding buffer areas of the RAM 114.

[0164] In the following step S104, a winning process for through is executed in association with winning at the through gate 35. In the winning process for through, if a winning at the through gate 35 has occurred, the value of the electric role release counter C4 updated in the above step S103 is stored in the electric role reserve area 114c on the condition that the number of reserved roles stored in the electric role reserve area 114c is less than the upper limit number (for example, "4").

[0165] In the next step S105, a winning process for the actuation port is executed. In the winning process for the actuation port, a winning ball command for paying out a game ball based on the winning of a game ball into either of the actuation ports 33, 34 is set, and information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS.

[0166] In the information acquisition process, it is determined whether the game ball has won the first operation port 33 (start winning). If the game ball has won the first operation port 33, the number of reserved information stored in the reserve area Ra for the first special chart display unit is grasped, and the grasped number is set as the first start reserved memory number RaN. On the other hand, if the game ball has not won the first operation port 33, it is determined whether the game ball has won the second operation port 34 (start winning). If the game ball has won the second operation port 34, the number of reserved information stored in the reserve area Rb for the second special chart display unit is grasped, and the grasped number is set as the second start reserved memory number RbN. Then, it is determined whether these set start reserved memory numbers N (RaN or RbN) are less than the upper limit value (4 in this embodiment). If the start reserved memory number N is less than the upper limit value, the start reserved memory number N of the corresponding result display unit reserve area is updated to increase by 1. When the first start pending memory number RaN is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the change type counter CS are stored in the first memory area among the empty memory areas of the reserve area Ra for the first special chart display section, and when the second start pending memory number RbN is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the change type counter CS are stored in the first memory area among the empty memory areas of the reserve area Rb for the second special chart display section.

[0167] After executing the winning process for the operation port in step S105, in step S106, the V winning process for detecting the occurrence of the V winning is executed, and then the timer interrupt process is terminated. The V winning process will be described in detail later.

[0168] <Normal processing> Next, the flow of normal processing will be described with reference to the flowchart in Fig. 14. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps S201 to S206 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S209 and S210 is executed in the remaining time.

[0169] In normal processing, first, an external signal output process is executed in step S201. In the external signal output process in step S201, output data such as commands set in the timer interrupt process or the previous normal process is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 97. Also, if a performance command is set, it is sent to the performance control device 82.

[0170] Next, in step S202, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 114.

[0171] In the next step S203, a game control process is executed to progress each game. In this game control process, a win / loss determination such as a jackpot and a distribution determination of the jackpot type are performed, and the variable display of the pattern by the pattern display device 41 and the variable display in the special pattern display unit 43 are set.

[0172] After executing the game number control process in step S203, the process proceeds to step S204, where a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, etc. Details of the game number control process in step S203 and the game state transition process in step S204 will be described later.

[0173] In the next step S205, an electric role support process is executed to drive and control the normal electric role 303 provided in the second operating port 34. In this electric role support process, an electric role opening lottery is executed to determine whether or not the normal electric role 303 is opened using numerical information acquired from the electric role opening counter C4 stored in the electric role reservation area 114c of the RAM 114, and if the electric role opening state is selected, an opening and closing process of the normal electric role 303 is executed. In addition, display control of the normal display unit 44 is performed so as to inform the lottery result of the electric role opening lottery.

[0174] After that, in step S206, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 53 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply and launch control device 98. This causes the game ball to be launched toward the game area.

[0175] In the next step S207, it is determined whether or not a power outage flag is set in the RAM 114. The power outage flag is set when the occurrence of a power outage is confirmed in the power outage monitoring board 115 and a power outage signal is input from the power outage monitoring board 115 to the NMI terminal of the MPU 112, and is cleared in the next main processing.

[0176] If the power failure flag is not set, the last of the multiple processes that are repeatedly executed has ended, so in step S208, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined period (4 msec in this embodiment) has elapsed since the start of the current normal process. Then, within the remaining time until the execution timing of the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0177] That is, in step S209, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM 114. Also, in step S210, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM 114.

[0178] Here, since the execution time of each process of steps S201 to S206 changes according to the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly executing the update of the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (i.e., the initial value of the big win random number counter C1) can be randomly updated, and similarly, the change type counter CS can also be randomly updated.

[0179] On the other hand, if it is determined in step S207 that the power failure flag is set, this means that a power interruption has occurred, and so power failure processing from step S211 onwards is executed. That is, in step S211, the occurrence of timer interrupt processing is prohibited, and then in step S212, a RAM judgment value is calculated and stored, and after prohibiting access to RAM 114 in step S213, an infinite loop is continued until the power is completely cut off and processing can no longer be executed.

[0180] <Game Play Control Processing> Next, the game play control process in step S203 will be described with reference to the flowchart of FIG.

[0181] In the game play control process, first, in step S301, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag is stored (stored) in the various flag storage area 114e of the RAM 114. The open / close execution mode flag is stored when the game state is transitioned to the open / close execution mode in the game state transition process described later, and is erased when the game state transition process ends the open / close execution mode.

[0182] If the opening and closing execution mode is in progress, the game round control process is terminated without executing any of the processes after step S302, i.e., the game round start process in steps S303 to S305 and the game round progress process in steps S306 to S309. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether or not a winning has occurred in the operation ports 33 and 34.

[0183] If the opening / closing execution mode is not in progress, in step S302, it is determined whether the special chart display unit 43 is displaying a variable. Specifically, it is determined whether either the first special chart display unit AS or the second special chart display unit BS is displaying a variable. This determination is made by determining whether a variable display flag is stored in the various flag storage area 114e of the RAM 114. The variable display flag is stored when variable display is started for either the first special chart display unit AS or the second special chart display unit BS, and is erased when the variable display ends.

[0184] If the special symbol display section 43 is not displaying a variable number, the process proceeds to step S303 to step S305 for starting a game. In the process for starting a game, first, in step S303, it is determined whether the common reservation number CRN, which is the sum of the start reservation memory numbers of the first special symbol display section AS and the second special symbol display section BS, is "0". When the common reservation number CRN is "0", it means that the start reservation memory numbers RaN, RbN are "0" for both the first actuation port 33 and the second actuation port 34. Therefore, the game control process is terminated as it is.

[0185] If the common reserved number CRN is not "0", in step S304, a data setting process is executed to set the data stored in the reserved area Ra for the first special chart display unit or the reserved area Rb for the second special chart display unit for variable display. In the following step S305, a variable start process is executed to start the variable display in the special chart display unit 43 and the variable display in the pattern display device 41, and then this game number control process is terminated.

[0186] Here, the fluctuation start process in step S305 will be described with reference to the flowchart in FIG.

[0187] In the variable start process, first, in step S401, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag (high probability state information) is stored (stored) in the various flag storage area 114e provided in the various flag storage area 114e of the RAM 114. When a high probability jackpot result occurs, the high probability mode flag is stored at the end of the opening and closing execution mode corresponding to the jackpot result, and then a transition to a new opening and closing execution mode occurs, and the flag is erased when the opening and closing execution mode starts.

[0188] If the mode is not the high probability mode, a win / loss determination is made in step S402 by referring to the win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches one of the two values ​​set as the jackpot winning value in the win / loss table for the low probability mode. On the other hand, if the mode is the high probability mode, a win / loss determination is made in step S403 by referring to the win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches one of the 20 values ​​set as the jackpot winning value in the win / loss table for the high probability mode.

[0189] After step S402 or step S403 is executed, in steps S404 to S411, a process for setting the game result (jackpot type) of the current game round, a process for setting the stop result when the variable display executed in either the first special chart display unit AS or the second special chart display unit BS in the current game round is terminated, etc. In this case, when setting the stop result, various stop result tables (stop result information group) stored in the stop result table storage area 113d of the ROM 113 are referenced.

[0190] Specifically, first, in step S404, it is determined whether the result of the lottery in step S402 or step S403 is a jackpot win. If it is a jackpot win, the process proceeds to step S405, where the allocation of the jackpot type is determined by referring to the jackpot type table (see FIG. 12). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE in the reserved ball storage area 114b of the RAM 114 is included in the numerical range of the 16R jackpot result A, the numerical range of the 16R jackpot result B, or the numerical range of the 16R jackpot result C.

[0191] In the next step S406, the stop result table for the big win (FIG. 16(b)) stored in the stop result table storage area 113d of the ROM 113 is referred to, and the stop result for the big win to be stopped and displayed on the special chart display unit 43 (first special chart display unit AS or second special chart display unit BS) is set. Specifically, when the value of the big win type counter C2 stored in the execution area AE is within the numerical range ("0" to "19") of the 16R big win result A, the stop result A is set as the stop result, when the value of the big win type counter C2 is within the numerical range ("20" to "59") of the 16R big win result B, the stop result B is set as the stop result, and when the value of the big win type counter C2 is within the numerical range ("60" to "99") of the 16R big win result B, the stop result C is set as the stop result. The stop results A to C are stop results in which the display mode or display contents of the picture displayed on the special chart display unit 43 are different.

[0192] In the following step S407, various jackpot flags are stored in the various flag storage area 114e of the RAM 114 based on the allocation result in the above step S405. Specifically, if the allocation result is 16R jackpot result A, the 16R flag A is stored, if the allocation result is 16R jackpot result B, the 16R flag B is stored, and if the allocation result is 16R jackpot result C, the 16R flag C is stored.

[0193] If a negative judgment is made in the above step S404, the process proceeds to step S408, where a stop result for a miss is set to be displayed in the special chart display unit 43 (first special chart display unit AS or second special chart display unit BS).

[0194] After executing the process of step S407 or step S408, the variable display time of the current special game is set in step S409. In the variable display time setting process, the value of the variable type counter CS is obtained, and the variable display time corresponding to the value of the variable type counter CS is selected from the variable display time table stored in the ROM 113.

[0195] In the next step S410, a variable command including information on the variable display time and a type command including information on the game result (jackpot type, etc.) are set. The set variable command and type command are transmitted to the performance control device 82 in step S201 in the normal processing (FIG. 14). The performance control device 82 transmits the received command to the display control device 212 while maintaining its information form. By receiving the command, the display control device 212 executes display control of the pattern display device 41, etc. to start the performance of that game round.

[0196] Then, in step S411, the display section corresponding to the current game round among the first special chart display section AS and the second special chart display section BS starts displaying the changing of the pattern. Then, this change start process ends.

[0197] Returning to the explanation of the game round control process (FIG. 15), if the determination in step S302 is affirmative, that is, if the special chart display unit 43 is in the process of variable display, the game round progress process in steps S306 to S309 is executed. In the game round progress process, first, in step S306, it is determined whether or not the variable display time for the current game round has elapsed. Specifically, it is determined whether or not the value of the variable display time information stored in the variable display time counter area of ​​the RAM 114 has become "0". The value of the variable display time information is set in the variable start process at the start of a game round. Moreover, the value of this set variable display time information is decremented by 1 each time the timer interrupt process (FIG. 13) is started.

[0198] If the variable display time has not elapsed, a variable display process is executed in step S307. In the variable display process, the display section is controlled (light emission control of each display segment) so that each display segment in the special chart display section related to the current game round is turned on and off in a predetermined order, and the game round control process is terminated.

[0199] If the variable display time has elapsed, a variable end process is executed in step S308. In the variable end process, the set information is specified based on the result of the winning / losing lottery of the variable start process, and the special chart display unit 43 is controlled so that the picture corresponding to the information is stopped and displayed on the special chart display unit 43.

[0200] In the next step S309, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S309 is sent to the performance control device 82 in step S201 in the normal process (FIG. 14). The performance control device 82 sends the received variation end command to the display control device 212 while maintaining its information form. By receiving the variation end command, the display control device 212 displays the final stop pattern combination in that game round as a definite display (final stop display).

[0201] The image (stop result) of the special symbol display section 43 that has been stopped (determined) as described above continues to be displayed for a predetermined stop display period. The stop result for the big win corresponding to the big win continues to be displayed even after the special symbol game has ended (after the above-mentioned stop display period has elapsed), and is continuously displayed during the opening and closing execution mode corresponding to the big win. Then, the stop display state is released when the opening and closing execution mode ends and the first special symbol game (variable display of the special symbol) after the opening and closing execution mode begins.

[0202] <Game state transition processing> Next, the game state transition process in step S204 in the normal process (FIG. 14) will be described with reference to FIGS.

[0203] As shown in Fig. 17, in the game state transition process, first, in step S501, it is determined whether or not the game is in the open / close execution mode. If the game is not in the open / close execution mode, the process proceeds to step S502, where it is determined whether or not the timing of the end of the variable display of the picture in the first special symbol display section AS or the second special symbol display section BS in one game round has arrived. If the timing of the end of the variable display has not arrived, the game state transition process is terminated.

[0204] When the variable display has ended, in step S503, it is determined whether the game result of the current game corresponds to the transition to the open / close execution mode. If the game result does not correspond to the transition to the open / close execution mode, the game state transition process is terminated.

[0205] If the transition corresponds to the opening and closing execution mode, the opening and closing execution mode start process is executed in step S504. In the start process, it is checked whether the variable winning device 32 is in a closed state before the opening and closing execution mode is started. In the opening and closing execution mode start process, an opening period setting process is executed to wait without starting the opening of the variable winning device 32 when the opening and closing execution mode is started. In the opening period setting process, the waiting period information for the opening, which is stored in advance in the ROM 113, is set in the timer counter T provided in the various counter area 114d of the RAM 114. The value of the timer counter T is decremented by 1 at a predetermined cycle (for example, every 2 msec cycle, each time the timer interrupt process is started).

[0206] In the next step S505, the value of the round counter RC provided in the various counter area 114d of the RAM 114 is set, and a process for setting the number of rounds to be executed in the current open / close execution mode is performed. In this embodiment, since the number of rounds corresponding to each big win result is 16, the value of the round counter RC is set to "16".

[0207] In the next step S506, as a process for starting the round display, the number of rounds in the open / close execution mode to be executed this time (in this embodiment, "16" for any jackpot result) is displayed on the round display unit RS. The display of the number of rounds continues until the open / close execution mode ends.

[0208] In the next step S507, an opening command is set. This set opening command is sent to the performance control device 82 in step S201 in the normal processing (FIG. 14). The performance control device 82 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode of the pattern display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the current opening / closing execution mode is performed based on the display content command received from the performance control device 82.

[0209] Then, in step S508, the external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, the signal output state of the output terminal for the jackpot signal provided in the external output terminal 99 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can know that a jackpot has occurred in the pachinko machine 10.

[0210] On the other hand, if the determination in step S501 above is affirmative (if the game is in the open / close execution mode), the process proceeds to step S509, where it is determined whether or not the waiting period for the opening has elapsed. If the waiting period for the opening has not elapsed, the game state transition process is terminated. If the waiting period for the opening has elapsed, the special prize opening open / close process is executed in step S510. The special prize opening open / close process will now be described with reference to the flow chart in FIG.

[0211] In the special prize opening opening / closing process, first, in step S601, it is determined whether the value of the round counter RC is "0." If the value of the round counter RC is "0," the special prize opening opening / closing process is terminated, whereas if the value of the round counter RC is not "0," in step S602, it is determined whether the special prize opening 32a is open (whether the variable prize device 32 is in an open state). In this step, such a determination process is carried out based on the drive state of the drive unit 305 for the variable prize device.

[0212] If the large prize opening 32a is not open, the process proceeds to step S603, where it is determined whether the value of the timer counter T is "0." If the value of the timer counter T is not "0," the large prize opening opening process is terminated, whereas if the value of the timer counter T is "0," the process proceeds to step S604. In step S604, a setting process for each round is executed to set the upper limit opening period of the variable prize device 32 and the upper limit number of prizes to the variable prize device 32 in each round of play in the opening and closing execution mode.

[0213] In the next step S605, the drive unit 305 is driven to open the variable winning device 32. After that, an open command is set in step S606, and the large winning opening opening and closing process is terminated. The open command set in this step is sent to the performance control device 82 in step S201 in the normal process (FIG. 14). The performance control device 82 determines the content of the performance corresponding to each round based on the received open command, and controls various devices so that the determined content of the performance is executed.

[0214] If the determination in step S602 is affirmative (the special prize opening 32a is open), the process proceeds to step S607, where it is determined whether the value of the timer counter T is "0." In this case, the value of the timer counter T corresponds to the upper limit opening period of the variable prize winning device 32 set in step S604, and this step is for determining whether the opening period of the special prize opening 32a has reached the upper limit opening period.

[0215] If the value of the timer counter T is not "0" (the opening period of the large prize opening 32a has not reached the upper limit opening period), in step S608, it is determined whether or not a prize has been won in the variable prize winning device 32 based on the detection state of the V prize winning sensor 507 or the prize winning sensor 509 (the reading result of the various sensors in step S101). If a prize has not been won in the variable prize winning device 32, the large prize winning opening opening and closing process is terminated, whereas if a prize has been won in the variable prize winning device 32, the process proceeds to step S609, and the value of the prize winning counter PC provided in the various counter area 114d of the RAM 114 is decremented by one. The prize winning counter PC is a counter for counting the number of winning balls in the variable prize winning device 32, and after a value corresponding to the upper limit number of winning balls is set in the above step S604, it is decremented by one each time a prize is won in the variable prize winning device 32. In the following step S610, it is determined whether or not the V prize flag is stored in the various flag storage area 114e of the RAM 114.

[0216] Here, the V winning process in step S106 in the timer interrupt process (FIG. 13) will be described with reference to the flowchart in FIG. 19. In the V winning process, first in step S701, it is determined whether or not a V winning flag is stored in the various flag storage area 114e. If the V winning flag is not stored, the process proceeds to step S702, and it is determined whether or not a V winning has occurred (whether or not the game ball has passed through the detection area of ​​the V winning sensor 507) based on the detection state of the V winning sensor 507 provided in the variable winning device 32 (the reading result of the various sensors in step S101).

[0217] If it is determined that a V win has occurred, in step S703, it is determined whether or not it is within the valid period of the V win. The valid period is a predetermined period that is determined in advance in anticipation of the period during which a V win can normally occur, and for example, the period during which a round game is performed is set as the valid period. If it is determined that it is not within the valid period, the process proceeds to step S704, an error command is set as an abnormality has occurred, and then the V win processing is terminated. The set error command is sent to the performance control device 82 by the external output processing of the normal processing (FIG. 14), and the performance control device 82 controls the display control device 212, the light emitting unit 63, and the speaker unit 64 so that a predetermined error notification is executed.

[0218] On the other hand, if it is determined that the valid period is in progress, the process proceeds to step S705, where a V winning flag is stored in the various flag storage area 114e of the RAM 114. In the following step S706, a V winning command is set as a transmission target to the performance control device 82. The V winning command is a command for notifying the performance control device 82 that a V winning has occurred, and the set V winning command is transmitted to the performance control device 82 by the external output processing of the normal processing (FIG. 14). When the performance control device 82 receives a V winning command, it controls the display control device 212, etc., so that a performance such as announcing the occurrence of a V winning or celebrating the V winning is executed by the pattern display device 41, the light emitting unit 63, and the speaker unit 64.

[0219] After executing step S706, if a positive judgment is made in step S701 (if the V prize flag is stored) or if a negative judgment is made in step S702 (if a V prize has not occurred), the processing for the V prize is terminated.

[0220] Returning to the explanation of the large prize opening / closing process (FIG. 18), if it is determined in step S610 that the V prize flag is stored, the process proceeds to step S611. In step S611, the V prize flag stored in the various flag storage area 114e of the RAM 114 is erased, and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be executed, in other words, that the opening / closing execution mode should be continued even after the currently executed round of play is finished.

[0221] In the next step S612, the value of the winning counter PC provided in the various counter area 114d of the RAM 114 is set to "0." That is, in this embodiment, when a V winning occurs, the value of the winning counter PC is forcibly set to "0" regardless of the value of the winning counter PC at that time.

[0222] After execution of step S612 or if a negative judgment is made in the above step S610 (if no V winning has occurred), in step S613, it is judged whether the value of the winning counter PC is "0". If it is judged that the value of the winning counter PC is not "0", the large winning port opening and closing process is terminated. If it is judged that the value of the winning counter PC is "0" or if a positive judgment is made in the above step S607 (if the timer counter value is "0"), the process proceeds to step S614, where the drive unit 305 is put into a non-driven state to close the variable winning device 32.

[0223] In the next step S615, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of the RAM 114. If a continuation flag is stored, in step S616, the value of the round counter RC provided in the various counter area 114d of the RAM 114 is decremented by 1, and the number of rounds in the open / close execution mode is updated. In the next step S617, it is determined whether or not the value of the round counter RC is "0". If the value of the round counter RC is not "0", in step S618, a waiting period between rounds (round interval period), that is, a closing period until the variable winning device 32 is opened again, is set. Specifically, the value of the timer counter T is set to "1000", which corresponds to the waiting period (2 sec).

[0224] After that, a close command is set in step S619, and the special prize opening / closing process is terminated. The close command is sent to the performance control device 82 in step S201 of the normal process (FIG. 14). Based on the received close command, the performance control device 82 determines the content of the performance corresponding to the waiting period between rounds, and controls various devices so that the determined content of the performance is executed.

[0225] If it is determined in step S617 that the value of the round counter RC is "0", the process for starting the ending is executed in step S620. In the process for starting the ending, a waiting period for the ending of the opening and closing execution mode is set to wait without starting the next game round. Specifically, the waiting period information for the ending, which is stored in the ROM 113 in advance, is set in the timer counter T.

[0226] After that, in step S621, an ending command is set and the special prize opening / closing process is terminated. The ending command is sent to the performance control device 82 in step S201 in the normal process (FIG. 14). The performance control device 82 determines the content of the performance corresponding to the end of the opening / closing execution mode based on the received ending command, and controls various devices so that the determined content of the performance is executed.

[0227] If it is determined in step S615 that the continuation flag is not stored, the process proceeds to step S622, where the round counter RC is set to 0 to end the opening and closing execution mode. Then, the process proceeds to step S620, where the ending start process is executed.

[0228] Next, the setting process for each round in step S604 in the big prize opening / closing process will be described with reference to the flow chart in FIG.

[0229] In this setting process, first, in step S801, it is determined whether the value of the round counter RC is "16". In other words, it is determined whether the round game to be set is the first round of the round game in the open / close execution mode. If the value of the round counter RC is not "16", that is, the round game to be set is the second round or later, in step S802, the continuation flag stored in the various flag storage area 114e of the RAM 114 is erased.

[0230] After execution of step S802 or if a positive judgment is made in step S801 (if the value of the round counter RC is "16"), the opening period of the variable winning device 32 in the round game to be set is set in step S803. Specifically, the value of the timer counter T is set to "15000", which corresponds to the upper limit opening period (30 sec) for one round.

[0231] In the next step S804, the jackpot type corresponding to the open / close execution mode to be executed or being executed is grasped based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. For example, when the 16R jackpot A flag is stored in the various flag storage area 114e, the 16R jackpot result A is grasped as the jackpot type corresponding to the above-mentioned open / close execution mode. Also, in this step, based on the value of the round counter RC, it is grasped which round the round game to be set (the round game to be started from now on) is. In the next step S805, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referred to, and the upper limit number of winnings to the variable winning device 32 in the round game to be set is set.

[0232] Here, the upper limit number distribution table will be described with reference to FIG. 21. In the upper limit number distribution table, the upper limit number of winning balls for each round game is stipulated for each jackpot type. The upper limit number of winning balls corresponding to the 16R jackpot result A is set to 8 balls for any round game, and is unified between rounds. On the other hand, the upper limit number of winning balls corresponding to the 16R jackpot result B and the 16R jackpot result C is diversified between rounds so that the upper limit number of winning balls differs between round games. That is, the upper limit number of winning balls is a first number in a certain round game, and a second number different from the first number in other round games, causing the upper limit number of winning balls to vary depending on the round game. In addition, the upper limit number of winning balls in the same round game order differs between the 16R jackpot result B and the 16R jackpot result C, for example, the upper limit number of winning balls in the second round game is 4 balls in the former case and 2 balls in the latter case.

[0233] With the above configuration, for example, when focusing on the second round of play, from the player's perspective, the round game may end when eight game balls enter the variable winning device 32, or when four game balls enter, or when two game balls enter, so it is not possible to univocally determine how many balls are allowed to enter in a round game. Therefore, the player must predict the upper limit of the number of winning balls in each round game while playing.

[0234] The specific upper limit number of winning balls shown in FIG. 21 is merely an example, and is not limited to these numbers. Also, the upper limit number of winning balls for each round game of 16R jackpot result A is set to the same number for all round games, but it may be different depending on the round game, such as 16R jackpot result B or 16R jackpot result C. In this case, the upper limit number of winning balls for round games of the same order is set to be different from that of 16R jackpot result B or 16R jackpot result C.

[0235] Returning to the explanation of the setting process for each round (FIG. 20), in step S805, the corresponding upper limit number of winning prizes is derived based on the result of grasping the jackpot type and the round game to be set in step S804 and the upper limit number distribution table. In the following step S806, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result B, the round game to be set is the 7th round, and the derived upper limit number of winning prizes is 5, the value of the winning counter PC is set to "5". After step S806 is executed, the setting process for each round is terminated.

[0236] Returning to the explanation of the game state transition process (FIG. 17), after the large prize opening / closing process of step S510 is executed, it is determined in step S511 whether the round counter RC is "0". If the value of the round counter RC is not "0", this game state transition process is terminated. On the other hand, if the value of the round counter RC is "0", it is determined in step S512 by the timer counter T whether the waiting period for the ending has ended. If the waiting period for the ending has not ended, this game state transition process is terminated. On the other hand, if the waiting period for the ending has ended, a transition process at the end of the opening / closing execution mode is executed in step S513. In the transition process at the end of the opening / closing execution mode, the lottery mode and support mode after the opening / closing execution mode are set.

[0237] Specifically, as shown in the flowchart of Fig. 22, first, in step S901, it is determined whether or not the 16R jackpot flag A or the 16R jackpot flag B is stored in the various flag storage area 114e of the RAM 114. If the 16R jackpot flag A or the 16R jackpot flag B is stored, the process proceeds to step S902, where the jackpot flag stored in the various flag storage area 114e is erased and a high probability mode flag is set in the area 114e. This causes the lottery mode to transition to the high probability mode.

[0238] In the next step S903, a high-frequency support mode flag is set in the various flag storage area 114e of the RAM 114. This causes the support mode to transition to the high-frequency support mode. The high-probability mode flag and the high-frequency support mode flag set in step S902 and step S903, respectively, are erased in step S504 (FIG. 17) when the next big win occurs.

[0239] If the negative judgment is made in the above step S901 (if the 16R jackpot flag A or the 16R jackpot flag B is not stored), the process proceeds to step S904, where the high-frequency support mode flag is set in the various flag storage area 114e of the RAM 114. In the following step S905, the game count counter GC provided in the various counter area 114d of the RAM 114 is set to "100". This game count counter GC is decremented by 1 each time a special game is played while the support mode is shifted to the high-frequency support mode. Then, when the game count counter GC becomes "0", the high-frequency support mode flag set in the various flag storage area 114e of the RAM 114 is erased. That is, the high-frequency support mode ends, and the support mode shifts to the low-frequency support mode.

[0240] After the process of step S903 or step S905 is executed, the transition process at the end of the opening / closing execution mode is ended.

[0241] Returning to the explanation of the game state transition process (FIG. 17), after executing the process of step S513, a process for terminating the display of the round display section RS is executed in step S514. Next, an end process of the opening and closing execution mode is executed in step S515, and then the game state transition process is terminated. In the end process of the opening and closing execution mode, the transition to the opening and closing execution mode and the erasure of various counters and flags used during the opening and closing execution mode are performed.

[0242] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIGS.

[0243] As already explained, in this embodiment, unless a V winning occurs in the ongoing round game, the next round game is not executed, and if the round game ends without a V winning, the open / close execution mode is configured to end at that point (see FIG. 18). Also, if a V winning occurs during a round game, even if the number of winning balls in the variable winning device 32 has not reached the upper limit number of winning balls, the round game is configured to end at the point of the V winning (see FIG. 18). For this reason, if the upper limit number of winning balls is n, if a V winning is not generated until the n-1th winning ball and a V winning is generated at the nth winning ball, the total number of winning balls that can be acquired in one round game can be maximized, and the right to execute the next round game can be acquired.

[0244] 5 and 23, a left entrance 505 that does not involve the occurrence of a V prize and a right entrance 504 that involves the occurrence of a V prize are provided in the large prize opening 32a of the variable prize device 32. Furthermore, on the upstream side of the variable prize device 32, a guide passage section 401 is provided that guides game balls shot with a strength less than a predetermined amount to the left entrance 505 and guides game balls shot with a strength equal to or greater than the predetermined amount to the right entrance 504.

[0245] In this configuration, when the player adjusts the rotation amount of the launch handle 60 and launches the game ball with a strength that passes through the inner passage portion 404, the game ball enters the left entrance portion 505 while the variable winning device 32 is in an open state. In this case, the number of winning balls in the variable winning device 32 is counted up and a predetermined number (15 balls) of winning balls are paid out, but a V winning does not occur. On the other hand, when the game ball is launched with a strength that passes through the outer passage portion 403, the game ball enters the right entrance portion 504 while the variable winning device 32 is in an open state. In this case, the number of winning balls in the variable winning device 32 is counted up and a predetermined number of winning balls are paid out, and a V winning occurs. Therefore, the player can select the timing at which to generate a V winning while winning the winning balls by having the game ball enter the variable winning device 32. In this case, the ideal operation mode for the player would be to fire the game balls with a strength that will allow them to enter the left entrance 505 until the n-1th winning ball is reached, and then switch to fire the game balls with a strength that will allow them to enter the right entrance 504 when the nth winning ball is reached.

[0246] Under such a configuration, in this embodiment, the upper limit number of winning balls for each round game in the open / close execution mode is made impossible or difficult for the player to determine. Specifically, the upper limit number of winning balls for each round game is diversified, so that the player cannot univocally determine the upper limit number of winning balls for each round game. Moreover, the diversification of the upper limit number of winning balls is not only achieved within one open / close execution mode, but also between types of big wins, making it increasingly difficult for the player to understand the upper limit number of winning balls for each round game.

[0247] In addition, in this embodiment, the maximum number of winning prizes for each round is not indicated to the player through a notification (such as a display or audio output), and the maximum number of winning prizes is not clearly indicated. Therefore, the player cannot obtain information on the maximum number of winning prizes through the notification, making it even more difficult for the player to determine the maximum number of winning prizes for each round.

[0248] Furthermore, in this embodiment, regardless of the upper limit number of winnings, the opening mode (number of openings and upper limit opening period) of the variable winning device 32 in each round of play is standardized. Therefore, it is impossible or difficult for a player to determine the upper limit number of winnings from the behavior of the variable winning device 32, making it even more difficult to grasp the upper limit number of winnings in each round of play.

[0249] For these reasons, the player has no choice but to predict the maximum number of winnings in each round of play, and will play by targeting either the left entrance 505 or the right entrance 504 based on the prediction result.

[0250] Here, the relationship between the player's launch operation mode and the game result will be described with reference to Fig. 24. Here, as shown in Fig. 24(a), an operation of launching a game ball with a strength that allows the game ball to enter the left entrance 505 where a V win does not occur is called a first operation, an operation of launching a game ball with a strength that allows the game ball to enter the right entrance 504 where a V win occurs is called a second operation, and an operation of performing the first operation until the n-1th win and performing the second operation when the nth win occurs is called a specific operation.

[0251] When the open / close execution mode corresponding to the 16R jackpot result A is executed, the upper limit of the number of winning balls in all round games is set to 8 in that mode (see FIG. 21). In this case, as shown in FIG. 24(b), when a specific operation is performed in all round games, all round games from the 1st round to the 16th round are executed, and the maximum number of winning balls paid out in each round game (15 winning balls x 8 winning balls = 90 balls) is obtained. Therefore, in the open / close execution mode, a total number of winning balls of 90 balls x 16 rounds = 1920 balls can be obtained.

[0252] As already mentioned, it is not easy for a player to perform the above operation because the upper limit number of winning balls in each round game cannot be determined or is difficult to determine. For this reason, it is assumed that there are players who prioritize continuing the round (executing the open / close execution mode until the final round) over the number of winning balls paid out per round. In this case, the player aims to win the right entrance 504 from the first winning ball in each round game, that is, performs the second operation in all round games, and in this case, the total number of winning balls in the open / close execution mode is 15 balls x 16 rounds = 240 balls. For this reason, the total number of winning balls obtained in the open / close execution mode is significantly smaller than when a specific operation is performed in all round games.

[0253] When the open / close execution mode corresponding to the 16R jackpot result B is executed, the upper limit number of winning balls for each round game is diversified in that mode and is set to each number shown in Figure 21. In this case, if a specific operation is performed in all round games, a total number of winning balls can be obtained (15 winning balls x 92 winning balls = 1380 balls) as shown in Figure 24(c). Also, if the second operation is performed in all round games, the number of winning balls will be 240 balls, as in the case of Figure 24(b).

[0254] Here, if a player who is thinking of winning the maximum number of prize balls paid out in each round play and continuing the round play to the final round predicts that the upper limit number of winning balls in the second round will be 8 balls in the situation where the open / close execution mode corresponding to the 16R jackpot result B is being executed, the player will continue to perform the first operation until the fourth winning ball, which is the actual upper limit number of winning balls, is won. In this case, since no V winning occurs in the second round of round play, the third round of round play is not executed, and the open / close execution mode ends when the second round of round play ends (so-called a puncture occurs). In this case, the total number of winning balls in the open / close execution mode remains at 15 winning balls x 12 winning balls = 180 balls, which is less than the number of winning balls when the second operation is performed in all round play.

[0255] However, if the open / close execution mode being executed in this case corresponds to the 16R jackpot result A, the open / close execution mode will not end in the second round, and the player will be more likely to win the total number of prize balls of 1920 as described above. In other words, a player who plays the game with courage, aiming to win the maximum number of prize balls, can win a large profit if his prediction is correct, but will only win a small profit if his prediction is incorrect.

[0256] In addition, when the open / close execution mode corresponding to the 16R jackpot result C is executed, the upper limit number of winning balls for each round game is diversified even in this mode, and is set to each number shown in Figure 21. In this case, if a specific operation is performed in all round games, a total number of winning balls can be obtained (15 winning balls x 95 winning balls = 1425 winning balls) as shown in Figure 24(d). In addition, if the second operation is performed in all round games, the total number of winning balls will be 240, as in the cases of Figures 24(b) and (c).

[0257] Also, if a player who wants to win the maximum number of prize balls in each round and continue the round play to the final round predicts that the upper limit number of winning balls in the second round is eight balls, and performs the first operation until the actual upper limit number of winning balls, which is the second winning ball, the open / close execution mode ends when the round play of the second round ends. In this case, the total number of winning balls in the open / close execution mode will be 15 balls x 10 winning balls = 150 balls, which is less than the number of winning balls when the second operation is performed in all round play or when the open / close execution mode ends in the second round in a situation where the open / close execution mode corresponding to the 16R jackpot result B is being executed.

[0258] Although detailed explanations are omitted, in addition to the above operation modes, various operation modes are possible, such as performing the second operation for the second winning ball in each round game, performing the first operation up to the third winning ball in one round game, and performing the second operation up to the fourth winning ball in another round game. Even in these cases, the number of rounds until which the open / close execution mode continues and the number of winning balls paid out in each round game will vary depending on the upper limit number of winning balls each time, and the total number of winning balls obtained will differ depending on the open / close execution mode.

[0259] With the above configuration, it is possible to realize a gameplay similar to a chicken race, in which the player predicts the upper limit number of winnings in each round of play and selects the timing to perform the second operation. This effectively prevents the game during the opening and closing execution mode from becoming monotonous, and makes it possible to greatly liven up the game during the mode.

[0260] According to the present embodiment described above in detail, the following excellent effects can be obtained.

[0261] In the opening and closing execution mode 1, the configuration includes a first round game (for example, the first round of round game in the opening and closing execution mode corresponding to a 16R jackpot result B) in which the upper limit number of winning balls in the variable winning device 32 is set to a first number (for example, 8 balls), and a second round game (for example, the second round of round game in the opening and closing execution mode corresponding to a 16R jackpot result B) in which the upper limit number of winning balls in the variable winning device 32 is set to a second number different from the first number (for example, 4 balls).

[0262] According to the above configuration, the upper limit of the number of winning balls for each round game is diversified, so that it is difficult for the player to understand the upper limit of the number of winning balls for each round game, and it is possible to provide a game in which the player can enjoy predicting the upper limit of the number of winning balls for each round game. This prevents the game during the opening and closing execution mode from becoming monotonous, and makes it possible to increase the interest in the game.

[0263] When a predetermined condition (occurrence of a V winning) is met during the execution of a round game, a privilege (continuation of the round) is granted, but the round game ends even if the number of winning game balls in the variable winning device 32 has not reached the upper limit number of winning balls.

[0264] In this case, if the predetermined condition is satisfied early in the round game, the round game will end early, so if the predetermined condition is satisfied at or near the timing of the maximum number of winnings in the variable winning device 32, the round game can be continued for a long time and the player can obtain the bonus, which is ideal for the player. In this case, since the maximum number of winnings in each round game is diversified, the number of winnings that corresponds to the maximum number of winnings is not uniform, and the ideal timing of the predetermined condition being satisfied varies. Therefore, it is possible to play in the hope that the predetermined condition will be satisfied at the ideal timing, rather than just predicting the maximum number of winnings. Therefore, each round game can be made much more interesting than when the round game is simply played in a monotonous manner, and it is possible to greatly liven up the game during the opening and closing execution mode.

[0265] The above-mentioned predetermined condition can be realized based on the player's operation. In this case, the player can be involved in the timing of the predetermined condition being realized. This makes each round of play more interesting than when the player only waits to see whether the predetermined condition is realized or not, and also promotes active participation in the game.

[0266] When the game ball passes through the specific area (detection area of ​​the V winning sensor 507), the above-mentioned predetermined condition is established, and the specific area is arranged in a position where the game ball can reach when it is shot with enough strength to reach the variable winning device 32. In this case, the predetermined condition can be established while the game ball enters the variable winning device 32, and it is possible to preferably balance the game of the opening and closing execution mode and the game of establishing the predetermined condition. This makes it possible to add a game of establishing the predetermined condition during the execution of each round of play while suppressing the loss of the game of the opening and closing execution mode, for example, by reducing the probability of winning the variable winning device 32 when attempting to establish the predetermined condition.

[0267] In addition, the specific area is arranged inside the variable winning device 32. In this case, the player's attention is concentrated, and it becomes possible to visually confirm, without moving the line of sight, both whether the gaming ball has won the variable winning device 32 and whether the predetermined condition has been met (whether the gaming ball has passed through the specific area). As a result, it is possible to suppress overlooking whether the gaming ball has won the variable winning device 32 or passed through the specific area, and it is possible to provide a configuration that makes it easy for the player to play.

[0268] A right entrance section 504 through which the game ball passes through a specific area and a left entrance section 505 through which the game ball does not pass through the specific area are provided within the large winning opening 32a of the variable winning device 32, and a guide passage section 401 is provided for guiding the game ball so that the game ball shot by a first shooting operation (an operation of shooting the game ball with a strength equal to or greater than a predetermined amount) can enter the right entrance section 504 and the game ball shot by a second shooting operation (an operation of shooting the game ball with a strength less than a predetermined amount) can enter the left entrance section 505.

[0269] According to this configuration, since it is possible to decide whether or not the game ball passes through the specific area, the player can decide the timing to establish the predetermined condition. Therefore, it is possible to provide a game in which the player predicts the upper limit number of winning balls and establishes the predetermined condition himself at a timing corresponding to the prediction result. In such a game, if the timing at which the player establishes the predetermined condition is early compared to the actual upper limit number of winning balls, the player will receive a bonus, but the round game will end early. Conversely, if the timing at which the predetermined condition is established is late compared to the actual upper limit number of winning balls, the round game will end without receiving a bonus. In this way, the profit obtained in the round game changes depending on the prediction result of the player, so that the fun of predicting the upper limit number of winning balls for each round game and playing the game is suitably increased, and it is possible to greatly improve the interest of the opening and closing execution mode.

[0270] In this embodiment, the configuration may be such that a game ball launched with a first launching operation is more likely to enter the right-side entrance 504, and a game ball launched with a second launching operation is more likely to enter the left-side entrance 505 (although it is not impossible for the ball to enter the right-side entrance 504, it is more difficult for the ball to enter the right-side entrance 504 compared to the first launching operation).

[0271] The above-mentioned bonus is awarded by executing the next round of play after the round in which the predetermined condition is satisfied. The player can decide the timing of the specified condition being satisfied by hitting the ball through the specific area, but if the player prioritizes the continuation of the round and only achieves the specified condition at an early timing, the total number of winning balls obtained will be small even if the opening and closing execution mode can be completed. On the other hand, if the timing of the specified condition being satisfied is delayed until the last possible moment in order to increase the number of winning balls in one round of round play, the opening and closing execution mode will end halfway. In other words, it is possible to realize a gameplay like a chicken race in which courage is tested by predicting the upper limit number of winning balls in each round of play, and it is possible to provide a highly entertaining opening and closing execution mode.

[0272] The system is configured not to notify the maximum number of winning balls for each game round. In this case, in conjunction with the diversification of the maximum number of winning balls for each game round, it is possible to make the maximum number of winning balls for each game round indistinguishable or difficult for the player to distinguish, which makes it possible to highlight the game of predicting the maximum number of winning balls.

[0273] In this embodiment, the upper limit number of winning balls is not notified for all round games executed in the open / close execution mode, but the upper limit number of winning balls may not be notified for only some round games. Even in this case, the game of predicting the upper limit number of winning balls is guaranteed in the round games in which the upper limit number of winning balls is not notified.

[0274] Incidentally, in this embodiment, the stop results of the special symbols (stop results A to C) on the special symbol display unit 43 correspond to the upper limit number of winning prizes for each round of play, so it is also possible to determine the upper limit number of winning prizes for each round of play by referring to the stop results displayed on the special symbol display unit 43. In that sense, it can be said that a specific notification is made that allows the player to recognize the upper limit number of winning prizes for each round of play.

[0275] However, the specific notification by the above-mentioned stop result does not directly notify the upper limit number of winning balls, but only indirectly. Therefore, the upper limit number of winning balls is not easily known by anyone, and the enjoyment of predicting the upper limit number of winning balls for each round of play is not excessively hindered. In particular, the upper limit number of winning balls can be determined from the stop result only when the player understands all the correspondence between the types of stop results and the upper limit number of winning balls for each round of play, so it can be an opportunity for the player to deepen their interest and knowledge about this pachinko machine 10, which can lead to arousing their desire to play.

[0276] This configuration can also be used effectively as a countermeasure against fraud. For example, if a fraudulent act is committed, such as the pachinko machine 10 operating with a different upper limit number of winning prizes from the normally set upper limit number of winning prizes, an employee of the game hall can visually check the stopping result of the special chart display unit 43 and determine the discrepancy in the upper limit number of winning prizes. This can contribute to the early detection of fraudulent acts.

[0277] <Second embodiment> This embodiment differs from the first embodiment in that a notification is executed so that the player can recognize the upper limit number of winning balls for each round of play. This embodiment will be described with reference to Figures 25 to 31. In these figures, the same components as those in the first embodiment are given the same reference numerals, and the description thereof will be omitted.

[0278] <Open / Close Mode Production Processing> First, the performance processing for the opening and closing execution mode executed by the MPU 242 of the performance control device 82 will be described with reference to the flowchart of Fig. 25. This processing is for executing the game performance during the opening and closing execution mode, and is executed as part of the regular processing started by the MPU 242 at a predetermined cycle (for example, 2 msec).

[0279] In the performance process for the opening / closing execution mode, first, in step S1101, it is determined whether or not an opening command has been received as a transmission command from the main control device 81. As already explained, the command received from the main control device 81 is stored in the command storage area of ​​the RAM 244, and in this step, the above determination is made by checking whether or not information corresponding to the opening command is stored in the command storage area.

[0280] If an opening command has been received, the process proceeds to step S1102, where the process for setting the opening effect is executed. In this step, various devices are controlled so that the opening effect is executed. After step S1102 is executed, the process for the effect for the opening / closing execution mode is terminated.

[0281] If the opening command has not been received, in step S1103, it is determined whether or not it is the timing to start a round game. The method of determining whether or not it is the timing to start a round game is not particularly limited, but for example, in the process executed at the start timing of a round game by the MPU 112 of the main control device 81, such as the setting process for each round (FIG. 20), a process for setting a round start command indicating the start of a round game is provided, and in this step, the above determination can be made by checking whether or not it is the timing to receive the round start command. In this embodiment, since the variable winning device 32 is opened once in one round game, the opening command set in step S606 of FIG. 18 may be substituted for the above round start command.

[0282] If it is the timing to start a round of play, the process proceeds to step S1104, and a round start process is executed in accordance with the start timing of the round of play. After step S1104 is executed, the performance process for the open / close execution mode is terminated. The details of the round start process will be described later.

[0283] If it is not the timing to start a round game, in step S1105, it is determined whether or not a round game is in progress. The determination of whether or not a round game is in progress can be made by determining whether or not the state is after the above-mentioned round start command or open command has been received and before the round end command or close command, which will be described later, has been received. If a round game is in progress, in step S1106, a process for during a round is executed, and then the presentation process for the open / close execution mode is terminated. The details of the process for during a round will be described later.

[0284] If a round of play is not in progress, in step S1107, it is determined whether or not it is time to end the round. For example, immediately after step S619 in FIG. 18, a process for setting a round end command indicating the end of the round of play is provided, and in this step, it is possible to determine whether or not it is time to end the round by checking whether or not it is time to receive the round end command. Note that a close command may be substituted for the round end command. If it is time to end the round, in step S1108, a process for ending the round is executed, and then the performance process for the open / close execution mode is terminated. Note that the details of the process for ending the round will be described later.

[0285] If it is not the end of the round, in step S1109, it is determined whether or not it is during a waiting period between rounds (round interval). If it is during a waiting period, in step S1110, a waiting period process is executed, and then the performance process for the opening / closing execution mode is terminated. The details of the waiting period process will be described later.

[0286] If it is not in the standby period, in step S1111, it is determined whether or not an ending command has been received as a transmission command from the main control device 81. If an ending command has been received, the process proceeds to step S1112, and various devices are controlled so that an ending performance is executed. After execution of step S1112, or if a negative determination is made in step S1111, the performance process for the opening / closing execution mode is terminated.

[0287] Next, the waiting period process in step S1110 will be described with reference to the flowchart in FIG.

[0288] In the waiting period process, first, in step S1201, it is determined whether or not it is the waiting period of the 1st to 14th rounds. The waiting period of the 1st round is the waiting period provided immediately after the 1st round game, in other words, the waiting period between the 1st round game and the 2nd round game. The number of rounds of the waiting period can be determined based on the result of counting the number of rounds on the performance control device 82 side based on receiving the round start command or the open command. Also, the round start command or the like may include information on the number of rounds of the round game, and the determination may be made by analyzing the command.

[0289] If it is determined that the waiting period is from the 1st round to the 14th round, in step S1202, it is determined whether or not it is the timing to start the first performance DR1. Here, the first performance DR1 will be described with reference to FIG. 30(a). The first performance DR1 is a performance that notifies the player of a task (goal) to be achieved in the next round of play. In this embodiment, in consideration of the fact that the upper limit number of winnings in each round of play in the open / close execution mode is diversified, the above-mentioned task is to generate a V winning by winning the upper limit number of winnings in the variable winning device 32 in the next round of play. In the first performance DR1, for example, a message image 602 in which a character image 601 modeled after a god and a character such as "Try to win a V winning with the upper limit number" are displayed on the display screen G of the pattern display device 41.

[0290] In this embodiment, a determination as to whether or not it is the waiting period for the 1st to 14th rounds and a determination as to whether or not it is the start timing of the first performance DR1 are made separately, but if the first performance DR1 is to be started at the start timing of the waiting period, the processing of step S1202 may be omitted.

[0291] If it is determined in step S1202 that it is the timing to start the first performance DR1, the process proceeds to step S1203, where it is determined whether or not a success flag is stored in the various flag storage areas provided in the RAM 244. The success flag is a flag indicating that the above task notified by the first performance DR1 has been accomplished.

[0292] If the success flag is not stored, in step S1204, a setting process for executing the first performance DR1 is executed. In this step, a command including information indicating the display contents of the first performance DR1 or information specifying the first performance DR1 is output to the display control device 212. The display control device 212 that receives the command reads image data for the first performance DR1 from the character ROM 276, and controls the pattern display device 41 so that an image corresponding to the image data is displayed on the display screen G. In addition, in step S1204, the sound data and illumination data for the first performance DR1 stored in the ROM 243 are read, and the speaker unit 64 and the light emitting unit 63 are driven and controlled so that, for example, a sound corresponding to the display contents of the message image 602 is output, or a light emitting performance for the first performance DR1 is performed.

[0293] If it is determined in step S1201 that the waiting period is not the 1st to 14th rounds, that is, if the waiting period is the 15th round, the process proceeds to step S1205, where a command is output to the display control device 212 and the speaker unit 64 and the light emitting unit 63 are driven and controlled so that a normal waiting period performance different from the first performance DR1 is executed. Also, if it is determined in step S1203 that a success flag is stored, the process proceeds to step S1205 and a process for setting a normal waiting period performance is executed. Note that in the normal waiting period performance, the above-mentioned task is not notified as in the first performance DR1.

[0294] After step S1204 or step S1205 is executed, or if it is determined in step S1202 that it is not the timing to start the first performance DR1, the process for the standby period is terminated.

[0295] Next, the round start process in step S1104 will be described with reference to the flowchart in FIG.

[0296] In the round start process, first, in step S1301, it is determined whether the round game to be started is the first round game or the final round game in the open / close execution mode. If it is determined that it is the first round game or the final round game, in step S1302, a setting process for a normal round effect is executed. In step S1302, a command is output to the display control device 212, and the speaker unit 64 and the light emitting unit 63 are driven and controlled so that a normal round effect is executed.

[0297] If it is determined in step S1301 that the round game is not the first round game or the final round game, a process of grasping the upper limit number of winning prizes for the round game to be started is executed in step S1303. The method of grasping the upper limit number of winning prizes is not particularly limited, but for example, table information similar to the upper limit number allocation table in FIG. 21 is stored in the ROM 243, and the upper limit number of winning prizes can be grasped based on the table information, a type command (a command indicating the allocated jackpot type) transmitted from the main control device 81, and the grasping result of which round the round game is. In addition, when the round start command is transmitted, the command may include information indicating the upper limit number of winning prizes, or the main control device 81 may transmit a dedicated command indicating the upper limit number of winning prizes at the start of the round game or the open / close execution mode. In this step, the grasped information on the upper limit number of winning prizes is stored in a predetermined storage area of ​​the RAM 244.

[0298] In the next step S1304, it is determined whether or not a success flag is stored in the various flag storage areas of the RAM 244. If a success flag is not stored, the process proceeds to step S1305, where the first performance DR1 is set to be continuously executed. In other words, various devices are controlled so that the first performance DR1 executed in the immediately preceding waiting period is continuously executed even after the start of the round game.

[0299] In the first performance DR1 during the round game, as shown in Fig. 30(a), a round display 600 is displayed to inform the player of the number of rounds of the currently executed round game. The round display 600 is also displayed in the normal round performance.

[0300] If a success flag is stored in step S1304, the process of step S1306 is executed. Prior to describing this process, however, the mid-round process of step S1106 will be described with reference to the flowchart of FIG.

[0301] In the process for during a round, first, in step S1401, it is determined whether or not a winning command has been received from the main control device 81. If a winning command has been received, the process proceeds to step S1402, where the value of the winning counter SPC is updated by incrementing it by 1. The winning counter SPC is used by the performance control device 82 to grasp the number of winning balls in the variable winning device 32, and a memory area for storing this value is provided in various counter areas of the RAM 244.

[0302] In the next step S1403, it is determined whether or not a success flag is stored in the various flag storage areas of the RAM 244. If a success flag is not stored, the process proceeds to step S1404, where it is determined whether or not a V winning command has been received from the main control device 81, i.e., whether or not a V winning has occurred. If a V winning command has been received, in step S1405, it is determined whether or not the value of the winning counter SPC at that time matches the upper limit number of winnings determined in step S1303 above.

[0303] If the two values ​​match, a success flag is stored in the various flag storage areas of the RAM 244 in step S1406, and then, in step S1407, a setting process is executed to execute the second performance DR2. The second performance DR2 will now be described with reference to FIG. 30(b). The second performance DR2 is a performance that notifies the player that the task presented in the first performance DR1 has been accomplished. In the second performance DR2, a message image 603 with text such as "Wonderful!! Let's give you a reward" is displayed on the display screen G of the pattern display device 41 together with a character image 601 modeled after a god.

[0304] In step S1407, a command including information indicating the display contents of the second performance DR2 or information specifying the second performance DR2 is output to the display control device 212. The display control device 212 that has received the command reads image data for the second performance DR2 from the character ROM 276, and controls the pattern display device 41 so that an image corresponding to the image data is displayed on the display screen G. In addition, in step S1407, the display control device 212 reads audio data and illumination data for the second performance DR2 stored in the ROM 243, and drives and controls the speaker unit 64 and the light-emitting unit 63 so that, for example, audio corresponding to the display contents of the message image 603 is output, or a light-emitting performance for the second performance DR2 is performed.

[0305] After executing step S1407, if a negative judgment is made in step S1401 (if a winning command has not been received), if a positive judgment is made in step S1403 (if a success flag is stored), if a negative judgment is made in step S1404 (if a V winning command has not been received), or if a negative judgment is made in step S1405 (if the value of the winning counter SPC does not match the upper limit number of winnings), the processing for the round is terminated.

[0306] Returning to the explanation of the round start process (FIG. 27), if it is determined in step S1304 that a success flag has been stored, in step S1306, a successful round performance DR4 is set as a performance during the round in the round game to be started. The successful round performance DR4 is implemented in the next round game when the task presented in the first performance DR1 is accomplished. In the successful round performance DR4, as shown in FIG. 30(d), a specific image 604 is displayed to notify the maximum number of winning prizes in the round game. In the specific image 604, in addition to a maximum number image 604a indicating the maximum number of winning prizes, a number of winning prizes image 604b indicating the number of winning prizes in the variable winning device 32 at that time is displayed.

[0307] In step S1306, a command including information indicating the display contents of the successful round effect DR4 or information specifying the second effect DR2 is output to the display control device 212. The display control device 212 that has received the command reads image data for the effect DR4 from the character ROM 276, and controls the symbol display device 41 so that an image corresponding to the image data is displayed on the display screen G. Also, in step S1306, the display control device 212 reads audio data and illumination data for the effect DR4 stored in the ROM 243, and drives and controls the speaker unit 64 and the light-emitting unit 63 so that the audio effect and light-emitting effect for the effect DR4 are performed.

[0308] After step S1306, step S1302, or step S1305 is executed, the round start process ends.

[0309] Next, the round end process in step S1108 will be described with reference to the flowchart in FIG.

[0310] In the round end process, first, in step S1501, it is determined whether or not a success flag is stored in the various flag storage areas of the RAM 244. Since the round end process is executed at the end of a round game, this step is to determine whether or not the round game has ended without the task being accomplished. In addition, cases where the task has not been accomplished include cases where a V win has occurred with a win different from the upper limit number of wins, and cases where no V win has occurred during a round game.

[0311] If the success flag is not stored (if the task has not been accomplished), the process proceeds to step S1502, where a setting process is performed to execute the third performance DR3. Here, the third performance DR3 will be described with reference to FIG. 30(c). The third performance DR3 is a performance that notifies the player that the challenge to the task presented in the first performance DR1 has failed. In the third performance DR3, a message image 606 with text such as "Come again!" is displayed on the display screen G of the pattern display device 41 together with a character image 605 with an angry expression.

[0312] In step S1502, a command including information indicating the display contents of the third performance DR3 or information specifying the third performance DR3 is output to the display control device 212. The display control device 212 that has received the command reads image data for the third performance DR3 from the character ROM 276, and controls the pattern display device 41 so that an image corresponding to the image data is displayed on the display screen G. Also, in step S1502, the display control device 212 reads audio data and illumination data for the third performance DR3 stored in the ROM 243, and drives and controls the speaker unit 64 and the light-emitting unit 63 so that, for example, audio corresponding to the display contents of the message image 606 is output, or a light-emitting performance for the third performance DR3 is performed.

[0313] After executing step S1502, the process proceeds to step S1503, where the value of the prize counter SPC provided in various counter areas of the RAM 244 is set to "0." In the following step S1504, the information on the upper limit number of prizes stored in the RAM 244 in step S1303 of the round start process (FIG. 27) is erased, and then the round end process is terminated.

[0314] Also, if the above step S1501 judges positive (if the success flag is stored), it is judged whether the round game to be ended is the final round game. If it is the final round game, the process proceeds to step S1506, and the success flag stored in the various flag storage areas of the RAM 244 is erased. That is, since the success flag continues to be stored until the final round game, if a task is accomplished in any round game during the opening and closing execution mode, the upper limit number of winning balls is notified not only for the next round game but also for the subsequent round games. Although not shown, even if the round is not continued while the upper limit number of winning balls is being notified and the opening and closing execution mode is ended midway, the success flag is erased at the end timing of the last round game.

[0315] After execution of step S1506 or if a negative decision is made in step S1505 (if it is not the final round of play), the process proceeds to step S1503, where a process is executed to set the value of the prize winning counter SPC to "0".

[0316] <About the flow of game presentation during opening and closing execution mode> Next, the flow of game effects during the opening and closing execution mode will be described with reference to Fig. 31. Here, it is assumed that the first effect DR1 starts at the start of the waiting period between rounds.

[0317] When the waiting period of the first round starts at timing t1, the first performance DR1 is executed. In the first performance DR1, a message image 602 with text such as "Try to get a V win with the upper limit number" is displayed, and the player is notified that a V win should be generated by winning the upper limit number of wins in the second round.

[0318] As described in the first embodiment above, since it is impossible or difficult for the player to determine the maximum number of winning balls in the second round of round play, the player must predict the maximum number of winning balls in the second round of round play while playing the game.

[0319] For example, in the second round of round play, if the number of upper limit winnings predicted by the player is less than the actual upper limit winnings, and a V winning occurs with a winning less than the upper limit winning number, the third performance DR3 is executed at timing t2, which is the end timing of the round play (in other words, the timing of the V winning). In the third performance DR3, a message image 606 with text such as "Come again!" is displayed, and the failure of the challenge is notified. After the third performance DR3 is executed for a predetermined period, the first performance DR1 is executed again, and it is notified that a V winning should occur with the winning of the upper limit winning number in the third round of round play.

[0320] For example, in the third round of the round game, if the player's predicted upper limit winning number and the actual upper limit winning number match, and a V winning occurs at the upper limit winning number winning, the second performance DR2 is executed at the end timing (timing t3) of the round game. In the second performance DR2, a message image 603 with text such as "Wonderful!! Let's give you a reward" is displayed, and the success of the challenge is announced.

[0321] Thereafter, at the start timing (timing t4) of the fourth round, the successful round performance DR4 is executed. In the successful round performance DR4, a specific image 604 is displayed to notify the maximum number of winnings in the round. This specific image 604 is continuously displayed until the round ends. In addition, the successful round performance DR4 is executed in the next round, and the specific image 604 is displayed to notify the maximum number of winnings in the round. That is, once a challenge is successful, the maximum number of winnings in each round is notified in the subsequent rounds. Therefore, the player can know the maximum number of winnings in each round by looking at the specific image 604, and can play the game more advantageously than when the challenge is unsuccessful and the specific image 604 is not displayed.

[0322] According to the present embodiment described above in detail, the following excellent effects can be obtained.

[0323] Under the configuration in which the upper limit number of winning balls for each round of play is diversified, the upper limit number of winning balls is notified by achieving a predetermined condition (achieving a task). When such a notification is made, the player can play the game more advantageously than if he or she had to play while predicting the upper limit number of winning balls. Therefore, it is possible to add fun to playing the game while aiming to achieve the predetermined condition, and it is possible to suitably prevent the game in the opening and closing execution mode from becoming monotonous.

[0324] The above-mentioned predetermined condition can be satisfied during the opening and closing execution mode. With this configuration, not only can the player win a prize ball by making the game ball enter the variable winning device 32 in the opening and closing execution mode, but the player can also enjoy a game in which a predetermined condition is satisfied during the opening and closing execution mode to execute a notification. This makes it possible to more appropriately liven up the game during the opening and closing execution mode.

[0325] The predetermined condition is established based on the game ball passing through a specific area (detection area of ​​the V winning sensor 507) provided in the variable winning device 32. In this case, the predetermined condition can be established while the game ball is winning the variable winning device 32, and it is possible to preferably balance the game of the opening and closing execution mode and the game of establishing the predetermined condition. This makes it possible to add the game of establishing the predetermined condition during the execution of each round game while suppressing the loss of the game of the opening and closing execution mode, for example, by lowering the probability of winning the variable winning device 32 when attempting to establish the predetermined condition.

[0326] The predetermined condition is established when the winning ball of the upper limit number of winning balls passes through the specific area. Since the upper limit number of winning balls for each round of play is diversified, it is not easy to make the game ball pass through the specific area when the upper limit number of winning balls is won, and the difficulty of establishing the predetermined condition can be increased. For example, if the difficulty of establishing the predetermined condition is low and the notification is easy, the significance of diversifying the upper limit number of winning balls to allow the player to predict it may be lost. In this respect, in the present embodiment, the difficulty is increased, so that a situation in which the notification is not achieved occurs with a certain frequency, and it is possible to suitably harmonize the configuration in which the upper limit number of winning balls is diversified and the configuration in which the upper limit number of winning balls is notified.

[0327] The system is configured to notify the player of the upper limit of the number of winning prizes during the open / close execution mode. As the upper limit of the number of winning prizes for each round of play is diversified, the system notifies the player of the upper limit of the number of winning prizes for each round of play in real time, which is beneficial to the player and increases the player's interest in the notification.

[0328] In this case, the notification of the maximum number of winning balls is performed during the waiting period between rounds. During the waiting period, the variable winning device 32 is closed, so the notification can be seen without being distracted by whether or not the game ball will win the variable winning device 32. This effectively prevents the player from missing the notification of the maximum number of winning balls, and makes it easy for the player to grasp the maximum number of winning balls for each round through the notification.

[0329] When a predetermined condition is satisfied in any round game during the opening and closing execution mode, the upper limit number of winning prizes is notified for the multiple round games executed after the specified round game. In this case, the earlier the predetermined condition is satisfied in the opening and closing execution mode, the more the upper limit number of winning prizes can be known for the more round games. This provides the player with the enjoyment of playing with the aim of satisfying the predetermined condition as early as possible, and makes it possible to effectively prevent the game during the opening and closing execution mode from becoming monotonous.

[0330] In this embodiment, the maximum number of winning prizes is notified from the round play following the round play in which the specified condition is met, but it may also be configured to notify the maximum number of winning prizes for round play after the round in which the specified condition is met in order to inform the player of the maximum number of winning prizes for the round play in which the specified condition is met.

[0331] As described in the first embodiment, the display of the stop results of the special symbols (stop results A to C) on the special symbol display unit 43 also functions as a specific notification that allows the player to recognize the upper limit number of winning balls. In that sense, this embodiment can be said to be configured to perform both a first specific notification by the stop results displayed on the special symbol display unit 43 and a second specific notification (a notification that makes it easier for the player to recognize the upper limit number of winning balls than the first specific notification) by the successful round performance DR4 (specific image 604) displayed on the display screen G.

[0332] <Third embodiment> In this embodiment, the configuration of the variable winning device 32 is different from each of the above-mentioned embodiments. This embodiment will be described with reference to Figures 32 to 45. In these figures, the same components as those in each of the above-mentioned embodiments are given the same reference numerals, and the description thereof will be omitted.

[0333] 32 is a diagram showing the passage structure of the variable winning device 32 according to this embodiment. In this embodiment, the configuration of the passage provided behind the right-side entrance 504 is different from that of the first embodiment. Other configurations of the variable winning device 32 are the same as those of the first embodiment, so the description will be omitted.

[0334] As shown in FIG. 32, a right vertical passage 701 extending in the up-down direction is provided behind the right entrance 504. The right vertical passage 701 communicates with the passage 502 (FIG. 7(a)), and guides downward game balls that enter the right entrance 504 among game balls that flow into the large prize opening 32a (FIG. 6(b)). A winning sensor 702 that detects game balls that enter the right entrance 504 is disposed midway along the right vertical passage 701. The winning sensor 702 detects only whether or not a game ball has won a prize in the large prize opening 32a, similar to the winning sensor 509 according to the first embodiment.

[0335] A drop winning sensor 703 is disposed downstream of the winning sensor 702 in the right vertical passage 701. Although details will be described later, in this embodiment, the lottery mode is shifted from the high probability mode to the low probability mode based on the passing of the drop winning sensor 703 by the game ball that has won the large winning opening 32a. In other words, the drop winning sensor 703 or its arrangement area is a specific area that triggers a drop from the high probability mode to the low probability mode.

[0336] In the right vertical passage 701, a branch passage 704 branching off from the right vertical passage 701 is provided in the middle between the winning sensor 702 and the falling winning sensor 703. A V winning sensor 705 is disposed in the middle of the branch passage 704. In this embodiment, as in the first embodiment, the next round of play is executed on the condition that the game ball passes the V winning sensor 705 during the execution of one round of play (the occurrence of a V winning). Note that the V winning sensor 705 does not play the role of detecting the presence or absence of a winning ball in the large winning opening 32a, unlike the V winning sensor 705 in the first embodiment, and only detects the occurrence of a V winning.

[0337] The winning sensor 702, the falling winning sensor 703 and the V winning sensor 705 are electrically connected to the main control device 81, and when the game ball passes through the detection area of ​​each winning sensor 702, 703, 705, predetermined detection information (detection signal) is input to the main control device 81. Based on this detection information, the main control device 81 judges whether the game ball has passed through each winning sensor 702, 703, 705. When the main control device 81 detects the passing of the game ball through the winning sensor 702, the prize ball is paid out, but even if the passing of the game ball through the falling winning sensor 703 or the V winning sensor 705 is detected, the prize ball is not paid out. In the following, the arrangement area of ​​the falling winning sensor 703 or its detection area may be referred to as the falling area 703a.

[0338] The width of each of the right vertical passage section 701 and the branch passage section 704 is larger than the diameter of the game ball and smaller than twice the diameter of the game ball, and each of these passage sections 701, 704 is a single ball passage. In addition, the game ball that flows down each of these passage sections 701, 704 and passes each winning sensor 702, 703, 705 is guided to the discharge passage panel 88 (Figure 3) and discharged to the outside of the pachinko machine 10.

[0339] A shutter 706 is disposed above the fall winning sensor 703 so as to cover the fall winning sensor 703 from above. The shutter 706 is held in a state in which it can slide in the passage width direction (more specifically, the front-rear direction) of the right-side vertical passage section 701. In other words, the shutter 706 can be displaced between a protruding position (advance position) in which it protrudes into the right-side vertical passage section 701, and a retracted position (retracted position) in which it retracts rearward from the protruding position and the amount of protrusion into the right-side vertical passage section 701 is reduced.

[0340] As shown in Fig. 32(a), when the shutter 706 is placed in the protruding position, the shutter 706 blocks the flow path to the fall area 703a. This closes the fall area 703a, and the game ball that entered the right entrance portion 504 cannot pass through the fall winning sensor 703. The game ball that is restricted from flowing into the fall area 703a by the shutter 706 comes into contact with the upper surface portion 706a of the shutter 706, and is guided to the branch passage portion 704 and passes through the V winning sensor 705.

[0341] The upper surface 706a of the shutter 706 is an inclined surface that slopes downward toward the branch passage 704, thereby guiding the game balls to the branch passage 704 well. The height position of the shutter 706 is set to a height position that does not impede the flow of game balls to the branch passage 704 when the shutter 706 is placed in the protruding position, specifically, a height position that does not form a step between the upper surface 706a and the branch passage 704 that may catch the game balls. In this embodiment, the upper surface 706a is inclined at approximately the same inclination angle as the branch passage 704, and is set to a height position at which a substantially straight ball passage is formed by the upper surface 706a and the branch passage 704.

[0342] 32(b), when the shutter 706 is located at the retreat position, the shutter 706 retreats from above the fall area 703a, and the area 703a is opened upward. This opens the fall area 703a, and the game ball that has entered the right entrance 504 can pass through the fall winning sensor 703.

[0343] In this embodiment, when the fall area 703a is in a closed state, the game ball cannot pass through the fall winning sensor 703, but it may be possible to pass through the fall winning sensor 703 in a range that is more difficult to pass through than in the open state. In short, as long as the ease of passing through the fall winning sensor 703 differs between the open state and the closed state, the degree of closing or opening is arbitrary.

[0344] The front area of ​​the above-mentioned passage structure is a light-transmitting area, and the game balls flowing through the passage structure can be seen from the front of the pachinko machine 10. Note that the entire passage structure does not necessarily need to be visible, and it is sufficient that at least the shutter 706 (the distribution status of the game balls) and the V winning sensor 705 (whether or not the game ball has passed through the detection area of ​​the V winning sensor 705) are visible.

[0345] The variable winning device 32 is provided with a shutter drive unit 707 that drives the shutter 706. The drive unit 707 has a solenoid as a drive source and a link mechanism as a drive force transmission means that transmits the drive force of the solenoid to the shutter 706. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 706 retreats from the protruding position to the retracted position, and the fall area 703a switches from the closed state to the open state. When the output of the drive signal from the main control device 81 stops, the shutter 706 advances from the retracted position to the protruding position due to the biasing force of the biasing means (spring, etc.), and the fall area 703a switches from the open state to the closed state.

[0346] <Timer interrupt processing> Next, the timer interrupt processing executed by the MPU 112 of the main control device 81 will be described with reference to Fig. 33. This processing is executed in place of the timer interrupt processing in Fig. 13. Note that in Fig. 33, the same steps as those in Fig. 13 are given the same step numbers, and their description will be omitted or simplified.

[0347] After executing the V prize processing in step S106, the fall prize processing is executed in step S1601. After executing the fall prize processing, the timer interrupt processing is terminated.

[0348] Here, the fall winning process will be described with reference to the flowchart of Fig. 34. In the fall winning process, first in step S1701, it is determined whether or not a fall flag is stored in the various flags storage area 114e of the RAM 114. If a fall flag is not stored, the process proceeds to step S1702, and it is determined whether or not a fall winning has occurred (whether or not the game ball has passed through the detection area of ​​the fall winning sensor 703) based on the detection state of the fall winning sensor 703 provided in the variable winning device 32 (the reading result of the various sensors in step S101).

[0349] If it is determined that a fall-off winning has occurred, then in step S1703 it is determined whether or not the fall-off winning is within its valid period. The valid period is a predetermined period that is determined in advance in anticipation of the period during which a fall-off winning can normally occur, and for example, the period during which the shutter 706 is open is set as the valid period. If it is determined that the valid period is not within the valid period, the process proceeds to step S1704, an error command is set as an abnormality has occurred, and then the fall-off winning processing is terminated. The set error command is sent to the performance control device 82 by the external output processing of the normal processing (FIG. 14), and the performance control device 82 controls the display control device 212, the light emitting unit 63, and the speaker unit 64 so as to execute a predetermined error notification.

[0350] On the other hand, if it is determined that the valid period is in progress, the process proceeds to step S1705, where a fall flag is stored in the various flag storage area 114e of the RAM 114. In the following step S1706, a fall winning command is set as a target for transmission to the performance control device 82. The fall winning command is a command for notifying the performance control device 82 that a fall winning has occurred, and the set fall winning command is transmitted to the performance control device 82 in the external output processing of the normal processing (FIG. 14). The performance control device 82 determines that a fall winning has occurred by receiving the fall winning command. After executing step S1706, if a positive judgment is made in step S1701 (if a fall flag is stored) or if a negative judgment is made in step S1702 (if a fall winning has not occurred), the fall winning processing is terminated.

[0351] <Normal processing> Next, normal processing will be described with reference to the flowchart of Fig. 35. This processing is executed in place of the normal processing of Fig. 14. In Fig. 35, the same steps as those in Fig. 14 are given the same step numbers, and their descriptions will be omitted or simplified.

[0352] After the electric support process is executed in step S205, the shutter drive process is executed in step S1801 to drive and control the shutter 706. Details of the shutter drive process will be described later. After the execution of step S1801, the process proceeds to step S206, where the game ball launch control process is executed to control the launch of the game ball.

[0353] <Big prize opening and closing process> Next, the special prize opening opening / closing process in step S510 (FIG. 17) will be described with reference to the flow chart in FIG 36. This process is executed in place of the special prize opening opening / closing process in FIG.

[0354] In the special prize opening / closing process, first, in step S1901, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is not "0", it is determined in step S1902 whether a round game is being played or not. The determination of whether a round game is being played or not is made by determining whether a round flag, which will be described later, is stored in the various flag storage area 114e of the RAM 114.

[0355] If a round game is not being played, the process proceeds to step S1903, where it is determined whether the value of the timer counter T is "0." If the value of the timer counter T is "0," the process proceeds to step S1904. In step S1904, a setting process for each round is executed to set the upper limit number of winnings for the variable winning device 32 and the number of times the variable winning device 32 is opened in each round game in the open / close execution mode.

[0356] Here, the setting process for each round will be described with reference to the flowchart of FIG. 37. In this setting process, first, in step S2101, it is determined whether the value of the round counter RC is "16". In other words, it is determined whether the round game to be set is the first round of the round game in the open / close execution mode. If the value of the round counter RC is not "16", that is, the round game to be set is the second round or later, in step S2102, the continuation flag stored in the various flags storage area 114e of the RAM 114 is erased. The continuation flag is the same as the continuation flag in the first embodiment.

[0357] After execution of step S2102 or if a positive judgment is made in the above step S2101 (if the value of the round counter RC is "16"), in step S2103, the jackpot type corresponding to the opening / closing execution mode to be executed or being executed is grasped based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. For example, if the 16R jackpot A flag is stored in the various flag storage area 114e, the 16R jackpot result A is grasped as the jackpot type corresponding to the above opening / closing execution mode. Also, in this step, based on the value of the round counter RC, it is grasped which round of round game the setting target (round game to be started from now on) is.

[0358] In the next step S2104, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referenced to set the upper limit number of winnings to the variable winning device 32 in the round game to be set.

[0359] Here, the upper limit number distribution table will be described with reference to FIG. 38(a). In the upper limit number distribution table, the upper limit number of winning balls for each round game is stipulated for each jackpot type. The upper limit number of winning balls for each round game corresponding to the 16R jackpot result A is 8 balls for each round game, and is unified between rounds. The upper limit number of winning balls for each round game corresponding to the 16R jackpot result B is 8 balls for each round game until the 10th round, as in the case of the 16R jackpot result A, but is 1 ball for each round game from the 11th round onwards. The upper limit number of winning balls for each round game corresponding to the 16R jackpot result C is 8 balls for each round game until the 5th round, but is 1 ball for each round game from the 6th round onwards.

[0360] Note that the specific upper limit of the number of winning prizes shown in Fig. 38 is merely an example, and is not limited to these numbers. For example, for a round game in which the upper limit of the number of winning prizes is 8, the upper limit of the number of winning prizes may be 10, and for a round game in which the upper limit of the number of winning prizes is 1, the upper limit of the number of winning prizes may be 2.

[0361] Returning to the explanation of the setting process for each round (FIG. 37), in step S2104, the corresponding upper limit number of winning prizes is derived based on the results of grasping the jackpot type and the round game to be set in step S2103 and the upper limit number allocation table. In the following step S2105, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result C, the round game to be set is the 6th round, and the derived upper limit number of winning prizes is 1, the value of the winning counter PC is set to "1".

[0362] In the next step S2106, the opening / closing pattern table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the number of times the variable winning device 32 is opened in the round game to be set is set.

[0363] Here, the opening and closing pattern table will be described with reference to FIG. 38(b). In the opening and closing pattern table, the number of times the variable winning device 32 is opened in each round game is stipulated for each jackpot type. The number of times each round game corresponding to the 16R jackpot result A is opened is 8 times for each round game, and is unified between rounds. The number of times each round game corresponding to the 16R jackpot result B is opened is 8 times for each round game up to the 10th round, as in the case of the 16R jackpot result A, but is 1 time for each round game from the 11th round onwards. The number of times each round game corresponding to the 16R jackpot result C is opened is 8 times for each round game up to the 5th round, but is 1 time for each round game from the 6th round onwards.

[0364] The process of setting the opening period of each opening will be described later, but in this embodiment, the opening period is set to 1 sec for each opening. That is, the opening period (opening mode) of each opening is set to the same in the case where the variable winning device 32 opens 8 times in one round game and the case where the variable winning device 32 opens once in one round game. Therefore, when the variable winning device 32 opens 8 times, it is impossible or difficult for the player to distinguish whether this is due to the fact that 8 rounds of round games have been played or that 1 round of round games has been played. Therefore, the player plays the game by predicting which round of round games the current round game is during the opening and closing execution mode.

[0365] In this embodiment, in order to make the above-mentioned characteristics function more effectively, the configuration is such that during the opening and closing execution mode, it is not notified which round of round play is being played or is to be started.

[0366] When comparing the opening and closing pattern table in Fig. 38(b) with the upper limit number distribution table in Fig. 38(a), the number of times each round game is opened and the upper limit number of winning balls for each round game are the same, but this is because the number of times each round game is opened is set according to the upper limit number of winning balls under the assumption that one game ball will win in the variable winning device 32 for one second of opening. Note that the number of times each round game is opened is not limited to the number shown in Fig. 38(b) and can be set arbitrarily, similar to the upper limit number distribution table.

[0367] Returning to the explanation of the setting process for each round (FIG. 37), in step S2106, the corresponding number of times of opening is derived based on the results of grasping the jackpot type and the round game to be set in step S2103 and the round game of the round game to be set, and the opening and closing pattern table. In the following step S2107, a value corresponding to the derived number of times of opening is set as the value of the opening counter OC provided in the various counter areas 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result C, the round game to be set is the 6th round, and the derived number of times of opening is 1, the value of the opening counter OC is set to "1".

[0368] In the next step S2108, the round flag is stored in the various flag storage area 114e of the RAM 114, and then the setting process for each round is terminated. The round flag is a flag that indicates that a round game is being played.

[0369] Returning to the explanation of the large prize opening opening process (FIG. 36), after executing the setting process for each round in step S1904, the process proceeds to step S1905, where the opening period of the variable prize winning device 32 is set. Specifically, the value of the timer counter T is set to "500", which corresponds to the opening period (1 sec) of one opening.

[0370] In the next step S1906, a large prize opening process is executed to switch the variable prize device 32 from a closed state to an open state, and then in step S1907, an open command is set as a transmission command to the performance control device 82. After execution of step S1907, if a positive judgment is made in step S1901 (if the value of the round counter RC is "0") or if a negative judgment is made in step S1903 (if the value of the timer counter T is not "0"), the large prize opening opening process is terminated.

[0371] If a positive judgment is made in step S1902 above (if a round of play is being played), the process proceeds to step S1908, where it is judged whether or not the large prize opening 32a is open (the variable prize opening 32 is in an open state). If the large prize opening 32a is open, the process for when it is open is executed in step S1909, and then the process for opening and closing the large prize opening is terminated. The process for when it is open is a process for judging whether or not a prize has been won in the variable prize opening 32, and for controlling the timing of switching the variable prize opening 32 to a closed state.

[0372] Here, the open-close process will be described with reference to the flowchart in Fig. 39. In the open-close process, first, in step S2201, it is determined whether the value of the timer counter T is "0". This process is to determine whether the open-close period set in step S1905 (Fig. 36) has elapsed. If the value of the timer counter T is "0" (if the open-close period has elapsed), the process proceeds to step S2202, where the value of the open-close counter OC is decremented by 1 to update it.

[0373] On the other hand, if the value of the timer counter T is not "0" (if the opening period has not elapsed), in step S2203, it is determined whether or not a win has occurred in the variable winning device 32 based on the detection state of the winning sensors 509, 702 (the reading results of the various sensors in step S101). If a win has occurred in the variable winning device 32, the process proceeds to step S2204, where the value of the winning counter PC provided in the various counter area 114d of the RAM 114 is decremented by 1.

[0374] After execution of step S2204 or if a negative judgment is made in step S2203 (if no winning has occurred in the variable winning device 32), in step S2205, it is judged whether or not a V winning flag is stored in the various flags storage area 114e of the RAM 114. The V winning flag is a flag indicating that the gaming ball has passed through the detection area of ​​the V winning sensor 705, i.e., that a V winning has occurred.

[0375] If the V winning flag is stored, the process proceeds to step S2206, where the V winning flag stored in the various flag storage area 114e of the RAM 114 is erased and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be played, in other words, that the open / close execution mode should be continued even after the currently played round of play is finished.

[0376] After execution of step S2206 or if a negative judgment is made in step S2205 (the V winning flag is not stored), a judgment is made in step S2207 as to whether or not the value of the winning counter PC is "0." If it is judged that the value of the winning counter PC is not "0," that is, if the number of winnings in the variable winning device 32 has not reached the upper limit number of winnings, the open-period processing is terminated.

[0377] In the first embodiment, when it is determined that the V winning flag is stored, the value of the winning counter PC is set to "0" (step S612 in FIG. 18), but in this embodiment, this is not performed. That is, in this embodiment, regardless of whether or not a V winning occurs during a round game, the round game continues until the number of winnings in the variable winning device 32 reaches the upper limit number of winnings or the opening period of the variable winning device 32 reaches the upper limit opening period (the product of the number of openings and the opening period of each opening).

[0378] If the above step S2207 is judged to be positive (if the value of the winning counter PC is "0"), the value of the opening counter OC is set to "0" in step S2208. After execution of step S2208 or the above step S2202 (update process of the opening counter OC), a large winning port closing process is executed in step S2209 to switch the variable winning device 32 from an open state to a closed state. In the following step S2210, it is judged whether the value of the opening counter OC is "0". If the value of the opening counter OC is not "0", the value of the timer counter T is set to "1000" (1 sec) in step S2211. This process is to set a waiting period between each opening during a round game (a period during which the variable winning device 32 is in a closed state and waits for the next opening).

[0379] After execution of step S2211 or if a positive judgment is made in step S2210 (if the value of the open counter OC is "0"), a close command is set as a transmission command to the performance control device 82, and then the open processing is terminated.

[0380] Returning to the explanation of the special prize opening opening / closing process (FIG. 36), if a negative judgment is made in step S1908 (the special prize opening 32a is not open), the process proceeds to step S1910 to judge whether the value of the opening counter OC is "0." If the value of the opening counter OC is "0," the process for updating the round or starting the ending is executed in step S1911.

[0381] Here, the process for updating the round or starting the ending will be described with reference to the flowchart in Fig. 40. In this process, first, in step S2401, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of the RAM 114. If a continuation flag is stored, in step S2402, the value of the round counter RC is decremented by 1, and the number of rounds in the opening / closing execution mode is updated.

[0382] In the next step S2403, it is determined whether the value of the round counter RC is 0. If the value of the round counter RC is not 0, that is, if there are remaining rounds of play, the process proceeds to step S2404, where the value of the timer counter T is set to 1000, which corresponds to the waiting period between rounds (2 sec).

[0383] Here, in this embodiment, the waiting period between rounds is set to the same length as the waiting period between each opening during the round. Therefore, when the variable winning device 32 is in a closed state during the opening and closing execution mode, it is impossible or difficult for the player to distinguish whether this is due to the waiting period between rounds or the waiting period between each opening during the round. As a result, since the boundary between rounds becomes unclear or difficult to distinguish, the characteristic of predicting which round the current round is during the opening and closing execution mode can be more suitably exhibited.

[0384] In this case, it is advisable to perform the same game presentation during the waiting period between rounds and the waiting period between each opening (specifically, the display image such as the background image displayed on the display screen G may be the same image, or the light emission state of the light emitting unit 63 and the output sound from the speaker unit 64 may be the same). This makes it even more difficult to distinguish whether it is a waiting period between rounds or a waiting period between each opening during a round game.

[0385] In the next step S2405, a round update command is set as a command to be sent to the performance control device 82. By receiving the round update command, the performance control device 82 knows that the next round of play will start. Next, in step S2406, the round flag stored in the various flag storage area 114e of the RAM 114 is erased, and then the round update or ending start process is terminated.

[0386] If the determination in step S2403 is affirmative (the value of the round counter RC is "0"), the process proceeds to step S2407, where the ending start process is executed. In this start process, a waiting period for the ending in the open / close execution mode is set to wait without starting the next game round. Specifically, the waiting period information for the ending pre-stored in the ROM 113 is set in the timer counter T. Thereafter, in step S2408, an ending command is set, and the process for updating the round or starting the ending is terminated.

[0387] If a negative judgment is made in step S2401 (the continuation flag is not stored), the process proceeds to step S2409, where the round counter RC is set to "0" to end the opening / closing execution mode. After that, the process proceeds to step S2407, where an ending start process and an ending command setting process (step S2408) are executed, and the round update or ending start process is terminated.

[0388] Returning to the explanation of the large prize opening opening process (FIG. 36), if a negative judgment is made in step S1910 (if the value of the opening counter OC is not "0"), this means that there are remaining openings in the round game. In this case, the process proceeds to step S1912, where it is judged whether the value of the timer counter T is "0" or not. This process judges whether the waiting period between each opening set in step S2211 (FIG. 39) has elapsed or not.

[0389] If the value of the timer counter T is "0" (if the waiting period between each opening has elapsed), proceed to step S1905 to set the opening period for the next opening. On the other hand, if the value of the timer counter T is not "0" (if the waiting period between each opening has not elapsed), the round update or ending start processing is terminated.

[0390] <Shutter drive processing> Next, the shutter driving process in step S1801 (FIG. 35) will be described with reference to the flowchart in FIG.

[0391] In the shutter drive process, first, in step S2501, it is determined whether the shutter 706 (FIG. 32) is open or not, that is, whether the shutter 706 is located at the retreat position or not. If the shutter 706 is not open and the fall area 703a (FIG. 32) is in a closed state, the process proceeds to step S2502, and it is determined whether the upper limit number of winning balls has been won in the variable winning device 32 in the final round (16th round). In this embodiment, the shutter 706 (fall area 703a) is opened at the timing when the game ball that is the upper limit number of winning balls has passed either the winning sensor 509 or the winning sensor 702 in the final round, and this step is for determining whether it is the timing to open the shutter 706.

[0392] When the maximum number of winning prizes is won in the final round of play, the opening period of the shutter 706 is set in step S2503. Specifically, the value of the timer counter T2 provided in the various counter area 114d of the RAM 114 is set to "1000" (1 sec). As shown in FIG. 41(b), the opening period of the shutter 706 (the period from timing t1 to timing t2) is set to be shorter than the ending period (the period from timing t1 to timing t3).

[0393] In the next step S2504, the drive unit 707 is put into a driving state to open the shutter 706 (to displace the shutter 706 from the protruding position to the retracted position), and then the shutter drive process is terminated.

[0394] If the determination in step S2501 above is affirmative (if the shutter 706 is open), the process proceeds to step S2505, where it is determined whether the value of the timer counter T2 is "0." This process is for determining whether the open period of the shutter 706 set in step S2503 has elapsed.

[0395] If the value of the timer counter T2 is "0" (if the opening period of the shutter 706 has elapsed), in step S2506, the drive unit 707 is put into a non-driven state to close the shutter 706 (to displace the shutter 706 from the retracted position to the protruding position). After execution of step S2506 or if a negative judgment is made in step S2505 (if the value of the timer counter T2 is not "0"), the shutter drive process is terminated.

[0396] <Transition process when closing / opening execution mode ends> Next, the transition process at the end of the open / close execution mode will be described. Fig. 42 (a) is a flowchart showing the transition process at the end of the open / close execution mode, and (b) is a schematic diagram of the big win type table stored in the allocation table storage area 113b of the ROM 113.

[0397] The transition process at the end of the opening and closing execution mode shown in Fig. 42(a) is executed in step S513 of the game state transition process (Fig. 17), and is executed instead of the transition process at the end of the opening and closing execution mode in Fig. 22. Note that in Fig. 42(a), the same step numbers are given to the same processes as those in Fig. 22, and their explanations are omitted or simplified.

[0398] In this transition process, first, in step S2601, it is determined whether any of the 16R jackpot flag A, 16R jackpot flag B, or 16R jackpot flag C is stored in the various flag storage area 114e of the RAM 114. These various jackpot flags are stored in step S410 of the fluctuation start process (FIG. 16).

[0399] Here, in this embodiment, as shown in FIG. 42(b), four types of jackpot types are set, namely, 16R jackpot result A, 16R jackpot result B, 16R jackpot result C, and 5R jackpot result D. Among them, 16R jackpot result A to 16R jackpot result C correspond to a variable jackpot result, and 5R jackpot result D corresponds to a normal jackpot result (non-variable jackpot result). In the 5R jackpot result D, 5 rounds of round play are executed, but the opening and closing pattern of the variable winning device 32 in each round play is not particularly limited. For example, the number of times the variable winning device 32 is opened in a round play may be 1, and the upper limit opening period may be 30 seconds, or, similar to the 16R jackpot result A to 16R jackpot result C, the opening period of 1 second (short-term opening mode) may be repeated multiple times in one round play.

[0400] If it is determined in step S2601 that any one of the 16R big win flags A to C is stored, that is, if the executed opening / closing execution mode is an opening / closing execution mode corresponding to the probability variable big win result, the process proceeds to step S2602, where it is determined whether or not a fall flag is stored in the various flag storage area 114e of the RAM 114. The fall flag indicates that the game ball has passed through the fall area 703a (FIG. 32(b)), and is stored in step S1705 of the fall winning process (FIG. 34).

[0401] If the fall flag is not stored (if the game ball has not passed through the fall area 703a), the process proceeds to step S902, where the high probability mode flag is set in the various flag storage area 114e. This causes the lottery mode to transition to the high probability mode. In the following step S903, the high frequency support mode flag is set in the various flag storage area 114e. This causes the support mode to transition to the high frequency support mode.

[0402] If it is determined in step S2602 that the fall flag is stored (if the game ball passes through the fall area 703a), the process proceeds to step S904, where the fall flag stored in the various flag storage area 114e is erased and the high frequency support mode flag is set in the various flag storage area 114e. Next, in step S905, the game count counter GC is set to "100", and then the transition process at the end of the open / close execution mode is terminated. In other words, if the fall flag is stored (if the game ball passes through the fall area 703a during the open / close execution mode), the lottery mode does not transition to the high probability mode even if a special jackpot is won.

[0403] Also, if a negative judgment is made in the above step S2601 (if none of the 16R jackpot flags A to C is stored), the processing of the above steps S904 and S905 is executed, and then the transition processing at the end of the opening and closing execution mode is terminated.

[0404] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIG. 32 and FIG. 43 to FIG.

[0405] As already explained, in this embodiment, unless a V win occurs in the ongoing round game, the next round game is not executed, and if the round game ends without a V win, the open / close execution mode ends at that point (see Fig. 38 and Fig. 39). Note that, if a V win occurs during a round game, the round game does not end midway as in the first embodiment, and the round game is played until one of the end conditions is met, that is, the number of wins in the variable win device 32 reaches the upper limit number of wins, or the opening period of the variable win device 32 reaches the upper limit opening period.

[0406] 32, a falling entry sensor 703 is provided in the variable winning device 32. When the game ball passes through the falling entry sensor 703 during the opening and closing execution mode (when a falling entry occurs), even if the opening and closing execution mode corresponds to a guaranteed big win result, the lottery mode does not transition to the high probability mode after the opening and closing execution mode ends, but is configured to be the low probability mode.

[0407] Furthermore, in the large winning opening 32a of the variable winning device 32, there are provided a right entrance 504 where either a V winning or a falling winning occurs, and a left entrance 505 where a falling winning does not occur, but a V winning does not occur either. In the right entrance 504, upstream of the falling winning sensor 703, there is provided a shutter 706 that distributes the game balls that have won in the right entrance 504 to the V winning sensor 705 side and the falling winning sensor 703 side. The shutter 706 is driven and controlled by the main control device 81 so as to be displaced to the side that distributes to the falling winning sensor 703 at the timing of the winning of the upper limit number of winnings in the final round of play.

[0408] Here, in this embodiment, as shown in Fig. 45, when the shutter 706 is opened, the passing ball A of the winning sensor 702 (first area) which triggered the opening passes through the falling area 703a (second area). That is, the passage length (distance) L between the first area and the shutter 706 is set so that the period required from when the passing ball A passes through the first area to when it reaches the shutter 706 or the second area is longer than the period from when the passing ball A passes through the first area to when the shutter 706 switches to the retracted position.

[0409] With the above configuration, from the start of the open / close execution mode to the winning just before the maximum number of winning balls in the final round of play, the game ball continues to enter the right entrance 504, causing a V winning in each round of play, thereby allowing the round of play to continue, while for the winning of the maximum number of winning balls in the final round of play, the game ball is made to enter the left entrance 505 to avoid a falling winning, thereby maximizing the total number of winning balls that can be won in the open / close execution mode, while making it possible to transition to the high probability mode after the open / close execution mode ends.

[0410] Further, on the upstream side of the variable winning device 32, there is provided a guide passage section 401 (see FIG. 5) which guides the game balls shot with a strength less than a predetermined amount to the left entrance section 505 and guides the game balls shot with a strength equal to or greater than the predetermined amount to the right entrance section 504. In other words, the player can select whether the game ball will win at the right entrance section 504 or the left entrance section 505, depending on his / her intention. Therefore, for the player, it is an ideal operation mode to perform the game ball shooting operation so that the winning switching of each of the entrance sections 504, 505 described above is realized.

[0411] Under such a configuration, in this embodiment, the player cannot or has difficulty in determining which round of round game is being played in the open / close execution mode. Specifically, there are provided round games in which the variable winning device 32 is opened multiple times and round games in which the variable winning device 32 is opened once (see FIG. 38), and the number of times the variable winning device 32 is opened in each round game is diversified. As a result, even if the player counts the number of times the variable winning device 32 is opened, it is impossible or difficult for the player to determine which round of round game is being played.

[0412] In addition, in this embodiment, no notification (display or audio output) is executed that allows the player to recognize which round the round game is currently being played, and the number of rounds is not clearly indicated. Therefore, the player cannot obtain information about which round the game is currently being played from the notification, making it even more difficult for the player to determine which round the game is currently being played.

[0413] Furthermore, in this embodiment, the opening of the variable winning device 32 is repeated for 1 second during the opening / closing execution mode, and the opening manner of the variable winning device 32 is made common for each opening. Therefore, it is impossible or difficult to determine which round the player is in from the behavior of the variable winning device 32, making it even more difficult to know which round the player is in.

[0414] For these reasons, the player has no choice but to predict which round of play is being played in the open / close execution mode, in other words, at what timing the shutter 706 will be opened, and based on the result of that prediction, he or she will play by targeting either the right entrance 504 or the left entrance 505.

[0415] Next, the relationship between the player's launch operation mode and the game result will be described with reference to Figures 43 to 45. Here, as shown in Figure 43(a), an operation for launching a game ball with enough strength to win the left entrance 505 is called a first operation, and an operation for launching a game ball with enough strength to win the right entrance 504 is called a second operation. Also, the numbers in square brackets in Figure 44 indicate the number of wins in the variable winning device 32 since the start of the opening and closing execution mode (how many wins have been made in the variable winning device 32 since the start of the opening and closing execution mode).

[0416] When the opening and closing execution mode corresponding to the 16R big win result A is executed, in this mode, the upper limit number of winning balls of the variable winning device 32 is set to 8 in all round play (see FIG. 38(a)). As described above, the shutter 706 that opens and closes the falling winning sensor 703 (falling area 703a) is opened at the winning of the upper limit number of winning balls in the final round play, so it is opened at the timing when the 128th winning ball (8 balls x 16 rounds) occurs counting from the start of the opening and closing execution mode. In this case, as shown in FIG. 43(b), the second operation is performed until the 127th winning ball is won, and the first operation is performed at the winning of the 128th winning ball, so that the opening and closing execution mode can be completed and a total number of winning balls of 1920 balls (128 balls x 15 winning balls) can be won, and the high probability mode can be entered after the opening and closing execution mode.

[0417] On the other hand, when the opening and closing execution mode corresponding to the 16R big win result C is executed, in this mode, the upper limit number of winning balls is set to 8 in the round play from the 1st round to the 5th round, and the upper limit number of winning balls is set to 1 in the remaining round play. In this case, the shutter 706 opens at the timing when the 51st winning ball (8 balls x 5 rounds + 1 ball x 11 rounds) occurs, counting from the start of the opening and closing execution mode. In this case, by performing the second operation until the 50th winning ball and performing the first operation at the 51st winning ball, the opening and closing execution mode can be completed, and a total number of winning balls of 765 balls (51 balls x 15 winning balls) can be acquired, and the high probability mode can be entered after the opening and closing execution mode.

[0418] Here, the opening timing of the shutter 706 when the opening and closing execution mode corresponding to the 16R jackpot result C is executed comes earlier from the start of the opening and closing execution mode than when the opening and closing execution mode corresponding to the 16R jackpot result A is executed. If it is assumed that one game ball enters the variable winning device 32 for each opening of the variable winning device 32, as shown in FIG. 44, the opening timing (timing t1) of the shutter 706 in the opening and closing execution mode corresponding to the 16R jackpot result C corresponds to the occurrence timing of the third winning in the seventh round game when converted into the opening and closing execution mode corresponding to the 16R jackpot result A.

[0419] For example, in a situation where the opening and closing execution mode corresponding to the 16R jackpot result C is actually being executed, the player assumes that the 16R jackpot result is A and predicts that the above timing t1 will be around the 7th round. In this case, if the player continues the second operation from the start of the opening and closing execution mode to timing t1, the shutter 706 opens at that timing, and the game ball that entered the right entrance 504 passes through the falling area 703a. As a result, as shown in Figure 43 (c), although the player can complete the opening and closing execution mode and win a total of 765 prize balls, the lottery mode does not shift to the high probability mode after the opening and closing execution mode, and the game is played under the low probability mode.

[0420] Also, when the open / close execution mode of 16R jackpot result C is actually being executed and the player is expecting the open / close execution mode of 16R jackpot result B, or when the open / close execution mode of 16R jackpot result B is actually being executed and the player is expecting the open / close execution mode of 16R jackpot result A, the actual round (actual shutter opening timing) and the player's predicted round (predicted shutter opening timing) will diverge, and the game ball that entered the right entrance 504 will pass through the falling area 703a. Although a detailed explanation is omitted, the open / close execution mode may crash midway depending on the player's prediction result, and the total number of winning balls obtained in the open / close execution mode may be reduced.

[0421] In this way, depending on the difference in the launch operation of the game balls during the opening and closing execution mode, it is possible to change whether or not to transition to the high probability mode after the opening and closing execution mode, and to change the total number of winning balls during the opening and closing execution mode, so that it is possible to realize a gameplay like a so-called chicken race, in which the player predicts which round the round game is being played and enjoys selecting how long to continue the second operation. This makes it possible to effectively prevent the game during the opening and closing execution mode from becoming monotonous, and to greatly liven up the game during that mode.

[0422] According to the present embodiment described above in detail, the following excellent effects can be obtained.

[0423] The game machine is provided with a falling area 703a, and the lottery mode becomes a low probability mode when the game ball passes through the area 703a. In this case, since it is disadvantageous for the player if the game ball passes through the falling area 703a, the player can enjoy the game by preventing the game ball from passing through the falling area 703a. Moreover, since the game is realized in which the game ball moves to a falling state or is avoided depending on its behavior, it is possible to provide a configuration that is easy for the player to understand compared to a configuration based on internal processing such as a falling lottery, and it is also possible to improve the original appeal of the game machine, which is to enjoy watching the behavior of the game ball. Therefore, it is possible to improve the interest of the game and increase the attention to the game.

[0424] The device is provided with a shutter 706 that can be switched between an open state that allows the game ball to pass through the fall area 703a and a closed state that does not allow the game ball to pass through the fall area 703a, and a switching control for switching the shutter 706 from the closed state to the open state is executed during an opening / closing execution mode.

[0425] For example, if the game ball can always pass through the falling area 703a, the player may hesitate to make the game ball enter the variable winning device 32, which would impair the original game of the opening and closing execution mode in which the game ball enters the variable winning device 32 and a prize ball is obtained. In this respect, in this embodiment, a shutter 706 that opens and closes the falling area 703a is provided, so that even if the game ball enters the variable winning device 32, a period in which the game ball does not pass through the falling area 703a is secured. This makes it possible to cause the game ball to enter the variable winning device 32 while preventing the game ball from passing through the falling area 703a in accordance with the period of the open state or the timing of the period. In other words, it is possible to provide a game in which the game ball aims to not pass through the falling area 703a while suppressing the impairing of the original game of the opening and closing execution mode.

[0426] The configuration includes a first game in which the opening timing of the shutter 706 (fall area 703a) is a first timing, and a second game in which the opening timing is a second timing different from the first timing.

[0427] For example, if the timing of opening the shutter 706 is fixed, the player will be able to predict the timing, and will only have to pay attention to the timing, which may diminish the interest of providing the falling area 703a. In this respect, in this embodiment, games with different timings for opening the shutter 706 are provided, and the timings are diversified. This makes it difficult for the player to determine the timing of opening the shutter 706, and the excitement of wondering at what timing the falling area 703a will be opened can be suitably aroused. This allows the effect of the falling area 703a to be suitably exhibited, making it possible to increase the interest of the game.

[0428] In this case, in this embodiment, the first game and the second game are configured by the opening and closing execution mode. As already mentioned, the element that the game ball falls when it passes through the fall area 703a during the opening and closing execution mode provides a sense of tension that is not present in the general opening and closing execution mode. Nevertheless, since the timing of the opening of the shutter 706 (fall area 703a) is unknown or difficult to understand, a strong sense of excitement can be added to the opening and closing execution mode. This makes the opening and closing execution mode much more interesting than a game in which the opening and closing execution mode is simply completed, and makes it possible to suitably increase the interest in the game.

[0429] A falling area 703a and a special prize area (detection area of ​​the V winning sensor 705) are arranged downstream of the right entrance 504, and a game ball that enters the right entrance 504 is distributed to each of the above areas by a shutter 706. With this configuration, since it is essential to get the game ball to enter the right entrance 504 in order to win a special prize, a player is prevented from continuously avoiding the right entrance 504 when shooting the game ball. Therefore, the significance of the falling area 703a can be preferably exerted.

[0430] In this case, the above-mentioned bonus is a round continuation, and unless the game ball passes through the bonus area, the next round of play is not executed, and the open / close play mode is not executed satisfactorily. This makes it possible to favorably encourage the ball to enter the right entrance 504, and to favorably provide an opportunity to enjoy the thrill of whether the game ball will pass through the falling area 703a or not. In addition, it is also possible to suppress the occurrence of an eternal consecutive game (a state in which the game ball never passes through the falling area 703a by continuing to let the game ball enter the left entrance 505, and the high probability mode continues forever).

[0431] The shutter 706 (fall area 703a) is not switched to the open state in each round of play during the open / close execution mode, but is switched to the open state at a predetermined round (the 16th round). In this case, it is possible to provide a game in which the player can predict the round when the shutter 706 will be switched to the open state and can enjoy the game by aiming not to let the game ball pass through the fall area 703a.

[0432] In this case, the number of times the variable winning device 32 is opened per round is diversified, so that it is impossible or difficult to determine which round the currently running round game is from the behavior of the variable winning device 32. In this case, since it is impossible or difficult to predict the timing at which the round to switch to the open state will arrive, it is possible to suitably arouse the thrill of whether the game ball will pass through the falling area 703a or not.

[0433] When the shutter 706 is opened, the ball A passing through the winning sensor 702 (first area) that triggered the opening is allowed to pass through the falling area 703a (second area).

[0434] Since the falling area 703a is an area that is disadvantageous to the player, it is expected that the player will adjust the launch mode of the game ball so that it does not pass through the falling area 703a after seeing that the game ball has passed the winning sensor 702. If such a strategy is rampant, the fairness of the game between the players may be impaired. In this respect, in the present embodiment, since the passing ball A itself, which triggers the switch to the open state, passes through the falling area 703a, it is too late to try to deal with it after seeing that the game ball has passed the winning sensor 702, and it is possible to suitably suppress such a strategy. As a result, the fairness of the game is guaranteed, and as a result, the player's desire to play is aroused and it is possible to increase the attention to the game.

[0435] In this case, the configuration is such that the game ball is restricted from passing through the falling area 703a without passing through the winning sensor 702. In this case, it is possible to prevent unexpected game balls from flowing into the falling area 703a. This prevents disturbances from occurring and ensures fairness in the game. In addition, it is possible to limit the flow of game balls that should be considered when designing the gaming machine, which makes it possible to prevent an increase in the burden on the design process.

[0436] <Fourth embodiment> In this embodiment, the configuration of the variable winning device 32 is different from each of the above-mentioned embodiments. This embodiment will be described with reference to Figures 46 to 57. In these figures, the same components as those in each of the above-mentioned embodiments are given the same reference numerals, and the description thereof will be omitted.

[0437] FIG. 46 is a diagram showing the passage structure of the variable winning device 32 according to this embodiment, and FIG. 47 is a front view of the variable winning device 32 in the closed state.

[0438] As shown in FIG. 46, a first passage 801 extending in the vertical direction is provided behind the right entrance 504. The first passage 801 communicates with the passage 502 (FIG. 7(a)), and guides downward game balls that enter the right entrance 504 among game balls that flow into the large prize opening 32a (FIG. 6(b)). A winning sensor 802 that detects game balls that enter the right entrance 504 is disposed midway along the first passage 801. The winning sensor 802 detects only whether or not a game ball has won a prize in the large prize opening 32a, similar to the winning sensor 509 according to the first embodiment.

[0439] In the first passage 801, a high probability V winning sensor 803 is disposed downstream of the winning sensor 802. Details will be described later, but in this embodiment, the lottery mode is shifted to the high probability mode based on the game ball that has won the large winning port 32a passing through the high probability V winning sensor 803. In other words, the high probability V winning sensor 803 or its arrangement area is a specific area that triggers the shift to the high probability mode. In the following, the arrangement area of ​​the high probability V winning sensor 803 or its detection area may be referred to as the high probability V area 803a.

[0440] In the first passage section 801, a second passage section 804 branching off from the first passage section 801 is provided in the middle between the winning sensor 802 and the high probability V winning sensor 803. A discharge sensor 805 is disposed in the middle of the second passage section 804. The discharge sensor 805 is for detecting that the game ball that entered the right entrance section 504 has been discharged to the outside of the variable winning device 32.

[0441] In the first passage section 801, downstream of the high probability V winning sensor 803, a third passage section 806 is provided that merges the first passage section 801 with the left vertical passage section 508. The third passage section 806 is inclined downward toward the left vertical passage section 508, and guides the game ball that has passed the high probability V winning sensor 803 to the left vertical passage section 508.

[0442] In the left vertical passage 508, downstream of the junction with the third passage 806, a continuous V winning sensor 807 is disposed. The continuous V winning sensor 807 plays the same role as the V winning sensor 705 according to the third embodiment. That is, in this embodiment, the next round of play is executed on the condition that the game ball passes through the continuous V winning sensor 807 during the execution of one round of play. In the following, in order to distinguish between the passage of the game ball to the high probability V winning sensor 803 and the passage of the game ball to the continuous V winning sensor 807, the former may be referred to as a high probability V winning and the latter as a continuous V winning. The continuous V winning sensor 807 does not play a role in detecting the presence or absence of a winning ball in the large winning port 32a, but only detects the occurrence of a continuous V winning. In addition, like the discharge sensor 805, the continuous V winning sensor 807 also serves to detect when a game ball that has entered the left side entrance portion 505 or the right side entrance portion 504 has been discharged outside the variable winning device 32.

[0443] The winning sensor 802, the high probability V winning sensor 803, the discharge sensor 805 and the continuous V winning sensor 807 are electrically connected to the main control device 81, and when the game ball passes through the detection area of ​​each of the sensors 802, 803, 805, 807, predetermined detection information (detection signal) is input to the main control device 81. Based on this detection information, the main control device 81 judges whether the game ball has passed through each of the sensors 802, 803, 805, 807. When the main control device 81 detects the passing of the game ball through the winning sensor 802, the prize ball is paid out, but even if the passing of the game ball through the high probability V winning sensor 803, the discharge sensor 805 and the continuous V winning sensor 807 is detected, the prize ball is not paid out.

[0444] The width of each of the first passage section 801, the second passage section 804, and the third passage section 806 is larger than the diameter of the game ball and smaller than twice the diameter of the game ball, and each of these passage sections 801, 804, and 806 is a single ball passage. In addition, the game ball that has passed the discharge sensor 805 or the continuous V winning sensor 807 is guided to the discharge passage panel 88 (FIG. 3) and discharged to the outside of the pachinko machine 10.

[0445] A shutter 808 is disposed above the high probability V winning sensor 803 so as to cover the high probability V winning sensor 803 from above. The shutter 808 is held in a state in which it can slide in the passage width direction (specifically, the front-rear direction) of the first passage section 801. In other words, the shutter 808 can be displaced between a protruding position (advance position) in which it protrudes into the first passage section 801, and a retracted position (retracted position) in which it retracts rearward from the protruding position and the amount of protrusion into the first passage section 801 is suppressed.

[0446] As shown in Fig. 46(a), when the shutter 808 is placed in the protruding position, the shutter 808 blocks the flow path to the highly probable V area 803a. This closes the highly probable V area 803a, and the game ball that entered the right entrance portion 504 cannot pass through the highly probable V winning sensor 803. The game ball that is restricted from flowing into the highly probable V area 803a by the shutter 808 comes into contact with the upper surface portion 808a of the shutter 808, and is guided to the second passage portion 804 and passes through the discharge sensor 805.

[0447] The upper surface 808a of the shutter 808 is an inclined surface that slopes downward toward the second passage portion 804, which allows the game ball to be well guided to the second passage portion 804. The height position of the shutter 808 is set to a height position that does not impede the flow of the game ball to the second passage portion 804 when the shutter 808 is disposed at the protruding position, specifically, a height position where a step that the game ball may get caught is not formed between the upper surface portion 808a and the second passage portion 804. In this embodiment, the upper surface portion 808a is inclined at approximately the same inclination angle as the second passage portion 804, and is set to a height position where a substantially straight ball passage is formed by the upper surface portion 706a and the branch passage portion 704.

[0448] As shown in FIG. 46(b), when the shutter 808 is placed in the retreat position, the shutter 808 retreats from above the high probability V area 803a, and the area 803a is opened upward. This opens the high probability V area 803a, and the game ball that entered the right entrance portion 504 can pass through the high probability V winning sensor 803. In addition, the game ball that passed through the high probability V winning sensor 803 flows down the third passage portion 806 to the left vertical passage portion 508, and also passes through the continuous V winning sensor 807.

[0449] In this embodiment, when the high probability V area 803a is in a closed state, the game ball cannot pass through the high probability V winning sensor 803, but it may be possible to pass through it in a range that is more difficult to pass through than in the open state. In short, it is sufficient that the ease of passing through the high probability V winning sensor 803 differs between the open state and the closed state, and the degree of closing or opening is arbitrary.

[0450] The front area of ​​the above-mentioned passage structure is a light-transmitting area, and the game balls flowing through the passage structure can be seen from the front of the pachinko machine 10. It is not necessary that the entire passage structure is visible, but at least the shutter 808 (the distribution status of the game balls), the high probability V winning sensor 803 (whether the game ball has passed through the detection area of ​​the high probability V winning sensor 803), and the continuous V winning sensor 807 (whether the game ball has passed through the detection area of ​​the continuous V winning sensor 807) can be seen.

[0451] The variable winning device 32 is provided with a shutter drive unit 809 that drives the shutter 808. The drive unit 809 has a solenoid as a drive source and a link mechanism as a drive force transmission means that transmits the drive force of the solenoid to the shutter 808. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 808 retreats from the protruding position to the retracted position, and the high probability V area 803a switches from a closed state to an open state. When the output of the drive signal from the main control device 81 stops, the shutter 808 advances from the retracted position to the protruding position due to the biasing force of the biasing means (spring, etc.), and the high probability V area 803a switches from an open state to a closed state.

[0452] 47, a first display section 811 displaying the letter "A" and a second display section 812 displaying the letter "B" are provided near the variable winning device 32 on the front part of the game board 24a. The first display section 811 is disposed above the left entrance section 505, and the second display section 812 is disposed above the right entrance section 504, and are provided to show the player the flow path through which the game ball enters the left entrance section 505 as route A, and the flow path through which the game ball enters the right entrance section 504 as route B.

[0453] Next, the operation mode of the shutter 808 (opening and closing mode of the high probability V area 803a) will be described with reference to Fig. 48. Fig. 48(a) is an explanatory diagram of the big win type table according to this embodiment, (b) is an explanatory diagram of the shutter allocation table, and (c) is an explanatory diagram of the opening and closing mode of the high probability V area 803a.

[0454] In this embodiment, as shown in Fig. 48(a), four types of jackpot types are provided, 16R jackpot result A to 16R jackpot result D, and the operation mode of the shutter 808 is set to correspond to each of these jackpot types. The operation mode of the shutter 808 corresponding to each jackpot type is specified in the shutter allocation table stored in the allocation table storage area 113b of the ROM 113.

[0455] As shown in Fig. 48(b), in the shutter distribution table, the operation mode of the shutter 808 in the round play of the 5th round, the 10th round, and the 16th round is determined corresponding to each big win type. There are two types of operation modes of the shutter 808: a low distribution mode in which the game ball that entered the right entrance 504 cannot be distributed to the high probability V winning sensor 803 side, or is more likely to be distributed to the second passage section 804 side than the high probability V winning sensor 803 side, and a high distribution mode in which the game ball that entered the right entrance 504 can be distributed to the high probability V winning sensor 803 side, or is more likely to be distributed to the high probability V winning sensor 803 side than the second passage section 804 side.

[0456] In the shutter allocation table, it is determined for each jackpot type which of the modes the shutter 808 will operate in for each round. Specifically, in the 16R jackpot result A, the shutter 808 will operate in the high allocation mode in the 10th round and in the low allocation mode in the 5th and 16th rounds, in the 16R jackpot result B, the shutter 808 will operate in the high allocation mode in the 5th round and in the low allocation mode in the 10th and 16th rounds, and in the 16R jackpot result C, the shutter 808 will operate in the high allocation mode in the 16th round and in the low allocation mode in the 5th and 10th rounds. In addition, in the 16R jackpot result D, the shutter 808 will operate in the low allocation mode in the 5th, 10th and 16th rounds. In addition, in the 16R jackpot result A to 16R jackpot result D, the shutter 808 will not operate in the rounds other than the above, and the high probability V area 803a will be closed.

[0457] Here, the low allocation mode and the high allocation mode will be described with reference to Fig. 48(c). First, the low allocation mode will be described. In the low allocation mode, the opening operation of the shutter 808 (displacement from the protruding position to the retracted position) is executed only once in a round game. Specifically, it is as follows.

[0458] As shown in FIG. 48(c-1), at the start timing (timing t1) of the round game, the shutter 808 is located at the protruding position (the position where the highly probable V area 803a is closed). Then, at timing t2 when the first winning occurs in the variable winning device 32, it is displaced to the retreat position (the position where the highly probable V area 803a is opened), and after a predetermined short period (for example, 0.01 sec) has elapsed, it returns to the protruding position. In this case, since the opening period of the shutter 808 is short, the game ball that entered the right entrance 504 is distributed to the second passage 804 side by the shutter 808 and passes through the discharge sensor 805.

[0459] Next, the high distribution mode will be described. In the high distribution mode, the opening operation of the shutter 808 is executed twice in a round game. The first opening operation is the same as the opening operation in the low distribution mode, so the description will be omitted. As shown in FIG. 48(c-2), when the second winning occurs in the variable winning device 32 at timing t3, the shutter 808 is displaced to the retreat position as the second opening operation. After that, at timing t4 when a predetermined period (for example, 1 sec) has elapsed, the shutter 808 returns to the protruding position. In this case, since the opening period of the shutter 808 is longer than that in the low distribution mode, the game ball that entered the right entrance 504 is distributed to the high probability V winning sensor 803 side and passes through the high probability V winning sensor 803.

[0460] In this embodiment, as in the third embodiment, the distance between the winning sensor 802 and the shutter 808 is set so that the period required from when the game ball passes through the detection area of ​​the winning sensor 802 to when it reaches the arrangement area of ​​the shutter 808 is longer than the period required from when the game ball passes through the detection area to when the shutter 808 is displaced to the retreat position. In addition, the opening period of the shutter 808 in the second opening operation is set longer than the period required for the game ball that has passed through the winning sensor 802 to reach the high probability V winning sensor 803. Therefore, when the second opening operation is performed, the winning ball that triggered the opening of the shutter 808 passes through the high probability V winning sensor 803.

[0461] <Normal processing> Next, the normal processing executed by the MPU 112 of the main control device 81 will be described with reference to Fig. 49. This processing is executed in place of the normal processing in Fig. 14. Note that in Fig. 49, the same steps as those in Fig. 14 are given the same step numbers, and their description will be omitted or simplified.

[0462] After the electric support process is executed in step S205, step S3001 executes a V distribution process for controlling the driving of the shutter 808. Here, the V distribution process will be described with reference to the flowchart of FIG.

[0463] In the V allocation process, first, in step S3101, it is determined whether the shutter 808 is open, that is, whether the shutter 808 is located in the retracted position. If the shutter 808 is not open and the high probability V area 803a is closed, the process proceeds to step S3102, where it is determined whether the value of the shutter opening counter SC provided in the various counter area 114d of the RAM 114 is "1". The opening counter SC is for counting the number of times the shutter 808 is opened.

[0464] If the value of the opening counter SC is not "1", the process proceeds to step S3103, and it is determined whether or not it is the first opening timing of the shutter 808. As already explained, this first opening timing corresponds to the timing when the first winning occurs in the variable winning device 32 in the round games of the 5th round, the 10th round, and the 16th round.

[0465] If it is the first opening timing, the process proceeds to step S3104, and the shutter allocation table (FIG. 48(b)) stored in the allocation table storage area 113b of the ROM 113 is referenced to determine whether the operation mode of the shutter 808 in this round of play is a high allocation mode. If it is a high allocation mode, the value of the opening counter SC is set to "2" in step S3106, and if it is not a high allocation mode, i.e., if it is a low allocation mode, the value of the opening counter SC is set to "1" in step S3107.

[0466] After step S3106 or step S3107 is executed, in step S3108, the opening period of the shutter 808 in the first opening is set. Specifically, the value of the timer counter T2 provided in the various counter area 114d of the RAM 114 is set to "50" (0.1 sec). In the following step S3109, the drive unit 809 is set to a driving state to open the shutter 808.

[0467] If the determination in step S3102 is affirmative (the value of the opening counter SC is "1"), the process proceeds to step S3110, where it is determined whether or not it is the second opening timing of the shutter 808. As already described, this second opening timing corresponds to the timing when the second winning occurs in the variable winning device 32 in the round game of the round set to the high allocation mode.

[0468] If it is the second opening timing, the process proceeds to step S3111, where the value of the timer counter T2 is set to "500" (1 sec) in order to set the opening period for the second opening. After that, the process proceeds to step S3109, where the opening process of the shutter 808 is executed. After executing step S3109, if a negative judgment is made in step S3103 (if it is not the first opening timing) or if a negative judgment is made in step S3110 (if it is not the second opening timing), the V distribution process ends.

[0469] If an affirmative decision is made in step S3101 above (if the shutter 808 is open), the process proceeds to step S3112, where it is determined whether the value of the timer counter T2 is "0." This process is for determining whether the open period of the shutter 808 set in step S3108 or step S3111 has elapsed.

[0470] If the value of timer counter T2 is "0" (if the opening period of shutter 808 has elapsed), in step S3113, drive unit 809 is put into a non-driving state to close shutter 808. In the following step S3114, the value of the opening counter SC is decremented by 1, and the number of times shutter 808 has been opened is updated. After execution of step S3114 or if a negative judgment is made in step S3112 (if the value of timer counter T2 is not "0"), the V distribution process ends.

[0471] Returning to the explanation of the normal processing (FIG. 49), after the V distribution processing in step S3001 is executed, the process proceeds to step S206, where a game ball launch control processing for controlling the launch of the game balls is executed.

[0472] <Big prize opening and closing process> Next, the special prize opening process in step S510 (FIG. 17) will be described with reference to the flow chart in FIG. 51. This process is executed in place of the special prize opening opening process in FIG. 18. Note that in FIG. 51, the same step numbers are used for the same processes as in FIG. 18, and their explanations will be omitted or simplified.

[0473] If it is determined in step S603 that the value of the timer counter T is "0", a setting process for each round is executed in step S3201. This process is similar to the process in Fig. 20 according to the first embodiment, and therefore will be described with reference to Fig. 20.

[0474] In the setting process for each round, first, in step S801, it is determined whether the value of the round counter RC is "16." If the value of the round counter RC is not "16," in step S802, the continuation flag stored in the various flags storage area 114e of the RAM 114 is erased.

[0475] After execution of step S802 or if a positive judgment is made in step S801 (if the value of the round counter RC is "16"), the opening period of the variable winning device 32 in the round game to be set is set in step S803. Specifically, the value of the timer counter T is set to "15000", which corresponds to the upper limit opening period (30 sec) for one round.

[0476] In the next step S804, the jackpot type corresponding to the open / close execution mode to be executed or being executed is identified based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. Also, in this step, it is identified which round of the round game to be set (the round game to be started from now) is based on the value of the round counter RC. In the next step S805, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the upper limit number of winnings to the variable winning device 32 in the round game to be set is set.

[0477] Here, the upper limit number distribution table according to this embodiment will be described with reference to FIG. 52. In this embodiment, the upper limit number of winning balls in each round game is common in the 16 jackpot result A to 16R jackpot result C. Specifically, in all of the 16 jackpot result A to 16R jackpot result C, the upper limit number of winning balls in the 5th round, the 10th round, and the 16th round is 2, and in the other rounds, it is 8. In the open / close execution mode corresponding to the 16R jackpot result D, the upper limit number of winning balls is common in all round games, and is 5 in each round. Note that the specific upper limit number of winning balls described in FIG. 52 is merely an example, and is not limited to these numbers.

[0478] Returning to the setting process for each round (FIG. 20), in step S805, the corresponding upper limit number of winning prizes is derived based on the results of grasping the jackpot type and the round number of the round game to be set in step S804 and the upper limit number allocation table. In the following step S806, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. After step S806 is executed, the setting process for each round is terminated.

[0479] Returning to the explanation of the special prize opening / closing process (FIG. 51), after the setting process for each round is executed in step S3201, the special prize opening process is executed in step S605.

[0480] If the large prize opening opening / closing process judges in step S602 that it is positive (the value of timer counter T is "0"), in step S3202, it is judged whether or not a prize has been won in variable prize winning device 32 based on the detection state of prize winning sensor 509 or prize winning sensor 802 (the reading results of various sensors in step S101 of FIG. 13). If a prize has been won in variable prize winning device 32, the process proceeds to step S3203, and the value of prize winning counter PC is decremented by 1. After execution of step S3203 or if the judgement is negative in step S3202 (if no prize has been won in variable prize winning device 32), the process proceeds to step S3204, and it is judged whether or not a continuous V prize winning flag is stored in various flags storage area 114e of RAM 114.

[0481] Here, the V winning process in step S106 in the timer interrupt process (FIG. 13) will be described with reference to the flowchart in FIG. 53. This process is executed in place of the V winning process in FIG.

[0482] The processing of steps S3301 to S3306 is for grasping that the game ball has passed through the continuous V winning sensor 807 (occurrence of continuous V winning), and is the same as steps S701 to S706 in Fig. 19, except that "V winning" is changed to "continuous V winning". Note that the continuous V winning flag in step S3305 is a flag indicating that a continuous V winning has occurred, and the continuous V winning command in step S3306 is a command for notifying the performance control device 82 that a continuous V winning has occurred.

[0483] After execution of step S3304 or step S3306, in step S3307, it is determined whether or not a high-probability V winning flag is stored in the various flag storage area 114e of RAM 114. The high-probability V winning flag is a flag indicating that the gaming ball has passed through the high-probability V winning sensor 803 (the occurrence of a high-probability V winning). If the high-probability V winning flag is not stored, the process proceeds to step S3308, and it is determined whether or not a high-probability V winning has occurred (whether or not the gaming ball has passed through the detection area of ​​the high-probability V winning sensor 803) based on the detection state of the high-probability V winning sensor 803 (the reading results of the various sensors in step S101).

[0484] If it is determined that a high probability V win has occurred, in step S3309, it is determined whether or not it is within the valid period of the high probability V win. The valid period is a predetermined period that is determined in advance in anticipation of the period during which a high probability V win can occur normally, and for example, the period during which the shutter 808 is in an open state is set as the valid period. If it is determined that it is not within the valid period, proceed to step S3310, set an error command as an abnormality has occurred, and then end the V win processing.

[0485] On the other hand, if it is determined that the valid period is in progress, the process proceeds to step S3311, and a high-probability V winning flag is stored in the various flag storage area 114e of RAM 114. In the following step S3312, a high-probability V winning command is set as the target for transmission to the performance control device 82. The high-probability V winning command is a command for notifying the performance control device 82 that a high-probability V winning has occurred. After execution of step S3312, if a positive judgment is made in step S3307 (if a high-probability V winning flag is stored) or if a negative judgment is made in step S3308 (if a high-probability V winning has not occurred), the V winning processing is terminated.

[0486] Returning to the explanation of the large prize opening / closing process (FIG. 51), if it is determined in step S3204 that the continuation V prize flag is stored, the process proceeds to step S3205. In step S3205, the continuation V prize flag stored in the various flag storage area 114e of the RAM 114 is erased, and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be executed, in other words, that the opening / closing execution mode should be continued even after the currently executed round of play has ended.

[0487] After step S3205 is executed or if a negative judgment is made in step S3204 (if the continuation V winning flag is not stored), in step S613, it is judged whether the value of the winning counter PC is "0". In this embodiment, after the continuation flag is stored in step S3205, the process of step S613 is executed without executing the process of setting the value of the winning counter PC to "0" (the process of step S612 in FIG. 18). That is, as in the above third embodiment, when a V winning occurs during a round game, if the number of winnings in the variable winning device 32 at that time is less than the upper limit number of winnings, the round game is not ended, and the round game is continued until the number of winnings reaches the upper limit number of winnings or the opening period of the variable winning device 32 reaches the upper limit opening period.

[0488] <Transition process when closing / opening execution mode ends> Next, the transition process at the end of the open / close execution mode will be described with reference to the flowchart in Fig. 54. This process is executed in place of the transition process at the end of the open / close execution mode in Fig. 22. Note that in Fig. 54, the same steps as those in Fig. 22 are given the same step numbers, and their descriptions are omitted or simplified.

[0489] In this transition process, first, in step S3401, it is determined whether or not a high probability V winning flag is stored in the various flag storage area 114e of the RAM 114. If a high probability V winning flag is stored, the process proceeds to step S902, where the high probability V winning flag stored in the various flag storage area 114e is erased, and a high probability mode flag is set in the area 114e. This transitions the lottery mode to the high probability mode. In the following step S903, a high frequency support mode flag is set in the various flag storage area 114e. This transitions the support mode to the high frequency support mode.

[0490] If it is determined in step S3401 that the high probability V winning flag is not stored, in step S904, the high frequency support mode flag is set in the various flag storage area 114e, and in step S905, the game count counter GC is set to "100". After step S903 or step S905 is executed, the transition process at the end of the open / close execution mode is terminated.

[0491] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIG. 46 and FIGS.

[0492] As already explained, in this embodiment, if the continuous V winning does not occur in the ongoing round game, the next round game is not executed, and if the round game ends without the continuous V winning occurring, the opening and closing execution mode ends at that point (see FIG. 51). Also, as shown in FIG. 46, a high probability V winning sensor 803 is provided in the variable winning device 32. If the game ball passes through the high probability V winning sensor 803 during the opening and closing execution mode (if a high probability V winning occurs), the lottery mode after the opening and closing execution mode becomes the high probability mode, and if the game ball does not pass through the high probability V winning sensor 803, the lottery mode after the opening and closing execution mode becomes the low probability mode.

[0493] Furthermore, in the large winning port 32a of the variable winning device 32, a left entrance 505 connected to the continuous V winning sensor 807 and a right entrance 504 connected to the high probability V winning sensor 803 are provided. A shutter 808 is arranged upstream of the high probability V winning sensor 803 in the right entrance 504, and the operation mode of the shutter 808 is set to a high distribution mode in which the game ball that entered the right entrance 504 is distributed to the high probability V winning sensor 803 side or is easily distributed, and a low distribution mode in which the game ball that entered the right entrance 504 is not distributed to the high probability V winning sensor 803 side or is easily distributed. When the game ball is distributed to the high probability V winning sensor 803 side, the game ball passes through the high probability V winning sensor 803 and then passes through the continuous V winning sensor 807 (FIG. 46(b)). In other words, both the high probability V winning and the continuous V winning occur. On the other hand, if the game ball is not distributed to the high probability V winning sensor 803 side, the game ball passes through the discharge sensor 805 and is discharged to the outside of the pachinko machine 10 (FIG. 46(a)). In other words, neither the high probability V winning nor the continuous V winning occurs.

[0494] Further, on the upstream side of the variable winning device 32, there is provided a guide passage section 401 (see FIG. 5) which guides a game ball shot with a strength less than a predetermined amount to the left entrance section 505 and guides a game ball shot with a strength equal to or greater than the predetermined amount to the right entrance section 504. In other words, the player can select whether to have the game ball win at the right entrance section 504 or the left entrance section 505, depending on his / her intention.

[0495] As already explained, in any of the open / close execution modes corresponding to the 16R jackpot results A to C, the shutter 808 does not operate and the highly probable V area 803a remains closed in the round play from the 1st round to the 4th round, so the player performs a firing operation so that the game ball enters the left entrance 505. As a result, a continuous V entry occurs in the round play of each round, and the game proceeds to the round play of the 5th round.

[0496] At a predetermined timing before the start of the fifth round of play (for example, the start timing of the waiting period between the fourth round), the first performance DR1 is executed in the pachinko machine 10. This first performance DR1 is for prompting the player to select whether to place the game ball in the left entrance 505 or the right entrance 504. As shown in FIG. 56(a), in the first performance DR1, for example, a message image 821 with text such as "Choose either Route A or Route B" is displayed together with a character image 601 modeled after God on the display screen G of the pattern display device 41. The first performance DR1 continues until the fifth round of play ends.

[0497] For example, the open execution mode corresponds to the 16R big win result A, and the shutter 808 is driven in a low distribution mode in the fifth round of round play (Fig. 48(b)). In this case, if the player selects route B and the game ball enters the right entrance 504, the shutter 808 is driven in a low distribution mode, so that the game ball is distributed to the discharge sensor 805 side, and neither the high probability V winning nor the continuous V winning occurs. As a result, as shown in the middle of Fig. 55(a), the open / close execution mode ends with the end of the fifth round of round play, resulting in a so-called puncture. In addition, in this case, the open / close execution mode ends without the high probability V winning occurring, so the lottery mode becomes the low probability mode after the open / close execution mode ends.

[0498] Then, when the ending starts, the second performance DR2 is executed, which suggests or informs the player that the challenge game to the high probability mode has failed. As shown in FIG. 56(b), in the second performance DR2, for example, a message image 822 with text such as "Too bad. I'm looking forward to your next time" is displayed on the display screen G of the pattern display device 41 together with the character image 601. The second performance DR2 is executed during at least a part of the ending period.

[0499] On the other hand, if the player selects route A and the game ball enters the left entrance 505, the game ball passes through the continuation V entry sensor 807, and a ...

Claims

[Claim 1] A launching means capable of launching a game ball based on a predetermined launching operation; A transition determination means for executing a predetermined transition determination based on a predetermined determination trigger; a transition means for transitioning a gaming state to a special gaming state which is more advantageous to a player than a predetermined gaming state based on the result of the predetermined transition judgment being a predetermined transition corresponding result; A means for changing a predetermined variable ball entry means from a first mode in which the game ball cannot be entered or is difficult to enter to a second mode in which the game ball can be entered or is easier to enter than the first mode, and then executing a specific game in the first mode; Equipped with The specific game is executed in the special game state, a means for terminating the specific game being executed when the number of game balls entering the predetermined variable ball entry means during execution of the specific game becomes a specific number; a first area through which the game ball launched by the first launching operation can pass and through which the game ball launched by the second launching operation different from the first launching operation cannot pass, and a second area through which the game ball launched by the second launching operation can pass and through which the game ball launched by the first launching operation cannot pass, A first passing section through which a gaming ball passing through the first area can pass and which can grant a first benefit based on the passing of the gaming ball; a second passage section through which the game ball passing through the second area can pass and which can provide a second benefit different from the first benefit based on the game ball passing through the second area; Equipped with A gaming machine characterized in that, when the number of game balls entering the specified variable ball entry means during the execution of a specified specific game is less than the specified number and game balls are launched by the second launch operation, the specified specific game can be ended before the number of game balls entering the specified variable ball entry means reaches the specified number.

Citation Information

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