Game machine
By introducing mobile parts and variable entrance settings in the game console, the problem of inflexible ball guidance is solved, and more flexible ball guidance and higher player participation is achieved.
Patent Information
- Application Number
- JP2025024745
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-19
- Publication Date
- 2025-05-09
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines have problems of inflexible guidance when ball guides and entering the winning equipment, resulting in inaccurate guidance of ball guides.
A gaming machine is designed that includes a moving part that can enter or not enter when the ball rolls through a specific area, ensuring that the ball can be flexibly directed to the winning device and adjusting the guide of the ball through variable entrance settings.
By increasing the diversity of the ball's movement, players' participation and attention are improved, ensuring that the ball can enter the winning device more flexibly, and the game is more fun and fair.
Smart Images

Figure 2025072657000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, gaming machines equipped with a display device that variably displays multiple pictures are known (see, for example, Patent Document 1). This gaming machine is equipped with a launching means that launches gaming balls toward a gaming area formed in front of a gaming board, and when a gaming ball enters an actuation port (initial ball entry means), an internal lottery such as a jackpot lottery is executed and the variably displayed pictures are started. For example, when a gaming machine wins a jackpot lottery, the gaming machine causes a specific combination of pictures to be displayed on the display device and transitions the gaming state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls, for example, by transitioning a variable winning device to a state where gaming balls can enter. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-074175 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is a demand for more efficient guidance of the gaming ball to the winning device and within the winning device.
[0005] An object of the present invention is to more effectively guide a gaming ball to a prize-winning device and within the prize-winning device. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises a launching means for launching gaming balls, a specific area that the gaming balls launched by the launching means can reach, a first ball entry means provided at a position where the gaming balls that have reached the specific area can enter and having an entry port through which the gaming balls can enter, a second ball entry means, a first benefit granting means for granting a first benefit based on the gaming ball entering the first ball entry means, a second benefit granting means for granting a second benefit different from the first benefit based on the gaming ball entering the second ball entry means, a variable means for varying at least between a first position where a predetermined gaming ball that has reached the specific area can enter the first ball entry means but has difficulty entering the second ball entry means and a second position where a predetermined gaming ball that has reached the specific area has difficulty entering the first ball entry means but can enter the second ball entry means, and a variable means for varying the variable means to the first position based on the establishment of a first condition. and a variable control means for varying the position of the game ball to the first position based on the establishment of a second condition different from the first condition, and for varying the position to the second position based on the establishment of a second condition different from the first condition, the variable means being composed of one variable member, and this gaming machine is configured to be controllable so that a gaming ball that reaches a specific area in a predetermined gaming state has difficulty entering either the first ball entry means or the second ball entry means, the variable means having a rolling section for rolling the gaming ball when it rolls, and this gaming machine is configured so that when a gaming ball rolls to the top of the rolling section, it may enter the ball entry port of the first ball entry means or it may not enter the ball entry port of the first ball entry means, and the distance between the downstream end of the rolling section while the gaming ball is rolling and the closest point to the first ball entry means is configured so that the rolling gaming ball can roll from the rolling section side to the first ball entry means side without falling. [Effects of the Invention]
[0007] According to the present invention, the movement of the game balls flowing down the game area can be diversified, and the player's attention to the game can be increased. [Brief explanation of the drawings]
[0008] [Figure 1] Front view of a pachinko machine according to a first embodiment of the present invention [Figure 2] Front view of the game board [Figure 3] Front view of variable prize-winning device [Figure 4] A perspective view of a variable prize-winning device [Figure 5] Three-dimensional view of the variable prize-winning device [Figure 6] FIG. 1 is a perspective view showing a detailed configuration of a first bridge and a second bridge; [Figure 7] A perspective view of the variable winning device in a state where the first bridge is protruded [Figure 8] Three-sided views of the variable winning device with the first bridge protruding [Figure 9] FIG. 10 is a perspective view showing a detailed configuration of the first bridge and the second bridge in a state where the first bridge is protruded; [Figure 10] A perspective view of the variable winning device in a state where the second bridge is protruded [Figure 11] Three-sided view of the variable winning device with the second bridge protruding [Figure 12] FIG. 10 is a perspective view showing a detailed configuration of the first bridge and the second bridge in a state where the second bridge is protruded; [Figure 13] FIG. 10 is a diagram showing a display screen of a pattern display device. [Figure 14] Block diagram showing the electrical configuration of a pachinko machine [Figure 15] A diagram showing the contents of each counter used in the internal lottery [Figure 16] A diagram showing a winning / losing table that stores the random number values that result in a jackpot. [Figure 17] FIG. 10 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of jackpots. [Figure 18] Flowchart of timer interrupt processing [Figure 19] A flowchart showing the winning process for the operating port. [Figure 20] A flowchart showing normal processing [Figure 21] A flowchart showing the main processing [Figure 22] A flowchart showing the game number control process [Figure 23] FIG. 10 is a flowchart showing a data setting process. [Figure 24] FIG. 10 is a flowchart showing a fluctuation start process. [Figure 25] FIG. 10 is a flowchart showing a game state transition process. [Figure 26] FIG. 10 is a flowchart showing the prize ball determination process; [Figure 27] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 28] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 29] FIG. 10 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 30] A block diagram showing the electrical configuration of the audio and light emitting control device and the display control device. [Figure 31] FIG. 10 is a flowchart showing a timer interrupt process executed by the audio and light emission control device. [Figure 32] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 33] A diagram showing the relationship between game results and game states, etc. [Figure 34] A diagram showing the display screen of the symbol display device and the variable winning device when the mode is switched to the opening and closing execution mode. [Figure 35] FIG. 10 is a perspective view showing a detailed configuration of a modified example of the first bridge and the second bridge in a state where the first bridge is protruded. [Figure 36] FIG. 10 is a perspective view showing a detailed configuration of a modified example of the first bridge and the second bridge in a state where the first bridge is protruded. [Figure 37] A front view of a variable winning device related to the second embodiment of the present invention. [Figure 38] FIG. 10 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of jackpots. [Figure 39] FIG. 10 is a flowchart showing a game state transition process. [Figure 40] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 41] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 42] A flowchart showing the V winning detection process [Figure 43] FIG. 10 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 44] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 45] A diagram showing the display screen of the symbol display device and the variable winning device when the mode is switched to the opening and closing execution mode. [Figure 46] Front view of a game board according to a third embodiment of the present invention [Figure 47] A front view of a game board with an enlarged view of the vicinity of the first winning slot and the second winning slot [Figure 48] A schematic diagram showing the front of the first winning slot and the second winning slot when the first bridge is extended and retracted. [Figure 49] A schematic diagram showing the front of the first winning slot and the second winning slot when the second bridge is extended and retracted. [Figure 50] Block diagram showing the electrical configuration of a pachinko machine [Figure 51] A flowchart showing the winning process for the operating port. [Figure 52] A flowchart showing normal processing [Figure 53] FIG. 10 is a flowchart showing a game state transition process. [Figure 54] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 55] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 56] Front view of a game board according to a fourth embodiment of the present invention [Figure 57] Front view of variable prize-winning device [Figure 58] Three-dimensional view of the variable prize-winning device [Figure 59] An enlarged front view showing the variable winning device when the pivot bridge is in the protruding state [Figure 60] Block diagram showing the electrical configuration of a pachinko machine [Figure 61] FIG. 10 is a flowchart showing a game state transition process. [Figure 62] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 63] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 64] FIG. 10 is a flowchart showing a round prize ball determination process; [Figure 65] FIG. 10 is a flowchart showing a bridge rotation process. [Figure 66] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 67] A diagram showing the display screen of the symbol display device and the variable winning device when the mode is switched to the opening and closing execution mode. [Figure 68] An enlarged front view showing the variable winning device when the rotating bridge is in a ball-entry disabled state. [Figure 69] FIG. 10 shows a display screen of the symbol display device when the mode is switched to the opening / closing execution mode and a modified example of the variable winning device. [Figure 70] Front view of a game board according to a fifth embodiment of the present invention [Figure 71] Front view of variable prize-winning device [Figure 72] A diagram showing the detailed configuration of the variable winning device when the moving bridge is moved to the left. [Figure 73] A diagram showing the detailed configuration of the variable winning device when the moving bridge is moved to the right. [Figure 74] Block diagram showing the electrical configuration of a pachinko machine [Figure 75] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 76] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 77] Front view of a variable winning device according to a sixth embodiment of the present invention [Figure 78] A diagram showing a detailed configuration of a variable prize-winning device. [Figure 79] A diagram showing the detailed configuration of the variable winning device when the moving bridge is moved to the left. [Figure 80] A diagram showing the detailed configuration of the variable winning device when the moving bridge is moved to the right. [Figure 81] Front view of a game board according to a seventh embodiment of the present invention [Figure 82] Front view of variable prize-winning device [Figure 83] A front view showing a detailed configuration of the variable prize-winning device [Figure 84] A diagram showing the detailed configuration of the variable winning device when the lifting bridge is rotated. [Figure 85] Block diagram showing the electrical configuration of a pachinko machine [Figure 86] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 87] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 88] Front view of a game board according to an eighth embodiment of the present invention [Figure 89] Front view of variable prize-winning device [Figure 90] A diagram showing a detailed configuration of a variable prize-winning device. [Figure 91] A diagram showing the detailed configuration of the variable winning device when the upper bridge is protruded. [Figure 92] A diagram showing the detailed configuration of the variable winning device when the lower bridge is protruded. [Figure 93] Block diagram showing the electrical configuration of a pachinko machine [Figure 94] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 95] FIG. 10 is a flowchart showing the process of opening a large prize opening; DETAILED DESCRIPTION OF THE INVENTION
[0009] [First embodiment] A first embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. The pachinko machine 10 is a type of gaming machine. As shown in Figure 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.
[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right side portions as the support side, a front door frame 13 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right side portions as the support side, and a back pack unit (not shown) arranged behind the inner frame and supported by the inner frame so as to be rotatable backward with one of the left and right side portions as the support side.
[0011] The gaming machine main body 12 is equipped with a locking device (not shown) provided at its rotating tip. This locking device has the function of locking the gaming machine main 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 13 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 14 provided exposed on the front of the pachinko machine 10.
[0012] The front door frame 13 has a substantially elliptical window section 21 provided so as to cover the entire front side of the inner frame, and a window panel 22 fitted into the window section 21. In this embodiment, the window panel 22 is made of glass and is colorless and transparent, but it may also be made of synthetic resin or the like and be colorless and transparent. The front door frame 13 also includes an indicator lamp section 23 provided above the window section 21 as part of the light-emitting means consisting of various lamp sections etc. provided around the window section 21, speaker sections 24 provided on both the left and right sides of the indicator lamp section 23 and which output sound effects etc. according to the game status, and an upper bulge section 25 and a lower bulge section 26 provided below the window section 21.
[0013] The upper bulging portion 25 and the lower bulging portion 26 are arranged side by side one above the other and are both provided to bulge forward. The upper bulge 25 has an upper tray 25a provided inside so as to open upward. The upper tray 25a has the function of temporarily storing game balls dispensed by a dispenser 71 (see FIG. 14) provided in the back pack unit, and guiding the game balls in a row toward the game ball launching mechanism 81 (see FIG. 14). The lower bulging portion 26 has a lower tray 26a provided inside the lower bulging portion 26 so as to be similarly open upward. The lower tray 26a has the function of storing surplus game balls in the upper tray 25a.
[0014] Furthermore, the front door frame 13 is provided with a launch handle 27 as a launching means provided to the right of the lower tray 26a. This launch handle 27 is operated by a player of the pachinko machine 10 to launch game balls from a game ball launching mechanism 81 provided below the inner frame toward a game area provided above the inner frame. By changing the amount of rotation of the launch handle 27, the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, can be changed.
[0015] FIG. 2 is a front view of the game board. As shown in Figure 2, the game board 31 has an inner rail portion 32 and an outer rail portion 33 attached to its surface, and is mounted on an inner frame. The above-mentioned game area is formed on the game board 31 so as to be partitioned by the inner rail portion 32 and the outer rail portion 33. Almost the entire game area can be seen from the front through the window portion 21. The inner rail portion 32 and the outer rail portion 33 form a guide rail 34 for game balls to the game area, and this guide rail 34 guides the game balls launched from the game ball launching mechanism 81 when the player rotates the launch handle 27 to the top of the game area.
[0016] The guide rail 34 has an exit portion located on one side of the play area and facing the upper center of the play area. Therefore, the arrival position of the game ball in the upper part of the play area shifts from the side where the exit portion of the guide rail 34 is located to the opposite side as the player rotates the launch handle 27 more. In this embodiment, the exit portion of the guide rail 34 is located on the left side of the play area.
[0017] The game board 31 has a plurality of large and small openings in the play area formed by router processing so as to penetrate in the front-to-rear direction. The game board 31 also has an upper actuation port 36, a lower actuation port 37, a variable winning device 5, and an outlet port 39 provided in each opening. The game board 31 also has through gates 41 provided on the left and right sides of the center, a main display device 42 provided on the upper right side, and a variable display unit 43 provided in the center. The game board 31 also has various components (apparatuses) in the play area, such as numerous nails 44 planted to appropriately disperse or adjust the direction in which the game balls fall.
[0018] The upper actuation port 36, the lower actuation port 37, and the various winning ports of the variable winning device 5 are each equipped with detection sensors 40a-40d (see FIG. 14) that detect the entry of game balls, and these detection sensors 40a-40d are arranged on the back side of the game board 31. Specifically, the upper actuation port 36 is equipped with detection sensor 40a, the lower actuation port 37 is equipped with detection sensor 40b, and the variable winning device 5 is equipped with detection sensors 40c and 40d. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection results of the detection sensors 40a-40d. Note that the detection sensors 40a-40d may be any type that can individually detect the entry of game balls, and for example, electromagnetic induction proximity sensors or the like may be used.
[0019] Specifically, the pachinko machine 10 pays out three prize balls when a ball lands in the upper actuation port 36 and when a ball lands in the lower actuation port 37. The pachinko machine 10 pays out ten or fifteen prize balls when a ball lands in the variable winning device 5. The number of prize balls is arbitrary, and for example, the number of prize balls in each actuation port 36, 37 may be different.
[0020] The outlet 39 is provided at the bottom of the game area of the game board 31. Game balls that do not enter any of the various winning holes are discharged from the game area through this outlet 39. The outlet 39 is equipped with a detection sensor 40e (see FIG. 14) that detects the entry of game balls, and this detection sensor 40e is disposed on the back side of the game board 31. Note that when a ball enters the outlet 39, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters any of the various winning holes.
[0021] Each through gate 41 is equipped with a detection sensor 40f (see FIG. 14) that detects the entry of a game ball, and this detection sensor 40f is disposed on the rear side of the game board 31. When a ball enters each through gate 41, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning holes.
[0022] Here, "entering a ball" refers to a game ball passing through a specified opening, and includes not only a game ball being discharged from the game area after passing through an opening, but also a game ball continuing to flow down the game area without being discharged after passing through an opening. However, in the following explanation, to clearly distinguish it from a game ball entering the outlet 39, a game ball entering a prize-winning opening will also be referred to as "winning." Furthermore, a game ball entering the through gate 41 refers to a game ball continuing to flow down the game area after passing through a gate provided in the game area without being discharged. A game ball entering the through gate 41 will also be referred to as "winning," just like a game ball entering the various prize-winning openings.
[0023] The upper actuation port 36 and the lower actuation port 37 are united as an actuation port device and installed on the game board 31. The actuation ports 36, 37 both open upward to allow game balls flowing down the game area to enter, and are arranged side by side in the vertical direction with the upper actuation port 36 positioned at the top and the lower actuation port 37 positioned at the bottom. The lower actuation port 37 has an electric device 37a serving as a guide piece (support piece) made up of a pair of left and right movable pieces.
[0024] The electric role device 37a is connected to an electric role device drive unit 37b mounted on the back side of the game board 31. This electric role device 37a is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role device drive unit 37b. The closed state is a state in which the lower operating port 37 is closed by bringing the upper ends of the electric role device 37a closer to each other in the left-right direction. The open state is a state in which the lower operating port 37 is opened by moving the upper ends of the electric role device 37a apart in the left-right direction.
[0025] Here, when the electric device 37a is set to the closed state, the distance between the upper end of the electric device 37a and the upper operating port 36 is narrower than the width of one game ball. Also, when the electric device 37a is set to the open state, the distance between the upper end of the electric device 37a and the upper operating port 36 is wider than the width of one game ball. Therefore, when the electric device 37a is set to the closed state, the game ball cannot enter the lower operating port 37, but when it is set to the open state, the game ball can enter the lower operating port 37.
[0026] Incidentally, instead of the closed state and open state described above, the electric device 37a may be configured to switch between a state in which it is difficult for game balls to enter the lower operating port 37 (a state in which game balls can enter, unlike the closed state), and a state in which it is easy for game balls to enter the lower operating port 37. Furthermore, the lower operating port 37 may be configured to perform such switching by displacement of the lower operating port 37, rather than by setting the electric device 37a, and in this case, the lower operating port 37 does not need to be equipped with the electric device 37a.
[0027] 3 is a front view of the variable winning device. In FIG. 3, the vertical direction is defined as the +Z axis direction, and the two axes perpendicular to the Z axis are defined as the X and Y axes. This also applies to the following drawings. As shown in Figure 3, the variable winning device 5 is provided below the lower operating port 37. This variable winning device 5 has a first winning port 51 provided on the left side of the play area and a second winning port 52 provided on the right side of the play area. The player can guide the game ball to the variable winning device 5 by adjusting the rotational operation amount of the launch handle 27 and adjusting the arrival position of the game ball in the upper part of the game area.
[0028] Here, the game board 31 is provided with a panel 53 provided so as to cover the front side of the variable winning device 5. This panel 53 is formed to be transparent (or translucent) so that the variable winning device 5 can be seen from the front side. Therefore, the player can see the variable winning device 5 from the front through the panel 53.
[0029] Fig. 4 is a perspective view of the variable winning device. Fig. 5 is a three-view diagram of the variable winning device. Specifically, Fig. 4 is a view of the front of the variable winning device 5 seen from diagonally above right. Also, Fig. 5(A) is a cross-sectional view of the variable winning device 5 seen from the top side, Fig. 5(B) is a front view of the variable winning device 5, and Fig. 5(C) is a cross-sectional view of the variable winning device 5 seen from the right side.
[0030] As shown in Figures 3 to 5, the first winning opening 51 is provided in an opening 311 formed in the game area by router processing so as to penetrate in the front-to-rear direction. This first winning opening 51 is provided so as to open to the right, and is equipped with a substantially rectangular parallelepiped cover 511 that guides game balls that enter through this opening to the opening 311, and the above-mentioned detection sensor 40c that is provided inside the cover 511 and detects the game balls entering. The pachinko machine 10 executes the payout of a predetermined number of prize balls (10 in this embodiment) based on the detection result. The game balls that are guided by the cover 511 and enter the opening 311 are discharged from the game area through the discharge passage 311a. The game balls that pass through the discharge passage 311a merge with the game balls that are discharged from the game area through the discharge passage 39a of the outlet 39 (see FIG. 5(C)).
[0031] The second winning opening 52 is provided in an opening 312 formed in the game area by router processing so as to penetrate in the front-to-rear direction. The second winning opening 52 is provided so as to open to the left, and is equipped with a substantially rectangular parallelepiped cover 521 that guides game balls that enter through this opening to the opening 312, and the aforementioned detection sensor 40d that is provided inside the cover 521 and detects the entry of game balls. The pachinko machine 10 pays out a predetermined number of prize balls (15 in this embodiment) based on the detection result. The game balls that are guided by the cover 521 and enter the opening 312 are discharged from the game area through the discharge passage 312a. The game balls that pass through the discharge passage 312a join with the game balls that are discharged from the game area through the discharge passage 39a of the outlet 39, just like the game balls that pass through the discharge passage 311a.
[0032] Thus, in this embodiment, the first prize ball opening 51 functions as a small prize ball opening that pays out a predetermined number of prize balls (10 in this embodiment) when a game ball enters, and the second prize ball opening 52 functions as a multi-prize ball opening that pays out a larger number of prize balls than the first prize ball opening 51 (15 in this embodiment) when a game ball enters. In this embodiment, the first winning opening 51 is provided so as to open to one side in the horizontal direction (the +X-axis direction side), and the second winning opening 52 is provided so as to open to the other side in the horizontal direction (the -X-axis direction side). Furthermore, in this embodiment, the first winning opening 51 and the second winning opening 52 function as ball entry means for allowing game balls flowing down the game area to enter.
[0033] The first winning slot 51 also includes a first bridge 512 having an approximately rectangular plate shape provided on the right side of the cover 511, a U-shaped arm 513 attached to the back side of the first bridge 512, and a first bridge drive unit 514 that drives the first bridge 512 via the arm 513. The first bridge 512 is provided so as to be able to freely protrude and retract through a rectangular cross-sectional hole 313 formed in the game board 31, and is provided so as to slope from the lower end of the cover 511 to the upper end of the cover 521. The arm 513 is provided so as to connect the rear surface of the first bridge 512 and the shaft of the first bridge drive unit 514 .
[0034] The second winning opening 52 comprises a second bridge 522 having an approximately rectangular plate shape provided on the left side of the cover 521, a U-shaped arm 523 attached to the back side of the second bridge 522, and a second bridge drive unit 524 that drives the second bridge 522 via the arm 523. The second bridge 522 is provided so as to be able to freely protrude and retract through a rectangular cross-sectional hole 314 formed in the game board 31, and is provided so as to slope from the lower end of the cover 521 to the upper end of the cover 511. The arm 523 is provided so as to connect the rear surface of the second bridge 522 and the shaft of the second bridge drive unit 524 .
[0035] Thus, in this embodiment, the first bridge 512 is arranged to be able to protrude and retract freely relative to the game board 31, and is inclined so as to descend as it approaches the first winning opening 51, and the second bridge 522 is arranged to be able to protrude and retract freely relative to the game board 31, and is inclined so as to descend as it approaches the second winning opening 52. In addition, in this embodiment, the first bridge driving unit 514 and the second bridge driving unit 524 function as bridge driving units that cause the first bridge 512 and the second bridge 522 to protrude and retract relative to the game board 31. In other words, the first bridge driving unit 514 and the second bridge driving unit 524 function as induction driving units that independently drive the first bridge 512 and the second bridge 522. Furthermore, in this embodiment, the first bridge 512 and the second bridge 522 are provided so as to intersect with each other.
[0036] FIG. 6 is a perspective view showing the detailed configuration of the first bridge and the second bridge. As shown in Figure 6, the first bridge 512 has a flat plate portion 5121 located on the cover 511 side (-X axis direction side), a flat plate portion 5122 located on the cover 521 side (+X axis direction side), and a connecting portion 5123 connecting the flat plate portion 5121 and the flat plate portion 5122. Connection portion 5123 is located on the front side of first bridge 512, and is formed to have a width narrower than flat plate portions 5121 and 5122. In other words, first bridge 512 has slit 5124 formed in its center and extending in the protruding and retracting direction from the rear side to the front side.
[0037] The second bridge 522 has a flat plate portion 5221 located on the cover 521 side (+X axis direction side), a flat plate portion 5222 located on the cover 511 side (-X axis direction side), and a connecting portion 5223 connecting the flat plate portion 5221 and the flat plate portion 5222. Connection portion 5223 is located on the back side of second bridge 522, and is formed to have a width narrower than flat plate portions 5221 and 5222. In other words, second bridge 522 has slit 5224 formed in its center and extending in the protruding and retracting direction from the front side to the back side.
[0038] The slits 5124 of the first bridge 512 and the slits 5224 of the second bridge 522 are interlocked along the protruding and retracting direction of the first bridge 512 and the second bridge 522 (Y-axis direction). Thus, in this embodiment, the first bridge 512 and the second bridge 522 are arranged to intersect by interlocking the slits 5124 of the first bridge 512 with the slits 5224 of the second bridge 522 along the protruding and retracting directions of the first bridge 512 and the second bridge 522.
[0039] Fig. 7 is a perspective view of the variable winning device with the first bridge protruding. Fig. 8 is a three-sided view of the variable winning device with the first bridge protruding. Fig. 9 is a perspective view showing the detailed configuration of the first bridge and the second bridge with the first bridge protruding. Specifically, Fig. 7 is a view of the front of the variable winning device 5 seen from diagonally above right. Also, Fig. 8(A) is a cross-sectional view of the variable winning device 5 seen from the top, Fig. 8(B) is a front view of the variable winning device 5, and Fig. 8(C) is a cross-sectional view of the variable winning device 5 seen from the right side. 7 to 9 are diagrams showing the variable winning device 5 in a state where only the first bridge 512 is protruded.
[0040] As shown in Figures 7 to 9, the first bridge drive unit 514 projects the shaft toward the window panel 22, thereby causing the first bridge 512 to project from the game board 31 through a hole 313 formed in the game board 31 (see the arrows in Figures 8 and 9). The first bridge 512 is provided so as to slope from the lower end of the cover 511 to the upper end of the cover 521, and so by projecting it from the game board 31, it can guide game balls flowing down the game area between the covers 511 and 521 to the opening in the cover 511 (see the arrow in Figure 8).
[0041] Here, the protruding width D1 of the first bridge 512 from the gaming board 31 is set to be narrower than the distance D2 between the gaming board 31 and the panel 53. In other words, the protruding width D1 of the first bridge 512 from the gaming board 31 is set to be narrower than the diameter of a gaming ball. In this embodiment, the protruding width D1 of the first bridge 512 from the game board 31 is set to be narrower than the diameter of the game ball, but it may also be set to be the same width as the diameter of the game ball, or may be set to be wider than the diameter of the game ball.
[0042] The opening width of the cover 511 is set to become narrower from the entrance side (right side) to the back side (left side). This allows the cover 511 to allow the game ball guided along the slope of the first bridge 512 to smoothly enter the first winning opening 51. The upper surface of the cover 511 is shaped to protrude further toward the cover 521 (opening direction side) than the lower surface of the cover 511.
[0043] Furthermore, the first bridge drive unit 514 sinks the shaft towards the window panel 22, thereby sinking the first bridge 512 into the game board 31 through the hole 313 formed in the game board 31. By sinking the first bridge 512 into the game board 31, the first bridge 512 can guide game balls flowing down the game area between the cover 511 and the cover 521 to the outlet 39.
[0044] In this way, the first winning port 51 has an open state in which the first bridge 512 protrudes from the game board 31 to guide the game ball to the opening of the cover 511, and a closed state in which the first bridge 512 is retracted into the game board 31 to guide the game ball to the outlet 39. The first bridge driving unit 514 drives the first bridge 512 to set the first winning opening 51 to either an open state or a closed state.
[0045] In other words, the first bridge 512 functions as a first guide that guides the gaming ball to the first winning hole 51. The first bridge driving unit 514 sets the first bridge 512 to an active state (open state) by protruding the first bridge 512 from the game board 31, and sets the first bridge 512 to an inactive state (closed state) by retracting the first bridge 512 from the game board 31.
[0046] As mentioned above, the protruding width D1 of the first bridge 512 from the game board 31 is set to be narrower than the diameter of the game ball, so that the first bridge 512 can be quickly immersed in the game board 31 compared to when it is set to the same width as the diameter of the game ball, for example. According to this, the first bridge driving unit 514 can prevent over-entry, in which a game ball that was guided to the opening of the cover 511 by the first bridge 512 just before the first winning opening 51 was set to the closed state is allowed to enter the first winning opening 51 immediately after the first winning opening 51 is set to the closed state.
[0047] Furthermore, as mentioned above, the upper surface of cover 511 is shaped to protrude further toward cover 521 (opening direction) than the lower surface of cover 511, so when first winning opening 51 is set to a closed state, game balls are less likely to accidentally enter first winning opening 51 compared to when the upper surface of cover 511 is shaped not to protrude further toward cover 521 (opening direction) than the lower surface of cover 511. In this embodiment, the upper surface of the cover 511 is shaped to protrude further toward the cover 521 (opening direction side) than the lower surface of the cover 511, but it may be shaped not to protrude.
[0048] Figure 10 is a perspective view of the variable winning device when the second bridge is protruding. Figure 11 is a three-sided view of the variable winning device when the second bridge is protruding. Figure 12 is a perspective view showing the detailed configuration of the first bridge and the second bridge when the second bridge is protruding. Specifically, Figure 10 is a view of the front of the variable winning device 5 seen from diagonally above right. Also, Figure 11(A) is a cross-sectional view of the variable winning device 5 seen from the top, Figure 11(B) is a front view of the variable winning device 5, and Figure 11(C) is a cross-sectional view of the variable winning device 5 seen from the right side. 10 to 12 are diagrams showing the variable winning device 5 in a state where only the second bridge 522 is protruded.
[0049] 10 to 12, the second bridge drive unit 524 projects the shaft toward the window panel 22, thereby causing the second bridge 522 to project from the game board 31 through the hole 314 formed in the game board 31 (see the arrows in FIGS. 11 and 12). The second bridge 522 is provided so as to slope from the lower end of the cover 521 to the upper end of the cover 511, and so by projecting from the game board 31, game balls flowing down the game area between the cover 511 and the cover 521 can be guided to the opening of the cover 521 (see the arrow in FIG. 11).
[0050] Here, the protruding width D1 of the second bridge 522 from the game board 31 is set to be narrower than the distance D2 between the game board 31 and the panel 53. In other words, the protruding width D1 of the second bridge 522 from the game board 31 is set to be narrower than the diameter of a game ball. In this embodiment, the protruding width D1 of the second bridge 522 from the game board 31 is set to be narrower than the diameter of the game ball, but it may also be set to be the same width as the diameter of the game ball, or may be set to be wider than the diameter of the game ball.
[0051] The opening width of the cover 521 is set to become narrower from the entrance side (left side) to the back side (right side). This allows the cover 521 to allow the game ball guided along the slope of the first bridge 522 to smoothly enter the second winning opening 52. The upper surface of the cover 521 is shaped to protrude further toward the cover 511 (opening direction side) than the lower surface of the cover 521.
[0052] In addition, the second bridge drive unit 524 sinks the shaft toward the window panel 22, thereby sinking the second bridge 522 into the game board 31 through the hole 314 formed in the game board 31. By sinking the second bridge 522 into the game board 31, it is possible to guide game balls flowing down the game area between the cover 511 and the cover 521 to the outlet 39.
[0053] In this way, the second winning port 52 has an open state in which the second bridge 522 protrudes from the game board 31 to guide the game ball to the opening of the cover 521, and a closed state in which the second bridge 522 is retracted into the game board 31 to guide the game ball to the outlet 39. The second bridge driving unit 524 drives the second bridge 522 to set the second winning opening 52 to either an open state or a closed state.
[0054] In other words, the second bridge 522 functions as a second guide that guides the gaming ball to the second winning hole 52. The second bridge driving unit 524 sets the second bridge 522 to an active state (open state) by protruding the second bridge 522 from the game board 31, and sets the second bridge 522 to an inactive state (closed state) by retracting the second bridge 522 from the game board 31.
[0055] As mentioned above, the protruding width D1 of the second bridge 522 from the game board 31 is set to be narrower than the diameter of the game ball, so that the second bridge 522 can be quickly immersed in the game board 31 compared to when the width is set to be the same as the diameter of the game ball, for example. According to this, the second bridge driving unit 524 can prevent over-entry, which occurs when a game ball that was guided into the opening of the cover 521 by the second bridge 522 just before the second winning opening 52 was set to the closed state is allowed to enter the game ball immediately after the second winning opening 52 is set to the closed state.
[0056] Furthermore, as mentioned above, the upper surface of cover 521 is shaped to protrude further toward cover 511 (opening direction) than the lower surface of cover 521, so when second winning opening 52 is set to a closed state, game balls are less likely to accidentally enter second winning opening 52 compared to when the upper surface of cover 521 is shaped to not protrude further toward cover 511 (opening direction) than the lower surface of cover 521. In this embodiment, the upper surface of the cover 521 is shaped to protrude further toward the cover 511 (opening direction side) than the lower surface of the cover 521, but it may be shaped not to protrude.
[0057] Here, the first winning opening 51 and the second winning opening 52 are normally set to a closed state where game balls cannot enter. Then, when a player wins the internal lottery to switch to the open / close execution mode and switches to the open / close execution mode, the first winning opening 51 or the second winning opening 52 is set to an open state where game balls can enter. The open / close execution mode (specific control state) refers to a mode in which the first winning opening 51 or the second winning opening 52 is set to an open state, allowing game balls to enter the first winning opening 51 or the second winning opening 52. In the open / close execution mode, one round of play is defined as the period from when the first winning opening 51 or the second winning opening 52 is set to an open state until it is set to a closed state again.
[0058] In the following description, the first winning opening 51 and the second winning opening 52 will also be simply referred to as the big winning opening 50.
[0059] Returning to the explanation of the game board 31, the configuration of the main display device 42 and the like will be explained with reference to FIG. As shown in Figure 2, the main display device 42 has a main display section 45 and a display section 46 for special effects, and is configured by arranging multiple display devices such as a segment display (not shown) in which multiple segment light-emitting sections are arranged in a predetermined manner, and a dot display. The main display device 42 is provided on the game board 31 so as to bulge toward the window panel 22 provided on the front side thereof. In other words, the main display device 42 is visible from the front of the pachinko machine 10 through the window panel 22. The distance between the main display device 42 and the window panel 22 is narrower than the width of one game ball. This prevents the pachinko machine 10 from dropping game balls between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents game balls from dropping in front of the main display device 42.
[0060] The main display unit 45 includes a first result display unit 45a for displaying the result of an internal lottery conducted based on a win at the upper operating port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on a win at the lower operating port 37 (see FIG. 14). Note that the main display unit 45 may further include a round display unit for indicating the number of rounds of play in the open / close execution mode when the open / close execution mode is selected (or when the open / close execution mode is selected).
[0061] The first result display unit 45a executes a variable display of the image triggered by a winning entry into the upper operating port 36, and displays the result of the internal lottery conducted based on the winning entry into the upper operating port 36 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 45a displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode. The second result display unit 45b executes a variable display of the image triggered by a winning entry into the lower actuation port 37, and displays the result of the internal lottery conducted based on the winning entry into the lower actuation port 37 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 45b displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.
[0062] In this manner, in this embodiment, the upper actuation port 36 and the lower actuation port 37 function as a starting ball entry means that allows game balls flowing down the game area to enter and that executes an internal lottery when a game ball enters.
[0063] The device display unit 46 executes a variable display of the image triggered by a win at each through gate 41, and displays the result of the internal lottery conducted based on the win at each through gate 41 as a result of stopping the variable display. If the result of the internal lottery corresponds to a transition to an electric role open state, the device display unit 46 displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to an electric role open state. In this electric role open state, the electric device 37a provided in the lower operating port 37 is opened in a predetermined manner.
[0064] In this embodiment, the main display unit 45 and the accessory display unit 46 are configured with a segment display, a dot display, or the like, but are not limited to these and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. Furthermore, the pictures variably displayed on the main display unit 45 and the accessory display unit 46 may be configured to variably display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors that are switched between.
[0065] The variable display unit 43 is equipped with a pattern display device 47 that variably displays (variably displays or switchably displays) a pattern, which is a type of picture. The variable display unit 43 also has a center frame 48 that is arranged to surround the pattern display device 47. The upper part of this center frame 48 is arranged to bulge out towards the window panel 22 provided on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 47, and is configured to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls.
[0066] The symbol display device 47 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 47 starts a variable display of symbols based on a winning entry into the upper actuation port 36 or the lower actuation port 37. That is, when the symbol display device 47 executes a variable display in the first result display section 45a of the main display section 45 and when the symbol display device 47 executes a variable display in the second result display section 45b of the main display section 45, the symbol display device 47 executes a variable display accordingly. The pattern display device 47 is not limited to a liquid crystal display device, but may be a plasma display device, an organic EL display device, a CRT, or other display device.
[0067] The center frame 48 has a first hold lamp section 49a provided in the lower left area of the pattern display device 47, a second hold lamp section 49b provided in the lower right area of the pattern display device 47, and a third hold lamp section 49c provided in the area to the right of the second hold lamp section 49b.
[0068] The first reserve lamp section 49a is a section that displays the number of reserved game balls that have entered the upper operating port 36, and lights up according to the number of reserved game balls. This first reserve lamp section 49a can reserve up to four game balls, and corresponds to the variable display of the first result display section 45a and the pattern display device 47. The second reserve lamp section 49b is a section that displays the number of reserved game balls that have entered the lower operating port 37, and lights up according to the number of reserved game balls. This second reserve lamp section 49b can reserve up to four game balls, and corresponds to the variable display of the second result display section 45b and the symbol display device 47. The third reserve lamp section 49c is a section that displays the number of reserved game balls that have entered each through gate 41, and lights up according to the number of reserved balls. This third reserve lamp section 49c can reserve up to four game balls, and corresponds to the variable display of the accessory display section 46. Each of the reservation lamp sections 49a to 49c may have another configuration, such as being displayed as an image on a part of the pattern display device 47.
[0069] FIG. 13 is a diagram showing the display screen of the pattern display device. As shown in Fig. 13, the display screen G of the symbol display device 47 is divided into three display areas, and each display area displays a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3, in order from left to right. Each symbol column Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, with "1" following "8". In Fig. 13, the center line of each display area is indicated by a dashed line.
[0070] The symbol display device 47 starts a variable display of symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment) based on a winning entry into the upper actuation port 36 or the lower actuation port 37, thereby executing a game-round effect on the display screen G. This game-round effect switches from a variable display to a static display in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2, and finally ends with the predetermined symbols statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 45 and the symbol display unit 47 start to display a variable display based on winnings in the operating ports 36 and 37 until a predetermined stop result is displayed.
[0071] The manner in which the symbols are displayed in a variable manner on the symbol display device 47 is not limited to this and is arbitrary. For example, the number of symbol rows, the direction of scrolling of each symbol row, the number of symbols in each symbol row, etc. can be changed as appropriate. Furthermore, the symbols in each symbol row may be a combination of pictures and numbers, or may be pictures only, instead of numbers only.
[0072] <Electrical configuration of pachinko machine 10> FIG. 14 is a block diagram showing the electrical configuration of a pachinko machine. As shown in Fig. 14, the pachinko machine 10 comprises a main control device 60, an audio / light emitting control device 90, and a display control device 100, which are mounted on the rear side of the inner frame. The pachinko machine 10 also comprises a payout control device 70 that executes payout control to make the payout device 71 described above pay out game balls, and a power / launch control device 80 that executes launch control to make the game ball launch mechanism 81 described above launch game balls, and these devices are mounted on a back pack unit.
[0073] The main control device 60 includes a main control board 61 that controls the main game (main control) and a power outage monitoring board 65 that monitors the power supply. The main control device 60 also includes a board box that houses the main control board 61 and other components. This board box may be equipped with a trace means for leaving a trace upon opening, or a trace structure for leaving a trace upon opening. Specifically, the trace means may include a structure in which the board box is formed by joining multiple case bodies and a joint (crimped portion) is provided that requires destruction of a predetermined portion when the case bodies are separated, or a structure in which a seal sticker is attached across the boundaries between multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object when peeled. Furthermore, the trace structure may include a structure in which an adhesive is applied to the boundaries between these case bodies.
[0074] The main control board 61 includes an MPU 62 mounted on the main control board 61, and a ROM 63 and a RAM 64 that constitute the MPU 62. The MPU 62 is a chip-like device that combines the ROM 63 and RAM 64 with a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that serves as a random number generator. In this embodiment, the ROM 63 and RAM 64 are integrated into a single chip for the MPU 62, but they may be integrated into individual chips. This also applies to the MPUs of the other control devices other than the main control device 60.
[0075] The ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The ROM 63 has various areas such as a win / lose table storage area 63a, an allocation table storage area 63b, and a reach table storage area 63c. These areas will be described in detail later. The RAM 64 is a memory for temporarily storing various data when the control program stored in the ROM 63 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 64 has various areas such as a counter area 64a, a reserved ball storage area 64b, and an electric role reserved area 64c. These areas will be described in detail later.
[0076] The MPU 62 has an input port and an output port. The input port of the MPU 62 is connected to the power failure monitoring board 65 provided in the main control device 60 and to the plurality of detection sensors 40a to 40f. The output port of the MPU 62 is connected to the power failure monitoring board 65, the payout control device 70, and the sound and light emission control device 90. The output port of the MPU 62 is also connected to the electric accessory drive unit 37b that opens and closes the electric accessory 37a of the lower operating port 37, the first bridge drive unit 514 that moves the first bridge 512 of the variable winning device 5 forward and backward, the second bridge drive unit 524 that moves the second bridge 522 of the variable winning device 5 forward and backward, the main display unit 45, and the accessory display unit 46.
[0077] The main control board 61 includes a driver circuit. The MPU 62 controls the operation of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 62 controls the operation of the electric role drive unit 37b to open and close the electric role 37a. In the opening / closing execution mode, the MPU 62 controls the operation of the first bridge drive unit 514 and the second bridge drive unit 524 to extend and retract the first bridge 512 and the second bridge 522. In each game, the MPU 62 controls the display of the main display unit 45 to display the results of an internal lottery based on winnings at the actuation ports 36 and 37. Furthermore, the MPU 62 controls the display of the role display unit 46 to display the results of an internal lottery based on winnings at the through gates 41.
[0078] The power failure monitoring board 65 acts as a relay between the main control board 61 and the power supply and launch control device 80, which has the function of supplying operating power, and monitors the stable 24 volt DC voltage output from the power supply and launch control device 80. Therefore, the MPU 62 receives power via the power failure monitoring board 65. The detection sensors 40a to 40f are provided in one-to-one correspondence with the upper operating port 36, the lower operating port 37, and the various winning ports of the variable winning device 5, the outlet port 39, and each through gate 41. Based on the detection results of the detection sensors 40a to 40f, the MPU 62 performs winning determination (ball entry determination) for the various winning ports, the outlet port 39, and each through gate 41. The MPU 62 also performs an internal lottery based on the winning determination for the upper operating port 36 or the lower operating port 37.
[0079] The payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls and loan balls (game balls loaned to players when playing) based on commands (control instructions) sent from the main control device 60.
[0080] The power supply and launch control device 80 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply and launch control device 80 generates the operating power required for the main control board 61, payout control device 70, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply and launch control device 80 is equipped with a power supply unit for use in the event of a power outage, such as a backup capacitor. This power supply unit for use in the event of a power outage supplies power for maintaining memory to the RAM 64 of the main control device 60 even in the event of a power outage in which the power supply to the pachinko machine 10 is cut off.
[0081] The power supply and launch control device 80 also executes launch control to cause the game ball launch mechanism 81 to launch game balls. Here, the game ball launch mechanism 81 includes a launch rail extending toward the guide rail 34 of the game board 31, a ball feed device that supplies game balls stored in the upper tray 25a onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 34. When predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal (launch permission signal) to this solenoid, causing the game balls to be launched.
[0082] <Electrical configuration for executing internal lottery in MPU 62 of main control device 60> FIG. 15 is a diagram showing the contents of each counter used in the internal lottery. As shown in FIG. 15, the MPU 62 performs internal lotteries and the like by using the values (information) of the counters C1 to C3, CINI, CS, and C4. Specifically, the MPU 62 uses the jackpot random number counter C1 to determine whether a jackpot occurs, the jackpot type counter C2 to determine the type of the jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. The MPU 62 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and the variable type counter CS to determine the display duration on the main display unit 45 and the symbol display device 47. The MPU 62 also uses the electric role release counter C4 to determine whether or not to open the electric role 37a of the lower operating port 37. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter area 64a of the RAM 64 (see FIG. 14).
[0083] Each time the counters C1 to C3, CINI, CS, and C4 are updated, 1 is added to the previous value, and the counters are loop counters that return to 0 after reaching their maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of RAM 64. Of the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 64b (see FIG. 14) provided as acquired information storage means in RAM 64 when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Furthermore, of the values stored in the lottery counter buffer, the value of the electric role release counter C4 is stored in an electric role reserve area 64c (see FIG. 14) of RAM 64 when a gaming ball enters each through gate 41.
[0084] The reserved ball storage area 64b includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.
[0085] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 has a storage capacity large enough to store a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order in accordance with the entry of game balls into the upper actuation port 36. Specifically, when multiple consecutive entries into the upper actuation port 36 occur, the MPU 62 stores the reserve information in chronological order in the first area Ra1, the second area Ra2, the third area Ra3, and the fourth area Ra4.
[0086] In this way, the first result display holding area Ra has four memory areas, so that up to four winning game balls can be held in the upper operating port 36. The first result display holding area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. The number of retained pieces associated with the upper operating port 36 is not limited to four and can be any number, such as two, three, five or more, or it can be single.
[0087] The second result display reserve area Rb, provided as the second acquired information storage means, includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store a set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in the areas Rb1 to Rb4 in chronological order in accordance with the entry of game balls into the lower actuation port 37. Specifically, when multiple consecutive wins into the lower actuation port 37 occur, the MPU 62 stores the reserve information in chronological order in the first area Rb1, the second area Rb2, the third area Rb3, and the fourth area Rb4.
[0088] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 37. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. The number of retained items related to the lower operating port 37 is not limited to four and can be any number, such as two, three, five or more, or it can be single.
[0089] The execution area AE is an area for moving the reserved information stored in the memory area of the first result display unit reserved area Ra or the second result display unit reserved area Rb when starting the variable display of each result display unit 45a, 45b.
[0090] The electric winnings holding area 64c has four memory areas, similar to the first result display holding area Ra and the second result display holding area Rb. Therefore, up to four winning game balls can be held in each through gate 41. The number of reserved items for each through gate 41 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.
[0091] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric accessory opening counter C4 will be described. The electric accessory opening counter C4 is a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 250. The electric role opening counter C4 is periodically updated, and the updated value is stored in the electric role holding area 64c of the RAM 64 via the lottery counter buffer at the timing when a game ball enters each through gate 41. Then, the MPU 62 executes a lottery (electric role release lottery) to determine whether or not to put the electric role 37a of the lower operating port 37 into an electric role release state based on the value of the electric role release counter C4 stored in the electric role holding area 64c.
[0092] Here, the pachinko machine 10 has a plurality of support modes that differ from each other in the frequency with which the electric device 37a is set to the open state to allow the game ball to enter the lower operating port 37. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) in which the electric device 37a is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric device 37a is set to the open state relatively frequently.
[0093] 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 is the same (for example, 4 / 5 in both). However, in the high-frequency support mode, when the electric role opening state is won, the electric role 37a is set to the open state more times than in the low-frequency support mode, and the opening time for each electric role 37a is set to the open state is longer. Also, in the high-frequency support mode, the closing time for setting the electric role 37a to the closed state between each opening in one electric role opening state is shorter than the opening time for one opening. Furthermore, in the high-frequency support mode, the minimum waiting time (the duration of one variable display on the role display unit 46) between the end of the electric role opening lottery and the next electric role opening lottery is shorter than in the low-frequency support mode.
[0094] Therefore, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than in the low frequency support mode. In other words, in the low frequency support mode, the gaming ball is more likely to enter the upper actuation port 36 than the lower actuation port 37. Also, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than the upper actuation port 36. When a winning ball is detected in the lower operating port 37, a predetermined number of prize balls are paid out, so in the high frequency support mode, the player can play without losing too many game balls.
[0095] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. For example, the high-frequency support mode may be configured to increase the probability of winning the electric role open state in the electric role open lottery compared to the low-frequency support mode. Furthermore, for example, multiple types of set times may be prepared, and the high-frequency support mode may be configured to make it easier to select a short set time compared to the low-frequency support mode, or to shorten the average selected set time. Furthermore, by combining the conditions of the number of times the electric role 37a is set to the open state, the open time, and the set time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric role 37a to the open state compared to the low-frequency support mode.
[0096] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599 by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 599. Furthermore, each time the jackpot random number counter C1 goes through one loop, it reads the value of the random number initial value counter CINI at that time as its initial value. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the jackpot random number counter C1.
[0097] The jackpot random number counter C1 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserved area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery for the occurrence of a jackpot (win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b.
[0098] FIG. 16 is a diagram showing a win / lose table that stores the random number values that will result in a big win. Among the values of the jackpot random number counter C1, the value of the random number that will result in a jackpot is stored as a win / loss table (win / loss information group) in the win / loss table storage area 63a (see Figure 14) of ROM 63, which is provided as a win / loss information group storage means, as shown in Figure 16.
[0099] Here, the pachinko machine 10 has two winning / losing lottery modes: a low probability mode (low probability state) in which it is difficult to win a jackpot, and a high probability mode (high probability state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (low probability winning / losing information group) shown in Figure 16(a) and a winning / losing table for the high probability mode (high probability winning / losing information group) shown in Figure 16(b). The MPU 62 compares these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b, thereby executing a lottery to determine whether a jackpot will occur.
[0100] These winning / losing tables have the results (winning / losing results) of the lottery for multiple jackpots, including "jackpot win," "special losing result," and "normal losing result." Specifically, in a gaming state in which the winning / losing table for the low probability mode is referenced when drawing the lottery for the jackpot, there are two random number values that result in a "jackpot win," as shown in Figure 16(a). In contrast, in a gaming state where the hit / miss table for the high probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are 21 random number values that result in a "jackpot win," as shown in Figure 16(b). Here, the random number values that result in a "jackpot win" stored in the hit / miss table for the low probability mode are included in the random number values that result in a "jackpot win" stored in the hit / miss table for the high probability mode.
[0101] The values and numbers of random numbers stored in each hit / miss table are arbitrary, as long as the high probability mode has a higher probability of "winning the jackpot" compared to the low probability mode. Also, the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the high probability mode does not have to include the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode.
[0102] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will result in a loss and not a jackpot. Here, as mentioned above, the pachinko machine 10 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results have in common that neither triggers a transition to the win / lose lottery mode or the support mode. However, they differ in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure result" does not trigger a transition to the opening / closing execution mode.
[0103] Next, the jackpot type counter C2 will be described. The jackpot type counter C2 is a loop counter that adds 1 to the previous value each time it is updated, and after reaching a maximum value of 29, returns to 0, thereby looping within the range of 0 to 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot type counter C2 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, when a jackpot occurs, the MPU 62 executes a lottery (distribution lottery) for the type of the jackpot based on the value of the jackpot type counter C2 stored in the reserved ball storage area 64b.
[0104] FIG. 17 is a diagram showing an allocation table that stores random number values related to allocation destinations for each type of big win. The random number values relating to the allocation destination of each type of jackpot are stored as an allocation table (allocation information group) in an allocation table storage area 63b (see FIG. 14) of a ROM 63 provided as an allocation information group storage means, as shown in FIG. 17. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 17(a) and a second allocation table (second allocation information group) shown in FIG. 17(b). The MPU 62 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 64b to execute a lottery for determining the type of big win.
[0105] The first allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the upper operating port 36. 17(a), the first allocation table allocates multiple allocation results, including "low probability result (special allocation result corresponding to low probability)," "non-explicit few-round high probability result (latent high probability result corresponding to few rounds)," "explicit few-round high probability result (high probability result corresponding to few rounds)," and "most favorable result (special allocation result corresponding to high probability)." Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result," "10 to 14" is allocated to "non-explicit few-round high probability result," "15 to 19" is allocated to "explicit few-round high probability result," and "20 to 29" is allocated to "most favorable result."
[0106] The second allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the lower operating port 37. 17(b), the second allocation table allocates two allocation results, "low probability result" and "most advantageous result." Specifically, in the second allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result," and "10 to 29" is allocated to "most advantageous result."
[0107] The respective allocation results differ in at least one of the following conditions (1) to (3). (1) Win / lose lottery mode after the opening / closing execution mode (2) Support mode after the opening / closing execution mode (3) Opening and closing control of the variable winning device 5 in the opening and closing execution mode
[0108] First, the difference between the winning / losing lottery modes (1) will be explained. The "low probability result" is a distribution result in which the win / loss lottery mode is set to the low probability mode after the end of the open / close execution mode, regardless of the win / loss lottery mode before the end of the open / close execution mode. This low probability mode continues at least until the win / loss lottery results in a "jackpot win." The "non-explicit few-round high probability result," "explicit few-round high probability result," and "most favorable result" are allocation results in which the win / loss lottery mode is set to the high probability mode after the open / close execution mode ends, regardless of the win / loss lottery mode before the open / close execution mode ends. This high probability mode continues at least until the win / loss lottery results in a "jackpot win."
[0109] Next, the difference in support mode (2) will be explained. The "low probability result" is a distribution result in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode transitions to the low frequency support mode when the number of times played reaches the end reference number (specifically, 100 times).
[0110] The "non-explicit few rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode will continue at least until the winning / losing lottery results in a "jackpot win." The "high probability result with fewer rounds" and the "most favorable result" are allocation results in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."
[0111] The difference in the manner of opening and closing control of the variable winning device 5 in the opening and closing execution mode (3) will be explained in detail later.
[0112] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 64b.
[0113] The reach display is an expected effect that occurs when the winning / losing lottery results in a "normal miss result" rather than a "jackpot win." Specifically, when the lottery results in a "normal miss" rather than a "jackpot win," the MPU 62 compares the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 64b to execute a lottery to determine whether or not to generate a reach display, and generates the reach display if the lottery determines that the reach display should be generated. The reach table is a table that stores random number values related to the generation of the reach display, and is stored in the reach table storage area 63c of the ROM 63 (see FIG. 14).
[0114] Here, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result," the pattern display device 47 displays, as a stop result, a combination of symbols having the same odd numbers or the same even numbers on the valid line L. Also, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the pattern display device 47 displays, as a stop result, a combination of symbols having the same even numbers on the valid line L. Furthermore, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in an "unspecified low-round high-probability result" or an "specified low-round high-probability result," or if the win / loss lottery results in a "special loss result" without a "jackpot win," the pattern display device 47 displays, as a stop result, a special combination of symbols having different numbers that would not be selected in the case of a "normal loss result" in the win / loss lottery, rather than a combination of symbols having the same numbers.
[0115] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in a "most favorable result" or a "low probability result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in an "unspecified low round high probability result" or an "explicit low round high probability result", or when the win / loss lottery results in a "special loss result" without a "jackpot win").
[0116] The reach display mode is such that some of the multiple pattern sequences Z1 to Z3 displayed on the display screen G of the pattern display device 47 (for example, pattern sequence Z1 and pattern sequence Z3) are displayed stopped on the valid line L, thereby displaying the same pattern combination to suggest the stopping result, and in this state, the remaining pattern sequences (for example, pattern sequence Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 10 can make the player hope that after the variable display starts on the pattern display device 47 and before the predetermined stop result is displayed, the player will have won the jackpot in the win / lose lottery and will have been allocated to a low probability result or a most favorable result in the allocation lottery.
[0117] The manner of reach display is not limited to this, and some of the pattern rows may be displayed statically and the remaining pattern rows may be displayed in a variable manner, with predetermined characters or the like displayed as animation in the background, or each pattern row may be displayed in a reduced size or hidden and predetermined characters or the like displayed as animation across almost the entire display screen G.
[0118] Here, the pachinko machine 10 has an expectation effect as a type of variable display of the symbol display device 47. The expectation effect is an effect that makes the player expect that he or she may have won the jackpot in the win / loss lottery after the variable display starts on the symbol display device 47 and before the predetermined stop result is displayed. Specifically, the pachinko machine 10 has two types of expectation effects: the reach display and the advance notice display.
[0119] The advance notice display is an expected effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss" rather than a "jackpot win." Instead of making the effect more likely to occur, this advance notice display may make it easier to select an effect with a low appearance rate, or these may be combined. The lottery as to whether or not to generate a reach display is executed by the main control device 60, whereas the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 90.
[0120] The mode of the advance notice display is such that, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 47, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, a portion of the symbol sequences (for example, the symbol sequence Z1) is displayed stationary on the activated line L and then multiple symbol sequences (for example, the symbol sequences Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when a reach display is generated and when a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. The preview display is not limited to this, and for example, the background may be changed and the shape of the symbol strings Z1 to Z3 may be changed and displayed.
[0121] Finally, we will explain the fluctuation type counter CS. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, and after reaching a maximum value of 198, it returns to 0. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, based on the value of the variation type counter CS stored in the lottery counter buffer, the MPU 62 determines the display duration of the pattern on the main display unit 45 and the display duration of the pattern on the pattern display device 47. These display durations will be described in detail later.
[0122] <Regarding various processes executed by the main control device 60> The MPU 62 of the main control device 60 executes timer interrupt processing and normal processing for progressing the game, as well as main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 62 also executes NMI interrupt processing that is activated by input of a power outage signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.
[0123] <Timer interrupt processing> FIG. 18 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 62 executes steps S101 to S105 periodically (for example, every 2 msec) as shown in FIG.
[0124] In step S101, the MPU 62 executes a read process for the plurality of detection sensors 40a-40f. In this read process, the MPU 62 reads the statuses of the plurality of detection sensors 40a-40f, determines the statuses, and stores the statuses in the RAM 64 as winning detection information. When the MPU 62 determines that the detection sensors 40a-40d corresponding to the various winning slots have detected the winning of a game ball, the MPU 62 sets a prize ball command for issuing a prize ball payout instruction and transmits the set command to the payout control device 70. For example, when the MPU 62 determines that the detection sensor 40c corresponding to the first winning slot 51 has detected the winning of a game ball, the MPU 62 transmits a prize ball command for issuing a prize ball payout instruction to the payout control device 70. When the MPU 62 determines that the detection sensor 40d corresponding to the second winning slot 52 has detected the winning of a game ball, the MPU 62 transmits a prize ball command for issuing a prize ball payout instruction to the payout control device 70. In addition, the payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls based on the prize ball command sent from the MPU 62.
[0125] In step S102, the MPU 62 updates the random number initial value counter CINI. Specifically, as described above, the MPU 62 updates the previous value of the random number initial value counter CINI by adding 1 to it, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the previous value of the random number initial value counter CINI has reached its maximum value when the MPU 62 adds 1 to it, the MPU 62 clears the value of the random number initial value counter CINI by returning it to 0.
[0126] In step S103, the MPU 62 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 62 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 by adding 1 to each of their previous values, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the maximum value has been reached when the MPU 62 adds 1 to each of the previous values of the counters C1 to C4, the MPU 62 clears the values of the counters C1 to C4 by resetting them to 0.
[0127] In step S104, the MPU 62 executes a winning process for through play. In this winning process for through play, if the MPU 62 determines that the detection sensor 40f corresponding to each through gate 41 has detected the winning of a game ball, the MPU 62 stores the value of the electric role opening counter C4 updated in step S103 in the electric role holding area 64c. In addition, the MPU 62 sets a command for turning on the third holding lamp unit 49c and transmits this set command to the sound and light emission control device 90. The sound and light emission control device 90 lights up the third reserve lamp unit 49c based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that enter the through gate 41 can be reserved is four, and the third reserve lamp unit 49c lights up in a number corresponding to this number of reserved balls.
[0128] In step S105, the MPU 62 executes the winning process for the operation port. The winning process for the operating port will be explained in detail below.
[0129] <Winning process for operating port> FIG. 19 is a flowchart showing the winning process for the operating port. In the winning process for the operating port, the MPU 62 executes steps S201 to S207 as shown in FIG.
[0130] In step S201, the MPU 62 determines whether a gaming ball has entered the upper actuation port 36 (start entry) by determining whether the detection sensor 40a corresponding to the upper actuation port 36 has detected the entry of a gaming ball. If the MPU 62 determines in step S201 that a gaming ball has entered the upper actuation port 36, in step S202, the MPU 62 determines the number of reserved balls stored in the first result display unit reserve area Ra and sets the reserved number as a first start reserve memory number RaN in a predetermined memory area in the first result display unit reserve area Ra. Thereafter, the MPU 62 executes the processes from step S205 onwards.
[0131] In contrast, if the MPU 62 determines in step S201 that a game ball has not entered the upper operating port 36, it determines in step S203 whether a game ball has entered the lower operating port 37 (initial entry) by determining whether the detection sensor 40b corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S203 that a gaming ball has not entered the lower actuation port 37, it terminates the winning process for the actuation port. If the MPU 62 determines in step S203 that a gaming ball has entered the lower actuation port 37, it determines the number of reserved balls stored in the second result display unit reserve area Rb in step S204, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. After that, the MPU 62 executes the processes from step S205 onward.
[0132] After executing the processing of step S202 or step S204, in step S205, MPU 62 determines whether the start pending memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this embodiment). If the MPU 62 determines in step S205 that the start pending memory number N is not less than the upper limit, it ends the winning process for the operating port. Also, if the MPU 62 determines in step S205 that the start pending memory number N is less than the upper limit, it updates the value of the start pending memory number N by adding 1 to it in step S206.
[0133] In step S207, MPU62 stores the sets of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as reserve information in the first free memory area in the reserve area for the result display section, i.e., the memory area corresponding to the start reserve memory number N updated in step S206.
[0134] For example, when the MPU 62 sets the first start pending memory number RaN in step S202, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the first result display unit reserve area Ra, i.e., the memory area corresponding to the first start pending memory number RaN updated in step S206. For example, when the MPU 62 sets the first start pending memory number RaN to "3" in step S202, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S206, "4".
[0135] Furthermore, for example, when the MPU 62 sets the second start pending memory number RbN in step S204, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the second result display unit reserve area Rb, i.e., the memory area corresponding to the second start pending memory number RbN updated in step S206. For example, when the MPU 62 sets the second start pending memory number RbN to "3" in step S204, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S206, "4."
[0136] In step S207, the MPU 62 sets a command for turning on the first reserved lamp unit 49a or the second reserved lamp unit 49b, and transmits the set command to the sound and light emission control device 90. After that, the MPU 62 ends the winning process for the operating port. The sound and light emission control device 90 lights up the first reserve lamp unit 49a or the second reserve lamp unit 49b based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 36 or the lower actuation port 37 is four, and the first reserve lamp unit 49a or the second reserve lamp unit 49b lights up in a number corresponding to this number of reserved balls.
[0137] <Normal processing> FIG. 20 is a flowchart of the normal process. The MPU 62 executes a main process (described later) that starts when the power is turned on, and then executes a normal process that is the main process for progressing the game. In this normal process, the MPU 62 executes steps S301 to S314, as shown in Fig. 20. Specifically, the MPU 62 executes steps S301 to S309 periodically at 4 msec intervals, repeatedly executes steps S308 to S311 when remaining time occurs, and executes step S312 and subsequent steps depending on the determination result of step S308.
[0138] In step S301, the MPU 62 executes an external output process for transmitting the command set in the timer interrupt process or the previous normal process to each control device on the sub-side. In this external output process, for example, the MPU 62 determines whether or not a prize ball command is set, and if it is determined that a prize ball command is set, it transmits the prize ball command to the payout control device 70. Also, for example, the MPU 62 determines whether or not a command for a presentation, such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an open / close execution mode, is set, and if it is determined that a command for a presentation is set, it transmits the command for the presentation to the sound and light emission control device 90.
[0139] In step S302, the MPU 62 updates the fluctuation type counter CS. Specifically, as described above, the MPU 62 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the maximum value has been reached when the MPU 62 adds 1 to the previous value of the fluctuation type counter CS, the MPU 62 clears the value of the fluctuation type counter CS by returning it to 0.
[0140] In step S303, the MPU 62 executes a game round control process for progressing the game round. In the game round control process, the MPU 62 executes a win / lose lottery and an allocation lottery, and also determines information related to the patterns to be finally stopped and displayed on the pattern display device 47 and the main display unit 45. In step S304, the MPU 62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 62 executes a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game number control process in step S303 and the game state transition process in step S304 will be explained in detail later.
[0141] In step S305, the MPU 62 executes a demo display execution determination process. In this demo display execution determination process, the MPU 62 determines whether or not a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after the end of a game round without starting a new game round, and if it determines that the start waiting period has elapsed, it transmits a demo command to the sound and light emission control device 90 to start the demo display. The audio and light emission control device 90 starts the demo display execution process based on the demo command sent from the MPU 62.
[0142] Here, the MPU 62 determines whether the start waiting period has elapsed by counting the number of times the process of step S305 is executed. For example, if the start waiting period is 30 seconds and the interval at which the process of step S305 is repeatedly executed is 4 msec, the MPU 62 counts the number of times the process of step S305 is executed and determines that the start waiting period has elapsed when the number of times reaches 7,500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Furthermore, if a new game round is started while the MPU 62 is counting the number of times the process of step S305 is executed, the MPU 62 resets the count value.
[0143] In step S306, the MPU 62 executes an electric role support process for executing drive control of the electric role 37a provided in the lower operating port 37. In this electric role support process, the MPU 62 executes an electric role release lottery based on the value of the electric role release counter C4 stored in the electric role reserve area 64c of the RAM 64, and executes opening and closing processing of the electric role 37a if the electric role release lottery is won. In addition, the MPU 62 executes display control of the role display unit 46 so as to display the result of the electric role release lottery.
[0144] In step S307, the MPU 62 executes a game ball launch control process. In this game ball launch control process, the MPU 62 causes the power supply and launch control device 80 to execute launch control to launch the game ball based on the player's rotation of the launch handle 27. Specifically, the power supply and launch control device 80 excites the solenoid of the game ball launch mechanism 81 at a predetermined cycle (0.6 seconds in this embodiment), thereby causing the game ball launch mechanism 81 to launch the game ball. The solenoid is excited so as to launch the game ball with a launch intensity corresponding to the amount of rotation of the launch handle 27. Furthermore, when predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal to the solenoid of the game ball launch mechanism 81 to launch the game ball.
[0145] In step S308, the MPU 62 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 64. This power outage flag is set in the RAM 64 when a power outage signal is input from the power outage monitoring board 65 to the NMI terminal of the MPU 62. The power outage monitoring board 65 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.
[0146] Here, the pachinko machine 10 sets various flags by assigning 1 to predetermined areas such as the RAM 64, and clears various flags by assigning 0. For example, the pachinko machine 10 sets a power outage flag by assigning 1 to a power outage flag storage area of the RAM 64, and clears the power outage flag by assigning 0 to the power outage flag storage area of the RAM 64.
[0147] If the MPU 62 determines in step S308 that the power failure flag is set, it executes the power failure processing from step S312 onwards without executing the processing from step S309 onwards. Specifically, in step S312, the MPU 62 prohibits the occurrence of timer interrupt processing. In step S313, the MPU 62 calculates and stores a RAM determination value (a checksum of the RAM 64). In step S314, the MPU 62 prohibits access to the RAM 64. Thereafter, the MPU 62 continues the infinite loop until the power is completely cut off and processing can no longer be executed.
[0148] On the other hand, if the MPU 62 determines in step S308 that the power outage flag is not set, it determines in step S309 whether the timing has come to execute the next normal processing, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the current normal processing started. If the MPU 62 determines in step S309 that it is not yet time to execute the next normal process, that is, if remaining time has occurred, it updates the random number initial value counter CINI in step S310 and updates the fluctuation type counter CS in step S311. Note that the MPU 62 repeatedly executes steps S308 to S311 until it determines in step S309 that it is time to execute the next normal process.
[0149] On the other hand, if the MPU 62 determines in step S309 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S301 again.
[0150] <Main processing> FIG. 21 is a flowchart showing the main processing. In the main processing, the MPU 62 executes steps S401 to S412 as shown in FIG. In step S401, the MPU 62 executes a startup process when power is turned on. In this startup process, the MPU 62 waits until a predetermined time (for example, about 500 msec) has elapsed after power is turned on, in order to wait for the sub-side control board (such as the control board of the audio and light emission control device 90) to become operable.
[0151] In step S402, the MPU 62 determines whether or not the permission / prohibition period of 1 second has elapsed. If the MPU 62 determines in step S402 that 1 second has not elapsed, it repeats the process of step S402. If the MPU 62 determines in step S402 that 1 second has elapsed, it executes the processes of step S403 and onward.
[0152] Here, the MPU 62 determines whether 1 second has elapsed by counting the number of times the process of step S402 is executed. For example, if the interval at which the process of step S402 is repeatedly executed is 0.1 msec, the MPU 62 counts the number of times the process of step S402 is executed and determines that 1 second has elapsed when the count reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.
[0153] In step S403, the MPU 62 permits access to the RAM 64. In step S404, the MPU 62 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 80 is on. If the MPU 62 determines in step S404 that the RAM erase switch is on, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S404 that the RAM erase switch is not on, it determines in step S405 whether or not a power outage flag is set in the power outage flag storage area of the RAM 64.
[0154] If the MPU 62 determines in step S405 that the power outage flag is not set, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S405 that the power outage flag is set, the MPU 62 calculates a RAM determination value in step S406. In step S407, the MPU 62 determines whether the RAM judgment value calculated in step S406 is normal or not, thereby confirming the validity of the data stored in the RAM 64. Specifically, the MPU 62 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.
[0155] If the MPU 62 determines in step S407 that the RAM determination value is not normal, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S407 that the RAM determination value is normal, the MPU 62 clears the power outage flag stored in the power outage flag storage area of the RAM 64 in step S408.
[0156] The validity of the data stored in RAM 64 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 64 may be confirmed by writing a keyword to a specified area of RAM 64 during power outage processing and determining whether or not this keyword has been written correctly during main processing.
[0157] As described above, if the MPU 62 determines in step S404 that the RAM erase switch is on, if it determines in step S405 that the power outage flag is not set, or if it determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. Specifically, the MPU 62 clears the work area of the RAM 64 in step S409, and initializes the RAM 64 in step S410.
[0158] Therefore, for example, the manager of the gaming facility can initialize the data stored in RAM 64 by turning on the power to the pachinko machine 10 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 10 initializes the data stored in RAM 64 if the power outage monitoring board 65 does not confirm the occurrence of a power outage or if the RAM determination value is abnormal.
[0159] After executing the processing of step S408 or step S410, MPU 62 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 90) in step S411, and in step S412 allows timer interrupt processing to occur and proceeds to the normal processing described above. By receiving the initial command sent in step S411, the sub-side control board recognizes that communication with the main control board 61 is normal, and performs its own initialization.
[0160] <Game play control processing> FIG. 22 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 62 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 62 determines whether or not the MPU 62 is in the opening / closing execution mode. If the MPU 62 determines in step S501 that the MPU 62 is in the opening / closing execution mode, the MPU 62 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 62 determines that the MPU 62 is in the opening / closing execution mode, the MPU 62 does not start the progress of the game round regardless of whether or not the entry of a game ball into each of the actuation ports 36, 37 is detected. The MPU 62 determines whether or not the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 64. This also applies to the following processes. The MPU 62 sets the open / close execution mode flag when transitioning to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.
[0161] On the other hand, if the MPU 62 determines in step S501 that the mode is not the open / close execution mode, it determines in step S502 whether the main display unit 45 is performing a variable display, that is, whether a game round is in progress. If it is determined in step S502 that the main display unit 45 is not in the process of changing display, the MPU 62 executes a game round start process in steps S503 to S505. On the other hand, when the MPU 62 determines in step S502 that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S506 to S509.
[0162] First, the game start process of steps S503 to S505 will be described. In step S503, the MPU 62 grasps the number of reserved items stored in the reserve area Ra for the first result display section and the number of reserved items stored in the reserve area Rb for the second result display section, and determines whether the total number CRN of these reserved items is equal to or less than 0. If the MPU 62 determines in step S503 that the total number CRN is equal to or less than 0, it terminates the game play control process.
[0163] On the other hand, if the MPU 62 determines in step S503 that the total number CRN is not equal to or less than "0", it executes a data setting process in step S504 to set the reserved information stored in the first result display unit reserved area Ra or the second result display unit reserved area Rb for consumption of a game round. After that, in step S505, the MPU 62 executes a variation start process to start variable display on the main display unit 45 and the symbol display device 47 to consume a game round, and ends the game round control process. The data setting process in step S504 and the fluctuation start process in step S505 will be described in detail below.
[0164] FIG. 23 is a flowchart illustrating the data setting process. In the data setting process, the MPU 62 executes steps S601 to S611 as shown in FIG. In step S601, the MPU 62 determines whether the second start pending memory count RbN in the reserve area Rb for the second result display unit, which was set in step S204 of the winning process for the activation port, is equal to or less than "0." If the MPU 62 determines in step S601 that the second start pending memory count RbN is equal to or less than "0," it executes data setting processing for the first result display unit in steps S602 to S606, and if it determines in step S601 that the second start pending memory count RbN is not equal to or less than "0," it executes data setting processing for the second result display unit in steps S607 to S611.
[0165] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, if the MPU 62 determines in step S601 that the second start pending memory number RbN is not equal to or less than "0," it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, if the MPU 62 determines that there is pending information stored in the second result display unit pending area Rb based on the winning of a gaming ball into the lower actuation port 37, it preferentially sets the pending information stored in the second result display unit pending area Rb for consumption of a game round, regardless of whether there is pending information stored in the first result display unit pending area Ra based on the winning of a gaming ball into the upper actuation port 36.
[0166] First, the data setting process for the first result display section in steps S602 to S606 will be described. In step S602, the MPU 62 subtracts 1 from the value of the first start pending memory number RaN in the first result display section pending area Ra to update it. In step S603, the MPU 62 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE. In step S604, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 62 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.
[0167] In step S605, the MPU 62 clears the second result display unit flag stored in the RAM 64. This second result display unit flag is a flag for specifying which of the first result display unit 45a and the second result display unit 45b has started variable display as a game round is played. In step S605, the MPU 62 clears the second result display unit flag, which indicates that the first result display unit 45a will start variable display based on the entry of a gaming ball into the upper actuation port 36 as a game round is played.
[0168] In step S606, the MPU 62 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the upper actuation port 36. The sound and light emitting control device 90 changes the lighting state of the first reserved lamp unit 49a based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit first reserved lamp units 49a as the number of reserved game balls that have entered the upper operating port 36 decreases.
[0169] Next, the data setting process for the second result display section in steps S607 to S611 will be described. In step S607, the MPU 62 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S608, the MPU 62 moves the reserved information stored in the first area Rb1 of the second result display section reserved area Rb to the execution area AE. In step S609, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 62 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3.
[0170] In step S610, the MPU 62 sets a second result display unit flag in the RAM 64. In this step S610, the MPU 62 sets the second result display unit flag, which indicates that the second result display unit 45b will start a variable display based on the entry of a gaming ball into the lower actuation port 37 when a game round is played.
[0171] In step S611, the MPU 62 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the second result display unit reserved area Rb based on the entry of a gaming ball into the lower actuation port 37. The sound and light emitting control device 90 changes the lighting state of the second reserved lamp unit 49b based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit second reserved lamp units 49b as the number of reserved game balls that have entered the lower actuation port 37 decreases.
[0172] FIG. 24 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start processing, the MPU 62 executes steps S701 to S718 as shown in FIG. In step S701, the MPU 62 determines whether the win / loss lottery mode is the high probability mode. If MPU62 determines in step S701 that the win / loss lottery mode is not the high probability mode, then in step S702 it reads out the win / loss table for the low probability mode (see Figure 16(a)) from the win / loss table memory area 63a of ROM63, and if it determines in step S701 that the win / loss lottery mode is the high probability mode, then in step S703 it reads out the win / loss table for the high probability mode (see Figure 16(b)) from the win / loss table memory area 63a of ROM63.
[0173] After executing the processing of step S702 or step S703, the MPU 62 executes a win / lose determination process in step S704. In this win / lose determination process, the MPU 62 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table read out in step S702 or step S703. As mentioned above, the win / lose result is one of "jackpot win," "special loss result," and "normal loss result," and this is the same whether the win / lose lottery mode is the low probability mode or the high probability mode.
[0174] In step S705, the MPU 62 determines whether the result determined in step S704 is a "jackpot win." If the MPU 62 determines in step S705 that the result is a "jackpot win," it executes the processes from step S706 onward, and if the MPU 62 determines in step S705 that the result is not a "jackpot win," it executes the processes from step S712 onward.
[0175] First, the process (the process from step S706 onwards) when the MPU 62 determines in step S705 that the result is a "jackpot win" will be described. In step S706, the MPU 62 determines whether the second result display section flag is set in the RAM 64.
[0176] If the MPU 62 determines in step S706 that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a will start displaying a variable value based on the entry of a game ball into the upper operating port 36, and therefore in step S707, the first allocation table (see Figure 17(a)) is read from the allocation table memory area 63b of the ROM 63. In contrast, if the MPU 62 determines in step S706 that the second result display unit flag is set in RAM 64, this indicates that the second result display unit 45b should start displaying a variable value based on the entry of a game ball into the lower operating port 37, and therefore in step S708, the second allocation table (see Figure 17(b)) is read from the allocation table memory area 63b of ROM 63.
[0177] After executing the process of step S707 or step S708, the MPU 62 executes allocation determination processing in step S709. In this allocation determination processing, the MPU 62 determines the result of the allocation lottery (allocation result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S707 or step S708.
[0178] In step S710, the MPU 62 executes a stop result setting process for a jackpot result. In this stop result setting process for a jackpot result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display unit 45 according to the allocation result determined in step S709, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display unit 45 by comparing the allocation result determined in step S709 with a stop result table for a jackpot result stored in advance in the ROM 63. This stop result table for a jackpot result specifies different patterns to be stopped and displayed in the main display unit 45 for each allocation result.
[0179] In step S711, the MPU 62 sets a flag corresponding to the allocation result determined in step S709 in the RAM 64. Specifically, if the MPU 62 determines that the allocation result is a "low probability result," it sets a low probability result flag; if it determines that the allocation result is an "unspecified low round high probability result," it sets a non-specified low round high probability result flag; if it determines that the allocation result is an "explicit low round high probability result," it sets a specified low round high probability result flag; and if it determines that the allocation result is a "most advantageous result," it sets a most advantageous result flag. Thereafter, the MPU 62 executes the processing from step S716 onwards. In each of the following processes, the MPU 62 determines the allocation result by referring to these flags.
[0180] Next, the process (the process from step S712 onwards) when the MPU 62 determines in step S705 that the result is not a "jackpot win" will be described. In step S712, the MPU 62 determines whether the winning / losing result determined in step S704 is a "special losing result." If MPU62 determines in step S712 that the pass / fail result is a "special failure result," it executes the processing from step S713 onwards, and if it determines in step S712 that the pass / fail result is not a "special failure result," it executes the processing from step S715 onwards.
[0181] In step S713, the MPU 62 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display section 45 by referring to a stop result table for a special losing result stored in the ROM 63 in advance. The pattern of the symbols set in this stop result table for a special losing result is different from the pattern of the symbols set in the stop result table for a jackpot result. In step S714, the MPU 62 sets a special miss flag in the RAM 64. In each of the following processes, the MPU 62 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.
[0182] In response to this, in step S715, the MPU 62 executes a stop result setting process for a normal loss result. In this stop result setting process for a normal loss result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display section 45 by referring to a stop result table for a normal loss result stored in advance in the ROM 63. The pattern of the symbols set in this stop result table for a normal loss result is different from the pattern of the symbols set in the stop result table for a jackpot result and the stop result table for a special loss result.
[0183] After executing the process of any one of steps S711, S714, and S715, the MPU 62 executes a process of setting the display duration (display duration period) in step S716. In the display duration setting process, the MPU 62 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 64.
[0184] Furthermore, in the display duration setting process, the MPU 62 determines whether or not a reach display will occur on the symbol display device 47. Specifically, the MPU 62 determines that a reach display will occur if the allocation result determined in step S709 is a "low probability result" or a "most advantageous result," and if the win / loss result determined in step S704 is a "normal loss result" and the reach occurrence lottery is won. As described above, the MPU 62 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 63c of the ROM 63 with the value of the reach random number counter C3 stored in the reserved ball storage area 64b.
[0185] When the MPU 62 determines that a reach display will occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for reach occurrence stored in the reach table memory area 63c of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64. In contrast, when the MPU 62 determines that a reach display will not occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for non-reach occurrence stored in the reach table memory area 63c of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64.
[0186] Specifically, the display duration table for when a reach does not occur is set so that the display duration shortens as the number of reserved items increases. Therefore, the display duration when the reserved information related to the upper actuation port 36 is consumed is set so that the display duration shortens as the number of reserved items related to the upper actuation port 36 increases. And the display duration when the reserved information related to the lower actuation port 37 is consumed is set so that the display duration shortens as the number of reserved items related to the lower actuation port 37 increases. Also, the display duration table for when a reach does not occur is set so that the display duration shortens when the support mode is the high-frequency support mode compared to when it is the low-frequency support mode. In other words, if the number of reserved items is the same, the display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.
[0187] The display duration table for non-reach occurrence may be set to the opposite relationship to the above, such that the display duration becomes longer as the number of reserved items increases, or may be configured not to change depending on the number of reserved items or support mode. Also, separate display duration tables may be set for the win / fail result and the allocation result.
[0188] In step S717, the MPU 62 sets a variation command and a type command. In step S301 of the normal process, the MPU 62 transmits the variation command and type command set in step S717 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the variation command and the type command transmitted from the MPU 62. This process will be described in detail later.
[0189] The variation command includes information regarding the display duration time, but does not include information regarding whether or not a reach display will occur. Here, as described above, the display duration determined by referring to the display duration table for reach occurrence and the display duration determined by referring to the display duration table for reach non-occurrence are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 90, which is the sub-side control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may directly include information on whether or not a reach display will occur.
[0190] The type command includes information related to the win / loss result. In other words, the type command includes information related to the win / loss result, such as a "jackpot win," a "special loss result," and a "normal loss result." The type command also includes information related to the allocation result. In other words, the type command includes information related to the "low probability result," "non-explicit low round high probability result," "explicit low round high probability result," and "most advantageous result," such as information related to the allocation result. In the following description, the win / loss result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.
[0191] In step S718, the MPU 62 determines whether the second result display unit flag is set in the RAM 64, and based on the determination result, starts a variable display on the main display unit 45. Thereafter, the MPU 62 ends the variable start process. Specifically, when the MPU 62 determines that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a changing value based on the entry of a game ball into the upper operating port 36 when a game round is played, and so the MPU 62 causes the first result display unit 45a to start displaying a changing value. On the other hand, when the MPU 62 determines that the second result display unit flag is set in the RAM 64, this indicates that the second result display unit 45b should start displaying a changing value based on the entry of a game ball into the lower operating port 37 when a game round is played, and so the MPU 62 causes the second result display unit 45b to start displaying a changing value.
[0192] Returning to the explanation of the game round control process, the game round progress process in steps S506 to S509 will be explained with reference to FIG. In step S502, the MPU 62 determines whether or not the main display unit 45 is performing a variable display, and if it determines that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S506 to S509.
[0193] In step S506, the MPU 62 determines whether the display duration time set in step S716 of the variation start processing has elapsed. Specifically, the MPU 62 determines whether the value set in the display duration time counter of the RAM 64 has become equal to or less than "0." Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.
[0194] If the MPU 62 determines in step S506 that the display duration time has not elapsed, it executes a variable display process in step S507. In this variable display process, the MPU 62 updates the display of the main display unit 45 during the variable display. Thereafter, the MPU 62 ends the game number control process.
[0195] On the other hand, if the MPU 62 determines in step S506 that the display duration time has elapsed, it executes a variation end process in step S508. In this variation end process, the MPU 62 identifies information (information related to the pattern to be finally stopped and displayed on the main display unit 45) stored in the RAM 64 in any one of steps S710, S713, and S715 of the variation start process executed when starting a variable display on the main display unit 45. Then, at the end of a game round, the MPU 62 executes display control of the main display unit 45 so that a pattern corresponding to this identified information is displayed on the main display unit 45 during the variable display.
[0196] Here, the image that is finally stopped and displayed on the main display unit 45 differs depending on the type of game result. Therefore, the manager of the gaming facility or the like can check the game result by visually checking the main display unit 45 at the end of a game round. This allows the manager of the gaming facility or the like to easily check whether or not fraudulent activity is being committed, for example, by attempting to make the pachinko machine 10 behave in the same way as if it had won a lottery for a jackpot. Furthermore, the main display unit 45 has a smaller display area than the display screen G of the symbol display device 47, and the symbols displayed in a stopped state on the main display unit 45 are harder for the player to recognize than the symbol strings Z1 to Z3 displayed in a stopped state on the display screen G of the symbol display device 47. Therefore, when a round of play ends, the player will determine whether or not they have won a jackpot by checking the display screen G of the symbol display device 47 rather than the main display unit 45, which can increase the attention paid to the display screen G.
[0197] In step S509, the MPU 62 sets a fluctuation end command. In step S301 of the normal processing, the MPU 62 transmits the fluctuation end command set in step S509 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the game number control processing. The sound and light emitting control device 90 executes processing to end the presentation of the game round based on the variation end command transmitted from the MPU 62. Here, the sound and light emitting control device 90 may be configured to end the presentation of the game round independently without needing to receive the variation end command.
[0198] <Game state transition processing> FIG. 25 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 62 executes steps S801 to S815 as shown in FIG. In step S801, the MPU 62 determines whether or not the opening / closing execution mode is in progress. If it is determined in step S801 that the MPU 62 is not in the opening / closing execution mode, it executes the processes in step S802 and thereafter. On the other hand, if the MPU 62 determines in step S801 that the opening / closing execution mode is in progress, it executes the processes from step S812 onwards.
[0199] First, the process (the process from step S802 onwards) when it is determined in step S801 that the MPU 62 is not in the opening / closing execution mode will be described. In step S802, the MPU 62 determines whether or not the variable display has ended on the main display unit 45. If the MPU 62 determines in step S802 that the variable display on the main display unit 45 has not ended, it ends the game state transition process. On the other hand, when the MPU 62 determines in step S802 that the variable display of the main display unit 45 has ended, it determines in step S803 whether the winning / losing result corresponds to a transition to the open / close execution mode. Specifically, the MPU 62 determines whether the winning / losing result is a "jackpot win" or a "special loss result."
[0200] If the MPU 62 determines in step S803 that the pass / fail result corresponds to a transition to the opening / closing execution mode, it sets an opening / closing execution mode flag in the RAM 64 and then executes the processing from step S804 onwards. In contrast, if MPU62 determines in step S803 that the win / loss result does not correspond to transition to the opening / closing execution mode (if it determines that the win / loss result is a "normal miss result"), it terminates the game state transition processing.
[0201] In step S804, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S804 that the winning / losing result is a "special losing result," then in step S805, it sets "2" to the opening / closing counter SOC provided in the various counter area 64a of the RAM 64. This opening / closing counter SOC is a counter that allows the MPU 62 to determine the total number of times the large winning opening 50 of the variable winning device 5 is opened and closed when transitioning to the opening / closing execution mode.
[0202] In contrast, if MPU62 determines in step S804 that the win / loss result is not a "special miss result," i.e., if it determines that the win / loss result is a "jackpot win," it determines in step S806 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0203] If the MPU 62 determines in step S806 that the allocation result is a low-round high-probability result, then in step S807, it sets "2" to the round counter RC provided in the various counter area 64a of the RAM 64. If the MPU 62 determines in step S806 that the allocation result is not a low-round high-probability result, that is, if it determines that the allocation result is a "low-probability result" or a "most advantageous result," then in step S808, it sets "15" to the round counter RC. This round counter RC is a counter that allows the MPU 62 to specify the number of rounds of play when transitioning to the open / close execution mode.
[0204] Here, the pachinko machine 10 has a plurality of opening / closing execution modes with different ending conditions. Specifically, the pachinko machine 10 has, as opening / closing execution modes, a round number-defined mode to which the machine shifts when the win / loss result is a "jackpot win" and an opening / closing number-defined mode to which the machine shifts when the win / loss result is a "special loss result."
[0205] The round number setting mode ends when a predetermined number of round games have been played, where the number of round games corresponds to the value set in the round counter RC. The opening / closing number-defined mode ends when the large prize opening 50 has been opened and closed a predetermined total number of times, or when a predetermined number of game balls have entered the large prize opening 50. Here, the total number of times the large prize opening 50 has been opened and closed corresponds to the value set in the opening / closing counter SOC. This opening / closing number-defined mode does not end when the number of rounds of play has been reached.
[0206] The pachinko machine 10 opens and closes the big prize opening 50 once per round of play. One round of play continues until one of the following two conditions is met. In other words, after setting the big prize opening 50 to an open state, the pachinko machine 10 sets the big prize opening 50 to a closed state again by meeting one of the following two conditions. (1) The predetermined maximum duration (maximum duration) has elapsed. (2) The total number of winning balls in the major winning slot 50 reaches a predetermined upper limit.
[0207] After executing the process of step S808, the MPU 62 executes a prize ball determination process in step S809.
[0208] FIG. 26 is a diagram showing a flowchart of the prize ball determination process. In the winning ball determination process, the MPU 62 executes steps S901 to S903 as shown in FIG. In step S901, the MPU 62 executes a prize ball lottery process. In this prize ball lottery process, the MPU 62 executes a lottery to determine whether the number of prize balls in the variable prize winning device 5 will be large (15 in this embodiment) or small (10 in this embodiment) based on a predetermined probability (50% in this embodiment).
[0209] In step S902, the MPU 62 determines whether or not a multi-prize ball has been won in the prize ball lottery process in step S901. If it is determined in step S902 that a multi-prize ball has been won, the MPU 62 sets a multi-prize ball flag in the RAM 64 in step S903. This multi-prize ball flag is a flag for specifying that the number of prize balls of the variable prize winning device 5 is multi-prize balls. At the end of the open / close execution mode, the MPU 62 clears the multi-prize ball flag stored in the RAM 64. The MPU 62 also clears the multi-prize ball flag stored in the RAM 64 when the power is turned on.
[0210] On the other hand, if the MPU 62 determines in step S902 that the multi-prize ball has not been won (if it determines that the small prize ball has been won), it terminates the prize ball determination process without setting the multi-prize ball flag in RAM 64.
[0211] Returning to the explanation of the game state transition process, the process from step S810 onwards will be explained with reference to FIG. After executing any one of the processes in steps S805, S807, and S809, the MPU 62 sets "1000" as the opening waiting time (waiting period) in a timer counter T provided in the various counter area 64a of the RAM 64 in step S810. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the opening waiting time is 2 seconds. Note that the opening waiting time is not limited to this and can be any value.
[0212] In this way, when the MPU 62 determines in step S803 that the win / loss result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for opening in the timer counter T regardless of the type of game result. In other words, the waiting time for opening is the same regardless of the type of game result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.
[0213] In step S811, the MPU 62 sets an opening command. Thereafter, the MPU 62 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the open / close execution mode. The opening command also includes information on whether the number of prize balls for the variable winning device 5 is to be a large prize ball or a small prize ball. In step S301 of the normal process, the MPU 62 transmits the opening command set in step S811 to the sound and light-emitting control device 90. The audio and light emission control device 90 recognizes the transition to the open / close execution mode based on the opening command sent from the MPU 62, and executes a predetermined process, which will be described in detail later.
[0214] Next, the process (the process from step S812 onwards) when it is determined in step S801 that the MPU 62 is in the opening / closing execution mode will be described. In step S812, the MPU 62 executes the big prize opening opening / closing process.
[0215] FIG. 27 is a diagram showing a flowchart of the big prize opening / closing process. In the special prize opening opening / closing process, the MPU 62 executes steps S1001 to S1024 as shown in FIG. In step S1001, the MPU 62 determines whether the big prize opening 50 is open or not. If the MPU 62 determines in step S1001 that the big prize opening 50 is not open, it executes the processes from step S1002 onwards. On the other hand, if the MPU 62 determines in step S1001 that the big prize opening 50 is open, it executes the processes from step S1006 onwards.
[0216] First, the process (the process from step S1002 onwards) when it is determined in step S1001 that the big prize opening 50 is not open by the MPU 62 will be described. In step S1002, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1002 that both the value of the open / close counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening open / close process.
[0217] In contrast, if the MPU 62 determines in step S1002 that at least one of the values of the opening / closing counter SOC and the round counter RC is not less than "0", it determines in step S1003 whether the value of the timer counter T is less than "0". If the MPU 62 determines in step S1003 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening / closing process.
[0218] On the other hand, if the MPU 62 determines in step S1003 that the value of the timer counter T is equal to or less than "0", it executes a process of opening the big prize opening in step S1004. The process of opening the big prize slot in step S1004 will be described in detail below.
[0219] FIG. 28 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 62 executes steps S1101 to S1109 as shown in FIG. In step S1101, the MPU 62 determines whether the winning / losing result is a "special losing result."
[0220] If the MPU 62 determines in step S1101 that the winning result is a "special losing result," it sets "8" in the winning counter PC provided in the various counter area 64a of the RAM 64 in step S1102, and sets "85" in the timer counter T in step S1103. As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 seconds.
[0221] In contrast, if the MPU62 determines in step S1101 that the winning / losing result is not a "special losing result," it sets the winning counter PC to "8" in step S1104, and determines in step S1105 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0222] If the MPU 62 determines in step S1105 that the allocation result is a high probability result in a small number of rounds, it sets the timer counter T to "85" in step S1103 described above. On the other hand, if the MPU 62 determines in step S1105 that the allocation result is not a low-round high-probability result, it sets the timer counter T to "15000" in step S1106. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 seconds.
[0223] After executing the process of step S1103 or step S1106, the MPU 62 determines in step S1107 whether or not the multi-prize ball flag is set in the RAM 64. If the MPU 62 determines in step S1107 that the multi-prize ball flag is not set in the RAM 64, then in step S1108 it executes processing to open the first winning opening. In this processing to open the first winning opening, the MPU 62 executes drive control of the first bridge drive unit 514 to protrude the first bridge 512 and set the first winning opening 51 to an open state. In addition, in the processing to open the first winning opening, the MPU 62 executes drive control of the second bridge drive unit 524 to retract the second bridge 522 and set the second winning opening 52 to a closed state.
[0224] On the other hand, if the MPU 62 determines in step S1107 that the multi-prize ball flag is set in the RAM 64, then in step S1109 it executes processing to open the second winning opening. In this processing to open the second winning opening, the MPU 62 executes drive control of the second bridge drive unit 524 to protrude the second bridge 522 and set the second winning opening 52 to an open state. Also, in the processing to open the second winning opening, the MPU 62 executes drive control of the first bridge drive unit 514 to retract the first bridge 512 and set the first winning opening 51 to a closed state.
[0225] After executing the opening execution process for the first winning opening in step S1108 or the opening execution process for the second winning opening in step S1109, the MPU 62 ends the opening process for the big winning opening.
[0226] The value set in the winning counter PC in step S1102 or step S1104 defines the upper limit of the total number of game balls that can be won into the big winning slot 50. Furthermore, the value set in the timer counter T in step S1103 or step S1106 specifies the upper limit duration from when the special prize opening 50 is set to the open state until when it is set to the closed state again. Therefore, as described above, the MPU 62 sets two types of upper limit duration with different lengths by setting the timer counter T to "85" or "15000." Specifically, the MPU 62 sets a long-term mode (long-term mode) in which the upper limit duration is set to 30 seconds, and a short-term mode (short-term mode) in which the upper limit duration is set to 0.17 seconds, which is shorter than that of the long-term mode.
[0227] As described above, the pachinko machine 10 excites the solenoid of the game ball launching mechanism 81 at a cycle of 0.6 seconds, thereby causing the game ball launching mechanism 81 to launch game balls. Also, as described above, the MPU 62 sets the winning counter PC to "8," thereby setting the upper limit of the total number of game balls that can win into the big winning slot 50 to eight. Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 50 and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 50. In contrast, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of game balls that can enter the large prize opening 50 and the game ball launch cycle (more specifically, shorter than the game ball launch cycle), so it is difficult to get a game ball to enter the large prize opening 50. However, depending on the timing, it is possible to get about one game ball to enter the large prize opening 50.
[0228] Returning to the explanation of the big prize opening / closing process, the process from step S1005 onwards will be explained with reference to FIG. After executing the special prize opening process in step S1004, the MPU 62 sets an opening command in step S1005. Furthermore, in step S301 of the normal process, the MPU 62 transmits the opening command set in step S1005 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the special prize opening opening and closing process. Based on the open command sent from the MPU 62, the sound and light emitting control device 90 recognizes that the big prize opening 50 has been set to the open state, and executes a predetermined process.
[0229] Next, the process (the process from step S1006 onwards) when it is determined in step S1001 by the MPU 62 that the big prize opening 50 is open will be described. In step S1006, the MPU 62 determines whether the value of the timer counter T is equal to or less than 0. That is, the MPU 62 determines whether the upper limit duration set in the timer counter T in step S1103 or step S1106 of the special prize opening process has elapsed.
[0230] If the MPU 62 determines in step S1006 that the value of the timer counter T is not equal to or less than "0", it executes the processes in and after step S1007. On the other hand, if the MPU 62 determines in step S1006 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S1018.
[0231] First, the process (the process from step S1007 onwards) when it is determined in step S1006 that the value of the timer counter T is not equal to or less than "0" in the MPU 62 will be described. In step S1007, the MPU 62 determines whether or not a prize has been won in the special prize opening 50. The determination of whether or not a prize has been won in the special prize opening 50 is made based on the detection results of the detection sensors 40c and 40d corresponding to the special prize opening 50.
[0232] If the MPU 62 determines in step S1007 that no win has occurred in the special prize opening 50, it ends the special prize opening opening opening process. On the other hand, if it is determined in step S1007 that a win has occurred in the big win slot 50, the MPU 62 updates the value of the win counter PC by subtracting 1 from the value in step S1008.
[0233] In step S1009, the MPU 62 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 62 determines in step S1009 that the value of the prize counter PC is not equal to or less than "0", it ends the big prize opening opening process. On the other hand, if the MPU 62 determines in step S1009 that the value of the prize winning counter PC is equal to or less than "0," it executes a closing execution process in step S1010. In this closing execution process, if the first bridge 512 has been protruded to set the first prize winning opening 51 to an open state, the MPU 62 executes drive control of the first bridge drive unit 514 to retract the first bridge 512 and set the first prize winning opening 51 to a closed state. Also, in the closing execution process, if the second bridge 522 has been protruded to set the second prize winning opening 52 to an open state, the MPU 62 executes drive control of the second bridge drive unit 524 to retract the second bridge 522 and set the second prize winning opening 52 to a closed state.
[0234] In step S1011, the MPU 62 sets a close command. In step S301 of the normal processing, the MPU 62 transmits the close command set in step S1011 to the audio and light emission control device 90. In addition, the sound and light emitting control device 90 recognizes that the big prize opening 50 has been set to a closed state based on the close command sent from the MPU 62, and executes a predetermined process.
[0235] In step S1012, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1012 that the winning / losing result is a "special losing result," it executes the processing from step S1023 onwards, which will be described later.
[0236] On the other hand, if the MPU 62 determines in step S1012 that the winning / losing result is not a "special losing result," it executes the processing from step S1013 onwards. In step S1013, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.
[0237] In step S1014, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1014 that the value of the round counter RC is not equal to or less than "0," then in step S1015, the MPU 62 sets the value of the timer counter T to "500." Thereafter, the MPU 62 ends the big prize opening opening process.
[0238] Here, the value set in the timer counter T in step S1015 specifies the opening standby time from when the special prize opening 50 is set to the open state, to when it is set to the closed state again, and until the special prize opening 50 is set to the open state again. In this embodiment, the opening standby time is 1 second. This opening standby time is the same regardless of the type of opening / closing execution mode or the progress status.
[0239] On the other hand, if the MPU 62 determines in step S1014 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S1016 onwards. In step S1016, the MPU 62 sets "2000" in the timer counter T as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.
[0240] The waiting time for the ending is the same regardless of the type of game result, as with the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.
[0241] In step S1017, the MPU 62 sets an ending command. In step S301 of the normal processing, the MPU 62 transmits the ending command set in step S1017 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the big prize opening opening and closing processing. The audio and light emission control device 90 recognizes the end of the opening and closing execution mode based on the ending command sent from the MPU 62, and executes a predetermined process.
[0242] Next, the process (the process from step S1018 onwards) when it is determined in step S1006 that the value of the timer counter T is equal to or less than "0" by the MPU 62 will be described. In step S1018, the MPU 62 executes the closing execution process in the same manner as in step S1010 described above. In step S1019, the MPU 62 sets a close command in the same manner as in step S1011 described above.
[0243] In step S1020, the MPU 62 determines whether the winning or losing result is a "special losing result." If the MPU 62 determines in step S1020 that the result is not a "special miss result," that is, if it determines that the result is a "jackpot win," it executes the processes from step S1021 onwards. On the other hand, if the MPU 62 determines in step S1020 that the winning / losing result is a "special losing result," it executes the processes from step S1023 onwards.
[0244] First, the process (the process from step S1021 onwards) when the MPU 62 determines in step S1020 that the winning / losing result is not a "special losing result" will be described. In step S1021, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.
[0245] In step S1022, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1022 that the value of the round counter RC is not equal to or less than "0", it executes the processes from step S1015 onwards. On the other hand, if the MPU 62 determines in step S1022 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S1016 onwards.
[0246] Next, the process (the process from step S1023 onwards) when the MPU 62 determines in step S1012 or step S1020 that the winning / losing result is a "special losing result" will be described. In step S1023, the MPU 62 updates the value of the open / close counter SOC by subtracting 1 from the value of the open / close counter SOC.
[0247] In step S1024, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0". If the MPU 62 determines in step S1024 that the value of the open / close counter SOC is not equal to or less than "0", it executes the processes from step S1015 onwards. On the other hand, if the MPU 62 determines in step S1024 that the value of the open / close counter SOC is equal to or less than "0", it executes the processes from step S1016 onwards.
[0248] Returning to the explanation of the game state transition process, the process from step S813 onwards will be explained with reference to FIG. After executing the big prize opening opening / closing process in step S812, the MPU 62 determines in step S813 whether the value of the opening / closing counter SOC is "0" or less and the value of the round counter RC is "0" or less.
[0249] If the MPU 62 determines in step S813 that at least one of the value of the open / close counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S813 that both the value of the opening / closing counter SOC and the value of the round counter RC are less than or equal to "0", then in step S814 it determines whether the value of the timer counter T is less than or equal to "0".
[0250] If the MPU 62 determines in step S814 that the value of the timer counter T is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S814 that the value of the timer counter T is equal to or less than "0," then in step S815, it clears the open / close execution mode in progress flag and the multi-prize ball flag stored in the RAM 64, and then executes transition processing at the end of the open / close execution mode. Thereafter, the MPU 62 ends the game state transition processing. The transition process when the opening / closing execution mode ends will be described in detail below.
[0251] FIG. 29 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 62 executes steps S1201 to S1212 as shown in FIG. In step S1201, the MPU 62 determines whether the allocation result is the "most advantageous result" or the "explicit few-round high-probability result."
[0252] If the MPU 62 determines in step S1201 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes from step S1202 onwards. On the other hand, if the MPU 62 determines in step S1201 that the allocation result is not the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes from step S1205 onwards.
[0253] First, the process (the process from step S1202 onwards) when the MPU 62 determines in step S1201 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result" will be described. In step S1202, the MPU 62 sets a high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode.
[0254] In step S1203, the MPU 62 clears the number limit flag stored in the RAM 64. Here, if the high frequency support flag is set in RAM 64 and the number of times limit flag is not set, the high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."
[0255] In step S1204, the MPU 62 sets the high-probability mode flag in the RAM 64. If the high-probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues at least until the win / loss lottery results in a "jackpot win." Thereafter, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0256] When the transition process at the end of the open / close execution mode is completed, the MPU 62 clears the flags (low probability result flag, non-explicit few rounds high probability result flag, explicit few rounds high probability result flag, and most advantageous result flag) set in the RAM 64 according to the allocation result and the special loss flag. Also, in step S701 of the above-mentioned fluctuation start process, the MPU 62 determines whether the win / loss lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 64.
[0257] Next, the process (processing from step S1205 onwards) when the MPU 62 determines in step S1201 that the allocation result is not the "most advantageous result" or the "explicit few-round high-probability result" will be described. In step S1205, the MPU 62 determines whether the allocation result is an "unspecified few rounds high probability result."
[0258] If the MPU 62 determines in step S1205 that the allocation result is an "unspecified few rounds high probability result", it executes the processes from step S1206 onwards. On the other hand, if the MPU 62 determines in step S1205 that the allocation result is not an "unspecified few rounds high probability result", it executes the processes from step S1208 onwards.
[0259] First, the process (the process from step S1206 onwards) when the MPU 62 determines in step S1205 that the allocation result is an "unspecified few rounds high probability result" will be described. In step S1206, the MPU 62 determines whether the high frequency support flag is set in the RAM 64.
[0260] If the MPU 62 determines in step S1206 that the high frequency support flag is set in the RAM 64, it executes the processes from step S1203 onwards. On the other hand, if the MPU 62 determines in step S1206 that the high frequency support flag is not set in the RAM 64, it sets the high probability mode flag in the RAM 64 in step S1207. If the high probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the win / loss lottery mode to the high probability mode. This high probability mode continues at least until the win / loss lottery results in a "jackpot win." Thereafter, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0261] Next, the process (the process from step S1208 onwards) when the MPU 62 determines in step S1205 that the allocation result is not the "non-explicit few-round high-probability result" will be described. In step S1208, the MPU 62 determines whether the allocation result is a "low probability result."
[0262] If the MPU 62 determines in step S1208 that the allocation result is not a "low probability result" (if the win / loss result is determined to be a "special loss result"), it terminates the transition process at the end of the opening / closing execution mode. On the other hand, if the MPU 62 determines in step S1208 that the allocation result is a "low probability result," it executes the processes of step S1209 and thereafter.
[0263] In step S1209, the MPU 62 clears the high-probability mode flag. As a result, the MPU 62 sets the win / loss lottery mode to the low-probability mode. This low-probability mode continues at least until the win / loss lottery results in a "jackpot win" and the allocation result becomes anything other than a "low-probability result."
[0264] In step S1210, the MPU 62 sets the high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode. In step S1211, the MPU 62 sets the value of the number of games counter provided in the various counter area 64a of the RAM 64 to "100". In step S1212, the MPU 62 sets the number of times limit flag in the RAM 64. If the number of times limit flag has already been set in the RAM 64, the MPU 62 maintains it. Thereafter, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0265] Here, if the high frequency support flag is set in RAM 64 and the number of times limit flag is set, the high frequency support mode continues until 100 games, which is the termination reference number set in the game number counter, are played. When 100 games have been played, the MPU 62 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 62 sets the support mode to the low frequency support mode. The MPU 62 executes these processes as electric support processes in step S306 of the normal process, but detailed description thereof will be omitted.
[0266] In this way, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "most favorable result" or a "high probability result with a specified number of rounds," the game state will transition to high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The high probability mode and high frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."
[0267] Also, when the current support mode is the high-frequency support mode, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and high-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and high-frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."
[0268] On the other hand, if the current support mode is the low-frequency support mode and the lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and low-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and low-frequency support mode will continue at least until the lottery results in a "jackpot win."
[0269] Furthermore, if the winning / losing lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "low probability result," the game state will transition to low probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The low probability mode will continue at least until the winning / losing lottery results in a "jackpot win," and the high frequency support mode will transition to low frequency support mode if 100 games have been played without a "jackpot win" in the winning / losing lottery.
[0270] Also, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss result" or a "normal miss result," the game state will not change.
[0271] In this way, in this embodiment, the main control device 60 functions as a game state transition means that transitions the game state to an opening / closing execution mode that is advantageous to the player based on the results of an internal lottery executed in response to the entry of a game ball into the upper operating port 36 and the lower operating port 37. Moreover, when the variable winning device 5 is shifted to the open / close execution mode, it is shifted to a state in which a game ball can enter.
[0272] Furthermore, in this embodiment, each bridge 512, 522 and each bridge drive unit 514, 524 functions as a ball entry state switching means provided between the first winning opening 51 and the second winning opening 52, by switching between a first ball entry possible state in which the game ball is allowed to enter the first winning opening 51 but is not allowed to enter the second winning opening 52, a second ball entry possible state in which the game ball is allowed to enter the second winning opening 52 but is not allowed to enter the first winning opening 51, and a ball entry impossible state in which the game ball is not allowed to enter either the first winning opening 51 or the second winning opening 52.
[0273] Specifically, each bridge driving unit 514, 524 switches to a first ball entry possible state in which a gaming ball is allowed to enter the first winning hole 51 via the first bridge 512 by protruding the first bridge 512 from the gaming board 31 and retracting the second bridge 522 from the gaming board 31. Each bridge driving unit 514, 524 switches to a second ball entry possible state in which a gaming ball is allowed to enter the second winning hole 52 via the second bridge 522 by protruding the second bridge 522 from the gaming board 31 and retracting the first bridge 512 from the gaming board 31. Each bridge driving unit 514, 524 switches to a ball entry impossible state by retracting the first bridge 512 and the second bridge 522 from the gaming board 31. In other words, each bridge driving unit 514, 524 switches between the first ball-scoring state, the second ball-scoring state, and the non-scoring state by switching the first bridge 512 and the second bridge 522 between enabled and disabled, and in the first ball-scoring state and the second ball-scoring state, both the first bridge 512 and the second bridge 522 cannot be set to enabled.
[0274] In this embodiment, when the main control unit 60 transitions to the opening and closing execution mode, it switches to the first ball-scoring possible state or the second ball-scoring possible state using the goal-scoring state switching means, and when it has not transitioned to the opening and closing execution mode, it switches to the goal-scoring impossible state using the goal-scoring state switching means. Specifically, the main control device 60 is equipped with a prize ball determination process (ball entry possible state selection unit) that selects either a small prize ball (first prize ball entry possible state) or a multi-prize ball (second prize ball entry possible state), and a large prize opening process (ball entry possible state switching unit) that switches to the first prize ball entry possible state using a ball entry possible state switching means when a small prize ball is selected in the prize ball determination process, and switches to the second prize ball entry possible state using a ball entry possible state switching means when a multi-prize ball is selected in the prize ball determination process.
[0275] Here, the prize ball determination process executes a lottery to select either a small prize ball or a large prize ball based on a predetermined probability (50% in this embodiment). In this embodiment, the ball-scoring state selection unit executes a lottery to select either the first ball-scoring state or the second ball-scoring state based on a predetermined probability, but any method may be employed as long as either the first ball-scoring state or the second ball-scoring state is selected. For example, the ball-scoring state selection unit may select either the first ball-scoring state or the second ball-scoring state depending on the type and expectation of the reach display leading to the jackpot that triggered the transition to the open / close execution mode.
[0276] <Electrical configuration of the audio and light emission control device 90 and the display control device 100> FIG. 30 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device. 30, the audio and light emission control device 90 includes an audio and light emission control board 91, an MPU 92 mounted on the audio and light emission control board 91, and a ROM 93 and a RAM 94 that constitute the MPU 92. Here, the MPU 92 is an element that combines the ROM 93 and RAM 94, as well as a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit, all on one chip.
[0277] The ROM 93 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The RAM 94 is a volatile memory that temporarily stores various data and the like when executing the control program stored in the ROM 93. The RAM 94 requires an external power supply to retain the stored information. The RAM 94 has various areas, such as a command list storage area 94a.
[0278] The MPU 92 has an input port and an output port. As described above, the input port of the MPU 92 is connected to the main control device 60. The output port of the MPU 92 is connected to the various lamp units 23, 49a to 49c, the speaker unit 24, and the display control device 100. The MPU 92 controls the driving of the various lamp units 23, 49a to 49c and the speaker unit 24 based on commands sent from the main control device 60. Furthermore, the MPU 92 transmits commands resulting from the analysis of these commands to the display control device 100. The audio and light emission control device 90 is electrically connected to the display control device 100 via a connector unit (connection unit) having connectors on both ends of a signal line.
[0279] The display control device 100 includes a display control board 101, an MPU 102, a program ROM 103 and a work RAM 104 that constitute the MPU 102, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. The MPU 102 is a chip that combines a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like in addition to the program ROM 103 and the work RAM 104. The MPU 102, the VDP 105, the character ROM 106, and the video RAM 107 are mounted on the display control board 101.
[0280] The MPU 102 analyzes the command transmitted from the audio and light emission control device 90, and performs predetermined calculations based on the command to control the VDP 105. Specifically, the MPU 102 controls the VDP 105 by generating a command for the VDP 105.
[0281] The program ROM 103 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 104 is a memory for temporarily storing various data etc. when executing the control program stored in the program ROM 103, and is a volatile storage means that requires an external power supply to retain the stored information.
[0282] VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in pattern display device 47. Because VDP 105 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. Based on the contents of commands generated by MPU 102, VDP 105 reads image data from character ROM 106 and stores this image data in video RAM 107.
[0283] The character ROM 106 functions as an image data library for storing character data such as designs to be displayed on the design display device 47. The character ROM 106 stores bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 47, and the display contents of the pattern display device 47 can be changed by rewriting the contents of this video RAM 107.
[0284] <Regarding the timer interrupt process executed by the audio and light emission control device 90> FIG. 31 is a flowchart showing the timer interrupt process executed by the audio and light emission control device. The MPU 92 of the sound and light emission control device 90 executes a timer interrupt process to progress the game. In this timer interrupt process, the MPU 92 executes steps S2001 to S2005 periodically (for example, every 2 msec) as shown in Fig. 31.
[0285] In step S2001, the MPU 92 executes a command storage process. In this command storage process, when the MPU 92 receives a command from the MPU 62, the MPU 92 stores the command in the RAM 94. Specifically, the RAM 94 has a ring buffer for storing and reading commands received from the MPU 62, and the MPU 92 stores the commands in the ring buffer in the order in which they were received from the MPU 62. The MPU 92 reads the commands from the ring buffer in the order in which they were stored in the ring buffer.
[0286] In step S2002, the MPU 92 executes an effect determination process based on the command received from the MPU 62. In the effect determination process, the MPU 92 determines an effect for a game round, an effect for an open / close execution mode, and the like. In step S2003, the MPU 92 executes a performance execution process based on the content of the performance determination process in step S2002. Specifically, in the performance execution process, the MPU 92 executes light emission control of the various lamp units 23, 49a to 49c and executes audio control of the speaker unit 24.
[0287] In step S2004, the MPU 92 executes a demo display execution process based on the demo command received from the MPU 62. In the demo display execution process, the MPU 92 executes a demo display when a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game has ended without a new game being started. Specifically, in the demo display execution process, the MPU 92 executes light emission control of the various lamp units 23 and audio control of the speaker unit 24.
[0288] In step S2005, a command transmission process is executed to transmit the commands set in the effect determination process in step S2002 to the display control device 100. In this command transmission process, the MPU 92 determines whether or not it is time to transmit the various commands stored as a command list in the command list storage area 94a of the RAM 94 to the display control device 100. If it is determined that it is time to transmit the various commands to the display control device 100, the MPU 92 transmits the commands to the display control device 100. Thereafter, the MPU 92 ends the timer interrupt process.
[0289] <Regarding the rendering determination process executed by the audio and light emission control device 90> FIG. 32 is a diagram showing a flowchart of the effect determination process. The MPU 92 of the sound and light emission control device 90 executes a performance determination process to execute a performance for a game round, a performance for an open / close execution mode, etc. In this performance determination process, the MPU 92 executes steps S2101 to S2116 as shown in FIG.
[0290] In step S2101, the MPU 92 determines whether or not the variation command and the type command transmitted from the MPU 62 have been received. If the MPU 92 determines in step S2101 that it has not received any of the commands, it executes the processes in and after step S2109. In contrast, if the MPU92 determines in step S2101 that it has received each command, it determines in step S2102 whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.
[0291] If the MPU 92 determines in step S2102 that the gaming result is a "most advantageous result" or a "low probability result," it executes a symbol determination process corresponding to the type of gaming result in step S2103. In this symbol determination process, if the MPU 92 determines that the gaming result is a "most advantageous result," it determines information related to a combination of symbols having the same odd numbers or the same even numbers as the stop result to be finally displayed on the activated line L, and if it determines that the gaming result is a "low probability result," it determines information related to a combination of symbols having the same even numbers as the stop result to be finally displayed on the activated line L. The odd and even numbers are determined randomly by lottery or the like.
[0292] In contrast, if the MPU92 determines in step S2102 that the game result is not the "most advantageous result" or the "low probability result," then in step S2104 it determines whether the game result is a "normal loss result" based on the content of the type command. If the MPU 92 determines in step S2104 that the game result is not a "normal losing result," i.e., if the game result is any of a "special losing result," an "unspecified low-round high-probability result," or an "explicit low-round high-probability result," it executes a common symbol determination process in step S2105. In this common symbol determination process, the MPU 92 determines information related to a special symbol combination as a stop result to be finally displayed on the pay line L. Specifically, the MPU 92 determines a special symbol combination (e.g., "3, 4, 1") having different numbers that will not be selected in the case of a "normal losing result" in the lottery, rather than a symbol combination having the same number. Note that this special symbol combination is the same regardless of the type of game result.
[0293] On the other hand, if the MPU 92 determines in step S2104 that the game result is a "normal miss result," it executes a symbol determination process for a normal miss in step S2106. In this symbol determination process for a normal miss, the MPU 92 determines whether or not a reach display will occur based on the content of the variation command.
[0294] When it is determined that a reach display will occur, the MPU 92 determines information relating to the combination of symbols in the reach display as a stop result to be finally displayed on the activated line L. The combination of symbols in the reach display is determined randomly by lottery or the like. On the other hand, when the MPU 92 determines that a reach display will not occur, it determines information relating to a combination of symbols different from the combinations of symbols described above as a stop result to be finally displayed on the activated line L. Specifically, the MPU 92 randomly determines, by lottery or the like, a combination of symbols different from any of a combination of symbols having the same number, a combination of special symbols, and a combination of symbols in a reach display.
[0295] After executing any one of the processes of step S2103, step S2105, and step S2106, the MPU 92 executes a process of determining a presentation pattern in step S2107. In this process of determining a presentation pattern, the MPU 92 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table pre-stored in the ROM 93. Specifically, the MPU 92 selects a presentation duration (presentation duration period) and a presentation content as the presentation pattern. In step S2107, the MPU 92 also executes a lottery to determine whether or not to generate a preview display.
[0296] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above, based on the selected performance pattern.
[0297] In step S2108, the MPU 92 sets a fluctuation start command and a stop result command including information related to the stop result determined in any one of the processes in steps S2103, S2105, and S2106. The MPU 92 then stores the fluctuation start command and the stop result command in the command list stored in the command list storage area 94a of the RAM 94. These fluctuation start command and stop result command are transmitted to the display control device 100 in the command transmission process in step S2005 described above.
[0298] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for starting the variable display and displaying the stop result on the pattern display device 47 based on the variable start command and the stop result command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 starts the variable display and then finally stops and displays the stop result determined by the MPU 92 on the active line L.
[0299] After executing the process of step S2108, or when it is determined in step S2101 that the variation command and the type command have not been received, the MPU 92 executes the processes of step S2109 and subsequent steps. In step S2109, the MPU 92 determines whether or not an opening command has been received.
[0300] If it is determined in step S2109 that the opening command has not been received, the MPU 92 executes the processes in and after step S2116. On the other hand, if the MPU92 determines in step S2109 that it has received an opening command, it determines in step S2110 based on the contents of the opening command whether or not a multi-prize ball has been won in the prize ball lottery process in step S901.
[0301] If it is determined in step S2110 that the multi-prize ball has not been won, the MPU 92 executes the processes from step S2113 onwards. On the other hand, if the MPU 92 determines in step S2110 that a multi-prize ball has been won, it executes a process for determining a multi-prize ball notification effect in step S2111. In this process for determining a multi-prize ball notification effect, the MPU 92 determines to execute a multi-prize ball notification effect that notifies the player that the number of prize balls in the variable winning device 5 will be multi-prize balls. Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above.
[0302] In step S2112, the MPU 92 sets a multi-prize ball notification command including information related to the multi-prize ball notification effect determined in step S2111. Then, the MPU 92 stores the multi-prize ball notification command in the command list stored in the command list storage area 94a of the RAM 94. This multi-prize ball notification command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.
[0303] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the multi-prize ball notification effect on the symbol display device 47 based on the multi-prize ball notification command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the symbol display device 47 executes the multi-prize ball notification effect.
[0304] Specifically, the MPU 92 and the MPU 102 execute the multi-prize ball notification effect during the waiting time (waiting period) for the opening. In this embodiment, MPU92 and MPU102 execute the multi-prize ball notification display during the waiting time (waiting period) for the opening, but may execute the multi-prize ball notification display at other times, such as when a round of play is being played.
[0305] After executing the process of step S2112, or when it is determined in step S2110 that the multi-prize ball has not been won, the MPU 92 determines the type of game result in step S2113 based on the contents of the opening command.
[0306] In step S2114, the MPU 92 executes a process for determining an effect for the open / close execution mode corresponding to the type of game result determined in step S2113. In the process for determining an effect for the open / close execution mode, if the MPU 92 determines in step S2113 that the game result is a "special miss result" or a "non-explicit low-round high-probability result," it selects effect A as the effect for the open / close execution mode. Furthermore, if the MPU 92 determines that the game result is a "explicit low-round high-probability result," it selects effect B as the effect for the open / close execution mode. Furthermore, if the MPU 92 determines that the game result is a "most advantageous result," it selects effect C or effect D as the effect for the open / close execution mode. Furthermore, if the MPU 92 determines that the game result is a "low-probability result," it selects effect D as the effect for the open / close execution mode. The duration of effects A and B corresponds to the time when the large prize opening 50 is opened and closed twice in a short time mode in the opening and closing execution mode. The duration of effects C and D corresponds to the time when the large prize opening 50 is opened and closed 15 times in a long time mode in the opening and closing execution mode.
[0307] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above, based on the results of the selection of performances A to D.
[0308] In step S2115, the MPU 92 sets an open / close execution mode command including information related to the effect for the open / close execution mode selected in step S2114. Then, the MPU 92 stores the open / close execution mode command in the command list stored in the command list storage area 94a of the RAM 94. This open / close execution mode command is transmitted to the display control device 100 in the command transmission process in step S2005 described above.
[0309] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the effects for the open / close execution mode on the pattern display device 47 based on the command for the open / close execution mode transmitted from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 executes the effects for the open / close execution mode selected by the MPU 92 of the sound and light emission control device 90.
[0310] After executing the process of step S2115, or if it is determined in step S2109 that an opening command has not been received, the MPU 92 executes the processes of step S2116 and subsequent steps. In step S2116, the MPU 92 executes other processing. In the other processing, the MPU 92 executes processing for progressing the effects for the opening / closing execution mode, for example, based on the opening command, closing command, and ending command transmitted from the MPU 62. Thereafter, the MPU 92 ends the effect determination processing.
[0311] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be explained below. Fig. 33 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 33 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., with game results arranged in columns and game states, etc. arranged in rows. As shown in Figure 33, the pachinko machine 10 has, as game results excluding the "normal miss result," the win / loss results of the "jackpot win" and the "special miss result," as well as distribution results of the "non-explicit low-round high-probability result," the "explicit low-round high-probability result," the "most advantageous result," and the "low-probability result."
[0312] Here, the "special losing result" is the game result that is selected when the winning / losing lottery does not result in a "jackpot win" (symbol × in the figure), as shown in the second column of the table in Figure 33. Also, the allocation result is the game result that is selected when the winning / losing lottery results in a "jackpot win" (symbol ○ in the figure). The following describes the relationship between game results excluding "normal miss results" and game states, etc. In this embodiment, the pachinko machine 10 sets the relationship between game results and game states, etc. as follows, but the combination of game results and game states, etc., the content of the game results, and the content of the game states, etc. are arbitrary.
[0313] In the "special losing result", the opening / closing execution mode shifts to the opening / closing number specified mode instead of the round number specified mode, and the opening and closing of the large prize opening 50 is executed twice in a short time mode. Also, in the "special losing result", the winning / losing lottery mode does not shift. In the "non-disclosed few rounds high probability result", the opening / closing execution mode shifts to a round number specified mode in which rounds are played with a maximum of two times, and the opening and closing of the large prize opening 50 is executed twice in a short time. Also, in the "non-disclosed few rounds high probability result", the winning / losing lottery mode shifts to a high probability mode. In this way, although the "special miss result" and the "non-disclosed short round high probability result" have different types of opening and closing execution modes, they have in common that the opening and closing of the large prize opening 50 is executed twice in a short period of time.
[0314] Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the stop result will be a special combination of symbols, and the effect for the open / close execution mode will be effect A. Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the support mode will not be switched. Furthermore, in the game round after the open / close execution mode ends, the symbol display device 47 will not display an image on the display screen G indicating that it is a high probability mode.
[0315] Therefore, by checking the stop result or the effects for the open / close execution mode, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few rounds high probability result." In other words, even if the allocation lottery results in a "non-disclosed few rounds high probability result" and the game moves to the high probability mode, the symbol display device 47 disguises the game as if the game had not moved to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy playing the game while predicting whether or not the win / lose lottery mode has shifted to the high probability mode.
[0316] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which round play is performed with a maximum of two times, and the opening and closing of the large prize opening 50 is performed twice in a short period of time. Also, in the "expressed few rounds high probability result", the win / lose lottery mode transitions to a high probability mode. Also, in the "expressed few rounds high probability result", the stopping result is a special pattern combination, and the presentation for the opening / closing execution mode is Presentation B. Also, in the "expressed few rounds high probability result", the support mode transitions to a high frequency support mode. Furthermore, in the game round after the opening / closing execution mode ends, the pattern display device 47 displays an image on the display screen G indicating that it is in the high probability mode. Therefore, by checking the stop result and the effects for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."
[0317] In the case of the "most favorable result" and the "low probability result", the opening and closing execution mode transitions to a round number specified mode in which rounds of play are played with a maximum of 15 times, and the opening and closing of the large prize opening 50 is executed 15 times in a long-term manner. Here, in the "most favorable result," the stopping result is a combination of symbols having the same odd numbers or the same even numbers, the win / lose lottery mode shifts to the high probability mode, and the presentation for the opening / closing execution mode becomes presentation C or presentation D. Specifically, if the stopping result is a combination of symbols having the same odd numbers, the presentation for the opening / closing execution mode becomes presentation C, and if the stopping result is a combination of symbols having the same even numbers, the presentation for the opening / closing execution mode becomes presentation D. Furthermore, in the case of a "low probability result," the stopping result will be a combination of symbols having the same even numbers, the winning / losing lottery mode will shift to the low probability mode, and the presentation for the opening / closing execution mode will be presentation D. Furthermore, in the case of a "most advantageous result" and a "low probability result," the support mode will shift to the high frequency support mode.
[0318] Therefore, a player can know that the game result is the "most advantageous result" when the stopped result is a combination of symbols having the same odd number and the effect for the open / close execution mode is effect C. However, when the stopped result is a combination of symbols having the same even number, a player cannot know whether the game result is the "most advantageous result" or the "low probability result" by checking the stopped result or the effect for the open / close execution mode.
[0319] Then, in the game round after the end of the opening and closing execution mode, if the final effect for the opening and closing execution mode is effect D, the pattern display device 47 does not display on the display screen G an image indicating that it is a high probability mode.
[0320] Specifically, the symbol display device 47 does not display an image on the display screen G clearly indicating that it is in the high probability mode, but displays an image on the display screen G informing that the high frequency support mode will transition to the low frequency support mode when the number of times of play reaches the termination reference number (specifically, 100 times). In other words, even if the "most advantageous result" is obtained in the allocation lottery, in the game times after the end of the open / close execution mode, if the effect for the open / close execution mode is finally effect D, the symbol display device 47 will disguise the game result as if it were a "low probability result."
[0321] Then, if the allocation result is the "most advantageous result," the symbol display device 47 does not result in a "jackpot win" in the win / lose lottery, and displays an image on the display screen G indicating that the game is in the high probability mode after 100 games have been played. In other words, the symbol display device 47 cancels the disguise that was applied so that the game result was a "low probability result."
[0322] <About the process of switching to open / close execution mode> 34 is a diagram showing the display screen of the symbol display device and the variable winning device when the mode is switched to the open / close execution mode. In addition, FIG. 34 shows the variable winning device 5 in a simplified form below the display screen G. Specifically, Fig. 34(A) is a diagram showing the display screen G when transitioning to the open / close execution mode. Fig. 34(B) and (C) are diagrams showing the flow when a multi-prize ball is not won (when a small prize ball is won) in the prize ball lottery process of step S901. Fig. 34(D) and (E) are diagrams showing the flow when a multi-prize ball is won in the prize ball lottery process of step S901.
[0323] When the mode shifts to the open / close execution mode, the MPU 102 stops the variable display of each of the symbol columns Z1 to Z3 as shown in Fig. 34(A). In the example of Fig. 34, the symbol display device 47 displays a combination of symbols having the same odd numbers (7 7 7) stopped on the activated line L as the stopped result, which indicates that the allocation result is the "most advantageous result."
[0324] If the MPU 102 receives a command for the open / close execution mode without receiving a multi-prize ball notification command, it means that the multi-prize ball was not won in the prize ball lottery process of step S901, and therefore causes the pattern display device 47 to execute the performance for the open / close execution mode selected by the MPU 92 of the sound and light emission control device 90. 34(B), the MPU 102 displays each of the symbol columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the symbol display device 47, and displays the word "BONUS!" in the center of the display screen G of the symbol display device 47. In this way, the MPU 102 indicates to the player that he or she did not win any multi-prize balls in the prize ball lottery process of step S901.
[0325] Thereafter, as shown in FIG. 34(C), the MPU 102 displays characters (for example, "ROUND 1") indicating the number of times the round game has been played at the upper left position of the display screen G of the symbol display device 47, and starts the round game. Furthermore, the MPU 62 executes drive control of the first bridge drive unit 514, thereby projecting the first bridge 512 and setting the first winning opening 51 to an open state. This allows the MPU 62 to guide game balls flowing down the game area between the cover 511 and the cover 521 to the opening of the cover 511.
[0326] On the other hand, when the MPU 102 receives the multi-prize ball notification command, it means that a multi-prize ball has been won in the prize ball lottery process of step S901, and so it causes the pattern display device 47 to execute the multi-prize ball notification presentation. 34(D), the MPU 102 displays each of the symbol columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the symbol display device 47, and displays the words "Extra BONUS!!" in the center of the display screen G of the symbol display device 47. In this way, the MPU 102 indicates to the player that he or she has won an extra prize ball in the prize ball lottery process of step S901.
[0327] Thereafter, as shown in FIG. 34(E), the MPU 102 displays characters (for example, "ROUND 1") indicating the number of times the round game has been played at the upper left position of the display screen G of the symbol display device 47, and starts the round game. Furthermore, the MPU 62 executes drive control of the second bridge drive unit 524 to project the second bridge 522 and set the second winning opening 52 to an open state. This allows the MPU 62 to guide game balls flowing down the game area between the cover 511 and the cover 521 to the opening of the cover 521.
[0328] According to this embodiment, the following actions and effects can be achieved. (1) The variable winning device 5 is equipped with a ball entry state switching means. When the variable winning device 5 transitions to the open / close execution mode, the ball entry state switching means can switch the state to a first ball entry-enabled state, thereby allowing game balls to enter the first winning opening 51, which will pay out a predetermined number of prize balls. When the variable winning device 5 transitions to the open / close execution mode, the ball entry state switching means can switch the state to a second ball entry-enabled state, thereby allowing game balls to enter the second winning opening 52, which will pay out more prize balls than the first winning opening 51. Furthermore, when the variable winning device 5 has not transitioned to the open / close execution mode, the ball entry state switching means can switch the state to a ball entry-disabled state, thereby preventing game balls from entering the first winning opening 51 and the second winning opening 52. Therefore, when the variable winning device 5 transitions to the open / close execution mode, the ball entry state switching means can switch the ball entry-enabled state, thereby varying the number of prize balls, thereby increasing the player's attention to the game.
[0329] (2) The main control device 60 is equipped with a large prize opening process that switches the ball entry state switching means to the first ball entry possible state when a small prize ball is selected in the prize ball determination process, and switches the ball entry state switching means to the second ball entry possible state when a large prize ball is selected in the prize ball determination process, so that the player will pay attention to the selection result of the prize ball determination process and hope that the second ball entry possible state will be achieved. Therefore, the pachinko machine 10 can increase the player's attention to the game. (3) The prize ball determination process executes a lottery to select either the first ball entry state or the second ball entry state based on a predetermined probability, so the player will pay attention to the lottery result of the prize ball determination process and hope that the second ball entry state will be selected. Therefore, the pachinko machine 10 can increase the player's attention to the game.
[0330] (4) Since the first bridge 512 is inclined downward toward the first winning opening 51, the first bridge drive unit 514 can switch to a first ball entry state in which a gaming ball is allowed to enter the first winning opening 51 via the first bridge 512 by protruding the first bridge 512 from the gaming board 31. Since the second bridge 522 is inclined downward toward the second winning opening 52, the second bridge drive unit 524 can switch to a second ball entry state in which a gaming ball is allowed to enter the second winning opening 52 via the second bridge 522 by protruding the second bridge 522 from the gaming board 31. Furthermore, since the first winning opening 51 and the second winning opening 52 are provided to open horizontally, the bridge drive units 514, 524 can switch to a ball-entry disabled state by immersing the first bridge 512 and the second bridge 522 into the game board 31. Therefore, the pachinko machine 10 can simplify the configuration of the ball-entry state switching means. Furthermore, the pachinko machine 10 can diversify the movement of game balls flowing down the game area, thereby increasing the player's attention to the game.
[0331] (5) Since the first winning opening 51 is provided to open on one horizontal side and the second winning opening 52 is provided to open on the other horizontal side, the ball entry state switching means distributes the game balls horizontally left and right to cause the balls to enter either the first winning opening 51 or the second winning opening 52. Therefore, compared to using a mechanism such as an opening and closing door to switch between the first ball entry state, the second ball entry state, and the ball entry non-existent state, the ball entry state switching means can be installed by making effective use of the space in the game area.
[0332] (6) The first bridge 512 and the second bridge 522 are arranged so that they intersect, and therefore the ball entry state switching means can be installed by making effective use of the space in the game area, compared to when they are arranged so that they do not intersect (for example, when they are arranged offset vertically). (7) The first bridge 512 and the second bridge 522 are arranged to intersect by interlocking the slits 5124 of the first bridge 512 with the slits 5224 of the second bridge 522 along the protruding and retracting directions of the first bridge 512 and the second bridge 522, thereby simplifying the configuration of the first bridge 512 and the second bridge 522.
[0333] (8) The protruding width D1 of the first bridge 512 and the second bridge 522 from the gaming board 31 is set to be narrower than the diameter of a gaming ball, so that the first bridge 512 and the second bridge 522 can be quickly immersed into the gaming board 31 compared to when the width is set to be the same as the diameter of the gaming ball. Therefore, each bridge driving unit 514, 524 can prevent an over-winning, in which a gaming ball that has been guided to the first winning hole 51 or the second winning hole 52 by the first bridge 512 or the second bridge 522 enters the first winning hole 51 or the second winning hole 52 immediately after the first bridge 512 or the second bridge 522 is immersed into the gaming board 31. (9) The upper surface of the covers 511, 521 is shaped to protrude further toward the opening than the lower surface of the covers 511, 521, so that the game ball is less likely to accidentally enter the first winning opening 51 or the second winning opening 52 compared to when the upper surface of the covers 511, 521 is shaped not to protrude further toward the opening than the lower surface of the covers 511, 521.
[0334] In this embodiment, the first bridge 512 and the second bridge 522 are arranged to intersect by meshing the slits 5124 of the first bridge 512 with the slits 5224 of the second bridge 522 along the protruding and retracting directions of the first bridge 512 and the second bridge 522, but they may also be arranged to intersect using other structures.
[0335] FIG. 35 is a perspective view showing a detailed configuration of a modified example of the first bridge and the second bridge in a state where the first bridge is protruded. As shown in FIG. 35, the first bridge 512 has a flat plate portion 5121K. The second bridge 522 has a one-side bridge piece 5221K located on the cover 521 side (+X axis direction side) and another-side bridge piece 5222K located on the cover 511 side (+X axis direction side).
[0336] Thus, in this modified example, the first bridge 512 and the second bridge 522 are arranged to intersect by dividing the second bridge 522 into a one-side bridge piece 5221K located on one side in the horizontal direction and an other-side bridge piece 5222K located on the other side in the horizontal direction. According to this, the first bridge 512 and the second bridge 522 are arranged to intersect by dividing the second bridge 522, so that the configuration of the first bridge 512 and the second bridge 522 can be simplified.
[0337] In this modification, the first bridge 512 and the second bridge 522 are provided so as to intersect by dividing the second bridge 522, but they may also be provided so as to intersect by dividing the first bridge 512, or they may be provided so as to intersect by dividing both the first bridge 512 and the second bridge 522. In short, it is sufficient that the first bridge and the second bridge are provided so as to intersect by dividing either the first bridge or the second bridge.
[0338] In this embodiment, the first bridge 512 has a flat plate portion 5121, a flat plate portion 5122, and a connecting portion 5123 connecting the flat plate portions 5121 and 5122, and is formed in a generally flat plate shape overall. The second bridge 522 has a flat plate portion 5221, a flat plate portion 5222, and a connecting portion 5223 connecting the flat plate portions 5221 and 5222, and is formed in a generally flat plate shape overall. In other words, the first bridge 512 and the second bridge 522 allow game balls to fall in the protruding direction of the first bridge 512 and the second bridge 522. In contrast to this, the first bridge 512 and the second bridge 522 may be configured to prevent the game balls from falling in the protruding direction of the first bridge 512 and the second bridge 522.
[0339] FIG. 36 is a perspective view showing a detailed configuration of a modified example of the first bridge and the second bridge in a state where the first bridge is protruded. As shown in Figure 36, the first bridge 512 has a flat plate portion 5121, a flat plate portion 5122, a connection portion 5123 connecting the flat plate portion 5121 and the flat plate portion 5122, and a fall prevention portion 5125 that prevents game balls from falling toward the protruding direction of the first bridge 512. The fall prevention portion 5125 is formed to stand up from the edge of the flat plate portion 5121 and the flat plate portion 5122 on the +Y axis direction side toward the +Z axis direction side.
[0340] The second bridge 522 has a flat plate portion 5221, a flat plate portion 5222, a connection portion 5223 that connects the flat plate portion 5221 and the flat plate portion 5222, and a fall prevention portion 5225 that prevents game balls from falling in the protruding direction of the second bridge 522. The fall prevention portions 5225 are formed to stand up from the edges of the flat plate portions 5221 and 5222 on the +Y axis direction side toward the +Z axis direction side.
[0341] According to this, the first bridge 512 and the second bridge 522 are equipped with fall prevention sections 5125, 5225 that prevent game balls from falling toward the protruding direction of the first bridge 512 and the second bridge 522, so that game balls can be reliably placed into the first winning opening 51 and the second winning opening 52.
[0342] In this modification, both the first bridge 512 and the second bridge 522 are provided with drop prevention units 5125, 5225 that prevent game balls from falling in the protruding direction of the first bridge 512 and the second bridge 522. In contrast, the first bridge 512 does not have to be provided with the drop prevention unit 5125, and the second bridge 522 does not have to be provided with the drop prevention unit 5225. In short, it is sufficient that at least one of the first bridge and the second bridge is provided with a drop prevention unit that prevents game balls from falling in the protruding direction of the first bridge and the second bridge.
[0343] Second Embodiment A second embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.
[0344] FIG. 37 is a front view of the variable winning device according to the second embodiment of the present invention. In the first embodiment, the variable winning device 5 includes the first winning opening 51 provided on the left side of the play area and the second winning opening 52 provided on the right side of the play area. In contrast, in this embodiment, the variable winning device 5A differs from the first embodiment in that it has a first winning opening 51 located on the left side of the playing area and a second winning opening 52A located on the right side of the playing area, as shown in Figure 37.
[0345] The first winning opening 51 functions as a normal winning opening. The second winning opening 52A has the same configuration as the second winning opening in the first embodiment, except that it does not dispense prize balls when a game ball enters it, and that it has the letter "V" displayed on the front of the cover 521. The second winning opening 52A may also be configured to dispense prize balls when a game ball enters it.
[0346] The second winning opening 52A has a different function from the second winning opening 52 in the first embodiment. Specifically, the second winning opening 52A functions as a V winning opening (specific winning opening). This function as a V winning opening will be explained in detail later. In the following description, the first winning opening 51 and the second winning opening 52A will also be simply referred to as the big winning opening 50.
[0347] FIG. 38 is a diagram showing an allocation table that stores random number values related to allocation destinations for each type of big win. The random number values relating to the allocation destination of each type of jackpot are stored as an allocation table (allocation information group) in an allocation table storage area 63b (see FIG. 14) of a ROM 63 provided as allocation information group storage means, as shown in FIG. 38. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 38(a) and a second allocation table (second allocation information group) shown in FIG. 38(b). The MPU 62 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 64b to execute a lottery for determining the type of big win.
[0348] The first allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the upper operating port 36. 38(a), the first allocation table allocates multiple allocation results, namely, "low probability result (special allocation result corresponding to low probability)" and "most favorable result (special allocation result corresponding to high probability)." Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 14" is allocated to "low probability result," and "15 to 29" is allocated to "most favorable result."
[0349] The second allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the lower operating port 37. As shown in Figure 38(b), the second allocation table allocates only the allocation result of the "most advantageous result." Specifically, in the second allocation table, all of the values "0 to 29" of the jackpot type counter C2 are allocated to the "most advantageous result."
[0350] As such, in this embodiment, the first allocation table and the second allocation table differ from the first embodiment in that they do not allocate the allocation results of "non-explicit few-round high probability result (latent high probability result corresponding to few rounds)" and "explicit few-round high probability result (high probability result corresponding to few rounds)".
[0351] In addition, in this embodiment, the main control device 60 executes processing different from that in the first embodiment. Specifically, in this embodiment, the game state transition processing and the special prize opening / closing processing are different from those in the first embodiment. The game state transition processing and the special prize opening / closing processing in this embodiment will be described below.
[0352] FIG. 39 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 62 executes steps S801 to S815. In this embodiment, as shown in Fig. 39, when the MPU 62 determines in step S804 that the win / loss result is not a "special loss result," that is, when the MPU 62 determines that the win / loss result is a "jackpot win," it executes step S808, and after executing step S808, it executes the processes from step S810 onwards, which is different from the first embodiment.
[0353] FIG. 40 is a diagram showing a flowchart of the big prize opening / closing process. In the special prize opening opening process, the MPU 62 executes steps S1001 to S1024. Note that, in this embodiment, the MPU 62 executes step S1006, as shown in FIG. 40, and then executes V prize detection process in step S1025A, which is different from the first embodiment.
[0354] In step S1001, the MPU 62 determines whether the big prize opening 50 is open or not. If the MPU 62 determines in step S1001 that the big prize opening 50 is not open, it executes the processes from step S1002 onwards. On the other hand, if the MPU 62 determines in step S1001 that the big prize opening 50 is open, it executes the processes from step S1006 onwards.
[0355] First, the process (the process from step S1002 onwards) when it is determined in step S1001 that the big prize opening 50 is not open by the MPU 62 will be described. In step S1002, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1002 that both the value of the open / close counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening open / close process.
[0356] In contrast, if the MPU 62 determines in step S1002 that at least one of the values of the opening / closing counter SOC and the round counter RC is not less than "0", it determines in step S1003 whether the value of the timer counter T is less than "0". If the MPU 62 determines in step S1003 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening process.
[0357] On the other hand, if the MPU 62 determines in step S1003 that the value of the timer counter T is equal to or less than "0", it executes a process of opening the big prize opening in step S1004. The process of opening the big prize slot in step S1004 will be described in detail below.
[0358] FIG. 41 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 62 executes steps S1101 to S1112A. Note that, in this embodiment, the MPU 62 executes the process of step S1103 or step S1106, and then executes the process of step S1109A and subsequent steps, as shown in FIG. 41, which is different from the first embodiment. In step S1109A, the MPU 62 determines whether the allocation result is the "most advantageous result."
[0359] If the MPU 62 determines in step S1109A that the allocation result is not the "most advantageous result" (if it determines that it is a "low probability result"), it executes the opening execution process for the normal winning opening in step S1110A. In this opening execution process for the normal winning opening, the MPU 62 executes drive control of the first bridge drive unit 514 to protrude the first bridge 512 and set the first winning opening 51 to an open state. Thereafter, the MPU 62 ends the special winning opening opening process. On the other hand, if the MPU 62 determines in step S1109A that the allocation result is the "most advantageous result," it determines in step S1111A whether the value of the round counter RC is "15" or greater.
[0360] If the MPU 62 determines in step S1111A that the value of the round counter RC is not equal to or greater than "15", it executes the processes from step S1110A onwards. On the other hand, if the MPU 62 determines in step S1111A that the value of the round counter RC is "15" or greater, it executes the V prize opening execution process in step S1112A. In this V prize opening execution process, the MPU 62 executes drive control of the second bridge drive unit 524 to protrude the second bridge 522 and set the second prize opening 52A to an open state. Thereafter, the MPU 62 ends the special prize opening process.
[0361] Returning to the explanation of the big prize opening / closing process, the process from step S1005 onwards will be explained with reference to FIG. After executing the special prize opening process in step S1004, the MPU 62 sets an opening command in step S1005. Furthermore, in step S301 of the normal process, the MPU 62 transmits the opening command set in step S1005 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the special prize opening opening and closing process. Based on the open command sent from the MPU 62, the sound and light emitting control device 90 recognizes that the big prize opening 50 has been set to the open state, and executes a predetermined process.
[0362] Next, the process (the process from step S1006 onwards) when it is determined in step S1001 by the MPU 62 that the big prize opening 50 is open will be described. In step S1006, the MPU 62 determines whether the value of the timer counter T is equal to or less than 0. That is, the MPU 62 determines whether the upper limit duration set in the timer counter T in step S1103 or step S1106 of the special prize opening process has elapsed.
[0363] When it is determined in step S1006 that the value of timer counter T is not less than "0", MPU62 executes the processes after step S1025A. On the other hand, when it is determined in step S1006 that the value of timer counter T is less than or equal to "0", MPU62 executes the processes after step S1018.
[0364] First, the process (the process after step S1025A) when it is determined in step S1006 by MPU62 that the value of timer counter T is not less than "0" will be described. In step S1025A, MPU62 executes V winning detection processing. Hereinafter, the V winning detection processing will be described in detail.
[0365] <V winning detection processing> FIG. 42 is a diagram showing a flowchart of the V winning detection processing. In the V winning detection processing, as shown in FIG. 42, steps S130A to S1305A are executed. In step S1301A, MPU62 determines whether a winning has occurred at the second winning port 52A. The determination as to whether a winning has occurred at the second winning port 52A is executed based on the detection result of the detection sensor 40d corresponding to the second winning port 52A.
[0366] When it is determined in step S1301A by MPU62 that no winning has occurred at the second winning port 52A, the V winning detection processing ends without executing the processes after step S1302A. On the other hand, when it is determined in step S1301A by MPU62 that a winning has occurred at the second winning port 52A, in step S1302A, MPU62 executes the closing execution processing of the V winning port. In the closing execution processing of the V winning port, MPU62 sets the second winning port 52A to a closed state by immersing the second bridge 522 by executing drive control of the second bridge drive unit 524.
[0367] In step S1303A, the MPU 62 executes a process for opening the normal winning opening. In the process for opening the normal winning opening, the MPU 62 executes drive control of the first bridge drive unit 514 to project the first bridge 512 and set the first winning opening 51 to an open state. In step S1304A, the MPU 62 sets a V winning flag in the RAM 64. This V winning flag is a flag for specifying that a win has occurred in the second winning port 52A.
[0368] In step S1305A, the MPU 62 sets a V winning command. After that, the MPU 62 ends the V winning detection process. In step S301 of the normal process, the MPU 62 transmits the V winning command set in step S1305A to the sound and light emission control device 90. The sound and light emission control device 90 recognizes that a win has occurred in the second winning port 52A based on the V winning command transmitted from the MPU 62, and executes a predetermined process. This process will be described in detail later.
[0369] Returning to the explanation of the big prize opening / closing process, the process from step S1007 onwards will be explained with reference to FIG. In step S1007, the MPU 62 determines whether or not a win has occurred in the first winning opening 51. The determination of whether or not a win has occurred in the first winning opening 51 is made based on the detection result of the detection sensor 40c corresponding to the first winning opening 51.
[0370] If the MPU 62 determines in step S1007 that no winning has occurred in the first winning opening 51, it ends the big winning opening opening opening process. On the other hand, if it is determined in step S1007 that a win has occurred in the first winning slot 51, the MPU 62 updates the value of the winning counter PC by subtracting 1 from the value in step S1008.
[0371] In step S1009, the MPU 62 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 62 determines in step S1009 that the value of the prize counter PC is not equal to or less than "0", it ends the big prize opening opening process. On the other hand, if the MPU 62 determines in step S1009 that the value of the winning counter PC is equal to or less than "0," it executes a closing execution process in step S1010. In this closing execution process, if the first bridge 512 has been protruded to set the first winning opening 51 to an open state, the MPU 62 executes drive control of the first bridge drive unit 514 to retract the first bridge 512 and set the first winning opening 51 to a closed state. Also, in the closing execution process, if the second bridge 522 has been protruded to set the second winning opening 52A to an open state, the MPU 62 executes drive control of the second bridge drive unit 524 to retract the second bridge 522 and set the second winning opening 52A to a closed state.
[0372] In step S1011, the MPU 62 sets a close command. In step S301 of the normal processing, the MPU 62 transmits the close command set in step S1011 to the audio and light emission control device 90. In addition, the sound and light emitting control device 90 recognizes that the big prize opening 50 has been set to a closed state based on the close command sent from the MPU 62, and executes a predetermined process.
[0373] In step S1012, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1012 that the winning / losing result is a "special losing result," it executes the processing from step S1023 onwards, which will be described later.
[0374] On the other hand, if the MPU 62 determines in step S1012 that the winning / losing result is not a "special losing result," it executes the processing from step S1013 onwards. In step S1013, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.
[0375] In step S1014, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1014 that the value of the round counter RC is not equal to or less than "0," then in step S1015, the MPU 62 sets the value of the timer counter T to "500." Thereafter, the MPU 62 ends the big prize opening opening process.
[0376] Here, the value set in the timer counter T in step S1015 specifies the opening standby time from when the special prize opening 50 is set to the open state, to when it is set to the closed state again, and until the special prize opening 50 is set to the open state again. In this embodiment, the opening standby time is 1 second. This opening standby time is the same regardless of the type of opening / closing execution mode or the progress status.
[0377] On the other hand, if the MPU 62 determines in step S1014 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S1016 onwards. In step S1016, the MPU 62 sets "2000" in the timer counter T as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.
[0378] The waiting time for the ending is the same regardless of the type of game result, as with the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.
[0379] In step S1017, the MPU 62 sets an ending command. In step S301 of the normal processing, the MPU 62 transmits the ending command set in step S1017 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the big prize opening opening and closing processing. The audio and light emission control device 90 recognizes the end of the opening and closing execution mode based on the ending command sent from the MPU 62, and executes a predetermined process.
[0380] Next, the process (the process from step S1018 onwards) when it is determined in step S1006 that the value of the timer counter T is equal to or less than "0" by the MPU 62 will be described. In step S1018, the MPU 62 executes the closing execution process in the same manner as in step S1010 described above. In step S1019, the MPU 62 sets a close command in the same manner as in step S1011 described above.
[0381] In step S1020, the MPU 62 determines whether the winning or losing result is a "special losing result." If the MPU 62 determines in step S1020 that the result is not a "special miss result," that is, if it determines that the result is a "jackpot win," it executes the processes from step S1021 onwards. On the other hand, if the MPU 62 determines in step S1020 that the winning / losing result is a "special losing result," it executes the processes from step S1023 onwards.
[0382] First, the process (the process from step S1021 onwards) when the MPU 62 determines in step S1020 that the winning / losing result is not a "special losing result" will be described. In step S1021, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.
[0383] In step S1022, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1022 that the value of the round counter RC is not equal to or less than "0", it executes the processes from step S1015 onwards. On the other hand, if the MPU 62 determines in step S1022 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S1016 onwards.
[0384] Next, the process (the process from step S1023 onwards) when the MPU 62 determines in step S1012 or step S1020 that the winning / losing result is a "special losing result" will be described. In step S1023, the MPU 62 updates the value of the open / close counter SOC by subtracting 1 from the value of the open / close counter SOC.
[0385] In step S1024, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0". If the MPU 62 determines in step S1024 that the value of the open / close counter SOC is not equal to or less than "0", it executes the processes from step S1015 onwards. On the other hand, if the MPU 62 determines in step S1024 that the value of the open / close counter SOC is equal to or less than "0", it executes the processes from step S1016 onwards.
[0386] FIG. 43 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 62 executes steps S1401A to S1408A as shown in FIG. In step S1401A, the MPU 62 determines whether the allocation result is the "most advantageous result."
[0387] If the MPU 62 determines in step S1401A that the allocation result is the "most advantageous result," it executes the processes from step S1402A onwards. On the other hand, if the MPU 62 determines in step S1401A that the allocation result is not the "most advantageous result," it executes the processes from step S1407A onwards.
[0388] First, the process (the process from step S1402A onwards) when the MPU 62 determines in step S1401A that the allocation result is the "most advantageous result" will be described. In step S1402A, the MPU 62 determines whether or not the V winning flag is set in the RAM 64.
[0389] If it is determined in step S1402A that the V prize flag is not set in the RAM 64, the MPU 62 executes the processes in and after step S1407A. On the other hand, if the MPU 62 determines in step S1402A that the V prize flag is set in the RAM 64, then in step S1403A, it sets a high-probability mode flag in the RAM 64. If the high-probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until 50 games have been played. When 50 games have been played, the MPU 62 clears the high-probability mode flag. As a result, the MPU 62 sets the win / loss lottery mode to the low-probability mode. The MPU 62 executes these processes as game play control processes in step S303 of the normal process, but detailed explanations thereof will be omitted.
[0390] In step S1404A, the value of the number of games counter provided in the various counter area 64a of the RAM 64 is set to "50". In step S1405A, the MPU 62 sets the high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode. In step S1406A, the MPU 62 sets the number of times limit flag in the RAM 64. If the number of times limit flag has already been set in the RAM 64, the MPU 62 maintains it. Thereafter, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0391] When the transition process at the end of the open / close execution mode is completed, the MPU 62 clears the flags (low probability result flag and most advantageous result flag) set in the RAM 64 according to the allocation result, the special loss flag, and the V prize flag. Also, in step S701 of the above-mentioned fluctuation start process, the MPU 62 determines whether the win / loss lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 64.
[0392] Here, if the high frequency support flag is set in RAM 64 and the number of times limit flag is set, the high frequency support mode continues until 50 games, which is the termination reference number set in the game number counter, are played. When 50 games have been played, the MPU 62 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 62 sets the support mode to the low frequency support mode. The MPU 62 executes these processes as electric support processes in step S306 of the normal process, but detailed description thereof will be omitted.
[0393] Next, we will explain the processing (processing from step S1407A onwards) when MPU 62 determines in step S1401A that the allocation result is not the "most advantageous result", or when MPU 62 determines in step S1402A that the V winning flag is not set in RAM 64. In step S1407A, the MPU 62 clears the high-probability mode flag. As a result, the MPU 62 sets the win / loss lottery mode to the low-probability mode. This low-probability mode continues at least until the win / loss lottery results in a "jackpot win" and the allocation result becomes anything other than a "low-probability result."
[0394] In step S1408A, the MPU 62 sets the value of the number of games counter provided in the various counter area 64a of the RAM 64 to "100". Thereafter, the MPU 62 executes the above-described processing from step S1405A onwards.
[0395] Here, if the high frequency support flag is set in RAM 64 and the number of times limit flag is set, the high frequency support mode continues until 100 games, which is the termination reference number set in the game number counter, are played. When 100 games have been played, the MPU 62 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 62 sets the support mode to the low frequency support mode. The MPU 62 executes these processes as electric support processes in step S306 of the normal process, but detailed description thereof will be omitted.
[0396] In this way, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is the "most favorable result," and then a prize is won at second winning slot 52A, the game state will transition to high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode) regardless of the current game state. The high probability mode and high frequency support mode will transition to low probability mode and low frequency support mode if the win / loss lottery does not result in a "jackpot win" and 50 game rounds have been played.
[0397] Furthermore, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is the "most favorable result" and then no prize is won in second prize slot 52A, or if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "low probability result," the game state will transition to low probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the number of rounds specified mode) regardless of the current game state. The low probability mode will continue at least until the win / loss lottery results in a "jackpot win," and the high frequency support mode will transition to low frequency support mode if 100 game rounds have been played without the win / loss lottery results in a "jackpot win."
[0398] Also, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss result" or a "normal miss result," the game state will not change.
[0399] In this way, in this embodiment, the main control device 60 functions as a game state transition means that transitions the game state to an opening / closing execution mode that is advantageous to the player based on the results of an internal lottery executed in response to the entry of a game ball into the upper operating port 36 and the lower operating port 37. Moreover, when the variable winning device 5A is shifted to the open / close execution mode, it is shifted to a state in which a game ball can enter.
[0400] Furthermore, in this embodiment, each bridge 512, 522 and each bridge drive unit 514, 524 functions as a ball entry state switching means provided between the first winning opening 51 and the second winning opening 52A, by switching between a first ball entry possible state in which the game ball is allowed to enter the first winning opening 51 but is not allowed to enter the second winning opening 52A, a second ball entry possible state in which the game ball is allowed to enter the second winning opening 52A but is not allowed to enter the first winning opening 51, and a ball entry impossible state in which the game ball is not allowed to enter either the first winning opening 51 or the second winning opening 52A.
[0401] Specifically, each bridge driving unit 514, 524 switches to a first ball entry possible state in which a gaming ball is allowed to enter the first winning hole 51 via the first bridge 512 by protruding the first bridge 512 from the gaming board 31 and retracting the second bridge 522 from the gaming board 31. Each bridge driving unit 514, 524 switches to a second ball entry possible state in which a gaming ball is allowed to enter the second winning hole 52A via the second bridge 522 by protruding the second bridge 522 from the gaming board 31 and retracting the first bridge 512 from the gaming board 31. Each bridge driving unit 514, 524 switches to a ball entry impossible state by retracting the first bridge 512 and the second bridge 522 from the gaming board 31. In other words, each bridge driving unit 514, 524 switches between the first ball-scoring state, the second ball-scoring state, and the non-scoring state by switching the first bridge 512 and the second bridge 522 between enabled and disabled, and in the first ball-scoring state and the second ball-scoring state, both the first bridge 512 and the second bridge 522 cannot be set to enabled.
[0402] In this embodiment, when the main control unit 60 transitions to the opening and closing execution mode, it switches to the first ball-scoring possible state or the second ball-scoring possible state using the goal-scoring state switching means, and when it has not transitioned to the opening and closing execution mode, it switches to the goal-scoring impossible state using the goal-scoring state switching means.
[0403] In addition, in this embodiment, the audio and light emission control device 90 and the display control device 100 execute processes different from those in the first embodiment. Specifically, in this embodiment, the performance determination process differs from that in the first embodiment. The content of the performance determination process in this embodiment will be described below.
[0404] <Regarding the rendering determination process executed by the audio and light emission control device 90> FIG. 44 is a flowchart of the effect determination process. The MPU 92 of the sound and light emission control device 90 executes a presentation determination process to execute presentations for game times, presentations for open / close execution modes, etc. In this presentation determination process, the MPU 92 executes steps S2101 to S2116. Note that in this embodiment, as shown in FIG. 44, if it is determined in step S2109 that an opening command has been received, the MPU 92 executes the processes from step S2113 onward, and differs from the first embodiment in that it executes the processes of steps S2117A to S2119A before executing the process of step S2116.
[0405] In step S2117A, the MPU 92 determines whether or not a V winning command has been received.
[0406] If the MPU 92 determines in step S2117A that it has not received a V winning command, it executes the processing from step S2116 onwards. On the other hand, if the MPU 92 determines in step S2117A that it has received a V winning command, it executes a process for determining a V winning notification effect in step S2118A. In this process, the MPU 92 determines to execute a V winning notification effect that notifies the player that a winning has occurred in the second winning port 52A. Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above.
[0407] In step S2119A, the MPU 92 sets a V prize notification command including information related to the V prize notification effect determined in step S2118A. The MPU 92 then stores the V prize notification command in the command list stored in the command list storage area 94a of the RAM 94. This V prize notification command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.
[0408] Based on the V winning notification command sent from MPU 92, MPU 102 of display control device 100 reads out from program ROM 103 a data table for executing the V winning notification effect on symbol display device 47. Then, MPU 102 outputs a command to VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, symbol display device 47 executes the V winning notification effect.
[0409] After executing the processing of step S2119A, or if it is determined in step S2117A that a V winning command has not been received, the MPU92 executes the processing from step S2116 onwards, as in the first embodiment.
[0410] <About the process of switching to open / close execution mode> 45 is a diagram showing the display screen of the symbol display device and the variable winning device when the mode is switched to the open / close execution mode. In addition, FIG. 45 shows a simplified view of the variable winning device 5A below the display screen G. Specifically, Figure 45(A) is a diagram showing the display screen G when transitioning to the open / close execution mode. Figures 45(B) and (C) are diagrams showing the flow before a win is made at the second winning port 52A. Figures 45(D) and (E) are diagrams showing the flow after a win is made at the second winning port 52A.
[0411] When the mode shifts to the open / close execution mode, the MPU 102 stops the variable display of each of the symbol columns Z1 to Z3 as shown in Fig. 45(A). In the example of Fig. 45, the symbol display device 47 displays a combination of symbols having the same odd numbers (7 7 7) stopped on the activated line L as the stopped result, which indicates that the allocation result is the "most advantageous result."
[0412] When the MPU 102 receives a command for the opening and closing execution mode, it causes the pattern display device 47 to execute the performance for the opening and closing execution mode selected by the MPU 92 of the sound and light emission control device 90. Specifically, as shown in Figure 45 (B), the MPU 102 displays each pattern column Z1 to Z3 in a reduced size and places it in the lower left position of the display screen G of the pattern display device 47, and displays the word "BONUS!" in the center of the display screen G of the pattern display device 47.
[0413] 45(C), the MPU 102 displays characters indicating the number of times the round game will be played (for example, "ROUND 1") in the upper left position of the display screen G of the symbol display device 47, and starts the round game. Then, the MPU 102 displays the characters "Aim for V!!" in the center position of the display screen G of the symbol display device 47, and urges the player to win at the second winning slot 52A. Furthermore, in the first round of play, the MPU 62 determines in step S1111A that the value of the round counter RC is equal to or greater than "15," and therefore executes processing to open the V winning port in step S1112A. In this processing to open the V winning port, the MPU 62 executes drive control of the second bridge drive unit 524, thereby protruding the second bridge 522 and setting the second winning port 52A to an open state. This allows the MPU 62 to guide game balls flowing down the play area between the cover 511 and the cover 521 to the opening of the cover 521.
[0414] When a win occurs in the second winning slot 52A, the MPU 102, based on the V winning notification command sent from the MPU 92, displays a large letter "V" in the center of the display screen G of the pattern display device 47, as shown in Figure 45 (D), indicating that a win has occurred in the second winning slot 52A. Furthermore, in step S1302A, the MPU 62 executes a process for closing the V winning opening. In this process for closing the V winning opening, the MPU 62 executes drive control of the second bridge drive unit 524, thereby immersing the second bridge 522 and setting the second winning opening 52A in a closed state.
[0415] Thereafter, the MPU 62 executes a process for opening the normal winning opening in step S1303A. In this process for opening the normal winning opening, the MPU 62 executes drive control of the first bridge drive unit 514, as shown in Fig. 45(E), thereby protruding the first bridge 512 and setting the first winning opening 51 to an open state. This allows the MPU 62 to guide game balls flowing down the game area between the cover 511 and the cover 521 to the opening of the cover 511.
[0416] If no win occurs at the second winning opening 52A, the MPU 62 executes a closing execution process in step S1018 after the 30 seconds, which is the upper limit duration set in the timer counter T in step S1106 of the special winning opening opening opening opening process, has elapsed. In this closing execution process, the MPU 62 executes drive control of the second bridge drive unit 524 to immerse the second bridge 522, set the second winning opening 52A in a closed state, and start the next round of play. In this case, as described above, the game state transitions to the low probability mode and the high frequency support mode after the end of the opening / closing execution mode (i.e., the number of rounds specified mode) regardless of the current game state.
[0417] In this way, in this embodiment, the main control device 60 functions as a game state transition means that transitions the game state from the normal control state to an opening / closing execution mode that is advantageous to the player, based on the results of an internal lottery executed in response to the entry of a game ball into the upper operating port 36 and the lower operating port 37. In addition, in this embodiment, the normal control state includes a low probability mode (first gaming state) and a high probability mode (second gaming state) different from the low probability mode.
[0418] In this embodiment, the variable winning device 5A has a first winning port 51 (normal winning port) that pays out a predetermined number of prize balls when a game ball enters, and a second winning port 52A (specific winning port) that sets the normal control state to a high probability mode when a game ball enters. In this embodiment, the normal control state includes a low probability mode (first gaming state) and a high probability mode (second gaming state) different from the low probability mode, but a gaming state other than these may be the normal control state. For example, the normal control state may include a low frequency support mode as the first gaming state and a high frequency support mode as the second gaming state.
[0419] In addition, in this embodiment, the main control device 60 is equipped with a large prize opening process (ball entry state determination unit) that determines whether to switch to the second ball entry possible state using the ball entry state switching means based on the results of an internal lottery triggered by a game ball entering the upper operating port 36 and the lower operating port 37, and a transition process (game state setting unit) at the end of the opening and closing execution mode that sets the normal control state to a low probability mode if a game ball does not enter the second prize opening 52A in the opening and closing execution mode, and sets the normal control state to a high probability mode if a game ball enters the second prize opening 52A. In this embodiment, the ball entry state switching means switches the second ball entry possible state to the first ball entry possible state when a gaming ball enters the second winning opening 52A.
[0420] According to this embodiment, the following actions and effects can be achieved. (1) The variable winning device 5A is equipped with a ball entry state switching means. When the device has transitioned to the open / close execution mode, the ball entry state switching means can switch the state to a first ball entry-enabled state, allowing game balls to enter the first winning opening 51, which executes the payout of a predetermined number of prize balls. The ball entry state switching means can switch the state to a second ball entry-enabled state, allowing game balls to enter the second winning opening 52A, which sets the normal control state to the high-probability mode. Furthermore, when the device has not transitioned to the open / close execution mode, the ball entry state switching means can switch the state to a ball entry-disabled state, preventing game balls from entering the first winning opening 51 and the second winning opening 52A. Therefore, when the device has transitioned to the open / close execution mode, the ball entry state switching means can switch the ball entry-enabled state, setting the normal control state to the high-probability mode, thereby increasing the player's attention to the game.
[0421] (2) The main control device 60 is equipped with a special prize opening process that determines whether or not to switch to the second ball entry possible state using the ball entry state switching means based on the result of an internal lottery that is executed when a game ball enters the upper actuation port 36 and the lower actuation port 37. Therefore, the player will pay attention to the result of the special prize opening process and hope that the second ball entry possible state will be entered. Therefore, the pachinko machine 10 can increase the player's attention to the game. (3) The ball entry state switching means switches the second ball entry possible state to the first ball entry possible state when a gaming ball enters the second winning opening 52A, so that the player can enter a gaming ball into the first winning opening 51 after entering the second winning opening 52A. Then, the first winning opening 51 can execute the payout of a predetermined number of prize balls when the gaming ball enters. Therefore, the pachinko machine 10 allows the player to play comfortably.
[0422] (4) Since the first bridge 512 is inclined downward toward the first winning opening 51, the first bridge drive unit 514 can switch to a first ball entry state in which a gaming ball is allowed to enter the first winning opening 51 via the first bridge 512 by protruding the first bridge 512 from the gaming board 31. Since the second bridge 522 is inclined downward toward the second winning opening 52A, the second bridge drive unit 524 can switch to a second ball entry state in which a gaming ball is allowed to enter the second winning opening 52A via the second bridge 522 by protruding the second bridge 522 from the gaming board 31. Furthermore, since the first winning opening 51 and the second winning opening 52A are provided to open horizontally, the bridge drive units 514, 524 can switch to a ball-entry disabled state by immersing the first bridge 512 and the second bridge 522 into the game board 31. Therefore, the pachinko machine 10 can simplify the configuration of the ball-entry state switching means. Furthermore, the pachinko machine 10 can diversify the movement of game balls flowing down the game area, thereby increasing the player's attention to the game.
[0423] (5) Since the first winning opening 51 is provided to open on one horizontal side and the second winning opening 52A is provided to open on the other horizontal side, the ball entry state switching means distributes the game balls horizontally left and right to allow the balls to enter the first winning opening 51 or the second winning opening 52A. Therefore, compared to using a mechanism such as an opening and closing door to switch between the first ball entry state, the second ball entry state, and the ball entry non-existent state, the ball entry state switching means can be installed by making effective use of the space in the game area.
[0424] (6) The first bridge 512 and the second bridge 522 are arranged so that they intersect, and therefore the ball entry state switching means can be installed by making effective use of the space in the game area, compared to when they are arranged so that they do not intersect (for example, when they are arranged offset vertically). (7) The first bridge 512 and the second bridge 522 are arranged to intersect by interlocking the slits 5124 of the first bridge 512 with the slits 5224 of the second bridge 522 along the protruding and retracting directions of the first bridge 512 and the second bridge 522, thereby simplifying the configuration of the first bridge 512 and the second bridge 522.
[0425] (8) The protruding width D1 of the first bridge 512 and the second bridge 522 from the gaming board 31 is set to be narrower than the diameter of a gaming ball, so that the first bridge 512 and the second bridge 522 can be quickly immersed into the gaming board 31 compared to when the width is set to be the same as the diameter of the gaming ball. Therefore, each bridge driving unit 514, 524 can prevent an over-entry, in which a gaming ball that has been guided to the first winning hole 51 or the second winning hole 52A by the first bridge 512 or the second bridge 522 enters the first winning hole 51 or the second winning hole 52A immediately after the first bridge 512 or the second bridge 522 is immersed into the gaming board 31. (9) The upper surface of the covers 511, 521 is shaped to protrude further toward the opening than the lower surface of the covers 511, 521, so that the game ball is less likely to accidentally enter the first winning opening 51 or the second winning opening 52A compared to when the upper surface of the covers 511, 521 is shaped to not protrude further toward the opening than the lower surface of the covers 511, 521.
[0426] Third Embodiment A third embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.
[0427] FIG. 46 is a front view of a game board according to the third embodiment of the present invention. In the first embodiment, the game board 31 had a first prize opening 51 and a second prize opening 52 located below the game area, and the first prize opening 51 and the second prize opening 52 both functioned as a large prize opening 50. In contrast, in this embodiment, the game board 31B has a first winning opening 51B and a second winning opening 52B located at the bottom right of the game area, as shown in Figure 46, and the first winning opening 51B has the same function as the lower operating opening 37 in the first embodiment, and the second winning opening 52B differs from the first embodiment in that it functions as a large winning opening 50 of the variable winning device 5B that pays out a predetermined number of prize balls when a game ball enters the game board.
[0428] Furthermore, the player can guide the game ball to the first winning opening 51B and the second winning opening 52B, avoiding the variable display unit 43, etc., by maximizing the rotational amount of the launch handle 27 and shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side.
[0429] In the following description of the game board 31B, components that have the same functions as those in the first embodiment but differ in shape and arrangement will be described using the same reference numerals.
[0430] The game board 31B has a plurality of large and small openings in the game area, formed by router processing to penetrate the game balls in the front-to-back direction. The game board 31B also has a general winning opening 30, an upper operating opening (first starting ball opening) 36, a first winning opening (second starting ball opening) 51B, a second winning opening 52B, and an outlet opening 39, all of which are provided in the openings. The game board 31B also has through gates 41 provided on the left and right sides of the center, a main display device 42 provided on the upper right side, and a variable display unit 43 provided in the center. The game board 31B also has numerous nails 44 planted in the game area to appropriately disperse or adjust the direction in which the game balls fall, as well as various other components (gimmicks) such as windmills.
[0431] Each of the various winning openings, including the general winning opening 30, the upper operating opening 36, the first winning opening 51B, and the first winning opening 52B, is equipped with detection sensors 40a-40d (see FIG. 50) that detect the entry of game balls. These detection sensors 40a-40d are disposed on the rear side of the game board 31B. Specifically, the upper operating opening 36 is equipped with detection sensor 40a, the first winning opening 51B is equipped with detection sensor 40b, the second winning opening 52B is equipped with detection sensor 40c, and the general winning opening 30 is equipped with detection sensor 40d. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection results of the detection sensors 40a-40d. Note that the detection sensors 40a-40d may be any type capable of individually detecting the entry of game balls; for example, electromagnetic induction proximity sensors may be employed.
[0432] Specifically, the pachinko machine 10 will pay out 10 prize balls when a ball enters the general winning opening 30. The pachinko machine 10 will pay out 3 prize balls when a ball enters the upper operating opening 36 and when a ball enters the first winning opening 51B. The pachinko machine 10 will pay out 15 prize balls when a ball enters the second winning opening 52B. Note that the number of prize balls is arbitrary, and for example, the number of prize balls for the upper operating opening 36 and the number of prize balls for the first winning opening 51B may be different.
[0433] FIG. 47 is a front view of the game board with an enlarged view of the vicinity of the first winning hole and the second winning hole. As shown in Fig. 47, the first winning opening 51B is provided in an opening 315 formed in the game area by router processing so as to penetrate in the front-to-rear direction. This first winning opening 51B is provided so as to open to the right, and is equipped with a substantially rectangular parallelepiped cover 511B that guides game balls that enter through this opening to the opening 315, and the above-mentioned detection sensor 40b that is provided inside the cover 511B and detects the entry of game balls. The pachinko machine 10 executes the payout of a predetermined number of prize balls (three in this embodiment) based on the detection result. The game balls that are guided by the cover 511B and enter the opening 315 are discharged from the game area through the discharge passage 315a. The game balls that pass through the discharge passage 315a merge with the game balls that are discharged from the game area through the discharge passage 39a of the outlet 39 (see FIG. 5).
[0434] The second winning opening 52B is formed in the game area by router processing so as to penetrate in the front-to-rear direction, and is provided in an opening 316 located above the opening 315. The second winning opening 52B is provided so as to open to the left, and is equipped with a substantially rectangular parallelepiped cover 521B that guides game balls that enter through this opening to the opening 316, and the aforementioned detection sensor 40c that is provided inside the cover 521B and detects the entry of game balls. The pachinko machine 10 pays out a predetermined number of prize balls (15 in this embodiment) based on the detection result. The game balls that are guided by the cover 521B and enter the opening 316 are discharged from the game area through a discharge passage 316a that is provided to merge with the above-mentioned discharge passage 315a. The game balls that pass through this discharge passage 316a merge with the game balls that are discharged from the game area through the discharge passage 39a of the outlet 39 (see FIG. 5), just like the game balls that pass through the discharge passage 315a.
[0435] In this embodiment, the first winning opening 51B is provided so as to open to one side in the horizontal direction (the +X-axis direction), and the second winning opening 52B is provided so as to open to the other side in the horizontal direction (the -X-axis direction). Furthermore, in this embodiment, the first winning opening 51B and the second winning opening 52B function as ball entry means for allowing game balls flowing down the game area to enter.
[0436] The first winning opening 51B also includes a first bridge 512B in the shape of a substantially rectangular plate provided on the right side of the cover 511B, and a first bridge drive unit 514B that drives the first bridge 512B. The first bridge 512B is provided so as to be able to freely protrude and retract through a hole 313B having a rectangular cross section formed in the game board 31B, and is provided so as to slope from the lower end of the cover 511B to the upper end of the cover 521B.
[0437] The second winning opening 52B also includes a second bridge 522B in the shape of a substantially rectangular plate provided on the left side of the cover 521B, and a second bridge drive unit 524B that drives the second bridge 522B. The second bridge 522B is provided so as to be able to freely protrude and retract through a hole 314B having a rectangular cross section formed in the game board 31B, and is provided so as to incline from the lower end of the cover 521B to the upper part of the cover 511B.
[0438] First bridge 512B is provided so as to have a steeper inclination than second bridge 522B. Furthermore, first bridge 512B spans between the opening of cover 511B and the opening of cover 521B, whereas second bridge 522B spans between the opening of cover 521B and the left end of the upper surface of cover 511B. In other words, the horizontal length of first bridge 512B is shorter than the horizontal length of second bridge 522B.
[0439] Thus, in this embodiment, the first bridge 512B is arranged to be able to protrude and retract freely relative to the game board 31B, and is inclined so as to descend as it approaches the first winning opening 51B side, and the second bridge 522 is arranged to be able to protrude and retract freely relative to the game board 31B, and is inclined so as to descend as it approaches the second winning opening 52 side. In this embodiment, the first bridge driving unit 514B and the second bridge driving unit 524B function as bridge driving units that cause the first bridge 512B and the second bridge 522B to protrude and retract relative to the game board 31B. In other words, the first bridge driving unit 514B and the second bridge driving unit 524B function as induction driving units that independently drive the first bridge 512B and the second bridge 522B. Furthermore, in this embodiment, the first bridge 512B and the second bridge 522B are provided so as to intersect with each other.
[0440] The first bridge 512B has a slit (not shown) formed in the center thereof and extending from the rear side to the front side, similar to the first bridge 512 in the first embodiment. The second bridge 522B has a slit (not shown) formed in the center thereof and extending from the front side to the rear side, similar to the second bridge 522 in the first embodiment.
[0441] The slits of the first bridge 512B and the slits of the second bridge 522B are interlocked with each other along the protruding and retracting direction (Y-axis direction) of the first bridge 512B and the second bridge 522B. Thus, in this embodiment, the first bridge 512B and the second bridge 522B are arranged to intersect by interlocking the slits of the first bridge 512B with the slits of the second bridge 522B along the protruding and retracting directions of the first bridge 512B and the second bridge 522B.
[0442] Here, the gaming board 31B is provided with a panel 53B provided so as to cover the front side of the first winning opening 51B and the second winning opening 52B. This panel 53B is provided with a transparent panel 53B1 formed to be transparent (or semi-transparent) so that the first winning opening 51B and the second winning opening 52B can be seen from the front side, and an opaque panel 53B2 provided around this transparent panel 53B1 and formed to be opaque. Therefore, the player can see the first winning opening 51B and the second winning opening 52B through the transparent panel 53B1 and the window portion 21 from the front.
[0443] Fig. 48 is a schematic diagram showing the front of the first winning opening and the second winning opening when the first bridge is protruded and retracted. Specifically, Fig. 48(A) is a diagram showing the flow path of the game ball that has fallen above the cover 521B when the first bridge 512B is protruded, and Fig. 48(B) is a diagram showing the flow path of the game ball that has fallen above the cover 521B when the first bridge 512B is retracted. As shown in Figure 48(A), the first bridge drive unit 514B (see Figure 47) causes the first bridge 512B to protrude from the gaming board 31B through a hole 313B formed in the gaming board 31B. The first bridge 512B is provided so as to slope from the lower end of the cover 511B to the upper end of the cover 521B, and by protruding from the gaming board 31B, it is possible to guide gaming balls flowing down the gaming area between the covers 511B and 521B to the opening of the cover 511B (see the arrow in the figure).
[0444] The game ball that has fallen above the cover 521B moves leftward along the slope of the upper surface of the cover 521B, and then moves leftward along the slope of the upper surface of the first bridge 512B and is guided to the opening of the cover 511B. The game ball that has fallen onto the upper surface of the first bridge 512B moves leftward along the slope of the upper surface of the first bridge 512B and is guided to the opening of the cover 511B. In addition, the game board 31B has nails 44 arranged thereon to prevent the game ball from falling above the cover 511B, so the game ball will not fall above the cover 511B.
[0445] Here, the protruding width of the first bridge 512B from the gaming board 31B is set to be narrower than the distance between the gaming board 31B and the panel 53B. In other words, the protruding width of the first bridge 512B from the gaming board 31B is set to be narrower than the diameter of a gaming ball (not shown). In this embodiment, the protruding width of the first bridge 512B from the game board 31B is set to be narrower than the diameter of the game ball, but it may also be set to be the same width as the diameter of the game ball, or may be set to be wider than the diameter of the game ball.
[0446] The opening width of the cover 511B is set to become narrower from the entrance side (right side) to the back side (left side). This allows the cover 511B to allow the game ball guided along the slope of the first bridge 512B to smoothly enter the first winning opening 51B. The upper surface of the cover 511B protrudes further toward the cover 521B (opening side) than the lower surface of the cover 511B.
[0447] 48(B), the first bridge driving unit 514B causes the first bridge 512B to sink into the game board 31B through the hole 313B formed in the game board 31B. By sinking the first bridge 512B into the game board 31B, the game balls flowing down the game area between the cover 511B and the cover 521B can be guided to the outlet 39.
[0448] The gaming ball that has fallen above the cover 521B moves leftward along the slope of the upper surface of the cover 521B, and then falls between the cover 511B and the cover 521B to be guided to the outlet 39. In addition, game balls that fall between the cover 511B and the cover 521B are guided directly to the outlet 39. In addition, the game board 31B has nails 44 arranged to prevent game balls from falling above the cover 511B, so that game balls do not fall above the cover 511B.
[0449] In this way, the first winning opening 51B has an open state (support state or guide state) in which the first bridge 512B, which serves as a guide piece (support piece), protrudes from the game board 31B to guide the game ball into the opening of the cover 511B, and a closed state (non-support state or non-guide state) in which the first bridge 512B is immersed in the game board 31B to guide the game ball into the outlet 39. The first bridge driving section 514B drives the first bridge 512B to set the first winning opening 51B to either an open state or a closed state.
[0450] In other words, the first bridge 512B functions as a first guide that guides the gaming ball to the first winning hole 51B. The first bridge driving unit 514B sets the first bridge 512B to an active state (open state) by protruding the first bridge 512B from the game board 31B, and sets the first bridge 512B to an inactive state (closed state) by retracting the first bridge 512B from the game board 31B.
[0451] As mentioned above, the protruding width of the first bridge 512B from the game board 31B is set to be narrower than the diameter of the game ball, so that the first bridge 512B can be quickly immersed in the game board 31B compared to when the protruding width is set to the same width as the diameter of the game ball, for example. According to this, immediately after the first winning opening 51B is set to the closed state, the first bridge driving unit 514B can prevent an over-entry, in which a game ball that was guided to the opening of the cover 511B by the first bridge 512B just before the first winning opening 51B was set to the closed state, is allowed to enter the first winning opening 51B.
[0452] Furthermore, as mentioned above, the upper surface of cover 511B is shaped to protrude further toward cover 521B (opening direction) than the lower surface of cover 511B, so when first winning opening 51B is set to a closed state, the game ball is less likely to accidentally enter first winning opening 51B compared to when the upper surface of cover 511B is shaped to not protrude further toward cover 521B (opening direction) than the lower surface of cover 511B. In this embodiment, the upper surface of the cover 511B is shaped to protrude further toward the cover 521B (opening direction side) than the lower surface of the cover 511B, but it may be shaped not to protrude.
[0453] Fig. 49 is a schematic diagram showing the front of the first winning opening and the second winning opening when the second bridge is protruded and retracted. Specifically, Fig. 49(A) is a diagram showing the flow path of the game ball that has fallen above the cover 521B when the second bridge 522B is protruded, and Fig. 49(B) is a diagram showing the flow path of the game ball that has fallen above the cover 521B when the second bridge 522B is retracted. As shown in Figure 49(A), the second bridge drive unit 524B (see Figure 47) causes the first bridge 522B to protrude from the gaming board 31B through a hole 314B formed in the gaming board 31B. The second bridge 522B is provided so as to slope from the lower end of the cover 521B to the upper part of the cover 511B, and by protruding from the gaming board 31B, it is possible to guide gaming balls flowing down the gaming area between the cover 511B and the cover 521B to the opening of the cover 521B (see the arrow in the figure).
[0454] The game ball that has fallen above the cover 521B moves leftward along the slope of the upper surface of the cover 521B, and then moves rightward along the slope of the upper surface of the second bridge 522B and is guided to the opening of the cover 521B. The game ball that has fallen onto the upper surface of the second bridge 522B moves to the right along the slope of the upper surface of the second bridge 522B and is guided to the opening of the cover 521B. In addition, the game board 31B has nails 44 arranged to prevent the game ball from falling above the cover 511B, so the game ball will not fall above the cover 511B.
[0455] Here, the protruding width of the second bridge 522B from the gaming board 31B is set to be narrower than the distance between the gaming board 31B and the panel 53B. In other words, the protruding width of the second bridge 522B from the gaming board 31B is set to be narrower than the diameter of a gaming ball (not shown). In this embodiment, the protruding width of the second bridge 522B from the game board 31B is set to be narrower than the diameter of the game ball, but it may also be set to be the same width as the diameter of the game ball, or it may be set to be wider than the diameter of the game ball.
[0456] The opening width of the cover 521B is set to become narrower from the entrance side (right side) to the back side (left side). This allows the cover 521B to allow the game ball guided along the slope of the second bridge 522B to smoothly enter the second winning opening 52B. The upper surface of the cover 521B is shaped to protrude further toward the cover 511B (opening direction) than the lower surface of the cover 521B.
[0457] 49(B), the second bridge drive unit 524B causes the second bridge 522B to sink into the gaming board 31B through the hole 314B formed in the gaming board 31B. By sinking the second bridge 522B into the gaming board 31B, the second bridge 522B can guide the gaming balls flowing down the gaming area between the cover 511B and the cover 521B to the outlet 39.
[0458] The gaming ball that has fallen above the cover 521B moves leftward along the slope of the upper surface of the cover 521B, and then falls between the cover 511B and the cover 521B to be guided to the outlet 39. In addition, a gaming ball that falls between the cover 511B and the cover 521B falls between the cover 511B and the cover 521B and is guided to the outlet 39. In addition, the gaming board 31B has nails 44 arranged to prevent gaming balls from falling above the cover 511B, so that gaming balls do not fall above the cover 511B.
[0459] In this way, the second winning opening 52B has an open state in which the second bridge 522B protrudes from the game board 31B to guide the game ball to the opening of the cover 521B, and a closed state in which the second bridge 522B is immersed in the game board 31B to guide the game ball to the outlet 39. The second bridge driving section 524B drives the second bridge 522B to set the second winning opening 52B to either an open state or a closed state.
[0460] In other words, the second bridge 522B functions as a second guide that guides the gaming ball to the second winning hole 52B. The second bridge driving unit 524B sets the second bridge 522B to an active state (open state) by protruding the second bridge 522B from the game board 31B, and sets the second bridge 522B to an inactive state (closed state) by retracting the second bridge 522B from the game board 31B.
[0461] As mentioned above, the protruding width of the second bridge 522B from the game board 31B is set to be narrower than the diameter of the game ball, so that the second bridge 522B can be quickly immersed in the game board 31B compared to when the width is set to be the same as the diameter of the game ball, for example. According to this, immediately after the second winning opening 52B is set to the closed state, the second bridge driving unit 524B can prevent an over-entry, in which a game ball that was guided by the second bridge 522B to the opening of the cover 521B just before the second winning opening 52B was set to the closed state, is allowed to enter the second winning opening 52B.
[0462] Furthermore, as mentioned above, the upper surface of cover 521B is shaped to protrude further toward cover 511B (opening direction) than the lower surface of cover 521B, so when second winning opening 52B is set to a closed state, game balls are less likely to accidentally enter second winning opening 52B compared to when the upper surface of cover 521B is shaped to not protrude further toward cover 511B (opening direction) than the lower surface...
Claims
[Claim 1] A launching means capable of launching a game ball; A specific area that the game ball launched by the launching means can reach; A first ball entry means provided at a position where the game ball that has reached the specific area can enter and having a ball entry opening through which the game ball can enter; and a second ball entry means; a first benefit awarding means for awarding a first benefit based on a game ball entering the first ball entry means; A second benefit awarding means for awarding a second benefit different from the first benefit based on the game ball entering the second ball entry means; a variable means for varying at least between a first position where a predetermined game ball that has reached the specific area can enter the first ball entry means and has difficulty entering the second ball entry means, and a second position where a predetermined game ball that has reached the specific area has difficulty entering the first ball entry means and has the ability to enter the second ball entry means; and a variable control means for varying the variable means to the first position based on the satisfaction of a first condition, and to the second position based on the satisfaction of a second condition different from the first condition, The variable means is composed of one variable member, This gaming machine is A game ball that has reached the specific area in a predetermined game state is controlled so as to be difficult to enter either the first ball entry means or the second ball entry means, The variable means is A rolling portion is provided for rolling the game ball when the game ball rolls, This gaming machine is When a game ball rolls to the upper part of the rolling section, the game ball may enter the front ball entry port of the first ball entry means or may not enter the front ball entry port of the first ball entry means. A gaming machine characterized in that the distance between the downstream end of the rolling section while the game ball is rolling and the closest point to the first ball entry means is configured in a positional relationship that allows the rolling game ball to roll from the rolling section side to the first ball entry means side without falling.
Citation Information
Patent Citations
Game machine
JP2005278904A
Pinball game machine
JP2017046840A
Game machine
JP2005074175A