Game machine
The introduction of variable entry ball mechanisms in gaming machines addresses the issue of decreased player attention by offering dynamic gameplay paths, enhancing engagement through interactive and varied gameplay experiences.
Patent Information
- Application Number
- JP2025048306
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-24
- Publication Date
- 2025-06-24
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional gaming machines experience a decrease in player attention after shifting to a specific control state due to monotonous gameplay flows regardless of player interaction.
Incorporation of variable entry ball mechanisms that allow game balls to flow through different routes based on internal lotteries, including switching valves and route switching mechanisms to dynamically alter gameplay paths.
Enhances player engagement by providing dynamic gameplay experiences, maintaining interest through varied gameplay paths and interactive elements.
Smart Images

Figure 2025094178000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, there is known a gaming machine provided with a launching means for launching a game ball toward a game area formed on the front surface of a game board, and executing an internal lottery such as a jackpot lottery when a game ball enters an operation port (starting ball entry means) (see, for example, Patent Document 1). When the gaming machine wins a jackpot lottery, for example, the gaming state shifts to a specific control state advantageous to the player. In this specific control state, the gaming machine pays out a large number of game balls, for example, by shifting a variable winning device to a state where a game ball can enter.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, after the gaming state shifts to the specific control state, the gaming machine starts the game in the specific control state following the same flow regardless of whether or not the player's actions intervene. Therefore, after the gaming state shifts to the specific control state, there is a problem that the series of flows until the start of the game in the specific control state becomes monotonous, and the player's attention to the game decreases.
[0005] An object of the present invention is to provide a gaming machine capable of improving the player's attention to the game.
Means for Solving the Problems
[0006] The gaming machine of the present invention includes a launching means for launching a game ball toward a game area formed on the front surface of a game board, and a lottery entry ball means for enabling a game ball flowing down in the game area to enter and executing an internal lottery when the game ball enters. The gaming machine is provided with variable entry ball means for enabling a game ball flowing down in the game area based on the result of an internal lottery executed based on the entry of the game ball into the lottery entry ball means. The variable entry ball means has an open state for allowing a game ball that has entered the variable entry ball means to pass through and a closed state for not allowing it to pass through, a switching valve for switching between the open state and the closed state, a first route for guiding a game ball that has passed through the switching valve to a first flow path, and a second route for guiding it to a second flow path different from the first flow path. The variable entry ball means further includes a route switching valve for switching between the first route and the second route, and an entry possible state switching means for switching between a first entry possible state in which a game ball flowing down in the game area is set to be able to enter so as to pass through the switching valve when the route switching valve is switched to the first route, and a second entry possible state in which a game ball flowing down in the game area is set to be able to enter so as to pass through the switching valve when the route switching valve is switched to the second route.
Effect of the Invention
[0007] According to the present invention, it is possible to improve the degree of attention of the player to the game.
Brief Explanation of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] 〔First Embodiment〕 Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to the first embodiment of the present invention. The pachinko machine 10 is a pachinko game machine which is a kind of gaming machine. As shown in FIG. 1, this pachinko machine 10 includes an outer frame 11 forming the outer shell of the pachinko machine 10, and a game machine body 12 rotatably attached to the front (front side) of the outer frame 11.
[0010] The game machine body 12 includes an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right sides as a support side, a front door frame 13 disposed 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 sides as a support side, and a back pack unit (not shown) disposed behind the inner frame and supported by the inner frame so as to be rotatable backward with one of the left and right sides as a support side.
[0011] Note that the game machine body 12 includes a locking device (not shown) provided at the rotating tip portion thereof. This locking device has a function of setting the game machine body 12 in a locked state where it cannot be opened with respect to the outer frame 11, and also has a function of setting the front door frame 13 in a locked state where it cannot be opened with respect to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on a cylinder lock 14 provided to be exposed on the front surface of the pachinko machine 10.
[0012] The front door frame 13 has a substantially elliptical window portion 21 provided so as to cover the entire front surface side of the inner frame, and a window panel 22 fitted into the window portion 21. In the present embodiment, the window panel 22 is formed colorless and transparent by glass, but it may be formed colorless and transparent by synthetic resin or the like. Further, the front door frame 13 includes a display lamp unit 23 provided above the window portion 21 as part of a light emitting means constituted by various lamp units and the like provided around the window portion 21, speaker units 24 provided on both the left and right sides of the display lamp unit 23 and outputting sound effects and the like according to the game situation, and an upper bulging portion 25 and a lower bulging portion 26 provided below the window portion 21.
[0013] The upper bulging portion 25 and the lower bulging portion 26 are arranged side by side vertically and are both provided so as to bulge forward. The upper bulging portion 25 has an upper tray 25a provided inside so as to open upward. The upper tray 25a has a function of temporarily storing the game balls paid out by a payout device 71 (see FIG. 11) provided in the back pack unit and guiding them toward the game ball launching mechanism 81 (see FIG. 11) while aligning them in a row. The lower bulging portion 26 has a lower tray 26a provided inside so as to open upward. The lower tray 26a has a function of storing the surplus game balls in the upper tray 25a.
[0014] Furthermore, the front door frame 13 includes a launch handle 27 as a launching means provided to the right of the lower tray 26a. When operated by a player of the pachinko machine 10, this launch handle 27 launches a game ball 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 rotational operation of the launch handle 27, the launch intensity of the game ball launched toward the game area, that is, the momentum of the launch, is changed.
[0015] FIG. 2 is a front view of the game board. As shown in FIG. 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 the inner frame. The above-described 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. This game area can be visually recognized from the front through the window portion 21 over substantially the entire area. The inner rail part 32 and the outer rail part 33 constitute a guide rail 34 for guiding the game balls into the game area. 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 upper part of the game area.
[0016] The exit part of the guide rail 34 is arranged at one side part of the game area and is formed so as to face the upper center of the game area. For this reason, the arrival position of the game balls in the upper part of the game area shifts from the side where the exit part of the guide rail 34 is formed to the opposite side as the rotation operation amount of the launch handle 27 by the player increases. In this embodiment, the exit part of the guide rail 34 is provided at the left side part of the game area.
[0017] The game board 31 has a plurality of large and small openings formed so as to penetrate in the front - rear direction by router processing in the game area. The game board 31 also has a general winning opening 35, an upper operating opening (first starting ball - entry part) 36, a lower operating opening (second starting ball - entry part) 37, a variable winning device 38, an out - opening 39, and a non - electric accessory 51 provided in each opening. This non - electric accessory 51 is provided at the lower right side of the general winning opening 35. The game board 31 also has an opening 311 provided at the lower right side of the lower operating opening 37 and an opening 312 provided under the non - electric accessory 51. The game board 31 also has through - gates 41 provided on the left side and the right side of the central part, a main display device 42 provided on the upper right side, a variable display unit 43 provided in the central part, etc. Further, the game board 31 has a large number of nails 44 implanted to appropriately disperse or adjust the falling direction of the game balls, and various members (accessories) such as windmills in the game area.
[0018] Each of the general winning opening 35, the upper operating opening 36, the lower operating opening 37, and the various winning openings of the variable winning device 38 is provided with detection sensors 40a to 40d (see FIG. 11) for detecting the entry of a game ball, and these detection sensors 40a to 40d are disposed on the back side of the game board 31. Specifically, the general winning opening 35 is provided with the detection sensor 40a, the upper operating opening 36 is provided with the detection sensor 40b, the lower operating opening 37 is provided with the detection sensor 40c, and the variable winning device 38 is provided with the detection sensor 40d. The pachinko machine 10 executes the payout of a predetermined number of prize balls based on the detection results of the detection sensors 40a to 40d. Note that the detection sensors 40a to 40d may be of any type as long as they can individually detect the winning of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be employed.
[0019] Specifically, when a game ball enters the general winning opening 35, the pachinko machine 10 executes the payout of 10 prize balls. When a game ball enters the upper operating opening 36 and when a game ball enters the lower operating opening 37, the pachinko machine 10 executes the payout of 3 prize balls. When a game ball enters the variable winning device 38, the pachinko machine 10 executes the payout of 15 prize balls. Note that the number of these prize balls is arbitrary, and for example, the number of prize balls for each of the operating openings 36 and 37 may be made different.
[0020] The out opening 39 is provided at the lowermost part of the game area of the game board 31. Game balls that do not enter the various winning openings or the like are discharged from the game area through this out opening 39. The out opening 39 is provided with a detection sensor 40e (see FIG. 11) for detecting the entry of a game ball, and this detection sensor 40e is disposed on the back side of the game board 31. Note that when a game ball enters the out opening 39, unlike when a game ball enters the various winning openings, the pachinko machine 10 does not execute the payout of prize balls.
[0021] The non-electric accessory 51 is provided on the lower left side of the game area of the game board 31. The non-electric accessory 51 is provided with a detection sensor 40f (see FIG. 11) for detecting the entry of a game ball, and this detection sensor 40f is disposed on the back side of the game board 31. Note that when a game ball enters the non-electric accessory 51, unlike when a game ball enters various winning openings, the pachinko machine 10 does not execute the payout of prize balls. This non-electric accessory 51 will be described in detail later. Note that the player can shift the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guide rail 34 is formed to the upper left part of the game area by hitting the ball to the left with the rotation operation amount of the launch handle 27 being moderate, and thereby guide the game ball to the upper operation opening 36, the non-electric accessory 51, etc. (left hitting route).
[0022] Each through gate 41 is provided with a detection sensor 40g (see FIG. 11) for detecting the entry of a game ball, and this detection sensor 40g is disposed on the back side of the game board 31. Note that when a game ball enters each through gate 41, unlike when a game ball enters various winning openings, the pachinko machine 10 does not execute the payout of prize balls.
[0023] Here, the entry of a game ball means that the game ball passes through a predetermined opening, and includes not only the mode of being discharged from the game area after passing through the opening, but also the mode of continuing to flow down in the game area without being discharged from the game area after passing through the opening. However, in the following description, in order to clearly distinguish from the entry of a game ball into the out port 39, the entry of a game ball into various winning openings is also expressed as a win. Also, the entry of a game ball into the through gate 41 means continuing to flow down in the game area without being discharged from the game area after passing through the gate provided in the game area. The entry of a game ball into this through gate 41 is also expressed as a win in the same way as the entry of a game ball into various winning openings.
[0024] The upper operation port 36 and the lower operation port 37 are unitized as an operation port device and installed on the game board 31. Each of the operation ports 36 and 37 opens upward together to allow a game ball flowing down in the game area to enter, and they are arranged vertically side by side with the upper operation port 36 placed above and the lower operation port 37 placed below. The lower operation port 37 has an electric accessory 37a as a guide piece (support piece) composed of a pair of left and right movable pieces.
[0025] The electric accessory 37a is connected to an electric accessory drive unit 37b mounted on the back side of the game board 31. This electric accessory 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 accessory drive unit 37b. The closed state is a state in which the lower operation port 37 is closed by bringing the upper end of the electric accessory 37a closer in the left-right direction. The open state is a state in which the lower operation port 37 is opened by separating the upper end of the electric accessory 37a in the left-right direction.
[0026] Here, when the electric accessory 37a is set to the closed state, the distance between the upper end of this electric accessory 37a and the bottom surface portion of the upper operation port 36 becomes narrower than the size of one game ball. Also, when the electric accessory 37a is set to the open state, the distance between the upper end of this electric accessory 37a and the bottom surface portion of the upper operation port 36 becomes wider than the size of one game ball. Therefore, the game ball cannot win the lower operation port 37 when the electric accessory 37a is set to the closed state, and can win the lower operation port 37 when set to the open state.
[0027] Note that the electric accessory 37a may be configured to switch between a state where it is difficult for a game ball to win the lower operation port 37 (a state where the game ball can enter although it is different from the closed state) and a state where it is easy for a game ball to win the lower operation port 37, instead of the above-described closed state and open state. Also, the lower operation port 37 may be configured to perform such switching not by setting the electric accessory 37a but by the displacement of the lower operation port 37. In this case, the lower operation port 37 may not be provided with the electric accessory 37a.
[0028] The variable winning device 38 includes a large winning opening 38a that opens upward to allow game balls flowing in the game area to enter, an opening / closing door 38b for opening and closing the large winning opening 38a, and a variable winning drive unit 38c for driving the opening / closing door 38b. In addition, the player can direct the game ball to the variable winning device 38 while avoiding the variable display unit 43 and the like (right hitting route) by hitting the ball to the right with the maximum rotation operation amount of the firing handle 27 and shifting the reaching position of the game ball in the upper part of the game area from the side where the outlet portion of the guide rail 34 is formed to the opposite side.
[0029] Here, the game board 31 includes a cover 381 provided so as to cover the front side of the variable winning device 38. This cover 381 includes a transparent panel 381a formed to be transparent (or translucent) so that the variable winning device 38 can be visually recognized from the front side, and an opaque panel 381b provided around the transparent panel 381a and formed to be opaque. Therefore, the player can visually recognize the variable winning device 38 from the front through the transparent panel 381a and the window portion 21.
[0030] The large winning opening 38a is provided in an opening formed in the game area so as to penetrate in the front-rear direction by being router-processed. This large winning opening 38a includes a detection sensor 40d for detecting the entry of game balls as described above. The pachinko machine 10 executes the payout of a predetermined number of prize balls based on the detection result.
[0031] The opening / closing door 38b is formed in a rectangular plate shape and is provided on the game board 31 so as to close the opening of the large winning opening 38a. This opening / closing door 38b has a closed state in which it advances toward the window panel 22 and protrudes from the game board 31 to close the opening of the large winning opening 38a, and an open state in which it retreats toward the inside of the game board 31 and is buried in the game board 31 to open the opening of the large winning opening 38a. The variable winning drive unit 38c sets the opening / closing door 38b to either an open state or a closed state by driving the opening / closing door 38b.
[0032] Specifically, the opening / closing door 38b is normally set to a closed state where game balls cannot win. And when winning the transition to the opening / closing execution mode in the internal lottery and transitioning to the opening / closing execution mode, the opening / closing door 38b is set to an open state where game balls can win. Note that the opening / closing execution mode (specific control state) refers to a mode in which the opening / closing door 38b is set to an open state and game balls can enter the big winning opening 38a. Also, in the opening / closing execution mode, the period from when the opening / closing door 38b is set to the open state until it is set to the closed state again is called one round of the game. In this way, the variable winning device 38 has an open state in which game balls flowing down in the game area are allowed to enter, and a closed state in which game balls flowing down in the game area are not allowed to enter, and functions as opening / closing ball - entry means for paying out a predetermined number of game balls when game balls enter.
[0033] The main display device 42 has a main display section 45 and a display section for accessory, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light - emitting sections are arranged in a predetermined pattern, and a dot display. Note that 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. That is, the main display device 42 can be visually recognized from the front of the pachinko machine 10 through the window panel 22. Also, the distance between the main display device 42 and the window panel 22 is narrower than the size of one game ball. Thus, the pachinko machine 10 prevents game balls from falling between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents game balls from falling in front of the main display device 42.
[0034] The main display unit 45 includes a first result display unit 45a for displaying the result of an internal lottery conducted based on winning at the upper operation port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on winning at the lower operation port 37 (see FIG. 11). Note that the main display unit 45 may further include a round display unit for clearly indicating the number of rounds of the pachinko game in the opening / closing execution mode when it becomes (or when it becomes) the opening / closing execution mode.
[0035] The first result display unit 45a executes a variable display of the pattern triggered by winning at the upper operation port 36, and as a stop result of the variable display, displays the result of an internal lottery conducted based on winning at the upper operation port 36. When the result of this internal lottery is a result corresponding to the transition to the opening / closing execution mode, the first result display unit 45a displays a predetermined stop result. Thereafter, the pachinko machine 10 shifts to the opening / closing execution mode. The second result display unit 45b executes a variable display of the pattern triggered by winning at the lower operation port 37, and as a stop result of the variable display, displays the result of an internal lottery conducted based on winning at the lower operation port 37. When the result of this internal lottery is a result corresponding to the transition to the opening / closing execution mode, the second result display unit 45b displays a predetermined stop result. Thereafter, the pachinko machine 10 shifts to the opening / closing execution mode. Therefore, in the present embodiment, the upper operation port 36 and the lower operation port 37 function as starting ball entry means that enable game balls flowing down in the game area to enter and execute an internal lottery when the game balls enter.
[0036] The accessory display unit 46 executes a variable display of the pattern triggered by winning at each through gate 41, and as a stop result of the variable display, displays the result of an internal lottery conducted based on winning at each through gate 41. When the result of the internal lottery is a result corresponding to the transition to the electric accessory release state, the accessory display unit 46 displays a predetermined stop result. Thereafter, the pachinko machine 10 shifts to the electric accessory release state. In this electric accessory release state, the electric accessory 37a provided at the lower operation port 37 is in an open state in a predetermined manner.
[0037] In addition, in this embodiment, the main display unit 45 and the accessory display unit 46 are configured by a segment display, but the present invention is not limited to this, and they may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, and a dot matrix. Further, as the pattern to be variably displayed on the main display unit 45 and the accessory display unit 46, a configuration in which a plurality of types of characters are variably displayed, a configuration in which a plurality of types of symbols are variably displayed, a configuration in which a plurality of types of characters are variably displayed, or a configuration in which a plurality of types of colors are switched and displayed can be adopted.
[0038] The variable display unit 43 includes a symbol display device 47 that variably displays (variable display or switching display) a symbol that is a type of pattern. The variable display unit 43 also includes a center frame 48 disposed so as to surround the symbol display device 47. The upper part of this center frame 48 is provided so as to bulge toward the window panel 22 provided on the front surface side thereof. Thereby, the pachinko machine 10 is configured to prevent the game ball from falling in front of the display screen G of the symbol display device 47, and does not cause inconvenience such as a decrease in the visibility of the display screen G due to the fall of the game ball.
[0039] The symbol display device 47 is configured as a liquid crystal display device including a liquid crystal display. The symbol display device 47 starts variable display of the symbol based on winning in the upper operation port 36 or the lower operation port 37. That is, when the variable display is executed in the first result display unit 45a of the main display unit 45 and when the variable display is executed in the second result display unit 45b of the main display unit 45, the symbol display device 47 executes the variable display accordingly. Note that the symbol display device 47 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0040] The center frame 48 includes four first hold lamp parts 49a provided in the upper region of the symbol display device 47, four second hold lamp parts 49b provided in the region to the right of the first hold lamp part 49a, and four third hold lamp parts 49c provided in the region above the first hold lamp part 49a.
[0041] The first hold lamp part 49a is a part that displays the number of held game balls that have won the upper operation port 36, and lights up according to the number of held balls. This first hold lamp part 49a can hold up to 4 game balls, and corresponds to the variable display of the first result display part 45a and the symbol display device 47. The second hold lamp part 49b is a part that displays the number of held game balls that have won the lower operation port 37, and lights up according to the number of held balls. This second hold lamp part 49b can hold up to 4 game balls, and corresponds to the variable display of the second result display part 45b and the symbol display device 47. The third hold lamp part 49c is a part that displays the number of held game balls that have won each through gate 41, and lights up according to the number of held balls. This third hold lamp part 49c can hold up to 4 game balls, and corresponds to the variable display of the accessory display part 46. In addition, each hold lamp part 49a - 49c may have other configurations such as being displayed as an image in a part of the symbol display device 47 described later.
[0042] Also, the center frame 48 includes a right variable ball - entry mechanism 52 provided in the lower - right region of the symbol display device 47, and a cradle 53 provided in the region to the left of this right variable ball - entry mechanism 52. The right variable ball - entry mechanism 52 has a function of guiding the game balls that have entered the right variable ball - entry mechanism 52 into the cradle route or the discharge route by switching between a cradle route that guides the game balls flowing down in the game area into the right variable ball - entry mechanism 52 and then to the cradle 53, and a discharge route that discharges to the outside of the right variable ball - entry mechanism 52. In addition, the player can direct the game ball to the variable right entrance mechanism 52, avoiding the variable display unit 43 and the like, by hitting the ball to the right with the maximum rotation operation amount of the firing handle 27 and shifting the arrival position of the game ball at the upper part of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side (right hitting route).
[0043] Figure 3 is an enlarged view of the vicinity of the variable right entrance mechanism. As shown in FIG. 3, the variable right entrance mechanism 52 includes an introduction part 521 for guiding the game ball flowing down in the game area into the variable right entrance mechanism 52, a guide passage 522 for guiding the game ball guided to the entrance of the variable right entrance mechanism 52 by the introduction part 521, a switching part 523 for switching the destination of the game ball guided by the guide passage 522, and a discharge port 524 and a guide rail 525 (see FIG. 4) provided at the guiding destination of the guide passage 522.
[0044] The introduction part 521 includes a blade member 521a provided on the game board 31 so as to close the entrance formed on the right side of the variable right entrance mechanism 52, a pin 521b for rotatably supporting the blade member 521a about an axis orthogonal to the surface of the game board 31, and a blade member drive part 521c for driving the blade member 521a.
[0045] The blade member 521a has a closed state (dashed line in the figure) in which it closes the entrance of the variable right entrance mechanism 52 by rotating counterclockwise about the pin 521b, and an open state (solid line in the figure) in which it opens the entrance of the variable right entrance mechanism 52 by rotating clockwise about the pin 521b (see the arrow in the figure). The blade member 521a is inclined so as to descend as it goes toward the entrance side of the variable right entrance mechanism 52 in the open state. The blade member drive part 521c sets the blade member 521a to either the closed state or the open state by driving the blade member 521a.
[0046] Here, the blade member 521a is repeatedly set to a closed state and an open state at a predetermined cycle. In other words, the blade member 521a intermittently opens and closes at a predetermined cycle. In the present embodiment, the blade member 521a is repeatedly set to a closed state for 1.5 seconds and an open state for 0.5 seconds. Therefore, the blade member 521a intermittently opens and closes at a cycle of 2 seconds. Note that the introduction part 521 only needs to be configured so that the game balls flowing down in the game area can enter the inside of the right variable ball entry mechanism 52, and the opening / closing timing and the opening / closing cycle of the blade member 521a can be arbitrarily set.
[0047] Therefore, when the blade member 521a is set to the open state by the blade member drive part 521c, the game balls enter the right variable ball entry mechanism 52 along the blade member 521a by utilizing the inclination of the blade member 521a (solid line in the figure). On the other hand, when the blade member 521a is set to the closed state by the blade member drive part 521c, the game balls do not enter the right variable ball entry mechanism 52 (dashed-dotted line in the figure).
[0048] The guide passage 522 is formed to have a width through which a plurality of game balls cannot pass through simultaneously. Further, the guide passage 522 branches into two in the middle, and has an upstream guide passage 522a located on the upstream side of this branch and two downstream guide passages 522b and 522c located on the downstream side. Note that the guide passage 522 is formed to be transparent (or translucent) so that its inside can be visually recognized from the front side.
[0049] The upstream guide passage 522a guides the game balls that enter the entrance of the right variable ball entry mechanism 52 by the introduction part 521 from the entrance of the right variable ball entry mechanism 52 to the branch position of the guide passage 522. This upstream guide passage 522a is inclined so as to descend as it goes from the entrance of the right variable ball entry mechanism 52 toward the branch position of the guide passage 522. Therefore, the game balls reach the branch position of the guide passage 522 along the upstream guide passage 522a by utilizing the inclination of the upstream guide passage 522a.
[0050] The downstream guide passage 522b is provided at a position close to the branch position of the guide passage 522. Further, the downstream guide passage 522b is formed along the vertically downward direction so as to drop the game ball from the branch position of the guide passage 522. This downstream guide passage 522b guides the game ball that has reached the branch position of the guide passage 522 along the upstream guide passage 522a to the discharge port 524. The downstream guide passage 522c is provided at a position far from the branch position of the guide passage 522. Further, the downstream guide passage 522c is formed from the branch position of the guide passage 522 to the guide rail 525. This downstream guide passage 522c guides the game ball that has reached the branch position of the guide passage 522 along the upstream guide passage 522a to the guide rail 525 (see FIG. 4).
[0051] Here, the right variable ball entry mechanism 52 includes a detection sensor 40h (see FIG. 11) that detects the entry of a game ball, and this detection sensor 40h is disposed on the back side of the game board 31. Specifically, the detection sensor 40h detects the entry of the game ball into the downstream guide passage 522c. Note that when a ball enters the right variable ball entry mechanism 52, the pachinko machine 10 does not execute the payout of prize balls, unlike when a ball enters various winning openings. Further, the detection sensor 40h may be any type as long as it can individually detect the winning of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be adopted.
[0052] The switching unit 523 includes a plate 523a provided on the game board 31 so as to close the entrance of the downstream guide passage 522c, a pin 523b that rotatably supports the plate 523a about an axis orthogonal to the surface of the game board 31, and a plate drive unit 523c that drives the plate 523a.
[0053] The plate 523a rotates clockwise around the pin 523b to enter a closed state (two-dot chain line in the figure) that closes the inlet of the downstream guide passage 522b, and rotates counterclockwise around the pin 523b to enter an open state (solid line in the figure) that closes the inlet of the downstream guide passage 522c and opens the inlet of the downstream guide passage 522b. In the closed state, the plate 523a is inclined so as to descend toward the downstream guide passage 522c side. The plate drive unit 523c drives the plate 523a to set the plate 523a to either the closed state or the open state.
[0054] Therefore, when the plate drive unit 523c sets the plate 523a to the open state, the game ball that has reached the branch position of the guide passage 522 is guided to the inlet of the downstream guide passage 522b and then guided to the discharge port 524 (solid line in the figure). Thereafter, the game ball is discharged to the outside (game area) of the right variable ball entry mechanism 52 through the discharge port 524 (discharge route). On the contrary, when the plate drive unit 523c sets the plate 523a to the closed state, the game ball that has reached the branch position of the guide passage 522 is guided to the inlet of the downstream guide passage 522c along the plate 523a by utilizing the inclination of the plate 523a and then guided to the guide rail 525 (two-dot chain line in the figure). Thereafter, the game ball is guided to the kurune 53 through the guide rail 525 (see FIG. 4) (kurune route).
[0055] Here, the plate 523a is normally set to the open state (discharge route) in which the game ball is not guided to the kurune 53. When winning the transition to the opening / closing execution mode in the internal lottery and transitioning to the opening / closing execution mode, the plate 523a is set to the closed state (kurune route) in which the game ball is guided to the kurune 53. Further, when the detection sensor 40h described above detects the entry of the game ball into the downstream guide passage 522c, the plate 523a is reset to the open state (discharge route) in which the game ball is not guided to the kurune 53. As described above, in this embodiment, the kurune 53 functions as variable ball entry means that enables a game ball flowing down in the game area to enter based on the result of an internal lottery executed based on the entry of the game ball into the upper operation port 36 or the lower operation port 37.
[0056] FIG. 4 is a diagram showing the movement of game balls in the discharge route and the kurune route. Specifically, FIGS. 4(A) and 4(B) are diagrams showing the movement of game balls in the discharge route, and FIGS. 4(C) and 4(D) are diagrams showing the movement of game balls in the kurune route. When the blade member 521a is set to the closed state, the game ball does not enter the right variable ball entry mechanism 52 as shown in FIG. 4(A) (see the arrow in the figure). This is the same whether it is the discharge route or the kurune route.
[0057] On the other hand, when the blade member 521a is set to the open state, the game ball enters the right variable ball entry mechanism 52 along the blade member 521a by utilizing the inclination of the blade member 521a as shown in FIGS. 4(B) and 4(C). By setting the plate 523a to the open state, when set to the discharge route, the game ball that has reached the branch position of the guide passage 522 is guided to the discharge port 524 as shown in FIG. 4(B) (see the arrow in the figure). Thereafter, the game ball is discharged to the outside (game area) of the right variable ball entry mechanism 52 through the discharge port 524.
[0058] The game ball discharged to the outside of the right variable ball entry mechanism 52 through the discharge port 524 can have its falling direction changed by the nail 44 and thus enters the upper operation port 36, the lower operation port 37, or the out port 39. In this embodiment, the game ball discharged to the outside of the right variable ball entry mechanism 52 through the discharge port 524 enters the upper operation port 36, the lower operation port 37, or the out port 39. However, for example, it may be designed to enter only the out port 39. In short, the flow path of the game ball after being discharged to the game area may be designed in any way. In addition, in this embodiment, although the game balls were discharged into the game area through the discharge port 524, they may be collected without being discharged into the game area, for example, through the same route as the game balls that enter the entrance port 39.
[0059] Also, when the crane route is set by setting the plate 523a to the closed state, the game balls that reach the branch position of the guide passage 522 are guided by the guide rail 525 as shown in FIG. 4(C) (see the arrow in the figure). Thereafter, the game balls are guided to the crane 53 via the guide rail 525 as shown in FIG. 4(D).
[0060] FIG. 5 is an enlarged view of the vicinity of the crane as seen from above. As shown in FIG. 5, the crane 53 includes a disk-shaped rolling surface 531 that rolls the game balls guided to the crane 53 via the guide rail 525, and a side wall 532 provided along the periphery of the rolling surface 531. Note that the guide rail 525 guides the game balls to the rolling surface 531 along the side wall 532.
[0061] The rolling surface 531 is formed at a predetermined distance from its center, and includes three holes 533A to 533C formed at equal intervals from each other, and a protruding portion 534 formed at the center and having three side surfaces that incline so as to descend toward each of the holes 533A to 533C. Also, the rolling surface 531 inclines so as to descend from the side wall 532 side toward each of the holes 533A to 533C (see FIG. 4). Therefore, the game balls guided to the crane 53 via the guide rail 525 roll on the rolling surface 531 along the side wall 532 and then enter one of the holes 533A to 533C (see arrow A in the figure).
[0062] Each of the holes 533A to 533C is provided with detection sensors 40i to 40k (see FIG. 11) for detecting the entry of a game ball, and these detection sensors 40i to 40k are disposed on the back side of the game board 31. Specifically, the detection sensor 40i detects the entry of a game ball into the hole 533A, the detection sensor 40j detects the entry of a game ball into the hole 533B, and the detection sensor 40k detects the entry of a game ball into the hole 533C. Note that when a game ball enters each of the holes 533A to 533C, the pachinko machine 10 does not execute the payout of prize balls, unlike when a game ball enters various winning openings. Also, the detection sensors 40i to 40k may be of any type as long as they can individually detect the winning of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be adopted.
[0063] Each of the holes 533A to 533C has won the transition to the opening / closing execution mode in the internal lottery, and when it transitions to the opening / closing execution mode, it serves as a trigger to start a round game. Specifically, when the pachinko machine 10 wins the transition to the opening / closing execution mode in the internal lottery and after transitioning to the opening / closing execution mode, if a game ball enters each of the holes 533A to 533C, the opening / closing door 38b is set to the open state, and the execution of a round game for a predetermined number of times is started.
[0064] Specifically, when a game ball enters the hole 533A, the pachinko machine 10 starts the execution of 16 rounds of the round game. Therefore, a mark is displayed around the hole 533A so as to suggest that the execution of 16 rounds of the round game is started at the hole 533A. Also, when a game ball enters the holes 533B and 533C, the pachinko machine 10 starts the execution of 4 rounds of the round game. Therefore, no mark is displayed on the holes 533B and 533C so as to suggest that the execution of 4 rounds of the round game is started.
[0065] In addition, the chute 53 is connected to a hole 533A formed on the front side (near side) of the game board 31, and guides the game balls that enter the hole 533A and fall downward as shown by the arrow B in the figure to the non-electric accessory 51 through a communication passage 535. The chute 53 is also connected to two holes 533B and 533C formed on the back side (far side) of the game board 31, and discharges the game balls that enter the holes 533B and 533C and fall downward to the game area through an opening 311 (see FIG. 2) via a discharge passage 536 as shown by the arrow C in the figure.
[0066] FIG. 6 is a view of the non-electric accessory as seen from the back side of the game board. FIG. 9 is a view of the non-electric accessory as seen from the side. As shown in FIGS. 6 and 9, the non-electric accessory 51 includes a pair of upper blade members 511 provided above the game board 31 so as to face each other in the horizontal direction, a pair of rotating shafts 512 fixed to the lower ends of the respective upper blade members 511 and rotatably provided about an axis perpendicular to the surface of the game board 31, a pair of plate-like bodies 513 having one end fixed to each of the rotating shafts 512, and a pair of upper gears 514 fixed concentrically to each of the rotating shafts 512.
[0067] In addition, the non-electric accessory 51 includes a pair of lower blade members 515 provided below the respective upper blade members 511 so as to face each other in the horizontal direction, a pair of rotating shafts 516 fixed to the upper ends of the respective lower blade members 515 and rotatably provided about an axis perpendicular to the surface of the game board 31, and a pair of lower gears 517 provided so as to mesh with the respective upper gears 514 and fixed concentrically to each of the rotating shafts 516.
[0068] Each upper blade member 511 has opposing surfaces 511A that face each other in the horizontal direction and are arranged along the vertical direction as shown in FIG. 6(A) in the closed state of the non-electric accessory 51. Further, each upper blade member 511 is provided in the game area (front side of the game board 31) as shown in FIG. 9. Each upper blade member 511 is provided such that the width of the passage 511B formed between the opposing surfaces 511A is such that a plurality of game balls cannot pass through simultaneously. Further, the non-electric accessory 51 includes a baffle plate 51A provided above the entrance of the passage 511B. The distance between the upper end of each upper blade member 511 and the baffle plate 51A is narrower than the size of one game ball. Therefore, in the closed state of the non-electric accessory 51, game balls cannot enter the non-electric accessory 51 through the entrance of the passage 511B. Note that the non-electric accessory 51 includes a cover 518 provided in the game area so as to cover each upper blade member 511 and the passage 511B.
[0069] As shown in FIG. 6(A), each plate-like body 513 is arranged at an obtuse angle with respect to the opposing surface 511A of each upper blade member 511. Specifically, in the closed state of the non-electric accessory 51, each plate-like body 513 is inclined so as to approach the passage 511B from the upper end portion on the rotation shaft 512 side toward the lower end portion. Here, as shown in FIG. 9, each plate-like body 513 is provided on the back side of the game board 31. Specifically, the non-electric accessory 51 includes a passage 51B that guides game balls that have entered the non-electric accessory 51 through the entrance of the passage 511B to the back side of the game board 31, and one end of each plate-like body 513 is fixed to each rotation shaft 512 so as to block the discharge port of this passage 51B.
[0070] As shown in FIG. 6(A), each lower blade member 515 is arranged at an obtuse angle with respect to the opposing surface 511A of each upper blade member 511. Specifically, in the closed state of the non-electric accessory 51, each lower blade member 515 is inclined so as to approach the passage 511B from the upper end portion on the rotation shaft 516 side toward the lower end portion. Further, as shown in FIG. 9, each lower blade member 515 is provided on the back side of the game board 31. Specifically, each lower blade member 515 is provided at the passing position of game balls guided to the non-electric accessory 51 through the communication passage 535 of the kurune 53. Here, one end of each lower blade member 515 is fixed to each rotation shaft 516 so as to block the discharge port 535A of the communication passage 535.
[0071] Thus, the communication passage 535 of the kurune 53 described above communicates above each lower blade member 515. Therefore, the game ball that enters the hole 533A of the kurune 53 and falls downward and is guided to the non-electric accessory 51 through the communication passage 535 falls toward each lower blade member 515 as shown in FIG. 6(A). Then, the game ball that has fallen toward each lower blade member 515 rotates each lower blade member 515 about each rotation axis 516 as shown in FIG. 6(B), thereby pushing and spreading apart the lower end portions of the lower blade members 515 (see arrow A in the figure). Note that after pushing and spreading apart the lower end portions of the lower blade members 515 so as to separate them, the game ball is discharged from the non-electric accessory 51 through the discharge passage 51C to the game area through the opening 312.
[0072] In addition, since each rotation axis 516 and each lower gear 517 rotate as the lower blade members 515 rotate, each upper gear 514 rotates as the lower gears 517 rotate. Then, each upper blade member 511 and each plate-like body 513 rotate as the upper gears 514 rotate (see arrow B in the figure). As a result, the non-electric accessory 51 shifts from the closed state to the open state.
[0073] Here, the non-electric accessory 51 is provided with a non-electric accessory open detection sensor 519 (see FIG. 11) that detects that the non-electric accessory 51 has shifted from the closed state to the open state. Note that the non-electric accessory open detection sensor 519 may be any type as long as it can detect the opening of the non-electric accessory 51. For example, a contact-type sensor or the like can be employed.
[0074] The distance between the upper end of each upper blade member 511 and the blocking plate 51A is wider than the size of one game ball as shown in FIG. 6(B) in the open state of the non-electric accessory 51. Therefore, the game ball can enter the non-electric accessory 51 through the entrance of the passage 511B in the open state of the non-electric accessory 51. Here, each plate-like body 513 rotates about each rotation shaft 512 so as to block the passage 51B in the open state of the non-electric accessory 51.
[0075] Therefore, the game balls that enter the non-electric accessory 51 through the entrance of the passage 511B are guided to the back side of the game board 31 through the passage 51B, and then the lower ends of the respective plate-like bodies 513 are separated by rotating the respective plate-like bodies 513 about the respective rotation shafts 512 so as to spread them apart. Note that after spreading the lower ends of the respective plate-like bodies 513 apart, the game balls are discharged from the non-electric accessory 51 through the discharge passage 51C to the game area through the opening 312.
[0076] In addition, since each rotation shaft 512 and each upper gear 514 rotate as the respective plate-like bodies 513 rotate, each lower gear 517 rotates as the respective upper gear 514 rotates. And each lower blade member 515 rotates as each lower gear 517 rotates. As a result, the non-electric accessory 51 shifts from the open state to the closed state.
[0077] The non-electric accessory 51 has won the transition to the opening / closing execution mode in the internal lottery, and when it has shifted to the opening / closing execution mode, it serves as an opportunity to start a round game. Specifically, when the pachinko machine 10 has won the transition to the opening / closing execution mode in the internal lottery and a ball entry into the non-electric accessory 51 occurs after it has shifted to the opening / closing execution mode, the opening / closing door 38b is set to the open state, and the execution of a predetermined number of round games is started.
[0078] Here, the ball entry into the non-electric accessory 51 is determined by detecting with a detection sensor 40f whether or not the game ball has passed through the discharge passage 51C. In other words, in the open state of the non-electric accessory 51, both the game balls that enter the non-electric accessory 51 through the entrance of the passage 511B and the game balls that are guided to the non-electric accessory 51 through the communication passage 535 in the closed state of the non-electric accessory 51 are determined as ball entries into the non-electric accessory 51.
[0079] Specifically, when a ball enters the non-electric accessory 51, the pachinko machine 10 starts to execute 16 rounds of round games. Therefore, the non-electric accessory 51 has the characters "16R" displayed thereon, which means starting the execution of 16 rounds of round games (see FIG. 2). In the following description, the non-electric accessory 51 and the hole 533A that start the execution of 16 rounds of round games are referred to as 16-round execution gates, each of the holes 533B and 533C that start the execution of 4 rounds of round games is referred to as a 4-round execution gate, and the 16-round execution gate and the 4-round execution gate are collectively referred to as round game execution gates.
[0080] Therefore, the non-electric accessory 51 has an open state in which a game ball flowing down in the game area is allowed to enter, and a closed state in which a game ball flowing down in the game area is not allowed to enter, and functions as an opening and closing ball entry means that shifts from the open state to the closed state based on the entry of a game ball into itself. The non-electric accessory 51 includes each plate-like body 513 (first receiving part) that receives a game ball that has entered the non-electric accessory 51, and each lower blade member 515 (second receiving part) that receives a game ball that has entered the hole 533A. By receiving the game ball with each plate-like body 513, it shifts from the open state to the closed state, and by receiving the game ball with each lower blade member 515, it shifts from the closed state to the open state.
[0081] In this embodiment, the opening and closing ball entry means shifted from the open state to the closed state by receiving a game ball at the first receiving part, and shifted from the closed state to the open state by receiving a game ball at the second receiving part. On the other hand, the opening and closing ball entry means may include, for example, a drive part that sets the opening and closing ball entry means to either the closed state or the open state, and a sensor that detects the entry of a game ball, and the drive part may shift the opening and closing ball entry means from the open state to the closed state based on the detection of the entry of a game ball by the sensor. In short, the opening and closing ball entry means has an open state in which a game ball flowing down in the game area is allowed to enter, and a closed state in which a game ball flowing down in the game area is not allowed to enter, and may shift from the open state to the closed state based on the entry of a game ball.
[0082] Further, the chute 53 includes holes 533B and 533C (first ball entry parts) that allow a game ball entering the chute 53 to enter and do not cause the non-electric accessory 51 to shift from the closed state to the open state based on the entry of the game ball, and a hole 533A (second ball entry part) that allows a game ball entering the chute 53 to enter and causes the non-electric accessory 51 to shift from the closed state to the open state based on the entry of the game ball. This chute 53 has a rolling surface 531 for rolling the game ball that has entered the chute 53, and the first ball entry part and the second ball entry part are provided on the rolling surface 531 and allow the game ball rolling on the rolling surface 531 to enter.
[0083] In this embodiment, the first ball entry part and the second ball entry part are provided on the rolling surface 531 of the chute 53 and allow the game ball rolling on the rolling surface 531 to enter. On the other hand, the first ball entry part and the second ball entry part may be provided in a distribution mechanism that distributes the game balls that have entered the variable ball entry means to the first ball entry part and the second ball entry part. In this case, the probability of distributing the game balls to the first ball entry part and the second ball entry part by the distribution mechanism may be the same or different. In short, the variable ball entry means only needs to include the first ball entry part and the second ball entry part.
[0084] Here, as described above, the non-electric accessory 51 and the hole 533A are 16-round execution gates that start the execution of 16 rounds of round games. Also, each of the holes 533B and 533C is a 4-round execution gate that starts the execution of 4 rounds of round games. Therefore, the game in the opening and closing execution mode started when the game ball enters the non-electric accessory 51 and the hole 533A gives the player a higher value than the game in the opening and closing execution mode started when the game ball enters each of the holes 533B and 533C.
[0085] Specifically, when a game ball enters each of the holes 533B and 533C, the pachinko machine 10 starts a game in an opening / closing execution mode in which a predetermined number of game balls can be paid out by setting the number of opening / closing operations of the variable winning device 38 to a predetermined number (4 times in this embodiment). When a game ball enters the non-electric accessory 51 and the hole 533A, the pachinko machine 10 starts a game in an opening / closing execution mode in which more game balls than the predetermined number can be paid out by setting the number of opening / closing operations of the variable winning device 38 to a number greater than the predetermined number (16 times in this embodiment).
[0086] In this embodiment, the game in the opening / closing execution mode started when a game ball enters the non-electric accessory 51 and the hole 533A grants a higher value to the player than the game in the opening / closing execution mode started when a game ball enters each of the holes 533B and 533C by setting the number of opening / closing operations of the variable winning device 38. However, for example, by setting the opening time of the variable winning device 38 or the like, a higher value may be granted to the player than the game in the opening / closing execution mode started when a game ball enters each of the holes 533B and 533C. In short, the game in the opening / closing execution mode started when a game ball enters the opening / closing ball entry means and the second ball entry part may grant a higher value to the player than the game in the opening / closing execution mode started when a game ball enters the first ball entry part.
[0087] Also, in this embodiment, the hole 533A is set as a 16-round execution gate for starting the execution of a 16-round game, and each of the holes 533B and 533C is set as a 4-round execution gate for starting the execution of a 4-round game. The correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate was fixed. In contrast, the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate may not be fixed. For example, the correspondence may be changed based on the result of an internal lottery or the like. According to this, the pachinko machine 10 can expand the game properties and improve the player's attention to the game.
[0088] Figs. 7 and 8 are enlarged views of the vicinity of the non-electric accessory. Specifically, Figs. 7(A) and 8(A) are views showing a state in which a game ball has fallen toward the non-electric accessory 51 in the open state of the non-electric accessory 51, and Figs. 7(B) and 8(B) are views showing the subsequent flow of the game ball. As shown in Figs. 7 and 8, the non-electric accessory 51 includes a rotary distributing mechanism 51D provided at the upper left of the baffle plate 51A. The rotary distributing mechanism 51D includes a rotary shaft 51D1 attached to the game board 31 so as to be rotatable about an axis orthogonal to the surface of the game board 31, three rotary blades 51D2 formed at equal intervals around the rotary shaft 51D1 with the rotary shaft 51D1 as the center, and a stopper 51D3 provided below the rotary shaft 51D1.
[0089] Of the three rotary blades 51D2, the upper rotary blade 51D2 is inclined so as to approach the non-electric accessory 51 as it goes upward as shown in Fig. 7(A) when the right rotary blade 51D2 is in contact with the stopper 51D3. In this state, the game ball that has fallen through the left side of the windmill located at the upper right of the rotary distributing mechanism 51D will fall between the upper rotary blade 51D2 and the left rotary blade 51D2 among the three rotary blades 51D2 (see the arrow in Fig. 7(A)).
[0090] The game ball that has fallen between the upper rotary blade 51D2 and the left rotary blade 51D2, as shown in Fig. 7(B), rotates the rotary shaft 51D1 counterclockwise via the rotary blade 51D2, and then passes through the left side of the non-electric accessory 51 without entering the non-electric accessory 51 (see the arrow in Fig. 7(B)). Then, among the three rotary blades 51D2, the left rotary blade 51D2 comes into contact with the stopper 51D3. As a result, the rotation of the rotary shaft 51D1 stops. The game ball that has passed through the left side of the non-electric accessory 51 will then enter the out port 39.
[0091] On the other hand, among the three rotating blades 51D2, the upper rotating blade 51D2 inclines away from the non-electric accessory 51 as it goes upward as shown in Fig. 8(A) when the left rotating blade 51D2 abuts against the stopper 51D3. In this state, the game ball that has fallen through the left side of the windmill located above the right of the rotation and distribution mechanism 51D will fall between the upper rotating blade 51D2 and the right rotating blade 51D2 among the three rotating blades 51D2 (refer to the arrow in Fig. 8(A)).
[0092] The game ball that has fallen between the upper rotating blade 51D2 and the right rotating blade 51D2 will enter the non-electric accessory 51 after rotating the rotating shaft 51D1 clockwise through the rotating blade 51D2 as shown in Fig. 8(B) (refer to the arrow in Fig. 8(B)). Then, among the three rotating blades 51D2, the right rotating blade 51D2 comes into contact with the stopper 51D3. As a result, the rotation of the rotating shaft 51D1 stops.
[0093] In this way, the rotation and distribution mechanism 51D has a function of alternately switching between a left route that distributes the game balls falling toward the non-electric accessory 51 left and right according to its own rotation and does not let the game balls enter the non-electric accessory 51, and a right route that lets the game balls enter the non-electric accessory 51. Therefore, the pachinko machine 10 can make it difficult for the game balls that have fallen toward the non-electric accessory 51 against the intention of the player to enter the non-electric accessory 51, and can more easily reflect the intention of the player.
[0094] In this embodiment, the rotation and distribution mechanism 51D has only the first stage, but a second-stage rotation and distribution mechanism 51D may be provided, or further rotation and distribution mechanisms 51D after the third stage may be provided. According to this, it is possible to further make it difficult for the game balls that have fallen toward the non-electric accessory 51 against the intention of the player to enter the non-electric accessory 51, and it is possible to more easily reflect the intention of the player. In addition, in the present embodiment, the rotating and distributing mechanism 51D distributes the game balls that have fallen toward the non-electric accessory 51 to the left and right according to its rotation. However, the game balls may be distributed by a method other than rotation.
[0095] FIG. 10 is a diagram showing the display screen of the symbol display device. As shown in FIG. 10, the display screen G of the symbol display device 47 is partitioned into three display areas in a column. In each display area, a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3 are displayed in order from the left. Each of the symbol columns Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from the bottom to the top, and the number after "8" is "1". In FIG. 10, the center line of each display area is indicated by a one-dot chain line.
[0096] Based on winning in the upper operation port 36 or the lower operation port 37, the symbol display device 47 starts the variable display of symbols by periodically scrolling the symbols in each of the symbol columns Z1 to Z3 in a predetermined direction (upward in the present embodiment), thereby executing an effect for the game on the display screen G. This effect for the game switches from the variable display to the stop display in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2, and finally ends with a predetermined symbol stopped and displayed on the effective line L. That is, a game round means a period from when the variable display is started by the main display unit 45 and the symbol display device 47 based on winning in each of the operation ports 36 and 37 until a predetermined stop result is displayed.
[0097] Note that the mode of the variable display of symbols in the symbol display device 47 is not limited to this and is arbitrary. For example, the number of columns of the symbol columns, the scrolling direction of each symbol column, the number of symbols in each symbol column, etc. can be changed as appropriate. Also, the symbols in each symbol column may be in a mode combining pictures and numbers instead of a mode of only numbers, or may be in a mode of only pictures.
[0098] <Electrical Configuration of Pachinko Machine 10> FIG. 11 is a block diagram showing the electrical configuration of the pachinko machine. As shown in FIG. 11, the pachinko machine 10 includes a main control device 60, a sound and light control device 90, and a display control device 100, and these devices are mounted on the back side of the inner frame. Further, the pachinko machine 10 includes a payout control device 70 that executes payout control to cause the payout device 71 described above to pay out game balls, and a power supply and launch control device 80 that executes launch control to launch game balls to the game ball launch mechanism 81 described above, and these devices are mounted on the back pack unit.
[0099] The main control device 60 includes a main control board 61 that controls the main game (main control), and a power failure monitoring board 65 that monitors the power supply. The main control device 60 includes a board box that houses the main control board 61 and the like. This board box may be provided with a trace means that leaves a trace when it is opened, or a trace structure that leaves a trace when it is opened. Specifically, as the trace means, the board box is configured by coupling a plurality of case bodies, and a coupling part (caulking part) that requires destruction of a predetermined part when the case bodies are separated is provided, or a seal that leaves a trace of being peeled off because the adhesive layer remains on the adhesion target when peeled off is pasted across the boundary between the plurality of case bodies. A configuration or the like can be adopted. Further, as the trace structure, a configuration in which an adhesive is applied to the boundary between these case bodies can be adopted.
[0100] 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. Here, the MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator are integrally chipized in addition to the ROM 63 and the RAM 64. In this embodiment, the ROM 63 and the RAM 64 are integrated into one chip with respect to the MPU 62, but they may be individually chipized. The same applies to the MPU of other control devices other than the main control device 60.
[0101] 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 external power supply for retaining the stored information. This ROM 63 has various areas such as an acceptance / rejection table storage area 63a, a distribution 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 etc. when executing the control programs stored in the ROM 63, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 64 has various areas such as various counter areas 64a, a reserved ball storage area 64b, and an electric role reservation area 64c. These areas will be described in detail later.
[0102] The MPU 62 is provided with an input port and an output port. The input port of the MPU 62 is connected to a power failure monitoring board 65 provided in the main control device 60, a plurality of detection sensors 40a to 40k, and a non-electric accessory opening detection sensor 519. The output port of the MPU 62 is connected to the power failure monitoring board 65, a payout control device 70, and an audio-visual control device 90. Also, the output port of the MPU 62 is connected to an electric accessory drive unit 37b that opens and closes the electric accessory 37a of the lower operation port 37, a variable winning device drive unit 38c that opens and closes the opening / closing door 38b of the variable winning device 38, a blade member drive unit 521c that opens and closes the blade member 521a, a plate drive unit 523c that opens and closes the plate 523a, a main display unit 45, and an accessory display unit 46.
[0103] Note that the main control board 61 has a driver circuit. The MPU 62 executes drive control of various drive units and the like through this driver circuit. Specifically, in the electric actuator release state, the MPU 62 executes drive control of the electric actuator drive unit 37b to open and close the electric actuator 37a. Also, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 38c to open and close the big winning opening 38a. Further, the MPU 62 executes drive control of the blade member drive unit 521c to open and close the blade member 521a. Also, in the opening / closing execution mode, the MPU 62 executes drive control of the plate drive unit 523c to open and close the plate 523a. Also, in each game round, the MPU 62 executes display control of the main display unit 45 to display the result of the internal lottery performed based on winning at each operation port 36, 37. Furthermore, the MPU 62 executes display control of the accessory display unit 46 to display the result of the internal lottery performed based on winning at each through gate 41.
[0104] The power failure monitoring board 65 relays between the main control board 61 and the power supply / transmission control device 80 having a function of supplying operating power, and monitors the DC stabilized 24-volt voltage output from the power supply / transmission control device 80. Therefore, the MPU 62 receives and supplies power via the power failure monitoring board 65. The detection sensors 40a to 40k are provided in a one-to-one correspondence with various winning openings of the general winning opening 35, the upper operation port 36, the lower operation port 37, and the variable winning device 38, the out port 39, each through gate 41, the right variable ball entry mechanism 52, and each hole 533A to 533C of the kurune 53. The MPU 62 makes a winning determination (ball entry determination) for various winning openings, the out port 39, each through gate 41, the right variable ball entry mechanism 52, and each hole 533A to 533C of the kurune 53 based on the detection results of the detection sensors 40a to 40k. Note that the MPU 62 executes an internal lottery based on the winning determination for the upper operation port 36 or the lower operation port 37.
[0105] The payout control device 70 executes payout control to cause the payout device 71 to pay out prize balls and loan balls (game balls loaned to the player during the game) based on a command (control instruction) transmitted from the main control device 60.
[0106] The power supply and emission control device 80 is connected to, for example, a commercial power supply (external power supply) in a pachinko parlor or the like. Then, based on the external power supplied from the commercial power supply, the power supply and emission control device 80 generates the necessary operating power for the main control board 61, the payout control device 70, etc., respectively, and supplies the generated operating power. Note that the power supply and emission control device 80 is provided with a power supply unit for power failure such as a backup capacitor. This power supply unit for power failure supplies power for storage retention to the RAM 64 of the main control device 60 even during a power failure when the power supply to the pachinko machine 10 is cut off.
[0107] Also, the power supply and emission control device 80 executes emission control to cause the game ball emission mechanism 81 to emit game balls. Here, the game ball emission mechanism 81 includes an emission rail extending toward the guide rail 34 of the game board 31, a ball feeder that supplies the game balls stored in the upper tray 25a onto the emission rail, and a solenoid which is an electric actuator that emits the game balls supplied onto the emission rail toward the guide rail 34. When predetermined emission conditions are met, the power supply and emission control device 80 supplies a drive signal (emission permission signal) to this solenoid to emit game balls.
[0108] <Electrical configuration for the internal lottery execution by the MPU 62 of the main control device 60> FIG. 12 is a diagram showing the contents of each counter used for the internal lottery. As shown in FIG. 12, the MPU62 executes internal lottery and the like by using the values (information) of each counter C1 to C3, CINI, CS, and C4. Specifically, the MPU62 uses the jackpot random number counter C1 for the lottery of jackpot occurrence, uses the jackpot type counter C2 for the lottery of the jackpot type when the jackpot occurs, and uses the reach random number counter C3 for the lottery of whether to generate a reach display. Also, the MPU62 uses the random number initial value counter CINI for setting the initial value of the jackpot random number counter C1, and uses the variation type counter CS for determining the display duration in the main display unit 45 and the symbol display device 47. Further, the MPU62 uses the electric accessory release counter C4 for the lottery of whether to set the electric accessory 37a of the lower operation port 37 to the electric accessory release state. Each counter C1 to C3, CINI, CS, and C4 is provided in various counter areas 64a (see FIG. 11) of the RAM64.
[0109] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that is incremented by 1 from the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated periodically, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of the RAM64. Among 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 the hold ball storage area 64b (see FIG. 11) provided as acquisition information storage means in the RAM64 at the timing when a game ball wins in the upper operation port 36 or the lower operation port 37. Also, among the values stored in the lottery counter buffer, the value of the electric accessory release counter C4 is stored in the electric accessory hold area 64c (see FIG. 11) of the RAM64 at the timing when a game ball wins in each through gate 41.
[0110] The hold ball storage area 64b includes a hold area Ra for the first result display unit, a hold area Rb for the second result display unit, and an execution area AE.
[0111] The hold area Ra for the first result display unit provided as the first acquired information storage means includes four storage areas, namely, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 is set to a storage capacity capable of storing 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 a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as hold information in each of the areas Ra1 to Ra4 in time series in accordance with the winning of a game ball into the upper operation port 36. Specifically, when the winning into the upper operation port 36 occurs continuously a plurality of times, the MPU 62 stores the hold information in time series in the order of the first area Ra1 → the second area Ra2 → the third area Ra3 → the fourth area Ra4.
[0112] As described above, since the hold area Ra for the first result display unit includes four storage areas, the winning of a game ball into the upper operation port 36 is held up to a maximum of four. Further, the hold area Ra for the first result display unit includes a storage area for writing the number of holds stored in each of the areas Ra1 to Ra4. Note that the number of holds related to the upper operation port 36 is not limited to four and may be arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.
[0113] The hold area Rb for the second result display unit provided as the second acquired information storage means includes four storage areas, namely, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 is set to a storage capacity capable of storing 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 a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as hold information in each of the areas Rb1 to Rb4 in time series in accordance with the winning of a game ball into the lower operation port 37. Specifically, when the winning into the lower operation port 37 occurs continuously a plurality of times, the MPU 62 stores the hold information in time series in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.
[0114] Thus, since the hold area Rb for the second result display section has four storage areas, the winning of game balls into the lower operation port 37 is held up to a maximum of four balls. Further, the hold area Rb for the second result display section has a storage area for writing the number of holds stored in each of the areas Rb1 to Rb4. Note that the number of holds related to the lower operation port 37 is not limited to four and may be arbitrary, such as two, three, or five or more, and may be a single number.
[0115] The execution area AE is an area for moving hold information stored in the storage area of the hold area Ra for the first result display section or the hold area Rb for the second result display section when starting the variable display of each of the result display sections 45a and 45b.
[0116] The electric accessory hold area 64c has four storage areas, similar to the hold area Ra for the first result display section and the hold area Rb for the second result display section. Therefore, the winning of game balls into each through gate 41 is held up to a maximum of four balls. Note that the number of holds related to each through gate 41 is not limited to four and may be arbitrary, such as two, three, or five or more, and may be a single number.
[0117] <Detailed Explanation of Each Counter> Hereinafter, the details of each counter will be described. First, the electric accessory release counter C4 will be described. The electric accessory release counter C4 is, for example, 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 accessory release counter C4 is updated periodically, and the updated value is stored in the electric accessory hold area 64c of the RAM 64 via the lottery counter buffer at the timing when a game ball wins into each through gate 41. Then, based on the value of the electric accessory release counter C4 stored in the electric accessory reserved area 64c, the MPU 62 executes a lottery (electric accessory release lottery) to determine whether to put the electric accessory 37a of the lower operation port 37 into the electric accessory release state or not.
[0118] Here, the pachinko machine 10 has a plurality of support modes with different frequencies of enabling the winning of game balls into the lower operation port 37 by setting the electric accessory 37a to the open state. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) in which the frequency of setting the electric accessory 37a to the open state is relatively low, and a high-frequency support mode (high-frequency guide state) in which the frequency of setting the electric accessory 37a to the open state is relatively high.
[0119] In the low-frequency support mode and the high-frequency support mode, in the electric accessory release lottery, the probability of winning the electric accessory release state is the same (for example, both are 4 / 5). However, compared with the low-frequency support mode, in the high-frequency support mode, when winning the electric accessory release state, the number of times of setting the electric accessory 37a to the open state is more, and the opening time for one time of setting the electric accessory 37a to the open state is also longer. Also, in the high-frequency support mode, during each opening in one electric accessory release state, the closing time for setting the electric accessory 37a to the closed state is shorter than the opening time for one time. Furthermore, compared with the low-frequency support mode, the high-frequency support mode has a shorter guaranteed time (the continuous time of one variation display on the accessory display unit 46) as the time to be guaranteed at least until the next electric accessory release lottery is performed after the electric accessory release lottery is completed.
[0120] Therefore, in the high-frequency support mode, compared with the low-frequency support mode, game balls are more likely to win in the lower operation port 37. In other words, in the low-frequency support mode, the probability of game balls winning in the upper operation port 36 is higher than that in the lower operation port 37. Also, in the high-frequency support mode, the probability of game balls winning in the lower operation port 37 is higher than that in the upper operation port 36. When winning at the lower operation port 37 is detected, a predetermined number of prize balls are paid out. Therefore, in the high-frequency support mode, the player can play the game while not reducing the game balls too much.
[0121] Note that 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 electrically operated accessory release state in the electric accessory release lottery compared to the low-frequency support mode. Also, for example, a plurality of types of guaranteed times are prepared, and the high-frequency support mode may be configured to make it easier to select a short guaranteed time compared to the low-frequency support mode, or may be configured to shorten the average of the selected guaranteed times. Furthermore, by combining the conditions of the number of times of setting the electric accessory 37a to the open state, the open time, and the guaranteed time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric accessory 37a to the open state compared to the low-frequency support mode.
[0122] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is, for example, 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 the maximum value of 599. Also, the jackpot random number counter C1 reads the value of the random number initial value counter CINI at that time as the initial value every time it loops once. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 599 in the same manner as the jackpot random number counter C1.
[0123] 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 at the timing when a game ball wins at the upper operation port 36 or the lower operation port 37. Specifically, the value of the jackpot random number counter C1 is stored in the first result display part reserved area Ra of the RAM 64 at the timing when a game ball wins at the upper operation port 36, and is stored in the second result display part reserved area Rb of the RAM 64 at the timing when a game ball wins at the lower operation port 37. Then, based on the value of the jackpot random number counter C1 stored in the hold ball storage area 64b, the MPU 62 executes a lottery (win / loss lottery) for jackpot occurrence.
[0124] FIG. 13 is a diagram showing a win / loss table that stores the values of random numbers that win for jackpot occurrence. Among the values of the jackpot random number counter C1, the values of the random numbers that win for jackpot occurrence are stored as a win / loss table (win / loss information group) in the win / loss table storage area 63a (see FIG. 11) of the ROM 63 provided as win / loss information group storage means, as shown in FIG. 13.
[0125] Here, the pachinko machine 10 has two win / loss lottery modes: a low-probability mode (low-probability state) in which it is difficult to win for jackpot occurrence and a high-probability mode (high-probability state) in which it is easy to win for jackpot occurrence. Also, the win / loss table includes a win / loss table for the low-probability mode (low-probability win / loss information group) shown in FIG. 13(a) and a win / loss table for the high-probability mode (high-probability win / loss information group) shown in FIG. 13(b). The MPU 62 executes a lottery for jackpot occurrence by comparing these win / loss tables with the value of the jackpot random number counter C1 stored in the hold ball storage area 64b.
[0126] These win / loss tables have a plurality of lottery results (win / loss results) for jackpot occurrence, such as "jackpot win", "special loss result", and "ordinary loss result". Specifically, in a game state where the win / loss table for the low-probability mode is referred to during the lottery for jackpot occurrence, as shown in FIG. 13(a), there are two values of random numbers that result in a "jackpot win". On the other hand, in a game state where the win / loss table for the high-probability mode is referred to during the lottery for jackpot occurrence, as shown in FIG. 13(b), there are 21 values of random numbers that result in a "jackpot win". Here, the values of the random numbers that result in a jackpot win stored in the win / loss table for the low-probability mode are included in the values of the random numbers that result in a "jackpot win" stored in the win / loss table for the high-probability mode.
[0127] Note that the values and numbers of random numbers stored in each win / loss table are arbitrary, and in the high-probability mode, it is only necessary that the probability of "big win" is higher compared to the low-probability mode. Also, the values of random numbers that result in "big win" stored in the win / loss table for the high-probability mode do not have to include the values of random numbers that result in "big win" stored in the win / loss table for the low-probability mode, and may include a part of the values of random numbers that result in "big win" stored in the win / loss table for the low-probability mode.
[0128] Also, in each win / loss lottery mode, except for the values of random numbers that result in "big win", the results are non-winning and off results. Here, as described above, the pachinko machine 10 has two types of off results: "special off result (small win result)" and "normal off result". These off results are common in that neither of them triggers a transition to the win / loss lottery mode or the support mode. However, the "special off result" triggers a transition to the opening / closing execution mode, while the "normal off result" does not trigger a transition to the opening / closing execution mode.
[0129] Next, the big win type counter C2 will be described. The big win type counter C2 is, for example, a loop counter that loops within the range of 0 to 29 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 29. The big win type counter C2 is updated periodically, and the updated value is stored in the held ball storage area 64b of the RAM 64 via the lottery counter buffer at the timing when a game ball wins at the upper operation port 36 or the lower operation port 37. Specifically, the value of the big win type counter C2 is stored in the first result display area hold area Ra of the RAM 64 at the timing when a game ball wins at the upper operation port 36, and is stored in the second result display area hold area Rb of the RAM 64 at the timing when a game ball wins at the lower operation port 37. Then, when a jackpot occurs, the MPU 62 performs a lottery (distribution lottery) for the type of jackpot based on the value of the jackpot type counter C2 stored in the hold ball storage area 64b.
[0130] FIG. 14 is a diagram showing a distribution table that stores the values of random numbers related to the distribution destinations of jackpot types. As shown in FIG. 14, the values of the random numbers related to the distribution destinations of the jackpot types are stored as a distribution table (distribution information group) in the distribution table storage area 63b (see FIG. 11) of the ROM 63 provided as distribution information group storage means. The distribution table includes a first distribution table (first distribution information group) shown in FIG. 14(a) and a second distribution table (second distribution information group) shown in FIG. 14(b). The MPU 62 performs a lottery for the type of jackpot by comparing these distribution tables with the value of the jackpot type counter C2 stored in the hold ball storage area 64b.
[0131] The first distribution table is a table referred to when performing a lottery for the type of jackpot with respect to the value of the jackpot type counter C2 shifted from the hold area Ra for the first result display unit to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the upper operation port 36. As shown in FIG. 14(a), the first distribution table has a plurality of distribution results, such as "low probability result (special distribution 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 advantageous result (special distribution result corresponding to high probability)", as distribution destinations. Specifically, in the first distribution table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are distributed to the "low probability result", "10 to 14" are distributed to the "non-explicit few-round high probability result", "15 to 19" are distributed to the "explicit few-round high probability result", and "20 to 29" are distributed to the "most advantageous result".
[0132] The second payout table is a table that is referred to when performing a lottery for the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserved area Rb for the second result display section to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the lower operation port 37. As shown in FIG. 14(b), the second payout table has two payout results, "low probability result" and "most advantageous result", as the payout destinations. Specifically, in the second payout table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are allocated to the "low probability result", and "10 to 29" are allocated to the "most advantageous result".
[0133] Each payout result has a difference in at least one of the following conditions (1) to (3). (1) The win / loss lottery mode after the end of the opening / closing execution mode (2) The support mode after the end of the opening / closing execution mode (3) The mode of opening / closing control of the variable winning device 38 in the opening / closing execution mode
[0134] First, the difference in the win / loss lottery mode of (1) will be explained. The "low probability result" is a payout result in which the win / loss lottery mode is set to the low probability mode after the end of the opening / closing execution mode regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This low probability mode continues until at least a "jackpot win" occurs in the win / loss lottery. The "non-explicit few-round high probability result", "explicit few-round high probability result", and "most advantageous result" are payout results in which the win / loss lottery mode is set to the high probability mode after the end of the opening / closing execution mode regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This high probability mode continues until at least a "jackpot win" occurs in the win / loss lottery.
[0135] Next, the difference in the support mode of (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 opening / closing execution mode regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode shifts to the low-frequency support mode when the number of game turns reaches the end reference number (specifically, 100 turns).
[0136] The "implicit few-round high probability result" is a distribution result that maintains the support mode before the end of the opening / closing execution mode as it is. Here, when the support mode before the end of the opening / closing execution mode is the high-frequency support mode, the high-frequency support mode continues until at least a "big win" is achieved in the win / loss lottery. The "explicit few-round high probability result" and the "most advantageous result" are distribution results in which the support mode is set to the high-frequency support mode after the end of the opening / closing execution mode regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode continues until at least a "big win" is achieved in the win / loss lottery.
[0137] Regarding the differences in the opening / closing control modes of the variable prize device 38 in the opening / closing execution mode of (3), details will be described later.
[0138] Next, the reach random number counter C3 will be described. The reach random number counter C3 is, for example, 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 the maximum value of 238. The reach random number counter C3 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM64 via the lottery counter buffer at the timing when a game ball wins a prize at the upper operation port 36 or the lower operation port 37. Specifically, the value of the reach random number counter C3 is stored in the first result display part reserved area Ra of the RAM64 at the timing when a game ball wins a prize at the upper operation port 36, and is stored in the second result display part reserved area Rb of the RAM64 at the timing when a game ball wins a prize at the lower operation port 37. Then, the MPU 62 performs a lottery (reach occurrence lottery) on whether to generate a reach display based on the value of the reach random number counter C3 stored in the hold ball storage area 64b.
[0139] The reach display is an expected effect that occurs when the result is a "normal miss" without winning the "big win" in the win / loss lottery. Specifically, when the result is a "normal miss" without winning the "big win" in the win / loss lottery, the MPU 62 compares the reach table with the value of the reach random number counter C3 stored in the hold ball storage area 64b to perform a lottery on whether to generate a reach display. If it is determined to generate a reach display in this lottery, the MPU 62 generates a reach display. The reach table is a table that stores the values of random numbers related to the generation of the reach display and is stored in the reach table storage area 63c (see FIG. 11) of the ROM 63.
[0140] Here, when the result is a "big win" in the win / loss lottery and is allocated to the "most advantageous result" in the allocation lottery, the symbol display device 47 stops and displays a combination of symbols having the same odd number or the same even number on the valid line L as the stop result. When the result is a "big win" in the win / loss lottery and is allocated to the "low probability result" in the allocation lottery, the symbol display device 47 stops and displays a combination of symbols having the same even number on the valid line L as the stop result. Further, when the result is a "big win" in the win / loss lottery and is allocated to the "non-explicit few-round high probability result" or the "explicit few-round high probability result" in the allocation lottery, or when the result is a "special miss" without winning the "big win" in the win / loss lottery, the symbol display device 47 stops and displays a special combination of symbols having different numbers that are not selected when the result is a "normal miss" in the win / loss lottery on the valid line L as the stop result.
[0141] 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 stopped and displayed (when it is a "big win" in the win / loss lottery and is allocated to the "most favorable result" or "low probability result" in the allocation lottery). Also, 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 stopped and displayed (when it is a "big win" in the win / loss lottery and is allocated to the "non-explicit few-round high probability result" or "explicit few-round high probability result" in the allocation lottery, or when it becomes a "special loss result" without being a "big win" in the win / loss lottery).
[0142] The mode of the reach display is to stop and display some of the symbol columns (for example, symbol columns Z1 and Z3) among the plurality of symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 47 on the effective line L, display a combination of the same symbols to suggest a stop result, and variably display the remaining symbol columns (for example, symbol column Z2) in that state. Therefore, by generating the reach display, the pachinko machine 10 can make the player expect that it has become a "big win" in the win / loss lottery and has been allocated to the "low probability result" or "most favorable result" in the allocation lottery after the variable display is started by the symbol display device 47 and before a predetermined stop result is displayed.
[0143] Note that the mode of the reach display is not limited to this. After stopping and displaying some of the symbol columns, the remaining symbol columns may be variably displayed, and a predetermined character or the like may be displayed as a video in the background. Also, after reducing or hiding each symbol column, a predetermined character or the like may be displayed as a video on substantially the entire display screen G.
[0144] Here, the pachinko machine 10 has an expected effect as a type of variable display on the symbol display device 47. The expected effect refers to an effect that makes the player expect that the player may have won a 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 expected effects: the above-mentioned reach display and the preview display.
[0145] The preview display is an expected effect that makes it easier to generate an effect when winning a jackpot in the win / loss lottery, when getting a "special loss result" without winning a jackpot in the win / loss lottery, or when getting a "normal loss result" without winning a jackpot in the win / loss lottery. Instead of making it easier to generate an effect, this preview display may be set to make it easier to select an effect with a low appearance rate, or a combination of these may be used. Note that the lottery for whether to generate the reach display is executed by the main control device 60, while the lottery for whether to generate the preview display is executed by the sound and light control device 90.
[0146] The mode of the preview display is such that, among the plurality of symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 47, all of the symbol columns Z1 to Z3 are variably displayed, a part of the symbol columns (for example, the symbol column Z1) is stopped and displayed on the effective line L, and then a plurality of symbol columns (for example, the symbol columns Z2, Z3) are variably displayed, or in a situation where a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This preview display is generated in both cases where a reach display is generated and where a reach display is not generated, but is set to be more likely to be generated when a reach display is generated than when a reach display is not generated. Note that the preview display is not limited to this, and for example, the background may be changed and displayed, or the forms of the symbol columns Z1 to Z3 may be changed and displayed.
[0147] Finally, the variable type counter CS will be described. The variable type counter CS is, for example, a loop counter that loops within the range of 0 to 198 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 198. The variable type counter CS is updated at least once each time the normal process described later is executed, and is stored in the lottery counter buffer each time it is updated. Then, based on the value of the variable type counter CS stored in the lottery counter buffer, the MPU62 determines the display duration of the pattern on the main display unit 45 and the display duration of the pattern on the symbol display device 47. These display durations will be described in detail later.
[0148] <Regarding various processes executed by the main control device 60> The MPU62 of the main control device 60 executes timer interrupt processing and normal processing for advancing the game, as well as main processing that starts when the power is turned on. Hereinafter, the timer interrupt processing, normal processing, and main processing will be described in order. Note that, in addition to the timer interrupt processing, normal processing, and main processing, the MPU62 executes NMI interrupt processing that is started by the input of a power failure signal to the NMI terminal (non-maskable terminal), but the description of this processing will be omitted.
[0149] <Timer interrupt processing> FIG. 15 is a diagram showing a flowchart of the timer interrupt processing. In the timer interrupt processing, as shown in FIG. 15, the MPU62 periodically executes steps S101 to S106 (for example, at a cycle of 2 msec).
[0150] In step S101, the MPU62 executes the reading process of a plurality of detection sensors 40a to 40k. In this reading process, the MPU62 reads the states of the plurality of detection sensors 40a to 40k, determines the states, and stores them in the RAM64 as winning detection information. When the MPU62 determines that the detection sensors 40a to 40d corresponding to various winning openings have detected the winning of a game ball, the MPU62 sets a prize ball command for instructing the payout of prize balls and transmits the set command to the payout control device 70. For example, when the MPU62 determines that the detection sensor 40d corresponding to the variable winning device 38 has detected the winning of a game ball, the MPU62 transmits a prize ball command for instructing 15 prize balls, which is a specific unit number, to the payout control device 70. Note that the payout control device 70 performs payout control to cause the payout device 71 to execute the payout of prize balls based on the prize ball command transmitted from the MPU62.
[0151] Also in step S101, the MPU62 executes the reading process of the non-electric accessory release detection sensor 519. In this reading process, the MPU62 reads the state of the non-electric accessory release detection sensor 519, determines the state, and stores it in the RAM64 as non-electric accessory release information. When the MPU62 determines that the non-electric accessory release detection sensor 519 has detected the release of the non-electric accessory 51, the MPU62 executes a predetermined process. This predetermined process will be described in detail later.
[0152] In step S102, the MPU62 updates the random number initial value counter CINI. Specifically, as described above, the MPU62 adds 1 to the previous value of the random number initial value counter CINI for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM64. When the MPU62 reaches the maximum value when adding 1 to the previous value of the random number initial value counter CINI, the value of the random number initial value counter CINI is reset to 0 and cleared.
[0153] In step S103, the MPU62 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. Specifically, as described above, the MPU62 adds 1 to the previous values 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 respectively to update them, and stores the updated values in the lottery counter buffer set in a predetermined area of the RAM64. Note that when the MPU62 reaches the maximum value when adding 1 to the previous values of each counter C1 to C4, the values of each counter C1 to C4 are reset to 0 and cleared.
[0154] In step S104, the MPU62 executes the through winning process. In this through winning process, when the MPU62 determines that the detection sensor 40g corresponding to each through gate 41 has detected the winning of a game ball, the MPU62 stores the value of the electric accessory release counter C4 updated in step S103 in the electric accessory hold area 64c. Also, the MPU62 sets a command for lighting the third hold lamp unit 49c, and transmits this set command to the audio and light emission control device 90. Note that the audio and light emission control device 90 lights the third hold lamp unit 49c based on the command transmitted from the MPU62. Also, as described above, the maximum number of game balls held for winning through the through gate 41 is 4, and the third hold lamp unit 49c lights up by the number corresponding to this number of held balls.
[0155] In step S105, the MPU62 executes the winning process for the round game execution gate. Hereinafter, the winning process for the round game execution gate will be described in detail.
[0156] <Winning Process for Round Game Execution Gate> FIG. 16 is a diagram showing a flowchart of the winning process for the round game execution gate. In the winning process for the round game execution gate, the MPU62 executes steps S201 to S204 as shown in FIG. 16.
[0157] In step S201, the MPU62 determines whether a game ball has entered the 16-round execution gate by determining whether the detection sensors 40f and 40i corresponding to the 16-round execution gate (the non-electric accessory 51 and the hole 533A) have detected the entry of the game ball. If the MPU62 determines in step S201 that a game ball has entered the 16-round execution gate, then in step S202, the MPU62 sets a 16-round execution flag in the RAM64. This 16-round execution flag is a flag for specifying that the entry of the game ball into the 16-round execution gate has occurred. After that, the MPU62 ends the winning process for the round game execution gate.
[0158] On the other hand, if the MPU62 determines in step S201 that a game ball has not entered the 16-round execution gate, then in step S203, the MPU62 determines whether a game ball has entered the 4-round execution gate by determining whether the detection sensors 40j and 40k corresponding to the 4-round execution gate (the hole 533B and the hole 533C) have detected the entry of the game ball. If the MPU62 determines in step S203 that a game ball has entered the 4-round execution gate, then in step S204, the MPU62 sets a 4-round execution flag in the RAM64. This 4-round execution flag is a flag for specifying that the entry of the game ball into the 4-round execution gate has occurred. After that, the MPU62 ends the winning process for the round game execution gate.
[0159] On the other hand, if the MPU62 determines in step S203 that a game ball has not entered the 4-round execution gate, then the MPU62 ends the winning process for the round game execution gate without executing the processes after step S204.
[0160] Returning to the description of the timer interrupt process, the processes after step S106 will be described with reference to FIG. 15. In step S106, the MPU62 executes the winning process for the operating port. Next, the winning process for the operating port will be described in detail.
[0161] <Winning process for the operating port> Figure 17 is a diagram showing a flowchart of the winning process for the operating port. In the winning process for the operating port, as shown in Figure 17, the MPU62 executes steps S301 to S307.
[0162] In step S301, the MPU62 determines whether a game ball has won (started winning) in the upper operating port 36 by determining whether the detection sensor 40b corresponding to the upper operating port 36 has detected the winning of a game ball. If the MPU62 determines in step S301 that a game ball has won in the upper operating port 36, then in step S302, it grasps the number of holds stored in the hold area Ra for the first result display unit, and sets that number of holds as the first start hold memory number RaN in a predetermined memory area in the hold area Ra for the first result display unit. After that, the MPU62 executes the processes from step S305 onwards.
[0163] On the other hand, if the MPU62 determines in step S301 that a game ball has not won in the upper operating port 36, then in step S303, it determines whether the detection sensor 40c corresponding to the lower operating port 37 has detected the winning of a game ball, thereby determining whether a game ball has won (started winning) in the lower operating port 37. If the MPU62 determines in step S303 that a game ball has not won in the lower operating port 37, it ends the winning process for the operating port. Also, if the MPU62 determines in step S303 that a game ball has won in the lower operating port 37, then in step S304, it grasps the number of holds stored in the hold area Rb for the second result display unit, and sets that number of holds as the second start hold memory number RbN in a predetermined memory area in the hold area Rb for the second result display unit. After that, the MPU62 executes the processes from step S305 onwards.
[0164] After executing the process of step S302 or step S304, the MPU62 determines, in step S305, whether the start hold memory number N (RaN or RbN) set in step S302 or step S304 is less than the upper limit value (4 in this embodiment). If the MPU62 determines in step S305 that the start hold memory number N is not less than the upper limit value, it ends the winning process for the operating port. Also, if the MPU62 determines in step S305 that the start hold memory number N is less than the upper limit value, it updates the value of the start hold memory number N by adding 1 in step S306.
[0165] In step S307, the MPU62 stores, as reserved information, 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 in the first memory area of the free memory area of the result display unit reserved area, that is, the memory area corresponding to the start hold memory number N updated in step S306.
[0166] For example, when the MPU62 sets the first start hold memory number RaN in step S302, it stores, as reserved information, 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 in the first memory area of the free memory area of the first result display unit reserved area Ra, that is, the memory area corresponding to the first start hold memory number RaN updated in step S306. For example, when the MPU62 sets "3" in the first start hold memory number RaN in step S302, it stores the reserved information in the fourth area Ra4, which is the memory area corresponding to "4" of the first start hold memory number RaN updated in step S306.
[0167] Further, for example, when the MPU62 sets the second start hold memory number RbN in step S304, it stores, as hold information, 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 in the first storage area among the free storage areas of the second result display part hold area Rb, that is, the storage area corresponding to the second start hold memory number RbN updated in step S306. For example, when the MPU62 sets "3" in the second start hold memory number RbN in step S304, it stores the hold information in the fourth area Rb4 which is the storage area corresponding to "4" of the second start hold memory number RbN updated in step S306.
[0168] Also, in step S307, the MPU62 sets a command for lighting the first hold lamp part 49a or the second hold lamp part 49b, and transmits this set command to the audio-visual control device 90. Then, the MPU62 ends the winning process for the operation port. Note that the audio-visual control device 90 lights the first hold lamp part 49a or the second hold lamp part 49b based on the command transmitted from the MPU62. Also, as described above, the maximum number of game balls held in the upper operation port 36 or the lower operation port 37 is 4, and the first hold lamp part 49a or the second hold lamp part 49b lights up by the number corresponding to this held number.
[0169] <Normal process> FIG. 18 is a diagram showing a flowchart of the normal process. After the MPU62 executes the main process described later that starts with the power-on, it executes the normal process which is the main process for advancing the game. In this normal process, as shown in FIG. 18, the MPU62 executes steps S401 to S414. Specifically, the MPU62 periodically executes steps S401 to S409 at a cycle of 4 msec, repeatedly executes steps S408 to S411 when remaining time occurs, and executes steps S412 and subsequent steps according to the determination result of step S408.
[0170] In step S401, the MPU62 executes an external output process for transmitting the commands 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 MPU62 determines whether a prize ball command is set, and if it is determined that the prize ball command is set, it transmits the prize ball command to the payout control device 70. Also, for example, the MPU62 determines whether an effect command such as a command corresponding to the effect for the game or a command corresponding to the effect for the opening / closing execution mode is set, and if it is determined that the effect command is set, it transmits the effect command to the sound and light control device 90.
[0171] In step S402, the MPU62 updates the variation type counter CS. Specifically, as described above, the MPU62 adds 1 to the previous value of the variation type counter CS for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM64. Note that when the MPU62 has reached the maximum value when adding 1 to the previous value of the variation type counter CS, it resets and clears the value of the variation type counter CS to 0.
[0172] In step S403, the MPU62 executes a game round control process for advancing the game round. In the game round control process, the MPU62 executes a win / loss lottery and a distribution lottery, and also executes the determination of information related to the symbol finally stopped and displayed on the symbol display device 47 and the determination of information related to the symbol finally stopped and displayed on the main display unit 45. In step S404, the MPU62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU62 executes the transition process to each game state such as the opening / closing execution mode, the high probability mode, and the high frequency support mode. Note that the game round control process in step S403 and the game state transition process in step S404 will be described in detail later.
[0173] In step S405, the MPU62 executes a demo display execution determination process. In this demo display execution determination process, the MPU62 determines whether a predetermined start waiting period (for example, 30 seconds) for demo start has elapsed without a new game round starting after the end of the game round. If it is determined that the start waiting period has elapsed, a demo command for starting the demo display is transmitted to the audio-visual control device 90. Note that the audio-visual control device 90 starts a demo display execution process based on the demo command transmitted from the MPU62.
[0174] Here, the MPU62 determines whether the start waiting period has elapsed by counting the number of executions of the process in step S405. For example, if the start waiting period is 30 seconds and the interval for repeatedly executing the process in step S405 is 4 msec, the MPU62 determines that the start waiting period has elapsed when the number of executions of the process in step S405 reaches 7500. Note that the configuration for measuring the start waiting period is arbitrary. For example, the start waiting period may be measured using a real-time clock. Also, when a new game round starts while the MPU62 is counting the number of executions of the process in step S405, the value of the count is reset.
[0175] In step S406, the MPU62 executes an electric accessory support process for executing drive control of the electric accessory 37a provided in the lower operation port 37. In this electric accessory support process, the MPU62 executes an electric accessory release lottery based on the value of the electric accessory release counter C4 stored in the electric accessory reservation area 64c of the RAM64, and when winning the electric accessory release lottery, executes an opening / closing process of the electric accessory 37a. Also, the MPU62 executes display control of the accessory display unit 46 so as to display the result of the electric accessory release lottery.
[0176] In step S407, the MPU62 executes a game ball launch control process. In this game ball launch control process, based on the player rotating the launch handle 27, the MPU62 causes the power supply and launch control device 80 to execute launch control to launch a game ball. Specifically, the power supply and launch control device 80 energizes the solenoid of the game ball launch mechanism 81 at a predetermined cycle (0.6 sec in this embodiment) to launch a game ball from the game ball launch mechanism 81. Note that the solenoid is energized to launch the game ball with a launch intensity corresponding to the amount of rotation of the launch handle 27. Also, 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 a game ball.
[0177] In step S408, the MPU62 determines whether a power failure flag is set in a power failure flag storage area (not shown) of the RAM64. This power failure flag is set in the RAM64 when a power failure signal is input from the power failure monitoring board 65 to the NMI terminal of the MPU62. The power failure monitoring board 65 outputs this power failure signal when it confirms the occurrence of a power failure. Note that this power failure flag is cleared when the next main process is executed.
[0178] Here, the pachinko machine 10 sets various flags by substituting 1 into a predetermined area such as the RAM64, and clears various flags by substituting 0. For example, the pachinko machine 10 sets the power failure flag by substituting 1 into the power failure flag storage area of the RAM64, and clears the power failure flag by substituting 0 into the power failure flag storage area of the RAM64.
[0179] When the MPU62 determines in step S408 that the power-off flag is set, it executes the power-off processing after step S412 without executing the processing after step S409. Specifically, in step S412, the MPU62 prohibits the occurrence of timer interrupt processing. In step S413, the MPU62 calculates and stores the RAM determination value (checksum of RAM64). In step S414, the MPU62 prohibits access to RAM64. Thereafter, the MPU62 continues an infinite loop until the power is completely cut off and processing can no longer be executed.
[0180] On the other hand, when the MPU62 determines in step S408 that the power-off flag is not set, in step S409, it determines whether the timing to execute the next normal processing has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. If the MPU62 determines in step S409 that the timing to execute the next normal processing has not arrived, that is, if remaining time has occurred, in step S410, it updates the random number initial value counter CINI, and in step S411, it updates the variation type counter CS. Note that the MPU62 repeatedly executes steps S408 to S411 until it determines in step S409 that the timing to execute the next normal processing has arrived.
[0181] On the other hand, if the MPU62 determines in step S409 that the timing to execute the next normal processing has arrived, that is, if no remaining time has occurred, it starts the next normal processing by executing step S401 again.
[0182] <Main processing> FIG. 19 is a diagram showing a flowchart of the main processing. In the main processing, as shown in FIG. 19, the MPU62 executes steps S501 to S512. In step S501, the MPU62 executes a startup process upon power-on. In this startup process, the MPU62 waits for a predetermined time (e.g., about 500 msec) to elapse after power-on in order to wait for the sub-control board (such as the control board of the voice and light control device 90) to become operable.
[0183] In step S502, the MPU62 determines whether 1 second, which is the permission / prohibition period, has elapsed. If the MPU62 determines in step S502 that 1 second has not elapsed, it repeatedly executes the process of step S502. Also, if the MPU62 determines in step S502 that 1 second has elapsed, it executes the processes after step S503.
[0184] Here, the MPU62 determines whether 1 second has elapsed by counting the number of executions of the process in step S502. For example, if the interval for repeatedly executing the process in step S502 is 0.1 msec, the MPU62 determines that 1 second has elapsed when the number of executions of the process in step S502 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.
[0185] In step S503, the MPU62 permits access to the RAM64. In step S504, the MPU62 determines whether a RAM erase switch (not shown) provided in the power and emission control device 80 is on. If the MPU62 determines in step S504 that the RAM erase switch is on, it executes the processes after step S509. On the other hand, if the MPU62 determines in step S504 that the RAM erase switch is not on, in step S505, it determines whether a power-off flag is set in the power-off flag storage area of the RAM64.
[0186] Then, when the MPU62 determines in step S505 that the power-off flag is not set, it executes the processes after step S509. On the other hand, when the MPU62 determines in step S505 that the power-off flag is set, it calculates a RAM determination value in step S506. In step S507, the MPU62 checks the validity of the data stored in the RAM64 by determining whether the RAM determination value calculated in step S506 is normal. Specifically, the MPU62 compares the RAM determination value calculated in step S506 with the RAM determination value stored in step S413 (power-off processing) of the normal processing. If they match, it determines that the RAM determination value is normal; if they do not match, it determines that the RAM determination value is abnormal.
[0187] Then, when the MPU62 determines in step S507 that the RAM determination value is not normal, it executes the processes after step S509. On the other hand, when the MPU62 determines in step S507 that the RAM determination value is normal, it clears the power-off flag stored in the power-off flag storage area of the RAM64 in step S508.
[0188] Note that the validity of the data stored in the RAM64 may be determined by a method different from the method of checking the consistency of the RAM determination value. For example, a keyword may be written in a predetermined area of the RAM64 during power-off processing, and the validity of the data stored in the RAM64 may be checked by determining in the main processing whether this keyword is written normally.
[0189] As described above, when the MPU62 determines in step S504 that the RAM erase switch is on, when it determines in step S505 that the power-off flag is not set, or when it determines in step S507 that the RAM determination value is not normal, it executes the processes after step S509. Specifically, in step S509, the MPU62 clears the working area of the RAM64, and in step S510, it executes the initialization of the RAM64.
[0190] Therefore, for example, the manager of the game parlor can initialize the data stored in the RAM64 by turning on the power of the pachinko machine 10 while pressing the RAM erase switch at the start of the business of the game parlor. Also, when the power failure monitoring board 65 has not confirmed the occurrence of a power failure or when the RAM determination value is abnormal, the pachinko machine 10 initializes the data stored in the RAM64.
[0191] After executing the process of step S508 or step S510, the MPU62, in step S511, transmits an initial command to the sub-control board (such as the control board of the audio-visual control device 90), and in step S512, permits the occurrence of timer interrupt processing, and then proceeds to the above-described normal processing. Note that the sub-control board, by receiving the initial command transmitted in step S511, recognizes that the communication with the main control board 61 is being performed normally and executes its own initialization.
[0192] <Game Round Control Process> FIG. 20 is a diagram showing a flowchart of the game round control process. In the game round control process, as shown in FIG. 20, the MPU62 executes steps S601 to S609. In step S601, the MPU62 determines whether it is in the opening / closing execution mode. If the MPU62 determines in step S601 that it is in the opening / closing execution mode, it ends the game round control process without executing the processes after step S602. Therefore, when it is determined that it is in the opening / closing execution mode, the MPU62 does not start the progress of the game round regardless of whether it detects the winning of game balls into the respective operation ports 36, 37. Note that MPU62 determines whether it is in the opening / closing execution mode by referring to the flag during the opening / closing execution mode stored in RAM64. The same applies to each of the following processes. MPU62 sets the flag during the opening / closing execution mode when shifting to the opening / closing execution mode, and clears the flag during the opening / closing execution mode when the opening / closing execution mode ends.
[0193] On the other hand, when MPU62 determines in step S601 that it is not in the opening / closing execution mode, in step S602, it determines whether the main display unit 45 is in the variable display state, that is, whether the game turn is in progress. When MPU62 determines in step S602 that the main display unit 45 is not in the variable display state, it executes the game turn start processing in steps S603 to S605. On the other hand, when MPU62 determines in step S602 that the main display unit 45 is in the variable display state, it executes the game turn progress processing in steps S606 to S609.
[0194] First, the game turn start processing in steps S603 to S605 will be described. In step S603, MPU62 grasps the number of held items stored in the holding area Ra for the first result display unit and the number of held items stored in the holding area Rb for the second result display unit, and determines whether the total number CRN of these held items is "0" or less. When MPU62 determines in step S603 that the total number CRN is "0" or less, it ends the game turn control process.
[0195] On the other hand, when MPU62 determines in step S603 that the total number CRN is not "0" or less, in step S604, it executes data setting processing for setting the held information stored in the holding area Ra for the first result display unit or the holding area Rb for the second result display unit for consumption in the game turn. Then, in step S605, MPU62 executes variable start processing for starting variable display on the main display unit 45 and the symbol display device 47 to consume the game turn, and ends the game turn control process. Next, the data setting process in step S604 and the variation start process in step S605 will be described in detail.
[0196] FIG. 21 is a diagram showing a flowchart of the data setting process. In the data setting process, as shown in FIG. 21, the MPU 62 executes steps S701 to S711. In step S701, the MPU 62 determines whether the second start hold memory number RbN in the second result display unit hold area Rb set in step S304 of the winning process for the operating port is "0" or less. When the MPU 62 determines in step S701 that the second start hold memory number RbN is "0" or less, the MPU 62 executes the data setting process for the first result display unit in steps S702 to S706. When the MPU 62 determines in step S701 that the second start hold memory number RbN is not "0" or less, the MPU 62 executes the data setting process for the second result display unit in steps S707 to S711.
[0197] In this way, the data setting process includes the data setting process for the first result display unit that sets the hold information stored in the first result display unit hold area Ra for consumption in the game turn, and the data setting process for the second result display unit that sets the hold information stored in the second result display unit hold area Rb for consumption in the game turn. And when the MPU 62 determines in step S701 that the second start hold memory number RbN is not "0" or less, the MPU 62 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, when the MPU 62 determines that there is hold information stored in the second result display unit hold area Rb based on the winning of a game ball into the lower operating port 37, the MPU 62 preferentially sets the hold information stored in the second result display unit hold area Rb for consumption in the game turn regardless of whether there is hold information stored in the first result display unit hold area Ra based on the winning of a game ball into the upper operating port 36.
[0198] First, the data setting process for the first result display unit in steps S702 to S706 will be described. In step S702, the MPU62 updates by subtracting 1 from the value of the first start saved number RaN in the first result display unit save area Ra. In step S703, the MPU62 moves the saved information stored in the first area Ra1 of the first result display unit save area Ra to the execution area AE. In step S704, the MPU62 executes a data shift process for shifting the saved information stored in the storage area of the first result display unit save area Ra. This data shift process is a process of shifting the saved information stored in each area Ra1 to Ra4 in order to the first area Ra1 side. Specifically, the MPU62 shifts the saved information in the second area Ra2 to the first area Ra1, shifts the saved information in the third area Ra3 to the second area Ra2, and shifts the saved information in the fourth area Ra4 to the third area Ra3.
[0199] In step S705, the MPU62 clears the second result display unit flag stored in the RAM64. 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 starts the variable display during the progress of the game round. In this step S705, since the MPU62 clears the second result display unit flag, it indicates that the variable display is started on the first result display unit 45a based on the winning of the game ball into the upper operation port 36 during the progress of the game round.
[0200] In step S706, the MPU62 sets a shift command for recognizing that the shift of the saved information has been executed, transmits the set shift command to the audio and light emission control device 90, and ends the data setting process. This shift command includes information for causing the audio and light emission control device 90 to recognize that the shift of the saved information has been executed for the saved information stored in the first result display unit save area Ra based on the winning of the game ball into the upper operation port 36. Note that the voice and light control device 90 changes the lighting state of the first hold lamp unit 49a based on the shift command transmitted from the MPU62. Specifically, the voice and light control device 90 decreases the number of lit lamps in the first hold lamp unit 49a as the number of held game balls winning in the upper operation port 36 decreases.
[0201] Next, the data setting process for the second result display unit in steps S707 to S711 will be described. In step S707, the MPU62 updates by subtracting 1 from the value of the second start hold memory number RbN in the second result display unit hold area Rb. In step S708, the MPU62 moves the hold information stored in the second area Rb1 of the second result display unit hold area Rb to the execution area AE. In step S709, the MPU62 executes a data shift process for shifting the hold information stored in the storage area of the second result display unit hold area Rb. This data shift process is a process of shifting the hold information stored in each of the areas Rb1 to Rb4 to the first area Rb1 side in order. Specifically, the MPU62 shifts the hold information in the second area Rb2 to the first area Rb1, the hold information in the third area Rb3 to the second area Rb2, and the hold information in the fourth area Rb4 to the third area Rb3.
[0202] In step S710, the MPU62 sets the second result display unit flag in the RAM64. In this step S710, since the MPU62 sets the second result display unit flag, it indicates that when the game turns are completed, variable display is started on the second result display unit 45b based on the winning of game balls in the lower operation port 37.
[0203] In step S711, the MPU62 sets a shift command for recognizing that the shift of the hold information has been executed, transmits the set shift command to the audio and light emission control device 90, and ends the data setting process. This shift command includes information for causing the audio and light emission control device 90 to recognize that the shift of the hold information has been executed for the hold information stored in the hold area Rb for the second result display section based on the winning of the game ball into the lower operation port 37. Note that the audio and light emission control device 90 changes the lighting state of the second hold lamp section 49b based on the shift command transmitted from the MPU62. Specifically, the audio and light emission control device 90 decreases the number of lit lamps in the second hold lamp section 49b as the number of held game balls winning into the lower operation port 37 decreases.
[0204] FIG. 22 is a diagram showing a flowchart of the variation start process. In the variation start process, as shown in FIG. 22, the MPU62 executes steps S801 to S818. In step S801, the MPU62 determines whether the pass / fail lottery mode is the high probability mode. If the MPU62 determines in step S801 that the pass / fail lottery mode is not the high probability mode, then in step S802, it reads out the pass / fail table for the low probability mode (see FIG. 13(a)) from the pass / fail table storage area 63a of the ROM63. If the MPU62 determines in step S801 that the pass / fail lottery mode is the high probability mode, then in step S803, it reads out the pass / fail table for the high probability mode (see FIG. 13(b)) from the pass / fail table storage area 63a of the ROM63.
[0205] After executing the process of step S802 or step S803, the MPU62 executes a pass / fail determination process in step S804. In this pass / fail determination process, the MPU62 determines the result of the pass / fail lottery (pass / fail result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the pass / fail table read in step S802 or step S803. As described above, the pass / fail result is any one of "jackpot win", "special loss result", and "ordinary loss result", and this is the same whether the pass / fail lottery mode is the low probability mode or the high probability mode.
[0206] In step S805, the MPU62 determines whether the pass / fail result determined in step S804 is "jackpot win". If the MPU62 determines in step S805 that the pass / fail result is "jackpot win", it executes the processes after step S806. If the MPU62 determines in step S805 that the pass / fail result is not "jackpot win", it executes the processes after step S812.
[0207] First, the process when the MPU62 determines in step S805 that the pass / fail result is "jackpot win" (the processes after step S806) will be described. In step S806, the MPU62 determines whether the second result display unit flag is set in the RAM64.
[0208] If the MPU62 determines in step S806 that the second result display unit flag is not set in the RAM64, since it indicates starting the variable display on the first result display unit 45a based on the winning of the game ball into the upper operation port 36, in step S807, the first distribution table (see FIG. 14(a)) is read from the distribution table storage area 63b of the ROM63. On the other hand, when the MPU62 determines in step S806 that the second result display section flag is set in the RAM64, it indicates that the variable display on the second result display section 45b based on the winning of the game ball into the lower operation port 37 is to be started. Therefore, in step S808, the second payout table (see FIG. 14(b)) is read from the payout table storage area 63b of the ROM63.
[0209] After executing the process of step S807 or step S808, the MPU62 executes a payout determination process in step S809. In this payout determination process, the MPU62 determines the result of the payout lottery (payout result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the payout table read in step S807 or step S808.
[0210] In step S810, the MPU62 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU62 determines the information related to the symbol that is finally to be stopped and displayed on the first result display section 45a or the second result display section 45b of the main display section 45 according to the payout result determined in step S809, and stores the determined information in the RAM64. Here, the MPU62 determines the information related to the symbol that is finally to be stopped and displayed on the main display section 45 by comparing the payout result determined in step S809 with the stop result table for the jackpot result stored in advance in the ROM63. This stop result table for the jackpot result defines the modes of the symbols to be stopped and displayed on the main display section 45 to be different for each payout result.
[0211] In step S811, the MPU62 sets a flag corresponding to the distribution result determined in step S809 in the RAM64. Specifically, when the MPU62 determines that the distribution result is a "low probability result", it sets the low probability result flag; when it determines that the result is a "non-explicit few-round high probability result", it sets the non-explicit few-round high probability result flag; when it determines that the result is an "explicit few-round high probability result", it sets the explicit few-round high probability result flag; and when it determines that the result is the "most favorable result", it sets the most favorable result flag. Then, the MPU62 executes the processes after step S816. Note that in each of the following processes, the MPU62 determines the distribution result by referring to these flags.
[0212] Next, the process when it is determined in step S805 by the MPU62 that the win / loss result is not a "big win" (the processes after step S812) will be described. In step S812, the MPU62 determines whether the win / loss result determined in step S804 is a "special loss result". If the MPU62 determines in step S812 that the win / loss result is a "special loss result", it executes the processes after step S813; if it determines in step S812 that the win / loss result is not a "special loss result", it executes the processes after step S815.
[0213] In step S813, the MPU62 executes a stop result setting process for the special loss result. In this stop result setting process for the special loss result, the MPU62 determines the information related to the pattern that will ultimately be stopped and displayed on 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 RAM64. Here, the MPU62 determines the information related to the pattern that will ultimately be stopped and displayed on the main display section 45 by referring to the stop result table for the special loss result pre-stored in the ROM63. The pattern modes set in this stop result table for the special loss result are different from the pattern modes set in the stop result table for the big win result. In step S814, the MPU62 sets a special disconnection flag in the RAM64. In each of the following processes, the MPU62 determines whether the pass / fail result is a "special disconnection result" by referring to this special disconnection flag.
[0214] On the other hand, in step S815, the MPU62 executes a stop result setting process for the normal disconnection result. In this stop result setting process for the normal disconnection result, the MPU62 determines information related to the pattern that will ultimately be stopped and displayed on 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 RAM64. Here, the MPU62 determines the information related to the pattern that will ultimately be stopped and displayed on the main display section 45 by referring to a stop result table for the normal disconnection result pre-stored in the ROM63. The pattern modes set in this stop result table for the normal disconnection result are different from the pattern modes set in the stop result table for the jackpot result and the stop result table for the special disconnection result.
[0215] After executing any one of the processes in step S811, step S814, and step S815, the MPU62 executes a setting process for the display duration (display continuation period) in step S816. In the setting process for the display duration, the MPU62 acquires the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer of the RAM64.
[0216] Also, in the display duration setting process, the MPU62 determines whether a reach display occurs in the symbol display device 47. Specifically, when the distribution result determined in step S809 is a "low probability result" or a "most advantageous result", and the pass / fail result determined in step S804 is a "normal miss result" and the reach draw is won, the MPU62 determines that a reach display occurs. As described above, the MPU62 executes the reach draw by comparing the reach table stored in advance in the reach table storage area 63c of the ROM63 with the value of the reach random number counter C3 stored in the hold ball storage area 64b.
[0217] When the MPU62 determines that a reach display occurs, it refers to the reach occurrence display duration table stored in the reach table storage area 63c of the ROM63 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 64a of the RAM64. On the other hand, when the MPU62 determines that a reach display does not occur, it refers to the reach non-occurrence display duration table stored in the reach table storage area 63c of the ROM63 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 64a of the RAM64.
[0218] Specifically, the display duration table for non-reach occurrence is set such that the display duration becomes shorter as the number of pending items increases. Therefore, the display duration when digesting the pending information related to the upper operation port 36 is set to become shorter as the number of pending items related to the upper operation port 36 increases. And the display duration when digesting the pending information related to the lower operation port 37 is set to become shorter as the number of pending items related to the lower operation port 37 increases. Also, the display duration table for non-reach occurrence is set to shorten the display duration 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 pending items is the same, the display duration in the case of the high-frequency support mode is shorter than that in the case of the low-frequency support mode. Furthermore, the display duration determined by referring to the display duration table for reach occurrence is different from the display duration determined by referring to the display duration table for non-reach occurrence.
[0219] Note that the display duration table for non-reach occurrence may be set in a relationship opposite to the above-described relationship, such as the display duration becoming longer as the number of pending items increases, or it may be configured not to vary according to the number of pending items and the support mode. Also, a display duration table may be set individually for each of the approval result and the distribution result.
[0220] In step S817, the MPU 62 sets the variable command and the type command. In step S401 of the normal process, the MPU 62 transmits the variable command and the type command set in step S817 to the audio-visual control device 90. Note that the audio-visual control device 90 executes a predetermined process based on the variable command and the type command transmitted from the MPU 62. This process will be described in detail later.
[0221] The variable command includes information related to the display duration. Also, the variable command does not include information on whether reach display occurs. Here, as described above, the display duration determined by referring to the reach occurrence display duration table and the display duration determined by referring to the reach non-occurrence display duration table are different from each other. Therefore, even if the information on whether or not a reach display occurs is not included in the variable command, it is possible for the voice and light control device 90, which is the control device on the sub side, to determine whether or not a reach display occurs based on the information related to the display duration. In this sense, it can be said that the variable command indirectly includes the information on whether or not a reach display occurs. Note that the variable command may directly include the information on whether or not a reach display occurs.
[0222] The type command includes the information related to the pass / fail result. In other words, the type command includes, as the information related to the pass / fail result, the information related to "big win", "special loss result", and "ordinary loss result". The type command also includes the information related to the allocation result. In other words, the type command includes, as the information related to the allocation result, the information related to "low probability result", "non-explicit few-round high probability result", "explicit few-round high probability result", and "most advantageous result". In the following description, the pass / fail result and the allocation result are collectively referred to as the game result. In other words, the type command includes the information related to the game result.
[0223] In step S818, the MPU 62 determines whether or not the second result display unit flag is set in the RAM 64, and based on the determination result, starts the variable display on the main display unit 45. Then, 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, it indicates that when the game rounds are completed, based on the winning of the game ball into the upper operation port 36, the variable display is started on the first result display unit 45a. Therefore, the variable display is started on the first result display unit 45a. On the other hand, when the MPU62 determines that the second result display unit flag is set in the RAM64, during the progress of the game round, based on the winning of the game ball into the lower operation port 37, it indicates that the variable display on the second result display unit 45b is started, so the variable display on the second result display unit 45b is started.
[0224] Returning to the description of the game round control process, with reference to FIG. 20, the game round progress process in steps S606 to S609 will be described. In step S602, the MPU62 determines whether the main display unit 45 is in variable display. When it is determined that the main display unit 45 is in variable display, the game round progress process in steps S606 to S609 is executed.
[0225] In step S606, the MPU62 determines whether the display duration set in step S816 of the variable start process has elapsed. Specifically, the MPU62 determines whether the value set in the display duration counter in the RAM64 has become "0" or less. Note that the value of this display duration counter is updated by subtracting 1 from the previous value each time the timer interrupt process is executed.
[0226] When the MPU62 determines in step S606 that the display duration has not elapsed, in step S607, the variable display process is executed. In this variable display process, the MPU62 updates the display of the main display unit 45 during variable display. Then, the MPU62 ends the game round control process.
[0227] On the other hand, when it is determined in step S606 that the display duration has elapsed, the MPU62 executes the variation end process in step S608. In this variation end process, the MPU62 identifies the information stored in the RAM64 (information related to the pattern that will finally be stopped and displayed on the main display unit 45) in any one of the processes of steps S810, S813, and S815 of the variation start process executed when starting the variation display on the main display unit 45. Then, when the game round ends, the MPU62 executes display control of the main display unit 45 so as to display the pattern corresponding to the identified information on the main display unit 45 during the variation display.
[0228] Here, the pattern finally stopped and displayed on the main display unit 45 differs for each type of game result. Therefore, the game hall manager or the like can confirm the game result by visually checking the main display unit 45 at the end of the game round. According to this, the game hall manager or the like can easily confirm whether an illegal act is being committed, such as trying to make the pachinko machine 10 perform the same behavior as when winning the jackpot lottery. Also, the main display unit 45 has a narrower display area compared to the display screen G of the symbol display device 47, and the pattern to be stopped and displayed on the main display unit 45 is difficult for the player to recognize compared to the symbol columns Z1 to Z3 stopped and displayed on the display screen G of the symbol display device 47. Therefore, at the end of the game round, the player will judge whether they have won the jackpot or not by checking the display screen G of the symbol display device 47 instead of the main display unit 45, so the degree of attention to the display screen G can be increased.
[0229] In step S609, the MPU62 sets a variation end command. The MPU62 transmits the variation end command set in step S609 to the audio-visual control device 90 in step S401 of the normal process. Then, the MPU62 ends the game round control process. Note that the voice and light control device 90 executes a process for ending the effect of the game round based on the end-of-variation command transmitted from the MPU62. Here, the voice and light control device 90 may be configured to independently end the effect of the game round without the need to receive the end-of-variation command.
[0230] <Game state transition process> FIG. 23 is a diagram showing a flowchart of the game state transition process. In the game state transition process, as shown in FIG. 23, the MPU62 executes steps S901 to S914. In step S901, the MPU62 determines whether it is in the opening / closing execution mode. If the MPU62 determines in step S901 that it is not in the opening / closing execution mode, it executes the processes after step S902. On the other hand, if the MPU62 determines in step S901 that it is in the opening / closing execution mode, it executes the processes after step S911.
[0231] First, the process (processes after step S902) when the MPU62 determines in step S901 that it is not in the opening / closing execution mode will be described. In step S902, the MPU62 determines whether the variable display on the main display unit 45 has ended. If the MPU62 determines in step S902 that the variable display on the main display unit 45 has not ended, it ends the game state transition process. On the other hand, if the MPU62 determines in step S902 that the variable display on the main display unit 45 has ended, in step S903, it determines whether the pass / fail result corresponds to the transition to the opening / closing execution mode. Specifically, the MPU62 determines whether the pass / fail result is a "big win" or a "special loss result".
[0232] When the MPU62 determines in step S903 that the pass / fail result corresponds to the transition to the opening / closing execution mode, it sets the opening / closing execution mode flag in the RAM64 and then executes the processes after step S904. On the other hand, when the MPU62 determines in step S903 that the pass / fail result does not correspond to the transition to the opening / closing execution mode (when the pass / fail result is determined to be an "ordinary miss result"), it ends the game state transition process.
[0233] In step S904, the MPU62 determines whether the pass / fail result is a "special miss result". When the MPU62 determines in step S904 that the pass / fail result is a "special miss result", in step S905, it sets "2" in the opening / closing counter SOC provided in each counter area 64a of the RAM64. This opening / closing counter SOC is a counter for the MPU62 to specify the total number of times the big winning opening 38a of the variable winning device 38 is opened / closed when transitioning to the opening / closing execution mode.
[0234] On the other hand, when the MPU62 determines in step S904 that the pass / fail result is not a "special miss result", that is, when the pass / fail result is determined to be a "big win winning", in step S906, it determines whether the distribution result is a few-round high-probability result ("non-explicit few-round high-probability result" or "explicit few-round high-probability result").
[0235] When it is determined in step S906 that the distribution result is a few-round high-probability result, the MPU62 sets "2" in the round counter RC provided in each counter area 64a of the RAM64 in step S907. Also, when it is determined in step S906 that the distribution result is not a few-round high-probability result, that is, when it is determined that the distribution result is a "low-probability result" or a "most favorable result", the MPU62 executes a round number setting process in step S908. In this round number setting process, the MPU62 sets "4" or "16" in the round counter RC provided in each counter area 64a of the RAM64. This round counter RC is a counter for the MPU62 to identify the number of rounds of the round game when shifting to the open / close execution mode.
[0236] FIG. 24 is a diagram showing a flowchart of the round number setting process. In the round number setting process, as shown in FIG. 24, the MPU62 executes steps S1001 to S1012. In step S1001, the MPU62 clears the round game execution flags (4-round execution flag and 16-round execution flag) stored in the RAM64. In step S1002, the MPU62 determines whether the non-electric accessory 51 is open by determining whether the non-electric accessory release detection sensor 519 has detected the release of the non-electric accessory 51.
[0237] When it is determined in step S1002 that the non-electric accessory 51 is not open, the MPU62 sets a non-release command in step S1003. In step S401 of the normal process, the MPU62 transmits the non-release command set in step S1003 to the audio-visual control device 90. Note that the audio-visual control device 90 executes a predetermined process based on the non-release command transmitted from the MPU62. This process will be described in detail later.
[0238] On the other hand, when the MPU62 determines in step S1002 that the non-electric accessory 51 is open, in step S1004, it sets an open command. In the normal processing step S401, the MPU62 transmits the open command set in step S1004 to the audio-visual control device 90. Note that the audio-visual control device 90 executes predetermined processing based on the open command transmitted from the MPU62. This processing will be described in detail later.
[0239] After executing the processing of step S1003 or step S1004, the MPU62 executes a cruise route setting process in step S1005. In this cruise route setting process, the MPU62 sets the plate 523a in the closed state and sets the right variable ball entry mechanism 52 in the cruise route by executing drive control of the plate drive unit 523c.
[0240] In step S1006, the MPU62 determines whether a round game execution flag (4-round execution flag or 16-round execution flag) is set in the RAM64. In other words, after executing the cruise route setting process, the MPU62 determines whether a game ball has entered the round game execution gate (4-round execution gate or 16-round execution gate).
[0241] If the MPU62 determines in step S1006 that the round game execution flag is not set in the RAM64, it executes step S1006 again. On the other hand, if the MPU62 determines in step S1006 that the round game execution flag is set in the RAM64, in step S1007, it determines whether the 4-round execution flag is set in the RAM64.
[0242] When the MPU62 determines in step S1007 that the 4-round execution flag is set in the RAM64, in step S1008, it sets "4" in the round counter RC provided in the various counter areas 64a of the RAM64. In step S1009, the MPU62 sets a 4-round execution command. In step S401 of the normal process, the MPU62 transmits the 4-round execution command set in step S1009 to the audio-visual control device 90. Note that the audio-visual control device 90 executes a predetermined process based on the 4-round execution command transmitted from the MPU62. This process will be described in detail later.
[0243] On the other hand, when the MPU62 determines in step S1007 that the 4-round execution flag is not set in the RAM64 (when it determines that the 16-round execution flag is set in the RAM64), in step S1010, it sets "16" in the round counter RC provided in the various counter areas 64a of the RAM64. In step S1011, the MPU62 sets a 16-round execution command. In step S401 of the normal process, the MPU62 transmits the 16-round execution command set in step S1011 to the audio-visual control device 90. Note that the audio-visual control device 90 executes a predetermined process based on the 16-round execution command transmitted from the MPU62. This process will be described in detail later.
[0244] After executing the process of step S1009 or step S1011, the MPU62 executes a discharge route setting process in step S1012. In this discharge route setting process, the MPU62 sets the plate 523a in the open state and sets the right variable ball entry mechanism 52 as the discharge route by executing the drive control of the plate drive unit 523c. Then, the MPU62 ends the round number setting process.
[0245] In this way, after setting the right variable ball entry mechanism 52 to the loop route, the MPU62 sets the right variable ball entry mechanism 52 to the discharge route based on the entry of a game ball into the round game execution gate (4-round execution gate or 16-round execution gate). Therefore, depending on the timing of setting the right variable ball entry mechanism 52 to the discharge route, the loop 53 may let a plurality of game balls enter. In this case, since the MPU62 sets the number of rounds of the round game based on the round game execution gate into which any one of the plurality of game balls first enters, the degree of attention of the player to the game can be improved. Note that in this embodiment, the loop 53 is configured to be able to let a plurality of game balls enter, but it may also be configured not to let a plurality of game balls enter.
[0246] Here, the pachinko machine 10 has a plurality of opening / closing execution modes with different end conditions. Specifically, as the opening / closing execution modes, the pachinko machine 10 has a round number regulation mode that shifts when the winning / losing result is "big win", and an opening / closing number regulation mode that shifts when the winning / losing result is "special loss result".
[0247] The round number regulation mode ends on the condition that a predetermined number of rounds of round games have been executed. Here, the number of rounds of the round game corresponds to the value set in the round counter RC. The opening / closing number regulation mode ends on the condition that the opening and closing of the big winning opening 38a have been executed a predetermined total number of times, or that a predetermined number of game balls have won in the big winning opening 38a. Here, the total number of times of opening and closing of the big winning opening 38a corresponds to the value set in the opening / closing counter SOC. This opening / closing number regulation mode does not end on the condition of the number of times of execution of the round game.
[0248] Note that the pachinko machine 10 performs the opening and closing of the big winning opening 38a once per round game. Also, one round game continues until either of the following two conditions is satisfied. In other words, after setting the opening / closing door 38b to the open state, the pachinko machine 10 sets the opening / closing door 38b to the closed state again by satisfying either of the following two conditions. (1) Elapse of a predetermined upper limit continuous time (upper limit continuous period) (2) The total number of game balls winning the big winning opening 38a reaches a predetermined upper limit number
[0249] Returning to the explanation of the game state transition process, the processes after step S909 will be explained with reference to FIG. 23. After executing any one of the processes of step S905, step S907, and step S908, in step S909, the MPU 62 sets "1000" as the waiting time (waiting period) for opening in the timer counter T provided in each counter area 64a of the RAM 64. 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 opening is 2 seconds. Note that the waiting time for opening is not limited to this and is arbitrary.
[0250] In this way, when it is determined in step S903 that the pass / fail result corresponds to the transition to the opening / closing execution mode, the MPU 62 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. Note that the waiting time for opening is not limited to this. For example, it may be configured to be slightly different according to the type of game result to such an extent that it is recognized as the same by the player. Also, for example, the waiting time for opening may be configured to be significantly different according to the type of game result, such as being significantly different between the case of a "low probability result" or "most advantageous result" game result and the case of other game results.
[0251] In step S910, the MPU62 sets an opening command. Then, the MPU62 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the opening / closing execution mode. Also, when the game result is a "low probability result" or the "most advantageous result", the opening command includes information related to the number of rounds of the round game. The MPU62 transmits the opening command set in step S910 to the audio-visual control device 90 in the normal processing step S401. Note that the audio-visual control device 90 recognizes the transition to the opening / closing execution mode based on the opening command transmitted from the MPU62 and executes predetermined processing. This processing will be described in detail later.
[0252] Next, in step S901, the processing when it is determined by the MPU62 that it is in the opening / closing execution mode (processing after step S911) will be described. In step S911, the MPU62 executes the big winning opening / closing process.
[0253] FIG. 25 is a diagram showing a flowchart of the big winning opening / closing process. In the big winning opening / closing process, as shown in FIG. 25, the MPU62 executes steps S1101 to S1124. In step S1101, the MPU62 determines whether the big winning opening 38a is open. If the MPU62 determines in step S1101 that the big winning opening 38a is not open, it executes the processing after step S1102. On the other hand, if the MPU62 determines in step S1101 that the big winning opening 38a is open, it executes the processing after step S1106.
[0254] First, the processing when it is determined by the MPU62 in step S1101 that the big winning opening 38a is not open (processing after step S1102) will be described. In step S1102, MPU62 determines whether the value of the opening / closing counter SOC is less than or equal to "0" and whether the value of the round counter RC is less than or equal to "0". If MPU62 determines in step S1102 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", it ends the big winning opening / closing process.
[0255] On the other hand, if MPU62 determines in step S1102 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not less than or equal to "0", in step S1103, it determines whether the value of the timer counter T is less than or equal to "0". If MPU62 determines in step S1103 that the value of the timer counter T is not less than or equal to "0", it ends the big winning opening / closing process.
[0256] On the other hand, if MPU62 determines in step S1103 that the value of the timer counter T is less than or equal to "0", in step S1104, it executes the big winning opening process. Hereinafter, the big winning opening process in step S1104 will be described in detail.
[0257] Figure 26 is a diagram showing the flowchart of the big winning opening process. In the big winning opening process, as shown in Figure 26, MPU62 executes steps S1201 to S1207. In step S1201, MPU62 determines whether the pass / fail result is a "special miss result".
[0258] When the MPU62 determines in step S1201 that the pass / fail result is a "special miss result", in step S1202, it sets "8" to the winning counter PC provided in each counter area 64a of the RAM64, and in step S1203, it sets "85" to the timer counter T. 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 0.17 sec.
[0259] On the other hand, when the MPU62 determines in step S1201 that the pass / fail result is not a "special miss result", in step S1204, it sets "8" to the winning counter PC, and in step S1205, it determines whether the distribution result is a few-round high-probability result ("non-explicit few-round high-probability result" or "explicit few-round high-probability result").
[0260] When the MPU62 determines in step S1205 that the distribution result is a few-round high-probability result, in step S1203 described above, it sets "85" to the timer counter T. On the other hand, when the MPU62 determines in step S1205 that the distribution result is not a few-round high-probability result, in step S1206, it sets "15000" to the timer counter T. 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 sec.
[0261] After executing the process of step S1203 or step S1206, the MPU62 executes the opening execution process of the big winning opening 38a in step S1207. In this opening execution process, the MPU62 sets the opening / closing door 38b to the open state by executing the drive control of the variable winning drive unit 38c. Then, the MPU62 ends the big winning opening process.
[0262] Note that the value set in the winning counter PC in step S1202 or step S1204 defines the upper limit of the total number of winning game balls in the big winning opening 38a. Also, the value set in the timer counter T in step S1203 or step S1206 defines the upper limit of the continuous time from when the opening / closing door 38b is set to the open state until it is set to the closed state again. Therefore, as described above, the MPU62 sets two types of upper limit continuous times with different lengths by setting "85" or "15000" in the timer counter T. Specifically, the MPU62 sets a long-time mode (long-term mode) with the upper limit continuous time set to 30 sec and a short-time mode (short-term mode) with the upper limit continuous time set to 0.17 sec, which is shorter than that of the long-time mode.
[0263] Here, as described above, the pachinko machine 10 causes the game ball launching mechanism 81 to launch a game ball by exciting the solenoid of the game ball launching mechanism 81 at a cycle of 0.6 sec. Also, as described above, the MPU62 sets the upper limit of the total number of winning game balls in the big winning opening 38a to 8 by setting "8" in the winning counter PC. Therefore, the upper limit continuous time in the long-time mode is sufficiently longer than the product of the upper limit of the total number of winning game balls in the big winning opening 38a and the launching cycle of the game balls, so it is easy to make 8 game balls, which is the upper limit, win in the big winning opening 38a. On the other hand, the upper limit continuous time in the short-time mode is shorter than the product of the upper limit of the total number of winning game balls in the big winning opening 38a and the launching cycle of the game balls (more specifically, shorter than the launching cycle of the game balls), so it is difficult to make a game ball win in the big winning opening 38a. Note that depending on the timing, it is possible to make about 1 game ball win in the big winning opening 38a.
[0264] Returning to the description of the big winning opening opening / closing process, the processes after step S1105 will be described with reference to FIG. 25. After executing the big winning opening process in step S1104, the MPU62 sets an opening command in step S1105. Also, in step S401 of the normal process, the MPU62 transmits the opening command set in step S1105 to the audio-visual control device 90. After that, the MPU62 ends the big winning opening / closing process. Note that based on the opening command transmitted from the MPU62, the audio-visual control device 90 recognizes that the opening / closing door 38b has been set to the open state and executes a predetermined process.
[0265] Next, the process (steps S1106 and subsequent steps) when it is determined in step S1101 by the MPU62 that the big winning opening 38a is open will be described. In step S1106, the MPU62 determines whether the value of the timer counter T is "0" or less. That is, the MPU62 determines whether the upper limit duration set for the timer counter T in step S1203 or step S1206 of the big winning opening process has elapsed.
[0266] If the MPU62 determines in step S1106 that the value of the timer counter T is not "0" or less, it executes the processes from step S1107 onward. On the other hand, if the MPU62 determines in step S1106 that the value of the timer counter T is "0" or less, it executes the processes from step S1118 onward.
[0267] First, the process (steps S1107 and subsequent steps) when it is determined in step S1106 by the MPU62 that the value of the timer counter T is not "0" or less will be described. In step S1107, the MPU62 determines whether a winning has occurred at the big winning opening 38a. The determination of whether a winning has occurred at the big winning opening 38a is executed based on the detection result of the detection sensor 40d corresponding to the big winning opening 38a.
[0268] If the MPU62 determines in step S1107 that no winning has occurred at the big winning opening 38a, it ends the big winning opening opening / closing process. On the other hand, if the MPU62 determines in step S1107 that a winning has occurred at the big winning opening 38a, in step S1108, it subtracts 1 from the value of the winning counter PC and updates it.
[0269] In step S1109, the MPU62 determines whether the value of the winning counter PC is "0" or less. If the MPU62 determines in step S1109 that the value of the winning counter PC is not "0" or less, it ends the big winning opening opening / closing process. On the other hand, if the MPU62 determines in step S1109 that the value of the winning counter PC is "0" or less, in step S1110, it executes the closing execution process. In this closing execution process, the MPU62 sets the opening / closing door 38b to the closed state by executing drive control of the variable winning drive unit 38c.
[0270] In step S1111, the MPU62 sets a closing command. In step S401 of the normal process, the MPU62 transmits the closing command set in step S1111 to the voice and light control device 90. Note that the voice and light control device 90 recognizes that the opening / closing door 38b has been set to the closed state based on the closing command transmitted from the MPU62 and executes a predetermined process.
[0271] In step S1112, the MPU62 determines whether the pass / fail result is a "special miss result". If the MPU62 determines in step S1112 that the pass / fail result is a "special miss result", it executes the processes after step S1123 described later.
[0272] On the other hand, if the MPU62 determines in step S1112 that the pass / fail result is not a "special miss result", it executes the processes after step S1113. In step S1113, MPU62 updates the value of the round counter RC by subtracting 1 therefrom.
[0273] In step S1114, MPU62 determines whether the value of the round counter RC is less than or equal to "0". If MPU62 determines in step S1114 that the value of the round counter RC is not less than or equal to "0", then in step S1115, MPU62 sets the value of the timer counter T to "500". Thereafter, MPU62 ends the big winning opening / closing process.
[0274] Here, the value set for the timer counter T in step S1115 defines the opening standby time from when the opening / closing door 38b is set to the open state, then set back to the closed state, and then set to the open state again. In this embodiment, the opening standby time is 1 sec. This opening standby time is the same regardless of the type and progress status of the opening / closing execution mode.
[0275] On the other hand, if MPU62 determines in step S1114 that the value of the round counter RC is less than or equal to "0", then MPU62 executes the processes after step S1116. In step S1116, MPU62 sets "2000" as the ending standby time (standby period) for the timer counter T. As described above, the value set for this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the ending standby time is 4 sec. Note that the ending standby time is not limited to this and is arbitrary.
[0276] The ending standby time is the same regardless of the type of game result, similar to the opening standby time. That is, this ending standby time is the same regardless of the type of opening / closing execution mode. Note that the waiting time for the ending is not limited to this, and for example, it may be configured to be slightly different according to the type of game result to the extent that it is recognized as the same by the player. Also, for example, the waiting time for the ending may be configured to be significantly different according to the type of game result, such as being significantly different between the case of a "low probability result" or "most advantageous result" game result and the case of game results other than these.
[0277] In step S1117, the MPU62 sets an ending command. This ending command includes information on whether or not the non-electric accessory 51 is open. Specifically, the MPU62 determines whether or not the non-electric accessory 51 is open by determining whether or not the non-electric accessory opening detection sensor 519 has detected the opening of the non-electric accessory 51, and includes this information in the ending command. In step S401 of the normal process, the MPU62 transmits the ending command set in step S1117 to the audio-visual control device 90. After that, the MPU62 ends the big winning opening / closing process. Note that the audio-visual control device 90 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU62 and executes predetermined processing.
[0278] Next, the processing (processing after step S1118) when it is determined in step S1106 by the MPU62 that the value of the timer counter T is "0" or less will be described. In step S1118, the MPU62 executes the closing execution process in the same manner as in step S1110 described above. In step S1119, the MPU62 sets a closing command in the same manner as in step S1111 described above.
[0279] In step S1120, the MPU62 determines whether or not the pass / fail result is a "special losing result". When the MPU62 determines in step S1120 that the pass / fail result is not a "special miss result", that is, when it determines that the pass / fail result is a "big win", it executes the processing after step S1121. On the other hand, when the MPU62 determines in step S1120 that the pass / fail result is a "special miss result", it executes the processing after step S1123.
[0280] First, the processing (processing after step S1121) when the MPU62 determines in step S1120 that the pass / fail result is not a "special miss result" will be described. In step S1121, the MPU62 updates the value of the round counter RC by subtracting 1 from it.
[0281] In step S1122, the MPU62 determines whether the value of the round counter RC is less than or equal to "0". If the MPU62 determines in step S1122 that the value of the round counter RC is not less than or equal to "0", it executes the processing after step S1115 described above. On the other hand, if the MPU62 determines in step S1122 that the value of the round counter RC is less than or equal to "0", it executes the processing after S1116 described above.
[0282] Next, the processing (processing after step S1123) when the MPU62 determines in step S1112 or step S1120 that the pass / fail result is a "special miss result" will be described. In step S1123, the MPU62 updates the value of the open / close counter SOC by subtracting 1 from it.
[0283] In step S1124, the MPU62 determines whether the value of the open / close counter SOC is less than or equal to "0". If the MPU62 determines in step S1124 that the value of the open / close counter SOC is not less than or equal to "0", it executes the processing after step S1115 described above. On the other hand, when it is determined in step S1124 that the value of the open / close counter SOC is "0" or less, MPU62 executes the processes after S1116 described above.
[0284] Returning to the description of the game state transition process, the processes after step S912 will be described with reference to FIG. 23. After executing the big winning opening / closing process in step S911, MPU62 determines in step S912 whether the value of the open / close counter SOC is "0" or less and whether the value of the round counter RC is "0" or less.
[0285] If MPU62 determines in step S912 that at least one of the value of the open / close counter SOC and the value of the round counter RC is not "0" or less, MPU62 ends the game state transition process. On the other hand, if MPU62 determines in step S912 that both the value of the open / close counter SOC and the value of the round counter RC are "0" or less, MPU62 determines in step S913 whether the value of the timer counter T is "0" or less.
[0286] If MPU62 determines in step S913 that the value of the timer counter T is not "0" or less, MPU62 ends the game state transition process. On the other hand, if MPU62 determines in step S913 that the value of the timer counter T is "0" or less, MPU62 clears the open / close execution mode flag stored in RAM64 in step S914 and then executes the transition process at the end of the open / close execution mode. After that, MPU62 ends the game state transition process. Hereinafter, the transition process at the end of the open / close execution mode will be described in detail.
[0287] FIG. 27 is a diagram showing a flowchart of the transition process at the end of the open / close execution mode. In the transition process at the end of the open / close execution mode, MPU62 executes steps S1301 to S1312 as shown in FIG. 27. In step S1301, MPU62 determines whether the allocation result is the "most favorable result" or the "explicitly few-round high-probability result".
[0288] If MPU62 determines in step S1301 that the allocation result is the "most favorable result" or the "explicitly few-round high-probability result", it executes the processing after step S1302. On the contrary, if MPU62 determines in step S1301 that the allocation result is not the "most favorable result" or the "explicitly few-round high-probability result", it executes the processing after step S1305.
[0289] First, the processing when it is determined in step S1301 by MPU62 that the allocation result is the "most favorable result" or the "explicitly few-round high-probability result" (the processing after step S1302) will be described. In step S1302, MPU62 sets the high-frequency support flag in RAM64. If the high-frequency support flag has already been set in RAM64, MPU62 maintains it. Thus, MPU62 sets the support mode to the high-frequency support mode.
[0290] In step S1303, MPU62 clears the count limit flag stored in RAM64. Here, the high-frequency support mode continues until at least a "big win" occurs in the win / loss lottery when the high-frequency support flag is set in RAM64 and the count limit flag is not set.
[0291] In step S1304, MPU62 sets the high-probability mode flag in RAM64. If the high-probability mode flag has already been set in RAM64, MPU62 maintains it. Thus, MPU62 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until at least a "big win" occurs in the win / loss lottery. Then, MPU62 ends the transition processing at the end of the open / close execution mode.
[0292] When ending the transfer process at the end of the open / close execution mode, the MPU62 clears the flags (low probability result flag, non-explicit few-round high probability result flag, explicit few-round high probability result flag, and most favorable result flag) set in the RAM64 according to the distribution result, as well as the special deviation flag. Also, in step S801 of the above-described variation start process, the MPU62 determines whether the lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM64.
[0293] Next, the process (the process after step S1305) when it is determined in step S1301 by the MPU62 that the distribution result is not "most favorable result" or "explicit few-round high probability result" will be described. In step S1305, the MPU62 determines whether the distribution result is a "non-explicit few-round high probability result".
[0294] If the MPU62 determines in step S1305 that the distribution result is a "non-explicit few-round high probability result", it executes the process after step S1306. On the other hand, if the MPU62 determines in step S1305 that the distribution result is not a "non-explicit few-round high probability result", it executes the process after step S1308.
[0295] First, the process (the process after step S1306) when it is determined in step S1305 by the MPU62 that the distribution result is a "non-explicit few-round high probability result" will be described. In step S1306, the MPU62 determines whether the high frequency support flag is set in the RAM64.
[0296] If the MPU62 determines in step S1306 that the high frequency support flag is set in the RAM64, it executes the process after step S1303 described above. On the other hand, if the MPU62 determines in step S1306 that the high-frequency support flag is not set in the RAM64, then in step S1307, it sets the high-probability mode flag in the RAM64. If the high-probability mode flag is already set in the RAM64, the MPU62 maintains it. Thereby, the MPU62 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until at least a "big win" occurs in the win / loss lottery. After that, the MPU62 ends the transition process at the end of the open / close execution mode.
[0297] Next, the processing from step S1308 onward when the MPU62 determines in step S1305 that the distribution result is not "non-explicit few-round high-probability result" will be described. In step S1308, the MPU62 determines whether the distribution result is a "low-probability result".
[0298] If the MPU62 determines in step S1308 that the distribution result is not a "low-probability result" (i.e., determines that the win / loss result is a "special loss result"), it ends the transition process at the end of the open / close execution mode. On the other hand, if the MPU62 determines in step S1308 that the distribution result is a "low-probability result", it executes the processing from step S1309 onward.
[0299] In step S1309, the MPU62 clears the high-probability mode flag. Thereby, the MPU62 sets the win / loss lottery mode to the low-probability mode. This low-probability mode continues until at least a "big win" occurs in the win / loss lottery and the distribution result becomes other than a "low-probability result".
[0300] In step S1310, the MPU62 sets the high-frequency support flag in the RAM64. If the high-frequency support flag is already set in the RAM64, the MPU62 maintains it. Thereby, the MPU62 sets the support mode to the high-frequency support mode. In step S1311, the MPU62 sets "100" to the value of the game count counter provided in each counter area 64a of the RAM64. In step S1312, the MPU62 sets the count limit flag to the RAM64. If the count limit flag has already been set in the RAM64, the MPU62 maintains it. Then, the MPU62 ends the transition process at the end of the open / close execution mode.
[0301] Here, the high-frequency support mode continues until 100 game turns, which is the end criterion number of turns set in the game count counter, are completed when the high-frequency support flag is set in the RAM64 and the count limit flag is set. When the MPU62 has completed 100 game turns, it clears the high-frequency support flag and the count limit flag. Thereby, the MPU62 sets the support mode to the low-frequency support mode. Note that the MPU62 executes these processes as electric role support processes in step S406 of the normal process, but detailed explanations are omitted.
[0302] In this way, when "big win" is selected in the win / loss lottery and the distribution result in the distribution lottery is "most advantageous result" or "explicit few-round high-probability result", regardless of the current game state, the game state shifts to the high-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The high-probability mode and the high-frequency support mode continue until at least "big win" is selected in the win / loss lottery.
[0303] Also, when "big win" is selected in the win / loss lottery and the distribution result in the distribution lottery is "non-explicit few-round high-probability result" when the current support mode is the high-frequency support mode, the game state shifts to the high-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The high-probability mode and the high-frequency support mode continue until at least "big win" is selected in the win / loss lottery.
[0304] On the other hand, when the current support mode is the low-frequency support mode and a "big win" occurs in the win / loss lottery, and the distribution result in the distribution lottery is a "non-explicit few-round high-probability result", the game state will shift to the high-probability mode and the low-frequency support mode after the end of the opening / closing execution mode (i.e., the round number regulation mode). The high-probability mode and the low-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.
[0305] Also, when a "big win" occurs in the win / loss lottery and the distribution result in the distribution lottery is a "low-probability result", the game state will shift to the low-probability mode and the high-frequency support mode after the end of the opening / closing execution mode (i.e., the round number regulation mode) regardless of the current game state. The low-probability mode continues until at least a "big win" occurs in the win / loss lottery, and the high-frequency support mode shifts to the low-frequency support mode when 100 game rounds are completed without a "big win" occurring in the win / loss lottery.
[0306] Also, when a "big win" does not occur in the win / loss lottery, that is, when the win / loss result in the win / loss lottery is a "special loss result" or a "normal loss result", the game state does not shift.
[0307] In this way, in the present embodiment, the game state transition process functions as specific control start means for starting the game in the opening / closing execution mode when a game ball enters either the non-electric accessory 51 or any of the holes 533A to 533C after transitioning the game state to the opening / closing execution mode.
[0308] <Electrical Configuration of the Audio-Visual Control Device 90 and the Display Control Device 100> FIG. 28 is a block diagram showing the electrical configuration of the audio-visual control device and the display control device. As shown in FIG. 28, the voice and light control device 90 includes a voice and light control board 91, an MPU 92 mounted on the voice and light control board 91, and a ROM 93 and a RAM 94 that constitute the MPU 92. Here, the MPU 92 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally formed into a chip in addition to the ROM 93 and the RAM 94.
[0309] 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 external power supply for retaining the stored information. The RAM 94 is a memory for temporarily storing various data, etc. when executing the control programs stored in the ROM 93, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 94 has various areas such as a command list storage area 94a.
[0310] The MPU 92 is provided with 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 various lamp units 23, 49a to 49c, the speaker unit 24, and the display control device 100. The MPU 92 executes drive control of various lamp units 23, 49a to 49c and the speaker unit 24 based on commands transmitted from the main control device 60. In addition, the MPU 92 transmits the commands as a result of analyzing these commands to the display control device 100. Note that the voice and light control device 90 is electrically connected to the display control device 100 via a connector unit (connection unit) provided with connectors at both ends of the signal line.
[0311] 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 this MPU 102, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. Here, the MPU 102 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally chipized in addition to the program ROM 103 and the work RAM 104. Note that the MPU 102, VDP 105, character ROM 106, and video RAM 107 are mounted on the display control board 101.
[0312] The MPU 102 analyzes the commands transmitted from the sound and light control device 90, and performs predetermined arithmetic processing based on these commands to execute the control of the VDP 105. Specifically, the MPU 102 executes the control of the VDP 105 by generating commands for the VDP 105.
[0313] 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 external power supply for retaining the stored information. The work RAM 104 is a memory for temporarily storing various data, etc. when executing the control programs stored in the program ROM 103, and is a volatile storage means that requires external power supply for retaining the stored information.
[0314] The VDP 105 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the symbol display device 47. Since the VDP 105 is chipized as an IC, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. This VDP 105 reads image data from the character ROM 106 based on the content of the commands generated by the MPU 102, and stores this image data in the video RAM 107.
[0315] The character ROM 106 functions as an image data library for storing character data such as symbols to be displayed on the symbol display device 47. This character ROM 106 holds bitmap format image data of various symbols, a color palette table, etc. that is referred to when determining the display color of each dot in the bitmap image. The video RAM 107 is a memory for storing display data to be displayed on the symbol display device 47, and the display content of the symbol display device 47 is changed by rewriting the content of this video RAM 107.
[0316] <Regarding the timer interrupt process executed by the audio and light emission control device 90> Figure 29 is a diagram showing a flowchart of the timer interrupt process executed by the audio and light emission control device. The MPU 92 of the audio and light emission control device 90 executes a timer interrupt process for advancing the game. In this timer interrupt process, as shown in Figure 29, the MPU 92 periodically (for example, at a cycle of 2 msec) executes steps S1401 to S1405.
[0317] In step S1401, the MPU 92 executes a command storage process. In this command storage process, when the MPU 92 receives a command from the MPU 62, it 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 received from the MPU 62. Note that the MPU 92 reads commands from the ring buffer in the order stored in the ring buffer.
[0318] In step S1402, the MPU 92 executes a production determination process based on the command received from the MPU 62. In the production determination process, the MPU 92 determines productions for game use, productions for the open / close execution mode, etc. In step S1403, MPU92 executes the effect execution process based on the content of the effect determination process in step S1402. Specifically, in the effect execution process, MPU92 executes the light emission control of various lamp units 23, 49a to 49c and the sound control of the speaker unit 24.
[0319] In step S1404, MPU92 executes the demo display execution process based on the demo command received from MPU62. In the demo display execution process, MPU92 executes the demo display when a predetermined start waiting period (for example, 30 seconds) for demo start has elapsed without a new game round starting after the end of the game round. Specifically, in the demo display execution process, MPU92 executes the light emission control of various lamp units 23 and the sound control of the speaker unit 24.
[0320] In step S1405, a command transmission process for transmitting the command set in the effect determination process in step S1402 to the display control device 100 is executed. In this command transmission process, MPU92 determines whether it has reached the timing to transmit various commands stored as a command list in the command list storage area 94a of RAM94 to the display control device 100. When it is determined that the timing to transmit the various commands to the display control device 100 has been reached, MPU92 transmits that command to the display control device 100. Thereafter, MPU92 ends the timer interrupt process.
[0321] <Regarding the effect determination process executed by the audio and light emission control device 90> FIG. 30 is a diagram showing a flowchart of the effect determination process. MPU92 of the audio and light emission control device 90 executes an effect determination process to execute effects for games, effects for the opening and closing execution modes, etc. In this effect determination process, as shown in FIG. 30, MPU92 executes steps S1501 to S1518.
[0322] In step S1501, MPU92 determines whether it has received the variable command and the type command transmitted from MPU62. If MPU92 determines in step S1501 that it has not received each command, it executes the processing after step S1509. On the other hand, if MPU92 determines in step S1501 that it has received each command, in step S1502, it determines whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.
[0323] If MPU92 determines in step S1502 that the game result is a "most advantageous result" or a "low probability result", in step S1503, it executes a symbol determination process corresponding to the type of the game result. In this symbol determination process, if MPU92 determines that the game result is a "most advantageous result", it determines information related to a combination of symbols having the same odd number or the same even number as the stop result that is finally stopped and displayed on the valid line L. If it determines that the game result is a "low probability result", it determines information related to a combination of symbols having the same even number as the stop result that is finally stopped and displayed on the valid line L. Note that the odd and even numbers are randomly determined by lottery or the like.
[0324] On the other hand, if MPU92 determines in step S1502 that the game result is not a "most advantageous result" or a "low probability result", in step S1504, it determines whether the game result is an "ordinary losing result" based on the content of the type command. When the MPU92 determines in step S1504 that the game result is not a "normal miss result", that is, when the game result is any of a "special miss result", a "non-explicit few-round high-probability result", and an "explicit few-round high-probability result", in step S1505, it executes a common symbol determination process. In this common symbol determination process, the MPU92 determines information related to a special combination of symbols as the stop result that will finally stop and be displayed on the valid line L. Specifically, the MPU92 determines a special combination of symbols (for example, "3·4·1") that have different numbers from each other and are not selected when a "normal miss result" occurs in the pass / fail lottery, rather than a combination of symbols with the same number. Note that this special combination of symbols is the same regardless of the type of game result.
[0325] On the other hand, when the MPU92 determines in step S1504 that the game result is a "normal miss result", in step S1506, it executes a symbol determination process for normal misses. In this symbol determination process for normal misses, the MPU92 determines whether or not a reach display occurs based on the content of the variable command.
[0326] When the MPU92 determines that a reach display occurs, it determines information related to the combination of symbols of the reach display as the stop result that will finally stop and be displayed on the valid line L. Note that the combination of symbols of the reach display is randomly determined by lottery or the like. On the other hand, when the MPU92 determines that a reach display does not occur, it determines information related to a combination of symbols different from the above-described combinations of each symbol as the stop result that will finally stop and be displayed on the valid line L. Specifically, the MPU92 randomly determines a combination of symbols that is different from any of the combination of symbols with the same number, the special combination of symbols, and the combination of symbols of the reach display by lottery or the like.
[0327] After executing any one of the processes in step S1503, step S1505, and step S1506, the MPU92 executes a production pattern determination process in step S1507. In this production pattern determination process, the MPU92 selects a production pattern corresponding to the variation command and the type command by referring to a production table stored in advance in the ROM93. Specifically, the MPU92 selects the production duration (production continuation period) and the content of the production as the production pattern. Note that in step S1507, the MPU92 also executes a lottery as to whether or not to generate a preview display.
[0328] Further, based on the selected production pattern, the MPU92 executes light emission control of the display lamp unit 23 and voice control of the speaker unit 24 in the production execution process of step S1403 described above.
[0329] In step S1508, the MPU92 sets a variation start command and a stop result command including information related to the stop result determined in any one of the processes in step S1503, step S1505, and step S1506. Then, the MPU92 stores the variation start command and the stop result command in the command list stored in the command list storage area 94a of the RAM94. These variation start command and stop result command are transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0330] The MPU102 of the display control device 100 reads out a data table for executing the start of the variation display and the display of the stop result on the symbol display device 47 based on the variation start command and the stop result command transmitted from the MPU92 from the program ROM103. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU102 outputs a command to the VDP105 based on this data table. As a result, after starting the variation display, the symbol display device 47 finally stops and displays the stop result determined by the MPU92 on the valid line L.
[0331] After executing the process of step S1508 or when it is determined in step S1501 that no variation command and type command have been received, MPU92 executes the processes after step S1509. In step S1509, MPU92 executes a process for determining the number of rounds.
[0332] FIG. 31 is a diagram showing a flowchart of the process for determining the number of rounds. In the process for determining the number of rounds, as shown in FIG. 31, MPU92 executes steps S1601 to S1612. In step S1601, MPU92 determines whether it has received a non-release command transmitted from MPU62. If MPU92 determines in step S1601 that it has received a non-release command, then in step S1602, it executes a process for determining the non-release effect. In this process for determining the non-release effect, MPU92 selects the content of the effect corresponding to the non-release command by referring to a table for effects stored in advance in ROM93.
[0333] Also, based on the selected content of the effect, in the effect execution process of step S1403 described above, MPU92 executes light emission control of display lamp unit 23 and sound control of speaker unit 24.
[0334] In step S1603, MPU92 sets a non-release effect command related to the non-release effect determined in the process for determining the non-release effect in step S1602. Then, MPU92 stores the non-release effect command in the command list stored in command list storage area 94a of RAM94. This non-release effect command is transmitted to display control device 100 in the command transmission process of step S1405 described above.
[0335] The MPU 102 of the control device 100 reads out from the program ROM 103 a data table for executing the non-opening performance at the symbol display device 47 based on the non-opening performance command transmitted from the MPU 92. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU 102 outputs a command to the VDP 105 based on this data table. Thereby, the symbol display device 47 executes the non-opening performance.
[0336] After executing the process of step S1603, or when it is determined in step S1601 that the non-opening command has not been received, the MPU 92 determines in step S1604 whether it has received an opening command transmitted from the MPU 62. When the MPU 92 determines in step S1604 that it has received an opening command, it executes in step S1605 the determination process for the opening performance. In this determination process for the opening performance, the MPU 92 selects the content of the performance corresponding to the opening command by referring to the performance table stored in advance in the ROM 93.
[0337] Also, based on the selected performance content, the MPU 92 executes the light emission control of the display lamp unit 23 and the voice control of the speaker unit 24 in the performance execution process of step S1403 described above.
[0338] In step S1606, the MPU 92 sets the opening performance command related to the opening performance determined in the determination process for the opening performance in step S1605. Then, the MPU 92 stores the opening performance command in the command list stored in the command list storage area 94a of the RAM 94. This opening performance command is transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0339] The MPU102 of the display control device 100 reads out from the program ROM103 a data table for executing the opening performance on the symbol display device 47 based on the opening performance command transmitted from the MPU92. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU102 outputs a command to the VDP105 based on this data table. As a result, the symbol display device 47 executes the opening performance.
[0340] After executing the process of step S1606, or when it is determined in step S1604 that the opening command has not been received, the MPU92 determines in step S1607 whether it has received the 4-round execution command transmitted from the MPU62. When the MPU92 determines in step S1607 that it has received the 4-round execution command, in step S1608, the MPU92 executes the determination process for the 4-round execution performance. In this determination process for the 4-round execution performance, the MPU92 selects the content of the performance corresponding to the 4-round execution command by referring to the performance table stored in advance in the ROM93.
[0341] Also, based on the content of the selected performance, in the performance execution process of step S1403 described above, the MPU92 executes the light emission control of the display lamp unit 23 and the voice control of the speaker unit 24.
[0342] In step S1609, the MPU92 sets the 4-round execution performance command related to the 4-round execution performance determined in the determination process of the 4-round execution performance in step S1608. Then, the MPU92 stores the 4-round execution performance command in the command list stored in the command list storage area 94a of the RAM94. This 4-round execution performance command is transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0343] The MPU 102 of the display control device 100 reads out a data table for executing a 4-round execution effect from the program ROM 103 based on the 4-round execution effect command transmitted from the MPU 92. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU 102 outputs a command to the VDP 105 based on this data table. As a result, the symbol display device 47 executes a 4-round execution effect.
[0344] After executing the process of step S1609, or when it is determined in step S1607 that the 4-round execution command has not been received, the MPU 92 determines in step S1610 whether it has received a 16-round execution command transmitted from the MPU 62. When the MPU 92 determines in step S1610 that it has received a 16-round execution command, in step S1611, it executes a determination process for a 16-round execution effect. In this determination process for a 16-round execution effect, the MPU 92 selects the content of the effect corresponding to the 16-round execution command by referring to a table for effects stored in advance in the ROM 93.
[0345] Also, based on the selected effect content, in the effect execution process of step S1403 described above, the MPU 92 executes light emission control of the display lamp unit 23 and voice control of the speaker unit 24.
[0346] In step S1612, the MPU 92 sets a 16-round execution effect command related to the 16-round execution effect determined in the determination process for a 16-round execution effect in step S1611. Then, the MPU 92 stores the 16-round execution effect command in the command list stored in the command list storage area 94a of the RAM 94. This 16-round execution effect command is transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0347] The MPU102 of the control device 100 reads a data table for executing a 16-round execution effect from the program ROM103 based on the 16-round execution effect command transmitted from the MPU92. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU102 outputs a command to the VDP105 based on this data table. As a result, the symbol display device 47 executes a 16-round execution effect.
[0348] After executing the process of step S1612, or when it is determined in step S1610 that the 16-round execution command has not been received, the MPU92 ends the round number determination process.
[0349] Returning to the description of the effect determination process, the processes after step S1510 will be described with reference to FIG. 30. In step S1510, the MPU92 determines whether an opening command has been received.
[0350] If the MPU92 determines in step S1510 that the opening command has not been received, it executes the processes after step S1514. On the other hand, if the MPU92 determines in step S1510 that the opening command has been received, in step S1511, it determines the type of game result based on the content of the opening command.
[0351] In step S1512, the MPU92 executes a determination process for the effect for the opening / closing execution mode corresponding to the type of game result determined in step S1511. In the determination process for the effect for the opening / closing execution mode, when the MPU92 determines in step S1511 that the game result is a "special losing result" or a "non-explicit low-round high-probability result", the MPU92 selects effect A as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is an "explicit low-round high-probability result", the MPU92 selects effect B as the effect for the opening / closing execution mode. Further, when the MPU92 determines that the game result is the "most advantageous result" and also determines that the number of rounds of the round game is 4, the MPU92 selects effect C1 or effect D1 as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is the "most advantageous result" and also determines that the number of rounds of the round game is 16, the MPU92 selects effect C2 or effect D2 as the effect for the opening / closing execution mode. Further, when the MPU92 determines that the game result is a "low-probability result" and also determines that the number of rounds of the round game is 4, the MPU92 selects effect D1 as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is a "low-probability result" and also determines that the number of rounds of the round game is 16, the MPU92 selects effect D2 as the effect for the opening / closing execution mode.
[0352] Note that the durations of effect A and effect B correspond to the time when the opening and closing of the big winning opening 38a are executed twice in a short-time mode in the opening / closing execution mode. Also, the durations of effect C1 and effect D1 correspond to the time when the opening and closing of the big winning opening 38a are executed four times in a long-time mode in the opening / closing execution mode. Also, the durations of effect C2 and effect D2 correspond to the time when the opening and closing of the big winning opening 38a are executed 16 times in a long-time mode in the opening / closing execution mode. In the following description, effect C1 and effect C2 are also simply referred to as effect C, and effect D1 and effect D2 are also simply referred to as effect D.
[0353] Also, based on the selection results of Performances A to D, in the performance execution process of step S1403 described above, the MPU92 executes the light emission control of the display lamp unit 23 and also executes the voice control of the speaker unit 24.
[0354] In step S1513, the MPU92 sets an opening / closing execution mode command including information related to the performance for the opening / closing execution mode selected in step S1512. Then, the MPU92 stores the opening / closing execution mode command in the command list stored in the command list storage area 94a of the RAM94. This opening / closing execution mode command is transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0355] The MPU102 of the display control device 100 reads out a data table for executing the performance for the opening / closing execution mode from the program ROM103 based on the opening / closing execution mode command transmitted from the MPU92. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU102 outputs a command to the VDP105 based on this data table. As a result, the symbol display device 47 executes the performance for the opening / closing execution mode selected by the MPU92 of the voice and light emission control device 90.
[0356] After executing the process of step S1513, or when it is determined in step S1510 that the opening command has not been received, the MPU92 executes the processes after step S1514. In step S1514, the MPU92 determines whether an ending command has been received.
[0357] When it is determined in step S1514 that the ending command has not been received, the MPU92 executes the processes after step S1518. On the other hand, when the MPU92 determines that it has received an ending command in step S1514, in step S1515, it executes a release determination process for non-electric accessory devices. In this release determination process for non-electric accessory devices, the MPU92 determines whether or not the non-electric accessory device 51 is in a released state based on the content of the ending command.
[0358] In step S1516, the MPU92 executes a determination process for an ending effect corresponding to the state of the non-electric accessory device 51 determined in step S1515. In the determination process for the ending effect, when the MPU92 determines in step S1515 that the non-electric accessory device 51 is not in a released state (when it determines that it is in a closed state), it selects a normal effect that does not inform the player of the release of the non-electric accessory device 51 as the ending effect. On the other hand, when the MPU92 determines in step S1515 that the non-electric accessory device 51 is in a released state, it selects a release notification effect that informs the player of the release of the non-electric accessory device 51 as the ending effect.
[0359] In step S1517, the MPU92 sets an ending effect command related to the ending effect (normal effect or release notification effect) determined in the ending effect determination process of step S1516. Then, the MPU92 stores the ending effect command in the command list stored in the command list storage area 94a of the RAM94. This ending effect command is transmitted to the display control device 100 in the command transmission process of step S1405 described above.
[0360] The MPU102 of the display control device 100 reads out a data table for executing an ending effect on the symbol display device 47 from the program ROM103 based on the ending effect command transmitted from the MPU92. Then, the MPU102 outputs a command to the VDP105 based on this data table every time a predetermined image update timing (for example, a cycle of 20 msec) is reached. As a result, the symbol display device 47 executes the ending effect.
[0361] After executing the process of step S1517, or when it is determined in step S1514 that the ending command has not been received, the MPU92 executes other processes in step S1518. In the other processes, the MPU92 executes, for example, processes for advancing the effects for the opening / closing execution mode based on the release command and the closing command transmitted from the MPU62. After that, the MPU92 ends the effect determination process.
[0362] <Regarding the relationship between the game result and the game state, etc.> Hereinafter, the relationship between the game result and the game state, etc. based on the execution of various processes will be described. FIG. 32 is a diagram showing the relationship between the game result and the game state, etc. Specifically, FIG. 32 is a diagram showing the relationship between the game result excluding the "normal miss result" and the game state, etc., arranging the game results in the column direction and the game state, etc. in the row direction. As shown in FIG. 32, the pachinko machine 10 has, as game results excluding the "normal miss result", the winning / losing results of "big win winning" and "special miss result", and the allocation results of "non-explicit few-round high-probability result", "explicit few-round high-probability result", "most advantageous result", and "low-probability result".
[0363] Here, the "special miss result" is a game result selected when the "big win winning" does not occur in the winning / losing lottery (symbol × in the figure) as shown in the second column of Table 2 in FIG. 32. The allocation result is a game result selected when the "big win winning" occurs in the winning / losing lottery (symbol ○ in the figure). Hereinafter, the relationship between the game result excluding the "normal miss result" and the game state, etc. will be described. In this embodiment, the pachinko machine 10 sets the relationship between the game result and the game state, etc. as follows, but the combination of the game result and the game state, etc., the content of the game result, and the content of the game state, etc. are arbitrary.
[0364] In the "Special Outcome", the opening / closing execution mode shifts to the opening / closing count regulation mode instead of the round count regulation mode, and the opening / closing of the big winning opening 38a is executed twice in the short-time mode. Also, in the "Special Outcome", the win / loss lottery mode does not shift. In the "Implicit Few Rounds High Probability Outcome", the opening / closing execution mode shifts to the round count regulation mode where the round game is played with a maximum of two times, and the opening / closing of the big winning opening 38a is executed twice in the short-time mode. Also, in the "Implicit Few Rounds High Probability Outcome", the win / loss lottery mode shifts to the high probability mode. Thus, the "Special Outcome" and the "Implicit Few Rounds High Probability Outcome" are common in that although the types of the opening / closing execution mode are different, the opening / closing of the big winning opening 38a is executed twice in the short-time mode.
[0365] Also, in the "Special Outcome" and the "Implicit Few Rounds High Probability Outcome", the stop result is a special combination of symbols, and the effect for the opening / closing execution mode is effect A. Further, in the "Special Outcome" and the "Implicit Few Rounds High Probability Outcome", the support mode does not shift. Also, in the game rounds after the opening / closing execution mode ends, the symbol display device 47 does not display an image on the display screen G indicating that it is in the high probability mode.
[0366] Therefore, the player cannot grasp whether the game result is the "Special Outcome" or the "Implicit Few Rounds High Probability Outcome" by confirming the stop result and the effect for the opening / closing execution mode. In other words, even when it becomes the "Implicit Few Rounds High Probability Outcome" in the distribution lottery and shifts to the high probability mode, the symbol display device 47 disguises as if the win / loss lottery mode has not shifted in the game rounds after the opening / closing execution mode ends. For this reason, the player can enjoy the game while predicting whether the win / loss lottery mode has shifted to the high probability mode or not.
[0367] In the "Explicitly Few Rounds High Probability Result", the opening and closing execution mode shifts to a round number regulation mode in which the round game is carried out with a maximum of 2 times, and the opening and closing of the big winning opening 38a is executed 2 times in a short-time mode. Also, in the "Explicitly Few Rounds High Probability Result", the win / loss lottery mode shifts to a high probability mode. Also, in the "Explicitly Few Rounds High Probability Result", the stop result is a combination of special symbols, and the effect for the opening and closing execution mode is effect B. Also, in the "Explicitly Few Rounds High Probability Result", the support mode shifts to a high frequency support mode. Further, in the game turn after the opening and closing execution mode ends, the symbol display device 47 displays an image indicating that it is in the high probability mode on the display screen G. Therefore, the player can grasp that the game result is the "Explicitly Few Rounds High Probability Result" by confirming the stop result and the effect for the opening and closing execution mode.
[0368] In the "Most Favorable Result" and the "Low Probability Result", the opening and closing execution mode shifts to a round number regulation mode in which the round game is carried out with a maximum of 4 times or 16 times, and the opening and closing of the big winning opening 38a is executed 4 times or 16 times in a long-time mode. Here, in the "Most Favorable Result", the stop result is a combination of symbols having the same odd number or the same even number, the win / loss lottery mode shifts to a high probability mode, and the effect for the opening and closing execution mode is effect C or effect D. Specifically, when the stop result is a combination of symbols having the same odd number, the effect for the opening and closing execution mode is effect C, and when the stop result is a combination of symbols having the same even number, the effect for the opening and closing execution mode is effect D. Also, in the "Low Probability Result", the stop result is a combination of symbols having the same even number, the win / loss lottery mode shifts to a low probability mode, and the effect for the opening and closing execution mode is effect D. Further, in the "Most Favorable Result" and the "Low Probability Result", the support mode shifts to a high frequency support mode.
[0369] Therefore, when the stop result is a combination of symbols having the same odd number and the effect for the opening / closing execution mode becomes effect C, the player can understand that the game result is the "most advantageous result". However, when the stop result is a combination of symbols having the same even number, the player cannot determine whether the game result is the "most advantageous result" or the "low probability result" by checking the stop result and the effect for the opening / closing execution mode.
[0370] Then, in the game round after the end of the opening / closing execution mode, if the effect for the opening / closing execution mode finally becomes effect D, the symbol display device 47 does not display an image indicating that it is in the high probability mode on the display screen G.
[0371] Specifically, the symbol display device 47 does not display an image indicating that it is in the high probability mode on the display screen G, but instead displays an image on the display screen G notifying that the high frequency support mode shifts to the low frequency support mode when the number of game rounds reaches the end reference number of rounds (specifically, 100 rounds). In other words, even when the result of the distribution lottery is the "most advantageous result", if the effect for the opening / closing execution mode finally becomes effect D in the game round after the end of the opening / closing execution mode, the symbol display device 47 disguises the game result as if it were the "low probability result".
[0372] When the result of the distribution is the "most advantageous result", the symbol display device 47 displays an image on the display screen G indicating that it is in the high probability mode after completing 100 game rounds without winning the "big win" in the win / loss lottery. In other words, the symbol display device 47 cancels the disguise that it had been performing as if the game result were the "low probability result".
[0373] <Regarding the flow at the time of transition to the opening / closing execution mode> FIG. 33 is a diagram showing the display screen of the symbol display device, the non-electric accessory, and the right variable ball entry mechanism when transitioning to the opening / closing execution mode when the non-electric accessory is not open. Note that FIG. 33 shows a simplified illustration of the non-electric accessory 51 at the lower left of the display screen G. Specifically, FIG. 33(A) is a diagram showing the display screen G at the time of transition to the opening / closing execution mode. FIGS. 33(B) and (C) are diagrams showing the display screen G when a ball enters the 4-round execution gate. FIGS. 33(D) and (E) are diagrams showing the display screen G when a ball enters the 16-round execution gate. FIG. 33(F) is a diagram showing the display screen G when an opening notification effect that notifies the player of the release of the non-electric accessory 51 is selected as the ending effect.
[0374] When the opening / closing execution mode is entered while the non-electric accessory 51 is not released, as shown in FIG. 33(A), the MPU 102 reduces the display of each symbol column Z1 to Z3 and arranges them at the lower left position of the display screen G of the symbol display device 47, and stops the variable display of each symbol column Z1 to Z3. Here, when the opening / closing execution mode is entered while the non-electric accessory 51 is not released, the MPU 92 determines in step S1601 that it has received a non-release command. Therefore, in step S1602, the MPU 92 executes a non-release effect determination process, and in step S1603, sets a non-release effect command related to the non-release effect determined in the non-release effect determination process of step S1602. Then, the MPU 102 executes a non-release effect based on the non-release effect command transmitted from the MPU 92. Specifically, the MPU 102 displays the angel's line "Aim for the clown with a right punch!" that exists in the center of the display screen G of the symbol display device 47, thereby suggesting to the player to punch right.
[0375] Also, the MPU 62 executes a clown route setting process in step S1005. In this clown route setting process, the MPU 62 sets the plate 523a to the closed state and sets the right variable ball entry mechanism 52 to the clown route by executing drive control of the plate drive unit 523c (refer to the arrow in the figure).
[0376] Here, since the blade member 521a opens and closes intermittently at a cycle of 2 seconds, when the blade member driving unit 521c sets the blade member 521a to the open state, the game ball enters the right variable ball entry mechanism 52 along the blade member 521a by utilizing the inclination of the blade member 521a. Further, when the plate 523a is set to the closed state and set to the kurune route, after the game ball enters the right variable ball entry mechanism 52, the game ball that reaches the branch position of the guide passage 522 is guided by the guide rail 525. Thereafter, the game ball is guided to the kurune 53 via the guide rail 525. Thereafter, the game ball guided to the kurune 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532 and then enters any one of the holes 533A to 533C.
[0377] When the game ball enters the holes 533B and 533C (4-round execution gates), since the MPU 92 determines that it has received the 4-round execution command in step S1607, in step S1608, it executes the determination process for the 4-round execution performance, and in step S1609, it sets the 4-round execution performance command related to the 4-round execution performance determined in the determination process for the 4-round execution performance in step S1608. Then, the MPU 102 executes the 4-round execution performance based on the 4-round execution performance command transmitted from the MPU 92. Specifically, as shown in FIG. 33(B), the MPU 102 notifies the player to start the execution of the 4-round round game by displaying the angel's line "4R confirmed! Right hit!" existing in the center of the display screen G of the symbol display device 47.
[0378] Further, the MPU 62 executes the setting process for the discharge route in step S1012. In this setting process for the discharge route, the MPU 62 sets the plate 523a to the open state and sets the right variable ball entry mechanism 52 to the discharge route by executing the drive control of the plate drive unit 523c (refer to the arrow in the figure).
[0379] After that, since MPU92 determines that it has received an opening command in step S1510, in step S1511, it determines the type of game result based on the content of the opening command, and executes a determination process for the effect for the opening / closing execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 33, since the symbol display device 47 stops and displays a combination of symbols having the same odd-numbered digits (7·7·7) on the valid line L as the stop result, MPU92 determines that the game result is the "most advantageous result". Also, since MPU92 determines that the number of rounds of the round game is 4, it selects effect C1 as the effect for the opening / closing execution mode. Then, MPU102 executes the effect for the opening / closing execution mode selected by MPU92 based on the opening / closing execution mode command transmitted from MPU92.
[0380] After finishing the effect for the opening / closing execution mode, since MPU92 determines that it has received an ending command in step S1514, in step S1515, it executes a release determination process for the non-electric accessory. When a ball enters holes 533B and 533C (4-round execution gates), since MPU92 determines in step S1515 that the non-electric accessory 51 is not in the open state, it selects a normal effect that does not notify the player of the release of the non-electric accessory 51 as the ending effect. Then, MPU102 executes the ending effect selected by MPU92 based on the ending effect command transmitted from MPU92. Specifically, in the example of FIG. 33, since effect C1 is selected as the effect for the opening / closing execution mode, MPU102 notifies the player of the transition to the high-probability mode by displaying the seraph "Sure change entry!" of the angel existing in the center of the display screen G of the symbol display device 47 as shown in FIG. 33(C).
[0381] On the other hand, when a ball enters the hole 533A (16-round execution gate), the MPU92 determines that it has received a 16-round execution command in step S1610. Therefore, in step S1611, it executes a determination process for the 16-round execution effect, and in step S1612, it sets a 16-round execution effect command related to the 16-round execution effect determined in the determination process for the 16-round execution effect in step S1611. Then, the MPU102 executes a 16-round execution effect based on the 16-round execution effect command transmitted from the MPU92. Specifically, as shown in FIG. 33(D), the MPU102 notifies the player to start the execution of the 16-round game by displaying the angel's line "16R Confirmed! Right Hit!" existing at the center of the display screen G of the symbol display device 47. Also, the game ball that enters the hole 533A of the kurune 53 and falls downward and is guided to the non-electric accessory 51 through the communication passage 535 causes the non-electric accessory 51 to shift from the closed state to the open state.
[0382] Also, the MPU62 executes a discharge route setting process in step S1012. In this discharge route setting process, the MPU62 sets the plate 523a to the open state by executing drive control of the plate drive unit 523c, and sets the right variable ball entry mechanism 52 as the discharge route (refer to the arrow in the figure).
[0383] After that, since MPU92 determines that it has received an opening command in step S1510, in step S1511, it determines the type of game result based on the content of the opening command, and executes a determination process for the production for the opening / closing execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 33, since the symbol display device 47 stops and displays a combination of symbols having the same odd number (7·7·7) on the effective line L as the stop result, MPU92 determines that the game result is the "most advantageous result". Also, since MPU92 determines that the number of rounds of the round game is 16, it selects production C2 as the production for the opening / closing execution mode. Then, MPU102 executes the production for the opening / closing execution mode selected by MPU92 based on the opening / closing execution mode command transmitted from MPU92.
[0384] After finishing the production for the opening / closing execution mode, since MPU92 determines that it has received an ending command in step S1514, in step S1515, it executes a release determination process for the non-electric accessory. When a ball enters the hole 533A (16-round execution gate), since MPU92 determines that the non-electric accessory 51 is in the released state in step S1515, it selects a release notification production that notifies the player of the release of the non-electric accessory 51 as the ending production. Then, MPU102 executes the ending production selected by MPU92 based on the ending production command transmitted from MPU92. Specifically, in the example of FIG. 33, since production C2 is selected as the production for the opening / closing execution mode, MPU102 notifies the player that the player has shifted to the high-probability mode by displaying the seraph "Sure change entry!" of the angel existing in the center of the display screen G of the symbol display device 47 as shown in FIG. 33(E). After that, as shown in FIG. 33(F), MPU102 notifies the player of the release of the non-electric accessory 51 by displaying the seraph "The next big win is confirmed with a left hit in 16R!" of the angel existing in the center of the display screen G of the symbol display device 47.
[0385] FIG. 34 is a diagram showing a display screen of a symbol display device, a non-electric accessory, and a right variable ball entry mechanism when shifting to an opening / closing execution mode upon opening of the non-electric accessory. Note that FIG. 34 schematically shows the non-electric accessory 51 at the lower left of the display screen G. Specifically, FIG. 34(A) is a diagram showing the display screen G at the time of shifting to the opening / closing execution mode. FIGS. 34(B) and (C) are diagrams showing the display screen G when a ball entry into the non-electric accessory 51 occurs.
[0386] When shifting to the opening / closing execution mode upon opening of the non-electric accessory 51, as shown in FIG. 34(A), the MPU 102 reduces and displays each symbol column Z1 to Z3 and arranges them at the lower left position of the display screen G of the symbol display device 47, and stops the variable display of each symbol column Z1 to Z3. Here, when shifting to the opening / closing execution mode upon opening of the non-electric accessory 51, the MPU 92 determines in step S1604 that it has received an opening command. Therefore, in step S1605, the MPU 92 executes a determination process for the opening effect, and in step S1606, sets an opening effect command related to the opening effect determined in the determination process for the opening effect in step S1605. Then, the MPU 102 executes the opening effect based on the opening effect command transmitted from the MPU 92. Specifically, the MPU 102 displays the seriph of the angel, "Determined at 16R with a left hit!", which exists in the center of the display screen G of the symbol display device 47, to suggest to the player to make a left hit.
[0387] Also, the MPU 62 executes a setting process for the kurun route in step S1005. In this setting process for the kurun route, the MPU 62 sets the plate 523a in a closed state and sets the right variable ball entry mechanism 52 to the kurun route by executing drive control of the plate drive unit 523c (see the arrow in the figure).
[0388] Here, since the blade member 521a intermittently opens and closes at a cycle of 2 seconds, when the blade member driving unit 521c sets the blade member 521a to the open state, the game ball enters the right variable ball entry mechanism 52 along the blade member 521a by utilizing the inclination of the blade member 521a. Further, when the plate 523a is set to the closed state and the kurun route is set, the game ball that has entered the right variable ball entry mechanism 52 and reached the branch position of the guide passage 522 is guided by the guide rail 525. Thereafter, the game ball is guided to the kurun 53 via the guide rail 525. Thereafter, the game ball guided to the kurun 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532 and then enters any one of the holes 533A to 533C. In addition, when the ball enters any of the holes 533A to 533C, the pachinko machine 10 executes the same processing as when it shifts to the opening / closing execution mode when the non-electric accessory 51 is not open.
[0389] When the ball enters the non-electric accessory 51 (16-round execution gate), since the MPU 92 determines that it has received the 16-round execution command in step S1610, in step S1611, it executes the determination process of the 16-round execution effect, and in step S1612, it sets the 16-round execution effect command related to the 16-round execution effect determined in the determination process of the 16-round execution effect in step S1611. Then, the MPU 102 executes the 16-round execution effect based on the 16-round execution effect command transmitted from the MPU 92. Specifically, as shown in FIG. 34(B), the MPU 102 notifies the player to start the execution of the 16-round game by displaying the angel's line "16R CONFIRMED! Right hit!" existing in the center of the display screen G of the symbol display device 47. Also, the game ball that has entered the non-electric accessory 51 through the entrance of the passage 511B shifts the non-electric accessory 51 from the open state to the closed state.
[0390] Also, in step S1012, the MPU62 executes a discharge route setting process. In this discharge route setting process, the MPU62 sets the plate 523a to the open state and sets the right variable ball entry mechanism 52 as the discharge route (see the arrow in the figure) by executing drive control of the plate drive unit 523c.
[0391] After that, since the MPU92 determines that it has received an opening command in step S1510, in step S1511, it determines the type of game result based on the content of the opening command, and executes a determination process for the effect for the opening / closing execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 34, since the symbol display device 47 stops and displays a combination of symbols having the same odd number (7·7·7) on the valid line L as the stop result, the MPU92 determines that the game result is the "most advantageous result". Also, since the MPU92 determines that the number of rounds of the round game is 16, it selects effect C2 as the effect for the opening / closing execution mode. Then, the MPU102 executes the effect for the opening / closing execution mode selected by the MPU92 based on the opening / closing execution mode command transmitted from the MPU92.
[0392] After finishing the effect for the opening / closing execution mode, since the MPU92 determines that it has received an ending command in step S1514, in step S1515, it executes a release determination process for the non-electric accessory. When a ball entry into the non-electric accessory 51 (16-round execution gate) occurs, since the MPU92 determines in step S1515 that the non-electric accessory 51 is not in the open state, it selects a normal effect that does not inform the player of the release of the non-electric accessory 51 as the ending effect. Then, the MPU102 executes the ending effect selected by the MPU92 based on the ending effect command transmitted from the MPU92. Specifically, in the example of FIG. 34, since effect C2 is selected as the effect for the opening / closing execution mode, the MPU102 displays the angel's line "Sure chance entry!" existing in the center of the display screen G of the symbol display device 47 as shown in FIG. 34(C) to inform the player that they have shifted to the high probability mode.
[0393] Here, in the present embodiment, the starting ball entry means includes an upper operation port 36 (first starting ball entry part) and a lower operation port 37 (second starting ball entry part). In addition, the pachinko machine 10 includes a left shooting route (first route) that makes it easy for a game ball to enter the upper operation port 36 and difficult for a game ball to enter the lower operation port 37, and a right shooting route (second route) that makes it easy for a game ball to enter the lower operation port 37 and difficult for a game ball to enter the upper operation port 36. And the non-electric accessory 51 is disposed on the left shooting route.
[0394] In addition, the main control device 60 includes a low-frequency support mode (first game state) in which the probability of a game ball entering the lower operation port 37 is lower than that of entering the upper operation port 36, and a high-frequency support mode (second game state) in which the probability of a game ball entering the lower operation port 37 is higher than that of entering the upper operation port 36, and functions as game state switching means for switching between the low-frequency support mode and the high-frequency support mode. Specifically, after the game in the opening / closing execution mode ends, the main control device 60 switches from the low-frequency support mode to the high-frequency support mode. And when the game result is "explicitly few-round high-probability result" or "most advantageous result", the main control device 60 continues the high-frequency support mode until at least a "big win" is obtained in the win / loss lottery. Also, when the game result is a "low-probability result", after performing a predetermined number of game turns (100 turns in the present embodiment) of internal lottery, the main control device 60 switches from the high-frequency support mode to the low-frequency support mode.
[0395] Therefore, when the game result is "explicitly few-round high-probability result" or "most advantageous result", after the game in the opening / closing execution mode ends, the player can execute the game turn by causing a game ball to enter the lower operation port 37 via the right shooting route until at least a "big win" is obtained in the win / loss lottery. According to this, the player can maintain the open state of the non-electric accessory 51 until at least a "big win" is obtained in the win / loss lottery.
[0396] On the other hand, when the game result is a "low probability result", after the player finishes the game in the opening / closing execution mode, until 100 game turns are executed (until switched from the high-frequency support mode to the low-frequency support mode), the player can execute the game turns by inserting the game balls into the lower operation port 37 via the right hitting route. After that, since it becomes difficult to insert the game balls into the lower operation port 37 via the right hitting route, the player can execute the game turns by inserting the game balls into the upper operation port 36 via the left hitting route. Therefore, when the non-electric accessory 51 is arranged on the left hitting route, after the player shifts the non-electric accessory 51 from the closed state to the open state, until 100 game turns are executed, if the game state is not shifted to the opening / closing execution mode, the game balls will be inserted into the non-electric accessory 51 via the left hitting route. In this case, since the non-electric accessory 51 will shift from the open state to the closed state, the player can play the game expecting to shift the game state to the opening / closing execution mode until 100 game turns are executed.
[0397] In this embodiment, the pachinko machine 10 creates a game state advantageous to the player and a disadvantageous game state by setting a high-frequency support mode without a turn limit and a high-frequency support mode with a turn limit of 100 turns. However, by setting game states other than these, a game state advantageous to the player and a disadvantageous game state may be created. For example, the pachinko machine 10 may create a game state advantageous to the player and a disadvantageous game state by varying the number of game turns for which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 10 may create a game state advantageous to the player and a disadvantageous game state depending on whether or not to shift to the high-frequency support mode after the end of the opening / closing execution mode. Further, for example, the pachinko machine 10 may create a game state advantageous to the player and a disadvantageous game state by varying the number of game turns for which the high-probability mode is continued after the end of the opening / closing execution mode.
[0398] Here, when shifting to the opening / closing execution mode upon the release of the non-electric accessory 51, the player can choose whether to cause the game balls to enter each of the holes 533A to 533C of the kurune 53 or to cause the game balls to enter the non-electric accessory 51. Therefore, for example, when the player shifts to the opening / closing execution mode upon the release of the non-electric accessory 51 and the game result is an "explicitly few-round high-probability result" or a "most advantageous result", the player can aim for the 16-round execution gate or the 4-round execution gate of the kurune 53 to continue the high-probability mode while maintaining the open state of the non-electric accessory 51. After that, when the player shifts to the opening / closing execution mode upon the release of the non-electric accessory 51 and the game result is a "low-probability result", by aiming for the game balls to enter the non-electric accessory 51, the non-electric accessory 51 can be shifted from the open state to the closed state. Thus, after the player shifts the non-electric accessory 51 from the closed state to the open state, until 100 game rounds are executed, if the game state is not shifted to the opening / closing execution mode, the situation where the game balls enter the non-electric accessory 51 through the left-shot route can be avoided. According to this, the pachinko machine 10 can expand the player's options and improve the player's attention to the game.
[0399] In addition, in this embodiment, the opening / closing ball-entry means shifted from the open state to the closed state based on the entry of one game ball, but it may also shift from the open state to the closed state based on the entry of two or more game balls. When the opening / closing ball-entry means is configured in this way, for example, the player can maintain the open state of the opening / closing ball-entry means even after the first game ball enters the opening / closing ball-entry means, so the order of aiming for the round game execution gate can be diversified. According to this, the pachinko machine 10 can further expand the player's options and further improve the player's attention to the game.
[0400] According to such an embodiment of the present invention, the following operations and effects can be achieved. (1) The pachinko machine 10 includes a cradle 53 that enables the entry of game balls flowing down the game area based on the result of an internal lottery executed based on the entry of game balls into the upper operation port 36 and the lower operation port 37. Since the cradle 53 has holes 533A to 533C that start a game in the opening / closing execution mode when a game ball enters, after the main control device 60 shifts the game state to the opening / closing execution mode, the player can start the game in the opening / closing execution mode by entering a game ball into each of the holes 533A to 533C. Also, since the hole 533A causes the non-electric accessory 51 to shift from the closed state to the open state based on the entry of a game ball, after the main control device 60 shifts the game state to the next opening / closing execution mode, the player can start the game in the opening / closing execution mode by entering a game ball into the non-electric accessory 51. Therefore, the pachinko machine 10 can expand the player's options and improve the player's attention to the game.
[0401] (2) The game in the opening / closing execution mode that starts when a game ball enters the non-electric accessory 51 and the hole 533A gives the player a higher value than the game in the opening / closing execution mode that starts when a game ball enters each of the holes 533B and 533C. So, when the player starts the game in the opening / closing execution mode by entering a game ball into the cradle 53, the player will expect the ball to enter the hole 533A. Also, when the non-electric accessory 51 is shifted from the closed state to the open state based on the entry of a game ball into the hole 533A, after the main control device 60 shifts the game state to the next opening / closing execution mode, the player can start the game in the opening / closing execution mode that gives the player a higher value than the game in the opening / closing execution mode that starts when a game ball enters each of the holes 533B and 533C by entering a game ball into the non-electric accessory 51. Therefore, the pachinko machine 10 can expand the player's options and improve the player's attention to the game.
[0402] (3) The entry of game balls into the respective holes 533B and 533C can start a game in the opening / closing execution mode that can pay out a predetermined number of game balls. The entry of game balls into the non-electric accessory 51 and the hole 533A starts a game in the opening / closing execution mode that can pay out more game balls than the predetermined number of game balls. By doing so, a higher value is given to the player than the game in the opening / closing execution mode started when the game balls enter the respective holes 533B and 533C. Therefore, when the player starts a game in the opening / closing execution mode, the player will expect the game balls to enter the hole 533A. Accordingly, the pachinko machine 10 can improve the degree of attention of the player to the game.
[0403] (4) The game state transition process starts a game in the opening / closing execution mode that can pay out a predetermined number of game balls by setting the number of opening / closing operations of the variable prize device 38 to a predetermined number when game balls enter the respective holes 533B and 533C. When game balls enter the non-electric accessory 51 and the hole 533A, the game in the opening / closing execution mode that can pay out more game balls than the predetermined number of game balls is started by setting the number of opening / closing operations of the variable prize device 38 to a number greater than the predetermined number. Therefore, when the player starts a game in the opening / closing execution mode, the player will expect the game balls to enter the hole 533A. Accordingly, the pachinko machine 10 can improve the degree of attention of the player to the game.
[0404] (5) Since each of the holes 533A to 533C is provided on the rolling surface 531 of the kurune 53, the player will pay attention to the whereabouts of the game balls that have entered the kurune 53. Accordingly, the pachinko machine 10 can improve the degree of attention of the player to the game. (6) The non-electric accessory 51 transitions from the open state to the closed state by receiving game balls with each plate-like member 513, and transitions from the closed state to the open state by receiving game balls with each lower blade member 515. Therefore, the opening / closing state can be transitioned using only the weight of the game balls without requiring other power such as electricity.
[0405] (7) After the player finishes the game in the open / close execution mode, until 100 game rounds are executed (until switched from the high-frequency support mode to the low-frequency support mode), the player can execute the game rounds by entering the game balls into the lower operation port 37 through the right hitting route. After that, since it becomes difficult to enter the game balls into the lower operation port 37 through the right hitting route, the player can execute the game rounds by entering the game balls into the upper operation port 36 through the left hitting route. Therefore, when the non-electric accessory 51 is arranged on the left hitting route, after the player shifts the non-electric accessory 51 from the closed state to the open state, until 100 game rounds are executed, if the game state is not shifted to the open / close execution mode, the game balls will enter the non-electric accessory 51 through the left hitting route. In this case, since the non-electric accessory 51 will shift from the open state to the closed state, the player can play the game expecting to shift the game state to the open / close execution mode until 100 game rounds are executed.
[0406] 〔Second Embodiment〕 Hereinafter, a second embodiment of the present invention will be described with reference to the drawings. In the following description, for the parts that have already been described, the same reference numerals will be given and their descriptions will be omitted.
[0407] FIG. 35 is a front view of a game board according to the second embodiment of the present invention. In the first embodiment, the game board 31 includes a kurune 53 provided in the area on the left side of the right variable ball entry mechanism 52. The game balls that enter the hole 533A of the kurune 53 and fall downward and are guided to the non-electric accessory 51 through the communication passage 535 shift the non-electric accessory 51 from the closed state to the open state. In other words, in the first embodiment, the game balls that entered the hole 533A of the kurune 53 were always guided to the non-electric accessory 51. In contrast, in this embodiment, the game board 31 includes a kurune 53A provided in the area on the left side of the right variable ball entry mechanism 52, and is different from the first embodiment in that the game balls that enter the hole 533A of the kurune 53A are not necessarily guided to the non-electric accessory 51.
[0408] Figure 36 is an exploded perspective view of the vicinity of the kurune, as seen obliquely from above. As shown in Figure 36, the kurune 53A includes a disk-shaped rolling surface 531 that rolls a game ball guided to the kurune 53A via a guide rail 525, a side wall 532 provided along the periphery of the rolling surface 531, a columnar rotating body 537 disposed below the rolling surface 531 and rotatably provided around a central axis, and a tray 538 disposed below the rotating body 537. The guide rail 525 guides the game ball to the rolling surface 531 along the side wall 532.
[0409] The rolling surface 531 is formed at a predetermined distance from its center and includes three holes 533A to 533C formed at equal intervals from each other, and a protruding portion 534 having three side surfaces formed at the center and inclined so as to descend toward each of the holes 533A to 533C. Further, the rolling surface 531 is inclined so as to descend from the side wall 532 side toward each of the holes 533A to 533C (see Figure 4). Therefore, the game ball guided to the kurune 53A via the guide rail 525 rolls on the rolling surface 531 along the side wall 532 and then enters one of the holes 533A to 533C (see arrow A in the figure).
[0410] Each of the holes 533A to 533C is provided with detection sensors 40i to 40k (see FIG. 11) for detecting the entry of a game ball, and these detection sensors 40i to 40k are disposed on the back side of the game board 31. Specifically, the detection sensor 40i detects the entry of a game ball into the hole 533A, the detection sensor 40j detects the entry of a game ball into the hole 533B, and the detection sensor 40k detects the entry of a game ball into the hole 533C. Note that when a game ball enters each of the holes 533A to 533C, the pachinko machine 10 does not execute the payout of prize balls, unlike when a game ball enters various winning openings. Further, the detection sensors 40i to 40k may be of any type as long as they can individually detect the winning of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be employed.
[0411] Each of the holes 533A to 533C wins the transition to the opening / closing execution mode in the internal lottery, and when the opening / closing execution mode is entered, it serves as a trigger to start a round game. Specifically, when the pachinko machine 10 wins the transition to the opening / closing execution mode in the internal lottery and a game ball enters each of the holes 533A to 533C after entering the opening / closing execution mode, the opening / closing door 38b is set to the open state, and the execution of a round game for a predetermined number of times is started.
[0412] Specifically, when a game ball enters the hole 533A, the pachinko machine 10 starts the execution of 16 rounds of the round game. Therefore, a mark is displayed around the hole 533A so as to suggest that the execution of 16 rounds of the round game is started at the hole 533A. Further, when a game ball enters the holes 533B and 533C, the pachinko machine 10 starts the execution of 4 rounds of the round game. Therefore, marks are not displayed on the holes 533B and 533C so as to suggest that the execution of 4 rounds of the round game is started.
[0413] As described above, in this embodiment, the kurune 53A functions as variable ball entry means that enables a game ball flowing down in the game area to enter based on the result of an internal lottery executed based on the entry of a game ball into the upper operation opening 36 or the lower operation opening 37. In addition, the cradle 53A includes respective holes 533A to 533C (a plurality of ball entry portions) for allowing the game balls that have entered the cradle 53A to enter. This cradle 53A has a rolling surface 531 for rolling the game balls that have entered the cradle 53A, and the plurality of ball entry portions are provided on the rolling surface 531 and allow the game balls rolling on the rolling surface 531 to enter. Specifically, the rolling surface 531 is formed at a predetermined distance from the center of the rolling surface 531 and includes a plurality of ball entry portions provided at equal intervals from each other.
[0414] In the present embodiment, the plurality of ball entry portions are provided on the rolling surface 531 of the cradle 53A and allow the game balls rolling on the rolling surface 531 to enter. In contrast, the plurality of ball entry portions may be provided in a distribution mechanism that distributes the game balls that have entered the variable ball entry means to any one of the plurality of ball entry portions. In this case, the probability of distributing the game balls to any one of the plurality of ball entry portions by the distribution mechanism may be the same or different. In short, the variable ball entry means only needs to include a plurality of ball entry portions. In the present embodiment, the variable ball entry means includes a plurality of ball entry portions, but the variable ball entry means may include one ball entry portion.
[0415] Here, as described above, the non-electric accessory 51 and the hole 533A (the second ball entry portion) are 16-round execution gates that start the execution of the 16-round round game. In addition, each of the holes 533B and 533C (the first ball entry portion) is a 4-round execution gate that starts the execution of the 4-round round game. Therefore, the game in the opening / closing execution mode started when the game balls enter the non-electric accessory 51 and the hole 533A gives the player a higher value than the game in the opening / closing execution mode started when the game balls enter each of the holes 533B and 533C.
[0416] Specifically, when a game ball enters each of the holes 533B and 533C, the pachinko machine 10 starts a game in an opening / closing execution mode in which a predetermined number of game balls can be paid out by setting the number of times the variable prize device 38 opens and closes to a predetermined number of times (4 times in this embodiment). When a game ball enters the non-electric accessory 51 and the hole 533A, the pachinko machine 10 starts a game in an opening / closing execution mode in which more game balls than the predetermined number of game balls can be paid out by setting the number of times the variable prize device 38 opens and closes to a number of times greater than the predetermined number of times (16 times in this embodiment).
[0417] In this embodiment, the game in the opening / closing execution mode started when a game ball enters the non-electric accessory 51 and the hole 533A gives the player a higher value than the game in the opening / closing execution mode started when a game ball enters each of the holes 533B and 533C by setting the number of times the variable prize device 38 opens and closes. However, for example, by setting the opening time of the variable prize device 38 or the like, a higher value may be given to the player than the game in the opening / closing execution mode started when a game ball enters each of the holes 533B and 533C. In short, the game in the opening / closing execution mode started when a game ball enters the opening / closing ball entry means and the second ball entry part may give the player a higher value than the game in the opening / closing execution mode started when a game ball enters the first ball entry part.
[0418] Also, in this embodiment, the hole 533A is set as a 16-round execution gate for starting the execution of a 16-round game, and each of the holes 533B and 533C is set as a 4-round execution gate for starting the execution of a 4-round game. The correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate was fixed. On the other hand, the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate does not have to be fixed. For example, the correspondence may be changed based on the result of an internal lottery or the like. According to this, the pachinko machine 10 can expand its playability and improve the player's attention to the game.
[0419] The rotating body 537 is formed in a circular shape on its upper surface, and has upward openings 537A1 to 537A3 formed at positions corresponding to the respective holes 533A to 533C, and is formed in a circular shape on its lower surface, and has downward openings 537B1 to 537B3 communicating with the upward openings 537A1 to 537A3. The downward opening 537B1 opens concentrically with the central axis of the rotating body 537. After rolling on the rolling surface 531, the game ball enters any one of the holes 533A to 533C and falls downward. The game ball that enters the upward opening 537A1 is discharged from the downward opening 537B1 through the rotating body passage 537C1 formed inside the rotating body 537 (see arrow B1 in the figure).
[0420] The downward opening 537B2 opens directly below the upward opening 537A2. After rolling on the rolling surface 531, the game ball enters any one of the holes 533A to 533C and falls downward. The game ball that enters the upward opening 537A2 is discharged from the downward opening 537B2 through the rotating body passage 537C2 formed inside the rotating body 537 (see arrow B2 in the figure). The downward opening 537B3 opens directly below the upward opening 537A3. After rolling on the rolling surface 531, the game ball enters any one of the holes 533A to 533C and falls downward. The game ball that enters the upward opening 537A3 is discharged from the downward opening 537B3 through the rotating body passage 537C3 formed inside the rotating body 537 (see arrow B3 in the figure).
[0421] The tray 538 includes a disk-shaped rolling surface 538A for rolling the game ball discharged from the downward opening 537B2 or the downward opening 537B3 and falling downward, and a side wall 538B provided along the periphery of the rolling surface 538A. The rolling surface 538A includes a cylindrical tubular portion 538A1 formed concentrically at its central position. This tubular portion 538A1 guides the game ball discharged from the downward opening 537B1 to the communication passage 538C. This communication passage 538C guides the game ball to the non-electric accessory 51 in the same manner as the communication passage 535 in the first embodiment (see arrow C in the figure). The side wall 538B is provided with a rectangular opening 538B1 formed on the side. This opening 538B1 guides the game balls discharged from the lower opening 537B2 or the lower opening 537B3 to the discharge passage 538D. This discharge passage 538D discharges the game balls into the game area through the opening 311 (see Fig. 35) in the same manner as the discharge passage 536 in the first embodiment.
[0422] Here, the rolling surface 538A is inclined so as to descend toward the opening 538B1 side. Therefore, the game balls discharged from the lower opening 537B2 or the lower opening 537B3 will be guided to the discharge passage 538D through the opening 538B1 after rolling on the rolling surface 538A (see arrow D in the figure).
[0423] The rotating body 537 is formed on its lower surface and includes a circular groove portion 537D formed concentrically with the central axis of the rotating body 537, a gear (not shown) formed on its peripheral surface, and a rotating body driving portion 537E (see Fig. 37) for rotating the rotating body 537 via this gear. The groove portion 537D engages with the side wall 538B of the tray 538 to place the rotating body 537 on the tray 538 and position the rotating body 537 with respect to the tray 538. The rotating body driving portion 537E rotates the rotating body 537 at a predetermined rotational speed via a gear formed on the peripheral surface of the rotating body 537. In this embodiment, the rotating body driving portion 537E rotates the rotating body 537 at a predetermined rotational speed, but the rotational speed may be varied.
[0424] <Electrical Configuration of Pachinko Machine 10> Fig. 37 is a block diagram showing the electrical configuration of the pachinko machine. As shown in FIG. 37, the pachinko machine 10 includes a main control device 60, a sound and light control device 90, and a display control device 100, and these devices are mounted on the back side of the inner frame. Further, the pachinko machine 10 includes a payout control device 70 that executes payout control to cause the payout device 71 described above to pay out game balls, and a power supply and launch control device 80 that executes launch control to launch game balls to the game ball launch mechanism 81 described above, and these devices are mounted on the back pack unit.
[0425] The main control device 60 includes a main control board 61 that controls the main game (main control), and a power failure monitoring board 65 that monitors the power supply. The main control device 60 includes a board box that houses the main control board 61 and the like. This board box may be provided with a trace means that leaves a trace when it is opened, or may be provided with a trace structure that leaves a trace when it is opened. Specifically, as the trace means, the board box is configured by coupling a plurality of case bodies, and a coupling part (caulking part) that requires destruction of a predetermined part when each case body is separated is provided, or a seal that leaves a trace of being peeled off because the adhesive layer remains on the adhesion target when peeled off. A configuration in which a plurality of seals are attached so as to straddle the boundary between the case bodies can be adopted. As the trace structure, a configuration in which an adhesive is applied to the boundary between these case bodies can be adopted.
[0426] 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. Here, the MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator are integrally chipized in addition to the ROM 63 and the RAM 64. In this embodiment, the ROM 63 and the RAM 64 are integrated into one chip with respect to the MPU 62, but they may be individually chipized. The same applies to the MPU of other control devices other than the main control device 60.
[0427] 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 external power supply for retaining the stored information. This ROM 63 has various areas such as an acceptance / rejection table storage area 63a, a distribution 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 and the like when executing the control programs stored in the ROM 63, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 64 has various areas such as various counter areas 64a, a reserved ball storage area 64b, and a non-electric accessory reservation area 64c. These areas will be described in detail later.
[0428] The MPU 62 is provided with an input port and an output port. The input port of the MPU 62 is connected to a power failure monitoring board 65 provided in the main control device 60, a plurality of detection sensors 40a to 40k, and a non-electric accessory opening detection sensor 519. The output port of the MPU 62 is connected to the power failure monitoring board 65, a payout control device 70, and an audio-visual control device 90. Also, the output port of the MPU 62 is connected to an electric accessory drive unit 37b that opens and closes the electric accessory 37a of the lower operation port 37, a variable prize drive unit 38c that opens and closes the opening / closing door 38b of the variable prize device 38, a blade member drive unit 521c that opens and closes the blade member 521a, a plate drive unit 523c that opens and closes the plate 523a, a rotor drive unit 537E that rotates the rotor 537 at a predetermined rotational speed via a gear formed on the circumferential surface of the rotor 537, a main display unit 45, and an accessory display unit 46.
[0429] Note that the main control board 61 has a driver circuit. The MPU 62 executes drive control of various drive units and the like through this driver circuit. Specifically, in the state where the electric device is released, the MPU 62 executes drive control of the electric device drive unit 37b to open and close the electric device 37a. Also, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 38c to open and close the big winning port 38a. Further, the MPU 62 executes drive control of the blade member drive unit 521c to open and close the blade member 521a. Also, in the opening / closing execution mode, the MPU 62 executes drive control of the plate drive unit 523c to open and close the plate 523a. Moreover, the MPU 62 executes drive control of the rotating body drive unit 537E to rotate the rotating body 537. Also, in each game round, the MPU 62 executes display control of the main display unit 45 to display the result of the internal lottery performed based on the winning in each operation port 36, 37. Furthermore, the MPU 62 executes display control of the device display unit 46 to display the result of the internal lottery performed based on the winning in each through gate 41.
[0430] <Regarding the flow at the time of transition to the opening / closing execution mode> FIG. 38 is a diagram showing a display screen of the symbol display device, a non-electric device, and the right variable ball entry mechanism when transitioning to the opening / closing execution mode when the non-electric device is not open. Note that FIG. 38 schematically shows the non-electric device 51 at the lower left of the display screen G. Specifically, FIG. 38(A) is a diagram showing the display screen G at the time of transition to the opening / closing execution mode. FIGS. 38(B) and (C) are diagrams showing the non-electric device 51 that did not become open after the entry of the ball into the 4-round execution gate. FIGS. 38(D) and (E) are diagrams showing the non-electric device 51 that became open after the entry of the ball into the 4-round execution gate. FIG. 38(F) is a diagram showing the display screen G when the opening notification effect that notifies the player of the opening of the non-electric device 51 as an ending effect is selected.
[0431] When shifting to the opening / closing execution mode when the non-electric accessory 51 is not open, as shown in Fig. 38(A), the MPU 102 reduces the display of each symbol column Z1 to Z3 and arranges them at the lower left position of the display screen G of the symbol display device 47, and stops the variable display of each symbol column Z1 to Z3. Here, when shifting to the opening / closing execution mode when the non-electric accessory 51 is not open, since the MPU 92 determines in step S1601 that it has received a non-opening command, in step S1602, it executes a non-opening effect determination process, and in step S1603, it sets a non-opening effect command related to the non-opening effect determined in the non-opening effect determination process of step S1602. Then, the MPU 102 executes a non-opening effect based on the non-opening effect command transmitted from the MPU 92. Specifically, the MPU 102 displays the seraph's line "Aim for the Cruun with a right punch!" that exists in the center of the display screen G of the symbol display device 47, thereby suggesting to the player to punch right.
[0432] Also, the MPU 62 executes a Cruun route setting process in step S1005. In this Cruun route setting process, the MPU 62 sets the plate 523a to the closed state by executing drive control of the plate drive unit 523c, and sets the right variable ball entry mechanism 52 to the Cruun route (refer to the arrow in the figure).
[0433] Here, since the blade member 521a opens and closes intermittently at a cycle of 2 seconds, when the blade member drive unit 521c sets the blade member 521a to the open state, the game ball enters the right variable ball entry mechanism 52 along the blade member 521a by utilizing the inclination of the blade member 521a. Also, when setting the plate 523a to the closed state and setting it to the Cruun route, the game ball that has entered the right variable ball entry mechanism 52 and reached the branch position of the guide passage 522 is guided by the guide rail 525. After that, the game ball is guided to the Cruun 53 via the guide rail 525. After that, the game ball guided to the cradle 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532 and then enters one of the holes 533A to 533C.
[0434] When a game ball enters the holes 533B and 533C (4-round execution gates), the MPU 92 determines that it has received a 4-round execution command in step S1607. Therefore, in step S1608, the MPU 92 executes a determination process for the 4-round execution effect, and in step S1609, sets a 4-round execution effect command related to the 4-round execution effect determined in the determination process for the 4-round execution effect in step S1608. Then, the MPU 102 executes a 4-round execution effect based on the 4-round execution effect command transmitted from the MPU 92. Specifically, as shown in FIGS. 38(B) and 38(D), the MPU 102 displays the seriph of the angel "4R Confirmed! Hit Right!" existing at the center of the display screen G of the symbol display device 47 to notify the player that the execution of the 4-round round game is started.
[0435] Also, the MPU 62 executes a setting process for the discharge route in step S1012. In this setting process for the discharge route, the MPU 62 sets the plate 523a in an open state by executing drive control of the plate drive unit 523c, and sets the right variable ball entry mechanism 52 as the discharge route (see the arrow in the figure).
[0436] FIG. 39 is a perspective view showing the flow in which the game ball is guided to the discharge passage after a game ball enters the 4-round execution gate. When a game ball enters the holes 533B and 533C (4-round execution gates), the game ball falls into the tray 538 through one of the rotor passages 537C1 to 537C3 of the rotor 537. For example, when a game ball enters the hole 533C, the game ball abuts against the upper surface of the rotor 537 and stops as shown in FIG. 39(A). 【04...
Claims
[Claim 1] A gaming machine comprising: a launching means for launching a gaming ball toward a gaming area formed in front of a gaming board; and a lottery ball entry means for allowing a gaming ball flowing down the gaming area to enter the gaming area and for executing an internal lottery when the gaming ball enters the gaming area, a variable ball entry means for allowing a game ball flowing down the game area to enter the game area based on a result of an internal lottery executed based on the entry of the game ball into the lottery ball entry means; The variable ball entry means is An opening / closing valve having an open state that allows the game ball that has entered the variable ball entry means to pass and a closed state that does not allow the game ball to pass, and switching between the open state and the closed state; a route switching valve having a first route for guiding the game ball that has passed through the on-off valve to a first flow path and a second route for guiding the game ball to a second flow path different from the first flow path, and switching between the first route and the second route; A gaming machine characterized by comprising a ball entry possible state switching means for switching between a first ball entry possible state in which a game ball flowing down the game area so as to pass through the opening and closing valve can be entered when the route switching valve is switched to the first route, and a second ball entry possible state in which a game ball flowing down the game area so as to pass through the opening and closing valve can be entered when the route switching valve is switched to the second route.
Citation Information
Patent Citations
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JP2025048301A
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