Game machine

The gaming machine addresses the issue of decreased player attention by using a guide member and variable winning device with dynamic state control and effects, enhancing engagement and excitement.

JP2025100620APending Publication Date: 2025-07-03SANYO BUSSAN KK
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Patent Information

Application Number
JP2025062982
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-07
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

The existing gaming machines, such as pachinko machines, suffer from a decrease in player attention due to the monotonous setting of guide pieces to either open or closed states, which affects the engagement and excitement of the game.

Method used

The gaming machine incorporates a guide member that can be set to a guiding or non-guiding state for game balls, a variable winning device with a large winning opening and an opening/closing door, and a drive mechanism to dynamically control these states, along with a predetermined effect execution process.

Benefits of technology

This design enhances player engagement by providing dynamic game states and effects, improving the overall attention and excitement of the player.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025100620000001_ABST
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Patent Text Reader

Abstract

To provide a game machine capable of increasing an attention degree of a player to a game.SOLUTION: A game machine includes: a guide piece capable of holding a plurality of game balls flowing down a game area and having an open state in which the game balls enter a lottery means and a closed state in which the game balls flowing down the game area do not enter the lottery means; and a guide piece driving unit that sets a state to the open state or the closed state by driving the guide piece. After setting the guide piece to the open state, the guide piece driving unit sets the guide piece to the closed state on the basis of entry of the game ball in the lottery means, thereby releasing the remaining game balls held by the guide piece. The game machine includes a closing-time performance determination process for executing a predetermined performance when setting the guide piece to the closed state by the guide piece driving unit.SELECTED DRAWING: Figure 34
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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 performing 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 machine shifts the gaming state from the normal control state 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. By the way, as a kind of such an operation port, there is known an operation port including a guide piece capable of holding a game ball flowing down in a game area, having an open state in which the game ball enters the operation port and a closed state in which the game ball flowing down in the game area does not enter the operation port, and a guide piece driving unit that sets the guide piece to the open state or the closed state by driving the guide piece.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, since the guide piece is monotonously set to the open state or the closed state by the guide piece driving unit, there is a problem that the degree of attention of the player to the game decreases.

[0005] An object of the present invention is to provide a gaming machine capable of improving the degree of attention of a player to the game.

Means for Solving the Problem

[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, a first means through which a game ball flowing down in the game area can enter, and a predetermined lottery is executed based on this ball entry, a game state transition means for transitioning the game state to a specific control state advantageous to the player based on the result of a predetermined lottery, and a variable winning device that transitions to a state where a game ball can enter when transitioning to the specific control state. The gaming machine is provided with a right winning device that can hold the right to draw by a game ball flowing down in the game area, a guide member that can constitute a guiding state for guiding this game ball to the first means for entry and a non-guiding state for continuing the flow down in the game area without allowing this game ball to enter the first means, and a guide member driving means for setting the guide member to the guiding state or the non-guiding state by driving the guide member. The variable winning device has a large winning opening into which a game ball can enter, an open state for allowing a game ball flowing down in the game area to enter the large winning opening, and a closed state for not allowing a game ball flowing down in the game area to enter, an opening and closing door located on the downstream side of the flow path of the game ball from the guide member, and a variable winning drive means for setting the opening and closing door to the open state or the closed state by driving the opening and closing door. After setting the guide member to the non-guiding state by the guide member driving means based on the entry of a predetermined number of game balls into the first means, it is characterized by including a predetermined effect execution means for executing a predetermined effect.

Advantages of the Invention

[0007] According to the present invention, the gaming machine can improve the degree of attention of the player to the game.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] 〔First Embodiment〕 Hereinafter, a 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 a first embodiment of the present invention. The pachinko machine 10 is a pachinko game machine, which is a type of gaming machine. As shown in FIG. 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.

[0010] The game machine main body 12 includes an inner frame (not shown) that is 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 that is disposed in front of the inner frame and is 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) that is disposed behind the inner frame and is supported by the inner frame so as to be rotatable backward with one of the left and right sides as a support side.

[0011] The game machine main body 12 is provided with a locking device (not shown) at its rotating tip. This locking device has a function of setting the game machine main 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 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 this embodiment, the window panel 22 is formed colorless and transparent by glass, but it may be formed colorless and transparent by a 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 and a push button 25b provided at the center of the upper tray 25a. The upper tray 25a has a function of temporarily storing the game balls paid out by a payout device 71 (see FIG. 5) provided in the back pack unit and guiding them toward the game ball launching mechanism 81 (see FIG. 5) while aligning them in a row. The push button 25b functions as an operation means for executing an expectation effect that makes the player expect that the game state will shift to a specific control state advantageous to the player when operated by the player. 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, the 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. The launch handle 27 changes the launch intensity of the game ball launched toward the game area, that is, the momentum of the launch, by changing the amount of its rotational operation.

[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 portion 32 and the outer rail portion 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 portion of the guide rail 34 is arranged at one side portion 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 of the side portion where the exit portion of the guide rail 34 is formed to the side of the opposite side portion as the rotation operation amount of the launch handle 27 by the player increases. In the present embodiment, the exit portion of the guide rail 34 is provided at the left side portion of the game area.

[0017] The game board 31 has a plurality of large and small openings penetrating in the front-rear direction formed in the game area by router processing. The game board 31 also has a general winning port 35, a central operation port (first starting ball entrance portion) 36, a right operation port (second starting ball entrance portion) 37, a variable winning device 38, and an out port 39 provided in each opening. The game board 31 also has through gates 41 provided on the left side and the right side of the central portion, a main display device 42 provided on the upper right side, a variable display unit 43 provided in the central portion, and the like. 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 (devices) such as windmills in the game area.

[0018] Each of the general winning opening 35, the center operating opening 36, the right operating opening 37, and the various winning openings of the variable winning device 38 is provided with detection sensors 40a to 40d (see FIG. 5) 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 center operating opening 36 is provided with the detection sensor 40b, the right 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 adopted.

[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 center operating opening 36 and when a game ball enters the right 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, 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. 5) 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] Each through gate 41 is provided with a detection sensor 40f (see FIG. 5) 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 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.

[0022] 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 a 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.

[0023] The central activation port 36 and the right activation port 37 are unitized as activation port devices and installed on the game board 31. The central activation port 36 is provided so as to open upward to allow a game ball flowing down in the game area to enter. The right activation port 37 is provided so as to open rightward to prevent a game ball flowing down in the game area from entering.

[0024] FIG. 3 is a front view of an enlarged game board near the right activation port and the variable winning device. As shown in FIG. 3, the right activation port 37 has an electric device 37a as a guide piece (support piece) formed by a substantially flat movable piece having a corrugated plate surface on the vertically upper side. Note that the player can guide a game ball to the right activation port 37 while avoiding the variable display unit 43 and the like by hitting right with the maximum rotation operation amount of the launch handle 27 and shifting 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 opposite side.

[0025] The electric accessory 37a is provided to incline so as to descend as it goes toward the right operation port 37, and is connected to an electric accessory drive unit 37b mounted on the back side of the game board 31. The 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 electric accessory 37a is retracted toward the inside of the game board 31 to close the right operation port 37 so that a game ball does not enter the right operation port 37. The open state is a state in which the electric accessory 37a is advanced toward the window panel 22 and protruded from the game board 31 to open the right operation port 37 so that a game ball enters the right operation port 37.

[0026] Here, when the electric accessory 37a is set to the closed state, the game ball passes through the electric accessory 37a and falls. Also, when the electric accessory 37a is set to the open state, the game ball uses the inclination of the plate surface on the vertically upper side of the electric accessory 37a and enters the right operation port 37 along this plate surface. At this time, since the plate surface on the vertically upper side of the electric accessory 37a is formed in a wave shape, the game ball enters the right operation port 37 over time while being shaken on this plate surface. Therefore, the game ball cannot win the right operation port 37 when the electric accessory 37a is set to the closed state, and can win the right operation port 37 when the electric accessory 37a is set to the open state.

[0027] Note that the game board 31 is provided with a right out port 391 provided on the right side of the electric accessory 37a. The right out port 391 is provided in an opening formed in the game area so as to penetrate in the front-rear direction by being subjected to router processing. Also, the right out port 391 has the same function as the out port 39 provided at the lowermost part of the game area of the game board 31. Specifically, the game ball that has entered the right out port 391 is configured to be detected by a detection sensor 40e disposed on the back side of the game board 31 after merging with the game ball that has entered the out port 39.

[0028] The variable winning device 38 includes a large winning opening 38a that opens upward to allow game balls flowing down 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. Note that the player can rotate the firing handle 27 to the maximum and hit right, and shift the arrival position of the game balls in the upper part of the game area from the side where the exit portion of the guiding rail 34 is formed to the opposite side, thereby guiding the game balls to the variable winning device 38 while avoiding the variable display unit 43 and the like.

[0029] Here, the game board 31 is provided with a cover 381 that covers the front side of the variable winning device 38. This cover 381 includes a transparent panel 381a formed transparently (or semi-transparently) 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 opaquely (see FIG. 2). 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. As described above, this large winning opening 38a is provided with a detection sensor 40d for detecting the entry of game balls. 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. Here, when the opening / closing door 38b is set to the closed state, the game ball utilizes the inclination of the plate surface on the vertically upper side of the opening / closing door 38b and flows down toward the out port 39 along this plate surface. At this time, since the plate surface on the vertically upper side of the opening / closing door 38b is formed in a flat shape, the game ball flows down toward the out port 39 immediately without taking time as compared with the case where it flows down along the plate surface on the vertically upper side of the electric accessory 37a. The variable winning drive unit 38c sets the opening / closing door 38b to either the open state or the closed state by driving the opening / closing door 38b.

[0032] Specifically, the opening / closing door 38b is normally set to the closed state in which the game ball 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 the open state in which the game ball 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 the open state and the game ball can enter the large 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 game.

[0033] Note that in this embodiment, the opening / closing door 38b was formed in a rectangular plate shape and was provided on the game board 31 so as to close the opening of the large winning opening 38a. And the opening / closing door 38b had a closed state in which it advanced toward the window panel 22 and protruded from the game board 31 to close the opening of the large winning opening 38a, and an open state in which it retreated toward the inside of the game board 31 and was buried in the game board 31 to open the opening of the large winning opening 38a. On the other hand, the opening and closing door may adopt other configurations. For example, the opening and closing door may be formed in a rectangular plate shape and provided on the game board 31 so as to be rotatable about a lower side edge as a central axis. In this case, the opening and closing door may have an open state in which it rotates toward the window panel 22 and protrudes from the game board 31 to open the opening of the big winning opening 38a, and a closed state in which it rotates toward the inside of the game board 31 and buries itself in the game board 31 to close the opening of the big winning opening 38a.

[0034] As shown in FIG. 2, the main display device 42 has a main display unit 45 and a device display unit 46, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner and a dot display. In addition, 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 is visible 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. Thereby, the pachinko machine 10 prevents the game ball from falling between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents the game ball from falling in front of the main display device 42.

[0035] 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 central operation port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on winning at the right operation port 37 (see FIG. 5). In addition, the main display unit 45 may further include a round display unit for indicating the number of rounds of the round game in the opening and closing execution mode when it becomes the opening and closing execution mode (or when it becomes the opening and closing execution mode).

[0036] The first result display unit 45a executes a variable display of the pattern triggered by winning a prize in the central operation port 36, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning a prize in the central operation port 36. When the result of this internal lottery corresponds 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 a prize in the right operation port 37, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning a prize in the right operation port 37. When the result of this internal lottery corresponds 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.

[0037] As described above, in the present embodiment, the central operation port 36 and the right operation port 37 function as starting ball entry means for allowing game balls flowing down in the game area to enter and executing an internal lottery when the game balls enter. Further, in the present embodiment, the right operation port 37 functions as lottery means for allowing game balls flowing down in the game area to enter and executing an internal lottery when the game balls enter. This right operation port 37 can hold a plurality of game balls flowing down in the game area, and includes an electric accessory 37a (guide piece) having an open state in which game balls flowing down in the game area enter the right operation port 37 and a closed state in which game balls flowing down in the game area do not enter the right operation port 37, and an electric accessory drive unit 37b (guide piece drive unit) that sets the electric accessory 37a to the open state or the closed state by driving the electric accessory 37a.

[0038] The game device display unit 46 executes a variable display of patterns triggered by winning in each through gate 41, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning in each through gate 41. When the result of the internal lottery is a result corresponding to a transition to an electrically-operated release state, the game device display unit 46 displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the electrically-operated release state. In this electrically-operated release state, the electric game device 37a provided in the right operation port 37 is in an open state in a predetermined manner.

[0039] In this embodiment, the main display unit 45 and the game device display unit 46 are configured by segment displays, but are not limited thereto, and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix. Further, as patterns to be variably displayed on the main display unit 45 and the game device 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.

[0040] The variable display unit 43 includes a symbol display device 47 that variably displays (variable display or switching display) a symbol that is one 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 side thereof. Thereby, the pachinko machine 10 is configured to prevent the game balls from falling in front of the display screen G of the symbol display device 47, and to avoid the inconvenience that the visibility of the display screen G is reduced due to the falling of the game balls.

[0041] The symbol display device 47 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 47 starts the variable display of symbols based on winning at the central operation port 36 or the right operation port 37. That is, when the variable display is executed at the first result display section 45a of the main display section 45 and when the variable display is executed at the second result display section 45b of the main display section 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.

[0042] The center frame 48 includes a first hold lamp section 49a provided in the lower left region of the symbol display device 47, a second hold lamp section 49b provided in the lower right region of the symbol display device 47, and a third hold lamp section 49c provided in the upper region of the symbol display device 47.

[0043] The first hold lamp section 49a is a part that displays the number of held game balls that won at the central operation port 36, and lights up according to the number of held balls. This first hold lamp section 49a can hold up to 4 game balls, and corresponds to the variable display of the first result display section 45a and the symbol display device 47. The second hold lamp section 49b is a part that displays the number of held game balls that won at the right operation port 37, and lights up according to the number of held balls. This second hold lamp section 49b can hold up to 4 game balls, and corresponds to the variable display of the second result display section 45b and the symbol display device 47. The third hold lamp section 49c is a part that displays the number of held game balls that won at each through gate 41, and lights up according to the number of held balls. This third hold lamp section 49c can hold up to 4 game balls, and corresponds to the variable display of the accessory display section 46. Note that each hold lamp section 49a to 49c may have other configurations such as being displayed as an image on a part of the symbol display device 47 described later.

[0044] FIG. 4 is a diagram showing the display screen of the symbol display device. As shown in FIG. 4, the display screen G of the symbol display device 47 is partitioned into three columns of display areas, and 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 left to right. 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 bottom to top, and with "1" following "8". In FIG. 4, the center line of each display area is indicated by a dashed line.

[0045] Based on winning at the central operation port 36 or the right 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 this embodiment), thereby executing an effect for the game on the display screen G. This effect for the game switches from variable display to 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 refers to the period from when variable display is started by the main display unit 45 and the symbol display device 47 based on winning at each of the operation ports 36 and 37 until a predetermined stop result is displayed.

[0046] Note that the mode of 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 symbol columns, the scroll 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 just numbers, or may be in a mode of just pictures.

[0047] <Electrical Configuration of Pachinko Machine 10> FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine. As shown in FIG. 5, 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.

[0048] 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. Note that 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. A configuration in which a plurality of sheets are attached so as to straddle the boundary between the case bodies 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.

[0049] 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 chip-formed in addition to the ROM 63 and the RAM 64. In this embodiment, the ROM 63 and the RAM 64 are formed as one chip with respect to the MPU 62, but they may be formed as individual chips. The same applies to the MPU of other control devices other than the main control device 60.

[0050] The ROM 63 is a memory for storing various control programs and fixed-value data, and is a non-volatile memory means that does not require external power supply for retaining the stored information. This ROM 63 has various areas such as a pass / fail table storage area 63a, a distribution table storage area 63b, a reach table storage area 63c, and a display duration table storage area 63d. 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 memory 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 power relay reservation area 64c. These areas will be described in detail later.

[0051] 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 and a plurality of detection sensors 40a to 40f. 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 actuator drive unit 37b that opens and closes the electric actuator 37a of the right 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 main display unit 45, and a device display unit 46.

[0052] 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 part release state, the MPU 62 executes drive control of the electric accessory drive unit 37b to open and close the electric accessory 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, 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 in each of the operation ports 36 and 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 in each through gate 41.

[0053] The power failure monitoring board 65 relays between the main control board 61 and the power supply / launch control device 80 having a function of supplying operating power, and monitors the DC stabilized 24-volt voltage output from the power supply / launch control device 80. Therefore, the MPU 62 receives and supplies power via the power failure monitoring board 65. The detection sensors 40a to 40f are provided in a one-to-one correspondence with various winning openings of the general winning opening 35, the central operation port 36, the right operation port 37, and the variable winning device 38, the out port 39, and each through gate 41. The MPU 62 performs winning determination (ball entry determination) for various winning openings, the out port 39, and each through gate 41 based on the detection results of the detection sensors 40a to 40f. Note that the MPU 62 executes an internal lottery based on the winning determination for the central operation port 36 or the right operation port 37.

[0054] 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.

[0055] 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 when the power supply to the pachinko machine 10 is cut off during a power failure.

[0056] In addition, 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 the game balls.

[0057] <Electrical configuration for executing internal lottery by the MPU 62 of the main control device 60> FIG. 6 is a diagram showing the contents of each counter used for the internal lottery. As shown in FIG. 6, 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 type of jackpot 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 right operation port 37 to the electric accessory release state. Each of the counters C1 to C3, CINI, CS, and C4 is provided in various counter areas 64a (see FIG. 5) of the RAM64.

[0058] Each of the counters 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 a held ball storage area 64b (see FIG. 5) provided as acquisition information storage means in the RAM64 at the timing when a game ball wins in the center operation port 36 or the right 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. 5) of the RAM64 at the timing when a game ball wins in each through gate 41.

[0059] The held 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.

[0060] The holding area Ra for the first result display unit provided as the first acquired information storage means includes four storage areas, namely, the first area Ra1 to the 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 the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 in each of the areas Ra1 to Ra4 in time series as holding information in accordance with the winning of the game ball into the central operation port 36. Specifically, when the winning into the central operation port 36 occurs continuously multiple times, the MPU 62 stores the holding information in time series in the order of the first area Ra1 → the second area Ra2 → the third area Ra3 → the fourth area Ra4.

[0061] As described above, since the holding area Ra for the first result display unit includes four storage areas, the winning of the game ball into the central operation port 36 can be held up to a maximum of four. In addition, the holding 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 central operation port 36 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

[0062] The holding area Rb for the second result display unit provided as the second acquired information storage means includes four storage areas, namely, the first area Rb1 to the 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 the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 in each of the areas Rb1 to Rb4 in time series as holding information in accordance with the winning of the game ball into the right operation port 37. Specifically, when the winning into the right operation port 37 occurs continuously multiple times, the MPU 62 stores the holding information in time series in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.

[0063] Thus, since the holding area Rb for the second result display section has four storage areas, the winning of the game balls into the right operation port 37 is held up to a maximum of four. Further, the holding 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 right operation port 37 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

[0064] The execution area AE is an area for moving the 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.

[0065] 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 the game balls into each through gate 41 is held up to a maximum of four. Note that the number of holds related to each through gate 41 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

[0066] <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 in each through gate 41. Then, based on the value of the electric device release counter C4 stored in the electric device reserved area 64c, the MPU62 performs a lottery (electric device release lottery) on whether to set the electric device 37a of the right operation port 37 to the electric device release state or not.

[0067] Here, the pachinko machine 10 has a plurality of support modes with different frequencies of enabling the winning of game balls into the right operation port 37 by setting the electric device 37a to the open state. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) with a relatively low frequency of setting the electric device 37a to the open state and a high-frequency support mode (high-frequency guide state) with a relatively high frequency of setting the electric device 37a to the open state.

[0068] In the low-frequency support mode and the high-frequency support mode, in the electric device release lottery, the probability of winning the electric device 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 device release state, the number of times of setting the electric device 37a to the open state is more, and the release time for each time of setting the electric device 37a to the open state is also longer. Also, in the high-frequency support mode, during each release in one electric device release state, the closing time for setting the electric device 37a to the closed state is shorter than the release time for each time. Furthermore, compared with the low-frequency support mode, the high-frequency support mode has a shorter guaranteed time (the duration of one change display on the device display unit 46) as the minimum time guaranteed to wait from the end of the electric device release lottery to the next electric device release lottery.

[0069] Therefore, in the high-frequency support mode, the game ball is more likely to enter the right operation port 37 compared to the low-frequency support mode. In other words, in the low-frequency support mode, the player rotates the firing handle 27 with a medium amount of rotation and hits the ball to the left, 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 towards the central part, thereby increasing the probability of winning the central operation port 36 rather than the right operation port 37. Also, in the high-frequency support mode, the player rotates the firing handle 27 with the maximum amount of rotation and hits the ball to the right, 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 towards the opposite side, thereby increasing the probability of winning the right operation port 37 rather than the central operation port 36. When the entry into the right 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.

[0070] As described above, in this embodiment, the pachinko machine 10 includes a left hitting route (first path) that makes it easy for the game ball to enter the central operation port 36 and difficult for the game ball to enter the right operation port 37, and a right hitting route (second path) that makes it easy for the game ball to enter the right operation port 37 and difficult for the game ball to enter the central operation port 36.

[0071] 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 electric accessory release state in the electric accessory release lottery compared to the low-frequency support mode. Also, for example, multiple types of reservation times may be prepared, and the high-frequency support mode may be configured to make it easier to select a short reservation time compared to the low-frequency support mode, or may be configured to shorten the average of the selected reservation 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 reservation 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.

[0072] 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 each time it completes one loop. 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.

[0073] The jackpot random number counter C1 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 the central operation port 36 or the right operation port 37. Specifically, the value of the jackpot random number counter C1 is stored in the first result display part held area Ra of the RAM 64 at the timing when a game ball wins the central operation port 36, and is stored in the second result display part held area Rb of the RAM 64 at the timing when a game ball wins the right operation port 37. Then, the MPU 62 executes a lottery (win / loss lottery) for jackpot occurrence based on the value of the jackpot random number counter C1 stored in the held ball storage area 64b.

[0074] FIG. 7 is a diagram showing a win / loss table that stores the values of random numbers that win a jackpot. Among the values of the jackpot random number counter C1, the values of the random numbers that win a jackpot are stored as a win / loss table (win / loss information group) in a win / loss table storage area 63a (see FIG. 5) of a ROM 63 provided as win / loss information group storage means, as shown in FIG. 7.

[0075] 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 a jackpot and a high-probability mode (high-probability state) in which it is easy to win a jackpot. Also, the win / loss table includes a win / loss table for the low-probability mode (low-probability win / loss information group) shown in FIG. 7(a) and a win / loss table for the high-probability mode (high-probability win / loss information group) shown in FIG. 7(b). The MPU 62 executes a lottery for the occurrence of a jackpot by comparing these win / loss tables with the value of the jackpot random number counter C1 stored in the hold ball storage area 64b.

[0076] These win / loss tables have a plurality of lottery results (win / loss results) for the occurrence of a jackpot, 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 the occurrence of a jackpot, as shown in FIG. 7(a), there are 2 values of random numbers that result in a "jackpot win", 2 values of random numbers that result in a "special loss result", and the values of random numbers that result in an "ordinary loss result" are other values. Therefore, in a game state where the win / loss table for the low-probability mode is referred to during the lottery for the occurrence of a jackpot, the probability that the win / loss result is a "jackpot win" and a "special loss result" is 1 / 300 each, and the probability that the win / loss result is an "ordinary loss result" is 298 / 300.

[0077] On the other hand, in a gaming state where a win / loss table for the high probability mode is referred to during the lottery for a big win, as shown in FIG. 7(b), the number of random number values that result in a "big win" is 21, the number of random number values that result in a "normal miss result" is 28, and the random number values that result in a "special miss result" are other values. Therefore, in a gaming state where a win / loss table for the high probability mode is referred to during the lottery for a big win, the probability that the win / loss result is a "big win" is approximately 1 / 30, the probability that the win / loss result is a "special miss result" is approximately 11 / 12, and the probability that the win / loss result is a "normal miss result" is approximately 1 / 20.

[0078] Note that the random number values and the number of them stored in each win / loss table are arbitrary, and in the high probability mode, it is only necessary that the probability of a "big win" is higher compared to the low probability mode. Also, the random number values that result in a "big win" stored in the win / loss table for the high probability mode do not necessarily include the random number values that result in a "big win" stored in the win / loss table for the low probability mode, and may include a part of the random number values that result in a "big win" stored in the win / loss table for the low probability mode.

[0079] Also, in each win / loss lottery mode, except for the random number values that result in a "big win", the result is a miss result without winning the big win. Here, as described above, the pachinko machine 10 has two types of miss results: a "special miss result (small win result)" and a "normal miss result". These miss results are common in that neither of them triggers a transition to a win / loss lottery mode or a support mode. However, the "special miss result" triggers a transition to the opening / closing execution mode, while the "normal miss result" does not trigger a transition to the opening / closing execution mode.

[0080] 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 jackpot 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 buffer for the lottery counter at the timing when a game ball wins a prize at the center operation port 36 or the right operation port 37. Specifically, the value of the jackpot type counter C2 is stored in the held area Ra for the first result display section of the RAM 64 at the timing when a game ball wins a prize at the center operation port 36, and is stored in the held area Rb for the second result display section of the RAM 64 at the timing when a game ball wins a prize at the right operation port 37. Then, based on the value of the jackpot type counter C2 stored in the held ball storage area 64b, when a jackpot occurs, the MPU 62 executes a lottery (distribution lottery) for the type of the jackpot.

[0081] FIG. 8 is a diagram showing a distribution table that stores the values of random numbers related to the distribution destination of the jackpot type. As shown in FIG. 8, the values of the random numbers related to the distribution destination of the jackpot type are stored as a distribution table (distribution information group) in the distribution table storage area 63b (see FIG. 5) of the ROM 63 provided as the distribution information group storage means. The distribution table includes a first distribution table (first distribution information group) shown in FIG. 8(a) and a second distribution table (second distribution information group) shown in FIG. 8(b). The MPU 62 executes a lottery for the type of the jackpot by comparing these distribution tables with the value of the jackpot type counter C2 stored in the held ball storage area 64b.

[0082] The first distribution table is a table referred to when performing a lottery for the type of the jackpot with respect to the value of the jackpot type counter C2 shifted from the held area Ra for the first result display section to the execution area AE, that is, the value of the jackpot type counter C2 based on the winning at the center operation port 36. As shown in Fig. 8(a), the first distribution table distributes a plurality of distribution results, namely, "low probability result (special distribution result corresponding to low probability)", "explicit few-round high probability result (high probability result corresponding to few rounds)", and "most favorable result (special distribution result corresponding to high probability)", to the 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 19" are distributed to the "explicit few-round high probability result", and "20 to 29" are distributed to the "most favorable result".

[0083] The second distribution table is a table referred to when performing a lottery for the type of jackpot based on the value of the jackpot type counter C2 shifted from the reserved area Rb for the second result display part to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the right operation port 37. As shown in Fig. 8(b), the second distribution table distributes two distribution results, namely, "low probability result" and "most favorable result", to the distribution destinations. Specifically, in the second distribution table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are distributed to the "low probability result", and "10 to 29" are distributed to the "most favorable result".

[0084] Each distribution result has differences 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

[0085] First, the differences in the win / loss lottery mode of (1) will be described. The "low probability result" is a distribution result in which the win / loss lottery mode is set to the low probability mode after the end of the 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. "Explicit low-round high-probability result" and "most favorable result" are the allocation results where the support mode is set to the high-frequency support mode after the opening / closing execution mode ends, regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This high-frequency support mode continues until at least a "big win" occurs in the win / loss lottery.

[0086] Next, the differences in the support modes of (2) will be explained. "Low-probability result" is the allocation result where the support mode is set to the high-frequency support mode after the opening / closing execution mode ends, 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 rounds reaches the end criterion number of rounds (specifically, 100 rounds).

[0087] "Explicit low-round high-probability result" and "most favorable result" are the allocation results where the support mode is set to the high-frequency support mode after the opening / closing execution mode ends, 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" occurs in the win / loss lottery.

[0088] Note that the differences in the opening / closing control modes of the variable winning device 38 in the opening / closing execution mode of (3) will be explained in detail later.

[0089] Next, the reach random number counter C3 will be explained. 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 RAM 64 via the lottery counter buffer at the timing when a game ball wins a prize at the central operation port 36 or the right 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 RAM 64 at the timing when a game ball wins a prize at the central 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 a prize at the right operation port 37. Then, MPU62 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.

[0090] The reach display is an expected effect that occurs when the result is a "normal miss" without winning the jackpot in the win / loss lottery. Specifically, when the result is a "normal miss" without winning the jackpot in the win / loss lottery, MPU62 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, a reach display is generated. 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 of ROM63 (see FIG. 5).

[0091] Here, when winning the jackpot in the win / loss lottery and being 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-numbered or even-numbered digits on the effective line L as the stop result. Also, when winning the jackpot in the win / loss lottery and being 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-numbered digits on the effective line L as the stop result. Further, when winning the jackpot in the win / loss lottery and being allocated to the "explicitly few rounds high probability result" in the allocation lottery, or when the result is a "special miss" without winning the jackpot in the win / loss lottery, the symbol display device 47 stops and displays, as the stop result, a special combination of symbols having different digits from each other that are not selected when the result is a "normal miss" in the win / loss lottery on the effective line L.

[0092] The reach display is generated 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 winning a big win in the win / loss lottery and being allocated to the "most advantageous result" or "low probability result" in the allocation lottery). Also, the reach display is not generated regardless of the value of the reach random number counter C3 when a special combination of symbols is finally stopped and displayed (when winning a big win in the win / loss lottery and being allocated to the "explicitly few rounds high probability result" in the allocation lottery, or when becoming a "special loss result" without winning a big win in the win / loss lottery).

[0093] 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 after the variable display is started by the symbol display device 47 and before a predetermined stop result is displayed, it has won a big win in the win / loss lottery and has been allocated to the "low probability result" or "most advantageous result" in the allocation lottery.

[0094] 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. Or, after reducing the display or making some of the symbol columns invisible, a predetermined character or the like may be displayed as a video on substantially the entire display screen G.

[0095] 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 they may have won a "big hit" 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 aforementioned reach display and the preview display.

[0096] The preview display is an expected effect that makes it easier for an effect to occur when a "big hit win" occurs in the win / loss lottery, when a "special miss result" occurs without a "big hit win" in the win / loss lottery, or when a "normal miss result" occurs without a "big hit win" in the win / loss lottery. Instead of making it easier for an effect to occur, 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 audio-visual control device 90.

[0097] 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, symbol column Z1) is stopped and displayed on the effective line L, and then a plurality of symbol columns (for example, 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 video on the display screen G. This preview display occurs in both cases where a reach display is generated and where a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. 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.

[0098] 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.

[0099] <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.

[0100] <Timer interrupt processing> FIG. 9 is a diagram showing a flowchart of the timer interrupt processing. In the timer interrupt processing, as shown in FIG. 9, the MPU62 periodically (for example, at a cycle of 2 msec) executes steps S101 to S105.

[0101] In step S101, the MPU62 executes the reading process of the plurality of detection sensors 40a to 40f. In this reading process, the MPU62 reads the states of the plurality of detection sensors 40a to 40f, 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.

[0102] 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. Note that 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.

[0103] 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 for updating, 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 the respective counters C1 to C4, the values of the respective counters C1 to C4 are reset to 0 and cleared.

[0104] In step S104, the MPU 62 executes a winning process for through. In this winning process for through, when the MPU 62 determines that the detection sensor 40f corresponding to each through gate 41 detects the winning of a game ball, the MPU 62 stores the value of the electric role opening counter C4 updated in step S103 in the electric role reservation area 64c. In addition, the MPU 62 sets a command for turning on the third reservation lamp section 49c, and transmits the set command to the sound light emission control device 90. The sound and light emission control device 90 lights up the third reserved lamp section 49c based on a command sent from the MPU 62. As described above, the number of reserved game balls that have entered the through gate 41 is a maximum of four, and the third reserved lamp section 49c lights up in a number corresponding to the number of reserved balls.

[0105] In step S105, the MPU 62 executes a winning process for the operation port. The winning process for the operating port will be explained in detail below.

[0106] <Winning process for the operating port> FIG. 10 is a diagram showing a flowchart of the winning process for an operating port. In the winning process for the operating port, the MPU 62 executes steps S201 to S209 as shown in FIG.

[0107] In step S201, the MPU 62 determines whether or not the detection sensor 40b corresponding to the central actuation port 36 detects the entry of a game ball, thereby determining whether or not a game ball has entered the central actuation port 36 (initial entry). When the MPU 62 determines in step S201 that a game ball has entered the central operating port 36, it determines the number of reserved balls stored in the first result display unit reserved area Ra in step S202, and sets the number of reserved balls as the first start reserved memory number RaN in a predetermined memory area in the first result display unit reserved area Ra. After that, the MPU 62 executes the process in step S207 and thereafter.

[0108] On the other hand, when MPU62 determines in step S201 that no game ball has won at the center operation port 36, in step S203, it determines whether the detection sensor 40c corresponding to the right operation port 37 has detected the winning of a game ball, thereby determining whether a game ball has won (starting winning) at the right operation port 37. When MPU62 determines in step S203 that no game ball has won at the right operation port 37, it ends the winning process for the operation port. Also, when MPU62 determines in step S203 that a game ball has won at the right operation port 37, in step S204, 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.

[0109] In step S205, MPU62 determines whether the win / loss lottery mode is the high-probability mode. When MPU62 determines in step S205 that the win / loss lottery mode is not the high-probability mode, it executes the processes after step S207. On the other hand, when MPU62 determines in step S205 that the win / loss lottery mode is the high-probability mode, in step S206, it executes the closing execution process for the right operation port. In this closing execution process for the right operation port, MPU62 executes drive control of the electric accessory drive unit 37b to set the electric accessory 37a in the closed state. In other words, in the high-probability mode, when MPU62 wins the electric accessory release lottery, it sets the electric accessory 37a in the open state, and then sets the electric accessory 37a in the closed state based on the entry of a game ball into the right operation port 37. Thereafter, MPU62 executes the processes after step S207.

[0110] After executing the process of step S202 or step S206, or when it is determined in step S205 that the winning lottery mode is not the high-probability mode, the MPU62 determines in step S207 whether the starting hold memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this embodiment). If the MPU62 determines in step S207 that the starting 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 S207 that the starting hold memory number N is less than the upper limit value, it updates the value of the starting hold memory number N by adding 1 in step S208.

[0111] In step S209, the MPU62 stores, as reserved information, the set of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt process in the first storage area among the free storage areas of the result display unit reserved area, that is, the storage area corresponding to the starting hold memory number N updated in step S208.

[0112] For example, when the MPU62 sets the first starting hold memory number RaN in step S202, it stores, as reserved information, the set of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt process in the first storage area among the free storage areas of the first result display unit reserved area Ra, that is, the storage area corresponding to the first starting hold memory number RaN updated in step S208. For example, when the MPU62 sets "3" for the first starting hold memory number RaN in step S202, it stores the reserved information in the fourth area Ra4, which is the storage area corresponding to "4" of the first starting hold memory number RaN updated in step S208.

[0113] Further, for example, when the MPU62 sets the second start hold memory number RbN in step S204, 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 unit hold area Rb, that is, the storage area corresponding to the second start hold memory number RbN updated in step S208. For example, when the MPU62 sets "3" in the second start hold memory number RbN in step S204, 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 S208.

[0114] Also, in step S209, the MPU62 sets a command for lighting the first hold lamp unit 49a or the second hold lamp unit 49b, and transmits the set command to the audio and light control device 90. Thereafter, the MPU62 ends the winning process for the operating port. Note that the audio and light control device 90 lights the first hold lamp unit 49a or the second hold lamp unit 49b based on the command transmitted from the MPU62. Also, as described above, the maximum number of game balls held in the central operating port 36 or the right operating port 37 is 4, and the first hold lamp unit 49a or the second hold lamp unit 49b lights up by the number corresponding to this held number.

[0115] <Normal process> FIG. 11 is a diagram showing a flowchart of the normal process. After the MPU62 executes the main process described below that starts with power-on, it executes the normal process, which is the main process for advancing the game. In this normal process, as shown in FIG. 11, the MPU62 executes steps S301 to S314. Specifically, the MPU62 periodically executes steps S301 to S309 at a cycle of 4 msec, repeatedly executes steps S308 to S311 when remaining time occurs, and executes steps S312 and subsequent steps according to the determination result of step S308.

[0116] In step S301, 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, the MPU62 transmits the prize ball command to the payout control device 70. Also, for example, the MPU62 determines whether an effect command such as an effect command corresponding to the game play or an effect command corresponding to the opening / closing execution mode is set, and if it is determined that the effect command is set, the MPU62 transmits the effect command to the sound and light control device 90.

[0117] In step S302, 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 reaches the maximum value when adding 1 to the previous value of the variation type counter CS, the value of the variation type counter CS is reset to 0 and cleared.

[0118] In step S303, 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 determines information related to the symbol finally stopped and displayed on the symbol display device 47 and determines information related to the symbol finally stopped and displayed on the main display unit 45, etc. In step S304, the MPU62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU62 executes a 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 S303 and the game state transition process in step S304 will be described in detail later.

[0119] In step S305, the MPU62 executes a demonstration display execution determination process. In this demonstration display execution determination process, the MPU62 determines whether or not a predetermined start waiting period (for example, 30 seconds) for demonstration 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 demonstration command for starting the demonstration display is transmitted to the audio and light control device 90. Note that the audio and light control device 90 starts a demonstration display execution process based on the demonstration command transmitted from the MPU62.

[0120] Here, the MPU62 determines whether or not the start waiting period has elapsed by counting the number of executions of the process in step S305. For example, if the start waiting period is 30 seconds and the interval at which the process in step S305 is repeatedly executed is 4 msec, the MPU62 determines that the start waiting period has elapsed when the number of executions of the process in step S305 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 S305, the value of the count is reset.

[0121] In step S306, the MPU62 executes processing for electric device support for performing drive control of the electric device 37a provided at the right operation port 37. In this processing for electric device support, the MPU62 executes an electric device release lottery based on the value of the electric device release counter C4 stored in the electric device hold area 64c of the RAM64, and when winning the electric device release lottery, executes opening / closing processing of the electric device 37a. Specifically, when winning the electric device release lottery, the MPU62 executes drive control of the electric device drive unit 37b to set the electric device 37a to the open state. Then, after the MPU62 sets the electric device 37a to the open state, when it determines that a predetermined time has elapsed without a game ball winning in the right operation port 37, it executes drive control of the electric device drive unit 37b to set the electric device 37a to the closed state. Further, the MPU62 executes display control of the device display unit 46 so as to display the result of the electric device release lottery.

[0122] In step S307, the MPU62 executes game ball launch control processing. In this game ball launch control processing, the MPU62 executes launch control to cause the power supply / launch control device 80 to launch a game ball based on the player rotating the launch handle 27. Specifically, the power supply / launch control device 80 launches a game ball to the game ball launch mechanism 81 by exciting the solenoid of the game ball launch mechanism 81 at a predetermined cycle (0.6 sec in this embodiment). Note that the solenoid is excited to launch a game ball with a launch intensity corresponding to the rotation operation amount of the launch handle 27. Further, when predetermined launch conditions are met, the power supply / launch control device 80 supplies a drive signal to the solenoid of the game ball launch mechanism 81 to launch a game ball.

[0123] In step S308, the MPU62 determines whether a power failure flag is set in the 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 processing is executed.

[0124] Here, the pachinko machine 10 sets various flags by substituting 1 into a predetermined area such as the RAM 64, 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 RAM 64, and clears the power failure flag by substituting 0 into the power failure flag storage area of the RAM 64.

[0125] When the MPU 62 determines in step S308 that the power failure flag is set, it executes the power-off processing after step S312 without executing the processing after step S309. Specifically, in step S312, the MPU 62 prohibits the occurrence of timer interrupt processing. In step S313, the MPU 62 calculates and stores the RAM determination value (checksum of the RAM 64). In step S314, the MPU 62 prohibits access to the RAM 64. Thereafter, the MPU 62 continues an infinite loop until the power is completely cut off and processing can no longer be executed.

[0126] On the other hand, when the MPU 62 determines in step S308 that the power failure flag is not set, in step S309, 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. When the MPU 62 determines in step S309 that the timing to execute the next normal processing has not arrived, that is, when a remaining time has occurred, in step S310, it updates the random number initial value counter CINI, and in step S311, it updates the variation type counter CS. Note that the MPU 62 repeatedly executes steps S308 to S311 until it determines in step S309 that the timing to execute the next normal processing has arrived.

[0127] On the other hand, when the MPU62 determines that the timing to execute the next normal process has arrived in step S309, that is, when there is no remaining time, it starts the next normal process by executing step S301 again.

[0128] <Main process> FIG. 12 is a diagram showing a flowchart of the main process. In the main process, as shown in FIG. 12, the MPU62 executes steps S401 to S412. In step S401, the MPU62 executes a startup process when power is turned on. In this startup process, the MPU62 waits for a predetermined time (for example, 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.

[0129] In step S402, the MPU62 determines whether or not 1 second, which is the permission / prohibition period, has elapsed. When the MPU62 determines in step S402 that 1 second has not elapsed, it repeatedly executes the process of step S402. Also, when the MPU62 determines in step S402 that 1 second has elapsed, it executes the processes after step S403.

[0130] Here, the MPU62 determines whether or not 1 second has elapsed by counting the number of executions of the process in step S402. For example, when the interval for repeatedly executing the process in step S402 is 0.1 msec, the MPU62 determines that 1 second has elapsed when the number of executions of the process in step S402 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.

[0131] In step S403, the MPU62 permits access to the RAM64. In step S404, the MPU62 determines whether the RAM erase switch (not shown) provided in the power supply and transmission control device 80 is on or not. If the MPU62 determines in step S404 that the RAM erase switch is on, it executes the processes after step S409. On the other hand, if the MPU62 determines in step S404 that the RAM erase switch is not on, in step S405, it determines whether a power-off flag is set in the power-off flag storage area of the RAM64.

[0132] If the MPU62 determines in step S405 that the power-off flag is not set, it executes the processes after step S409. On the other hand, if the MPU62 determines in step S405 that the power-off flag is set, in step S406, it calculates a RAM determination value. In step S407, the MPU62 checks the validity of the data stored in the RAM64 by determining whether the RAM determination value calculated in step S406 is normal. Specifically, the MPU62 compares the RAM determination value calculated in step S406 with the RAM determination value stored in step S313 (power failure process) of the normal process. 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.

[0133] If the MPU62 determines in step S407 that the RAM determination value is not normal, it executes the processes after step S409. On the other hand, if the MPU62 determines in step S407 that the RAM determination value is normal, in step S408, it clears the power-off flag stored in the power-off flag storage area of the RAM64.

[0134] Note that the validity of the data stored in the RAM 64 may be determined by a method different from the method of checking the consistency of the RAM determination value. For example, in the power-off process, a keyword is written to a predetermined area of the RAM 64, and the validity of the data stored in the RAM 64 may be confirmed by determining whether this keyword is written normally in the main process.

[0135] As described above, when the MPU 62 determines in step S404 that the RAM erase switch is on, when it determines in step S405 that the power-off flag is not set, or when it determines in step S407 that the RAM determination value is abnormal, the MPU 62 executes the processes after step S409. Specifically, in step S409, the MPU 62 clears the working area of the RAM 64, and in step S410, the MPU 62 executes the initialization of the RAM 64.

[0136] Therefore, for example, the manager of the game arcade can initialize the data stored in the RAM 64 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 arcade. Also, when the pachinko machine 10 does not confirm the occurrence of a power outage on the power outage monitoring board 65 or when the RAM determination value is abnormal, the pachinko machine 10 initializes the data stored in the RAM 64.

[0137] After executing the process of step S408 or step S410, in step S411, the MPU 62 sends an initial command to the sub-control board (such as the control board of the voice and light emission control device 90), and in step S412, the MPU 62 permits the occurrence of timer interrupt processing and proceeds to the normal processing described above. Note that the sub-control board recognizes that the communication with the main control board 61 is normal by receiving the initial command sent in step S411 and executes its own initialization.

[0138] <Game Round Control Process> FIG. 13 is a diagram showing a flowchart of the game round control process. In the game round control process, as shown in FIG. 13, the MPU 62 executes steps S501 to S509. In step S501, the MPU 62 determines whether it is in the opening / closing execution mode. If the MPU 62 determines in step S501 that it is in the opening / closing execution mode, it ends the game round control process without executing the processes after step S502. Therefore, if it is determined that it is in the opening / closing execution mode, the MPU 62 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 and 37. Note that the MPU 62 determines whether it is in the opening / closing execution mode by referring to the opening / closing execution mode flag stored in the RAM 64. The same applies to the following respective processes. The MPU 62 sets the opening / closing execution mode flag when shifting to the opening / closing execution mode, and clears the opening / closing execution mode flag when the opening / closing execution mode ends.

[0139] On the other hand, if the MPU 62 determines in step S501 that it is not in the opening / closing execution mode, in step S502, it determines whether the main display unit 45 is in the variable display state, that is, whether the game round is in progress. If the MPU 62 determines in step S502 that the main display unit 45 is not in the variable display state, it executes the game round start processing of steps S503 to S505. On the other hand, if the MPU 62 determines in step S502 that the main display unit 45 is in the variable display state, it executes the game round progress processing of steps S506 to S509.

[0140] First, the game round start processing of steps S503 to S505 will be described. In step S503, the MPU 62 grasps the number of holds stored in the hold area Ra for the first result display unit and the number of holds stored in the hold area Rb for the second result display unit, and determines whether the total number CRN of these hold numbers is "0" or less. If the MPU 62 determines in step S503 that the total number CRN is "0" or less, it ends the game round control process.

[0141] On the other hand, when the MPU62 determines in step S503 that the total count CRN is not less than "0", in step S504, it executes data setting processing for setting the hold information stored in the hold area Ra for the first result display unit or the hold area Rb for the second result display unit for use in consuming the game turns. After that, in step S505, the 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 turns, and ends the game turn control process. Hereinafter, the data setting processing in step S504 and the variable start processing in step S505 will be described in detail.

[0142] FIG. 14 is a diagram showing a flowchart of the data setting processing. In the data setting processing, as shown in FIG. 14, the MPU62 executes steps S601 to S611. In step S601, the MPU62 determines whether the second start hold storage number RbN in the hold area Rb for the second result display unit set in step S204 of the winning process for the operation port is not more than "0". If the MPU62 determines in step S601 that the second start hold storage number RbN is not more than "0", it executes the data setting processing for the first result display unit in steps S602 to S606. If the MPU62 determines in step S601 that the second start hold storage number RbN is not less than "0", it executes the data setting processing for the second result display unit in steps S607 to S611.

[0143] Thus, the data setting processing includes data setting processing for the first result display unit for setting the hold information stored in the hold area Ra for the first result display unit for use in consuming the game turns, and data setting processing for the second result display unit for setting the hold information stored in the hold area Rb for the second result display unit for use in consuming the game turns. Then, when the MPU62 determines in step S601 that the second start hold memory number RbN is not less than "0", it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, when the MPU62 determines that there is hold information stored in the hold area Rb for the second result display unit based on the winning of a game ball into the right operation port 37, it preferentially sets the hold information stored in the hold area Rb for the second result display unit for digestion in the game turn regardless of whether there is hold information stored in the hold area Ra for the first result display unit based on the winning of a game ball into the center operation port 36.

[0144] First, the data setting process for the first result display unit in steps S602 to S606 will be described. In step S602, the MPU62 updates by subtracting 1 from the value of the first start hold memory number RaN in the hold area Ra for the first result display unit. In step S603, the MPU62 moves the hold information stored in the first area Ra1 of the hold area Ra for the first result display unit to the execution area AE. In step S604, the MPU62 executes a data shift process that shifts the hold information stored in the memory area of the hold area Ra for the first result display unit. This data shift process is a process of shifting the hold information stored in each area Ra1 to Ra4 in order to the first area Ra1 side. Specifically, the MPU62 shifts the hold information in the second area Ra2 to the first area Ra1, shifts the hold information in the third area Ra3 to the second area Ra2, and shifts the hold information in the fourth area Ra4 to the third area Ra3.

[0145] In step S605, 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 S605, 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 center operation port 36 during the progress of the game round.

[0146] In step S606, 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-visual control device 90, and ends the data setting process. This shift command includes information for causing the audio-visual control device 90 to recognize that the shift of the hold information has been executed for the hold information stored in the first result display unit hold area Ra based on the winning of the game ball into the center operation port 36. Note that the audio-visual 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 audio-visual control device 90 decreases the number of lit lamps of the first hold lamp unit 49a as the number of held game balls winning into the center operation port 36 decreases.

[0147] Next, the data setting process for the second result display unit in steps S607 to S611 will be described. In step S607, 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 S608, 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 S609, 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 sequentially shifting the hold information stored in each of the areas Rb1 to Rb4 to the first area Rb1 side. Specifically, the MPU62 shifts the hold information of the second area Rb2 to the first area Rb1, shifts the hold information of the third area Rb3 to the second area Rb2, and shifts the hold information of the fourth area Rb4 to the third area Rb3.

[0148] In step S610, the MPU62 sets the second result display unit flag in the RAM64. In this step S610, since the MPU62 sets the second result display unit flag, it indicates that when the game turn is completed, based on the winning of a game ball into the right operation port 37, the variable display on the second result display unit 45b is started.

[0149] In step S611, 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-visual control device 90, and ends the data setting process. This shift command includes information for causing the audio-visual control device 90 to recognize that the shift of the hold information has been executed for the hold information stored in the second result display unit hold area Rb based on the winning of a game ball into the right operation port 37. Note that the audio-visual control device 90 changes the lighting state of the second hold lamp unit 49b based on the shift command transmitted from the MPU62. Specifically, the audio-visual control device 90 decreases the number of lit lamps in the second hold lamp unit 49b as the number of held game balls winning into the right operation port 37 decreases.

[0150] Figure 15 is a diagram showing a flowchart of the variable start process. In the variable start process, as shown in Figure 15, the MPU62 executes steps S701 to S718. In step S701, the MPU62 determines whether the pass / fail lottery mode is the high probability mode. When it is determined in step S701 that the pass / fail lottery mode is not the high-probability mode, the MPU62 reads, in step S702, the pass / fail table for the low-probability mode (see Fig. 7(a)) from the pass / fail table storage area 63a of the ROM63. When it is determined in step S701 that the pass / fail lottery mode is the high-probability mode, the MPU62 reads, in step S703, the pass / fail table for the high-probability mode (see Fig. 7(b)) from the pass / fail table storage area 63a of the ROM63.

[0151] After executing the process of step S702 or step S703, the MPU62 executes, in step S704, a pass / fail determination process. 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 S702 or step S703. As described above, the pass / fail result is any one of "jackpot win", "special loss result", and "ordinary loss result", and the same applies whether the pass / fail lottery mode is the low-probability mode or the high-probability mode.

[0152] In step S705, the MPU62 determines whether the pass / fail result determined in step S704 is "jackpot win". When the MPU62 determines in step S705 that the pass / fail result is "jackpot win", it executes the processes after step S706. When the MPU62 determines in step S705 that the pass / fail result is not "jackpot win", it executes the processes after step S712.

[0153] First, the process when it is determined in step S705 by the MPU62 that the pass / fail result is "jackpot win" (the processes after step S706) will be described. In step S706, the MPU62 determines whether the second result display part flag is set in the RAM64.

[0154] If the MPU62 determines in step S706 that the second result display section flag is not set in the RAM64, it indicates that the variable display is to be started on the first result display section 45a based on the winning of a game ball into the center operation port 36. Therefore, in step S707, the first payout table (see FIG. 8(a)) is read from the payout table storage area 63b of the ROM63. On the other hand, if the MPU62 determines in step S706 that the second result display section flag is set in the RAM64, it indicates that the variable display is to be started on the second result display section 45b based on the winning of a game ball into the right operation port 37. Therefore, in step S708, the second payout table (see FIG. 8(b)) is read from the payout table storage area 63b of the ROM63.

[0155] After executing the process of step S707 or step S708, the MPU62 executes a payout determination process in step S709. 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 S707 or step S708.

[0156] In step S710, 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 information related to the pattern to be finally 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 S709, and stores the determined information in the RAM64. Here, the MPU62 determines information related to the pattern to be finally stopped and displayed on the main display section 45 by comparing the payout result determined in step S709 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 patterns to be stopped and displayed on the main display section 45 to be different for each payout result.

[0157] In step S711, the MPU62 sets a flag corresponding to the distribution result determined in step S709 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 an "explicitly few rounds high probability result", it sets the explicitly few rounds 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 S716. Note that in each of the following processes, the MPU62 determines the distribution result by referring to these flags.

[0158] Next, the process when it is determined in step S705 by the MPU62 that the win / loss result is not a "big win" (the processes after step S712) will be described. In step S712, the MPU62 determines whether the win / loss result determined in step S704 is a "special loss result". If the MPU62 determines in step S712 that the win / loss result is a "special loss result", it executes the processes after step S713; if it determines in step S712 that the win / loss result is not a "special loss result", it executes the processes after step S715.

[0159] In step S713, the MPU62 executes the 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 be finally 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 be finally stopped and displayed on the main display section 45 by referring to the stop result table for the special loss result stored in advance 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 S714, the MPU62 sets the special loss flag in the RAM64. In each of the following processes, MPU62 determines whether the pass / fail result is a "special deviation result" by referring to this special deviation flag.

[0160] On the other hand, in step S715, MPU62 executes a stop result setting process for the normal deviation result. In this stop result setting process for the normal deviation result, MPU62 determines the information related to the pattern that will finally 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 RAM64. Here, MPU62 determines the information related to the pattern that will finally be stopped and displayed on the main display section 45 by referring to the stop result table for the normal deviation result stored in advance in ROM63. The pattern modes set in this stop result table for the normal deviation 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 deviation result.

[0161] After executing any one of the processes in step S711, step S714, and step S715, MPU62 executes a setting process for the display duration (display continuation period) in step S716.

[0162] FIG. 16 is a diagram showing a flowchart of the setting process for the display duration. In the setting process for the display duration, MPU62 executes steps S801 to S808 as shown in FIG. 16. In step S801, MPU62 determines whether a special deviation flag is set in RAM64.

[0163] If MPU62 determines that the special deviation flag is not set in RAM64, it executes the processes after step S802. On the other hand, if MPU62 determines that the special deviation flag is set in RAM64, it executes the processes after step S806.

[0164] First, the processing when it is determined in step S801 by the MPU62 that the special loss flag is not set in the RAM64 (processing after step S802) will be described. In step S802, the MPU62 acquires the value of the variation type counter CS stored in the variation type counter buffer for the lottery counter buffer of the RAM64.

[0165] In step S803, the MPU62 determines whether a reach display occurs in the symbol display device 47. Specifically, when the distribution result determined in step S709 is a "low probability result" or a "most advantageous result", and the pass / fail result determined in step S704 is a "normal loss result" and a reach draw is won, the MPU62 determines that a reach display occurs. Note that, 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.

[0166] If the MPU62 determines in step S803 that a reach display occurs, then in step S804, it reads out the reach occurrence display duration table stored in the display duration table storage area 63d of the ROM63. On the other hand, if the MPU62 determines in step S803 that a reach display does not occur, then in step S805, it reads out the reach non-occurrence display duration table stored in the display duration table storage area 63d of the ROM63.

[0167] Next, the processing when it is determined in step S801 by the MPU62 that the special loss flag is set in the RAM64 (processing after step S806) will be described. In step S806, the MPU62 determines whether the pass / fail lottery mode is the high probability mode.

[0168] When it is determined in step S806 that the pass / fail lottery mode is not the high-probability mode (when it is determined that the pass / fail lottery mode is the low-probability mode), the MPU 62 executes the processes after step S802 described above. On the other hand, when it is determined in step S806 that the pass / fail lottery mode is the high-probability mode, the MPU 62 reads out the special display duration stored in the display duration table storage area 63d of the ROM 63 in step S807.

[0169] After executing any one of the processes of step S804, step S805, and step S807, the MPU 62 determines the display duration in step S808. Specifically, when the MPU 62 reads out the reach-occurrence display duration table or the reach-non-occurrence display duration table, it determines the display duration corresponding to the value of the variation type counter CS acquired from the variation type counter buffer by referring to each display duration table, and sets the determined display duration in the display duration counter provided in the various counter areas 64a of the RAM 64. Also, when the MPU 62 reads out the special display duration, it sets this special display duration (0.1 sec in this embodiment) in the display duration counter provided in the various counter areas 64a of the RAM 64. Note that the special display duration is shorter than the display duration determined by referring to the reach-occurrence display duration table and the reach-non-occurrence display duration table.

[0170] Here, 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 central operation port 36 is set to become shorter as the number of pending items related to the central operation port 36 increases. And the display duration when digesting the pending information related to the right operation port 37 is set to become shorter as the number of pending items related to the right 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 as compared with the case 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.

[0171] 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 pass / fail result and the allocation result.

[0172] Returning to the explanation of the variation start process, the processes after step S717 will be described with reference to FIG. 15. In step S717, the MPU 62 sets the variation command and the type command. In step S301 of the normal process, the MPU 62 transmits the variation command and the type command set in step S717 to the audio-visual control device 90. Note that the audio-visual control device 90 executes a predetermined process based on the variation command and the type command transmitted from the MPU 62. This process will be described in detail later.

[0173] The variable command includes information related to the display duration. Also, the variable command does not include information on whether or not a 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 to determine whether or not a reach display occurs in the audio-visual control device 90, which is the sub-control device, based on the information related to the display duration. In this sense, it can be said that the variable command indirectly includes information on whether or not a reach display occurs. Note that the variable command may directly include information on whether or not a reach display occurs.

[0174] Also, since the special display duration is shorter than the display duration determined by referring to the reach-occurrence display duration table and the reach-non-occurrence display duration table, it is possible to determine whether or not the display duration is the special display duration in the audio-visual control device 90, which is the sub-control device, based on the information related to the display duration. In this sense, it can be said that the variable command indirectly includes information on the special display duration. Note that the variable command may directly include information on the special display duration.

[0175] The type command includes information related to the pass / fail result. In other words, the type command includes, as information related to the pass / fail result, each information related to "big win", "special loss result", and "ordinary loss result". Also, the type command includes information related to the allocation result. In other words, the type command includes, as information related to the allocation result, each information related to "low probability result", "explicitly 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 information related to the game result.

[0176] In step S718, the MPU 62 determines whether the second result display unit flag is set in the RAM 64, and based on the determination result, starts the variable display on the main display unit 45. Thereafter, the MPU 62 ends the variable start process. Specifically, when the MPU 62 determines that the second result display unit flag is not set in the RAM 64, during the progress of the game round, based on the winning of the game ball into the central operation port 36, it indicates to start the variable display on the first result display unit 45a. Therefore, the variable display is started on the first result display unit 45a. On the contrary, when the MPU 62 determines that the second result display unit flag is set in the RAM 64, during the progress of the game round, based on the winning of the game ball into the right operation port 37, it indicates to start the variable display on the second result display unit 45b. Therefore, the variable display is started on the second result display unit 45b.

[0177] Returning to the description of the game round control process, with reference to FIG. 13, the game round progress process of steps S506 to S509 will be described. In step S502, the MPU 62 determines whether the main display unit 45 is in the variable display state. If it is determined that the main display unit 45 is in the variable display state, the game round progress process of steps S506 to S509 is executed.

[0178] In step S506, the MPU 62 determines whether the display duration set in step S716 of the variable start process has elapsed. Specifically, the MPU 62 determines whether the value set in the display duration counter of the RAM 64 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.

[0179] If the MPU 62 determines in step S506 that the display duration has not elapsed, in step S507, the variable display process is executed. In this variable display process, the MPU 62 updates the display of the main display unit 45 during the variable display. Thereafter, the MPU 62 ends the game round control process.

[0180] On the other hand, when it is determined in step S506 that the display duration has elapsed, the MPU 62 executes the variation end process in step S508. In this variation end process, the MPU 62 identifies the information stored in the RAM 64 (information related to the pattern finally stopped and displayed on the main display unit 45) in any one of the processes of steps S710, S713, and S715 of the variation start process executed when starting the variation display on the main display unit 45. Then, when the game round ends, the MPU 62 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.

[0181] 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 observing 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 or not 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. In addition, the main display unit 45 has a smaller display area compared to the display screen G of the symbol display device 47, and the pattern 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 or not they have won the jackpot 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.

[0182] In step S509, the MPU 62 sets a variation end command. In step S301 of the normal process, the MPU 62 transmits the variation end command set in step S509 to the audio-visual control device 90. Then, the MPU 62 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.

[0183] <Game state transition process> FIG. 17 is a diagram showing a flowchart of the game state transition process. In the game state transition process, as shown in FIG. 17, the MPU62 executes steps S901 to S917. 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 S914.

[0184] First, the process when the MPU62 determines in step S901 that it is not in the opening / closing execution mode (the processes after step S902) 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 miss result".

[0185] 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 a "normal miss result"), it ends the game state transition process.

[0186] 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", it executes the processes after step S905. On the other hand, when the MPU62 determines in step S904 that the pass / fail result is not a "special miss result", it executes the processes after step S911.

[0187] First, the process in step S904 when the MPU62 determines that the pass / fail result is a "special miss result" (the processes after step S905) will be described. In step S905, the MPU62 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.

[0188] In step S906, the MPU62 determines whether the pass / fail lottery mode is the high-probability mode. When it is determined in step S906 that the win / loss lottery mode is the high-probability mode, in step S907, the MPU62 sets "50" as the waiting time (waiting period) for small win start in the timer counter T provided in each counter area 64a of the RAM64. 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 small win start is 0.1 sec. Note that the waiting time for small win start is not limited to this and is arbitrary.

[0189] In step S908, the MPU62 sets a small win command. Then, the MPU62 ends the game state transition process. This small win command includes information on the game result that triggered the transition to the opening / closing execution mode. In step S301 of the normal process, the MPU62 transmits the small win command set in step S908 to the audio / light emission control device 90. Note that the audio / light emission control device 90 recognizes the transition to the opening / closing execution mode based on the small win command transmitted from the MPU62 and executes a predetermined process. This process will be described in detail later.

[0190] On the other hand, when it is determined in step S906 that the win / loss lottery mode is not the high-probability mode (when it is determined that the win / loss lottery mode is the low-probability mode), in step S909, the MPU62 sets "1000" as the waiting time (waiting period) for opening in the timer counter T provided in each counter area 64a of the RAM64. 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 sec. Note that the waiting time for opening is not limited to this and is arbitrary.

[0191] In step S910, the MPU62 sets an opening command. After that, 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. In the normal processing step S301, the MPU62 transmits the opening command set in step S910 to the audio / light emission control device 90. Note that the audio / light emission 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.

[0192] Next, the processing in step S904 when the MPU62 determines that the pass / fail result is not a "special miss result" (processing after step S911) will be described. In step S911, the MPU62 determines whether the distribution result is a few-round high-probability result ("explicit few-round high-probability result").

[0193] If the MPU62 determines in step S911 that the distribution result is a few-round high-probability result, then in step S912, it sets "2" in the round counter RC provided in each counter area 64a of the RAM64. Also, if the MPU62 determines in step S911 that the distribution result is not a few-round high-probability result, that is, if it determines that the distribution result is a "low-probability result" or a "most advantageous result", then in step S913, it sets "15" in the round counter RC. This round counter RC is a counter for the MPU62 to specify the number of rounds of the round game when transitioning to the opening / closing execution mode.

[0194] Here, the pachinko machine 10 has a plurality of opening / closing execution modes with different end conditions. Specifically, the pachinko machine 10 has, as opening / closing execution modes, a round number regulation mode that transitions when the pass / fail result is a "big win", and an opening / closing number regulation mode that transitions when the pass / fail result is a "special miss result".

[0195] The round number regulation mode ends on the condition that a predetermined number of rounds of the round game 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 / closing of the big winning opening 38a has 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 / 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.

[0196] Note that the pachinko machine 10 executes the opening / 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) The elapse of a predetermined upper limit continuation time (upper limit continuation period) (2) The total number of game balls winning in the big winning opening 38a reaches a predetermined upper limit number

[0197] After executing the process of step S912 or step S913, the MPU 62 executes the processes after step S909 described above.

[0198] In this way, when the MPU 62 determines in step S903 that the pass / fail result corresponds to the transition to the opening / closing execution mode, except for the special deviation result in the high probability mode, the MPU 62 sets the waiting time for opening to 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, except for the special deviation result in the high probability mode. Note that the waiting time for the opening 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 opening may be configured to be significantly different according to the type of game result, such as when the game result is a "low probability result" or a "most advantageous result" and when it is other game results.

[0199] Next, the processing (processing after step S914) when it is determined in step S901 that the MPU 62 is in the opening / closing execution mode will be described. In step S914, the MPU 62 executes the big winning opening / closing process.

[0200] FIG. 18 is a diagram showing a flowchart of the big winning opening / closing process. In the big winning opening / closing process, as shown in FIG. 18, the MPU 62 executes steps S1001 to S1025. In step S1001, the MPU 62 determines whether the big winning opening 38a is open. If the MPU 62 determines in step S1001 that the big winning opening 38a is not open, it executes the processing after step S1002. On the other hand, if the MPU 62 determines in step S1001 that the big winning opening 38a is open, it executes the processing after step S1006.

[0201] First, the processing (processing after step S1002) when it is determined in step S1001 by the MPU 62 that the big winning opening 38a is not open will be described. In step S1002, the MPU 62 determines whether the value of the opening / closing counter SOC is "0" or less and whether the value of the round counter RC is "0" or less. If the MPU 62 determines in step S1002 that both the value of the opening / closing counter SOC and the value of the round counter RC are "0" or less, it ends the big winning opening / closing process.

[0202] On the other hand, when MPU62 determines in step S1002 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 "0", in step S1003, it determines whether the value of the timer counter T is less than or equal to "0". When MPU62 determines in step S1003 that the value of the timer counter T is not less than or equal to "0", it ends the big winning opening / closing process.

[0203] On the other hand, when MPU62 determines in step S1003 that the value of the timer counter T is less than or equal to "0", in step S1004, it executes the big winning opening process. Hereinafter, the big winning opening process in step S1004 will be described in detail.

[0204] FIG. 19 is a diagram showing a flowchart of the big winning opening process. In the big winning opening process, MPU62 executes steps S1101 to S1107 as shown in FIG. 19. In step S1101, MPU62 determines whether the pass / fail result is a "special miss result".

[0205] When MPU62 determines in step S1101 that the pass / fail result is a "special miss result", in step S1102, it sets "1" to the winning counter PC provided in the various counter areas 64a of the RAM64, and in step S1103, 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.

[0206] On the other hand, when MPU62 determines in step S1101 that the pass / fail result is not a "special miss result", in step S1104, it sets "8" to the winning counter PC, and in step S1105, it determines whether the allocation result is a small round high probability result ("explicit small round high probability result").

[0207] When MPU62 determines in step S1105 that the distribution result is a few-round high-probability result, it sets "85" to timer counter T in step S1103 described above. On the other hand, when MPU62 determines in step S1105 that the distribution result is not a few-round high-probability result, it sets "15000" to timer counter T in step S1106. As described above, timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set to timer counter T is 30 seconds.

[0208] After executing the process of step S1103 or step S1106, MPU62 executes the opening execution process of big winning opening 38a in step S1107. In this opening execution process, MPU62 sets opening / closing door 38b to the open state by executing drive control of variable winning drive unit 38c. Then, MPU62 ends the big winning opening process.

[0209] Note that the value set to winning counter PC in step S1102 or step S1104 defines the upper limit of the total number of winning game balls to big winning opening 38a. Also, the value set to timer counter T in step S1103 or step S1106 defines the upper limit continuous time until opening / closing door 38b is set to the closed state again after being set to the open state. Therefore, as described above, MPU62 sets two types of upper limit continuous times with different lengths by setting "85" or "15000" to timer counter T. Specifically, MPU62 sets a long-time mode (long-term mode) with the upper limit continuous time set to 30 seconds and a short-time mode (short-term mode) with the upper limit continuous time set to 0.17 seconds, which is shorter than that of the long-time mode.

[0210] 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 seconds. Further, when the MPU 62 determines in step S1101 that the pass / fail result is not the "special miss result", as described above, it sets "8" in the winning counter PC, thereby setting the upper limit of the total number of game balls winning the big winning opening 38a to 8 balls. Therefore, since the upper limit continuation time in the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls winning the big winning opening 38a and the game ball launch cycle, it is easy to make 8 game balls, which is the upper limit, win the big winning opening 38a. On the other hand, since the upper limit continuation time in the short-time mode is shorter than the product of the upper limit of the total number of game balls winning the big winning opening 38a and the game ball launch cycle (more specifically, shorter than the game ball launch cycle), it is difficult to make a game ball win the big winning opening 38a. Depending on the timing, it is possible to make about 1 game ball win the big winning opening 38a.

[0211] Further, when the MPU 62 determines in step S1101 that the pass / fail result is the "special miss result", as described above, it sets "1" in the winning counter PC, thereby setting the upper limit of the total number of game balls winning the big winning opening 38a to 1 ball. And since the upper limit continuation time in the short-time mode is shorter than the product of the upper limit of the total number of game balls winning the big winning opening 38a and the game ball launch cycle (more specifically, shorter than the game ball launch cycle), it is difficult to make a game ball win the big winning opening 38a. Depending on the timing, it is possible to make about 1 game ball win the big winning opening 38a.

[0212] Returning to the explanation of the big winning opening opening / closing process, the process after step S1005 will be described with reference to FIG. 18. After executing the big winning opening process in step S1004, the MPU62 sets an opening command in step S1005. This opening command includes information related to the round counter RC. The value of the round counter RC is updated by subtracting 1 from the value of the round counter RC each time a round game is executed. In other words, the opening command includes information related to the number of times the round game has been executed. Also, in step S301 of the normal process, the MPU62 transmits the opening command set in step S1005 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 that the opening / closing door 38b has been set to the open state based on the opening command transmitted from the MPU62 and executes a predetermined process.

[0213] Next, the process (the process after step S1006) when it is determined in step S1001 by the MPU62 that the big winning opening 38a is open will be described. In step S1006, 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 in the timer counter T in step S1103 or step S1106 of the big winning opening process has elapsed.

[0214] If the MPU62 determines in step S1006 that the value of the timer counter T is not "0" or less, it executes the process after step S1007. On the other hand, if the MPU62 determines in step S1006 that the value of the timer counter T is "0" or less, it executes the process after step S1018.

[0215] First, the process (the process after step S1007) when it is determined in step S1006 by the MPU62 that the value of the timer counter T is not "0" or less will be described. In step S1007, the MPU62 determines whether or not a winning has occurred at the big winning opening 38a. Note that the determination as to whether or not 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.

[0216] If the MPU62 determines in step S1007 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 S1007 that a winning has occurred at the big winning opening 38a, in step S1008, it subtracts 1 from the value of the winning counter PC and updates it.

[0217] In step S1009, the MPU62 determines whether or not the value of the winning counter PC is "0" or less. If the MPU62 determines in step S1009 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 S1009 that the value of the winning counter PC is "0" or less, in step S1010, it executes a 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.

[0218] In step S1011, the MPU62 sets a closing command. This closing command includes information related to the round counter RC. The value of the round counter RC is updated by subtracting 1 from the value of the round counter RC each time a round game is executed. In other words, the closing command includes information related to the number of times the round game has been executed. The MPU62 transmits the closing command set in step S1011 to the audio / light emission control device 90 in step S301 of the normal process. Note that the audio / light emission 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 predetermined processing.

[0219] In step S1012, MPU62 determines whether the pass / fail result is a "special outlier result". If MPU62 determines in step S1012 that the pass / fail result is a "special outlier result", it sets the value of the open / close counter SOC to "0" and then executes the processes after step S1024 described below.

[0220] On the other hand, if MPU62 determines in step S1012 that the pass / fail result is not a "special outlier result", it executes the processes after step S1013. In step S1013, MPU62 updates the value of the round counter RC by subtracting 1 from it.

[0221] In step S1014, MPU62 determines whether the value of the round counter RC is "0" or less. If MPU62 determines in step S1014 that the value of the round counter RC is not "0" or less, in step S1015, it sets the value of the timer counter T to "500". Then, MPU62 ends the big winning opening / closing process.

[0222] Here, the value set for the timer counter T in step S1015 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 of the opening / closing execution mode.

[0223] On the other hand, if MPU62 determines in step S1014 that the value of the round counter RC is "0" or less, it executes the processes after step S1016. In step S1016, the MPU62 sets "2000" as the waiting time (waiting period) for ending in the timer counter T. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for ending is 4 seconds. Note that the waiting time for ending is not limited to this and is arbitrary.

[0224] The waiting time for ending is the same regardless of the type of game result, except for the special deviation result in the high probability mode, similar to the waiting time for opening. That is, this waiting time for ending is the same regardless of the type of opening / closing execution mode, except for the special deviation result in the high probability mode. Note that the waiting time for 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 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 other game results.

[0225] In step S1017, the MPU62 sets an ending command. In step S301 of the normal process, the MPU62 transmits the ending command set in step S1017 to the audio / light emission control device 90. After that, the MPU62 ends the big winning opening / closing process. Note that the audio / light emission control device 90 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU62 and executes a predetermined process.

[0226] Next, the process (processes after step S1018) when it is determined in step S1006 by the MPU62 that the value of the timer counter T is "0" or less will be described. In step S1018, the MPU62 executes the closing execution process in the same manner as in step S1010 described above. In step S1019, MPU62 sets a close command in the same way as in step S1011 described above.

[0227] In step S1020, MPU62 determines whether the pass / fail result is a "special miss result". If MPU62 determines in step S1020 that the pass / fail result is not a "special miss result", that is, if it determines that the pass / fail result is a "big win", it executes the processing after step S1021. On the other hand, if MPU62 determines in step S1020 that the pass / fail result is a "special miss result", it executes the processing after step S1023.

[0228] First, the processing when MPU62 determines in step S1020 that the pass / fail result is not a "special miss result" (the processing after step S1021) will be described. In step S1021, MPU62 updates by subtracting 1 from the value of the round counter RC.

[0229] In step S1022, MPU62 determines whether the value of the round counter RC is "0" or less. If MPU62 determines in step S1022 that the value of the round counter RC is not "0" or less, it executes the processing after step S1015 described above. On the other hand, if MPU62 determines in step S1022 that the value of the round counter RC is "0" or less, it executes the processing after step S1016 described above.

[0230] Next, the processing when MPU62 determines in step S1020 that the pass / fail result is a "special miss result" (the processing after step S1023) will be described. In step S1023, MPU62 updates by subtracting 1 from the value of the open / close counter SOC.

[0231] In step S1024, MPU62 determines whether the value of the open / close counter SOC is "0" or less. Here, in step S1012, if it is determined at MPU62 that the pass / fail result is a "special deviation result", or after step S1023 is executed, MPU62 executes step S1024. If MPU62 determines in step S1024 that the value of the open / close counter SOC is not "0" or less, it executes the processing from step S1015 and subsequent steps described above. On the other hand, if MPU62 determines in step S1024 that the value of the open / close counter SOC is "0" or less, in step S1025, it determines whether the pass / fail lottery mode is the high-probability mode.

[0232] If MPU62 determines in step S1025 that the pass / fail lottery mode is not the high-probability mode (if it is determined that the pass / fail lottery mode is the low-probability mode), it executes the processing from step S1016 and subsequent steps described above. On the other hand, if MPU62 determines in step S1025 that the pass / fail lottery mode is the high-probability mode, it ends the big winning opening / closing process. In other words, in the case of a special deviation result in the high-probability mode, the waiting time for ending is 0 sec.

[0233] Returning to the explanation of the game state transition process, with reference to FIG. 17, the processing from step S915 and subsequent steps will be described. After executing the big winning opening / closing process in step S914, MPU62 determines in step S915 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.

[0234] If MPU62 determines in step S915 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, it ends the game state transition process. On the other hand, when MPU62 determines in step S915 that both the value of the open / close counter SOC and the value of the round counter RC are "0" or less, in step S916, it determines whether the value of the timer counter T is "0" or less.

[0235] If MPU62 determines in step S916 that the value of the timer counter T is not "0" or less, it ends the game state transition process. On the other hand, if MPU62 determines in step S916 that the value of the timer counter T is "0" or less, in step S917, after clearing the open / close execution mode flag stored in RAM64, it executes the transition process at the end of the open / close execution mode. Then, 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.

[0236] FIG. 20 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, as shown in FIG. 20, MPU62 executes steps S1201 to S1209. In step S1201, MPU62 determines whether the allocation result is the "most advantageous result" or the "explicitly few rounds high probability result".

[0237] If MPU62 determines in step S1201 that the allocation result is the "most advantageous result" or the "explicitly few rounds high probability result", it executes the processing after step S1202. On the other hand, if MPU62 determines in step S1201 that the allocation result is not the "most advantageous result" or the "explicitly few rounds high probability result", it executes the processing after step S1205.

[0238] First, the processing (processing after step S1202) when it is determined in step S1201 by MPU62 that the allocation result is the "most advantageous result" or the "explicitly few rounds high probability result" will be described. In step S1202, the MPU62 sets a high-frequency support flag in the RAM64. If the high-frequency support flag has already been set in the RAM64, the MPU62 maintains it. By doing so, the MPU62 sets the support mode to the high-frequency support mode.

[0239] In step S1203, the MPU62 clears the count limit flag stored in the 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 the RAM64 and the count limit flag is not set.

[0240] In step S1204, the MPU62 sets a high-probability mode flag in the RAM64. If the high-probability mode flag has already been set in the RAM64, the MPU62 maintains it. By doing so, 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. Then, the MPU62 ends the transition process at the end of the opening / closing execution mode.

[0241] Note that when ending the transition process at the end of the opening / closing execution mode, the MPU62 clears the flags set in the RAM64 according to the distribution result (low-probability result flag, explicit few-round high-probability result flag, and most favorable result flag), and the special miss flag. Also, in step S205 of the winning process for the operation port described above, step S701 of the variation start process, step S806 of the display duration setting process, step S906 of the game state transition process, and step S1025 of the big winning port opening / closing process, the MPU62 determines whether the win / loss lottery mode is the high-probability mode by determining whether the high-probability mode flag is set in the RAM64.

[0242] Next, the processing when it is determined in step S1201 that the allocation result is not the "most advantageous result" or the "explicitly few-round high-probability result" by MPU62 (processing after step S1205) will be described. In step S1205, MPU62 determines whether the allocation result is a "low-probability result".

[0243] If MPU62 determines in step S1205 that the allocation result is not a "low-probability result" (when it is determined that the pass / fail result is a "special non-winning result"), MPU62 ends the transition process at the end of the open / close execution mode. On the other hand, if MPU62 determines in step S1205 that the allocation result is a "low-probability result", MPU62 executes the processing after step S1206.

[0244] In step S1206, MPU62 clears the high-probability mode flag. As a result, MPU62 sets the pass / fail lottery mode to the low-probability mode. This low-probability mode continues until at least a "big win" occurs in the pass / fail lottery and the allocation result becomes other than a "low-probability result".

[0245] In step S1207, MPU62 sets the high-frequency support flag in RAM64. If the high-frequency support flag is already set in RAM64, MPU62 maintains it. As a result, MPU62 sets the support mode to the high-frequency support mode. In step S1208, MPU62 sets the value "100" to the game count counter provided in each counter area 64a of RAM64. In step S1209, MPU62 sets the count limit flag in RAM64. If the count limit flag is already set in RAM64, MPU62 maintains it. Then, MPU62 ends the transition process at the end of the open / close execution mode.

[0246] Here, in the high-frequency support mode, when the high-frequency support flag is set in the RAM 64 and the count limit flag is set, it continues until 100 game rounds, which is the end reference number of rounds set in the game round counter, are completed. When the MPU 62 has completed 100 game rounds, it clears the high-frequency support flag and the count limit flag. As a result, the MPU 62 sets the support mode to the low-frequency support mode. Note that the MPU 62 executes these processes as power assist support processes in the normal process step S306, but detailed descriptions are omitted.

[0247] In this way, when a "big win" is achieved in the win / loss lottery and the distribution result in the distribution lottery is "the most advantageous result" or "the 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 opening / closing execution mode (i.e., the round number regulation mode). The high-probability mode and the high-frequency support mode continue at least until a "big win" is achieved in the win / loss lottery.

[0248] Also, when a "big win" is achieved in the win / loss lottery and the distribution result in the distribution lottery is "low-probability result", regardless of the current game state, the game state shifts 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). The low-probability mode continues at least until a "big win" is achieved 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 achieving a "big win" in the win / loss lottery.

[0249] Also, when a "big win" is not achieved in the win / loss lottery, that is, when the win / loss result in the win / loss lottery is "special loss result" or "normal loss result", the game state does not shift.

[0250] As described above, in this embodiment, the main control device 60 functions as a game state transition means for transitioning the game state from the normal control state (low probability mode and high probability mode) to an opening / closing execution mode advantageous to the player based on the result of an internal lottery executed triggered by the entry of a game ball into the central operation port 36 and the right operation port 37.

[0251] <Electrical Configuration of Audio-Visual Control Device 90 and Display Control Device 100> FIG. 21 is a block diagram showing the electrical configuration of the audio-visual control device and the display control device. As shown in FIG. 21, the audio-visual control device 90 includes an audio-visual control board 91, an MPU 92 mounted on the audio-visual 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 chip-formed in addition to the ROM 93 and the RAM 94.

[0252] 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.

[0253] The MPU 92 is provided with an input port and an output port. The input port of the MPU 92 is connected to the main control device 60 as described above. Also, the input port of the MPU 92 is connected to the push button 25b. 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. Further, MPU92 transmits the commands as a result of analyzing these commands to the display control device 100. Note that the audio-visual 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.

[0254] 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 chip-mounted in addition to the program ROM 103 and the work RAM 104. Note that the MPU 102, the VDP 105, the character ROM 106, and the video RAM 107 are mounted on the display control board 101.

[0255] The MPU 102 analyzes the commands transmitted from the audio-visual 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.

[0256] 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.

[0257] The VDP105 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 VDP105 is integrated into an IC chip, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip with firmware dedicated to drawing processing built-in. This VDP105 reads image data from the character ROM 106 based on the content of the command generated by the MPU 102 and stores this image data in the video RAM 107.

[0258] 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 referred to when determining the display color at each dot of the bitmap image, and the like. The video RAM 107 is a memory for storing display data to be displayed on the 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.

[0259] <Regarding the timer interrupt process executed by the audio and light emission control device 90> Figure 22 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 22, the MPU 92 periodically (for example, at a cycle of 2 msec) executes steps S2001 to S2005.

[0260] In step S2001, the MPU92 executes command storage processing. In this command storage processing, when the MPU92 receives a command from the MPU62, it stores the command in the RAM94. Specifically, the RAM94 has a ring buffer for storing and reading commands received from the MPU62, and the MPU92 stores the commands in the ring buffer according to the order received from the MPU62. Note that the MPU92 reads commands from the ring buffer according to the order in which they are stored in the ring buffer.

[0261] In step S2002, the MPU92 executes production determination processing based on the command received from the MPU62. In the production determination processing, the MPU92 determines productions for game use, productions for the opening / closing execution mode, etc. This production determination processing will be described in detail later. In step S2003, the MPU92 executes production execution processing based on the content of the production determination processing in step S2002. Specifically, in the production execution processing, the MPU92 executes light emission control of various lamp units 23, 49a to 49c and executes voice control of the speaker unit 24.

[0262] In step S2004, the MPU92 executes demo display execution processing based on the demo command received from the MPU62. In the demo display execution processing, the MPU92 executes a demo display when a predetermined start waiting period for demo start (for example, 30 seconds) has elapsed without a new game round starting after the end of a game round. Specifically, in the demo display execution processing, the MPU92 executes light emission control of various lamp units 23 and executes voice control of the speaker unit 24.

[0263] In step S2005, a command transmission process for transmitting the commands set in the effect determination process of step S2002 to the display control device 100 is executed. In this command transmission process, the MPU 92 determines whether or not it has reached the timing to transmit various commands stored as a command list in the command list storage area 94a of the RAM 94 to the display control device 100. If it is determined that the timing to transmit the various commands to the display control device 100 has reached, the MPU 92 transmits that command to the display control device 100. After that, the MPU 92 ends the timer interrupt process.

[0264] <Regarding the effect determination process executed by the voice and light control device 90> FIG. 23 is a diagram showing a flowchart of the effect determination process. The MPU 92 of the voice and light control device 90 executes an effect determination process in order to execute effects for game use, effects for the opening / closing execution mode, and the like. In this effect determination process, as shown in FIG. 23, the MPU 92 executes steps S2101 to S2116.

[0265] In step S2101, the MPU 92 determines whether or not it has received the variable command and the type command transmitted from the MPU 62. If the MPU 92 determines in step S2101 that it has not received each command, the MPU 92 executes the processes after step S2109. On the other hand, if the MPU 92 determines in step S2101 that it has received each command, in step S2102, based on the content of the type command, the MPU 92 determines whether or not the game result is a "most advantageous result" or a "low probability result".

[0266] When it is determined in step S2102 that the game result is the "most advantageous result" or the "low probability result", in step S2103, the MPU92 executes a symbol determination process corresponding to the type of the game result. In this symbol determination process, when it is determined that the game result is the "most advantageous result", the MPU92 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. When it is determined that the game result is the "low probability result", the MPU92 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.

[0267] On the other hand, when it is determined in step S2102 that the game result is not the "most advantageous result" or the "low probability result", in step S2104, based on the content of the type command, the MPU92 determines whether the game result is a "normal losing result". When it is determined in step S2104 that the game result is not the "normal losing result", that is, when the game result is either the "special losing result" or the "explicitly fewer rounds high probability result", in step S2105, the MPU92 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 is finally stopped and displayed on the valid line L. Specifically, the MPU92 determines a special combination of symbols having different numbers from each other (for example, "3·4·1") that are not selected when the "normal losing result" occurs in the pass / fail lottery, rather than a combination of symbols having the same number. Note that this special combination of symbols is the same regardless of the type of the game result.

[0268] On the other hand, when it is determined in step S2104 that the game result is the "normal losing result", in step S2106, the MPU92 executes a symbol determination process for normal losing. In this symbol determination process for normal losing, the MPU92 determines whether a reach display occurs based on the content of the variable command.

[0269] When the MPU92 determines that a reach display has occurred, it determines information related to the combination of symbols of the reach display as the stop result to be finally stopped and 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 has not occurred, it determines information related to a combination of symbols different from the combinations of the above-described symbols as the stop result to be finally stopped and 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 having the same number, the combination of special symbols, and the combination of symbols of the reach display by lottery or the like.

[0270] After executing any one of the processes in step S2103, step S2105, and step S2106, the MPU92 executes a production pattern determination process in step S2107. 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 a production duration (production duration period) and the content of the production as the production pattern. Note that in step S2107, the MPU92 also executes a lottery as to whether to generate a preview display.

[0271] In addition, 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 S2003 described above.

[0272] In step S2108, 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 of step S2103, step S2105, and step S2106. 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 S2005 described above.

[0273] Based on the variation start command and the stop result command transmitted from the MPU92, 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 from the program ROM103. 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, 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.

[0274] After executing the process of step S2108, or when it is determined in step S2101 that the variation command and the type command have not been received, the MPU92 executes the processes after step S2109. In step S2109, the MPU92 determines whether an opening command has been received.

[0275] If the MPU92 determines in step S2109 that the opening command has not been received, it executes the processes after step S2113. On the other hand, if the MPU92 determines in step S2109 that the opening command has been received, in step S2110, it determines the type of the game result based on the content of the opening command.

[0276] In step S2111, the MPU92 executes a process of determining an effect for the opening / closing execution mode corresponding to the type of game result determined in step S2110. In the process of determining the effect for the opening / closing execution mode, when the MPU92 determines in step S2110 that the game result is a "special losing result", it selects effect A as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is an "explicitly few-round high-probability result", it selects effect B as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is the "most advantageous result", it selects effect C or effect D as the effect for the opening / closing execution mode. Also, when the MPU92 determines that the game result is a "low-probability result", it selects effect D as the effect for the opening / closing execution mode. 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 during the opening / closing execution mode. Also, the durations of effect C and effect D correspond to the time when the opening and closing of the big winning opening 38a are executed 15 times in a long-time mode during the opening / closing execution mode.

[0277] Also, based on the selection results of effects A to D, the MPU92 executes light emission control of the display lamp unit 23 and voice control of the speaker unit 24 in the effect execution process of step S2003 described above.

[0278] In step S2112, the MPU92 sets an opening / closing execution mode command including information related to the effect for the opening / closing execution mode selected in step S2111. 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 S2005 described above.

[0279] The MPU102 of the control device 100 reads out a data table for executing the effect for the opening / closing execution mode at the pattern display device 47 based on the command for the opening / closing execution mode transmitted from the MPU92 from the program ROM103. 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 pattern display device 47 executes the effect for the opening / closing execution mode selected by the MPU92 of the voice and light control device 90.

[0280] After executing the process of step S2112, or when it is determined in step S2109 that the opening command has not been received, the MPU92 executes the processes after step S2113. In step S2113, the MPU92 determines whether a minor hit command has been received.

[0281] When it is determined in step S2113 that the minor hit command has not been received, the MPU92 executes the processes after step S2116. On the other hand, when it is determined in step S2113 that the minor hit command has been received, in step S2114, the MPU92 executes the determination process for the minor hit effect. In this determination process for the minor hit effect, the MPU92 selects the content of the minor hit effect by referring to the table for effects stored in advance in the ROM93.

[0282] Also, based on the content of the selected effect, in the effect execution process of step S2003 described above, the MPU92 executes the light emission control of the display lamp unit 23 and the voice control of the speaker unit 24.

[0283] In step S2115, the MPU92 sets a hit effect command related to the hit effect determined in the hit effect determination process of step S2114. Then, the MPU92 stores the hit effect command in the command list stored in the command list storage area 94a of the RAM94. This hit effect command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.

[0284] The MPU102 of the display control device 100 reads out a data table for executing the hit effect on the symbol display device 47 based on the hit effect 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 hit effect.

[0285] After executing the process of step S2115, or when it is determined in step S2113 that the hit command has not been received, the MPU92 executes the processes after step S2116. In step S2116, the MPU92 executes other processes. In the other processes, the MPU92 executes, for example, processes for advancing the effect for the open / close execution mode based on the release command, close command, and ending command transmitted from the MPU62. After that, the MPU92 ends the effect determination process.

[0286] <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. 24 is a diagram showing the relationship between the game result and the game state, etc. Specifically, FIG. 24 is a diagram showing the relationship between the game result excluding the "normal miss result" and the game state, etc., with the game results arranged in the column direction and the game state, etc. arranged in the row direction. As shown in FIG. 24, 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 "explicitly few rounds high probability result", "most advantageous result", and "low probability result".

[0287] Here, as shown in the second column of Table 2 in FIG. 24, 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). Also, 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 results 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 results and the game state etc. as follows, but the combination of the game results and the game state etc., the content of the game results, and the content of the game state etc. are arbitrary.

[0288] In the "special miss result", the opening / closing execution mode shifts to the opening / closing number regulation mode instead of the round number regulation mode, and the opening / closing of the big winning opening 38a is executed twice in a short-time mode. Also, in the "special miss result", the winning / losing lottery mode does not shift. Also, in the "special miss result" of the low probability mode, the stop result is a special combination of symbols, and the effect for the opening / closing execution mode is effect A, and in the "special miss result" of the high probability mode, the stop result is a special combination of symbols, and instead of the effect for the opening / closing execution mode, it becomes a small win effect.

[0289] In the "Explicitly Few Rounds High Probability Result", the opening / closing execution mode shifts to a round number regulation mode in which the round game is played with a maximum of 2 times, and the opening / 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 / 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. Furthermore, in the game round after the opening / 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, by confirming the effect for the opening / closing execution mode, the player can grasp that the game result is the "Explicitly Few Rounds High Probability Result".

[0290] In the "Most Favorable Result" and "Low Probability Result", the opening / closing execution mode shifts to a round number regulation mode in which the round game is played with a maximum of 15 times, and the opening / closing of the big winning opening 38a is executed 15 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 / 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 / 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 / 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 / closing execution mode is effect D. Furthermore, in the "Most Favorable Result" and "Low Probability Result", the support mode shifts to a high frequency support mode.

[0291] Therefore, when the combination of symbols has the same odd-numbered digits as the stop result and the effect for the opening / closing execution mode becomes effect C, the player can grasp that the game result is the "most advantageous result". However, when the combination of symbols has the same even-numbered digits as the stop result, the player cannot determine whether the game result is the "most advantageous result" or the "low probability result" by checking the stop result or the effect for the opening / closing execution mode. In other words, even if the result is the "most advantageous result" in the distribution lottery, when the combination of symbols has the same even-numbered digits as the stop result, the symbol display device 47 disguises it as if the game result were the "low probability result".

[0292] Then, in the game round after the end of the opening / closing execution mode, the symbol display device 47 displays an image indicating that it is in the high probability mode on the display screen G. In other words, the symbol display device 47 cancels the disguise that it had made as if the game result were the "low probability result".

[0293] <Flow after transitioning to the high probability mode> FIG. 25 is a diagram showing the right operation port, the variable winning device, and the symbol display device when the pass / fail result becomes the "special losing result" after transitioning to the high probability mode. Note that the high probability mode transitions when a "big win win" occurs in the pass / fail lottery and it is allocated to the "explicit few rounds high probability result" or the "most advantageous result" in the distribution lottery. In this case, the support mode transitions to the high frequency support mode. Also, in FIG. 25, the open state of the right operation port 37 and the closed state of the variable winning device 38 are shown as solid lines, and the closed state of the right operation port 37 and the open state of the variable winning device 38 are shown as two-dot chain lines.

[0294] First, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period. During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). Then, when a "big win" is selected in the win / loss lottery and it is allocated to the "most advantageous result" in the allocation lottery, the MPU102, based on the stop result command received from the MPU92 after the elapse of the high-speed variable period, displays as a stop result a combination of symbols having the same number (in this embodiment, "7·7·7") on the effective line L to notify the result of the win / loss lottery (see FIG. 25(A)). Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0295] In the "most advantageous result", the opening / closing execution mode transitions to the round number regulation mode in which the round game is performed with a maximum of 15 times as the upper limit number of times, and the opening and closing of the big winning opening 38a are executed 15 times in a long-time mode. After the end of the opening / closing execution mode, the win / loss lottery mode transitions to the high-probability mode, and the support mode transitions to the high-frequency support mode. In the high-frequency support mode, as shown in FIG. 25(A), the MPU102 displays a right arrow in the upper right of the display screen G of the symbol display device 47 to suggest a right hit to the player.

[0296] Here, in the high-frequency support mode, the player can increase the probability of winning the right operation port 37 rather than the central operation port 36 by hitting right with the maximum rotation operation amount of the firing handle 27 and shifting 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 opposite side. And when a winning in the right 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. Therefore, in the high-frequency support mode, the player can advantageously advance the game by launching the game ball towards the right-shot route.

[0297] The game ball launched towards the right-shot route wins a prize at the through gate 41 provided on the right side of the central part of the game board 31. When the result of the internal lottery conducted based on winning the through gate 41 corresponds to the transition to the electric winning state, as described above, the electric accessory 37a provided at the right operating port 37 is opened in a predetermined manner. When the electric accessory 37a is set to the open state, the game ball utilizes the inclination of the plate surface on the vertically upper side of the electric accessory 37a and enters the right operating port 37 along this plate surface (see Fig. 25(A)). At this time, since the plate surface on the vertically upper side of the electric accessory 37a is formed in a wave shape, the game ball will enter the right operating port 37 over time while being shaken on this plate surface. In Fig. 25(A), there are three (B1, B2) game balls moving along the plate surface of the electric accessory 37a.

[0298] In the high-probability mode, the MPU 62 executes the closing execution process of the right operating port in step S206 based on the entry of one game ball B1 into the right operating port 37. In this closing execution process of the right operating port, the MPU 62 executes drive control of the electric accessory drive unit 37b to set the electric accessory 37a to the closed state, as shown in Fig. 25(B). In other words, in the high-probability mode, the MPU 62 sets the electric accessory 37a to the open state when winning the electric accessory open lottery, and then sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operating port 37. Therefore, the remaining two game balls B2 that were moving along the plate surface of the electric accessory 37a will pass through the electric accessory 37a and fall down.

[0299] Also, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period (see FIG. 25(B)). During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). When the result of the win / loss lottery is a "special loss result", as shown in FIG. 25(C), after the elapse of the high-speed variable period, the MPU102 notifies the result of the win / loss lottery by stopping and displaying a special combination of symbols (in this embodiment, "3·4·1") on the valid line L based on the stop result command received from the MPU92. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode. Also, based on the small win effect command transmitted from the MPU92, the MPU102 causes a character to be displayed on the display screen G of the symbol display device 47, and notifies the player that the game result is a "special loss result" with the character's line "You did it!".

[0300] In the case of a "special loss result", the opening / closing execution mode transitions to the opening / closing number regulation mode instead of the round number regulation mode, and the opening and closing of the big winning opening 38a are executed twice in a short-time manner. This opening / closing number regulation mode ends when the opening and closing of the big winning opening 38a have been executed a predetermined total number of times (twice in this embodiment) or when a predetermined number (one in this embodiment) of game balls have won in the big winning opening 38a.

[0301] Here, as described above, when it is determined in step S806 that the win / loss lottery mode is the high-probability mode, the MPU 62 reads out the special display duration stored in the display duration table storage area 63d of the ROM 63 in step S807. And when the MPU 62 reads out the special display duration, it sets this special display duration (0.1 sec in this embodiment) to the display duration counter provided in each counter area 64a of the RAM 64. Therefore, based on the entry of one game ball B1 into the right operation port 37, it shifts to the high-speed variation period, and as a stop result, by stopping and displaying a special symbol combination ("3·4·1" in this embodiment) on the effective line L, the time until the result of the win / loss lottery is notified is about 0.1 sec.

[0302] Also, as described above, when it is determined in step S906 that the win / loss lottery mode is the high-probability mode, the MPU 62 sets "50" as the standby time (standby period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM 64 in step S907. 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 standby time for starting a small win is 0.1 sec.

[0303] In other words, after the MPU 62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, when about 0.2 sec, which is the total time of the special display duration and the standby time for starting a small win, has elapsed, the MPU 62 sets the big winning port 38a to the open state.

[0304] In addition, the vertical distance between the electric accessory 37a and the big winning opening 38a is set such that when the electric accessory 37a is set to the closed state and the game ball that has traveled along the plate surface of the electric accessory 37a freely falls, it reaches the big winning opening 38a after approximately 0.2 seconds. In other words, the remaining two game balls B2 that have traveled along the plate surface of the electric accessory 37a can pass through the electric accessory 37a, fall, and win at the big winning opening 38a (see Fig. 25(C)). According to this, since the electric accessory 37a and the big winning opening 38a are separated by a predetermined distance, the player can enjoy the game while observing the process of the game ball that has traveled along the plate surface of the electric accessory 37a reaching the big winning opening 38a after starting to freely fall, and whether or not it wins at the big winning opening 38a.

[0305] Here, as described above, the opening / closing number regulation mode ends on the condition that a predetermined number (one in this embodiment) of game balls have won at the big winning opening 38a. However, since the plate surface on the vertical upper side of the electric accessory 37a is formed in a wave shape, the game ball enters the right operation port 37 over time while being shaken on this plate surface, and the electric accessory 37a can hold a plurality of game balls until it is set to the closed state based on the entry of the game ball B1 into the right operation port 37. Therefore, the pachinko machine 10 can cause the remaining plurality of game balls that have traveled along the plate surface of the electric accessory 37a to win at the big winning opening 38a simultaneously, making it easier to achieve an over-win, and thus can improve the player's attention to the game. In this embodiment, the electric accessory 37a is designed to be able to hold 3 to 4 game balls until it is set to the closed state based on the entry of the game ball B1 into the right operation port 37.

[0306] Thereafter, as shown in Fig. 25(D), the MPU 62 sets the big winning opening 38a to the closed state. As a result, the other game balls B launched toward the right shooting route pass through the electric accessory 37a, fall, and then utilize the inclination of the plate surface on the vertical upper side of the opening / closing door 38b and fall along this plate surface toward the out port 39 (see Fig. 2), so they cannot win at the big winning opening 38a.

[0307] Thus, in this embodiment, the opening / closing door 38b of the variable prize device 38 is located vertically below the electric accessory 37a. Then, after setting the electric accessory 37a to the open state, the electric accessory drive unit 37b sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, thereby releasing the remaining game balls B2 held by the electric accessory 37a. Further, the variable prize drive unit 38c sets the opening / closing door 38b to the open state so as to allow the game ball B2 released from the electric accessory 37a to enter the big prize opening 38a.

[0308] In other words, the variable prize drive unit 38c sets the opening / closing door 38b to the open state in accordance with the timing when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state. According to this, the pachinko machine 10 can cause the remaining game balls B2 held by the electric accessory 37a to enter the big prize opening 38a, and can pay out a predetermined game ball when this game ball B2 enters. Therefore, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0309] Also, in this embodiment, since the opening / closing door 38b is located vertically below the electric accessory 37a, when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, the game ball B2 released from the electric accessory 37a will fall freely towards the opening / closing door 38b. Therefore, the pachinko machine 10 can make it easier for the remaining game balls B2 held by the electric accessory 37a to enter the big prize opening 38a.

[0310] Also, in this embodiment, when the result of the win / loss lottery is a "special loss result" without being a "big win", the variable prize drive unit 38c sets the opening / closing door 38b to the open state, and then sets the opening / closing door 38b to the closed state based on the entry of a predetermined number (one in this embodiment) of game balls into the big winning opening 38a. And the electric accessory 37a can hold a plurality of game balls flowing down in the game area so that the number of game balls (two in this embodiment) released from the electric accessory 37a is more than the predetermined number of game balls. Since the plate surface on the upper vertical side of the electric accessory 37a is formed in a wave shape, the game balls will enter the right operating port 37 over time while being shaken on this plate surface. According to this, the variable prize drive unit 38c sets the opening / closing door 38b to the open state, and then sets the opening / closing door 38b to the closed state based on the entry of a predetermined number of game balls into the big winning opening 38a. The electric accessory 37a can hold a plurality of game balls flowing down in the game area so that the number of game balls B2 released from the electric accessory 37a is more than the predetermined number of game balls. Therefore, the pachinko machine 10 can make more game balls enter the big winning opening 38a than the predetermined number of game balls, and it is easier to achieve an over-win. Thus, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0311] In this embodiment, the electric accessory drive unit 37b sets the electric accessory 37a to the open state, and then sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operating port 37. However, the electric accessory 37a may be set to the closed state based on the entry of two or more game balls. In short, the guide piece drive unit may set the guide piece to the closed state based on the entry of at least one game ball into the lottery means after setting the guide piece to the open state. When the electric accessory 37a is set to the closed state based on the entry of two or more game balls, the MPU 62 may be configured to end the variable display and stop the display when 0.1 sec has elapsed after setting the electric accessory 37a to the closed state.

[0312] Also, in the present embodiment, the electric accessory drive unit 37b sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37 after setting the electric accessory 37a to the open state. However, for example, the electric accessory 37a may be set to the closed state based on the satisfaction of other conditions such as the elapse of a predetermined time. In this case, the variable winning drive unit 38c may set the opening / closing door 38b to the open state according to the timing corresponding to the other conditions for setting the electric accessory 37a to the closed state by the electric accessory drive unit 37b.

[0313] Also, in the present embodiment, the opening / closing door 38b of the variable winning device 38 is located on the vertically lower side of the electric accessory 37a. However, as long as it is located on the downstream side of the flow path of the game ball that has passed through the electric accessory 37a, it does not necessarily have to be located on the vertically lower side of the electric accessory 37a.

[0314] Also, in the present embodiment, when the "special loss result" occurs without winning the "big win" in the win / loss lottery, the variable winning drive unit 38c sets the opening / closing door 38b to the open state and then sets the opening / closing door 38b to the closed state based on the entry of a predetermined number (one in this embodiment) of game balls into the big winning port 38a. The electric accessory 37a was capable of holding a plurality of game balls flowing down the game area so that the number of game balls released from the electric accessory 37a (two in this embodiment) was more than the predetermined number of game balls. In contrast, the electric accessory 37a does not necessarily have to be capable of holding a plurality of game balls flowing down the game area so that the number of game balls released from the electric accessory 37a is more than the predetermined number of game balls. In other words, the plate surface on the vertically upper side of the electric accessory 37a does not necessarily have to be formed in a wave shape.

[0315] In addition, in the present embodiment, the electric accessory 37a and the electric accessory drive unit 37b are capable of holding a plurality of game balls flowing down in the game area, and also function as ball entry assisting means for assisting the entry of game balls into the variable winning device 38. In this case, the electric accessory 37a functions as an auxiliary main body portion located on the upstream side of the flow path of the game balls entering the variable winning device 38, and the electric accessory drive unit 37b functions as an auxiliary drive unit that sets the holding state (open state of the electric accessory 37a) or the non-holding state (closed state of the electric accessory 37a) by driving the electric accessory 37a. Then, the electric accessory drive unit 37b holds the plurality of game balls B1 and B2 flowing down in the game area by setting the electric accessory 37a to the holding state, and releases the game ball B2 held by the electric accessory 37a so as not to interfere with the game balls flowing down in the game area by setting the electric accessory 37a to the non-holding state.

[0316] In the present embodiment, the ball entry assisting means employs the electric accessory 37a and the electric accessory drive unit 37b, but other mechanical elements may be employed. In other words, the ball entry assisting means may be configured independently of the start ball entry means (the central operation port 36 and the right operation port 37). In short, the auxiliary main body portion only needs to be capable of holding a plurality of game balls flowing down in the game area so that the number of game balls released from the auxiliary main body portion is more than a predetermined number of game balls.

[0317] According to such a present embodiment, the following operations and effects can be achieved. (1) The variable winning drive unit 38c sets the opening / closing door 38b to the open state in accordance with the timing when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state. According to this, the pachinko machine 10 can cause the remaining game ball B2 held by the electric accessory 37a to enter the big winning port 38a, and a predetermined game ball can be paid out when this game ball B2 enters. Therefore, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0318] (2) Since the opening / closing door 38b is located vertically below the electric accessory 37a, when the electric accessory driving unit 37b sets the electric accessory 37a to the closed state, the game balls B2 released from the electric accessory 37a will fall freely and head towards the opening / closing door 38b. Therefore, the pachinko machine 10 can make it easier for the remaining game balls B2 held by the electric accessory 37a to enter the big winning opening 38a. (3) After the variable winning driving unit 38c sets the opening / closing door 38b to the open state, based on the entry of a predetermined number of game balls into the big winning opening 38a, it sets the opening / closing door 38b to the closed state. Since the electric accessory 37a can hold a plurality of game balls flowing down in the game area so that the number of game balls B2 released from the electric accessory 37a is more than the predetermined number of game balls, the pachinko machine 10 can cause more game balls than the predetermined number of game balls to enter the big winning opening 38a, making it easier to achieve an over-win. Therefore, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0319] 〔Second Embodiment〕 Hereinafter, a second embodiment of the present invention will be described with reference to the drawings. In the following description, for parts that have already been described, the same reference numerals are given and their descriptions are omitted.

[0320] In the first embodiment, after the MPU 62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation opening 37, when about 0.2 seconds, which is the total time of the special display continuation time and the waiting time for the start of a small hit, has elapsed, the MPU 62 sets the big winning opening 38a to the open state. The vertical distance between the electric accessory 37a and the big winning opening 38a is set so that when the electric accessory 37a is set to the closed state and the game balls traveling along the plate surface of the electric accessory 37a fall freely, they reach the big winning opening 38a after about 0.2 seconds. In other words, the remaining two game balls B2 traveling along the plate surface of the electric accessory 37a could pass through the electric accessory 37a, fall, and win at the big winning opening 38a.

[0321] In contrast, in this embodiment, after the MPU 62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, when the total time of the special display duration and the standby time for starting a minor hit has elapsed, the MPU 62 sets the big winning port 38a to the open state and adjusts the standby time for starting a minor hit. In other words, in this embodiment, the remaining two game balls B2 that have traveled along the plate surface of the electric accessory 37a may not pass through the electric accessory 37a and fall into the big winning port 38a, which is different from the first embodiment in this regard.

[0322] FIG. 26 is a front view of an enlarged game board in the vicinity of the right operation port and the variable winning device according to the second embodiment of the present invention. Similar to the first embodiment, the right operation port 37 includes an electric accessory 37a and an electric accessory drive unit 37b. As shown in FIG. 26, it also includes a guard rail 371 provided above the electric accessory 37a in the vertical direction and a passing sensor 372 provided on the right side of the guard rail 371.

[0323] The guard rail 371 is provided on the game board 31 such that its left end abuts against the upper right end of the right operation port 37 and is inclined so as to descend toward the right operation port 37. The guard rail 371 is provided on the game board 31 so as to be parallel to the electric accessory 37a. The horizontal width of the guard rail 371 is set to be about half of that of the electric accessory 37a. The guard rail 371 protrudes from the game board 31 toward the window panel 22 and is fixed. Therefore, a game ball flowing down from above the guard rail 371 in the vertical direction, for example, a game ball passing through the flow path of arrow A in the figure, uses the inclination of the plate surface above the guard rail 371 in the vertical direction and flows down toward the out port 39 (see FIG. 2) without entering the right operation port 37. Here, the distance between the electric accessory 37a and the guard rail 371 is wider than the size of one game ball. Therefore, the guard rail 371 is configured not to obstruct the flow of game balls flowing down along the plate surface above the electric accessory 37a in the vertical direction.

[0324] The passing sensor 372 is a sensor that detects the passing of a game ball, and is provided on the game board 31 along the horizontal direction so as to be adjacent to the right end of the guard rail 371. The horizontal width of this passing sensor 372 is set to be about half of that of the electric accessory 37a. Therefore, a game ball flowing down from the vertically upper side of the passing sensor 372, for example, a game ball that has passed through the flow path of arrow B in the figure, after being detected by the passing sensor 372, will flow down along the vertically upper side plate surface of the electric accessory 37a, the vertically upper side plate surface of the opening / closing door 38b, and the like. In other words, the passing sensor 372 detects the number of game balls flowing down along the vertically upper side plate surface of the electric accessory 37a. Note that the passing sensor 372 may be any type as long as it can individually detect the passing of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be adopted.

[0325] <Electrical Configuration of the Voice and Light Emission Control Device 90 and the Display Control Device 100> FIG. 27 is a block diagram showing the electrical configuration of the voice and light emission control device and the display control device. As shown in FIG. 27, the voice and light emission control device 90 includes a voice and light emission control board 91, an MPU 92 mounted on this voice and light emission control board 91, and a ROM 93 and a RAM 94 that constitute this MPU 92. Here, the MPU 92 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrally chipized in addition to the ROM 93 and the RAM 94.

[0326] 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 and the like 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 and various counter areas 94b.

[0327] MPU92 has an input port and an output port. As described above, the input port of MPU92 is connected to the main control device 60. Also, the input port of MPU92 is connected to the push button 25b and the passage sensor 372. The output port of MPU92 is connected to the various lamp units 23, 49a to 49c, the speaker unit 24, and the display control device 100. Based on the commands transmitted from the main control device 60, MPU92 executes drive control of the various lamp units 23, 49a to 49c and the speaker unit 24. Also, MPU92 transmits the commands as a result of analyzing these commands to the display control device 100. Note that the audio-visual 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.

[0328] Also, in the present embodiment, the main control device 60 executes processing different from that of the first embodiment. Specifically, in the present embodiment, the winning process for the operating port, the normal process, and the game state transition process are different from those of the first embodiment. Hereinafter, the contents of the winning process for the operating port, the normal process, and the game state transition process in the present embodiment will be described.

[0329] <Winning Process for Operating Port> FIG. 28 is a diagram showing a flowchart of the winning process for the operating port. In the winning process for the operating port, MPU62 executes steps S201 to S209 in substantially the same manner as in the first embodiment. Note that in the present embodiment, MPU62 is different from the first embodiment in that, as shown in FIG. 28, instead of the process of step S206, the process of step S206A is executed.

[0330] In step S206A, the MPU62 executes the closing execution process for the right operating port. In this closing execution process for the right operating port, the MPU62 executes drive control of the electric accessory drive unit 37b to set the electric accessory 37a in the closed state. In other words, in the high probability mode, when the MPU62 wins the electric accessory release lottery, it sets the electric accessory 37a in the open state, and then sets the electric accessory 37a in the closed state based on the entry of the game ball into the right operating port 37.

[0331] Here, in the present embodiment, after setting the electric accessory 37a in the closed state in step S206A, the MPU62 sets an electric accessory closing command. This electric accessory closing command includes information for making the voice and light control device 90 recognize that the electric accessory 37a has been set in the closed state. In step S301 of the normal process, the MPU62 transmits the electric accessory closing command set in step S206A to the voice and light control device 90. Note that based on the electric accessory closing command transmitted from the MPU62, the voice and light control device 90 recognizes that the electric accessory 37a has been set in the closed state and executes a predetermined process. This process will be described in detail later.

[0332] <Normal process> FIG. 29 is a diagram showing a flowchart of the normal process. In the normal process, the MPU62 executes steps S301 to S314 in substantially the same manner as in the first embodiment. Note that in the present embodiment, the MPU62 is different from the first embodiment in that, as shown in FIG. 29, it executes the process of step S306A instead of the process of step S306.

[0333] In step S306A, the MPU62 executes processing for supporting electric actuators to perform drive control of the electric actuator 37a provided at the right operation port 37. In this processing for supporting electric actuators, the MPU62 executes a lottery for releasing the electric actuator based on the value of the electric actuator release counter C4 stored in the electric actuator reservation area 64c of the RAM64, and when winning the lottery for releasing the electric actuator, executes the opening / closing processing of the electric actuator 37a. Specifically, when winning the lottery for releasing the electric actuator, the MPU62 executes drive control of the electric actuator drive unit 37b to set the electric actuator 37a to the open state. Then, after the MPU62 sets the electric actuator 37a to the open state, when it determines that a predetermined time has elapsed without a game ball winning in the right operation port 37, the MPU62 executes drive control of the electric actuator drive unit 37b to set the electric actuator 37a to the closed state. Further, the MPU62 executes display control of the actuator display unit 46 so as to display the result of the lottery for releasing the electric actuator.

[0334] Here, in the present embodiment, in step S306A, when winning the lottery for releasing the electric actuator, the MPU62 executes drive control of the electric actuator drive unit 37b to set the electric actuator 37a to the open state, and then sets an electric actuator release command. This electric actuator release command includes information for causing the audio-visual control device 90 to recognize that the electric actuator 37a has been set to the open state. In step S301 of the normal processing, the MPU62 transmits the electric actuator release command set in step S306A to the audio-visual control device 90. Note that the audio-visual control device 90 recognizes that the electric actuator 37a has been set to the open state based on the electric actuator release command transmitted from the MPU62, and executes predetermined processing. This processing will be described in detail later.

[0335] <Game state transition processing> FIG. 30 is a diagram showing a flowchart of the game state transition processing. In the game state transition process, the MPU 62 executes steps S901 to S917 in substantially the same manner as in the first embodiment. In this embodiment, the MPU 62 is different from the first embodiment in that, as shown in FIG. 30, instead of the processes of steps S907 and S908, the processes of steps S907A and S908A are executed.

[0336] In step S907A, the MPU 62 executes a setting process for the standby time for starting a small win. In this setting process for the standby time for starting a small win, the MPU 62 sets "50" as the standby time (waiting period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM 64 with a probability of 50%, and sets "200" as the standby time (waiting period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM 64 with the remaining probability of 50%. 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 standby time for starting a small win is 0.1 sec or 0.4 sec. Note that the standby time for starting a small win is not limited to this and is arbitrary.

[0337] Also, in this embodiment, although "50" is set as the standby time (waiting period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM 64 with a probability of 50%, "50" may be set as the standby time (waiting period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM 64 with a probability different from 50%.

[0338] In step S908A, the MPU 62 sets a small win command. Then, the MPU 62 ends the game state transition process. This small win command includes information on the game result that triggered the transition to the open / close execution mode and information related to the standby time for starting a small win. The MPU 62 transmits the small win command set in step S908A to the audio / light emission control device 90 in step S301 of the normal process. Note that the voice and light control device 90 recognizes the transition to the opening / closing execution mode based on the bump command transmitted from the MPU62 and executes a predetermined process. This process will be described in detail later.

[0339] Also, in this embodiment, the voice and light control device 90 executes a process different from that of the first embodiment. Specifically, in this embodiment, the timer interrupt process and the effect determination process are different from those of the first embodiment. Hereinafter, the contents of the timer interrupt process and the effect determination process in this embodiment will be described.

[0340] <Regarding the timer interrupt process executed by the voice and light control device 90> FIG. 31 is a diagram showing a flowchart of the timer interrupt process executed by the voice and light control device. In the timer interrupt process executed by the voice and light control device 90, the MPU92 executes steps S2001 to S2005 in substantially the same manner as in the first embodiment. Note that in this embodiment, the MPU92 is different from the first embodiment in that, as shown in FIG. 31, after executing the process of step S2001 and before executing the process of step S2002, the MPU92 executes the game ball counting process of step S2006A.

[0341] In step S2006A, the MPU92 executes a game ball counting process. In this game ball counting process, the MPU92 counts the number of game balls detected by the passage sensor 372 after setting the electric accessory 37a to the open state. In other words, in the game ball counting process, the MPU92 counts the number of game balls flowing down along the plate surface on the vertical upper side of the electric accessory 37a. Hereinafter, the game ball counting process will be described in detail.

[0342] <Game ball counting process> FIG. 32 is a diagram showing a flowchart of the game ball counting process. In the game ball counting process, the MPU92 executes steps S2201 to S2204 as shown in FIG. 32.

[0343] In step S2201, MPU92 determines whether it has received the solenoid release command transmitted from MPU62. If MPU92 determines in step S2201 that it has received the solenoid release command, then in step S2202, it clears the value of the passing counter PTC provided in various counter areas 94b of RAM94 by substituting 0. After that, MPU92 ends the game ball counting process. Here, the value of the passing counter PTC indicates the number of game balls detected by the passing sensor 372. Therefore, when MPU62 sets the electric accessory 37a to the open state, MPU92 resets and initializes the value of the passing counter PTC.

[0344] On the other hand, if MPU92 determines in step S2201 that it has not received the solenoid release command, then in step S2203, it reads the state of the passing sensor 372, determines the state, and stores it in RAM94 as passing detection information. Then, based on the detection result of the passing sensor 372 stored in RAM94, it determines whether a game ball has passed.

[0345] If MPU92 determines in step S2203 that a game ball has passed, then in step S2204, it adds 1 to the value of the passing counter PTC and updates it. On the other hand, if MPU92 determines in step S2203 that a game ball has not passed, then it ends the game ball counting process.

[0346] <Regarding the effect determination process executed by the voice and light control device 90> FIG. 33 is a diagram showing a flowchart of the effect determination process. In the performance determination process, the MPU 92 executes steps S2101 to S2116 in substantially the same manner as in the first embodiment. In this embodiment, as shown in FIG. 33, the MPU 92 executes the processes of steps S2114A and S2115A instead of the processes of steps S2114 and S2115, and is different from the first embodiment in that the MPU 92 executes the closing performance determination process of step S2117A before executing the process of step S2113.

[0347] In step S2114A, the MPU 92 executes the determination process for the minor hit performance. In this determination process for the minor hit performance, the MPU 92 selects the content of the minor hit performance by referring to the performance table stored in advance in the ROM 93. Specifically, in the standby time setting process for the minor hit start in step S907A, when "50" is set as the standby time (standby period) for the minor hit start, the short standby time performance is selected as the minor hit performance, and when "200" is set as the standby time (standby period) for the minor hit start, the long standby time performance is selected as the minor hit performance.

[0348] Also, based on the content of the selected performance, in the performance execution process of step S2003 described above, the MPU 92 executes the light emission control of the display lamp unit 23 and the voice control of the speaker unit 24.

[0349] In step S2115A, the MPU 92 sets a minor hit performance command including information related to the short standby time performance or the long standby time performance selected in the determination process for the minor hit performance in step S2114A. Then, the MPU 92 stores the minor hit performance command in the command list stored in the command list storage area 94a of the RAM 94. This minor hit performance command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.

[0350] The MPU 102 of the control device 100 reads out from the program ROM 103 a data table for executing a short waiting time effect or a long waiting time effect on the symbol display device 47 based on the collision 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 short waiting time effect or a long waiting time effect.

[0351] In step S2117A, the MPU 92 executes a closing-time effect determination process. In this closing-time effect determination process, the MPU 92 determines the closing-time effect to be executed when the electric accessory 37a is set to the closed state. Hereinafter, the closing-time effect determination process will be described in detail.

[0352] <Closing-time effect determination process> FIG. 34 is a diagram showing a flowchart of the closing-time effect determination process. In the closing-time effect determination process, as shown in FIG. 34, the MPU 92 executes steps S2301 to S2306.

[0353] In step S2301, the MPU 92 determines whether it has received an electric accessory closing command transmitted from the MPU 62. If the MPU 92 determines in step S2301 that it has received an electric accessory closing command, then in step S2302, it determines whether the value of the passage counter PTC is 3 or more.

[0354] If the MPU 92 determines in step S2302 that the value of the passage counter PTC is 3 or more, then in step S2303, it executes a high-expectation level effect determination process. In this high-expectation level effect determination process, the MPU 92 selects the content of the high-expectation level effect by referring to a table for effects stored in advance in the ROM 93.

[0355] Also, based on the content of the selected effect, in the effect execution process of step S2003 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.

[0356] In step S2304, the MPU92 sets a high-expectation effect command related to the high-expectation effect determined in the high-expectation effect determination process of step S2304. After that, the MPU92 ends the closing-time effect determination process. Then, the MPU92 stores the high-expectation effect command in the command list stored in the command list storage area 94a of the RAM94. This high-expectation effect command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.

[0357] The MPU102 of the display control device 100 reads out a data table for executing a high-expectation effect on the symbol display device 47 from the program ROM103 based on the high-expectation effect 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 a high-expectation effect.

[0358] On the other hand, when the MPU92 determines in step S2302 that the value of the pass counter PTC is not 3 or more (when it determines that the value of the pass counter PTC is less than 3), in step S2305, the MPU92 executes a low-expectation effect determination process. In this low-expectation effect determination process, the MPU92 selects the content of the low-expectation effect by referring to a table for effects stored in advance in the ROM93.

[0359] Also, based on the content of the selected effect, in the effect execution process of step S2003 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.

[0360] In step S2306, the MPU92 sets a low-expectation production command related to the low-expectation production determined in the determination process of the low-expectation production in step S2305. After that, the MPU92 ends the closing production determination process. Then, the MPU92 stores the low-expectation production command in the command list stored in the command list storage area 94a of the RAM94. This low-expectation production command is transmitted to the display control device 100 in the command transmission process of step S2005 described above.

[0361] The MPU102 of the display control device 100 reads out a data table for executing a low-expectation production on the symbol display device 47 from the program ROM103 based on the low-expectation production 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 a low-expectation production.

[0362] <Flow after transitioning to the high-probability mode> FIG. 35 is a diagram showing the right operation port, the variable winning device, and the symbol display device when three game balls pass along the plate surface of the electric accessory after transitioning to the high-probability mode, the winning / losing result is a "special non-winning result", and "50" is set as the standby time (standby period) for starting a small win. Note that the high-probability mode transitions when a "big win" is obtained in the winning / losing lottery and it is allocated to an "explicitly few-round high-probability result" or a "most advantageous result" in the distribution lottery. In this case, the support mode transitions to the high-frequency support mode. Also, in FIG. 35, the open state of the right operation port 37 and the closed state of the variable winning device 38 are shown as solid lines, and the closed state of the right operation port 37 and the open state of the variable winning device 38 are shown as two-dot chain lines.

[0363] First, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period. During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). When a "big win" is determined in the win / loss lottery and it is allocated to the "most advantageous result" in the distribution lottery, the MPU102, after the elapse of the high-speed variable period, based on the stop result command received from the MPU92, displays as a stop result a combination of symbols having the same number (in this embodiment, "7·7·7") on the effective line L to notify the result of the win / loss lottery (see FIG. 35(A)). Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0364] In the "most advantageous result", the opening / closing execution mode transitions to the round number regulation mode in which the round game is performed with a maximum of 15 times as the upper limit number of times, and the opening and closing of the big winning opening 38a are executed 15 times in a long-time mode. After the end of the opening / closing execution mode, the win / loss lottery mode transitions to the high-probability mode, and the support mode transitions to the high-frequency support mode. In the high-frequency support mode, as shown in FIG. 35(A), the MPU102 displays a right arrow in the upper right of the display screen G of the symbol display device 47 to suggest a right shot to the player.

[0365] Here, in the high-frequency support mode, the player can increase the probability of winning the right operation port 37 rather than the central operation port 36 by rotating the firing handle 27 to the maximum and shifting 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 opposite side. When a win at the right 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. Therefore, in the high-frequency support mode, the player can advantageously advance the game by launching the game ball toward the right hitting route.

[0366] The game ball launched toward the right hitting route wins a prize at the through gate 41 provided on the right side of the central part of the game board 31. When the result of the internal lottery conducted based on winning the through gate 41 corresponds to the transition to the electric winning combination open state, as described above, the electric winning combination device 37a provided at the right operation port 37 is opened in a predetermined manner. When the electric winning combination device 37a is set to the open state, the game ball utilizes the inclination of the plate surface on the vertically upper side of the electric winning combination device 37a and enters the right operation port 37 along this plate surface (see Fig. 35(A)). At this time, since the plate surface on the vertically upper side of the electric winning combination device 37a is formed in a wave shape, the game ball will enter the right operation port 37 over time while being shaken on this plate surface. In Fig. 35(A), there are three game balls (B1, B2) traveling along the plate surface of the electric winning combination device 37a.

[0367] In the high-probability mode, based on the entry of one game ball B1 into the right operation port 37, the MPU62 executes the closing execution process of the right operation port in step S206A. In this closing execution process of the right operation port, as shown in Fig. 35(B), the MPU62 executes drive control of the electric winning combination drive unit 37b to set the electric winning combination device 37a to the closed state. In other words, in the high-probability mode, when the MPU62 wins the electric winning combination open lottery, it sets the electric winning combination device 37a to the open state, and then sets the electric winning combination device 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. Therefore, the remaining two game balls B2 that were traveling along the plate surface of the electric winning combination device 37a will pass through the electric winning combination device 37a and fall.

[0368] Here, as described above, since there are three game balls (B1, B2) traveling along the plate surface of the electric winning combination device 37a, the value of the passing counter PTC is "3". Therefore, in the closing performance determination process of step S2117A, MPU92 will execute the determination process of the high-expectation performance in step S2303. Also, based on the high-expectation performance command transmitted from MPU92, MPU102 causes a character to be displayed on the display screen G of the symbol display device 47, and notifies the player that there is a high expectation of winning the big winning opening 38a with the character's line "Great attention!"

[0369] In addition, when a predetermined time has elapsed without the game ball winning the right operation port 37, MPU92 will determine that it has not received the electric role closing command in step S2301, so it will not execute the closing performance (high-expectation performance and low-expectation performance).

[0370] Also, based on the pattern command received from MPU92, MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period (see FIG. 35(B)). During this high-speed variable period, MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). And when the result of the win / loss lottery is a "special loss result", as shown in FIG. 35(C), after the high-speed variable period has elapsed, MPU102 notifies the result of the win / loss lottery by stopping and displaying a special symbol combination (in this embodiment, "3·4·1") on the effective line L based on the stop result command received from MPU92. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0371] Also, in the example of FIG. 35, since MPU62 sets "50" as the standby time (waiting period) for starting the near-miss, MPU102 executes a short standby time effect based on the near-miss effect command transmitted from MPU92. In the short standby time effect, MPU102 causes a character to be displayed on the display screen G of the symbol display device 47, and also causes the caption "Great!" of this character to be displayed. Further, MPU102 displays an image of the large winning opening 38a that is in an open state on the display screen G of the symbol display device 47. Thereby, the short standby time effect notifies the player that the expectation of winning the large winning opening 38a is high.

[0372] In the "special losing result", the opening / closing execution mode shifts to the opening / closing number regulation mode instead of the round number regulation mode, and the opening / closing of the large winning opening 38a is executed twice in a short time mode. This opening / closing number regulation mode ends on the condition that the opening / closing of the large winning opening 38a has been executed a predetermined total number of times (2 times in this embodiment) or a predetermined number (1 in this embodiment) of game balls have won the large winning opening 38a.

[0373] Here, as described above, when it is determined in step S806 that the win / loss lottery mode is the high probability mode, MPU62 reads out the special display duration stored in the display duration table storage area 63d of ROM63 in step S807. And when MPU62 reads out the special display duration, it sets this special display duration (0.1 sec in this embodiment) to the display duration counter provided in each counter area 64a of RAM64. Therefore, based on the entry of one game ball B1 into the right operation port 37, a high-speed variation period is entered, and as a stop result, a special symbol combination ("3·4·1" in this embodiment) is stopped and displayed on the effective line L. The time until the result of the win / loss lottery is notified is about 0.1 sec.

[0374] Also, as described above, when the MPU62 determines in step S906 that the winning lottery mode is the high-probability mode, in step S907A, it sets "50" or "200" as the waiting time (waiting period) for starting a near miss in the various counter areas 64a of the RAM64 in the timer counter T. 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, in FIG. 35, since the MPU62 sets "50" as the waiting time (waiting period) for starting a near miss, the waiting time for starting a near miss is 0.1 sec.

[0375] In other words, after the MPU62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, when about 0.2 sec, which is the total time of the special display duration and the waiting time for starting a near miss, has elapsed, the MPU62 sets the big winning port 38a to the open state.

[0376] Also, the vertical distance between the electric accessory 37a and the big winning port 38a is set such that when the electric accessory 37a is set to the closed state and the game ball that has traveled along the plate surface of the electric accessory 37a falls freely, it reaches the big winning port 38a after about 0.2 sec. In other words, when the MPU62 sets "50" as the waiting time (waiting period) for starting a near miss, the remaining two game balls B2 that have traveled along the plate surface of the electric accessory 37a can pass through the electric accessory 37a, fall, and win at the big winning port 38a (see FIG. 35(C)). According to this, since the electric accessory 37a and the big winning port 38a are separated by a predetermined distance, the player can enjoy the game while observing the process of the game ball that has traveled along the plate surface of the electric accessory 37a reaching the big winning port 38a after starting to fall freely and whether or not it wins at the big winning port 38a.

[0377] After that, as shown in FIG. 35(D), the MPU 62 sets the big winning opening 38a to the closed state. As a result, other game balls B launched toward the right shooting route pass through the electric accessory 37a, and after falling, they utilize the inclination of the plate surface on the vertical upper side of the opening / closing door 38b and fall toward the out port 39 along this plate surface (see FIG. 2). Therefore, it becomes impossible to win the big winning opening 38a.

[0378] FIG. 36 is a diagram showing the right operation port, the variable winning device, and the symbol display device when two game balls pass along the plate surface of the electric accessory after shifting to the high-probability mode, the win / loss result is a "special miss result", and "50" is set as the standby time (waiting period) for starting a small hit. Note that the high-probability mode shifts when winning a "big hit" in the win / loss lottery and being assigned to an "explicitly few-round high-probability result" or "most advantageous result" in the distribution lottery. In this case, the support mode shifts to the high-frequency support mode. Also, in FIG. 36, the open state of the right operation port 37 and the closed state of the variable winning device 38 are shown as solid lines, and the closed state of the right operation port 37 and the open state of the variable winning device 38 are shown as two-dot chain lines.

[0379] First, based on the pattern command received from the MPU 92, the MPU 102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby shifting to the high-speed variable period. During this high-speed variable period, the MPU 102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). When winning a "big hit" in the win / loss lottery and being assigned to the "most advantageous result" in the distribution lottery, after the elapse of the high-speed variable period, the MPU 102, based on the stop result command received from the MPU 92, displays the combination of symbols having the same number (in this embodiment, "7·7·7") on the effective line L as the stop result to notify the result of the win / loss lottery (see FIG. 36(A)). After that, the pachinko machine 10 shifts to the opening / closing execution mode.

[0380] In the "most favorable result", the opening / closing execution mode shifts to the round number regulation mode in which the round game is played with the upper limit of 15 times, and the opening / closing of the big winning opening 38a is executed 15 times in the long-time mode. After the end of the opening / closing execution mode, the win / loss lottery mode shifts to the high-probability mode, and the support mode shifts to the high-frequency support mode. In the high-frequency support mode, as shown in FIG. 36(A), the MPU 102 displays a right arrow at the upper right of the display screen G of the symbol display device 47 to suggest a right hit to the player.

[0381] Here, in the high-frequency support mode, the player hits right with the maximum rotation operation amount of the firing handle 27, and by shifting the arrival position of the game ball at the upper part of the game area from the side where the exit part of the guide rail 34 is formed to the opposite side, the probability of winning the right operation opening 37 rather than the central operation opening 36 can be increased. When a winning in the right operation opening 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. Therefore, in the high-frequency support mode, the player can advantageously advance the game by firing the game ball toward the right hit route.

[0382] The game ball fired toward the right hit route wins the through gate 41 provided on the right side of the central part of the game board 31. When the result of the internal lottery performed based on the winning in this through gate 41 corresponds to the transition to the electric role release state, as described above, the electric accessory 37a provided in the right operation opening 37 is opened in a predetermined manner. When the electric accessory 37a is set to the open state, the game ball utilizes the inclination of the plate surface on the vertically upper side of the electric accessory 37a and enters the right operation port 37 along this plate surface (see Fig. 36(A)). At this time, since the plate surface on the vertically upper side of the electric accessory 37a is formed in a wave shape, the game ball will enter the right operation port 37 while being shaken on this plate surface over time. In Fig. 36(A), there are two (B1, B2) game balls traveling along the plate surface of the electric accessory 37a.

[0383] In the high-probability mode, based on the entry of one game ball B1 into the right operation port 37, the MPU62 executes the closing execution process of the right operation port in step S206A. In this closing execution process of the right operation port, as shown in Fig. 36(B), the MPU62 executes drive control of the electric accessory drive unit 37b to set the electric accessory 37a to the closed state. In other words, in the high-probability mode, when the MPU62 wins the electric accessory opening lottery, it sets the electric accessory 37a to the open state, and then, based on the entry of the game ball B1 into the right operation port 37, sets the electric accessory 37a to the closed state. Therefore, the remaining one game ball B2 that was traveling along the plate surface of the electric accessory 37a will pass through the electric accessory 37a and fall down.

[0384] Here, as described above, since there are two (B1, B2) game balls traveling along the plate surface of the electric accessory 37a, the value of the passage counter PTC is "2". Therefore, in the closing performance determination process of step S2117A, the MPU92 will execute the determination process of the low-expectation performance in step S2305. Also, based on the low-expectation performance command transmitted from the MPU92, the MPU102 displays a character on the display screen G of the symbol display device 47 and notifies the player that the expectation of winning the big winning port 38a is low with the character's line "Attention!".

[0385] Also, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period (see FIG. 36(B)). During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). And when the result of the win / loss lottery is a "special loss result", as shown in FIG. 36(C), after the elapse of the high-speed variable period, the MPU102, based on the stop result command received from the MPU92, displays and stops a special symbol combination (in this embodiment, "3·4·1") on the valid line L as the stop result, thereby notifying the result of the win / loss lottery. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0386] Also, in the example of FIG. 36, since the MPU62 has set "50" as the standby time (waiting period) for starting a small win, the MPU102 executes a short standby time effect based on the small win effect command transmitted from the MPU92. In the short standby time effect, the MPU102 displays a character on the display screen G of the symbol display device 47 and also displays the character's line "You did it!". Further, the MPU102 displays an image of the large winning opening 38a that is in an open state on the display screen G of the symbol display device 47. Thereby, the short standby time effect notifies the player that the expectation of winning the large winning opening 38a is high.

[0387] In the case of a "special loss result", the opening / closing execution mode transitions to the opening / closing number regulation mode instead of the round number regulation mode, and the opening and closing of the large winning opening 38a are executed twice in a short-time mode. This opening / closing number regulation mode ends on the condition that the opening and closing of the large winning opening 38a have been executed a predetermined total number of times (twice in this embodiment) or that a predetermined number (one in this embodiment) of game balls have won the large winning opening 38a.

[0388] Here, as described above, when it is determined in step S806 that the win / loss lottery mode is the high-probability mode, the MPU62 reads out the special display duration stored in the display duration table storage area 63d of the ROM63 in step S807. When the MPU62 reads out the special display duration, it sets this special display duration (0.1 sec in this embodiment) to the display duration counter provided in each counter area 64a of the RAM64. Therefore, based on the entry of one game ball B1 into the right operation port 37, the high-speed variation period is entered, and as a stop result, by stopping and displaying a special combination of symbols ("3·4·1" in this embodiment) on the effective line L, the time until the result of the win / loss lottery is notified is about 0.1 sec.

[0389] Also, as described above, when it is determined in step S906 that the win / loss lottery mode is the high-probability mode, the MPU62 sets "50" or "200" as the standby time (standby period) for starting a small win in the timer counter T provided in each counter area 64a of the RAM64 in step S907A. 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, in FIG. 36, since the MPU62 sets "50" as the standby time (standby period) for starting a small win, the standby time for starting a small win is 0.1 sec.

[0390] In other words, after the MPU62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, when about 0.2 sec, which is the total time of the special display duration and the standby time for starting a small win, has elapsed, the MPU62 sets the big winning port 38a to the open state.

[0391] In addition, the vertical distance between the electric accessory 37a and the big winning opening 38a is set such that when the electric accessory 37a is set to the closed state and the game ball that has traveled along the plate surface of the electric accessory 37a freely falls, it reaches the big winning opening 38a approximately 0.2 seconds later. In other words, when "50" is set as the waiting time (waiting period) for starting a minor hit by the MPU62, the remaining one game ball B2 that has traveled along the plate surface of the electric accessory 37a can pass through the electric accessory 37a, fall, and win at the big winning opening 38a (see Fig. 36(C)). According to this, since the electric accessory 37a and the big winning opening 38a are separated by a predetermined distance, the player can enjoy the game while observing the process of the game ball that has traveled along the plate surface of the electric accessory 37a reaching the big winning opening 38a after starting to freely fall and whether it wins at the big winning opening 38a or not.

[0392] After that, as shown in Fig. 36(D), the MPU62 sets the big winning opening 38a to the closed state. As a result, the other game balls B launched toward the right hitting route pass through the electric accessory 37a, fall, and then utilize the inclination of the plate surface on the vertical upper side of the opening / closing door 38b and fall along this plate surface toward the out port 39 (see Fig. 2), so they cannot win at the big winning opening 38a.

[0393] Fig. 37 is a diagram showing the right operation port, the variable winning device, and the symbol display device when, after shifting to the high-probability mode, three game balls travel along the plate surface of the electric accessory and the winning / losing result is a "special losing result" and "200" is set as the waiting time (waiting period) for starting a minor hit. Note that the high-probability mode shifts when a "big win" is obtained in the winning / losing lottery and it is allocated to an "explicitly few-round high-probability result" or "most advantageous result" in the distribution lottery. In this case, the support mode shifts to the high-frequency support mode. Also, in Fig. 37, the open state of the right operation port 37 and the closed state of the variable winning device 38 are shown as solid lines, and the closed state of the right operation port 37 and the open state of the variable winning device 38 are shown as two-dot chain lines.

[0394] First, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby transitioning to the high-speed variable period. During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). Then, when a "big win" is selected in the win / loss lottery and is allocated to the "most advantageous result" in the distribution lottery, the MPU102, based on the stop result command received from the MPU92 after the elapse of the high-speed variable period, displays a combination of symbols having the same number (in this embodiment, "7·7·7") on the valid line L as the stop result to notify the result of the win / loss lottery (see FIG. 37(A)). Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0395] In the "most advantageous result", the opening / closing execution mode transitions to the round number regulation mode in which the round game is performed with a maximum of 15 times as the upper limit, and the opening and closing of the big winning opening 38a are executed 15 times in a long-time mode. After the end of the opening / closing execution mode, the win / loss lottery mode transitions to the high-probability mode, and the support mode transitions to the high-frequency support mode. In the high-frequency support mode, as shown in FIG. 37(A), the MPU102 displays a right arrow in the upper right of the display screen G of the symbol display device 47 to suggest a right hit to the player.

[0396] Here, in the high-frequency support mode, the player can increase the probability of winning the right operation port 37 rather than the central operation port 36 by rotating the firing handle 27 to the maximum and shifting the arrival position of the game ball in the upper part of the game area from the side where the exit part of the guide rail 34 is formed to the opposite side. When a winning in the right 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. Therefore, in the high-frequency support mode, the player can advantageously advance the game by launching the game ball towards the right hitting route.

[0397] The game ball launched towards the right hitting route wins a prize at the through gate 41 provided on the right side of the central part of the game board 31. When the result of the internal lottery conducted based on winning the through gate 41 corresponds to the transition to the electric winning combination release state, as described above, the electric accessory 37a provided at the right operation port 37 is opened in a predetermined manner. When the electric accessory 37a is set to the open state, the game ball uses the inclination of the plate surface on the vertically upper side of the electric accessory 37a and enters the right operation port 37 along this plate surface (see Fig. 37(A)). At this time, since the plate surface on the vertically upper side of the electric accessory 37a is formed in a wave shape, the game ball will enter the right operation port 37 over time while being shaken on this plate surface. In Fig. 37(A), there are three game balls (B1, B2) traveling along the plate surface of the electric accessory 37a.

[0398] In the high-probability mode, based on the entry of one game ball B1 into the right operation port 37, the MPU62 executes the closing execution process of the right operation port in step S206A. In this closing execution process of the right operation port, as shown in Fig. 37(B), the MPU62 executes drive control of the electric accessory drive unit 37b to set the electric accessory 37a to the closed state. In other words, in the high-probability mode, when the MPU62 wins the electric accessory opening lottery, it sets the electric accessory 37a to the open state, and then sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. Therefore, the remaining two game balls B2 that were traveling along the plate surface of the electric accessory 37a will pass through the electric accessory 37a and fall.

[0399] Here, as described above, since there are three game balls (B1, B2) traveling along the plate surface of the electric accessory 37a, the value of the passage counter PTC is "3". Therefore, in the closing performance determination process of step S2117A, the MPU92 will execute the determination process of the highly anticipated performance in step S2303. Also, based on the highly anticipated performance command transmitted from the MPU92, the MPU102 causes a character to be displayed on the display screen G of the symbol display device 47, and notifies the player that there is a high probability of winning the big winning opening 38a with the character's line "Great attention!"

[0400] Further, based on the pattern command received from the MPU92, the MPU102 starts the variable display of the plurality of symbol columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the symbol display device 47, thereby shifting to the high-speed variable period (see FIG. 37(B)). During this high-speed variable period, the MPU102 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). When the result of the win / loss lottery is a "special loss result", as shown in FIG. 37(C), after the elapse of the high-speed variable period, the MPU102 stops and displays a special symbol combination (in this embodiment, "3·4·1") on the effective line L as the stop result based on the stop result command received from the MPU92, thereby notifying the result of the win / loss lottery. Thereafter, the pachinko machine 10 shifts to the opening / closing execution mode.

[0401] In the example of FIG. 37, since the MPU62 has set "200" as the standby time (waiting period) for starting a small win, the MPU102 executes a long waiting time performance based on the small win performance command transmitted from the MPU92. In the long waiting time performance, the MPU102 causes a character to be displayed on the display screen G of the symbol display device 47 and also displays the character's line "What a pity!". Further, the MPU102 displays an image of the closed big winning opening 38a on the display screen G of the symbol display device 47. Thereby, the long waiting time performance notifies the player that the probability of winning the big winning opening 38a is low.

[0402] In the "special deviation result", the opening / closing execution mode shifts to the opening / closing number regulation mode instead of the round number regulation mode, and the opening / closing of the big winning opening 38a is executed twice in the short-time mode. This opening / closing number regulation mode ends on the condition that the opening / closing of the big winning opening 38a has been executed a predetermined total number of times (twice in this embodiment) or a predetermined number of game balls (one in this embodiment) has won the big winning opening 38a.

[0403] Here, as described above, when the MPU62 determines in step S806 that the win / loss lottery mode is the high-probability mode, in step S807, it reads out the special display duration stored in the display duration table storage area 63d of the ROM63. Then, when the MPU62 reads out the special display duration, it sets this special display duration (0.1 sec in this embodiment) in the display duration counter provided in the various counter areas 64a of the RAM64. Therefore, based on the entry of one game ball B1 into the right operation opening 37, it shifts to the high-speed variation period, and as a stop result, by stopping and displaying a special combination of symbols (in this embodiment, "3·4·1") on the effective line L, the time until the result of the win / loss lottery is notified is about 0.1 sec.

[0404] Also, as described above, when the MPU62 determines in step S906 that the win / loss lottery mode is the high-probability mode, in step S907A, it sets "50" or "200" as the standby time (standby period) for starting a small win in the timer counter T provided in the various counter areas 64a of the RAM64. 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, in FIG. 37, since the MPU62 sets "200" as the standby time (standby period) for starting a small win, the standby time for starting a small win is 0.4 sec.

[0405] In other words, after the MPU62 sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37, when approximately 0.5 seconds, which is the total time of the special display duration and the waiting time for the start of a minor hit, has elapsed, the MPU62 sets the big winning port 38a to the open state.

[0406] Also, the vertical distance between the electric accessory 37a and the big winning port 38a is set such that when the electric accessory 37a is set to the closed state and the game ball that has traveled along the plate surface of the electric accessory 37a freely falls, it reaches the big winning port 38a after approximately 0.2 seconds. In other words, when the MPU62 sets "200" as the waiting time (waiting period) for the start of a minor hit, the remaining two game balls B2 that have traveled along the plate surface of the electric accessory 37a cannot pass through the electric accessory 37a and fall into the big winning port 38a (see Fig. 37(C)). According to this, since the electric accessory 37a and the big winning port 38a are separated by a predetermined distance, the player can enjoy the game while observing the process of the game ball that has traveled along the plate surface of the electric accessory 37a reaching the big winning port 38a after starting to freely fall, and whether or not it wins the big winning port 38a.

[0407] After that, as shown in Fig. 37(D), the MPU62 sets the big winning port 38a to the open state. As a result, other game balls B launched toward the right hitting route can pass through the electric accessory 37a and fall into the big winning port 38a.

[0408] In this way, in the present embodiment, the opening / closing door 38b of the variable winning device 38 is located on the vertically lower side of the electric accessory 37a. And after the electric accessory driving unit 37b sets the electric accessory 37a to the open state, based on the entry of the game ball B1 into the right operation port 37, it sets the electric accessory 37a to the closed state, thereby releasing the remaining game balls B2 held by the electric accessory 37a. Also, when "50" is set as the waiting time (waiting period) for starting a minor winning in the MPU62, the variable winning drive unit 38c sets the opening / closing door 38b to the open state so as to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a. On the other hand, when "200" is set as the waiting time (waiting period) for starting a minor winning in the MPU62, the variable winning drive unit 38c sets the opening / closing door 38b to the open state so as not to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a.

[0409] In other words, the variable winning drive unit 38c has a first opening timing for setting the opening / closing door 38b to the open state so as to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a, and a second opening timing for setting the opening / closing door 38b to the open state so as not to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a. According to this, the pachinko machine 10 sets the opening / closing door 38b to the open state at either the first opening timing for setting the opening / closing door 38b to the open state so as to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a, or the second opening timing for setting the opening / closing door 38b to the open state so as not to let the game ball B2 enter the big winning opening 38a. Therefore, the player will pay attention to whether the game ball B2 released from the electric accessory 37a enters the big winning opening 38a. Thus, the pachinko machine 10 can improve the player's attention to the game.

[0410] In this embodiment, the first opening timing was set when about 0.2 seconds, which is the total time of the special display duration and the waiting time for starting a minor winning, had elapsed after the MPU62 set the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. However, it may be set when other times have elapsed. In short, the first opening timing only needs to be able to set the opening / closing door 38b to the open state so as to let the game ball B2 released from the electric accessory 37a enter the big winning opening 38a. In addition, in this embodiment, the second opening timing was set when approximately 0.5 seconds, which is the total time of the special display duration and the waiting time for the start of a small win, had elapsed after the MPU 62 set the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. However, it may be set when other times have elapsed. In short, the second opening timing only needs to be able to set the opening / closing door 38b to the open state so as not to allow the game ball B2 released from the electric accessory 37a to enter the big winning port 38a.

[0411] Then, after the pachinko machine 10 sets the electric accessory 37a to the closed state by the electric accessory drive unit 37b, it has a setting process (period adjustment means) for the waiting time for the start of a small win in step S907A that adjusts the relay period (the total time of the special display duration and the waiting time for the start of a small win) until the variable winning drive unit 38c sets the opening / closing door 38b to the open state. According to this, the player will pay attention to the relay period from when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state until the variable winning drive unit 38c sets the opening / closing door 38b to the open state. Therefore, the pachinko machine 10 can improve the player's attention to the game.

[0412] Note that in this embodiment, the period adjustment means adjusted the relay period by selecting either the first opening timing or the second opening timing. However, it may adjust the relay period by selecting any one of three or more timings, or may adjust the relay period by setting a random time. Also, in this embodiment, the period adjustment means adjusted the relay period by adjusting the waiting time for the start of a small win from when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state until the variable winning drive unit 38c sets the opening / closing door 38b to the open state. However, for example, the relay period may be adjusted by adjusting the display duration in the main display unit 45 and the symbol display device 47, or the vertical distance between the electric accessory 37a and the big winning port 38a.

[0413] Also, in this embodiment, when "50" is set as the standby time (waiting period) for starting the small hit by the MPU62, the variable prize drive unit 38c sets the opening / closing door 38b to the open state in accordance with the timing when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state. According to this, the pachinko machine 10 can cause the remaining game balls B2 held by the electric accessory 37a to enter the big winning opening 38a, and can pay out a predetermined game ball when these game balls B2 enter. Therefore, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0414] Also, in this embodiment, since the opening / closing door 38b is located on the vertically lower side of the electric accessory 37a, when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, the game balls B2 released from the electric accessory 37a will fall freely and head towards the opening / closing door 38b. Therefore, the pachinko machine 10 can make it easier for the remaining game balls B2 held by the electric accessory 37a to enter the big winning opening 38a.

[0415] Also, in this embodiment, when the result is a "special loss result" without winning a "big hit" in the win / loss lottery, the variable prize drive unit 38c sets the opening / closing door 38b to the open state, and then sets the opening / closing door 38b to the closed state based on the entry of a predetermined number (one in this embodiment) of game balls into the big winning opening 38a. And the electric accessory 37a can hold a plurality of game balls flowing down in the game area so that the number of game balls released from the electric accessory 37a (two in this embodiment) is more than the predetermined number of game balls. This is because the plate surface on the vertically upper side of the electric accessory 37a is formed in a wave shape, so the game balls will enter the right operation port 37 over time while being shaken on this plate surface. According to this, after setting the opening / closing door 38b to the open state, the variable prize driving unit 38c sets the opening / closing door 38b to the closed state based on the entry of a predetermined number of game balls into the large prize opening 38a. The electric accessory 37a can hold a plurality of game balls that flow down in the game area so that the number of game balls B2 released from the electric accessory 37a is more than the predetermined number of game balls. Therefore, the pachinko machine 10 can cause more game balls to enter the large prize opening 38a than the predetermined number of game balls, making it easier to achieve an over-prize. Thus, the pachinko machine 10 can improve the degree of attention of the player to the game.

[0416] In this embodiment, after setting the electric accessory 37a to the open state, the electric accessory driving unit 37b sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. However, the electric accessory 37a may be set to the closed state based on the entry of two or more game balls. In short, after setting the guide piece to the open state, the guide piece driving unit may set the guide piece to the closed state based on the entry of at least one game ball into the lottery means. When setting the electric accessory 37a to the closed state based on the entry of two or more game balls, the MPU 62 may be configured to end the variable display and stop the display when 0.1 sec has elapsed after setting the electric accessory 37a to the closed state.

[0417] Also, in this embodiment, after setting the electric accessory 37a to the open state, the electric accessory driving unit 37b sets the electric accessory 37a to the closed state based on the entry of the game ball B1 into the right operation port 37. However, for example, the electric accessory 37a may be set to the closed state based on other conditions being satisfied, such as the elapse of a predetermined time. In this case, the variable prize driving unit 38c may set the opening / closing door 38b to the open state in accordance with the timing corresponding to other conditions for setting the electric accessory 37a to the closed state by the electric accessory driving unit 37b.

[0418] Also, in this embodiment, although the opening / closing door 38b of the variable prize device 38 is located vertically below the electric accessory 37a, it does not have to be located vertically below the electric accessory 37a as long as it is located on the downstream side of the flow path of the game balls that have passed through the electric accessory 37a.

[0419] Also, in this embodiment, when the result of the win / loss lottery is a "special loss result" without winning a "big win", the variable prize drive unit 38c sets the opening / closing door 38b to the open state, and then sets the opening / closing door 38b to the closed state based on the entry of a predetermined number (one in this embodiment) of game balls into the big winning opening 38a. The electric accessory 37a was capable of holding a plurality of game balls flowing down the game area so that the number of game balls released from the electric accessory 37a (two in this embodiment) was more than the predetermined number of game balls. On the other hand, the electric accessory 37a does not have to be capable of holding a plurality of game balls flowing down the game area so that the number of game balls released from the electric accessory 37a is more than the predetermined number of game balls. In other words, the plate surface on the vertical upper side of the electric accessory 37a does not have to be formed in a wave shape.

[0420] Also, in this embodiment, the electric accessory 37a and the electric accessory drive unit 37b are capable of holding a plurality of game balls flowing down the game area, and also function as ball entry assisting means for assisting the entry of game balls into the variable prize device 38. In this case, the electric accessory 37a functions as an auxiliary main body portion located on the upstream side of the flow path of the game balls entering the variable prize device 38, and the electric accessory drive unit 37b functions as an auxiliary drive unit that sets the electric accessory 37a to the holding state (open state of the electric accessory 37a) or the non-holding state (closed state of the electric accessory 37a) by driving the electric accessory 37a. Then, the electric accessory drive unit 37b holds the plurality of game balls B1, B2 flowing down the game area by setting the electric accessory 37a to the holding state, and releases the game ball B2 held by the electric accessory 37a so as not to interfere with the game balls flowing down the game area by setting the electric accessory 37a to the non-holding state.

[0421] In addition, in this embodiment, the ball entry assisting means employed the electric accessory 37a and the electric accessory driving unit 37b, but other mechanical elements may be employed. In other words, the ball entry assisting means may be configured independently of the starting ball entry means (the central operating port 36 and the right operating port 37). In short, the auxiliary main body portion only needs to be able to hold a plurality of game balls flowing down in the game area so that the number of game balls released from the auxiliary main body portion is more than a predetermined number of game balls.

[0422] Also, in this embodiment, the closing performance determination process in step S2117A functions as a closing performance execution means for executing a predetermined performance (closing performance) when the electric accessory driving unit 37b sets the electric accessory 37a in a closed state. According to this, since the pachinko machine 10 has the closing performance determination process in step S2117A for executing a predetermined performance when the electric accessory driving unit 37b sets the electric accessory 37a in a closed state, for example, after the electric accessory driving unit 37b sets the electric accessory 37a in a closed state, it is possible to notify the player whether it will be an advantageous state or a disadvantageous state for the player by executing a predetermined performance. Therefore, the pachinko machine 10 can improve the player's attention to the game.

[0423] Also, in this embodiment, when the high-expectation performance has a high expectation of causing more game balls than a predetermined number (one in this embodiment) to enter the big winning opening 38a by setting the electric accessory 37a in a closed state by the electric accessory driving unit 37b (when it becomes an advantageous state for the player), it functions as an advantageous state notification performance for notifying the player that it will be an advantageous state for the player. And in this embodiment, when the low-expectation performance has a low expectation of causing more game balls than a predetermined number to enter the big winning opening 38a by setting the electric accessory 37a in a closed state by the electric accessory driving unit 37b (when it becomes a disadvantageous state for the player), it functions as a disadvantageous state notification performance for notifying the player that it will be a disadvantageous state for the player.

[0424] According to this, when the closing performance determination process in step S2117A results in a state advantageous to the player by setting the electric accessory 37a to the closed state by the electric accessory drive unit 37b, a high-expectation performance is executed to notify the player of the advantageous state. When setting the electric accessory 37a to the closed state by the electric accessory drive unit 37b results in a state disadvantageous to the player, a low-expectation performance is executed to notify the player of the disadvantageous state. Therefore, the player will pay attention to the closing performance executed in the closing performance determination process of step S2117A.

[0425] In this embodiment, the closing performance execution means notifies the player of information (expectation level) regarding whether or not more than a predetermined number (one in this embodiment) of game balls are made to enter the big winning opening 38a. However, it may be configured to notify the player of other information. For example, the closing performance execution means may notify the player of information regarding whether or not a game ball can enter the big winning opening 38a. In this case, the closing performance execution means may determine whether or not a game ball can enter the big winning opening 38a based on information such as the number of game balls passing along the plate surface of the electric accessory 37a, the standby time for starting a minor hit, and the special display continuation time.

[0426] According to such an embodiment, in addition to achieving substantially the same operational effects as the first embodiment, the following operational effects can be achieved. (4) The pachinko machine 10 sets the opening / closing door 38b to the open state at either the first opening timing for setting the opening / closing door 38b to the open state so that the game ball B2 released from the electric accessory 37a enters the big winning opening 38a, or the second opening timing for setting the opening / closing door 38b to the open state so that the game ball B2 does not enter the big winning opening 38a. Therefore, the player will pay attention to whether or not the game ball B2 released from the electric accessory 37a enters the big winning opening 38a. Thus, the pachinko machine 10 can improve the player's attention to the game.

[0427] (5) After setting the electric accessory 37a to the open state, the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, thereby releasing the pachinko balls held by the electric accessory 37a. After the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, the pachinko machine 10 adjusts the relay period (the total time of the special display continuation time and the standby time for starting a small win) until the variable winning drive unit 38c sets the opening / closing door 38b to the open state in the standby time setting process (period adjustment means) for starting a small win in step S907A. Therefore, after the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, the player will pay attention to the relay period until the variable winning drive unit 38c sets the opening / closing door 38b to the open state. Accordingly, the pachinko machine 10 can improve the player's attention to the game.

[0428] (6) When the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, the pachinko machine 10 has a closing-time effect determination process in step S2117A for executing a predetermined effect. Therefore, for example, after the electric accessory drive unit 37b sets the electric accessory 37a to the closed state, it is possible to notify the player whether it will be an advantageous state or a disadvantageous state for the player by executing a predetermined effect. Accordingly, the pachinko machine 10 can improve the player's attention to the game.

[0429] (7) In the closing-time effect determination process of step S2117A, when the electric accessory drive unit 37b sets the electric accessory 37a to the closed state and it becomes an advantageous state for the player, a high-expectation effect for notifying the player that it has become an advantageous state for the player is executed. When the electric accessory drive unit 37b sets the electric accessory 37a to the closed state and it becomes a disadvantageous state for the player, a low-expectation effect for notifying the player that it has become a disadvantageous state for the player is executed. Therefore, the player will pay attention to the closing-time effect executed in the closing-time effect determination process of step S2117A. (8) When determining the closing performance process in step S2117A, if the degree of expectation of causing more game balls than a predetermined number to enter the big winning opening 38a is high by setting the electric accessory 37a in a closed state by the electric accessory drive unit 37b, a high-expectation performance is executed. If the degree of expectation of causing more game balls than a predetermined number to enter the big winning opening 38a is low by setting the electric accessory 37a in a closed state by the electric accessory drive unit 37b, a low-expectation performance is executed. Therefore, the player will pay attention to the closing performance executed in the closing performance determination process in step S2117A.

[0430] 〔Third Embodiment〕 Hereinafter, a third embodiment of the present invention will be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their descriptions will be omitted.

[0431] FIG. 38 is a front view of an enlarged game board near the right operation port and the variable winning device according to the third embodiment of the present invention. In the first embodiment, the right operation port 37 had an electric accessory 37a as a guide piece (support piece) formed by a substantially flat movable piece with a corrugated plate surface on the vertically upper side. On the other hand, in the present embodiment, as shown in FIG. 38, the right operation port 37B has an upper electric accessory 37a1 as a guide piece (support piece) formed by a substantially flat movable piece with a corrugated plate surface on the vertically upper side, and a lower electric accessory 37a2 which is arranged on the vertically lower side of the upper electric accessory 37a1 and is a guide piece (support piece) formed by a substantially flat movable piece. This is different from the first embodiment in this respect.

[0432] The player can guide the game ball to the right operation port 37B while avoiding the variable display unit 43 and the like by hitting the ball to the right with the maximum rotation operation amount of the launch handle 27 and shifting 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 opposite side.

[0433] The upper electric accessory 37a1 is provided to be inclined so as to descend as it goes toward the right operation port 37B, and is connected to an upper electric accessory drive unit 37b1 mounted on the back side of the game board 31. This upper electric accessory 37a1 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 upper electric accessory drive unit 37b1. The closed state is a state in which the upper electric accessory 37a1 is retracted toward the inside of the game board 31 to close the right operation port 37B so that game balls do not enter the right operation port 37B. The open state is a state in which the upper electric accessory 37a1 is advanced toward the window panel 22 and protruded from the game board 31 to open the right operation port 37B so that game balls enter the right operation port 37B.

[0434] The lower electric accessory 37a2 is provided to be inclined so as to descend as it goes toward the right operation port 37B, and is connected to a lower electric accessory drive unit 37b2 mounted on the back side of the game board 31. This lower electric accessory 37a2 is set to either a closed state (non-support state or non-guide state) or an open sta...

Claims

【Claim 1】 Launching means for launching a game ball toward a game area formed on the front surface of a game board; first means that allows a game ball flowing down in the game area to enter and executes a predetermined lottery based on the entry; game state transition means for transitioning the game state to a specific control state advantageous to the player based on the result of the predetermined lottery; and a variable winning device that transitions to a state where a game ball can enter when transitioning to the specific control state. A gaming machine comprising: Right-holding means capable of holding the right to a lottery by a game ball flowing down in the game area; A guide member capable of configuring a guiding state for guiding the game ball to enter the first means and a non-guiding state for continuing the flow down in the game area without allowing the game ball to enter the first means; Guide member driving means for setting the guide member to a guiding state or a non-guiding state by driving the guide member; The variable winning device includes: A large winning opening into which a game ball can enter; An opening / closing door that has an open state in which a game ball flowing down in the game area enters the large winning opening and a closed state in which a game ball flowing down in the game area does not enter, and is located on the downstream side of the flow path of the game ball from the guide member; Variable winning drive means for setting the opening / closing door to an open state or a closed state by driving the opening / closing door; A gaming machine characterized by comprising predetermined effect execution means for executing a predetermined effect after setting the guide member to a non-guiding state by the guide member driving means based on the entry of a predetermined number of game balls into the first means.

Citation Information

Patent Citations

  • Game machine

    JP2017189286A

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