Game machine
The gaming machine enhances player engagement by using a ball entry mechanism with information acquisition and state transition features to create dynamic game states and notifications, increasing attention and excitement.
Patent Information
- Application Number
- JP2025120249
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-17
- Publication Date
- 2025-10-07
AI Technical Summary
There is a need to enhance player engagement and attention in gaming machines, particularly in pachinko machines, by introducing innovative features that increase the excitement and anticipation during gameplay.
The gaming machine incorporates a ball entry mechanism with an information acquisition system that detects special information, a storage system to accumulate this information, a transition determination mechanism to switch game states based on the acquired data, and a notification system to adjust the mode of notification based on the stored information, allowing for transitions to advantageous game states with varying levels of expectation.
This approach increases player engagement and attention by providing dynamic game states and notifications that enhance the gaming experience, making it more exciting and rewarding.
Smart Images

Figure 2025148545000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines such as pachinko machines are equipped with various components that change the behavior of gaming balls flowing down the gaming area. One example is a variable ball entry device that can be opened and closed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-325811 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, there is a need for innovations in gaming machines that can increase the attention paid to the game.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase attention to the game. [Means for solving the problem]
[0006] The present invention provides A ball entry means provided in the game area and capable of allowing game balls to enter; an information acquisition means for acquiring special information when a gaming ball enters the ball entry means; an information storage means for storing the special information acquired by the information acquisition means up to a predetermined upper limit; a transition determination means for determining whether to transition a gaming state from a normal state to a specific state based on the special information stored in the information storage means; a game state transition means for transitioning the game state to the specific state based on the result of the transition determination by the transition determination means being a transition corresponding result corresponding to transition to the specific state; Equipped with A state that can be transitioned to in the specific state includes a special state that is advantageous to the player, The possibility of transitioning to the special state may differ depending on whether the number of special information stored in the information storage means is a first number or a second number different from the first number, and the possibility may change by increasing the number of special information stored in the information storage means, a specific notification means capable of issuing a specific notification in a manner corresponding to the degree of expectation of the special state; a means for changing the manner of specific notification of the predetermined special information started by the specific notification means to a manner with a different expectation level; a means for executing a notification corresponding to a change in the mode of the specific notification to a mode with a different expectation level; Equipped with When the number of the special information changes, the mode of specific notification for special information different from the special information that triggered the change can be changed to a mode with a different expectation level, The specific notification is characterized in that it is configured not to be changed to a mode that lowers the expectation of the special state. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the level of attention paid to the game. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4]FIG. 2 is a front view showing the configuration of the game board. [Figure 5] 1(a) is a perspective view showing the configuration of the accessory device, and FIG. 1(b) is a plan view showing the simplified configuration of the passage provided in the accessory device. [Figure 6] FIG. 2 is an exploded perspective view of the accessory device. [Figure 7] FIG. 2 is an exploded perspective view showing a rotating body unit that constitutes the accessory device. [Figure 8] FIG. 2 is a plan view showing the rotating body unit. [Figure 9] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 10] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 11] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 12] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 13] This is an explanatory diagram for explaining the win / loss table. [Figure 14] FIG. 10 is an explanatory diagram for explaining a distribution table. [Figure 15] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 16] A flowchart showing the winning process for an operating port. [Figure 17] 10 is a flowchart showing an information acquisition process. [Figure 18] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 19] 10 is a flowchart showing a game play control process. [Figure 20] 10 is a flowchart showing a data setting process. [Figure 21] 10 is a flowchart showing a fluctuation start process. [Figure 22] 10 is a flowchart showing a process for setting a variable display time. [Figure 23]10 is a flowchart showing a game state transition process. [Figure 24] 10 is a flowchart showing an opening / closing process. [Figure 25] 10A is a flowchart showing a process for transitioning to a high probability mode, and FIG. 10B is a flowchart showing a transition process when the opening and closing execution mode is completed. [Figure 26] 10 is a flowchart showing the first role control processing executed by the MPU of the main control device. [Figure 27] 10 is a flowchart showing the second role control processing executed by the MPU of the main control device. [Figure 28] 10 is an explanatory diagram for explaining the operation cycle of a first distributing member and a second distributing member. FIG. [Figure 29] 2 is a block diagram showing the electrical configuration of a performance control device and a display control device. FIG. [Figure 30] FIG. 10 is a block diagram showing a hold storage area. [Figure 31] 10 is a flowchart showing various performance processes executed by the MPU of the performance control device. [Figure 32] 10 is a flowchart showing a variable display control process. [Figure 33] 10 is a flowchart showing the process for starting fluctuations. [Figure 34] FIG. 10 is an explanatory diagram for explaining a variable display time table. [Figure 35] 10 is a flowchart showing a process for determining symbols for a jackpot. [Figure 36] 10 is a flowchart showing a first distributing member process. [Figure 37] 10 is a flowchart showing a process for a second distributing member. [Figure 38] FIG. 10 is an explanatory diagram for explaining the opening and closing manner of the accessory device in the opening and closing execution mode. [Figure 39] This is an explanatory diagram to explain the timing at which you can win a prize when the variable display time is 60 seconds. [Figure 40]This is an explanatory diagram to explain the timing at which you can win a prize when the variable display time is 30 seconds. [Figure 41] 10 is a flowchart showing the first role control process in the second embodiment. [Figure 42] 10 is a flowchart showing a rotating body control process executed by an MPU of a main control device in a third embodiment. [Figure 43] 10 is a flowchart showing a first distributing member process. [Figure 44] FIG. 10 is an explanatory diagram for explaining an overview of the hold notice in the fourth embodiment. [Figure 45] 10 is a flowchart showing a confirmation process for reservation. [Figure 46] 10 is a flowchart showing a process of setting a pending command. [Figure 47] 10 is a flowchart showing a hold control process. [Figure 48] 10 is a flowchart showing a hold information grasping process. [Figure 49] 10 is a flowchart showing a corresponding shift process. [Figure 50] 10 is a flowchart showing a hold notice process. [Figure 51] 10 is a flowchart showing a pattern determination process. [Figure 52] 10 is a flowchart showing a first distributing member process. [Figure 53] 10 is a flowchart showing a process for a second distributing member. [Figure 54] 10 is a flowchart showing the pattern preview processing. [Figure 55] FIG. 13 is an explanatory diagram for explaining a distribution table in the fifth embodiment. [Figure 56] 10 is a flowchart showing an opening / closing process. [Figure 57] 10 is a flowchart showing a process for an opening / closing execution mode. [Figure 58] 10 is a flowchart showing a pattern correction process. [Figure 59]10 is a flowchart showing a first distributing member process. [Figure 60] 10 is a flowchart showing a process for a second distributing member. [Figure 61] In the sixth embodiment, (a) is a flowchart showing the opening performance setting process, (b) is a flowchart showing part of the opening and closing execution mode process, and (c) to (e) are explanatory diagrams for explaining an example of the display mode during the opening and closing execution mode. [Figure 62] 13 is a flowchart showing a variable display time setting process in the seventh embodiment. [Figure 63] A flowchart showing the process of setting the variable display time for a jackpot. [Figure 64] (a) is a flowchart showing the processing for the first distribution member, (b) is a flowchart showing the processing for the second distribution member, and (c) is a timing chart for explaining the relationship between the operation timing of each distribution member and the opening and closing timing of the opening and closing execution mode. [Figure 65] 13 is a flowchart showing a setting process of an opening period in a modified example of the seventh embodiment. [Figure 66] FIG. 13 is a front view showing the configuration of the game board in the eighth embodiment. [Figure 67] 1A is a vertical cross-sectional view of the variable prize-winning device as seen from the side, and FIG. 1B is a vertical cross-sectional view of the variable prize-winning device as seen from the back. [Figure 68] 10 is a flowchart showing an opening / closing process. [Figure 69] FIG. 13 is an explanatory diagram for explaining a variable display time table in the ninth embodiment. [Figure 70] 10 is a flowchart showing a process of setting a pending command. [Figure 71] 10 is a flowchart showing a hold control process. [Figure 72] 10 is a flowchart showing a hold information grasping process. [Figure 73] 10 is a flowchart showing the pattern preview processing. [Figure 74]FIG. 10 is an explanatory diagram for explaining an overview of promotion notification. [Figure 75] FIG. 10 is an explanatory diagram for explaining an overview of demotion notification. [Figure 76] This is a timing chart to explain how the V winning rate changes depending on the number of reserved balls. [Figure 77] This is a timing chart to explain how the V winning rate changes depending on the number of reserved balls. [Figure 78] 20 is a flowchart showing an opening and closing process in the tenth embodiment. [Figure 79] This is a timing chart to explain how the V winning rate changes depending on the winning of the upper limit number of winnings. [Figure 80] This is a timing chart to explain how the V winning rate changes depending on the winning of the upper limit number of winnings. [Figure 81] 23 is a flowchart showing fluctuation start processing in the eleventh embodiment. [Figure 82] 10A is a flowchart showing a V possibility determination process, and FIG. 10B is a flowchart showing a process for transitioning to a high probability mode. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described below with reference to the drawings. Fig. 1 is a front view of the pachinko machine 10, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. For convenience, Fig. 2 omits the components within the gaming area of the pachinko machine 10.
[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be able to rotate forward. The gaming machine main body 12 has an inner frame 13, a front door frame 14 that is arranged in front of the inner frame 13, and a back pack unit 15 that is arranged behind the inner frame 13.
[0011] As shown in Figure 2, the inner frame 13 of the gaming machine main body 12 is rotatably supported by the outer frame 11 with one of the left and right sides serving as the support side. A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with one of the left and right sides serving as the support side. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with one of the left and right sides serving as the support side.
[0012] The gaming machine main body 12 is provided with a locking device 16 at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame. Each of these locked states can be released by using an unlocking key to unlock a cylinder lock 17 that is exposed on the front of the pachinko machine 10.
[0013] The front door frame 14, which is provided so as to cover the entire front side of the inner frame 13, is formed with a window section 61 that allows almost the entire area of the game area (described later) to be viewed from the front. The window section 61 is substantially oval in shape and has a window panel 62 fitted into it. The window panel 62 is made of colorless and transparent glass, but is not limited to this and may also be made of colorless and transparent synthetic resin.
[0014] Light-emitting means such as various lamps are provided around the window 61. As part of the various lamps, a display light-emitting unit 63 is provided above the window 61. In addition, speaker units 64 are provided on both the left and right sides of the display light-emitting unit 63 to output sound effects according to the game status.
[0015] Below the window 61 in the front door frame 14, an upper bulge 65 and a lower bulge 66 are arranged side by side, bulging out toward the front. An upper tray 71 that opens upward is provided inside the upper bulge 65, and a lower tray 72 that also opens upward is provided inside the lower bulge 66. The upper tray 71 has the function of temporarily storing game balls dispensed by the dispensing device 96 provided in the back pack unit 15 and guiding them to the game ball launching mechanism 53 while aligning them in a row. The lower tray 72 also has the function of storing surplus game balls in the upper tray 71.
[0016] A launch handle 60 is provided to the right of the lower tray 72 in the front door frame 14. By operating the launch handle 60, game balls are launched toward the game area PE from a game ball launch mechanism 53 provided below the game area PE in the inner frame 13. In this case, by changing the amount of rotation of the launch handle 60, the launch strength of the game balls launched toward the game area PE, i.e., the momentum of the launch, is changed.
[0017] The play area PE is formed on a game board 24 mounted on the inner frame 13. The configuration of the game board 24 will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 24.
[0018] An inner rail portion 51 and an outer rail portion 52 are attached to the surface of the game board 24, and a game area PE is formed so as to be partitioned by these inner rail portion 51 and outer rail portion 52. Furthermore, these inner rail portion 51 and outer rail portion 52 form a guide rail for game balls to the game area PE, and game balls launched from the game ball launching mechanism 53 by the player rotating the launch handle 60 are guided to the upper part of the game area PE by the guide rail.
[0019] The guide rail is formed so that its exit portion faces the upper center of the play area PE on one side of the play area PE. Therefore, as the player rotates the launch handle 60 more, the arrival position of the game ball in the upper part of the play area PE shifts from the side where the exit portion of the guide rail is formed to the opposite side. The exit portion of the guide rail is provided on the left side of the play area PE.
[0020] In the area defined as the play area PE on the game board 24, multiple large and small openings that penetrate in the front-to-rear direction are formed by router processing. Each opening is provided with a general winning opening 31, an upper operating opening (first ball entry section) 33, a lower operating opening (second ball entry section) 34, a role device 150, a through gate 35, a variable display unit 36, a main display section 43, and a role display section 44, etc.
[0021] When a ball enters the general winning opening 31, the upper operating opening 33, the lower operating opening 34, the through gate 35, and the accessory device 150, it is detected by the corresponding detection sensors (general winning sensor 31a, upper winning sensor 33a, lower winning sensor 34c, through winning sensor 35a, entrance sensor 179; see Figures 6, 9, etc.). When a ball enters the general winning opening 31, the upper operating opening 33, the lower operating opening 34, and the accessory device 150, a predetermined number of prize balls are paid out. In this case, when a ball enters the upper operating opening 33, three prize balls are paid out; when a ball enters the lower operating opening 34, two prize balls are paid out; when a ball enters the general winning opening 31, ten prize balls are paid out; and when a ball enters the accessory device 150, fifteen prize balls are paid out. However, the number of prize balls is arbitrary, and for example, the number of prize balls associated with the lower operating port 34 may be greater than the number of prize balls associated with the upper operating port 33, or the number of prize balls associated with both operating ports 33, 34 may be the same. Also, the number of prize balls associated with the accessory device 150 may be less than the number of prize balls associated with the operating ports 33, 34, or may be the same as the number of prize balls associated with both operating ports 33, 34. However, in order to maintain the advantage of winning in the accessory device 150, it is preferable that the number of prize balls associated with the accessory device 150 be greater than the number of prize balls associated with the operating ports 33, 34. Additionally, the number of prize balls associated with the general winning port 31 may be the same as or greater than the number of prize balls associated with the accessory device 150. As will be described later, the general prize opening 31 is a ball entry section that is not related to the game that draws for a jackpot, which is the core of the game, or the game during a jackpot, and the prize balls awarded based on winnings at the general prize opening 31 can be said to play a supplementary role in carrying out this core game. In this regard, the more prize balls there are at the general prize opening 31 (or the more likely a prize is awarded at the general prize opening 31), the less balls will be lost when playing a game that draws for a jackpot, or the more prize balls can be obtained overall.
[0022] Additionally, an outlet 37 is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes are discharged from the game area through the outlet 37. Also, the game board 24 has a large number of nails 38 planted therein to appropriately distribute and adjust the direction in which the game balls fall, and various components (apparatuses) such as windmills are also provided.
[0023] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only the case where the gaming ball is discharged from the gaming area after passing through an opening, but also the case where the gaming ball continues to flow down the gaming area after passing through an opening without being discharged. However, in the following explanation, in order to clearly distinguish from a gaming ball entering the outlet 37, the entry of a gaming ball into the general winning opening 31, the upper operating opening 33, the lower operating opening 34, the through gate 35, or the accessory device 150 will also be referred to as "winning."
[0024] The variable display unit 36 is provided so as to include the center of the game area PE. The peripheral portion of the variable display unit 36 protrudes forward of the pachinko machine 10 beyond the surface of the game board 24, thereby dividing the area into multiple areas into which game balls can flow.
[0025] Specifically, the game area PE is divided into an upper area PE1, which is an area above a predetermined height position of the variable display unit 36; a left area PE2, which is an area contiguous below the upper area PE1 and to the left of the variable display unit 36; a right area PE3, which is an area contiguous below the upper area PE1 and to the right of the variable display unit 36; and a lower area PE4, which is an area contiguous below each of the left area PE2 and the right area PE3 and below the variable display unit 36.
[0026] When the player performs a first firing operation by rotating the firing handle 60 within a first range of rotational operation amounts that are equal to or greater than a predetermined rotational amount but less than a reference rotational amount, the gaming ball begins to flow down in the upper region PE1 to the left of the horizontal center position. In this case, the gaming ball flows down in the order of upper region PE1 → left region PE2 → lower region PE4. On the other hand, when the player performs a second firing operation by rotating the firing handle 60 within a second range of rotational operation amounts that are equal to or greater than the reference rotational amount, the gaming ball begins to flow down in the order of upper region PE1 → right region PE3 → lower region PE4. In other words, by adjusting the amount of rotation of the launch handle 60, the player can play the game so that the game ball flows down the left area PE2, out of the left area PE2 and the right area PE3, and can also play the game so that the game ball flows down the right area PE3.
[0027] The reference rotation amount is a rotation amount at which the rate at which the game ball flows down the left area PE2 and the rate at which the game ball flows down the right area PE3 are the same, and with a rotation operation amount in the first range, the rate at which the game ball flows down the left area PE2 is high, and with a rotation operation amount in the second range, the rate at which the game ball flows down the right area PE3 is high. Therefore, with a rotation operation amount in the first range that is close to the reference rotation amount, there is a possibility that the game ball will flow down the right area PE3, and with a rotation operation amount in the second range that is close to the reference rotation amount, there is a possibility that the game ball will flow down the left area PE2.
[0028] The upper actuation port 33 and the lower actuation port 34 are united as an actuation port device and installed on the gaming board 24. Both the upper actuation port 33 and the lower actuation port 34 open upward. Furthermore, both actuation ports 33, 34 are aligned vertically with the upper actuation port 33 facing upward. The lower actuation port 34 is provided with an electric device 34a serving as a guide piece (support piece) consisting of a pair of movable pieces on the left and right. When the electric device 34a is in a closed state (non-support state or non-guide state), the gaming ball cannot enter the lower actuation port 34, but when the electric device 34a is in an open state (support state or guide state), the gaming ball can enter the lower actuation port 34.
[0029] The upper actuation port 33 and the lower actuation port 34 are installed in a lower area PE4 of the game board 24. In this case, the upper actuation port 33 is located directly below a stage 36a formed in the variable display unit 36, and a game ball that flows onto the stage 36a via a guide passage (not shown) formed in the variable display unit 36 and is then discharged from the center of the stage 36a to the outside of the variable display unit 36 is likely to enter the upper actuation port 33 or the lower actuation port 34.
[0030] Incidentally, the entrance to the guide passage that enables the game ball to be guided to the stage 36a is formed at a position corresponding to the boundary between the upper area PE1 and the left area PE2 in the variable display unit 36 (a position above the first reserve light-emitting unit 45 in Figure 4), and is not formed anywhere else.
[0031] Because the upper actuation port 33 and the lower actuation port 34 are located in the lower region PE4 as described above, a winning entry into the upper actuation port 33 and the lower actuation port 34 is possible both when the launch handle 60 is operated so that the game ball flows down the left region PE2 and when the launch handle 60 is operated so that the game ball flows down the right region PE3. However, because the entrance to the guide path to the stage 36a is located in the left region PE2 and not in the right region PE3, winning entries into the upper actuation port 33 and the lower actuation port 34 are more likely to occur when the game ball flows down the left region PE2 than when the game ball flows down the right region PE3. In addition, the arrangement of the game pieces and nails 38 in the left region PE2 and the right region PE3 is also set so that winning entries into the upper actuation port 33 and the lower actuation port 34 are more likely to occur when the game ball flows down the left region PE2 than when the game ball flows down the right region PE3.
[0032] However, the present invention is not limited to this, and the configuration may be such that only game balls that flow down the left side area PE2 can enter the upper actuation port 33 and the lower actuation port 34.
[0033] The accessory device 150 is provided with an opening / closing accessory 168 as a guide piece (support piece) consisting of a pair of left and right movable pieces. When the opening / closing accessory 168 is in a closed state (closed state, first state), the game ball cannot or does not easily enter the accessory device 150, but when the opening / closing accessory 168 is in an open state (open state, second state), the game ball can enter the accessory device 150. The accessory device 150 will be described in detail later.
[0034] The opening and closing device 168 is normally in a closed state for the game balls, and is configured to switch to an open state for the game balls when an internal lottery is won to transition to an opening and closing execution mode (opening and closing execution state). Here, the opening and closing execution mode is a mode to which the game balls transition when a jackpot is won. The opening and closing execution mode will be described in detail later. The opening and closing device 168 can be opened repeatedly up to a maximum of multiple rounds (for example, 15 rounds), with one round consisting of the passage of a predetermined time (for example, 5 seconds) or the winning of a predetermined number of balls (for example, 10 balls).
[0035] The accessory device 150 is installed in the right-hand area PE3 of the gaming board 24. As a result, a win in the accessory device 150 is possible only when the launch handle 60 is operated so that the gaming ball flows down the right-hand area PE3. The upper actuation port 33 and the lower actuation port 34 are located downstream of the position where the accessory device 150 is located. In other words, the upper actuation port 33 and the lower actuation port 34 (particularly the lower actuation port 34) are not located upstream of the accessory device 150. Therefore, in the opening / closing execution mode in which the opening / closing accessory 168 of the accessory device 150 is opened, an event such as a win in the accessory device 150 being obstructed by a win in the upper actuation port 33 or the lower actuation port 34 is avoided.
[0036] The main display unit 43 and the bonus item display unit 44 are provided on a decorative member 39 arranged along the outer edge of the lower side of the game area. The decorative member 39 extends from the surface of the game board 24 to the front of the pachinko machine 10. More specifically, the front surface of the decorative member 39 faces a window panel 62 provided in the front door frame 14 to make the game area visible from the front of the pachinko machine 10, and the distance between the window panel 62 and the decorative member 39 is narrower than the width of one game ball. This prevents game balls from falling in front of the front surface of the decorative member 39.
[0037] The main display unit 43 and the bonus item display unit 44 are provided so as to be exposed from the front surface of the decorative member 39. In other words, the main display unit 43 and the bonus item display unit 44 are visible from the front of the pachinko machine 10 through the window panel 62 of the front door frame 14, and game balls are prevented from falling in front of these display units 43, 44. Note that, on the upper surface of the decorative member 39, some of the above-mentioned multiple general winning openings 31 are installed in an open state upward.
[0038] The main display unit 43 is configured with a round display unit RS for displaying the number of rounds in the opening / closing execution mode when a jackpot is won and the mode is switched to the opening / closing execution mode (or when the opening / closing execution mode is switched to), a first result display unit AS for displaying the result of the internal lottery conducted based on a winning entry into the upper operating port 33, and a second result display unit BS for displaying the result of the internal lottery conducted based on a winning entry into the lower operating port 34.
[0039] The round display unit RS starts displaying the number of rounds when the opening and closing execution mode starts, and stops displaying the number of rounds when the opening and closing execution mode ends.
[0040] In the first result display unit AS, a winning entry into the upper operating port 33 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery held based on the winning entry into the upper operating port 33 is displayed clearly. If the result of the internal lottery held based on the winning entry into the upper operating port 33 is a winning result corresponding to transition to the opening / closing execution mode, the predetermined stopping result is displayed in the first result display unit AS, the varying display is stopped, and then transition is made to the opening / closing execution mode.
[0041] In the second result display unit BS, a winning entry into the lower operating port 34 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery held based on the winning entry into the lower operating port 34 is displayed clearly. If the result of the internal lottery held based on the winning entry into the lower operating port 34 is a winning result corresponding to transition to the opening / closing execution mode, the predetermined stopping result is displayed in the second result display unit BS, the varying display is stopped, and then transition is made to the opening / closing execution mode.
[0042] Here, one game session is defined as the time when a variable display is started in the corresponding result display unit AS, BS based on a win in either of the operating ports 33, 34, and when a predetermined stop result is displayed and the variable display is stopped. However, one game session is not limited to the above, and for example, in a configuration where a single result display unit is provided and the variable display is performed in that single result display unit regardless of whether a win occurs in either of the operating ports 33, 34, one game session is defined as the time when a variable display is started in that single result display unit and when the variable display is stopped with the predetermined stop result displayed.
[0043] The reel display unit 44 is a display unit for displaying the results of an internal lottery conducted based on winning at the through gate 35. In this case, the reel display unit 44 displays a varying pattern triggered by winning at the through gate 35, and as a result of the stopping of the varying display, the result of the internal lottery conducted based on winning at the through gate 35 is displayed. If the result of the internal lottery based on winning at the through gate 35 is a winning result corresponding to a transition to an electric reel opening state, the reel display unit 44 displays a predetermined stopping result, the varying display stops, and then the state transitions to an electric reel opening state. In the electric reel opening state, the electric reel 34a provided in the lower operating port 34 is opened in a predetermined manner.
[0044] The main display unit 43 and the display unit for props 44 are constructed by a segment display device having multiple segments, but are not limited to this and other display devices such as a liquid crystal display device may also be used.
[0045] The variable display unit 36 is provided with a pattern display device 41 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture. In addition, the variable display unit 36 is provided with a center frame 42 that surrounds the pattern display device 41. The upper part of this center frame 42 extends forward of the pachinko machine 10. This prevents game balls from falling in front of the display screen of the pattern display device 41, and is configured to prevent inconvenience such as a decrease in visibility of the display screen due to falling game balls.
[0046] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to 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.
[0047] The symbol display device 41 displays symbols, for example, arranged in a row at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling left and right. In this case, the variable display on the symbol display device 41 is started based on a winning combination in the upper actuation port 33 or the lower actuation port 34. That is, when a variable display is performed on the main display unit 43, a variable display is performed on the symbol display device 41 accordingly. Then, for example, in a game that transitions to an opening and closing execution mode in which the opening and closing role 168 of the role device 150 is opened as an opening and closing execution mode, a predetermined combination of symbols is displayed stopped on a preset pay line on the symbol display device 41.
[0048] A first reserve light-emitting unit 45 corresponding to the first result display unit AS and the symbol display unit 41 is provided in the upper left portion of the front side of the center frame 42. Up to four game balls that enter the upper operation port 33 are reserved, and the number of reserved balls is displayed by lighting the first reserve light-emitting unit 45. In addition, a second reserve light-emitting unit 46 corresponding to the second result display unit BS and the symbol display unit 41 is provided in the upper right portion of the front side of the center frame 42. Up to four game balls that enter the lower operation port 34 are reserved, and the number of reserved balls is displayed by lighting the second reserve light-emitting unit 46. As described above, because the upper portion of the center frame 42 extends forward of the pachinko machine 10, the visibility of the first reserve light-emitting unit 45 and the second reserve light-emitting unit 46 is not obstructed by falling game balls.
[0049] A third reserve light emitting unit 47 corresponding to the device display unit 44 is provided at the bottom of the center frame 42. The number of times that a game ball passes through the through gate 35 can be reserved up to four times, and the number of reserved balls is displayed by lighting up the third reserve light emitting unit 47. Note that each of the reserve light emitting units 45 to 47 may be configured to be displayed as part of the symbol display device 41.
[0050] When a jackpot is won through a win / lose lottery based on the entry of a gaming ball into either of the operating ports 33, 34, the accessory device 150 transitions to an open / close execution mode in which the opening / closing accessory 168 is opened, allowing the gaming ball to enter the accessory device 150. When a gaming ball enters the accessory device 150, it is detected by an entrance sensor 179, and a prize ball is paid out. Furthermore, when a gaming ball that has entered the accessory device 150 enters a V entry port provided within the accessory device 150, it is detected by a V entry sensor 192 (described below), and the win / lose lottery mode after the open / close execution mode is set to the high probability mode, which is advantageous to the player, or the less advantageous low probability mode. Details of the win / lose lottery mode will be described later; setting it to the high probability mode makes it easier to win a jackpot, while setting it to the low probability mode makes it harder to win a jackpot. That is, when the high probability mode is set, it becomes easier to transition to the opening and closing execution mode, and when the low probability mode is set, it becomes harder to transition to the opening and closing execution mode.
[0051] Here, the configuration of the accessory device 150 will be described in detail with reference to Figures 5 to 8. Figure 5(a) is a perspective view of the accessory device 150, Figure 5(b) is a plan view simply showing the configuration of the passage provided in the accessory device 150, Figure 6 is an exploded perspective view of the accessory device 150, Figure 7 is an exploded perspective view of the rotating body unit 180 that constitutes the accessory device 150, and Figure 8 is a plan view of the rotating body unit 180.
[0052] The accessory device 150 is broadly composed of an accessory unit 160 and a rotating body unit 180. As shown in Fig. 6, the accessory unit 160 has a base frame 161, and a flange 162 of the base frame 161 is fixed with screws to the game board 24. The base frame 161 is divided into upper and lower sections by a ball receiving plate 163 extending in the front-to-rear direction, and has an upper opening 164 and a lower opening 165 that penetrate from front to back.
[0053] A ceiling member 167 having a predetermined thickness is attached above the upper opening 164 on the front surface of the base frame 161. A pair of opening / closing accessories 168 having the same thickness as the ceiling member 167 are provided on both the left and right sides of the upper opening 164 in the base frame 161. A passage forming member 171 and a drive unit fixing plate 172 are provided on the back side of the base frame 161, and a pair of opening / closing accessory drivers 173 (electromagnetic solenoids) are attached to the back surface of the drive unit fixing plate 172. One end of a link 176 extending through the passage forming member 171 and the drive unit fixing plate 172 is connected to the opening / closing accessory driver 173, and the other end of the link 176 is connected to the shaft of the opening / closing accessory 168. Therefore, the opening / closing accessory 168 is opened by driving the opening / closing accessory driver 173.
[0054] To explain the opening operation in detail, when the opening / closing device drive unit 173 is not driven (excited), each opening / closing device 168 stands upright, and the tip of each device is close to both the left and right ends of the ceiling member 167. On the other hand, when the opening / closing device drive unit 173 is driven (excited), each opening / closing device 168 opens outward, and a gap larger than the size of one game ball is formed between the tip of each opening / closing device 168 and both the left and right ends of the ceiling member 167. With this configuration, only when each opening / closing device 168 opens and the device 150 is in the open state can a game ball enter the device 150. Note that even when the opening / closing device drive unit 173 is not driven (excited) (when the opening / closing device 168 stands up), it is sufficient that the ball is more difficult to enter the device 150 than when the opening / closing device drive unit 173 is driven (excited) (when the opening / closing device 168 is open outward), and the configuration may be such that the ball can enter the device 150 when the opening / closing device drive unit 173 is not driven (excited). For example, a configuration may be considered in which when the opening / closing device drive unit 173 is driven, the gap between the tip of the opening / closing device 168 and both left and right ends of the ceiling member 167 is the width of about one game ball, and when the opening / closing device drive unit 173 is driven, the gap becomes larger than that.
[0055] In addition, the opening and closing device drive unit 173 is configured so that it cannot be seen from the front of the gaming machine due to the passage forming member 171 and the drive unit fixing plate 172, and the back side of the opening and closing device drive unit 173 is covered by a cover member 174.
[0056] A front frame 175 is attached to the edge of a lower opening 165 on the front surface of the base frame 161. An extension wall 175a formed on the upper part of the front frame 175 extends above the ball receiving plate 163 of the base frame 161, and this extension wall 175a prevents game balls that reach the ball receiving plate 163 from flying forward.
[0057] The passage forming member 171 is formed with a passage plate 177 that extends in the front-rear direction and is connected to the ball receiving plate 163, and further, a game ball passage 178 that extends in the up-down direction is formed on the rear side of the passage plate 177 (shown in FIG. 5(b)). The passage plate 177 is inclined downward toward the game ball passage 178 and is configured so that its width narrows toward the game ball passage 178, so that game balls that reach the ball receiving plate 163 are guided to the game ball passage 178. The game balls guided to the game ball passage 178 flow down the game ball passage 178. An entrance sensor 179 is provided on the entrance side of the game ball passage 178, and game balls that enter the accessory device 150 always and immediately pass through the entrance sensor 179. This allows the entry of a game ball into the accessory device 150 to be detected. The entrance sensor 179 is configured with a well-known proximity sensor.
[0058] A rotating body unit 180 is attached to the accessory unit 160 so as to be positioned below the passage forming member 171. As shown in FIG. 7, the rotating body unit 180 includes a guide passage forming member 181 and a discharge passage forming member 191.
[0059] The guide path forming member 181 has a recess 182 recessed downward at approximately its center. The recess 182 has a circular shape in a plan view. An annular guide path 183 is formed along the outer edge of the upper opening of the recess 182. The guide path 183 is symmetrical and slopes downward from the center of the back side toward the center of the front side. The center of the front side of the guide path 183 is located at the lower end of the lower opening 165 of the base frame 161. The center of the back side of the guide path 183 is located vertically below the game ball path 178 of the bonus unit 160. A path wall 183a forming the center of the back side of the guide path 183 is taller than the surrounding path walls 183a, and a path cover 184 extending horizontally is formed above the back side of the guide path 183. However, an entrance opening 184a is formed in the passage cover 184, and in plan view (see FIG. 8), only the center of the back side of the back portion of the guide passage 183 is exposed. Since this entrance opening 184a overlaps with the outlet of the game ball passage 178, game balls that flow down the game ball passage 178 reliably reach the center of the back side of the guide passage 183.
[0060] A ball distribution section 185 is formed in the center of the back side of the guide passage 183. The ball distribution section 185 has an inclined surface that slopes downward from the center to both the left and right. Therefore, game balls that reach the guide passage 183 are distributed to either the left or right. Then, the game balls roll along the slope of the guide passage 183 and are guided to the front side of the guide passage 183. A lead-out section 186 that slopes toward the recess 182 is formed on the front side of the guide passage 183.
[0061] A V winning opening 182a is formed on the bottom surface of the recess 182. The V winning opening 182a is connected to a V winning passage 191a formed in the discharge passage forming member 191, and a gaming ball that enters the V winning opening 182a is discharged through the V winning passage 191a to the outside of the accessory device 150. In this case, a V winning sensor 192 is provided in the V winning passage 191a, and a gaming ball passing through the V winning passage 191a is detected by the V winning sensor 192.
[0062] In addition, a miss opening 182b is formed on the side of the recess 182. The miss opening 182b is connected to a miss passage 191b formed in the discharge passage forming member 191, and game balls that enter the miss opening 182b are discharged to the outside of the accessory device 150 through the miss passage 191b. In this case, a miss sensor 193 is provided in the miss passage 191b, and game balls that pass through the miss passage 191b are detected by the miss sensor 193. The V winning sensor 192 and the miss sensor 193 are configured by well-known proximity sensors. In addition, game balls that are discharged to the outside of the accessory device 150 through the V winning passage 191a and the miss passage 191b are discharged to the outside of the pachinko machine 10 through a discharge passage not shown.
[0063] A rotating body drive unit 194 is attached to the discharge passage forming member 191 from below, and an output shaft 194a extending in the vertical direction of the rotating body drive unit 194 passes through the discharge passage forming member 191 and the guide passage forming member 181. A rotating body 201 is fixed to the output shaft 194a. The rotating body drive unit 194 may be a stepping motor.
[0064] The rotor 201 is generally disk-shaped and slightly smaller in diameter than the recess 182 of the guide path forming member 181, and is positioned within the recess 182. The rotor 201 rotates counterclockwise as the rotor drive unit 194 is driven. Ten inwardly recessed ball guide portions 202 are formed on the outer periphery of the rotor 201, and these ball guide portions 202 are arranged at equal intervals. Of these, nine ball guide portions 202 are bottomed loss hole guide portions 203, and one ball guide portion 202 is a bottomless V-shaped winning hole guide portion 204. The bottom surfaces of the loss hole guide portions 203 are inclined so that they are lower toward the outside. Each ball guide portion 202 is large enough to accommodate one gaming ball, and a gaming ball guided from the outlet portion 186 of the guide path 183 enters one of the ball guide portions 202. In this case, the game ball that entered the V winning opening guide portion 204 reaches the top of the V winning opening 182a as the rotating body 201 rotates, and falls from the V winning opening 182a into the V winning passage 191a. On the other hand, the game ball that entered the loss opening guide portion 203 reaches the side of the loss opening 182b as the rotating body 201 rotates, and enters the loss passage 191b from the loss opening 182b.
[0065] In this embodiment, a rotational position detection sensor 196 is provided to detect the rotational position of the rotor 201. The rotational position detection sensor 196 has a pair of arms 196a, 196b that face each other at a predetermined distance, with a light-emitting element disposed on one arm 196a and a light-receiving element disposed on the other arm 196b at a position facing the light-emitting element. The rotational position detection sensor 196 is provided on a sensor board 197, which is fixed to the discharge passage forming member 191 so that a tape 198 provided on the output shaft 194a of the rotor drive unit 194 is located between the arms 196a, 196b of the rotational position detection sensor 196 (between the light-emitting element and the light-receiving element).
[0066] The band 198 is roughly doughnut-shaped and rotates with the rotation of the output shaft 194a. However, the notch 198a is formed so that it is discontinuous. Therefore, light from the light-emitting element of the rotational position detection sensor 196 is basically blocked by the band 198. Light from the light-emitting element reaches the light-receiving element only when the notch 198a passes between the arms 196a and 196b as the output shaft 194a rotates. The notch 198a is formed corresponding to the position of the V winning opening guide 204 on the outer periphery of the rotor 201, so the rotational position of the rotor 201 can be determined by monitoring whether the light-receiving element detects light from the light-emitting element. Incidentally, when the V winning opening guide 204 passes in front of the lead-out portion 186, the notch 198a passes between the arms 196a and 196b.
[0067] Furthermore, in this embodiment, a first sorting member 300 is provided on one of the left and right sides of guide passage 183, more specifically, on the left side of guide passage 183 where removal opening 182b is formed. First sorting member 300 is disposed above removal opening 182b in guide passage 183 as a bottom portion constituting part of the floor of guide passage 183. First sorting member 300 is disposed on the inner side of removal opening 182b. First sorting member 300 is connected to first sorting drive unit 300a (electromagnetic solenoid), and by driving and controlling first sorting drive unit 300a, first sorting member 300 is displaced between a non-sorting state in which it constitutes part of the floor of guide passage 183 and a sorting state in which it rotates downward around the rear end of first sorting member 300 as a rotation axis and slopes downward toward removal opening 182b.
[0068] With the above configuration, when the first sorting drive unit 300a is not driven (not in an excited state) and the first sorting member 300 is in a non-sorting state, the game balls sorted to the left side of the guide passage 183 pass over the first sorting member 300, using the first sorting member 300 as a floor, and reach one of the ball guide units 202 on the rotating body 201. On the other hand, when the first sorting drive unit 300a is driven (in an excited state) and the first sorting member 300 is in a sorting state, the first sorting member 300 tilts downward toward the miss opening 182b, and game balls passing over this first sorting member 300 are guided directly to the miss opening 182b (missing passage 191b) without reaching the rotating body 201. Therefore, the V winning probability (the probability of being detected by the V winning sensor 192) changes depending on the state of the first sorting member 300.
[0069] Furthermore, in this embodiment, a warp passage 250 is provided that directly guides a gaming ball that has passed through the gaming ball passage 178 to the V winning passage 191a. The warp passage 250 has a passage area 251 through which one gaming ball can pass, and the passage area 251 is formed by curving rearward and downward. More specifically, an opening (not shown) that opens rearward is formed in the passage wall 183a behind the ball distribution section 185 in the guide passage 183, and an entrance portion 252 of the passage area 251 is connected to the opening. In addition, a V guide passage 260 through which one gaming ball can pass toward the V winning passage 191a is formed above the discharge passage forming member 191, and an exit portion 253 of the passage area 251 in the warp passage 250 is connected to a rear end portion 261 of the V guide passage 260. The V guide passage 260 is formed to slope downwards toward the V prize winning passage 191a, and a front end 262 of the V guide passage 260 is connected to the V prize winning passage 191a.
[0070] With the above configuration, when the gaming ball reaches the guide passage 183 and is guided to the warp passage 250 side, it passes through the passage area 251 in the warp passage 250 and is led out to the V guide passage 260. Then, the gaming ball passes through the V guide passage 260, enters the V winning passage 191a, and is detected by the V winning sensor 192 (makes a V winning).
[0071] Here, a second distribution member 310 is provided upstream (forward) of the entrance 252 of the warp passage 250, which is capable of restricting the inflow of game balls into the warp passage 250 (distributing the game balls either into the warp passage 250 or to the left and right in the guide passage 183). The second distribution member 310 is connected to a second distribution drive unit 310a (electromagnetic solenoid), and by driving and controlling the second distribution drive unit 310a, the second distribution member 310 is displaced between a non-distribution state in which the game balls are disposed in front of the entrance 252 of the warp passage 250, and a distribution state in which the game balls are disposed above the non-distribution state and not disposed in front of the entrance 252. That is, when the second distribution drive unit 310a is not driven (not in an excited state) and in the non-distribution state, the game balls cannot flow into the warp passage 250, and are distributed to the left and right in the guide passage 183. On the other hand, when the second distribution drive unit 310a is driven (excited) and enters a distribution state, the game balls can flow into the warp passage 250 (rearward), and in this case, they are led directly to the V winning passage 191a without being distributed by the rotating body 201. In other words, the V winning probability (the probability detected by the V winning sensor 192) changes depending on the state of the second distribution member 310.
[0072] The ball distribution section 185 at the center of the back side of the guide passage 183 has a downwardly sloping surface facing backward so that it can distribute game balls not only left and right but also backward. However, when the second distribution member 310 is in a non-distribution state, the second distribution member 310 is arranged on the downwardly sloping surface, and the occurrence of an event in which a game ball tries to be distributed to the downwardly sloping surface side and ends up remaining there is suppressed, even in a non-distribution state.
[0073] In this embodiment, the passage length is set so that it takes about 0.3 seconds for a gaming ball that has entered the accessory device 150 to reach the position (ball distribution section 185) where it will be distributed by the second distribution member 310. Also, the passage length is set so that it takes about 0.5 seconds for a gaming ball that has entered the accessory device 150 to reach the position (on the first distribution member 300) where it will be distributed by the first distribution member 300.
[0074] A gaming ball that has entered the above-described accessory device 150 rolls on the ball receiving plate 163 and enters the gaming ball passage 178. In this case, the gaming ball is detected by the entrance sensor 179. The gaming ball that has flowed down the gaming ball passage 178 reaches the ball distribution section 185 formed at the center of the back side of the guide passage 183. Then, on the condition that the second distribution member 310 arranged in the ball distribution section 185 is in a non-distributing state, the gaming ball is distributed to either the left or right guide passage 183. Then, by rolling down the guide passage 183 on the side to which it was distributed, the gaming ball is guided to the outlet section 186. The gaming ball guided to the outlet section 186 rolls along the slope of the outlet section 186 and is guided into the recess 182. However, if the gaming ball is distributed to the left side by the ball distribution section 185, the first distribution member 300 must be in a non-distributing state in order for the gaming ball to be guided to the recess 182. That is, the gaming ball guided to the left guide passage 183 may be guided to the recess 182 side, or may be guided directly to the outlet 182b.
[0075] In the recess 182, the rotating body 201 always rotates at a constant speed, and a gaming ball that is led into the recess 182 and enters the loss port guide section 203 is guided to the loss port 182b. In this case, the gaming ball is detected by the loss sensor 193. On the other hand, a gaming ball that is led into the recess 182 and enters the V winning port guide section 204 is guided to the V winning port 182a. In this case, the gaming ball is detected by the V winning sensor 192. Then, upon detection by the V winning sensor 192, a transition to the win / lose lottery mode is made.
[0076] When a gaming ball reaches the ball distribution unit 185, if the second distribution member 310 is in a distribution state, the gaming ball is distributed not only to either the left or right guide path 183, but also to the warp path 250 side. By being distributed to the warp path 250 side, the gaming ball is directly detected by the V winning sensor 192 without going through distribution by the first distribution member 300 or the rotating body 201, and a transition to a win / lose lottery mode is made.
[0077] Since one of the ten ball guide sections 202 is the V winning port guide section 204, a gaming ball that enters the recess 182 of the accessory device 150 will enter the V winning port 182a with a probability of 1 / 10. When the gaming ball is detected by the V winning sensor 192 and the loss sensor 193, a predetermined number of prize balls are paid out to the upper tray 71. Furthermore, the movement of the gaming ball on the rotating unit 180 can be seen from the front of the gaming machine through the opening in the front frame 175 and the lower opening 165 of the base frame 161.
[0078] However, the number of ball guide sections 202 and the number of V winning port guide sections 204 are not limited to those described above, and for example, there may be one V winning port guide section 204 for six ball guide sections 202, resulting in a 1 / 6 probability of winning a V prize, or there may be other probabilities of winning a V prize.
[0079] The power lines and signal lines of the sensors 179, 192, 193, 196, etc. and the drive units 173, 300a, 310a, 194, etc. in the prop device 150 are connected to a relay terminal board 199 attached to the guide path forming member 181. These signal lines are bundled together as a harness and connected to a main control unit (described later), which detects the ball entering the stadium and controls the drive units. However, some or all of these functions may be performed by a sub-controller (described later), which is a performance control unit.
[0080] As already explained, if a jackpot is won in a lottery based on winning the upper operating port 33 or the lower operating port 34, the game system shifts to an opening / closing execution mode in which winning the prize in the accessory device 150 is permitted. When a prize is won in the accessory device 150, 15 prize balls are paid out for one winning (winning of one game ball). In other words, the transition to the opening / closing execution mode itself allows the player to obtain many benefits.
[0081] In contrast, if a game ball that entered the accessory device 150 during the opening / closing execution mode enters the V winning slot 182a, the winning / losing lottery mode after the opening / closing execution mode transitions to the high probability mode. On the other hand, if a game ball that entered the accessory device 150 during the opening / closing execution mode does not enter the V winning slot 182a, that is, if all game balls enter the loss slot 182b, the winning / losing lottery mode after the opening / closing execution mode transitions to the low probability mode. In the high probability mode, it is easy to transition to the opening / closing execution mode, and in the low probability mode, it is difficult to transition to the opening / closing execution mode. Therefore, the key to playing during the opening / closing execution mode is not simply to have the ball enter the accessory device 150, but to have the ball enter the V winning slot 182a.
[0082] Here, the transition to the opening / closing execution mode is signaled by a variable display on the main display unit 43 or by a presentation (a presentation of a game round) on the symbol display device 41. On the other hand, the transition to the high probability mode is signaled by the occurrence of a win in the V winning slot 182a. Therefore, there is a difference in timing between the notification of the transition to the opening / closing execution mode and the notification of the transition to the high probability mode. More specifically, the notification of the transition to the high probability mode occurs after the presentation of a game round.
[0083] In this embodiment, at least during the opening and closing execution mode, the rotating body 201 does not rotate, and the V winning opening guide portion 204 is stopped at a position corresponding to the outlet portion 186. Therefore, a gaming ball that reaches the outlet portion 186 always enters the V winning opening 182a.
[0084] In this embodiment, the ball sorting unit 185 is provided with a restricting section (not shown) to prevent game balls from being guided to the right guide passage 183 of the left and right guide passages 183. In other words, when a game ball that has entered the accessory device 150 reaches the ball sorting unit 185, the game ball is guided to the guide passage 183 on the side where the first sorting member 300 is provided, rather than the guide passage 183 on the side where the first sorting member 300 is not provided, provided that the second sorting member 310 is in a non-sorting state. When the first sorting member 300 is in a non-sorting state, the game ball is guided to the lead-out section 186 and enters the V winning opening 182a. On the other hand, when the first sorting member 300 is in a sorting state, the game ball enters the loss opening 182b.
[0085] In this embodiment, the opening / closing device 168 is opened or closed by switching to the opening / closing execution mode, while the first distributing member 300 and the second distributing member 310 are switched between the distributing state and the non-distributing state at a predetermined operating cycle from the time the power is turned on, regardless of the opening / closing execution mode. This configuration will be described in detail later.
[0086] Next, the configuration of the rear side of the gaming machine main body 12 will be described.
[0087] As shown in FIG. 3, a main control device 81 and a performance control device 82 are mounted on the back surface of the inner frame 13 (specifically, the game board 24).
[0088] The main control device 81 includes a main control board that has the function of controlling the main game (main control circuit) and the function of monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 83 made of a transparent resin material or the like. The board box 83 includes a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are inseparably connected by box joints 85 that serve as separation prevention means (or connecting means), thereby sealing the board box 83. Because the box base and box cover are inseparably connected by these box joints 85, opening the internal space of the board box 83 requires the destruction or partial removal of the board box 83. Multiple box joints 85 are provided on the long sides of the board box 83, and at least one of them is used for the connection process.
[0089] The box coupling part 85 can have any configuration as long as it connects the box base and box cover together in an unopenable manner. The box base and box cover are connected in an unopenable manner by inserting a locking claw into the elongated hole that constitutes the box coupling part 85. The coupling process using the box coupling part 85 prevents unauthorized opening after the coupling and allows early and easy detection of any unauthorized opening that may occur. Even after the box has been opened, the re-opening process is possible. That is, the coupling process is performed by inserting a locking claw into the elongated hole of at least one of the multiple box coupling parts 85. When the board box 83 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the box coupling part 85 with the locking claw inserted and the other box coupling parts 85 and the box body are cut. This separates the box base and box cover of the board box 83, allowing the main control board inside to be removed. If the re-coupling process is then performed, a locking claw is inserted into the elongated hole of the other box coupling part 85. If a history of the board box 83 being opened is left in the board box 83, it is possible to easily find out that an unauthorized opening has been performed by looking at the board box 83.
[0090] A plurality of connecting pieces 86 are provided on one short side of the board box 83 so as to protrude laterally. These connecting pieces 86 correspond one-to-one to a plurality of connectable pieces 87 formed on the mounting base of the main control device 81, and the connecting pieces 86 and the connectable pieces 87 connect the board box 83 to the mounting base.
[0091] As a trace means for detecting unauthorized opening of the board box 83, a seal may be attached across the boundary between the box base and the box cover. In this case, when the seal is peeled off from the attachment point, the adhesive layer of the seal will remain on the board box 83, leaving a trace. Furthermore, the seal may be provided with an IC tag that transmits a response wave containing identification information in response to a call wave of a predetermined frequency, so that when the seal is peeled off, the antenna of the IC tag is cut off, making it impossible to transmit the response wave.
[0092] The performance control device 82 is equipped with a performance control board that controls audio and lamp displays, as well as a display control device not shown, in accordance with instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.
[0093] 3, the back pack unit 15 includes a back pack 91, to which a dispensing mechanism 92 and a control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin, and has a protective cover part 94 that protrudes rearward and has a roughly rectangular parallelepiped shape so as to cover the main control device 81, performance control device 82, etc. from behind.
[0094] The payout mechanism 92 is disposed so as to bypass the protective cover 94, and includes a tank 95 to which gaming balls supplied from the island equipment of the gaming parlor are successively replenished, and a payout device 96 for paying out the gaming balls stored in the tank 95. The gaming balls paid out from the payout device 96 are discharged into the upper tray 71 or the lower tray 72 through a payout passage (not shown) provided downstream of the payout device 96. The payout mechanism 92 is also equipped with a back pack board to which a main power supply of, for example, 24 volts AC is supplied and which is provided with a power switch for turning the power on and off.
[0095] The rear pack 91 is provided with an external output terminal 99 on the upper edge, near the pivot axis of the rear pack unit 15. The external output terminals 99 include an output terminal for outputting a signal when the tank 95 or the like runs out of game balls, an output terminal for outputting a signal each time a predetermined number of prize balls are paid out, an output terminal for outputting a signal each time a predetermined number of game balls are dispensed, an output terminal for outputting a signal when the gaming machine main body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal during (or during) a transition to a state such as an open / close execution mode. Signals regarding the state of the frame are output to the gaming hall's management and control device through these output terminals. Incidentally, an output terminal for outputting a signal each time a predetermined number of game balls are dispensed is not necessary for so-called cash machines.
[0096] The control device aggregate unit 93 is equipped with a payout control device 97 and a power supply and firing control device 98. The payout control device 97 and the power supply and firing control device 98 are stacked in front and behind each other so that the payout control device 97 is at the rear of the pachinko machine 10.
[0097] The dispensing control device 97 is configured such that a dispensing control board that controls the dispensing device 96 is housed in a board box. In this case, the board box of the dispensing control device 97 may be provided with the same fraud prevention means as the board box 83 of the main control device 81.
[0098] The power supply and launch control device 98 is configured by housing a power supply and launch control board in a board box, and this board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the launch handle 60. In addition, this pachinko machine 10 has a function to store various data, so that in the event of a power outage, the state at the time of the power outage is retained and, when the power is restored, the state at the time of the power outage can be restored.
[0099] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.
[0100] The main control board 111 is equipped with an MPU 112. The MPU 112 incorporates a ROM 113 that stores various control programs and fixed value data executed by the MPU 112, a RAM 114 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 113 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. Note that it is not essential that the ROM 113 and RAM 114 be integrated into a single chip for the MPU 112; they may each be integrated into a separate chip. This also applies to the MPUs of control devices other than the main control device 81.
[0101] The MPU 112 is provided with an input port and an output port. The input side of the MPU 112 is connected to a power outage monitoring board 115 and a dispensing control device 97 provided in the main control device 81. In this case, the power outage monitoring board 115 is connected to a power supply and launch control device 98 having the function of supplying operating power, and power is supplied to the MPU 112 via the power outage monitoring board 115.
[0102] Various sensors are also connected to the input side of the MPU 112. The various sensors include a general winning sensor 31a, an upper winning sensor 33a, a lower winning sensor 34c, a through winning sensor 35a, and an entrance sensor 179, which detect winnings in the general winning opening 31, the upper operating opening 33, the lower operating opening 34, the through gate 35, and the accessory device 150. The various sensors also include a V winning sensor 192, a loss sensor 193, and a rotation position detection sensor 196 in the accessory device 150. Based on the detection results of these various sensors 31a, 33a, 34c, 35a, 179, 192, 193, and 196, the MPU 112 determines whether a ball has been won in each winning section (ball winning determination) and determines the position of the rotating body 201. The MPU 112 also executes various lotteries based on winnings in the upper operating opening 33, the lower operating opening 34, and the through gate 35.
[0103] The output side of the MPU 112 is connected to a power outage monitoring board 115, a payout control device 97, a performance control device 82, etc. A prize ball command is output to the payout control device 97 based on the result of winning a prize ball into a prize ball entry section corresponding to the payout of a prize ball, for example.
[0104] Various commands for performance are output to the performance control device 82. Details of these various commands will be explained later. Incidentally, the performance control device 82 is electrically connected to the main control device 81 via a connector unit (connection unit) having connectors on both ends of a signal line.
[0105] In addition, various drive units, such as the electric role drive unit 34b, the opening / closing role drive unit 173, the first distribution drive unit 300a, the second distribution drive unit 310a, and the rotating body drive unit 194, are connected to the output side of the MPU 112. Various driver circuits are provided on the main control board 111, and the MPU 112 controls the drive of the various drive units through these driver circuits. Specifically, when a transition to the opening / closing execution mode occurs, the opening / closing role drive unit 173 of the role device 150 is driven and controlled, and the opening / closing operation of the opening / closing role 168 is executed. In these cases, the drive control of both distribution drive units 300a and 310a is performed, and the drive control of the rotating body drive unit 194 is performed. As already explained, in this embodiment, the rotating body 201 remains stopped during the opening / closing execution mode.
[0106] Furthermore, when the open state of the electric role 34a is won, the MPU 112 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened or closed. Furthermore, during each game round, the MPU 112 executes display control of the first result display unit AS or the second result display unit BS in the main display unit 43, and executes display control of the round display unit RS in the main display unit 43 when the variable winning device 32 is in the opening / closing execution mode. Then, when the lottery result as to whether or not the electric role 34a is opened is to be clearly displayed, the MPU 112 executes display control of the role display unit 44.
[0107] Furthermore, an external output terminal 99 is connected to the output side of the MPU 112, and information on balls entering various entry areas and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This allows the hall computer HC to grasp the status of the pachinko machine 10.
[0108] The power failure monitoring board 115 relays between the main control board 111 and the power supply and launch control device 98, and also monitors the stable 24 volt DC voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and loan balls by the payout device 96 based on the prize ball command input from the main control device 81.
[0109] The power supply and firing control device 98 is connected to a commercial power supply (external power supply) in, for example, an amusement facility or the like. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for the main control board 111, the payout control device 97, etc., and supplies the generated operating power. Incidentally, the power supply and firing control device 98 is provided with a power supply unit for use in the event of a power outage, such as a backup capacitor, and even when the power supply to the pachinko machine 10 is turned off, power for maintaining memory is supplied from the power supply unit for use in the event of a power outage to the RAM 114 of the main control device 81.
[0110] The power supply and launch control device 98 is responsible for controlling the launch of the game ball launching mechanism 53, and the game ball launching mechanism 53 is driven when predetermined launch conditions are met. In this case, the game ball launching mechanism 53 includes a launch rail extending toward the guide rail of the game board 24, a ball feeder that supplies game balls stored in the upper tray 71 onto the launch rail, and a solenoid that is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail, and the game balls are launched when a drive signal is supplied from the power supply and launch control device 98 to the solenoid.
[0111] Based on various commands input from the main control device 81, the performance control device 82 drives and controls each of the hold light-emitting units 45 to 47 provided in the variable display unit 36, and the display light-emitting unit 63 and speaker unit 64 provided in the front door frame 14, and also controls the display control device 212.
[0112] The display control device 212 executes display control of the symbol display device 41 based on commands input from the performance control device 82. In this case, the performance control device 82 determines the time for which symbols are displayed variably on the symbol display device 41 and the type of symbol combination to be finally displayed stationary based on various commands input from the main control device 81, and also executes a lottery to determine whether or not a reach will occur and the content of the reach performance.
[0113] Here, the display contents of the pattern display device 41 will be explained based on Fig. 10 and Fig. 11. Fig. 10 is a diagram showing the individual patterns variably displayed on the pattern display device 41, and Fig. 11 is a diagram showing the display screen G of the pattern display device 41.
[0114] As shown in Figures 10(a) to 10(j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."
[0115] As shown in FIG. 11(a), the display screen G of the symbol display device 41 has three symbol columns Z1, Z2, and Z3 set up on the upper, middle, and lower rows. Each symbol column Z1-Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Specifically, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper symbol column Z1 and the lower symbol column Z3 are configured with 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols arranged, for a total of 20 symbols. On the display screen G, the symbols of each of these symbol columns Z1 through Z3 are displayed variably, scrolling periodically in a predetermined direction. Also, as shown in FIG. 6(b), the display screen G displays three symbols per symbol column, resulting in a total of nine symbols, 3 x 3.
[0116] Also, five active lines, namely, a left line L1, a middle line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen G. The variable display stops in the order of upper symbol column Z1 → lower symbol column Z3 → middle symbol column Z2, and when the variable display of all symbol columns Z1 to Z3 ends with a combination of symbols with the same number on any active line, a jackpot result is generated and a jackpot animation is displayed.
[0117] In this pachinko machine 10, the type of symbol combination indicating the occurrence of a jackpot indicates the likelihood of the high-probability mode being set for the win / loss lottery mode after the opening / closing execution mode. Among the odd-numbered symbols (1, 3, 5, 7, 9), a main symbol with a 3 or 7 corresponds to a "first specific symbol," while a main symbol with an odd number other than 3 or 7 corresponds to a "second specific symbol." Furthermore, a main symbol with an even-numbered symbol (2, 4, 6, 8) corresponds to a "non-specific symbol." The "first specific symbol," "second specific symbol," and "non-specific symbol" combinations are displayed in order of likelihood of the high-probability mode being set for the win / loss lottery mode after the opening / closing execution mode when transitioning to the opening / closing execution mode. In other words, the first specific symbol combination is most likely to be displayed as the high-probability mode, while the non-specific symbol combination is most likely to be displayed as the low-probability mode. The structure for selecting symbols will be described in detail later.
[0118] A first hold display area Ga is set on the left side of the bottom of the display screen G, and a second hold display area Gb is set on the right side of the bottom of the display screen G.
[0119] The first reserve display area (non-priority side reserve display area) Ga is partitioned and displayed so that unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the upper operating port 33, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the upper operating port 33 is four, and corresponding to this, the first reserve display area Ga is set with a first unit reserve display area Ga1, a second unit reserve display area Ga2, a third unit reserve display area Ga3, and a fourth unit reserve display area Ga4.
[0120] For example, if the number of reserved balls when a game ball enters the upper operating port 33 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and if the number of reserved balls when a game ball enters the upper operating port 33 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.
[0121] In addition, the second reserve display area (priority side reserve display area) Gb is displayed in sections such that the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when a gaming ball enters the lower operating port 34 are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the lower operating port 34 is four, and corresponding to this, the second reserve display area Gb has a first unit reserve display area Gb1, a second unit reserve display area Gb2, a third unit reserve display area Gb3, and a fourth unit reserve display area Gb4 set therein.
[0122] For example, if the number of reserved balls when a game ball enters the lower operating port 34 is one, the reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the lower operating port 34 is four, the reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.
[0123] <Electrical configuration for performing various lotteries using the MPU 112 of the main control device 81> Next, the electrical configuration for performing various lotteries in the MPU 112 of the main control device 81 will be described with reference to FIG.
[0124] During play, the MPU 112 uses various counter information to perform a lottery for determining whether a jackpot occurs, set the display of the main display unit 43, set the performance content of the symbol display device 41, set the display of the symbol display device 44, etc. Specifically, as shown in Fig. 12, the MPU 112 uses a jackpot random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, a reach random number counter C3 used to determine whether a reach occurs when the symbol display device 41 misses and changes, a random number initial value counter CINI used to set the initial value of the jackpot random number counter C1, and a change type counter CS that determines the change display time in the main display unit 43 and the symbol display device 41. Furthermore, the MPU 112 uses an electric symbol release counter C4 used to determine whether or not the electric symbol 34a of the lower operating port 34 is set to an electric symbol release state.
[0125] Each of counters C1, C2, C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in lottery counter buffer 114a set in a predetermined area of RAM 114. In lottery counter buffer 114a, information corresponding to jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS is stored in reserved ball storage area 114b, which serves as acquired information storage means, when a win occurs in upper actuation port 33 or lower actuation port 34.
[0126] The reserved ball storage area 114b includes a reserved area RE consisting of a first result display section reserved area Ra and a second result display section reserved area Rb, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS stored in the lottery counter buffer 114a is stored in one of the areas as reserved information according to the winning history of the upper actuation port 33 or the lower actuation port 34. The reserved information corresponds to special information.
[0127] In this case, when multiple consecutive wins occur in the upper actuation port 33 or the lower actuation port 34, the first to fourth areas store the numerical information in chronological order: first area → second area → third area → fourth area. By providing four areas in this manner, up to four winning balls in the upper actuation port 33 or the lower actuation port 34 can be reserved and stored. In addition, reserved ball storage area 114b is provided with a total reserved number storage area, and information for specifying the number of winning balls in the upper actuation port 33 or the lower actuation port 34 that are reserved and stored is stored in this total reserved number storage area.
[0128] The number of items that can be stored on hold is not limited to four and can be any number, such as two, three, five or more, or it can be singular.
[0129] The execution area AE is an area for moving each value stored in the first area of the reserve area RE when the variable display of the main display unit 43 begins, and when one game round begins, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0130] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to 0 after reaching a maximum value (i.e., 599). When the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is periodically updated and stored in the reserved ball storage area 114b of the RAM 114 when a gaming ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, the jackpot random number counter C1 is stored in the reserved area Ra for the first result display unit of the RAM 114 when a gaming ball enters the upper actuation port 33, and is stored in the reserved area Rb for the second result display unit of the RAM 114 when a gaming ball enters the lower actuation port 34.
[0131] The random number value that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 113a in the ROM 113, which serves as a win / loss information group storage means.
[0132] Here, the contents of the win / loss table will be explained using Fig. 13. As shown in Fig. 13, the win / loss table is set as a win / loss table for the low probability mode (low probability win / loss information group) in Fig. 13(a) and a win / loss table for the high probability mode (high probability win / loss information group) in Fig. 13(b). In other words, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as lottery modes in the win / loss lottery means.
[0133] In a gaming state where the hit / miss table for the low-probability mode is referenced in the lottery, the random number values that result in a jackpot are three, as shown in Figure 13(a). On the other hand, in a gaming state where the hit / miss table for the high-probability mode is referenced in the lottery, the random number values that result in a jackpot are 20, as shown in Figure 13(b). In this case, the set of values of the jackpot random number counter C1 that result in a jackpot in the low-probability mode is included in the set of values of the jackpot random number counter C1 that result in a jackpot in the high-probability mode.
[0134] Furthermore, as long as the probability of winning is higher in the high probability mode than in the low probability mode, the number and value of the random numbers that result in a win are arbitrary, and the set of values of the jackpot random number counter C1 that result in a jackpot win in a low probability mode situation may be configured so that only a portion of the set of values of the jackpot random number counter C1 that result in a jackpot win in a high probability mode situation is included in, or not included in, the set of values.
[0135] In addition, in each lottery mode, the lottery result will be a losing result except for the random number value that results in a jackpot win.
[0136] In addition, a configuration may be made in which a special losing result is provided as a losing result, which does not trigger a transition to the win / loss lottery mode or the support mode, but triggers a transition to the opening / closing execution mode. In this case, since the present pachinko machine 10 is configured to transition to the win / loss lottery mode by a V winning during the opening / closing execution mode as described above, a configuration may be made in which a special losing result does not transition to the win / loss lottery mode even if a V winning occurs, or a configuration in which the opening / closing execution mode is performed by a winning device different from the accessory device 150.
[0137] The jackpot type counter C2 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 99, and to return to 0 after reaching a maximum value (i.e., 99). The jackpot type counter C2 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 when a gaming ball enters the upper actuation port 33 or the lower actuation port 34. More specifically, the jackpot type counter C2 is stored in the reserved area Ra for the first result display section of the RAM 114 when a gaming ball enters the upper actuation port 33, and is stored in the reserved area Rb for the second result display section of the RAM 114 when a gaming ball enters the lower actuation port 34.
[0138] The value of the random number that sets the type of the jackpot result is stored as a type table (game type information group) in the various table storage area 113d that serves as a win / loss information group storage means in the ROM 113.
[0139] Here, the contents of the type table will be explained with reference to FIG.
[0140] As shown in Fig. 14, the type table has 4R (round) jackpot results, 8R jackpot results, 12R jackpot results, and 16R jackpot results set as types of jackpot results. A 4R jackpot result is a jackpot result that transitions to an open / close execution mode in which four rounds of play are played, an 8R jackpot result is a jackpot result that transitions to an open / close execution mode in which eight rounds of play are played, a 12R jackpot result is a jackpot result that transitions to an open / close execution mode in which twelve rounds of play are played, and a 16R jackpot result is a jackpot result that transitions to a 16 round of play.
[0141] Here, a round of play refers to a game that continues until one of the following conditions is met: (1) the opening and closing device 168 has been opened for a predetermined opening time (opening period), or (2) the total number of game balls that have entered the device 150 has reached a predetermined upper limit number.
[0142] In this embodiment, the opening time of the opening / closing device 168 in one round of play is set to 5 seconds, and the upper limit of the number of winnings in one round of play is set to 10.
[0143] Here, the opening time of each round will be explained. In this pachinko machine 10, when the launch handle 60 is operated, game balls are launched from the game ball launching mechanism 53 at a launch cycle of 0.6 seconds. In this case, the opening time of each round is set to be shorter than the product of the launch cycle and the upper limit number of winning balls in each round. In other words, the opening time (5 seconds) is set to be shorter than the product of the launch cycle (0.6 seconds) and the upper limit number of winning balls (10), which is 6 seconds. Therefore, in this embodiment, the opening time basically elapses and the round ends before the upper limit number of winning balls is won. In other words, each round is set to end when the opening time elapses, rather than before the opening time elapses.
[0144] Next, the reach random number counter C3 will be described. The reach random number counter C3 is configured to increment by one within a range of, for example, 0 to 238, and return to 0 after reaching a maximum value. Here, in this pachinko machine 10, an expectation effect is set as one type of display effect in the symbol display device 41. The expectation effect refers to a display state that makes a player believe that a variable display state that is likely to result in a prize-related result is achieved in a gaming machine that is equipped with a symbol display device 41 capable of performing variable display (or variably display) of symbols (pictures) and in which the final stop result in a game round that results in a predetermined jackpot result is a prize-related result, from the start of the variable display of symbols (pictures) on the symbol display device 41 to the stage at which the stop result is derived and displayed. Note that, specifically, the prize-related result is the display of a combination of symbols with the same number on any of the pay lines.
[0145] There are two types of expectation effects: a reach display and a notice display that is set to anticipate the occurrence of a reach display or a corresponding result before the reach display occurs.
[0146] The reach display includes a display state in which a reach symbol combination is displayed by stopping the display of symbols in some of the multiple symbol rows displayed on the display screen of the symbol display device 41, and in that state, the remaining symbol rows display a variable pattern display. Also included are a reach effect in which, in a state in which a reach symbol combination is displayed as described above, the remaining symbol rows display a variable pattern display, and a reach effect is performed by displaying predetermined characters or the like as a moving image on the background screen, and a reach effect in which the reach symbol combination is displayed in a reduced size or is not displayed, and then predetermined characters or the like are displayed as a moving image on almost the entire display screen.
[0147] The advance notice display includes a mode in which characters are displayed separately from the symbols on the symbol columns Z1 to Z3 when symbols are displayed in a variable manner in all symbol columns Z1 to Z3 or when symbols are displayed in a variable manner in some symbol columns after the display of variable symbols on the display screen of the symbol display device 41 has started. It also includes a mode in which the background screen is displayed in a predetermined mode different from its previous mode, or a mode in which the symbols on the symbol columns Z1 to Z3 are displayed in a predetermined mode different from their previous mode. Such advance notice displays can occur in both game rounds when a reach display is made and when a reach display is not made, but are set to occur with a higher probability when a reach display is made than when a reach display is not made.
[0148] The reach display is executed regardless of the value of the reach random number counter C3 in a game in which the same symbol combination is finally stopped and displayed, i.e., in a game in which a jackpot result is reached. Also, in a game in which a miss result is reached, the reach display is executed when the reach random number counter C3 obtained at a predetermined timing by referring to the reach table stored in the reach table storage area of ROM 113 corresponds to the occurrence of the reach display.
[0149] On the other hand, the decision as to whether or not to display a preview is not made by the main control device 81 but by the effect control device 82. In this case, the effect control device 82 executes a lottery process for preview display so that a game turn corresponding to a jackpot result is more likely to produce a preview display and / or a preview display with a low appearance rate is more likely to occur than a game turn corresponding to a loss result. Incidentally, the result of this lottery is reflected when the effect for the game turn is executed by the symbol display device 41.
[0150] Next, the variation type counter CS will be described. The variation type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value. The variation type counter CS is used in determining the variation display time in the main display unit 43 and the variation display time of the pattern in the pattern display device 41 in the MPU 112. The variation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time in the normal processing. Then, the buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variation display in the main display unit 43 and at the start of the variation of the pattern by the pattern display device 41.
[0151] <Regarding various processes executed by the main control device 81> Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game by the MPU 112 in the main control device 81. In addition to the timer interrupt processing and normal processing, the MPU 112 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these processes here.
[0152] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart of Fig. 15. This process is started by the MPU 112 periodically (for example, every 2 msec).
[0153] In step S101, a reading process for the various detection sensors is performed. In this reading process, the status of the various detection sensors 31a, 33a, 34c, 35a, 179, 192, 193, and 196 is read, and the status of these various detection sensors 31a, 33a, 34c, 35a, 179, 192, 193, and 196 is determined and the detection information is saved. Furthermore, if the entry of a game ball is detected by the various detection sensors 31a, 33a, 34c, and 179 corresponding to the occurrence of a prize ball, a prize ball command is set to instruct the payout control device 97 to pay out the prize balls. For example, if the entrance sensor 179 detects entry into the bonus device 150, a prize ball command is set to instruct the corresponding number of prize balls, 15. In the following step S102, the random number initial value counter CINI is updated.
[0154] In the next step S103, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1, C2, C3, and C4 are stored in the corresponding buffer area of RAM 114.
[0155] In the following step S104, a winning process for through is executed in response to a win at the through gate 35. In the winning process for through, if a win at the through gate 35 has occurred, the value of the electric role release counter C4 updated in step S103 is stored in the electric role hold area 114c on the condition that the number of reserved roles stored in the electric role hold area 114c is less than the upper limit number (for example, "4"). Also, a process is executed for the performance control device 82 to light up the third reserved light emitting unit 47 corresponding to the number of reserved roles stored.
[0156] Thereafter, in step S105, the winning process for the actuation port is executed, and then this timer interrupt process is terminated. In the winning process for the actuation port, it is determined whether or not a gaming ball has entered either of the actuation ports 33, 34, and if it is determined that a winning has occurred, numerical information such as that of the jackpot random number counter C1 at that time is obtained, and the numerical information is stored in the lottery counter buffer 114a.
[0157] Specifically, the winning process for the operating port will be described with reference to the flowcharts of FIGS.
[0158] In step S201, whether a gaming ball has entered the upper actuation opening 33 (start winning) is determined based on the detection state of the detection sensor corresponding to the upper actuation opening 33. If it is determined that a gaming ball has entered the upper actuation opening 33, in step S202, a prize ball command is set in the payout control device 97 to pay out three gaming balls. In the following step S203, an external signal setting process is performed to output a signal to the gaming hall's management control device that a gaming ball has entered the upper actuation opening 33. In step S204, the value stored in the reserved number storage area of the first result display unit reserved area Ra is read, and the reserved start reserved number RaN stored in the first result display unit reserved area Ra is set (hereinafter also referred to as the first reserved start reserved number RaN). Thereafter, in step S205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS, and this winning process ends.
[0159] If it is determined in step S201 that the gaming ball has not entered the upper actuation opening 33, then in step S206, it is determined whether the gaming ball has entered the lower actuation opening 34 (start entry) based on the detection state of the detection sensor corresponding to the lower actuation opening 34. If it is determined that the gaming ball has entered the lower actuation opening 34, then in step S207, a prize ball command for dispensing two gaming balls is set in the payout control device 97. In the following step S208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the lower actuation opening 34. In step S209, the value stored in the reserved number storage area of the second result display unit reserved area Rb is read, and the reserved number RbN stored in the second result display unit reserved area Rb is set (hereinafter also referred to as the second reserved number RbN). Thereafter, in step S205, information acquisition process is performed, and this winning process is terminated.
[0160] On the other hand, if the gaming ball does not enter either the upper actuation port 33 or the lower actuation port 34 in steps S201 and S206, the winning process is terminated.
[0161] The prize ball command set in the above steps S202 and S207 is sent to the payout control device 97 in the external output process S401 of the normal process described later.
[0162] The information acquisition process in step S205 will now be described in detail with reference to the flowchart in FIG.
[0163] In the information acquisition process, first, in step S301, it is determined whether the start pending memory count N (RaN or RbN) set in the above-mentioned step S204 or step S209 is less than the upper limit value (4 in this embodiment). If the start pending memory count N is the upper limit value, the information acquisition process is terminated as is, and if it is less than the upper limit value, in step S302 the start pending memory count N in the corresponding result display unit hold area is incremented by 1, and in step S303 the value stored in the total hold count memory area (the sum of the first start pending memory count RaN and the second start pending memory count RbN; hereinafter referred to as the common hold count CRN) is incremented by 1.
[0164] In the following step S304, the values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 above, and the variable type counter CS updated in the normal processing described below, are stored in the first memory area among the free memory areas in the corresponding result display section holding area, i.e., the memory area corresponding to the number of held memories incremented by 1 in step S302 above.
[0165] In other words, when the start pending memory number RaN for the upper operating port is set, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and variable type counter CS are stored in the first memory area among the empty memory areas in the holding area Ra for the upper operating port, i.e., the holding area Ra corresponding to the start pending memory number RaN for the upper operating port incremented by 1 in step S302 above.
[0166] In addition, when the start pending memory number RbN for the lower operating port is set, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the variable type counter CS are stored in the first memory area among the empty memory areas in the holding area Rb for the lower operating port, i.e., the holding area Rb corresponding to the start pending memory number RbN for the lower operating port incremented by 1 in step S302 above.
[0167] After executing the process of step S304, the controller 82 executes a hold confirmation process (step S305) and a hold command setting process (step S306) to notify the sub-controller, i.e., the effect control device 82, of the increase in hold information, and then terminates the information acquisition process. The hold confirmation process is a process that determines the result of the win / loss determination when the game turn related to the currently acquired hold information starts and information on the variable display time of the game turn, at a timing prior to the start of the game turn, i.e., at the time of acquisition of the hold information. Then, a hold command including information on the result of the win / loss determination and the variable display time is output and set to the effect control device 82. The hold command is output to the effect control device 82 in the normal processing described below. Based on the acquired hold command, the effect control device 82 controls the display of the hold light-emitting units 45 and 46 and the hold display areas Ga and Gb to change in response to the increase in hold information. The controller 82 also controls various devices so that a hold notice is performed to execute the effect related to the win / loss determination result and the variable display time of the currently acquired hold information at a timing prior to the announcement of the win / loss determination result for the game turn related to the hold information.
[0168] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart in Figure 18. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S401 to S406 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S409 and S410 is executed in the remaining time.
[0169] In normal processing, first, external signal output processing is executed in step S401. In the external signal output processing in step S401, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 97. Also, if a performance command is set, it is sent to the performance control device 82.
[0170] Next, in step S402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 114.
[0171] In the next step S403, a game control process is executed to progress each game. In this game control process, a win / loss determination of a jackpot and a distribution determination of the jackpot type are performed, and the variable display of the symbols by the symbol display device 41 and the variable display on the main display unit 43 are set.
[0172] After executing the game number control process in step S403, the process proceeds to step S404, where a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, etc. Details of the game number control process in step S403 and the game state transition process in step S404 will be described later.
[0173] In the following step S405, an electric role support process is executed to drive and control the electric role 34a provided in the lower operating port 34. In this electric role support process, an electric role release lottery is executed to determine whether or not the electric role 34a is to be opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area 114c of the RAM 114, and if the electric role open state is selected, an opening and closing process of the electric role 34a is executed. In addition, display control of the role display unit 44 is performed so as to inform the result of the electric role release lottery.
[0174] Thereafter, in step S406, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 53 is excited once every predetermined period (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply and launch control device 98. This causes the game ball to be launched toward the play area.
[0175] In the next step S407, it is determined whether or not a power outage flag has been set in the RAM 114. The power outage flag is set when the power outage monitoring board 115 detects the occurrence of a power outage and inputs a power outage signal from the power outage monitoring board 115 to the NMI terminal of the MPU 112, and is cleared in the next main processing.
[0176] If the power outage flag is not set, the last of the multiple processes that are repeatedly executed has been completed, so in step S408, it is determined whether the timing for executing the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the timing for executing the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.
[0177] That is, in step S409, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of RAM 114. Also, in step S410, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of RAM 114.
[0178] Here, since the execution time of each process of steps S401 to S406 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the fluctuation type counter CS can also be randomly updated.
[0179] On the other hand, if it is determined in step S407 that the power outage flag is set, it means that a power outage has occurred, and so power outage processing from step S411 onwards is executed. That is, in step S411, timer interrupt processing is prohibited from occurring, and then in step S412, a RAM judgment value is calculated and saved, and after prohibiting access to RAM 114 in step S413, an infinite loop is continued until the power is completely cut off and processing can no longer be executed.
[0180] <Game Play Control Processing> Next, the game number control process in step S403 will be described with reference to the flowcharts of FIGS.
[0181] In the game play control process, first, in step S501, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag is stored (memorized) in the various flag storage area 114e of the RAM 114. The open / close execution mode flag is stored when the game state is shifted to the open / close execution mode in the game state shift process described later, and is erased when the open / close execution mode is terminated in the game state shift process.
[0182] If the opening / closing execution mode is in progress, the game round control process is terminated without executing any of the processes from step S502 onwards, i.e., the game round start process of steps S503 to S505 and the game round progress process of steps S506 to S509. In other words, if the opening / closing execution mode is in progress, a game round will not be started regardless of whether a winning has occurred in the actuation ports 33, 34.
[0183] If the opening / closing execution mode is not in effect, then in step S502, it is determined whether the main display unit 43 is displaying a change. Specifically, it is determined whether either the first result display unit AS or the second result display unit BS is displaying a change. This determination is made by determining whether a change display in progress flag is stored in the various flags storage area 235 of the RAM 2114. The change display in progress flag is stored when change display is started for either the first result display unit AS or the second result display unit BS, and is cleared when the change display ends.
[0184] If the main display unit 43 is not in a variable display state, the process proceeds to the game start process of steps S503 to S505. In the game start process, first in step S503, it is determined whether the common hold number CRN is "0". If the common hold number CRN is "0", it means that the start hold memory numbers RaN, RbN are "0" for both the upper actuation port 33 and the lower actuation port 34. Therefore, the game control process is terminated as is. If the common hold number CRN is not "0", in step S504, a data setting process is executed to set the data stored in the first result display unit hold area Ra or the second result display unit hold area Rb for variable display, and further in step S505, a variable start process is executed to start the variable display on the main display unit 43 and the variable display on the pattern display device 41, and then the game control process is terminated.
[0185] The data setting process in step S504 and the fluctuation start process in step S505 will now be described in detail.
[0186] First, the data setting process will be described with reference to the flowchart in FIG.
[0187] In the data setting process, first in step S601, it is determined whether the second start pending memory count RbN reserved and stored in the second result display unit reserve area Rb is 0. If the second start pending memory count RbN is 0, the data setting process for the first result display unit in steps S602 to S607 is executed, and if the second start pending memory count RbN is not 0, the data setting process for the second result display unit in steps S608 to S613 is executed.
[0188] Here, as already explained, the case where the data setting process is executed is when the common hold number CRN is 1 or more. In this case, the data setting process determines whether the second start hold memory number RbN is "0," and if it is not "0," that is, if hold information for variable display for the second result display unit BS is stored, the data stored in the second result display unit hold area Rb is set as for variable display, regardless of whether the first start hold memory number RaN is 1 or more. As a result, when hold information is stored in both the first result display unit hold area Ra and the second result display unit hold area Rb, the hold information stored in the second result display unit hold area Rb corresponding to the lower operating port 34 takes priority.
[0189] In the data setting process for the first result display section, first in step S602, the first start hold memory number RaN in the holding area Ra for the first result display section is decremented by 1. In the following step S603, the common hold number CRN is decremented by 1. After that, in step S604, the data stored in the first area of the holding area Ra for the first result display section is moved to the execution area AE.
[0190] Then, in step S605, a process is executed to shift the data stored in the storage area of the first result display section reserve area Ra. This data shift process shifts the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data in each area from the second area to the first area, the third area to the second area, and the fourth area to the third area, etc.
[0191] In the next step S606, if a second result display section flag is stored in the various flag storage area 114e of the RAM 114, it is erased, and if not, the state is maintained. The second result display section flag is information for identifying whether the current variable display started from the first result display section AS or the second result display section BS.
[0192] In the next step S607, a shift command (shift occurrence information) is set, which is information for making the performance control device 82, which is the sub-side control device, recognize that a shift of data in the hold area has occurred. In this case, a shift command including information that the hold area that is the target of this data shift corresponds to the hold area Ra for the first result display unit, i.e., information that it corresponds to the upper operating port 33, is selected from the command information storage area 113e of ROM 113, and the selected shift command is set as the command to be sent to the performance control device 82. Thereafter, this data setting process ends.
[0193] The shift command set in step S607 is sent to the performance control device 82 in step S401 of the normal processing (Fig. 18). Based on the received shift command, the performance control device 82 executes processing to change the display in the first hold light emitting section 45 of the variable display unit 36 and the display in the first hold display area Ga of the pattern display device 41 in accordance with the reduction in the number of reserved items.
[0194] In the data setting process for the second result display section, first in step S608, the second start hold memory number RbN in the second result display section hold area Rb is decremented by 1. In the following step S609, the common hold number CRN is decremented by 1. Then, in step S610, the data stored in the first area of the second result display section hold area Rb is moved to the execution area AE.
[0195] Then, in step S611, a process is executed to shift the data stored in the storage area of the second result display section reserve area Rb. This data shift process shifts the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data in each area from the second area to the first area, the third area to the second area, and the fourth area to the third area, etc.
[0196] In the following step S612, if the second result display section flag is not stored in the various flags storage area 114e of the RAM 114, the second result display section flag is stored, and if it is stored, that state is maintained.
[0197] In the next step S613, a shift command is set. In this case, a shift command including information that the holding area targeted for this data shift corresponds to the second result display unit holding area Rb, i.e., information that the holding area corresponds to the lower actuation port 34, is selected from the command information storage area 113e of the ROM 113, and the selected shift command is set as the command to be sent to the performance control device 82. Thereafter, this data setting process ends.
[0198] The shift command set in step S613 is sent to the performance control device 82 in step S401 of the normal processing (Fig. 18). Based on the received shift command, the performance control device 82 executes processing to change the display in the second hold light emitting section 46 of the variable display unit 36 and the display in the second hold display area Gb of the pattern display device 41 in accordance with the reduction in the number of reserved items.
[0199] Next, the fluctuation start process will be described with reference to the flowchart of FIG.
[0200] In the fluctuation start process, first, in step S701, it is determined whether the winning / losing lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag is stored in the various flag storage area 114e of the RAM 114. The high probability mode flag is stored based on the confirmation of the occurrence of a V winning in the transition process to the high probability mode described later, and is a flag that is erased if any of the jackpot results occur thereafter.
[0201] If the mode is not the high probability mode, a win / loss determination is made in step S702 by referring to the win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode as shown in Figure 13(a). On the other hand, if the mode is the high probability mode, a win / loss determination is made in step S703 by referring to the win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the high probability mode as shown in Figure 13(b).
[0202] After the processing of step S702 or step S703, in steps S704 to S710, processing is executed to set the game result of the current game round, and processing is executed to set the stop result when the variable display executed in either the first result display unit AS or the second result display unit BS in the current game round is terminated. In this case, when the stop result is set, various stop result tables stored in the various table storage area 113d in the ROM 113 are referenced.
[0203] Specifically, first, in step S704, it is determined whether or not the result of the lottery in step S702 or step S703 is a jackpot win. Note that the processes in steps S701 to S704 correspond to the win / lose lottery process in this pachinko machine 10. If a jackpot win has occurred, in steps S705 to S709, a process for setting the game result in the case of a jackpot win and a process for setting the stop result are executed.
[0204] In step S705, it is determined whether or not a second result display section flag is stored in RAM 114. If a second result display section flag is not stored, in step S706, an allocation determination is made by referring to the allocation table for the first result display section (see FIG. 14(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 4R jackpot result, the numerical range of an 8R jackpot result, the numerical range of a 12R jackpot result, or the numerical range of a 16R jackpot result.
[0205] On the other hand, if the second result display section flag is stored, in step S707, the allocation table for the second result display section (see FIG. 14(b)) is referenced to perform allocation determination. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 12R jackpot result or the numerical range of the 16R jackpot result.
[0206] After the processing of step S706 or step S707, in step S708, a stop result setting process for a jackpot is executed to end the variable display with the stop result corresponding to the jackpot result displayed in the first result display unit AS or the second result display unit BS in the current game round in which one of the jackpot results will occur. Also, in step S709, information for specifying the win / loss determination result and the type determination result for the current game round by the MPU 112 is stored in the various flag storage area 114e of the RAM 114. Specifically, in step S709, one of the 4R flag, 8R flag, 12R flag, and 16R flag is stored. Then, the process proceeds to step S711.
[0207] On the other hand, if the result of the lottery in step S702 or step S703 is not a jackpot win, a negative determination is made in step S704, and the process proceeds to step S710. In step S710, a stop result setting process for a loss is executed to end the variable display with the stop result corresponding to the loss result displayed on the first result display unit AS or the second result display unit BS in the current game round, which results in a loss. Thereafter, the process proceeds to step S711.
[0208] After executing the processing of step S709 or step S711, in step S711, a variable display time setting process is executed to set the variable display time for the current game round in the first result display unit AS or the second result display unit BS.
[0209] The process of setting the variable display time will be described with reference to the flowchart in FIG.
[0210] In the variable display time setting process, as shown in the flowchart of Fig. 22, first, in step S801, it is determined whether the current game result is any of the jackpot results. Specifically, it is determined whether any of the 2R flag, 4R flag, 8R flag, 12R flag, and 16R flag is stored in the various flag storage area 114e of the RAM 114.
[0211] If a negative determination is made in step S801, that is, if the current game result is a loss result, the process proceeds to step S802. In step S802, it is determined whether or not a reach display will occur on the symbol display device 41 in the current game round. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, a positive determination is made in step S802, indicating that a reach display has occurred. When determining whether or not a reach has occurred using the value of the reach random number counter C3, a reach determination table stored in the various table storage area 113d of the ROM 113 is referenced.
[0212] If a positive determination is made in either step S801 or step S802, the process proceeds to step S803, where the variable display time table for reach occurrence stored in the variable display time table storage area 113c of the ROM 113 is referenced to obtain variable display time information corresponding to the current value of the variable type counter CS, and in the following step S804, the variable display time information is set in the variable display time counter area provided in the various counter area 114d of the RAM 114. After that, this setting process is terminated.
[0213] In other words, in this embodiment, the reach display is executed when the result of the win / loss lottery results in a transition to the open / close execution mode, or when the result of the win / loss lottery is a loss and the lottery for reaching a reach is won.
[0214] Here, the reach display is provided with a normal reach and a super reach, which have different variable display modes. Variable display time information corresponding to each of the normal reach and super reach is set in the reach occurrence variable display time table, and variable display time information corresponding to each reach display is obtained by referring to this table. Regarding the determination of the reach display type, a table is provided in which the reach display type corresponds to the value of the variable type counter CS, and by referring to this table, the reach display corresponding to the current value of the variable type counter CS is determined. The reach occurrence variable display time table will be explained in detail later.
[0215] On the other hand, if a negative judgment is made in step S802, the variable display time table for when a reach does not occur stored in the variable display time table storage area 113c is referenced in step S805 to obtain the variable display time corresponding to the current value of the variable type counter CS, and in step S806, the variable display time information is set in the variable display time counter area. Thereafter, this setting process is terminated. Note that the variable display time information when a reach does not occur is set so that the larger the start hold memory numbers RaN, RbN, the shorter the variable display time. The variable display time table for when a reach does not occur will be explained in detail later.
[0216] In addition, the variable display time table for when a reach does not occur is set so that a shorter variable display time is selected when the support mode is the high-frequency support mode than when the support mode is the low-frequency support mode, when the number of pending information items is the same, but this is not limited to this, and the selected variable display time may be the same, or the above relationship may be reversed. Furthermore, the above configuration may be applied to the variable display time when a reach occurs, and a configuration may be adopted in which the variable display time that is likely to be selected and the variable display time that is unlikely to be selected are different when a jackpot is won and when a reach is lost. Also, a configuration may be adopted in which individual variable display time tables are set according to the type of jackpot result.
[0217] Returning to the explanation of the fluctuation start process (FIG. 21), after step S711, in step S712, a fluctuation command and a type command are set. The fluctuation command includes information on whether a reach has occurred and information on the fluctuation display time. The type command also includes information on the game result. In other words, the type command includes information on the game result, such as information on a 4R jackpot result, information on an 8R jackpot result, information on a 12R jackpot result, information on a 16R jackpot result, and information on a miss result.
[0218] The variation command and type command set in step S712 are sent to the performance control device 82 in step S401 of the normal processing (FIG. 18). The performance control device 82 determines the content of the performance for that game round based on the received variation command and type command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the variable display mode of the patterns on the pattern display device 41, and this determined variable display mode of the patterns is output from the performance control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 41 so that the variable display of the patterns corresponding to each game round is performed based on the display content command received from the performance control device 82. This processing will be explained in detail later.
[0219] Then, in step S713, the display of varying patterns is started in the result display section corresponding to the current game round, either the first result display section AS or the second result display section BS. In this case, if the second result display section flag is not stored in RAM 114, the result display section corresponding to the current game round is identified as the first result display section AS, and if the second result display section flag is stored, the result display section corresponding to the current game round is identified as the second result display section BS. Then, this variation start process is terminated.
[0220] Returning to the explanation of the game round control process (Fig. 19), when the main display unit 43 is in the process of variable display, the game round progress process of steps S506 to S509 is executed. In the game round progress process, first, in step S506, it is determined whether the variable display time for the current game round has elapsed. Specifically, it is determined whether the value of the variable display time information stored in the variable display time counter area of RAM 114 has become "0". The value of the variable display time information is set in the variable display time setting process (Fig. 22), as described above. Furthermore, the value of this set variable display time information is decremented by 1 each time the timer interrupt process (Fig. 15) is started.
[0221] If the variable display time has not elapsed, variable display processing is executed in step S507. In the variable display processing, the display of the result display section for the current game round is controlled (light emission control of each display segment) so that each display segment in the result display section for the current game round is turned on and off in a predetermined order, and the game round control processing is terminated.
[0222] If the variable display time has elapsed, a variable end process is executed in step S508. In the variable end process, the information stored in RAM 114 in the processes of steps S709 and S710 is identified, and main display unit 43 is controlled so that the image corresponding to that information is displayed statically on main display unit 43.
[0223] In the following step S509, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S509 is sent to the presentation control device 82 in step S401 in the normal process (Fig. 18). The presentation control device 82 sends the received variation end command to the display control device 212 while maintaining its information format. By receiving the variation end command, the display control device 212 displays the final stop pattern combination for that game round as a confirmed display (final stop display).
[0224] <Game state transition processing> Next, the gaming state transition process in step S404 in the normal process (FIG. 18) will be described with reference to the flowcharts in FIGS.
[0225] First, in step S901, it is determined whether or not the game is in the open / close execution mode. If it is not in the open / close execution mode, the process proceeds to step S902, where it is determined whether or not the timing has come when the variable display of the image in the first result display section AS or the second result display section BS for one game has ended. If the variable display has not yet ended, the game state transition process is terminated.
[0226] If the timing is such that the variable display has ended, in step S903, it is determined whether the game result of the current game corresponds to the transition to the open / close execution mode. Specifically, it is determined whether any of the 4R flag, 8R flag, 12R flag, and 16R flag is stored in RAM 114. If none of the above flags is stored, the game state transition process is terminated.
[0227] If any of the above flags is stored, the opening / closing execution mode is started in step S904. In this starting process, the rotating body 201 is driven and controlled so as to be positioned at the initial position (the position where the V winning opening guide portion 204 corresponds to the lead-out portion 186). Also, before the opening / closing execution mode is started, the opening / closing device 168 is checked to see if it is in a closed state, and the current states of the first distribution member 300 and the second distribution member 310 are grasped. In the following step S905, the number of rounds in the current opening / closing execution mode is input to the round counter RC provided in the various counter area 114d of the RAM 114. Specifically, if the 4R flag is stored in the RAM 114, "4" is input to the round counter RC; if the 8R flag is stored, "8" is input to the round counter RC; if the 12R flag is stored, "12" is input to the round counter RC; and if the 16R flag is stored, "16" is input to the round counter RC. Also in step S905, a round display is started to notify the type of the current opening / closing execution mode. In the process of starting the round display, first, the address information stored in the stop result address storage area of the RAM 114 is confirmed. Then, from the stop result data group stored in the ROM 113, the stop result data corresponding to the address information is identified, and the details of the number of rounds are confirmed from the identified stop result data. After that, the details of the confirmed number of rounds are output to the round display section RS in the main display unit 43. As a result, the round information related to the output is displayed on the round display section RS.
[0228] Then, in step S906, an opening period setting process is executed to wait without starting to open the opening / closing role 168 of the role device 150 when the opening / closing execution mode is started. In the opening period setting process, waiting time information for opening that is pre-stored in the ROM 113 is set in the timer counter TC provided in the various counter area 114d of the RAM 114. In this embodiment, the opening time (opening period) is the same regardless of the type of opening / closing execution mode, and in step S906, "1250" (5 seconds) is input into the timer counter TC as the opening time. The value of the timer counter TC is decremented by 1 each time the timer interrupt process (FIG. 15) is executed.
[0229] The opening time may vary depending on the type of jackpot result. In this case, the length of the opening time may be correlated with the number of rounds in the opening / closing execution mode, such that the opening time is lengthened / shortened as the number of rounds in the opening / closing execution mode increases. The length of the opening time may also be set depending on the game state (won / lost lottery mode or support mode) upon transition to the opening / closing execution mode. Specifically, the opening time may be shorter in the opening / closing execution mode transitioned to in the high-probability mode than in the opening / closing execution mode transitioned to in the low-probability mode, or vice versa. The opening time may also be shorter in the opening / closing execution mode transitioned to in the high-frequency support mode than in the opening / closing execution mode transitioned to in the low-frequency support mode, or vice versa. By shortening the opening time in situations where consecutive wins are likely to occur in the opening / closing execution mode (such as the high-probability mode or high-frequency support mode), it is possible to reduce the feeling of sluggishness, such as when the opening / closing device 168 does not open despite transitioning to the opening / closing execution mode.
[0230] After the opening period setting process is executed in step S906, an opening command is set in step S908. This set opening command is sent to the performance control device 82 in step S401 of the normal processing (FIG. 18). The performance control device 82 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode of the pattern display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the current opening / closing execution mode is performed.
[0231] In the next step S908, an external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, the signal output state of the output terminal for the jackpot signal provided in the external output terminal 99 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can know that a jackpot has occurred in the pachinko machine 10.
[0232] It is also possible to configure the output terminal of the external output terminal 99 to be set to an output state differently depending on the jackpot result (type of opening / closing execution mode). Specifically, when a 16R flag is stored in RAM 114, the state of the output terminal for the first jackpot is set to an output state. Also, when a flag indicating a jackpot result other than the 16R flag is stored, the state of the output terminal for the second jackpot may be set to an output state. In this way, the occurrence of a jackpot and the type of jackpot result can be grasped by the management control device of the gaming hall.
[0233] On the other hand, if the opening / closing execution mode is in progress, an affirmative determination is made in step S901, and the process proceeds to step S909. In step S909, it is determined whether or not the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the opening / closing process is executed in step S910. The opening / closing process will now be described with reference to the flowchart in FIG.
[0234] First, in step S1001, it is determined whether the opening / closing device 168 is in the open state. Specifically, this determination is made based on the drive state of the opening / closing device drive unit 173. If the opening / closing device 168 is not in the open state, it is determined in step S1002 whether the value of the round counter RC is "0" and in step S1003 whether the value of the timer counter TC is "0".
[0235] If the value of the round counter RC is "0" or the value of the timer counter TC is not "0", the opening / closing process is terminated. On the other hand, if the value of the round counter RC is not "0" and the value of the timer counter TC is "0", the process proceeds to step S1004, and the opening / closing device drive unit 173 is driven to set the opening / closing device 168 to the open state.
[0236] In the next step S1005, a process for setting the open period of each round is performed. In the process for setting the open period of each round, a process for inputting "1250" (5 seconds) corresponding to the open time (open period) into the timer counter TC is performed.
[0237] In the next step S1006, a process for setting the upper limit of the number of winning prizes for each round is performed. In the process for setting the upper limit of the number of winning prizes for each round, a process for inputting "10" corresponding to the upper limit of the number of winning prizes into the winning prize counter PC provided in the various counter area 114d of the RAM 114 is performed.
[0238] Then, in step S1007, an opening command is set, and this opening / closing process ends. This set opening command is sent to the performance control device 82 in step S401 of the normal process (FIG. 18). The performance control device 82 determines the content of the performance corresponding to each round based on the received opening command, and controls various devices so that the determined content of the performance is executed.
[0239] Furthermore, if the opening / closing device 168 is in the open state in step S1001, the process proceeds to step S1008, where it is determined whether the value of the timer counter TC is "0." If the value of the timer counter TC is not "0," it is determined in step S1009 whether a gaming ball has entered the device 150 based on the detection state of the entrance sensor 179. If no winning has occurred, the opening / closing process is terminated. On the other hand, if a winning has occurred, the value of the winning counter PC is decremented by 1 in step S1010, and then it is determined in step S1011 whether the value of the winning counter PC is "0." If the value is not "0," the opening / closing process is terminated.
[0240] In step S1008, if the value of the timer counter TC is "0" and the opening time has elapsed, or in step S1011, if the value of the prize counter PC is "0" and the upper limit number of prizes has been won, this means that the conditions for ending the round have been met. In such cases, in step S1012, the opening / closing device drive unit 173 is set to a non-operating state to close the device 150.
[0241] In the next step S1013, the value of the round counter RC is decremented by 1, and in step S1014, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is not "0", in step S1015, an interval setting process is executed as the waiting time between rounds, that is, the time from when the opening / closing device 168 is changed from the open state to the closed state until it is changed back to the open state. In the interval setting process, a process is executed in which "375" (1.5 seconds), which corresponds to the interval, is input into the timer counter TC.
[0242] Then, in step S1016, a close command is set, and this opening / closing process is terminated. The close command is sent to the effect control device 82 in step S401 of the normal process (FIG. 18). The effect control device 82 determines the content of the effect corresponding to the interval of the round game based on the received close command, and controls various devices so that the determined content of the effect is executed. The content of this effect includes the display mode of the pattern display device 41, and this determined display mode is output from the effect control device 82 to the display control device 212 as a display content command. Based on the display content command received from the effect control device 82, the display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the interval of the round game is performed.
[0243] If it is determined in step S1014 that the value of the round counter RC is "0", then in step S1017, an ending start process is executed. In this start process, an ending waiting time is set for the ending of the opening and closing execution mode, during which the next game round is not started and the game waits. Specifically, the timer counter TC is set to the ending waiting time information pre-stored in ROM 113. In this embodiment, the ending waiting time is set to 5 seconds, and in step S1017, a process is executed to input "1250" into the timer counter TC.
[0244] Then, in step S1018, an ending command is set, and then this opening / closing process is terminated. The ending command is sent to the performance control device 82 in step S401 of the normal process (FIG. 18). The performance control device 82 determines the content of the performance corresponding to the end of the opening / closing execution mode based on the received ending command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode of the pattern display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the end of this opening / closing execution mode is performed based on the display content command received from the performance control device 82.
[0245] Returning to the explanation of the game state transition process (FIG. 23), after the opening / closing process is executed in step S910, the process for transition to the high probability mode is executed in step S911.
[0246] In the process for transitioning to the high probability mode, as shown in the flowchart of FIG. 25(a), in step S1101, it is determined whether or not a prize has been won at the V prize opening 182a based on the detection state of the V prize opening sensor 192. If a prize has not been won at the V prize opening 182a, the process for this transition ends. If a prize has been won at the V prize opening 182a, in step S1102 a process for storing a flag for transitioning to the high probability mode is executed in the various flag storage area 114e of the RAM 114, and then the process for this transition ends. The flag for transitioning to the high probability mode is a flag that the MPU 112 uses to identify that at least one prize has been won at the V prize opening 182a during the open / close execution mode.
[0247] After executing the process for transitioning to the high probability mode in step S911, it is determined in step S912 whether the value of the round counter RC is "0" or not, and it is determined in step S913 whether the waiting time for the ending has elapsed. If the value of the round counter RC is not "0" or if the waiting time for the ending has not elapsed, the game state transition process is terminated.
[0248] On the other hand, if the value of the round counter RC is "0" and the waiting time for the ending has elapsed, the transition process for ending the opening and closing execution mode is executed in step S914. Here, the transition process for ending the opening and closing execution mode will be described with reference to the flowchart in Figure 25(b).
[0249] First, in step S1201, a flag erasure process is executed to erase information for identifying the game state. Specifically, if an open / close execution mode flag, a high-probability mode flag, or a high-frequency support flag is stored in RAM 114, these flags are erased. If they are not already stored, these flags are maintained. The high-probability mode flag is a flag that the MPU 112 uses to identify that the win / lose lottery mode is the high-probability mode, and the high-frequency support mode flag is a flag that the MPU 112 uses to identify that the support mode is the high-frequency support mode. Then, in step S1202, it is determined whether the high-probability mode transition flag is stored in RAM 114. If the high-probability mode transition flag is stored, in step S1203, the high-probability mode flag is stored in the various flag storage area 114e of RAM 114. As a result, the win / lose lottery mode after the open / close execution mode is set to the high-probability mode. If a negative determination is made in step S1202, or after the processing of step S1203 has been executed, the process proceeds to step S1204. In step S1204, a process for storing the high-frequency support mode flag is executed. As a result, the support mode after the opening / closing execution mode is set to the high-frequency support mode. Then, in step S1205, a process for inputting "100" into the number-of-plays counter GC provided in the various counter area 114d of the RAM 114 is executed, and then the transition process at the end of the opening / closing execution mode is terminated. The number-of-plays counter GC is a counter used by the MPU 112 to determine the number of times the high-frequency support mode continues, and is a counter that is decremented by 1 at the start of each game (for example, each time the fluctuation start process is executed). Then, when the number-of-plays counter GC becomes "0," the high-frequency support mode flag is erased. As a result, after the end of the opening / closing execution mode, 100 games are consumed, and the high-frequency support mode ends and the transition to the low-frequency support mode occurs.
[0250] In this way, the game state after the opening and closing execution mode is set to a high frequency support mode with a limited number of times regardless of the type of opening and closing execution mode, and is also set to a high probability mode on the condition that a V win occurs during the opening and closing execution mode.
[0251] In this embodiment, the switching between the distribution state and non-distribution state of the first distribution member 300 and the second distribution member 310, which determines whether or not a V win occurs, is performed at a predetermined operating cycle after the power is turned on, regardless of the transition or end of the opening and closing execution mode. In other words, whether or not a V win occurs is determined not only by the occurrence of a win in the role device 150 during the opening and closing execution mode, but also by the timing of the win, that is, the relationship between the timing when the opening and closing role device 168 becomes open in the opening and closing execution mode and the timing when the first distribution member 300 and the second distribution member 310 are switched to the V win side state.
[0252] As described above, in this embodiment, the rotation of the rotor 201 is not controlled during the opening / closing execution mode.
[0253] <Control processing for each device> The following describes the processing for controlling the periodic operations of the first distributing member 300 and the second distributing member 310 in this embodiment. Fig. 26 is a flowchart showing the first role control processing for controlling the operation of the first distributing member 300, and Fig. 27 is a flowchart showing the second role control processing for controlling the operation of the second distributing member 310. The first role control processing and the second role control processing are both processes that are activated by the MPU 112 of the main control device 81 at 4 msec intervals.
[0254] First, the first role control process will be described. In step S1301, a process is executed to increment the first role counter YK1 provided in the various counter area 114d of the RAM 114 by 1. The first role counter YK1 is a counter that the MPU 112 uses to identify the operation timing of the first distributing member 300, and is a counter that manages the operation cycle of the first distributing member 300. The first role counter YK1 is a loop counter that can be updated by 1 every 4 msec between 1 and 20000, and is reset to 1 when it reaches 20000. In other words, the first role counter YK1 is a counter that makes one rotation in 80 seconds, and the operation cycle of the first distributing member 300 is set to an operation cycle in which one rotation is 80 seconds.
[0255] In step S1302, it is determined whether the first role counter YK1 is "4950." That is, it is determined whether it is the 19.8th second in the operating cycle of the first distributing member 300. If the determination in step S1302 is affirmative, in step S1303, the first distributing drive unit 300a of the first distributing member 300 is set to a non-driving state, and the first distributing member 300 is set to a non-distributing state (closed state).
[0256] If a negative determination is made in step S1302, or after the processing of step S1303 is executed, it is determined in step S1304 whether the first role counter YK1 is "5000" (20.0 seconds). If a positive determination is made in step S1304, the first distribution drive unit 300a is set to the driving state, and the first distribution member 300 is set to the distribution state (open state).
[0257] If a negative determination is made in step S1304, or after the processing of step S1305 has been performed, it is determined in step S1306 whether the first role counter YK1 is at "9950" (39.8 seconds). If a positive determination is made in step S1306, the first distributing member 300 is set to a non-distributing state (closed state) in step S1307. If a negative determination is made in step S1306, or after the processing of step S1307 has been performed, it is determined in step S1308 whether the first role counter YK1 is at "10000" (40.0 seconds). If a positive determination is made in step S1308, the first distributing member 300 is set to a distributing state (open state) in step S1309.
[0258] If a negative determination is made in step S1308, or after the processing of step S1309 has been executed, it is determined in step S1310 whether the first role counter YK1 is at "14950" (59.8 seconds). If a positive determination is made in step S1310, the first distributing member 300 is set to a non-distributing state (closed state) in step S1311. If a negative determination is made in step S1310, or after the processing of step S1311 has been executed, it is determined in step S1312 whether the first role counter YK1 is at "15000" (60.0 seconds). If a positive determination is made in step S1312, the first distributing member 300 is set to a distributing state (open state) in step S1313.
[0259] If the determination in step S1312 is negative, or after the processing of step S1313 has been executed, it is determined in step S1314 whether the first role counter YK1 is "19250" (77.0 seconds). If the determination in step S1314 is positive, the first distributing member 300 is set to a non-distributing state (closed state) in step S1315. If the determination in step S1314 is negative, or after the processing of step S1315 has been executed, it is determined in step S1316 whether the first role counter YK1 is "20000" (80.0 seconds). If the determination in step S1316 is positive, the first distributing member 300 is set to a distributing state (open state) in step S1317. Then, based on the completion of one operating cycle of the first distributing member 300, the first role counter YK1 is cleared to "1" in step S1318.
[0260] If a negative judgment is made in step S1316, or after the processing of step S1318 has been executed, the first role command is set in step S1319, and then this first role control processing is terminated. The first role command is sent to the performance control device 82 in step S401 of the normal processing (FIG. 18). The first role command includes information on the current control status of the first distribution member 300, more specifically, the value of the first role counter YK1. The performance control device 82 determines the operating status of the first distribution member 300 based on the received first role command and performs processing accordingly. This processing will be explained in detail later.
[0261] Next, the second role control process will be described. As shown in the flowchart of FIG. 27, in step S1401, a process is executed to increment the second role counter YK2 provided in the various counter area 114d of the RAM 114 by 1. The second role counter YK2 is a counter that the MPU 112 uses to identify the operation timing of the second distributing member 310, and is a counter that manages the operation cycle of the second distributing member 310. The second role counter YK2 is a loop counter that can be updated by 1 every 4 msec between 1 and 150,000, and is reset to 1 when it reaches 150,000. In other words, the second role counter YK2 is a counter that makes one rotation in 600 seconds, and the operation cycle of the second distributing member 310 is set to an operation cycle in which one rotation is 600 seconds.
[0262] In step S1402, it is determined whether the second role counter YK2 is "74250." That is, it is determined whether it is 299.8 seconds in the operating cycle of the second distributing member 310. If the determination in step S1402 is affirmative, in step S1403, the second distributing drive unit 310a of the second distributing member 310 is set to the driving state, and the second distributing member 310 is set to the distributing state (open state).
[0263] If a negative determination is made in step S1402, or after the processing of step S1403 is executed, it is determined in step S1404 whether the second role counter YK2 is "75000" (300.0 seconds). If a positive determination is made in step S1404, the second distribution drive unit 310a is set to the driving state, and the second distribution member 310 is set to the non-distribution state (closed state) in step S1405.
[0264] If the determination in step S1404 is negative, or after the processing of step S1405 has been executed, it is determined in step S1406 whether the second role counter YK2 is at "149250" (597.0 seconds). If the determination in step S1406 is positive, the second distributing member 310 is set to the distributing state (open state) in step S1407. If the determination in step S1406 is negative, or after the processing of step S1407 has been executed, it is determined in step S1408 whether the second role counter YK2 is at "150000" (600.0 seconds). If the determination in step S1408 is positive, the second distributing member 310 is set to the non-distributing state (closed state) in step S1409. Then, based on the completion of one operating cycle of the second distributing member 310, the second role counter YK2 is cleared to "1" in step S1410.
[0265] If a negative judgment is made in step S1408, or after the processing of step S1410 has been executed, a second role command is set in step S1411, and then this second role control processing is terminated. The second role command is sent to the performance control device 82 in step S401 of the normal processing (FIG. 18). The second role command includes information on the current control state of the second distribution member 310, more specifically, the value of the second role counter YK2. The performance control device 82 determines the operating status of the second distribution member 310 based on the received second role command and performs processing accordingly. This processing will be explained in detail later.
[0266] The operation cycle of each of the distributing members 300, 310 will be described with reference to Fig. 28. To make each operation easier to understand, the length of each operation is expressed in the figure as a length different from the actual length of time of the operation.
[0267] The first distributing member 300 has an operating cycle of 80.0 seconds per revolution, and switches from an open state to a closed state at 19.8 seconds. In other words, it switches to a state where a V win is more likely to occur. This state is maintained for 0.2 seconds (short-term mode), and then switches from a closed state to an open state at 20.0 seconds. In other words, it switches to a state where a V win is less likely to occur. After repeating this short-term mode operation three times, it switches from an open state to a closed state at 77.0 seconds, and then to a state where a V win is more likely to occur. This state is maintained for 3.0 seconds (long-term mode), and then switches from a closed state to an open state at 80.0 seconds, and then to a state where a V win is less likely to occur.
[0268] When the first distributing member 300 is switched to a state where a V win is likely to occur in a short time, a V win rarely occurs. On the other hand, when the first distributing member 300 is switched to a state where a V win is likely to occur in a long time, a V win can be expected. In other words, the first distributing member 300 is set to be in a state where a V win is likely to occur once in an 80.0 second operating cycle.
[0269] The second distribution member 310 has an operating cycle of 600.0 seconds per revolution, and switches from a closed state to an open state at 299.8 seconds. In other words, it switches to a state where a V win is more likely to occur. This state is maintained for 0.2 seconds (short-term mode), and then switches from an open state to a closed state at 300.0 seconds. In other words, it switches to a state where a V win is less likely to occur. Then, at 597.0 seconds, it switches from a closed state to an open state, and then it enters a state where a V win is more likely to occur. This state is maintained for 3.0 seconds (long-term mode), and then switches from an open state to a closed state at 600.0 seconds, and then it enters a state where a V win is less likely to occur.
[0270] In this way, the first distribution member 300 and the second distribution member 310 are set to operate periodically, regardless of the progress of the opening and closing execution mode. Therefore, whether a V-winning occurs during the opening and closing execution mode, i.e., whether the win / loss lottery mode after the opening and closing execution mode is set to a high-probability mode or a low-probability mode, is not determined by the type of jackpot result. By doing so, unlike conventional games in which a prize ball is simply won by winning the bonus device 150 during the opening and closing execution mode, it is possible to add a game in which a V-winning occurs during the opening and closing execution mode, and it is possible to greatly increase the level of attention during the opening and closing execution mode. In particular, because the occurrence of a V prize is independent of the jackpot result, compared to a configuration in which the operation patterns of the first distribution member 300 and the second distribution member 310 are set based on game results at the start of the opening / closing execution mode or the start of each round, thereby setting an opening / closing execution mode or round in which a V prize is more likely to occur, this configuration is independent of game results, making it possible to attract high interest in the operation status of the first distribution member 300 and the second distribution member 310. In other words, in a configuration in which the operation patterns of the first distribution member 300 and the second distribution member 310 are set based on game results, even though a V prize is used to transition to the high probability mode, it may ultimately be the same as setting the high probability mode based on game results, even though the player's actions, such as whether or not a prize is won, are involved. Therefore, by separating game results from the transition rate to the high probability mode, as in the present pachinko machine 10, it is possible to attract high interest in the operation of the game ball, such as whether or not a V prize will occur.
[0271] However, as a result of separating the game result from the transition rate to the high probability mode as described above, a problem may arise in that the symbols that stop in a game that triggers a transition to the open / close execution mode are no longer linked to the high probability mode. In this case, for example, it is possible to consider a configuration in which the combination of symbols to stop is determined by lottery or the like, regardless of the transition rate to the high probability mode. However, if such a configuration is adopted, even though multiple symbols (see Figure 10) are displayed in a variable manner, the degree of advantage will not be determined regardless of which symbols are lined up, and there is a concern that the presentation pattern will become monotonous. In particular, in many conventional gaming machines, odd-numbered symbols correspond to high-probability modes, and even-numbered symbols correspond to low-probability modes. Based on this stereotype, if an event occurs in which odd-numbered symbols line up and stop, but the mode does not transition to high-probability mode (no V win occurs), not only will the player feel a strong sense of incongruity, but they may even develop a sense of distrust, wondering if the result was rewritten during the jackpot, which could severely reduce their desire to continue playing.
[0272] Therefore, in this pachinko machine 10, the progress of the opening and closing execution mode and the transition rate to the high probability mode are separated, but the machine has a unique configuration for determining the symbols to be aligned in the game that triggers the transition to the opening and closing execution mode. The configuration will be explained in detail below.
[0273] <Configuration of the performance control device 82 and the display control device 212> The electrical configuration of the performance control device 82 and the display control device 212 will be described below with reference to the block diagram of FIG.
[0274] An MPU 242 is mounted on a performance control board 241 provided in the performance control device 82. The MPU 242 has built-in ROM 243 that stores various control programs and fixed value data executed by the MPU 242, RAM 244 that is a memory for temporarily storing various data when the control programs stored in the ROM 243 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.
[0275] The MPU 242 is provided with an input port and an output port. The main control device 81 is connected to the input side of the MPU 242. From the main control device 81, it receives hold display control commands (hold display control information) such as shift commands and hold commands described below. It also receives game number control commands (game number control information) such as variation commands, type commands, and variation end commands. It also receives open / close execution mode commands (open / close execution mode information) such as open commands, close commands, opening commands, and ending commands.
[0276] The MPU 242 performs processing to execute various effects based on various commands received from the main control device 81. The received commands are stored in a command storage area 248 provided in the RAM 244 of the MPU 242. The MPU 242 then performs processing such as analyzing the stored commands to execute various effects. The ROM 243 of the MPU 242 is provided with a various table storage area 245, and the RAM 244 of the MPU 242 is provided with a various flag storage area 247 and various counter areas 249, and when executing various effects, it is possible to perform processing using these areas.
[0277] Furthermore, when the reserve display control commands are received from the main control device 81, the information of these commands is stored in the reserve memory area 250 provided in the RAM 244. As shown in FIG. 30, the reserve memory area 250 has a first auxiliary reserve area 250a and a second auxiliary reserve area 250b corresponding to the reserved ball storage area 114b on the main control device 81 side. The first auxiliary reserve area 250a corresponds to the first result display unit reserve area Ra, and the second auxiliary reserve area 250b corresponds to the second result display unit reserve area Rb. The first auxiliary reserve area 250a and the second auxiliary reserve area 250b each have four memory areas: a first area, a second area, a third area, and a fourth area. Each area is set to be able to store information on the game result and information on the variable display time included in each reserve display control device command.
[0278] As already explained, the output side of the MPU 242 is connected to each of the hold light-emitting units 45 to 47 provided on the variable display unit 36, the display light-emitting unit 63 and speaker unit 64 provided on the front door frame 14, as well as to the display control device 212.
[0279] The display control device 212 includes a display control board 271 on which are mounted an MPU 272 in which a program ROM 273 and a work RAM 274 are integrated into a chip, a video display processor (VDP) 255, a character ROM 276, and a video RAM 277.
[0280] The MPU 272 receives hold display control commands (hold display control information) for controlling hold display, game number control commands (game number control information) for displaying variable patterns, and opening / closing execution mode commands (opening / closing execution mode information) for displaying moving images during the opening / closing execution mode from the performance control device 82. Then, the MPU 272 analyzes the received commands or performs predetermined arithmetic processing based on the received commands to control the VDP 275 (specifically, generates internal commands for the VDP 275).
[0281] The program ROM 273 is a memory for storing various control programs executed by the MPU 272 and fixed value data, and also stores and holds JPEG format image data for the background image.
[0282] The work RAM 274 is a memory for temporarily storing work data, flags, etc. that are used when various programs are executed by the MPU 272. The work data, flags, etc. are stored in various areas of the work RAM 274.
[0283] The VDP 275 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. Because the VDP 275 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 275 adjusts the timing of the MPU 272, video RAM 277, etc. to mediate data reading and writing, and also reads image data to be stored in the video RAM 277 from the character ROM 276 at a predetermined timing and displays it on the pattern display device 41.
[0284] The character ROM 276 serves as an image data library for storing character data such as the designs to be displayed on the design display device 41. The character ROM 276 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like.
[0285] It is also possible to provide a plurality of character ROMs 276 and store image data etc. in each character ROM 276. It is also possible to configure the character ROM 276 to store JPEG format image data for background images stored in the program ROM 273.
[0286] The video RAM 277 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the content of the video RAM 277.
[0287] <Processing related to various effects> Next, we will explain the various types of performance-related processing executed by the MPU 242 of the performance control device 82. This processing includes various types of performance processing, which are periodically started by the MPU 242 at a predetermined cycle (for example, every 2 msec).
[0288] Various types of performance processing will be explained below with reference to the flowchart of FIG.
[0289] First, in step S1501, a hold control process is executed. In this process, a process for setting the performance content (contents of the hold display and the hold notice) based on the reception of a hold display control command (shift command or hold command) from the main control device 81 is executed.
[0290] In the following step S1502, a variable display control process is executed. In this process, a process is performed to set the presentation content (contents of the game round) based on the reception of a game round control command (variation command type command, variation end command, etc.) from the main control device 81. The variable display control process will be explained in detail later.
[0291] In the next step S1503, processing for the opening and closing execution mode is executed. In this processing, processing is performed to set the presentation content (opening presentation, presentation for each round, ending presentation) based on the reception of opening and closing execution mode commands (open command, close command, opening command, ending command) from the main control device 81. In the next step S1504, processing for the demo screen is executed. In this processing, processing is performed to display a demo screen on the display screen G of the symbol display device 41 when a game has not been played for a predetermined period of time, or when a game has been played but no game round has been played.
[0292] Then, in step S1505, other processing for the effects is performed, and then the various processing for effects is terminated. In this other processing, processing is executed to perform various settings and initialization of the various light emitting units 45 to 47, 63 for effects, the speaker unit 64, etc. In a configuration in which a movable role object is connected to the effect control device 82, this processing executes processing to set the initial position of the movable role object, etc. In addition, in this other processing, processing is executed to perform effects based on the reception of a command for effects in accordance with the transition of the game state (a command corresponding to the transition to support mode or lottery mode).
[0293] <Variable display control process executed by the MPU 242 of the performance control device 82> Next, the variable display control process of the above step S1502 will be explained with reference to the flowchart of Fig. 32. In the variable display control process, when a variable command transmitted from the main control device 81 is received, the variable display of the symbols for one game is started on the symbol display device 41, and when a variable end command transmitted from the main control device 81 is received, the variable display of the symbols is executed to display the final stop (confirmed stop display).
[0294] That is, as shown in the flowchart of FIG. 32, in step S1601, it is determined whether one game is being played. If one game is not being played, in step S1602, it is determined whether a variation command has been received. If a variation command has not been received, this variation display control process is terminated. If a variation command has been received, in step S1603, variation start processing is executed, and then this variation display control process is terminated. On the other hand, if one game is being played, in step S1604 it is determined whether a variation end command has been received. If a variation end command has not been received, variation in progress processing is executed in step S1605, and then this variation display control process is terminated. In variation in progress processing, various devices and the display control device 212 are controlled so that various effects are performed according to the effect pattern set in the variation start processing. Furthermore, if a variation end command has been received, variation end processing is executed in step S1606, and then this variation display control process is terminated. In the processing for ending the fluctuation, as processing for ending one game round, for example, various devices and the display control device 212 are controlled so that the display of the fluctuation of the game round ends with the stop result corresponding to the game result stopped.
[0295] <Processing for starting fluctuations> The fluctuation start processing will be described below with reference to the flowcharts of FIGS.
[0296] As shown in the flowchart of Figure 33, in the variation start process, in step S1701, a process is executed to grasp the details of the game result of the current game. That is, as already explained, when the main control device 81 transmits a variation command, it also transmits a type command. Therefore, in step S1701, the type command received together with the currently received variation command is read, and from that command, game result information such as 4R jackpot result information, 8R jackpot result information, 12R jackpot result information, 16R jackpot result information, and miss result information is identified. Then, in the following step S1702, information on the variation display time is identified from the currently received variation command.
[0297] Here, the variable display time for each game will be explained again.
[0298] As already explained, the variable display time in a game is set by the variable time setting process (Fig. 22) of the variable start process (Fig. 21). In this process, if a reach display occurs, the variable display time table for reach occurrence is referenced, and if a reach display does not occur, the variable display time is set by reference to the variable display time table for reach non-occurrence.
[0299] In this pachinko machine 10, the reach display is set to normal reach and super reach. Here, super reach is a reach display that is set to have a higher expectation of winning a jackpot than normal reach. Furthermore, super reach is set to super reach A and super reach B. Super reach A and super reach B are set to have a higher expectation of winning a jackpot than super reach B, and the presentation content is also different. Specifically, super reach A is set to play a live-action movie, and super reach B is set to play an animated movie.
[0300] The variable display time table for reach occurrence and the variable display time table for reach non-occurrence will be described in detail with reference to FIG.
[0301] In the variable display time table for reach occurrence, as shown in FIG. 34(a), the type of reach display and the variable display time are uniquely determined by the numerical information of the variable type counter CS stored in the reserved ball storage area 114b. Specifically, if the game result is a jackpot, i.e., if the game result is a transition to the open / close execution mode, the reach display occurs without relying on the reach random number counter C3. In this case, the type of reach display and the variable display time are determined by the variable type counter CS. Specifically, both Super Reach A and B are more likely to be selected than Normal Reach, and Super Reach B is more likely to be selected than Super Reach A. The variable display time of each reach display is longer for both Super Reach A and B than for Normal Reach. More specifically, when the variable type counter CS is "0-49," Super Reach A is selected; when it is "50-179," Super Reach B is selected; and when it is "180-199," Normal Reach is selected. When both Super Reach A and B are selected, the variable display time is "60 seconds", and when Normal Reach is selected, the variable display time is "30 seconds".
[0302] If the game result is a miss, the value of the reach random number counter C3 determines whether or not a reach display will occur, and the reach display will occur if the reach random number counter C3 is "200-239." The reach display type is set to have a higher probability of being selected than both Super Reach A and B, and when the variation type counter CS is "0-9," Super Reach A is selected, when it is "10-39," Super Reach B is selected, and when it is "40-199," normal Reach is selected. When both Super Reach A and B are selected, the variation display time is set to "60 seconds." When normal Reach is selected, the variation display time is set to "30 seconds."
[0303] As shown in Figure 34(b), the non-reach variable display time table defines a hold number non-corresponding pattern in which the variable display time is determined regardless of the common hold number CRN at the start of the variable, and a hold number corresponding pattern in which the variable display time is determined by the common hold number CRN at the start of the variable. More specifically, when the value of the variable type counter CS is "0 to 99," the hold number non-corresponding pattern is used, and a uniform variable display time of "10 seconds" is set regardless of the value of the common hold number CRN. Also, when the value of the variable type counter CS is "100 to 199," the hold number corresponding pattern is used, and the variable display time is set to be shorter as the common hold number CRN increases. Specifically, when the common hold number CRN is "1," the variable display time is "30 seconds," when it is "2," the variable display time is "20 seconds," when it is "3," the variable display time is "10 seconds," and when it is "4" or greater, the variable display time is "5 seconds." Therefore, when a large amount of reserved information is stored in the reserved ball storage area 114b, the variable display time is shortened, and the game progresses smoothly. Also, when no reserved information is stored or when only a small amount of reserved information is stored, the variable display time is lengthened, and the period during which no game is being played is shortened as much as possible. Note that the variable display time may be set to differ depending on the reserved areas Ra and Rb stored.
[0304] The variable display time for each game is set by the variable display time setting process of the variable start process on the main control device 81 side, and the information on the variable display time is set in the variable command. The performance control device 82 can identify the variable display time for the game that is to start this time by understanding the variable command.
[0305] Returning to the explanation of the fluctuation start process (FIG. 33), after the process of grasping the fluctuation display time is executed in step S1702, the process proceeds to step S1703. In step S1703, the hold notification process is executed. In the hold notification process, for example, a lottery is held to determine whether or not to issue a hold notification for the current game round, and if the lottery is won or if it is decided to issue a hold notification, the game round presentation is set to be in accordance with the content of the hold notification. As described above, one process related to the setting of the hold notification is also set in the hold control process (step S1501). That is, for example, the number of stored hold information may differ between the time the hold information is acquired and the time the hold information is consumed (at the start of a game round), and the game status (support status and level of the win / lose lottery mode) may also differ. In this way, by configuring the process related to the hold notification to be performed in two systems, at the time of acquisition and at the time of consumption, it is possible to execute the hold notification accordingly, even if the game status is different.
[0306] After executing the hold notification process in step S1703, steps S1704 to S1706 are executed to determine the symbols to be stopped and displayed in the current game round. That is, in step S1704, based on the information obtained in step S1701, it is determined whether the game round to be started corresponds to a jackpot result, i.e., whether the game round will transition to the open / close execution mode. If the game round corresponds to a loss result rather than a jackpot result, step S1705 executes a loss symbol determination process. This process includes, for example, a stop line determination process, a symbol combination determination process, and a stop information address information storage process. As already explained, in the present pachinko machine 10, five pay lines L1 to L5 are set on the display screen G of the symbol display device 41, and if any of the jackpot results are achieved, a jackpot symbol combination is stopped and displayed on one of the pay lines. Furthermore, even if no jackpot result is achieved, if a reach display is achieved, a reach symbol combination is stopped and displayed on one of the pay lines. In this case, in the process of determining the stop line, a process is executed to determine an active line for stopping and displaying the above-mentioned combination of various symbols. In the process of determining the combination of symbols, a combination information table provided in the various table storage area 245 of the ROM 243 is referenced, and information on the combination of symbols corresponding to the variable display time grasped in step S1702 is identified. In addition, a stop information table is provided in the various table storage area 245 of the ROM 243. In the stop information table, information on each combination of stopped symbols for information on each active line is set in one-to-one correspondence with address information. In the process of storing the address of the stop information, address information corresponding to the identified information on the stop line and information on the combination of symbols is identified from the stop information table.
[0307] On the other hand, if it is determined in step S1704 that the current game round corresponds to the big win result, a process for determining symbols for the big win is executed in step S1706. This process will be described in detail later.
[0308] After the processing of step S1705 or step S1706 is executed, the process of setting the effect pattern for the game round to be started this time is executed in step S1707. In this process, the effect pattern table corresponding to the game result, variable display time, presence or absence of hold notice grasped in the above steps S1701 to S1703, and the stopping symbol determined in step S1705 or step S1706 is read from the various table storage area 245 of the ROM 243, and further, a random number counter for effect setting is acquired from the various counter area 249 of the RAM 244, and the game round effect pattern corresponding to the random number counter is set.
[0309] Then, in step S1708, a presentation pattern command including information on the presentation pattern set in step S1707 and a stop result command including information on the stop result set in step S1705 or step S1706 are sent to the display control device 212. The display control device 212 reads from the program ROM 273 a data table for performing the presentation for the current game round on the symbol display device 41 based on the received presentation pattern command and stop result command, and outputs a drawing list to the VDP 275 every time a predetermined image update timing occurs (for example, every 20 msec) in accordance with the data table. As a result, the symbol display device 41 executes the presentation for the game round according to the presentation pattern determined by the MPU 242 of the presentation control device 82, and the stop result determined by the MPU 242 is finally stopped and displayed. After executing the processing of step S1708, the variation start processing is terminated.
[0310] <Big win symbol determination process> The process of determining symbols for a big win will be described with reference to the flowchart of FIG.
[0311] The process for determining symbols for a jackpot is roughly divided into steps S1801 to S1802, which are processes for grasping the control status of various devices, and steps S1802 to S1809, which are processes for determining symbols and stop lines. As already explained, in this pachinko machine 10, the game results are not linked to the transition rate to the high probability mode (V winning rate), and at the start of a game round in which the game transitions to the open / close execution mode, the transition rate to the high probability mode cannot be grasped from the game results. Therefore, the process for determining symbols for a jackpot is configured to determine the symbols to be stopped based on the operating status of the first distribution member 300 and the second distribution member 310, which operate periodically as various devices.
[0312] That is, in the process of determining the symbol for a big win, first, in step S1801, a process for a first distributing member is executed to grasp the operating status of the first distributing member 300. In addition, in step S1802, a process for a second distributing member is executed to grasp the operating status of the second distributing member 310.
[0313] The first allocation member process and the second allocation member process will be explained below with reference to the flowcharts in Figures 36 and 37. In explaining the processes for each allocation member, reference will be made to the explanatory diagram in Figure 38 for explaining the opening and closing behavior of each opening and closing execution mode, and the explanatory diagrams in Figures 39 and 40 for explaining the relationship between the variable display time and the winning time in the opening and closing execution mode.
[0314] As shown in the flowchart of Figure 36, the processing for the first distribution member includes information grasping processing in steps S1901 to S1904 to grasp information on the current opening / closing execution mode, information on the number of games played, and information on the current control state of the first distribution member 300, as well as calculation processing and pattern determination processing in steps S1905 to S1910.
[0315] That is, in the information grasping process, first, in step S1901, in the opening and closing execution mode to which the transition is made based on the result of the current jackpot, a process is executed to grasp the actual opening and closing time, excluding the opening time and ending time, of the time required for the opening and closing execution mode.
[0316] As already explained, in this embodiment, each round in the opening and closing execution mode is likely to end when the opening time has elapsed, out of the two ending conditions, i.e., when the maximum number of game balls wins or when the opening time has elapsed. Specifically, the length of the opening time is set to be shorter than the product of the game ball launch cycle and the maximum number of game balls wins, so that the maximum number of game balls wins in each round is unlikely to happen. Therefore, the length of each round can be predicted to some extent before the opening and closing execution mode begins, and the length of the actual opening and closing time in each opening and closing execution mode is set on the assumption that the length of each round is determined by the opening time.
[0317] More specifically, in each opening / closing execution mode, the opening time is set to 5 seconds, and the ending time is also set to 5 seconds. The waiting time between rounds is also set to 1.5 seconds, and the opening time of each round is also set to 5 seconds.
[0318] As shown in FIG. 38, the first round of round play begins 5 seconds after the opening / closing execution mode begins and the opening time has elapsed. The first round of round play continues for 5 seconds unless the maximum number of game balls enters. After a 1.5-second waiting period, the second round of round play begins. For example, in a 16-round opening / closing execution mode based on a 16R jackpot result, the period from 0 to 5 seconds after the start of the mode is a state in which game balls cannot enter the slots; more specifically, a V-type winning event cannot occur. The period from 5 to 107.5 seconds, from the start of the first round until the end of the 16th round, corresponds to the actual opening / closing time during which round play is performed. The actual opening / closing time is 102.5 seconds, and in this state, game balls can enter the slots; more specifically, a V-type winning event can occur.
[0319] Here, the waiting time (1.5 seconds) for each round is shorter than the period during which the first distributing member 300 and the second distributing member 310 are in a state of distributing to the V prize winning side, particularly the long-time state of 3.0 seconds (see FIG. 28). Therefore, even if the first distributing member 300 or the second distributing member enters a long-time state immediately after the end of each round, the long-time state is maintained until the start of the next round. In other words, even if the waiting time between rounds and the long-time state overlap, there will always be a timing when they overlap with either the earlier round or the later round. This eliminates the need to consider the waiting time between rounds when determining the time when a V prize winning can occur, greatly simplifying the processing configuration.
[0320] Furthermore, the open time of each round is set to be longer than the time (4.8 seconds) obtained by subtracting twice the firing cycle from the product (6.0 seconds) of the firing cycle and the maximum number of winning balls. Therefore, for example, if one extra ball enters the ball at the beginning and end of a round due to variations in the flow of the game balls, it is possible that the maximum number of winning balls will be won. In other words, by making the duration of each round somewhat constant as described above, while allowing for variability, it is possible to stimulate players' desire to somehow win the maximum number of winning balls.
[0321] The actual opening and closing time in each opening and closing execution mode is 102.5 seconds for the 16-round opening and closing execution mode, 76.5 seconds for the 12-round opening and closing execution mode, 50.5 seconds for the 8-round opening and closing execution mode, and 24.5 seconds for the 4-round opening and closing execution mode.
[0322] Returning to the explanation of the processing for the first allocation member (Figure 36), in step S1901, the actual opening and closing times (24.5 seconds to 102.5 seconds) of these opening and closing execution modes are grasped, and the grasped time information is temporarily stored in the register of MPU 242 as information A for calculation.
[0323] In the following step S1902, it is determined whether the calculation information A temporarily stored in step S1901 is 102.5.
[0324] Here, among the actual opening and closing times of each opening and closing execution mode, the actual opening and closing time of the 16-round opening and closing execution mode is longer than the operation cycle (80.0 seconds) of the first distributing member 300. Therefore, during the 16-round opening and closing execution mode, the first distributing member 300 performs at least one cyclic operation. More specifically, during the actual opening and closing time of the 16-round opening and closing execution mode, the first distributing member 300 enters a state in which it distributes to the V prize winning side in a long-term manner at least once. In other words, regardless of the timing at which the opening and closing execution mode is started or the control state of the first distributing member 300, as long as it is the 16-round opening and closing execution mode, there is a possibility that the first distributing member 300 will distribute to the V prize winning side.
[0325] Therefore, in step S1902, if the calculation information A is 102.5, the process proceeds to the symbol determination process (step S1909) without performing the subsequent information grasping process or calculation process.
[0326] If it is determined in step S1902 that calculation information A is not 102.5, the variable display time for the current game is determined in the following step S1903, and the determined information is temporarily stored in the register of MPU 242 as calculation information B.
[0327] Here, the relationship between the variable display time for each game and the winning time in the open / close execution mode will be explained with reference to FIGS.
[0328] As already explained, in a game round that results in a jackpot, the variable display time is set to either 60 seconds or 30 seconds. When 60 seconds is set, if the opening / closing execution mode to be transitioned to is the 16-round opening / closing execution mode, as shown in Figure 39, winning on the accessory device 150 becomes possible 65.0 seconds after the variable display time (60 seconds) and opening time (5 seconds) have elapsed from the start timing of the game round. Then, winning on the accessory device 150 becomes possible up to 167.5 seconds after adding the actual opening / closing time of 102.5 seconds.
[0329] Similarly, if the variable display time is 60 seconds and the opening and closing execution mode to be transitioned to is the 12-round opening and closing execution mode, the time during which winning can be achieved in the accessory device 150 is from 65.0 seconds to 141.5 seconds after the start of a game round. Also, if the variable display time is 60 seconds and the opening and closing execution mode to be transitioned to is the 8-round opening and closing execution mode, the time during which winning can be achieved in the accessory device 150 is from 65.0 seconds to 115.5 seconds after the start of a game round. And, if the variable display time is 60 seconds and the opening and closing execution mode to be transitioned to is the 4-round opening and closing execution mode, the time during which winning can be achieved in the accessory device 150 is from 65.0 seconds to 89.5 seconds after the start of a game round.
[0330] When the variable display time is 30 seconds, in either opening and closing execution mode, winning on the accessory device 150 becomes possible 35.0 seconds after the start of a game round, as shown in Fig. 40. In the 16-round opening and closing execution mode, winning on the accessory device 150 becomes possible up to 137.5 seconds, in the 12-round opening and closing execution mode, up to 111.5 seconds, in the 8-round opening and closing execution mode, up to 85.5 seconds, and in the 4-round opening and closing execution mode, up to 59.5 seconds.
[0331] In this way, even if it is the start timing of a game round, it is possible to predict the timing when a win may occur in the accessory device 150, depending on the variable display time and the type of opening / closing execution mode. Therefore, in addition to the information on the actual opening / closing time of the opening / closing execution mode grasped in step S1901, information on the variable display time of the current game round is grasped in step S1903.
[0332] Now, after the information on the variable display time of the game round is grasped in step S1903, in step S1904, information on the current control state of the first distributing member 300 is grasped and the information is temporarily stored in a register of the MPU 242 as information C for calculation. The information on the current control state of the first distributing member 300 can be grasped from the value of the first role counter YK1 included in the first role command received from the main control device 81. That is, in step S1904, the latest first role command is read from the command storage area 248, and information on which stage of the cyclic operation the first distributing member 300 is in is grasped from the first role command, and the information is stored.
[0333] In the next step S1905, based on the information C temporarily stored in step S1904 and the information on the operating cycle of the first distribution member 300 (80.0 seconds), information on the period required until the next allocation to the V winning side in the long-term mode is calculated as calculation information D, and the information D is temporarily stored in the register of the MPU 242. In the following explanation, the state of allocation to the V winning side in the long-term mode is also referred to as the V mode.
[0334] In the next step S1906, the process executes a process of temporarily storing information obtained by adding the opening time to information B of the current varying display time in a register of the MPU 242 as calculation information E. As already explained, if the varying display time is 60.0 seconds, calculation information E is 65.0 seconds, and if the varying display time is 30.0 seconds, calculation information E is 35.0 seconds.
[0335] In step S1907, it is determined whether or not the calculation information E is equal to or greater than the calculation information D. In other words, it is determined whether or not the period required until a winning combination in the bonus device 150 can occur is equal to or greater than the period required until the first distribution member 300 next assumes the V-shape.
[0336] A positive determination is made in step S1907 when the first distributing member 300 is in a V-shape by the start of the first round, during which a win in the bonus device 150 may occur. In other words, at the timing when the next V-shape occurs, a win in the bonus device 150 cannot occur, and therefore a V-shape cannot occur. Therefore, assuming the next V-shape, a determination is made in step S1908 as to whether a win in the bonus device 150 may occur, i.e., whether a V-shape may occur. Specifically, a determination is made as to whether the information obtained by adding the calculation information A to the calculation information E is equal to or greater than the information obtained by adding the information on the interval between V-shapes to the calculation information D. In other words, a determination is made as to whether the period required from the start of a game round to the end of the win-possible time (see FIGS. 39 and 40) is equal to or greater than the period required from the start of a game round to the next V-shape.
[0337] If a positive judgment is made in step S1908, it is determined that the first distribution member 300 will be in the V mode during the winning time of the opening / closing execution mode to be entered this time, and in step S1909, a process is executed to increment the V winning points VP stored in the various counter areas 249 of the RAM 244 by 1. The V winning points VP are counters that are referenced when determining the stopping pattern for a game round. After the process of step S1909 is executed, the process for the first distribution member is terminated. On the other hand, if a negative judgment is made in step S1908, it is determined that the first distribution member 300 will not be in the V mode during the winning time of the opening / closing execution mode to be entered this time, and the process for the first distribution member is terminated without performing the process of incrementing the V winning points VP.
[0338] On the other hand, a negative determination in step S1907 occurs when the first distribution member 300 does not assume the V-mode by the start of the first round, during which a prize may be awarded to the bonus device 150. In this case, the process proceeds to step S1910, where it is determined whether the timing of the next V-mode is included in the possible prize-winning time in the currently transitioned opening / closing execution mode. Specifically, it is determined whether the possible prize-winning time obtained by adding calculation information A to calculation information E is equal to or greater than calculation information D. If a positive determination is made in step S1910, it is determined that the first distribution member 300 assumes the V-mode during the possible prize-winning time in the currently transitioned opening / closing execution mode, and the process for adding V prize points VP is performed in step S1909, after which the process for the first distribution member is terminated. If a negative determination is made in step S1910, the process for adding V prize points is not performed, and the process for the first distribution member is terminated.
[0339] Furthermore, if the determination in step S1902 is affirmative, it means that the opening / closing execution mode to be entered this time is a 16-round opening / closing execution mode, and the actual opening / closing time is longer than the operation cycle of the first distributing member 300. In this case, it means that the first distributing member 300 will be in the V mode during the winning time of this opening / closing execution mode, even without performing information grasping processes and calculation processes such as steps S1903 to S1908. Therefore, if the determination in step S1902 is affirmative, the process proceeds to step S1909, where the addition process of V winning points is performed, and then the processing for the first distributing member is terminated. Note that, when the processing for the first distributing member is terminated, various calculation information stored in the registers of the MPU 242 is erased.
[0340] Next, the second allocation member process in step S1802 will be described with reference to the flowchart in FIG.
[0341] In step S2001, the actual opening and closing time of the opening and closing execution mode to be entered this time is grasped, and the grasped information is temporarily stored in the register of MPU 242 as calculation information A. This process is the same as the process of step S1901 above. In the following step S2002, the information on the variable display time of the current game round is grasped, and the information is stored in the register of MPU 242 as calculation information B. This process is the same as the process of step S1903 above.
[0342] In step S2003, information on the current control state of the second distributing member 310 is grasped, and a process is executed in which the information is stored in a register of the MPU 242 as calculation information C. The information on the current control state of the second distributing member 310 can be grasped from the value of the second role counter YK2 included in the second role command received from the main control device 81. That is, in step S2003, the latest second role command is read from the command storage area 248, and information on which stage of the cyclic operation the second distributing member 310 is in is grasped from the second role command, and the information is stored.
[0343] In the following step S2004, based on the information C temporarily stored in step S2003 and the information on the operating cycle of the second distribution member 310 (600.0 sec), information on the period required until the state in which the ball is next allocated to the V winning side in a long-term mode (V mode) is calculated as calculation information D, and a process is executed to temporarily store this information D in a register of MPU242.
[0344] In the next step S2005, the process executes a process of temporarily storing information obtained by adding the opening time to information B of the current variable display time in a register of the MPU 242 as calculation information E. This process is the same as the process in step S1906 above.
[0345] In step S2006, it is determined whether or not the calculation information E is equal to or greater than the calculation information D. In other words, it is determined whether or not the period required until a winning combination can occur in the bonus device 150 is equal to or greater than the period required until the second distribution member 310 next assumes the V-shape.
[0346] A positive determination is made in step S2006 when the second distribution member 310 is in the V-shape by the start of the first round, during which a win in the bonus device 150 may occur. In other words, at the timing when the next V-shape occurs, a win in the bonus device 150 cannot occur, and therefore a V-shape cannot occur. Therefore, assuming the next V-shape, a determination is made in step S2007 as to whether a win in the bonus device 150 may occur, i.e., whether a V-shape may occur. Specifically, a determination is made as to whether the information obtained by adding the calculation information A to the calculation information E is equal to or greater than the information obtained by adding the information on the interval between V-shapes to the calculation information D. In other words, a determination is made as to whether the period required from the start of a game round to the end of the win-possible time is equal to or greater than the period required from the start of a game round to the next V-shape.
[0347] If the determination in step S2007 is affirmative, it is determined that the second distribution member 310 will be in the V mode during the winning time of the opening / closing execution mode to be entered this time, and in step S2008, a process is executed to increment the V winning points VP by 1. After the process in step S2008 is executed, the process for the second distribution member is terminated. On the other hand, if the determination in step S2007 is negative, it is determined that the second distribution member 310 will not be in the V mode during the winning time of the opening / closing execution mode to be entered this time, and the process for the second distribution member is terminated without performing the process to increment the V winning points VP.
[0348] On the other hand, a negative determination in step S2006 occurs when the second distribution member 310 does not assume the V-mode by the start of the first round, during which a prize may be awarded to the bonus device 150. In this case, the process proceeds to step S2009, where it is determined whether the timing of the next V-mode is included in the possible prize-winning time in the currently transitioned opening / closing execution mode. Specifically, it is determined whether the possible prize-winning time obtained by adding calculation information A to calculation information E is equal to or greater than calculation information D. If a positive determination is made in step S2009, it is determined that the second distribution member 310 will assume the V-mode during the possible prize-winning time in the currently transitioned opening / closing execution mode, and the process proceeds to step S2008, where it adds V prize points VP, and then terminates the process for the second distribution member. If a negative determination is made in step S2009, it terminates the process for the second distribution member without performing the process for adding V prize points.
[0349] Returning to the explanation of the jackpot symbol determination process (FIG. 35), after executing the first allocation member process in step S1801 and the second allocation member process in step S1802, the process proceeds to the symbol determination process in steps S1803 to S1807. That is, in step S1803, it is determined whether the V prize points VP are 2. When the V prize points VP are 2, there is a possibility that in the opening and closing execution mode to be entered this time, the first allocation member 300 will allocate the V prize to the V prize side, or the second allocation member 310 will allocate the V prize to the V prize side. In this case, it is determined that there is an extremely high possibility that a V prize will occur in the opening and closing execution mode to be entered this time and the mode will be set to the high probability mode, and the symbol to be stopped and displayed in the current game round is determined to be the first specific symbol with an odd number 3 or 7.
[0350] If the determination in step S1803 is negative, then in step S1805 it is determined whether or not the V prize points VP are 1. When the V prize points VP are 1, there is a possibility that in the opening and closing execution mode to be entered this time, the first allocating member 300 will allocate the V prize to the V prize side, or the second allocating member 310 will allocate the V prize to the V prize side. In this case, although it is lower than when the V prize points VP are 2, there is a possibility that a V prize will occur in the opening and closing execution mode to be entered this time and the mode will be set to the high probability mode, so the symbol to be stopped and displayed in the current game round is determined to be the second specific symbol with an odd number other than 3 or 7.
[0351] A negative determination is made in step S1805 when the V prize points VP are 0. In this case, in the opening and closing execution mode to be entered this time, there is a low possibility that the first allocating member 300 will allocate the winnings to the V prize side, and there is a low possibility that the second allocating member 310 will allocate the winnings to the V prize side. In this case, it is determined that there is a low possibility that the V prize will occur in the opening and closing execution mode to be entered this time and the mode will be set to the high probability mode, and the symbols to be stopped and displayed in this game round are determined to be non-specific symbols with even numbers.
[0352] After executing any one of the processes in step S1804, step S1806, or step S1807, a stop line determination process is executed in step S1808. In the stop line determination process, it is determined by lottery or the like on which of the activated lines L1 to L5 the symbols determined in the processes in step S1804, step S1806, or step S1807 will be aligned and stopped. Then, in step S1809, a process is executed to store information on the stop results between the symbols and the stop line as address information, and then the jackpot symbol determination process is terminated.
[0353] As already explained, the process for determining the symbol for a jackpot is a process executed in the process for starting the fluctuation at the start of a game round. Then, the symbols set at the start of a game round as described above stop together at the end of the game round, and the transition to the open / close execution mode and the probability of V winning during the open / close execution mode are notified. In this case, when determining the symbol, it is possible to determine the symbol for a game round by associating the V winning probability with the symbol without changing the operation cycle of the first distribution member 300 and the second distribution member 310, which operate periodically.
[0354] According to the embodiment described above, the level of the winning / losing lottery mode after the opening / closing execution mode is determined by the V winning allocation operation of the first allocation member 300 and the second allocation member 310, which operate periodically, regardless of the progress of the opening / closing execution mode. The occurrence of a V winning during the opening / closing execution mode is predicted based on the operating status, operating cycle, variable display time of the game round, and the opening / closing pattern of the opening / closing execution mode, and the symbol to be stopped in the game round that triggers the transition to the opening / closing execution mode is determined. This configuration separates the game result from the occurrence of a V winning, allowing the player to enjoy the game of generating a V winning during the opening / closing execution mode, while also associating the stopped symbol in the game round that triggers the transition to the opening / closing execution mode with the V winning rate. This effectively increases attention not only to the opening / closing execution mode but also to the game round.
[0355] As the opening and closing mode during the opening and closing execution mode, the V winning rate is predicted based on the actual opening and closing time of each round, so the processing configuration for prediction can be significantly simplified compared to a configuration that takes into account the opening and closing timing of each round separately.
[0356] In this case, since the waiting time of each round (1.5 seconds) is set to be shorter than the time (3.0 seconds) that the first distributing member 300 and the second distributing member 310 are in the V-position, even if the waiting time of a round and the time that they are in the V-position overlap, the V-position and each round (opening time) always overlap. Therefore, it is possible to improve the prediction accuracy when making predictions based on the actual opening and closing times as described above.
[0357] By setting the opening time of each round during the opening / closing execution mode to a period longer than the firing cycle and shorter than the product of the firing cycle and the maximum number of winning balls, the execution period of the round, at least in the round game in which a winning ball may be generated, can be made somewhat constant. In other words, while a round game is configured to end when either the maximum number of winning balls is won or the opening time has elapsed, the above-described opening time makes it less likely that the maximum number of winning balls will be won, making it easier to end each round game upon the elapse of the predetermined opening time. In this way, in a configuration in which the V winning rate is predicted in advance as described above, the opening time can be predicted as a fixed value, thereby improving prediction accuracy. In particular, since the predicted result (V winning rate) is reported as the game round stop result, if the reported result differs from the actual V winning rate, the player will not only feel uncomfortable, but may even develop suspicion that the game result was rewritten during the opening / closing execution mode. Therefore, by making it easier for each round to have a fixed time as described above, prediction accuracy can be improved and the above-mentioned inconveniences can be avoided.
[0358] <Second embodiment> In this embodiment, the operating period of the first distributing member 300 is different from that of the first embodiment. Specifically, in the first embodiment, the operating period of the first distributing member 300 was 80.0 seconds. In contrast, in this embodiment, the operating period of the first distributing member 300 is set to 600.0 seconds, the same as the operating period of the second distributing member 310. Below, a process when the operating period of the first distributing member 300 is set to 600.0 seconds will be described.
[0359] First, the first role control process in this embodiment will be described with reference to the flowchart of Fig. 41. As already explained, the first role control process is a process that is periodically started by the MPU 112 of the main control device 81.
[0360] In step S2101, a process of incrementing the first role counter YK1 is executed. Then, in steps S2102 to S2136, a process of determining whether it is time to switch the first distributing member 300 and a process of controlling the drive of the first distributing drive unit 300a if it is time to switch are repeatedly executed. In this embodiment, the operating cycle of the first distributing member 300 is set so that it will be in the V-shape for 3.0 seconds every 60.0 seconds.
[0361] Specifically, the timing at which the first distributing member 300 is switched to the non-distributing state is 60.0 seconds (YK1=15000, step S2102), 123.0 seconds (YK1=30750, step S2106), 186.0 seconds (YK1=46500, step S2110), and 249.0 seconds (YK1=62250, step S2111) after the start of the operating cycle of the first distributing member 300 (YK1=0). The time intervals are set as follows: 312.0 seconds later (YK1=78000, step S2118), 375.0 seconds later (YK1=93750, step S2122), 438.0 seconds later (YK1=109500, step S2126), 501.0 seconds later (YK1=125250, step S2130), and 564.0 seconds later (YK1=141000, step S2134). When these timings occur, the first distribution drive unit 300a of the first distribution member 300 is deactivated and switched to a non-distribution state (closed state) (steps S2103, S2107, S2111, S2115, S2119, S2123, S2127, S2131, S2135).
[0362] The timing at which the first distributing member 300 is switched to the distributing state is set to 3.0 seconds after it is switched to the non-distributing state, and the timing is set to 63.0 seconds (YK1=15750, step S2104), 126.0 seconds (YK1=31500, step S2108), 189.0 seconds (YK1=47250, step S2112), and 252.0 seconds after the start of the operation cycle of the first distributing member 300 (YK1=0). The following are set: (YK1=63000, step S2116), 315.0 sec later (YK1=78750, step S2120), 378.0 sec later (YK1=94500, step S2124), 441.0 sec later (YK1=110250, step S2128), 503.0 sec later (YK1=126000, step S2132), and 567.0 sec later (YK1=141750, step S2136). When these timings occur, the first distribution drive unit 300a of the first distribution member 300 is driven and switched to a distribution state (open state) (steps S2105, S2109, S2113, S2117, S2121, S2125, S2129, S2133, and S2137).
[0363] In step S2138, it is determined whether the first role counter YK1 has reached "150000" (600.0 sec). If the determination in step S2138 is affirmative, it means that one operation cycle of the first distribution member 300 has ended, in which case the process of clearing the first role counter YK1 to "1" is executed in step S2139. If the determination in step S2138 is negative, or after the process of step S2139 has been executed, the first role command is set to be sent in step S2140, and then the first role control process is terminated.
[0364] That is, in this embodiment, the first distributing member 300 is configured to produce a 3-second V pattern nine times during one 600.0-second cycle. The interval between each V pattern in one cycle is 60.0 seconds. In contrast, the 9th V pattern ends after 567.0 seconds, so the interval between the 9th V pattern and the first V pattern in the next cycle is 93.0 seconds. In other words, the timing at which the V pattern is produced is shifted by 33.0 seconds with each cycle. This makes it possible to vary the timing at which the V pattern is produced, even in a configuration that performs cyclical operation.
[0365] The intervals between each V pattern during one cycle may be different. Specifically, the first V pattern during one cycle of the first distributing member 300 may occur after 60.0 seconds, the interval until the second V pattern may occur after 90.0 seconds, which is longer than the first V pattern, and the interval until the third V pattern may occur after 45.0 seconds, which is shorter than the first and second V patterns. This will result in more variation in the timing at which the V pattern appears, thereby diversifying the game. However, in order to be able to determine that a V pattern will appear at least once in the 16-round opening / closing execution mode without performing calculations, it is preferable to configure the intervals between each V pattern to be shorter than the actual opening / closing time in the 16-round opening / closing execution mode.
[0366] Incidentally, in step S1908 of the first allocation member process (Fig. 36) in this embodiment (processing to determine whether the period required from the start of a game round to the end of the winning time is equal to or greater than the period required from the start of a game round to the next V mode), it is determined whether the information obtained by adding calculation information A to calculation information E is equal to or greater than the information obtained by adding the information on the interval from the next V mode to the next V mode to calculation information D. In this way, it is possible to calculate the V winning rate even if the interval between V modes is not uniform.
[0367] In addition, in this embodiment, since the operating cycle of the first distributing member 300 and the operating cycle of the second distributing member 310 are set to be cycles of the same length, it is also possible to share a counter for counting one cycle. Specifically, the first role counter YK1 and the second role counter YK2 are shared, and the first role control process or the second role control process performs a process of adding and updating the shared counter, and each switching timing is grasped based on the shared counter. In this way, the processing configuration can be simplified.
[0368] <Third embodiment> In this embodiment, the rotating body 201 in the accessory device 150 is configured to rotate during the opening and closing execution mode.
[0369] 42 is a flowchart showing the rotating body control process for rotating the rotating body 201. The rotating body control process is initiated by the MPU 112 of the main control device 81 at a predetermined cycle (every 4 msec).
[0370] In step S2201, a process is executed to increment the third role counter YK3 provided in the various counter area 114d of the RAM 114 by 1. The third role counter YK3 corresponds to the first role counter YK1 and the second role counter YK2, and is a counter used by the MPU 112 to identify the operation timing of the rotating body 201. The third role counter YK3 can also be said to be a counter for managing the operation cycle of the rotating body 201. The third role counter YK3 is a loop counter that can be updated by 1 every 4 msec between 1 and 2500, and is reset to 1 when it reaches 2500. In other words, the third role counter YK3 is a counter that makes one rotation in 10 seconds, and the operation cycle of the rotating body 201 is set to an operation cycle of 10 seconds.
[0371] In step S2202, the rotating body drive unit 194 is controlled to rotate the rotating body 201 by a predetermined angle (0.144 degrees). Then, in step S2203, it is determined whether the third role counter YK3 is "2500", which corresponds to one rotation, and if it is "2500", in step S2204, a process is executed to clear the third role counter YK3 to "1".
[0372] If a negative decision is made in step S2203, or after the processing of step S2204 has been executed, in step S2205 a rotating body command is set to be output to the performance control device 82, and then the rotating body control processing is terminated. The rotating body command corresponds to the above-mentioned first role command and second role command, and is a command for making the performance control device 82, which is the sub-side control device, understand the control state (position) of the rotating body 201.
[0373] That is, the rotating body 201 is set to rotate by a predetermined angle in 4 msec cycles each time the rotating body control process is activated. In other words, the rotating body 201 is configured to rotate by a predetermined angle each time the third role counter YK3 is incremented by 1 as a predetermined number. Note that the timing of rotating by a predetermined angle is not limited to the above, and for example, the rotating body may be configured to rotate by a predetermined angle (1.44 degrees) each time the third role counter YK3 is incremented by 10, or may be configured to rotate by a predetermined angle (7.2 degrees) each time the third role counter YK3 is incremented by 50. However, it is preferable to set each control timing to a shorter interval, as this allows for smoother operation of the rotating body 201.
[0374] In this embodiment, the state in which the V winning port guide section 204 is positioned at a position corresponding to the lead-out section 186 is set as the state in which the third role counter YK3 becomes 1.
[0375] Next, the first allocation member processing in this embodiment will be described with reference to the flowchart of Fig. 43. As already explained, the first allocation member processing is processing performed in the big win symbol determination processing (Fig. 35) executed by the MPU 242 of the performance control device 82.
[0376] In this embodiment, similar to the processing of steps S1901 to S1908 and step S1910, the processing of steps S2301 to S2307 and step S2310 is executed to determine whether or not to add the V prize points VP. Note that in this embodiment, in the 16-round open / close execution mode, the processing that does not perform information grasping processing (the processing of step S1902) is not executed. Then, if the determination is affirmative in the processing of step S2307 or step S2310, the position of the rotating body 201 is grasped in step S2308 before performing the processing to add the V prize points VP, and it is determined whether or not the V prize opening guide portion 204 of the rotating body 201 is located at a position corresponding to the lead-out portion 186 at the timing when the first distributing member 300 becomes the V mode. Specifically, when a positive judgment is made in step S2307 or step S2310, it is determined whether the counter of the rotating body 201 is "1 to 150" or "2000 to 2500" at the timing when the first distributing member 300 becomes a V state (information on the period until the next V state, or information on the period until the next V state).
[0377] If the determination in step S2308 is negative, the processing for the first distribution member is terminated without performing the process of adding the V prize points VP. In other words, in this case, although the first distribution member 300 is in the V state, there is a high possibility that the ball will be distributed to the miss hole 182b by the rotating body 201, so the V prize points VP are not added. In contrast, if the determination in step S2308 is positive, the processing for adding the V prize points VP is performed, and then the processing for the first distribution member is terminated.
[0378] In this way, even in a configuration in which the rotating body 201 rotates, it is possible to grasp the position of the rotating body 201 at the start of a game round, and predict the V distribution by the rotating body 201 during the opening and closing execution mode based on the operating cycle of the rotating body 201, the variable display time of the game round, and the opening and closing pattern of the opening and closing execution mode.
[0379] In this case, in a configuration in which the game balls that have been sorted by the first sorting member 300 reach the rotating body 201 and are also sorted by the rotating body 201, the operating cycle of the rotating body 201 is shorter than the operating cycle of the first sorting member 300, resulting in a V pattern (in the rotating body 201, the V winning opening guide unit 204 is disposed at a position corresponding to the lead-out unit 186). Therefore, a configuration is adopted in which a process for calculating the possibility of V sorting by the first sorting member 300 is performed before V sorting by the rotating body 201, and then a calculation process for the rotating body 201 is performed. In this way, it is possible to reduce the frequency with which the calculation process for the rotating body 201 is performed, thereby alleviating the processing load.
[0380] As already explained, gaming balls V-sorted by the second sorting member 310 can win a V prize without being sorted by the rotating body 201. Therefore, in the above embodiment, the calculation process for the rotating body 201 is not performed in the processing for the second sorting member. In a configuration in which multiple game devices are involved in V-sorting, the more game devices involved, the more complex the flow pattern of the game balls becomes, which can increase the player's interest. On the other hand, in a configuration in which the possibility of V-sorting is predicted based on the operation cycle of the game devices, the more game devices involved, the lower the accuracy of the prediction. Therefore, for example, a configuration may be adopted in which predictions with high accuracy are more likely to be reflected in the pattern determination, and predictions with low accuracy are less likely to be reflected in the pattern determination. Specifically, it is considered that the prediction accuracy of the V winning rate differs between the route that a gaming ball that has entered the accessory device 150 takes to win a V prize, which involves distribution between the first distribution member 300 and the rotating body 201, and the route that involves distribution by the second distribution member 310. The addition process of the V winning points VP on the first distribution member 300 side may be configured to add fewer points than the addition process on the second distribution member 310 side, or to add points less frequently.
[0381] <Fourth embodiment> In the above first to third embodiments, the pattern for the game round is determined at the start of the game round that transitions to the opening and closing execution mode, but in this embodiment, the pattern is determined when the pending information is obtained.
[0382] Specifically, as shown in FIG. 44, a normal hold image P1 and a special hold image P2 suggesting a transition to the open / close execution mode are set as hold images displayed as hold information in the hold display areas Ga and Gb on the display screen G. The special hold image P2 is displayed in a different color and shape from the normal hold image P1, making it distinguishable from the normal hold image P1. The special hold image P2 suggests the stop symbol of the game when transitioning to the open / close execution mode. Specifically, for example, as shown in FIG. 44(a), an image suggesting a transition to the open / close execution mode when a 7 symbol (first specific symbol) stops, as shown in FIG. 44(b), an image suggesting a transition to the open / close execution mode when a 5 symbol (second specific symbol) stops, as shown in FIG. 44(c), or an image suggesting a transition to the open / close execution mode when a 4 symbol stops, as shown in FIG. 44(c), is set. That is, in this embodiment, a hold notification suggesting a transition rate to the high probability mode is executed using the hold image.
[0383] <Handling of pending notice> The configuration for providing hold notice will be described below.
[0384] The hold notice before the start of a game is set by the hold control process (step S1501) in the presentation control device 82. As described above, the hold control process is performed based on the reception of a hold display control command from the main control device 81, and this process sets the hold display and hold notice presentation. Therefore, prior to the processing on the presentation control device 82 side, the process related to the setting of the hold display control command (particularly the hold command) executed by the MPU 112 of the main control device 81 will be described. The main control device 81 side processes the above-mentioned hold confirmation process (step S305 in FIG. 17) and hold command setting process (step S306 in FIG. 17), and these processes are configured to be executed as part of the winning process for the operation port (FIG. 16) set as part of the timer interrupt process (FIG. 15), more specifically, as part of the information acquisition process of step S205. In other words, the hold confirmation process and the hold command setting process are configured to be executed when a winning occurs in the operation port 33, 34.
[0385] <Pending confirmation process> In the reservation confirmation process, as shown in the flowchart of Figure 45, in step S2401, the start reservation memory number RaN, RbN stored in each reservation area Ra, Rb of the reservation ball storage area 114b and the common reservation number CRN stored in the total reservation number memory area of the same reservation ball storage area 114b are read, and the reservation number information is stored in the register of the MPU 112. After that, in steps S2402 to S2406, it is confirmed whether the reservation information acquired by this winning includes information on winning the jackpot.
[0386] Specifically, first, in step S2402, the information for determining a jackpot among the pending information acquired in step S304 based on the current winnings at the upper operating port 33 or the lower operating port 34, i.e., the value of the acquired jackpot random number counter C1, is grasped.
[0387] In the next step S2403, it is determined whether the mode is the low probability mode. Specifically, it is determined whether the current win / loss lottery mode is the low probability mode by determining whether a high probability mode flag is stored in the various flag storage area 114e of RAM 114. If the mode is the low probability mode, the process proceeds to step S2404, where the win / loss table for the low probability mode shown in FIG. 13(a) is referenced to determine whether the information for determining a jackpot determined in step S2402 (the value of the jackpot random number counter C1) is included in the information group corresponding to a jackpot win. If the mode is the high probability mode, the process proceeds to step S2405, where the win / loss table for the high probability mode shown in FIG. 13(b) is referenced to determine whether the information for determining a jackpot determined in step S302 (the value of the jackpot random number counter C1) is included in the information set as a jackpot win.
[0388] After step S2404 or step S2405, the process proceeds to step S2406, where it is determined whether the information for determining a jackpot (the value of the jackpot random number counter C1) obtained in step S2402 corresponds to a jackpot. If it corresponds to a jackpot, the jackpot information is stored in the register of the MPU 112 in step S2407, and the confirmation process for this reservation is then terminated.
[0389] On the other hand, if a negative determination is made in step S2406, the process proceeds to step S2408. In step S2408, the information for determining whether a winning combination has occurred in the upper actuation port 33 or the lower actuation port 34 is obtained from the pending information obtained in step S304, that is, the value of the reach random number counter C3 that has already been obtained.
[0390] In the next step S2409, the reach determination table (reach determination information group) stored in the reach determination table storage area of ROM 113 is referenced. Thereafter, in step S2510, it is determined whether or not the value of reach random number counter C3 corresponds to the occurrence of a reach. If it corresponds to the occurrence of a reach, in step S2411, reach occurrence information is stored in a register of MPU 112, and then this confirmation process is terminated. On the other hand, if it does not correspond to the occurrence of a reach, this confirmation process is terminated.
[0391] <Pending command setting process> Next, the setting process of the hold command will be described with reference to the flowchart in Fig. 46. The setting process of the hold command is a process for making the performance control device 82 grasp the result of the judgment of the hold information and the variable display time.
[0392] First, in step S2501, it is determined whether jackpot information has been stored. If jackpot information has been stored, in steps S2502 and S2503, processing is executed to have the presentation control device 82 grasp information on the type of jackpot result and information on the variable display time. Specifically, in step S2502, it is determined whether the pending information corresponds to a 4R jackpot result, an 8R jackpot result, a 12R jackpot result, or a 16R jackpot result, and the variable display time is determined by checking the variable type counter CS of the pending information. As already explained, if any of the jackpot results occur, a reach display will always occur, so the variable display time can be determined based on the variable type counter CS.
[0393] If no jackpot information is stored in step S2501, the process proceeds to step S2503. In step S2503, it is determined whether the pending information is one that will cause a reach display to occur. Specifically, the numerical information of the reach random number counter C3 is obtained, and if the reach random number counter C3 is "200 to 239", it is determined that the pending information is one that will cause a reach display to occur.
[0394] If the pending information is one that will cause a reach display, the variable display time of the pending information is determined in step S2504. In this process, the variable display time is determined by obtaining the variable type counter CS of the pending information and the variable display time table for reach occurrence (Figure 34(a)).
[0395] If the pending information is one for which a reach display will not occur in step S2503, it is determined in step S2505 whether the pending information is information on a hold number corresponding pattern (hold number corresponding information). If the information is not information on a hold number corresponding pattern but information on a hold number non-corresponding pattern, the process proceeds to step S2504, where the pending information fluctuation type counter CS and the fluctuation display time table for non-reach occurrence (Figure 34(b)) are obtained to grasp the fluctuation display time.
[0396] If it is determined in step S2505 that the information is a reserved number corresponding pattern, it means that at the current stage (when the reserved number is acquired), the variable display time of the number of games is not determined. Therefore, in this case, in step S2506, a process is executed to grasp that the information is a reserved number corresponding pattern.
[0397] After executing any one of the processes of step S2502, step S2504, and step S2506, the process proceeds to step S2507. In step S2507, the hold command is set as a target for transmission to the effect control device 82, and the setting process for this hold command is terminated. The hold command includes information on the game result of the current hold information and information on the variable display time. Note that, when the process of step S2506 is being performed, information indicating that the variable display time is a hold number corresponding pattern is included. The hold command set here is transmitted to the effect control device 82 in step S401 of the normal process (FIG. 19). Based on the received hold command, the effect control device 82 executes light emission control of the hold light emitting units 45, 46, and also executes processing to control the display control device 212 to change the hold image in the hold display areas Ga, Gb of the pattern display device 41.
[0398] While the hold command is configured to include information on the game result, it may be configured to include a jackpot random number counter C1 and a jackpot type counter C2, and the win / lose table and allocation table of the main control device 81 may be stored on the performance control device 82 side, and the game result may be grasped by the performance control device 82 based on the jackpot random number counter C1 and the jackpot type counter C2. Also, although the hold command is configured to include information on the variable display time, it may be configured to include information on the variable type counter CS, and a table similar to the variable display time table of the main control device 81 may be stored on the performance control device 82 side, and the variable display time may be grasped by the performance control device 82 based on the variable type counter CS.
[0399] <Hold control process executed by MPU 242 of performance control device 82> Next, the hold control process (step S1501) executed by the MPU 242 of the performance control device 82 will be described with reference to the flowchart in Fig. 47. As already explained, the hold control process is a process performed as part of various performance processes (Fig. 31) periodically executed by the performance control device 82, and executes processes to change the display of the hold image or to give a hold notice based on the reception of a hold display control command.
[0400] Here, the hold notice is a notification that identifies information corresponding to the result of the hit / miss judgment when the acquired hold information becomes the target of the hit / miss judgment at a timing before the hold information becomes the target of the hit / miss judgment, and based on the identified content, issues a notification corresponding to the result of the hit / miss judgment using the pattern display device 41, the display light-emitting unit 63, etc. More specifically, for example, the hold notice is an effect in which, based on the acquisition of hold information that will result in a predetermined game result, the stop result of a game round prior to the game round related to the hold information is set to be a combination of predetermined patterns (a so-called chance eye), or a predetermined character appears in a game round prior to the game round related to the hold information, etc. Other examples of hold notifications include using hold images to display a type of hold image that corresponds to the game result of the corresponding hold information (for example, if the hold information is a jackpot result, a gold or red hold image is likely to be selected, if the hold information is a miss result but one of the reach displays is displayed, a green hold image is likely to be selected, and if it is a miss result where no reach display is displayed, a white hold image is likely to be selected, thereby allowing the game result to be predicted before the start of a game round depending on the type of hold image).
[0401] Now, in the hold control processing, first, in step S2601, it is determined whether or not a hold command has been received. The hold command received from the main control device 81 is stored in the command storage area 248 provided in the RAM 244 of the performance control device 82. The command storage area 248 is configured as a ring buffer that can store multiple commands individually and can read out commands in order from the previously stored command, so that even if multiple commands are received at the same time, the processing corresponding to each command can be executed at the timing of executing the performance of each command. When making the determination in step S2601, it is determined whether or not a hold command has been received in the area of the command storage area 248 that is the current read target.
[0402] If a hold command has been received, in step S2602, the process of adding 1 to the secondary hold memory number SN provided in the various counter areas 249 of the RAM 244 is executed. The secondary hold memory number SN corresponds to the common hold number CRN on the main control device 81 side, and reflects the total number of holds based on winnings at the upper actuation port 33 and the lower actuation port 34.
[0403] In the next step S2603, a pending information grasping process is executed. In the pending information grasping process, information included in the received pending command (information on the game result, information on the variable display time, presence or absence of reach display, etc.) is grasped.
[0404] Then, in the following step S2604, a process for a pending notice is executed. In the process for a pending notice, for example, a decision is made as to whether or not to execute a pending notice based on the received pending command (the pending information acquired this time), and if the pending notice is to be executed, a process for executing the pending notice is executed by changing the presentation content for the game based on that. The processes of steps S2603 and S2604 will be explained in detail later.
[0405] In the following step S2605, a process for increasing the number of reserved items is executed. In this process, the illumination of the reserved item light-emitting units 45 and 46 is controlled in response to the increase in reserved item information, and a command corresponding to the increase in reserved item information is output to the display control device 212. This command includes information on the secondary reserved item memory count SN and the content of the reserved item notice determined in step S2604. Based on the received command, the display control device 212 reads data corresponding to the reserved item image corresponding to the content of the command from the reserved item image data memory area stored in the character ROM 276 and controls the symbol display device 41 to display the data in the unit reserved item display areas Ga1-Ga4, Gb1-Gb4 corresponding to the secondary reserved item memory count SN. For example, in a configuration in which the reserved item notice is performed by changing the reserved item image, the display control device 212 controls the symbol display device 41 to display the reserved item image corresponding to the reserved item notice based on the received command. As a result, the reserved item notice using the reserved item image is executed at a timing prior to the play of the reserved item information corresponding to the reserved item image. After executing the process in step S2605, the process for controlling the reserved item ends.
[0406] On the other hand, if a hold command has not been received in step S2601, it is determined in step S2706 whether a shift command has been received. If a shift command has not been received, the hold control process is terminated as is, and if a shift command has been received, the secondary hold memory count SN is decremented by 1 in step S2607. Then, in step S2608, a corresponding shift process is executed, and in step S2609, a pattern preview process is executed. The processes in steps S2608 and S2609 will be explained in detail later.
[0407] After the process of step S2609 is executed, a shift process is executed in step S2610, in which the data in each storage area in the reservation storage area 270 is shifted.
[0408] That is, the shift process determines whether the currently received shift command corresponds to the success / failure judgment of the reserved information stored in the first result display reserve area Ra or the success / failure judgment of the reserved information stored in the second result display reserve area Rb. Then, the information stored in the secondary execution area 250c is erased, and the information stored in the corresponding first area of the secondary reserve areas 250a and 250b is shifted to the secondary execution area 250c. The various information stored in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area, etc. Furthermore, the shift process controls the illumination of the reserved light-emitting units 45 and 46 in response to the reduction of reserved information, and outputs a command to the display control device 212 corresponding to the reduction of reserved information. Based on the received command, the display control device 212 controls the symbol display device 41 to change the display of the corresponding unit reserved display areas Ga1-Gs4 and Gb1-Gb4. After executing the process of step S2610, the reserved control process ends.
[0409] Next, the pending information grasping process in step S2603 will be described with reference to the flowchart in FIG.
[0410] In step S2701, the game result of the reserved information related to the currently received reserved command is determined. Then, in step S2702, the game result determined in step S2701 is stored in the reserved memory area 250. More specifically, it is determined whether the received reserved command is based on a win in the upper actuation port 33 or the lower actuation port 34, and the game result information and variable display time information are stored in the corresponding empty area in the secondary reserve area 250a, 250b, where the win / loss determination is performed first. As already explained, the reserved command may include information indicating that the variable display time is a reserved number-corresponding pattern. In this case, the variable display time of the game play related to the currently received reserved command is not determined at the time the reserved command is received. Therefore, in step S2702, the information to be stored in the reserved memory area 250 is not the variable display time itself, but rather information indicating that the pattern is a reserved number-corresponding pattern.
[0411] In the next step S2703, it is determined whether the currently received hold command contains information that is a hold number correspondence pattern. If the currently received hold command does not contain information that is a hold number correspondence pattern, in step S2704, a process is executed in which a numerical value corresponding to the variable display time of the game round related to the currently received hold command is added to a memory counter provided in the various counter areas 249 of the RAM 244, and then the hold information grasping process is terminated. The memory counter is a counter that the MPU 242 uses to determine the total time of the variable display time of the hold information stored in each area of the hold memory area 250. In addition, each time a game round is played, the memory counter is decremented in accordance with the passage of the variable display time. Specifically, in the variable display control process (FIG. 32), a process is executed in which the memory counter is decremented at a predetermined interval. In other words, the memory counter corresponds to the total time of the variable display time, which is the sum of the variable display time of the game round for the unplayed hold information, including the currently acquired hold information, and the remaining time of the variable display time for the currently executed game round.
[0412] If information on the hold number corresponding pattern is included in step S2703, then in step S2705, a process of storing a corresponding flag in the various flag storage area 247 of the RAM 244 is executed, and then the hold information grasping process is terminated. The corresponding flag is a flag that the MPU 242 uses to identify that hold information of the hold number corresponding pattern is stored in any area of the hold memory area 250.
[0413] That is, in the hold information grasping process, the information on the game result of the received hold command and the information on the variable display time are stored in the corresponding areas of the hold memory area 250. Also, if the variable display time can be specified, the memory counter is incremented to grasp the total time. On the other hand, if the variable display time cannot be specified, a corresponding flag is stored to make it possible to identify that the unspecifiable information has been stored.
[0414] Next, the corresponding shift processing in step S2608 will be described with reference to the flowchart in FIG.
[0415] In step S2801, it is determined whether the reserved information to be shifted to the secondary execution area 250c in the current shift process (step S2610) is information on a reserved number corresponding pattern. Specifically, it is determined whether information indicating a reserved number corresponding pattern is stored in the reserved information of the area to be consumed next, of the first secondary reserve area 250a and the second secondary reserve area 250b. If it is not a reserved number corresponding pattern, the corresponding shift process is terminated.
[0416] If the information indicating that it is a hold number corresponding pattern is included, proceed to step S2802 and determine whether or not information on a hold number corresponding pattern is included in other hold areas. If hold information of a hold number corresponding pattern is included in other hold areas, the corresponding shift process is terminated. If hold information of a hold number corresponding pattern is not included in other areas and all hold information other than the hold information to be shifted to the secondary execution area 250c next is hold information for which the variable display time can be specified in advance, the corresponding flag is cleared in step S2803 and the corresponding shift process is terminated.
[0417] Next, the pending notice process in step S2604 will be described with reference to the flowchart in FIG.
[0418] In step S2901, it is determined whether a corresponding flag is stored. If a corresponding flag is stored, the hold notice processing for the hold image in steps S2902 to S2907 is not performed. As already explained, a corresponding flag is stored when the stored hold information includes information whose variable display time cannot be specified in advance.
[0419] If it is determined in step S2901 that the corresponding flag is not stored, the process proceeds to step S2902. In step S2902, it is determined whether the hold information related to the currently received hold command is hold information corresponding to a jackpot result. If it corresponds to a jackpot result, a jackpot symbol preview lottery process is executed in step S2903. If it does not correspond to a jackpot result but corresponds to a loss result, a loss symbol preview lottery process is executed in step S2904. The lottery process in steps S2903 and S2904 acquires a lottery table from the various table storage area 245 of ROM 243 and acquires a lottery counter from the various counter area 249 of RAM 244, and performs a lottery to determine whether to execute a symbol preview using the hold image for the currently received hold command as the special hold image P2. In this embodiment, the probability of winning in the pattern prediction lottery process for a jackpot is set higher than the probability of winning in the pattern prediction lottery process for a loss, and more specifically, the probability of winning for a jackpot is 30%, and the probability of winning for a loss is 1%.
[0420] After the process of step S2903 or step S2904 is executed, it is determined in step S2905 whether or not the symbol preview has been won. If it has been won, symbol determination processing is executed in step S2906.
[0421] Here, the symbol determination process in step S2906 will be described with reference to the flowchart in FIG.
[0422] The symbol determination process in step S2906 has almost the same processing configuration as the symbol determination process for the jackpot executed in the above-mentioned variation start process (FIG. 33). That is, a first allocation member process is performed in step S3001, and a second allocation member process is performed in step S3002. Then, based on the processing results of the first allocation member process and the second allocation member process, a symbol is determined in steps S3003 to S3007. The differences are that the processing configurations of the first allocation member process and the second allocation member process are different, and that the processes of storing stop line and address information in steps S1808 and S1809 are not included.
[0423] The differences between the first distributing member process and the second distributing member process will be described with reference to the flowcharts of FIGS.
[0424] First, in step S3101, it is determined whether the pending command currently received corresponds to a jackpot result. If it corresponds to a jackpot result, in step S3102, the type of the jackpot result is determined, and the actual opening and closing time is determined based on the type of opening and closing execution mode. This process is the same as the process in step S1901.
[0425] On the other hand, if it is determined in step S3101 that the result corresponds to a miss, the provisional actual opening / closing time is determined by lottery in step S3103. In step S3103, it is determined by lottery or the like which of the actual opening / closing times (102.5 seconds, 76.5 seconds, 50.5 seconds, 24.5 seconds) for each opening / closing execution mode will be the provisional actual opening / closing time. For the lottery, a lottery table is obtained from the various table storage area 245 of the ROM 243, and a lottery counter is obtained from the various counter area 249 of the RAM 244. For example, in the lottery table, the longer the variable display time of the currently received pending command, the more likely it is that a longer actual opening / closing time will be selected.
[0426] After executing the processing of step S3102 or step S3103, the process proceeds to step S3104. In step S3104, it is determined whether the actual opening / closing time grasped / determined in step S3102 or step S3103 is 102.5 seconds. This processing corresponds to the processing of step S1902 above.
[0427] If the determination in step S3104 is negative, the total variable display time including the variable display time for the currently received pending command is determined in step S3105. Specifically, the value of the memory counter is obtained.
[0428] The processing in steps S3106 to S3108 is processing for calculating the remainder when the total variable display time determined in step S3105 is divided by the operation cycle (80.0 seconds) of the first distributing member 300.
[0429] That is, in step S3106, it is determined whether the total time determined in step S3105 is shorter than the operating cycle of 80.0 seconds. If a negative determination is made in step S3106, a process is performed in step S3107 in which information corresponding to an operating cycle of 80.0 seconds is subtracted from information corresponding to the total time, and it is again determined in step S3106 whether the result of this process is shorter than the operating cycle. If a positive determination is made in step S3106, the process proceeds to step S3108. In step S3108, the information about the total time in the state in which a positive determination is made in step S3106 is temporarily stored as information about the remaining time of the variable display time.
[0430] In step S3109, a process is performed to grasp the control state of the first distributing member 300 based on information from the first role command. This process is similar to the process of step S1904. In addition, in step S3110, a process is performed to grasp the time until the first distributing member 300 next assumes the V-mode based on the grasp result of step S3109 and the operation cycle of the first distributing member 300. This process is similar to the process of step S1905.
[0431] In step S3111, the opening time is added to the remaining time of the variable display time temporarily stored in step S3108. This processing corresponds to the processing in step S1906.
[0432] Then, in step S3112, it is determined whether the time added in step S3111 is equal to or greater than the time until the next V mode determined in step S3110. If the determination in step S3110 is affirmative, it is determined in step S3113 whether the time obtained by adding the actual opening / closing time in the opening / closing execution mode to the time added in step S3111 includes the time until the next V mode, and if so, it performs processing to add V prize points VP in step S3115. If not, the processing for the first allocation member is terminated.
[0433] If the determination in step S3112 is negative, then in step S3114 it is determined whether the time added in step S3111 plus the actual opening / closing time in the opening / closing execution mode includes the time until the next V mode, and if so, then in step S3115, the V prize points VP are added. Also, if the determination in step S3104 is affirmative, then the addition process in step S3115 is performed.
[0434] Next, the second allocation member process in step S3002 will be described with reference to the flowchart in FIG.
[0435] In step S3201, it is determined whether the currently received pending command corresponds to a jackpot result. If it corresponds to a jackpot result, in step S3202, a process is executed to determine the actual opening and closing times. On the other hand, if it is determined in step S3201 that it corresponds to a loss result, in step S3203, a provisional actual opening and closing time is determined by lottery. This process is the same as the process in step S3103.
[0436] After the process of step S3202 or step S3203 is executed, the process proceeds to step S3204, where the process executes a process of determining the total variable display time including the variable display time for the currently received pending command.
[0437] The processing in steps S3205 to S3207 is processing for calculating the remainder when the total time of the variable display time grasped in step S3204 is divided by the operation cycle (600.0 seconds) of the second allocating member 310.
[0438] That is, in step S3205, it is determined whether the total time determined in step S3204 is shorter than the operating cycle of 600.0 seconds. If a negative determination is made in step S3205, step S3206 performs a process of subtracting information corresponding to an operating cycle of 600.0 seconds from information corresponding to the total time t, and step S3205 again determines whether the result of this process is shorter than the operating cycle. If a positive determination is made in step S3205, the process proceeds to step S3207. In step S3207, the information about the total time in the state in which a positive determination is made in step S3207 is temporarily stored as information about the remaining time of the variable display time.
[0439] In step S3208, a process is performed to grasp the control state of the second distributing member 310 based on information from the second role command. In addition, in step S3209, a process is performed to grasp the time until the second distributing member 310 next assumes the V-mode based on the grasp result of step S3208 and the operation cycle of the second distributing member 310.
[0440] In step S3210, the opening time is added to the remaining time of the variable display time temporarily stored in step S3207. Then, in step S3211, it is determined whether the time added in step S3210 is equal to or greater than the time until the next V mode determined in step S3209. If the determination in step S3209 is affirmative, in step S3212, it is determined whether the time obtained by adding the actual opening / closing time in the opening / closing execution mode to the time added in step S3210 includes the time until the next V mode. If it does, in step S3214, V prize points VP are added. If it does not, the processing for the first allocation member is terminated.
[0441] Also, if a negative judgment is made in step S3211, in step S3213 it is determined whether the time added in step S3210 plus the actual opening and closing time in the opening and closing execution mode includes the time until the next V mode, and if it does, in step S3214 the addition process of V winning points VP is performed.
[0442] Returning to the explanation of the pattern determination process (FIG. 51), after executing the first allocation member process and the second allocation member process in steps S3001 and S3002, it is determined in step S3003 whether the V winning points VP are 2. If it is 2, in step S3004, the pattern of this pattern preview is determined as a first specific pattern numbered 3 or 7, and this pattern determination process is terminated. Also, if a negative determination is made in step S3003, it is determined in step S3005 whether the V winning points VP are 1. If it is 1, in step S3006, the pattern of this pattern preview is determined as a second specific pattern numbered odd numbered other than 3 or 7, and this pattern determination process is terminated. If it is determined in step S3005 that it is not 1, in step S3007, the pattern of this pattern preview is determined as a non-specific pattern numbered even numbered, and this pattern determination process is terminated.
[0443] Returning to the explanation of the hold notice process (FIG. 50), after executing the symbol determination process in step S2906, the process of setting the symbol notice is executed in step S2907. In this process, a command is output to the display control device 212 so that the special hold image P2 reflecting the symbol determined in step S2906 is displayed. The display control device 212 reads from the program ROM 273 a data table for performing a hold notice using the hold image of the received command on the symbol display device 41, reads image data of the hold image corresponding to the data table from the character ROM 276, and outputs the image data to the VDP 275 as a drawing list. As a result, the symbol display device 41 executes a hold notice using the hold image determined by the MPU 242 of the performance control device 82.
[0444] If the corresponding flag is stored in step S2901, if a negative decision is made in step S2905, or after the process of step S2907 is executed, other notice processing is executed in step S2908, and then the hold notice processing is terminated. In other notice processing, processing is executed to perform a hold notice using a picture other than the hold image (for example, a background change, a continuous notice, etc.) based on the hold command received this time.
[0445] Next, the symbol announcement process of step S3009 in the hold control process (Fig. 47) will be described with reference to the flowchart of Fig. 54. As already explained, the symbol announcement process is a process that is executed based on the receipt of a shift command.
[0446] As described above, the symbol preview is performed under conditions where the variable display time of the stored reserved information can be specified in advance. The content of the symbol preview is then determined based on the total variable display time. However, the total variable display time may change after the symbol preview begins. This occurs when reserved information based on a winning entry into the lower actuation port 34 is acquired as the priority reserved information. Specifically, reserved information based on a winning entry into the lower actuation port 34 is consumed in priority over reserved information based on a winning entry into the upper actuation port 33 (see Figure 20). Therefore, when a symbol preview is executed based on reserved information based on a winning entry into the upper actuation port 33, if reserved information based on a winning entry into the lower actuation port 34 is acquired after the start of the symbol preview but before the start of the game cycle of the reserved information for the symbol preview, the total variable display time referenced in the symbol preview will be different. Therefore, in this embodiment, if the total time differs when the reserved information is shifted, it is corrected. The process for this purpose is described below.
[0447] That is, as shown in FIG. 54, first, in step S3301, a process is performed in which a numerical value corresponding to the variable display time for the reserved information to be shifted to the execution area 250c by the current shift command is subtracted from the memory counter. Then, in step S3302, it is determined whether or not a pattern preview is being executed. If the pattern preview is not being executed, the pattern preview process is terminated. If the pattern preview is being executed, it is determined in step S3303 whether or not the reserved information to be shifted to the execution area 250c this time is the reserved information on the priority side. If it is not the reserved information on the priority side, the pattern preview process is terminated.
[0448] If the reserved information to be shifted to the current execution area 250c is the reserved information on the priority side, a pattern determination process is executed in step S3304. The pattern determination process is the same as the process in Fig. 51, and the process of determining the pattern is executed based on the total time including the current control status of the first sorting member 300 and the second sorting member 310 and the variable display time for the reserved information on the priority side.
[0449] In step S3305, the symbol in the current symbol forecast is compared with the symbol determined in step S3304 to determine whether or not a demotion of the symbol will occur. Specifically, when the current symbol forecast is the first specific symbol, if the symbol in step S3304 is the second specific symbol or a non-specific symbol, it is determined that a demotion will occur. Also, when the current symbol forecast is the second specific symbol, if the symbol in step S3304 is a non-specific symbol, it is determined that a demotion will occur. In other words, if a symbol indicating a side with a lower V winning rate than the current symbol is determined in step S3304, it is determined that a demotion will occur.
[0450] If the determination in step S3305 is negative, that is, if it is determined that the symbol downgrade will not occur, it is determined in step S3306 whether the symbol will be promoted. Specifically, if the symbol currently being predicted is a non-specific symbol, it is determined that promotion will occur if the symbol in step S3304 is the first specific symbol or the second specific symbol. Also, if the symbol currently being predicted is the second specific symbol, it is determined that promotion will occur if the symbol in step S3304 is the first specific symbol. In other words, if a symbol indicating a side with a higher V winning rate than the currently being predicted symbol is determined in step S3304, it is determined that promotion will occur.
[0451] If a negative judgment is made in step S3306, that is, if the pattern of the ongoing pattern preview and the pattern determined in step S3304 are the same pattern, the pattern preview process is terminated. On the other hand, if a positive judgment is made in step S3306, a pattern change process is executed in step S3307, and then the pattern preview process is terminated. In the pattern change process, the display control device 212 is controlled to display so that the type of special reserve image P2 in the ongoing pattern preview is changed to the type corresponding to the pattern determined in step S3304.
[0452] If it is determined in step S3305 that the design will be downgraded, then in step S3308, a design preview stop process is executed, and then this design preview process is terminated. In the design preview stop process, the display control device 212 is controlled to stop the design preview that is being executed, and change the displayed special hold image P2 to the normal hold image P1.
[0453] As described above, according to this embodiment, when pending information is acquired, it is possible to identify information such as whether or not a V win will occur during the opening and closing execution mode triggered by the acquired pending information, based on the variable display time of the game round for the pending information, the variable display time for the pending information stored in the pending memory area 250, the remaining time of the variable display time for the game round being executed, the opening and closing pattern of the opening and closing execution mode, and the control states of the first distribution member 300 and the second distribution member 310. This makes it possible to predict, for example, whether a transition to the high probability mode is likely before the game round that triggers the opening and closing execution mode that transitions to the high probability mode is executed, thereby providing an innovative game.
[0454] Furthermore, when the total variable display time is changed, such as when priority side reserved information is acquired, the design allows for the design to be modified, thereby avoiding the inconvenience of a discrepancy between the content of the design preview and the V winning rate. In this case, when modifying the design, if the design is downgraded, the design preview itself is stopped. This avoids the disappointment of players who were hoping for a transition to a high probability mode due to the design preview, only to find that the result is different. On the other hand, when the design is upgraded, the design can be modified, allowing players to fully enjoy watching the design preview gradually upgrade to a higher V winning rate.
[0455] It is more preferable to configure the above-mentioned event of canceling the symbol prediction or the event of an upgrade in the symbol prediction to occur as part of the presentation. Specifically, the symbol prediction (especially the symbol prediction based on a miss result) is configured to be canceled with a predetermined probability when the symbol prediction is shifted. In this way, it becomes difficult to realize that the cancellation of the symbol prediction is caused by a downgrade of the symbol. It is preferable to make the probability of the symbol prediction being canceled as part of the presentation higher when the reserved information on the priority side is shifted than when the reserved information on the non-priority side is shifted. In this way, the configuration becomes the same as the configuration of the above-mentioned embodiment, which is focused on when the reserved information on the priority side is shifted, and it becomes difficult to visually tell whether the symbol prediction is canceled due to a downgrade of the symbol or whether it is canceled as part of the presentation.
[0456] Also, in the symbol announcement, for example, when it is determined that a symbol announcement using a first specific symbol will be made, a symbol announcement using a non-specific symbol may be made first at a predetermined rate, and the symbol may be promoted in a performance such as a non-specific symbol → a second specific symbol → a first specific symbol at each shift. In this way, the frequency with which the symbol is promoted can be increased.
[0457] <Fifth embodiment> In the above-described embodiments, the open time of each round is set to be shorter than the product of the firing cycle and the upper limit of the number of winning prizes, so that each round is likely to end at a predetermined timing. In this embodiment, the open time of each round can be set to be longer than the product of the firing cycle and the upper limit of the number of winning prizes.
[0458] FIG. 55 shows an allocation table for the second result display unit in this embodiment. In this embodiment, 16R jackpot results A and 16R jackpot results B are set as 16R jackpot results that transition to a 16-round opening / closing execution mode. 16R jackpot result A is the same as the 16R jackpot result in each of the above embodiments, and is a game result that transitions to an opening / closing execution mode in which a round game with an opening time of 5 seconds is played for 16 rounds. In contrast, 16R jackpot result B is a game result that transitions to an opening / closing execution mode in which a round game with an opening time of 30 seconds, which is longer than the product of the firing cycle and the maximum number of winning balls, is played for 13 rounds, and a round game with an opening time of 0.1 seconds, which is shorter than the firing cycle, is played for 3 rounds.
[0459] Comparing 16R jackpot result A and 16R jackpot result B, in the open / close execution mode based on 16R jackpot result A, approximately 8 game balls can be expected to win per round, and a total of approximately 1,920 prize balls can be expected to be paid out. In contrast, in 16R jackpot result B, the maximum number of prize balls, 10, can be expected to win in rounds 1 through 13, but no game balls can be expected to win in rounds 14 through 16. Therefore, a total of approximately 1,950 prize balls can be expected to be paid out. In other words, 16R jackpot result A and 16R jackpot result B result in roughly the same number of prize balls.
[0460] Incidentally, in the present embodiment, in the process of determining the symbol for the jackpot (FIG. 35), in the process for determining the actual opening and closing time (steps S1901, S2001) of each allocation member process (steps S1801, S1802), the actual opening and closing time based on the 16R jackpot result B is calculated as 412.8 seconds (30.0 seconds × 13 + 0.1 seconds × 3 + 1.5 seconds × 15). Also, in step S1902, if the determined actual opening and closing time is 412.8 seconds, a positive determination is made (proceed to step S1909).
[0461] The opening and closing process in this embodiment will be described with reference to the flowchart in FIG.
[0462] In step S3401, it is determined whether the opening / closing device 168 is in the open state. If the opening / closing device 168 is not in the open state, it is determined in step S3402 whether the value of the round counter RC is "0", and in step S3403 it is determined whether the value of the timer counter TC is "0".
[0463] If the value of the round counter RC is "0" or the value of the timer counter TC is not "0", the opening / closing process ends. On the other hand, if the value of the round counter RC is not "0" and the value of the timer counter TC is "0", the process proceeds to step S3404.
[0464] In step S3404, it is determined whether the current opening / closing execution mode is the opening / closing execution mode based on the 16R jackpot result B. If the determination in step S3404 is affirmative, it is determined in step S3405 whether the round counter RC is 1 to 3, i.e., whether the round game to be started is the 14th to 16th round. If the determination in step S3405 is negative, i.e., if the round is the 1st to 13th round, "7500" (30 seconds) is input into the timer counter TC in step S3406. Furthermore, if the determination in step S3405 is affirmative, "25" (0.1 seconds) is input into the timer counter TC in step S3407.
[0465] If a negative determination is made in step S3404, "1250" (5 seconds) is input into the timer counter TC in step S3408. After executing any of the processes in steps S3406 to S3408, the process of opening the opening / closing device 168 is executed in step S3409. Then, in step S3410, the upper limit number of winnings, "10", is input into the winning counter PC, and an opening command is set in step S3411, after which the opening / closing process is terminated.
[0466] If the opening / closing device 168 is in the open state in step S3401, the process proceeds to step S3412, where it is determined whether the value of the timer counter TC is "0." If the value of the timer counter TC is not "0," it is determined in step S3413 whether a gaming ball has entered the device 150. If no winning has occurred, the opening / closing process is terminated. On the other hand, if a winning has occurred, the value of the winning counter PC is decremented by 1 in step S3414, and then it is determined in step S3415 whether the value of the winning counter PC is "0." If the value is not "0," the opening / closing process is terminated.
[0467] On the other hand, if the value of the winning counter PC is "0" in step S3415 and the maximum number of game balls has won, an upper limit winning command is set in step S3416. The upper limit winning command is a command for making the presentation control device 82 know that the end condition for the maximum number of winning balls, among the end conditions for the round of play, has been met and the round of play has ended. The upper limit winning command is output to the presentation control device 82 by external output processing in normal processing. The processing on the presentation control device 82 side will be explained in detail later.
[0468] If the value of the timer counter TC is "0" in step S3412 and the open time has elapsed, or after the processing of step S3416 has been executed, the role device 150 is closed in step S3417. The processing of the following steps S3418 to S3423 is the same as the processing of the above steps S1013 to S1018, and therefore description thereof will be omitted.
[0469] Next, the opening / closing execution mode process executed by the MPU 242 of the performance control device 82 in this embodiment will be described with reference to the flowchart in Fig. 57. The opening / closing execution mode process is a process performed as part of various performance processes periodically started by the MPU 242 of the performance control device 82 (step S1503).
[0470] First, in step S3501, an opening command has been received and it is determined whether it is time to execute an opening effect. If it is time to execute an opening effect, the process proceeds to step S3502, where an opening effect setting process is executed, and then the opening / closing execution mode process is terminated. In the opening effect setting process, an opening effect table is read from the various table storage area 245, and various devices are controlled to execute an opening effect corresponding to the type of opening / closing execution mode included in the currently received opening command. In addition, in the opening effect setting process, a command including information on the content of the currently set opening effect is output to the display control device 212. The display control device 212 reads from the program ROM 273 a data table for executing the effect of the received command on the pattern display device 41, and outputs a drawing list to the VDP 275 every time ...
Claims
[Claim 1] A ball entry means provided in the game area and capable of allowing game balls to enter; an information acquisition means for acquiring special information when a gaming ball enters the ball entry means; an information storage means for storing the special information acquired by the information acquisition means up to a predetermined upper limit; a transition determination means for determining whether to transition a gaming state from a normal state to a specific state based on the special information stored in the information storage means; a game state transition means for transitioning the game state to the specific state based on the result of the transition determination by the transition determination means being a transition corresponding result corresponding to transition to the specific state; Equipped with A state that can be transitioned to in the specific state includes a special state that is advantageous to the player, The possibility of transitioning to the special state may differ depending on whether the number of special information stored in the information storage means is a first number or a second number different from the first number, and the possibility may change by increasing the number of special information stored in the information storage means, a specific notification means capable of issuing a specific notification in a manner corresponding to the degree of expectation of the special state; a means for changing the manner of specific notification of the predetermined special information started by the specific notification means to a manner with a different expectation level; a means for executing a notification corresponding to a change in the mode of the specific notification to a mode with a different expectation level; Equipped with When the number of the special information changes, the mode of specific notification for special information different from the special information that triggered the change can be changed to a mode with a different expectation level, A gaming machine characterized in that the specific notification is configured not to be changed to a mode that lowers the expectation of the special state.
Citation Information
Patent Citations
Game machine
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Pinball game machine
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