Gaming machine
The gaming machine enhances player engagement through a system that grants special benefits and varies notification modes based on game ball entries, improving attention and engagement.
Patent Information
- Application Number
- JP2025203738
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-26
- Publication Date
- 2026-02-16
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack effective mechanisms to enhance player engagement and attention to the game.
A gaming machine equipped with a ball entry means, information acquisition, storage, and determination system that grants special benefits based on game ball entries, allowing for varied notification modes and durations depending on the expected probability of obtaining benefits, with specific notifications executed for shorter periods when certain conditions are met.
This configuration increases player engagement and attention to the game by providing dynamic and engaging gameplay experiences.
Smart Images

Figure 2026026176000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, are equipped with a picture display device that displays pictures in a variable manner on a display screen. In this type of gaming machine, for example, when a ball enters an operating port provided in the gaming area, a lottery is held to determine whether a special gaming state advantageous to the player, such as a winning state, will be generated, and the variable display of pictures begins. If the lottery is won, a specific picture combination or the like is displayed in a final stop on the display screen, and the gaming state transitions to a special gaming state (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-78904 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, various efforts have been made to increase the attention paid to games, but there is still room for improvement in the configuration of gaming machines in order to increase the attention paid to games.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0006] The present invention provides A ball entry means provided in the game area; an information acquisition means for acquiring special information based on the game ball entering the ball entry means; an acquired information storage means capable of storing the special information acquired by the information acquisition means; a determination means for determining whether to grant a special benefit to a player based on the special information stored in the acquired information storage means; means for granting a bonus to a player based on the determination result by said determination means; A means for allowing the game operation to be performed, counting the time from when the game operation is started to when a notification result corresponding to the determination result of the determination means is obtained and the game operation is ended as one game; A gaming machine equipped with a specific notification means capable of executing a specific notification by a predetermined notification means; a means for setting a notification mode of the specific notification in accordance with the specific information and the expected probability of obtaining the benefit; means for setting the specific information to first information at a predetermined opportunity; means for setting the specific information to second information different from the first information at a predetermined opportunity; Equipped with A configuration that can change the notification mode of the specific notification when the specific information is the first information and when the specific information is the second information even if the expected degree of obtaining the benefit is the same, and can change the notification mode of the specific notification when the expected degree of obtaining the benefit is different even if the specific information is the same information, a means for executing a predetermined notification that is different from the specific notification and that can change the notification mode depending on whether the specific information is the first information or the second information; The specific notification is characterized in that it is executed for a shorter period of time than the predetermined notification. [Effects of the Invention]
[0007] According to the present invention, it is possible to preferably increase the level of attention to the game. [Brief explanation of the drawings]
[0008] [Figure 1]1 is a perspective 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] (a) is a front view showing the configuration of the game board, and (b) is a front view of the main display unit. [Figure 5] A front view of the upper variable winning device. [Figure 6] FIG. 10 is a front view of the ball entry unit. [Figure 7] (a) is a front perspective view of the right-side operating ball inlet, and (b) is a schematic diagram showing the passage structure related to the right-side operating ball inlet. [Figure 8] FIG. 10 is a schematic diagram showing the relationship between passage length and required passage time. [Figure 9] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 10] This is a schematic diagram to explain the contents of various counters used in lotteries, etc. [Figure 11] FIG. 10 is a schematic diagram showing a hit / miss table for the lower operating port. [Figure 12] FIG. 10 is a schematic diagram showing a hit / miss table for the right operating port. [Figure 13] FIG. 10(a) is a schematic diagram showing a distribution table for a lower operating port, and FIG. 10(b) is a schematic diagram showing a distribution table for a right operating port. [Figure 14] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 15] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 16] 10 is a flowchart showing a game play control process. [Figure 17] 10 is a flowchart showing a control process for a lower operating port. [Figure 18] 10 is a flowchart showing a process for starting fluctuations for the lower operating port. [Figure 19] 10 is a flowchart showing a control process for a right operating port. [Figure 20] 10 is a flowchart showing a process for starting fluctuations for the right operating port. [Figure 21] 10 is a flowchart showing a game state transition process. [Figure 22] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 23] 10 is a flowchart showing a first opening and closing process. [Figure 24] 10 is a flowchart showing a second opening and closing process. [Figure 25] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 26] 10 is a flowchart showing processing for electric utility support. [Figure 27] This is a schematic diagram comparing the variable display time and fixed display time for each support mode. [Figure 28] 10 is a flowchart showing an electric utility switching process. [Figure 29] 10 is a flowchart showing a variable display time setting process for a lower operating port. [Figure 30] 10 is a flowchart showing a variable display time setting process for the right operating port. [Figure 31] 10 is a schematic diagram showing the differences in variable display time and fixed display time for each game state. FIG. [Figure 32] 10 is a schematic diagram showing the differences in variable display time and fixed display time for each game state. FIG. [Figure 33] 10 is a schematic diagram showing the differences in variable display time and fixed display time for each game state. FIG. [Figure 34] A schematic diagram showing the relationship between the type of jackpot result and the number of times the high-frequency support mode continues. [Figure 35] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 36] 10A and 10B are schematic diagrams illustrating the movement of the gaming ball during the second normal gaming state and the fourth normal gaming state. [Figure 37] FIG. 10 is a schematic diagram illustrating the movement of the game ball during the third normal game state. [Figure 38]FIG. 10 is a schematic diagram illustrating the movement of the game ball during the third normal game state. [Figure 39] This is a timing chart showing the increase and decrease of balls held as the game progresses. [Figure 40] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 41] 10 is a schematic diagram showing the display mode of the symbols on the display screen. FIG. [Figure 42] FIG. 2 is a schematic diagram showing a design displayed on a display screen. [Figure 43] 10 is a flowchart showing variable display control processing for the second / third normal game state in the MPU of the notification / presentation control device. [Figure 44] 10 is a flowchart showing a fluctuation start process. [Figure 45] 10 is a schematic diagram illustrating an example of a symbol combination that is displayed in a stopped state in the second / third normal game state. FIG. [Figure 46] This is a schematic diagram showing the relationship between the game results and the variable display time for the game times related to the right operating port during the second / third normal game state. [Figure 47] (a) A schematic diagram showing the relationship between the setting value and the probability of losing in the second / third normal game state, (b) A schematic diagram showing an example of the character display on the display screen. [Figure 48] (a) Schematic diagram showing the relationship between effect size and high setting expectation, (b) Schematic diagram showing the relationship between actual miss probability and effect size. [Figure 49] 10 is a flowchart showing a first preparation process for updating related displays in an MPU of the notification and performance control device. [Figure 50] 10 is a flowchart showing the processing for starting a presentation for a game in the MPU of the notification / presentation control device. [Figure 51] 10 is a flowchart showing the first update process for related display in the MPU of the notification and performance control device. [Figure 52] FIG. 10 is a schematic diagram illustrating an example of an effect update flow. [Figure 53] FIG. 10 is a schematic diagram illustrating an example of an effect update flow. [Figure 54] 10 is a flowchart showing a second preparation process for updating related displays in the MPU of the notification and performance control device. [Figure 55] 10 is a flowchart showing the second update process for related display in the MPU of the notification and performance control device. [Figure 56] (a) A schematic diagram showing the relationship between the game status and whether or not effects can be updated, and (b) A schematic diagram illustrating the flow of effect updates as the game progresses. [Figure 57] 10 is a flowchart showing a process for starting a change corresponding to the first normal gaming state executed by the MPU of the notification / presentation control device in the second embodiment. [Figure 58] 10 is a flowchart showing preparation processing for special effects. [Figure 59] FIG. 10A is a schematic diagram showing the relationship between the effect level and the probability of winning a special effect, and FIG. 10B is a schematic diagram showing the difference in display mode depending on whether or not a special effect flag is present. [Figure 60] 10 is a flowchart showing a performance setting process. [Figure 61] FIG. 10 is a schematic diagram showing the relationship between the setting value for each effect level and the selection ratio. [Figure 62] FIG. 10 is a schematic diagram showing the flow of special effects. [Figure 63] FIG. 10 is a schematic diagram showing the flow of special effects. 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 in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10 as seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area PE of the pachinko machine 10 for convenience.
[0010] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main section 12 attached to the outer frame 11.
[0011] The outer frame 11 is made up of plate materials connected on all four sides, forming a rectangular frame. The pachinko machine 10 is installed in the gaming hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.
[0012] The gaming machine main section 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion of the upper frame section and the left frame section of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion of the lower frame section and the left frame section of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main section 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).
[0013] 2, the gaming machine main section 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main section 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.
[0014] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front (see Figure 3).
[0015] (Front door frame 14) Next, we will explain the front door frame 14. As shown in Figure 2, the front door frame 14 is mainly composed of a frame body 20 made of synthetic resin and having an outer shape substantially identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that almost the entire area of a play area PE, which will be described later, can be viewed from the front, and the window section 21 is blocked from the back side of the front door frame 14 by a glass unit 22.
[0016] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of the glass panels 23 into front and rear, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the glass panels 23 double-cover the playing area PE from the front side of the pachinko machine 10.
[0017] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one, three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to use multiple glass panels and arrange them facing each other at the front and back with a predetermined gap between them. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panels.
[0018] As shown in FIG. 1, various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a circular illumination unit 26 incorporating light-emitting devices such as LEDs is provided along the periphery of the window portion 21. The circular illumination unit 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. In addition, an error display lamp unit 27 that lights up in the event of a predetermined error is provided at the center of the circular illumination unit 26 and at the top of the pachinko machine 10, and prize ball lamp units 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp unit 27. In addition, speaker units 29 that output sound effects and the like according to the game status are provided near the left and right prize ball lamp units 28.
[0019] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism (described later). The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.
[0020] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.
[0021] As shown in Figure 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. The passage forming unit 45 has a receiving port that protrudes rearward and opens upward at its upper corner, and by dividing the receiving port into left and right halves with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0022] Protruding shafts are provided at the upper and lower ends of the rear surface of the front door frame 14 on the base end side of the rotation. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, as shown in Figure 2, a plurality of hooks 49 extending rearward are arranged in parallel in the vertical direction on the rear surface of the front door frame 14 on the tip end side of the rotation. These hooks 49 constitute a locking mechanism for the inner frame 13.
[0023] (inner frame 13) Next, the inner frame 13 will be described in detail with reference to Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has a generally rectangular outer shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A panel is attached to the outer frame 11 so as to close this gap. The panel is positioned below the resin base 50 (more specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the panel.
[0024] Support fittings 51, 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. Axial holes are formed in the support fittings 51, 52, and protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.
[0025] The resin base 50 has insertion holes at the front of its pivot tip end for inserting the metal hooks 49 provided on the back surface of the front door frame 14. In the present pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back surface of the inner frame 13. Therefore, the metal hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 55 also has inner frame hook members 57 extending rearward from the inner frame 13. The inner frame hook members 57 are engaged with the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine main unit 12 in a closed state relative to the outer frame 11.
[0026] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned clockwise, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned counterclockwise, the inner frame 13 is unlocked from the outer frame 11.
[0027] A generally oval window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of wooden plywood and a sheet material covering the front surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE through which game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.
[0028] The game board 60 (particularly the various components arranged in the play area PE) will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 60.
[0029] (Game board 60) The game board 60 has a plurality of openings of various sizes formed through it in the thickness direction (front-to-back direction). Each opening is provided with a general winning opening 61, operational winning sections 62 and 63, variable winning devices 64 and 65, a through gate 66, a variable display unit 67, etc. When a ball enters an entry section such as the general winning opening 61, operational winning sections 62 and 63, or variable winning devices 64 and 65, it is detected by a detection sensor, and a bonus such as the payout of a predetermined number of prize balls is awarded to the player based on the detection result.
[0030] Specifically, if a ball enters the general winning slot 61, 10 game balls will be paid out, if a ball enters the lower operating ball entry section 62, 4 game balls will be paid out, if a ball enters the right operating ball entry section 63, 1 game ball will be paid out, if a ball enters the upper variable winning device 64, 14 game balls will be paid out, and if a ball enters the lower variable winning device 65, 10 game balls will be paid out.
[0031] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various entry ports are discharged from the play area PE through the outlet 68. Here, "entering" refers to a game ball passing through a predetermined opening position, and includes not only a situation in which a game ball is discharged from the play area PE after passing through the opening position, but also a situation in which a game ball is not discharged from the play area PE after passing through the opening position. In the following explanation, to clearly distinguish from game balls entering the outlet 68, balls entering the general winning port 61, the operational winning ports 62 and 63, the variable winning devices 64 and 65, and the through gate 66 will also be referred to as "winning."
[0032] Furthermore, numerous nails 69 are planted on the game board 60 to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. These nails 69, windmills, and other components differentiate the flow path of the game balls, and adjustments are made so that winning the above-mentioned general winning slot 61, etc. occurs with an appropriate probability.
[0033] The variable display unit 67 is disposed in the center of the game board 60, and the actuated ball entry sections 62, 63, etc. are disposed around the variable display unit 67. The actuated ball entry sections 62, 63 are broadly divided into a lower actuated ball entry section 62 disposed below the variable display unit 67 and a right actuated ball entry section 63 disposed to the right of the variable display unit 67. In particular, the right actuated ball entry section 63 is provided with an electric device 71 as an opening / closing type ball entry assist device (ball entry assist means) or opening / closing member (opening / closing means). The electric device 71 comprises a shutter and a solenoid-type drive unit that drives the shutter. By changing the position of the shutter using the drive unit, the shutter can be switched between an open state (accepting state) that allows a ball to enter the right actuated ball entry section 63 (right actuating opening 63a) and a closed state (non-accepting state) that prevents the ball from entering. In addition, the electric device 71 attached to the right-side operating ball entry section 63 may be switchable between a state in which it is easy to enter the ball into the right operating port 63a and a state in which it is more difficult to enter the ball.
[0034] The through gate 66 is disposed in the game area PE (the right route, which will be described in detail later) upstream of the right-side actuated ball entrance section 63, more specifically, at a position to the side (right side) of the variable display unit 67. The through gate 66 allows game balls to pass through in the vertical direction, and game balls that enter the through gate 66 flow down to the downstream side of the game area PE without being ejected from the game area PE. If a lottery is won, triggered by the game ball passing through the through gate 66, the electric device 71 is switched from a closed state to an open state for a predetermined period of time.
[0035] The upper variable winning device 64 is disposed on the right route between the through gate 66 and the right-side actuated winning entry section 63. The upper variable winning device 64 has an upper large winning entry port that can simultaneously accept multiple game balls, and is provided with an opening / closing mechanism that opens and closes the upper large winning entry port. The opening / closing mechanism includes a shutter that serves as an opening / closing member for the large winning entry port. The shutter is switchable between an open state (assistance state or acceptance state) that allows or facilitates game ball entry, and a closed state (non-assistance state or non-acceptance state) that makes it difficult or impossible for game balls to enter. The shutter is also connected to a variable winning drive unit (more specifically, a solenoid), and is normally maintained in a closed state. It is switched to an open state when the internal lottery results in a transition to an opening / closing execution mode (special game state or opening / closing execution state).
[0036] The lower variable winning device 65 is disposed downstream of the right-side actuated winning entry section 63 on the right route. The lower variable winning device 65 is formed with a lower large winning opening that allows multiple game balls to enter simultaneously, and is provided with an opening / closing mechanism that opens and closes the lower large winning opening. The opening / closing mechanism has a shutter that serves as an opening / closing member for the large winning opening. The shutter can be switched between an open state (accepting state) that allows game balls to enter, and a closed state (non-accepting state) that prevents game balls from entering. The shutter is also connected to a variable winning drive unit (more specifically, a solenoid), and is normally maintained in a closed state. It is switched to an open state when the internal lottery results in a transition to an opening / closing execution mode (special game state or opening / closing execution state).
[0037] Here, the opening and closing execution mode is a mode to which the player is shifted when a big win or a special win occurs. In the opening and closing execution mode, the variable winning device 65 is set to open in such a way that the shutter is opened up to a predetermined number of rounds (1, 2, 6, 8, or 16 rounds in this embodiment), with one round consisting of, for example, the passage of a predetermined period (30 seconds or 0.8 seconds in this embodiment) or the winning of a predetermined number of prizes (9 prizes in this embodiment).
[0038] Next, a description will be given of the variable display unit 67. The variable display unit 67 has a pattern display device 75 that variably displays (fluctuates) patterns when a winning ball enters the active ball entry sections 62, 63 as a trigger.
[0039] The symbol display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content on the display screen 75a is controlled by a display control device described later. On the display screen 75a of the symbol display device 75, symbols are displayed, for example, lined up on the left, center, and right, and these symbols are displayed variably by scrolling vertically. When a jackpot or special win occurs, a predetermined combination of symbols is displayed stationary on a preset pay line, and the game transitions to the opening and closing execution mode. Note that the symbol display device 75 does not necessarily have to be a liquid crystal display device, and may be a dot matrix or 7-segment type display device.
[0040] Furthermore, a center frame 76 is disposed in the variable display unit 67 so as to surround the symbol display device 75. The center frame 76 is fixed to the front side of the game board 60, and in this fixed state, it stands upright from the front of the game board 60, so that the gap dimension between the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from colliding with the symbol display device 75, and the flow path of the game ball flowing down the game area PE is roughly divided into the right route that bypasses the variable display unit 67 (more specifically, the center frame 76) from the right side, and the left route that bypasses it from the left side.
[0041] The above-mentioned right-side operating ball entry section 63, variable entry devices 64, 65, and through gate 66 are arranged on the right route, and game balls flowing down the left route are prevented from entering the right-side operating ball entry section 63, variable entry devices 64, 65, and through gate 66. On the other hand, the lower operating ball entry section 62 is arranged on the left route, and game balls flowing down the right route are prevented from entering the lower operating ball entry section 62. The player can advance the game to an advantage by selecting the destination of the game ball (path of game ball flow) from the right route or the left route depending on the game situation.
[0042] A main display unit 81 is disposed on a protective member for the guide rail 100 disposed outside the play area PE. The front surface of the main display unit 81 faces the glass unit 22 (more specifically, the rear glass panel 23) that makes the play area PE visible from the front of the pachinko machine 10, and the facing portion is provided with a main display section D that displays predetermined images, etc. The main display unit 81 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is configured to be controlled by the main control device.
[0043] The main display unit D comprises a lower actuation port display unit DL that displays the lottery results based on winning at the lower actuation ball entry unit 62 (lower actuation port 62a), and a right actuation port display unit DR that displays the lottery results based on winning at the right actuation ball entry unit 63 (right actuation port 63a).
[0044] In the lower operating port display unit DL, a winning entry into the lower operating ball entry unit 62 (lower operating port 62a) triggers a changing display of a pattern, and as a result of stopping the changing display, the result of the internal lottery conducted based on the winning entry into the lower operating ball entry unit 62 is clearly displayed. If the result of the internal lottery based on the winning entry into the lower operating ball entry unit 62 is a winning result corresponding to transition to the opening / closing execution mode, the changing display in the lower operating port display unit DL is stopped, and after a predetermined pattern is displayed as a stopping result, transition is made to the opening / closing execution mode.
[0045] In the right operating port display section DR, a winning entry into the right operating ball entry section 63 is used as a trigger to display a varying pattern, and as a result of the varying display stopping, the result of the internal lottery conducted based on the winning entry into the right operating ball entry section 63 (right operating port 63a) is clearly displayed. If the result of the internal lottery based on the winning entry into the right operating ball entry section 63 is a winning result corresponding to a jackpot or special win, the varying display in the right operating port display section DR is stopped, and after a predetermined pattern is displayed as a stopping result, the mode is switched to the opening / closing execution mode according to the result.
[0046] Here, based on a win in either of the actuation ball entry sections 62, 63, a variable display is started in the corresponding actuation port display section DL, DR, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game session. However, one game session is not limited to the above, and for example, in a configuration in which a single display area is provided and a variable display is made in that single display area regardless of whether a win occurs in either of the actuation ball entry sections 62, 63, a variable display is started in that single display area, and one game session is considered to be the time until the variable display is stopped with the predetermined stop result displayed.
[0047] The main display section D of the main display unit 81 is provided with a lower actuation port reserved number display section SL and a right actuation port reserved number display section SR. The lower actuation port reserved number display section SL corresponds to the lower actuation port 62a, and the number of times that a game ball has entered the lower actuation port 62a can be reserved up to four times, and the number of reserved balls is displayed by lighting up the lower actuation port reserved number display section SL. The right actuation port reserved number display section SR corresponds to the right actuation port 63a, and the number of times that a game ball has entered the right actuation port 63a can be reserved up to four times, and the number of reserved balls is displayed by lighting up the right actuation port reserved number display section SR.
[0048] In addition to the various display sections described above, the main display section D of the main display unit 81 is also provided with a through gate display section DS that displays the results of a lottery based on winning at the through gate 66. The through gate display section DS displays a varying pattern when a winning at the through gate 66 is triggered, and the result of the varying display is displayed as a clear indication of the result of the internal lottery conducted based on winning at the through gate 66. If the result of the internal lottery based on winning at the through gate 66 is a winning result corresponding to a transition to the electric role opening state, the through gate display section DS displays a predetermined stop result, the varying display is stopped, and then the system transitions to the electric role opening state. In the electric role opening state, the electric role device 71 attached to the right-side operating ball entry section 63 is opened in a predetermined manner.
[0049] Furthermore, in this embodiment, a configuration is adopted in which the number of times a game ball passes through the through gate 66 is held up to four times, and the main display section D of the main display unit 81 is provided with a through gate hold number display section SS that displays the number of held balls.
[0050] 2, the configuration of the inner frame 13 will be described. Below the area where the game board 60 is mounted on the resin base 50, there is provided a game ball launching mechanism 110 that launches game balls toward the play area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls arranged at a predetermined launch standby position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the mechanism with the resin base 50.
[0051] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the gaming board 60. A ball stopper is disposed near the downstream end (i.e., the lower end) of the launch rail 112, which stops the gaming balls supplied from the ball sending device 113 at the above-mentioned launch standby position. The solenoid 111 is disposed further downstream than the ball stopper.
[0052] The solenoid 111 is electrically connected to a power supply and launch control device, which will be described later. Based on the output of an electrical signal from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.
[0053] The guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102, which are arranged facing each other with a gap slightly larger than the diameter of the play ball. The guide rails 101 and 102 define a single guide passage 103. The guide passage 103 has an entrance portion that opens at the tip (diagonally downward) of the launch rail 112 and an exit portion located at the top of the play area PE. A game ball launched based on the operation of the solenoid 111 travels from the launch rail 112 to the guide rail 100 (entrance portion → exit portion) and is guided to the play area PE. By adjusting the amount of operation of the game ball launch handle 41, the game ball can be launched into either the area to the left of the variable display unit 67 in the play area PE or the area to the right of the variable display unit 67 in the play area PE.
[0054] In addition, on the game board 60, at the end of the exit portion, more specifically near the tip of the inner rail 101, a return prevention member 106 is attached to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.
[0055] The guide rail 100 (see FIG. 4) and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the bottom edge of the gaming board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the bottom edge of the gaming board 60. This brings the rails 100, 112 close to the bottom edge of the gaming board 60, while leaving a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0056] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and instead returns through the guide passage 103 as a foul ball, the foul ball will enter the foul ball passage 46 through the gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged into the lower tray 34 shown in Figure 1. This reduces interference between the foul ball and the next game ball to be launched.
[0057] A through-hole is formed in the resin base 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-to-rear direction, and a passage-forming member 121 is disposed in this through-hole. The passage-forming member 121 is screwed to the resin base 50 and has a main body-side upper tray passage and a main body-side lower tray passage. The upstream sides of the main body-side upper tray passage and the main body-side lower tray passage lead to the game ball distribution section, which will be described later. In addition, the receiving portion of the passage-forming unit 45 attached to the front door frame 14 fits below the passage-forming member 121, and the front door-side upper tray passage is disposed below the main body-side upper tray passage, and the front door-side upper tray passage is disposed below the main body-side lower tray passage.
[0058] An opening / closing member 124 that opens and closes the main-side upper tray passage and the main-side lower tray passage is attached to the resin base 50 below the passage-forming member 121. The opening / closing member 124 is supported by a support shaft at its lower end for forward and backward rotation, and a biasing member is provided to bias the opening / closing member 124 to a forward position that closes the main-side upper tray passage and the main-side lower tray passage. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, closing the main-side upper tray passage and the main-side lower tray passage. This prevents the stored balls from spilling out if the front door frame 14 is opened while game balls are stored in the main-side upper tray passage or the main-side lower tray passage. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving port provided in the passage-forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side and the upper tray passage on the front door side are connected, and the lower tray passage on the main body side and the lower tray passage on the front door side are also connected.
[0059] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.
[0060] Bearing fittings 132 are arranged side by side above and below on the rotation base end side of the back surface of the resin base 50. The bearing fittings 132 have bearing portions formed spaced apart above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.
[0061] A plurality of locking fittings 135 are provided on the back surface of the resin base 50, and as described above, the game board 60 is attached to the resin base 50 by these locking fittings 135. Here, the configuration of the back surface of the game board 60 will be described.
[0062] A display control device (not shown) is attached to the variable display unit 67 arranged in the center of the game board 60 so as to cover the variable display unit 67 from behind. A notification / performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The notification / performance control device unit 142 is configured to include a notification / performance control device 143 and a mounting base 144, and the notification / performance control device 143 is attached to the mounting base 144.
[0063] The notification and performance control device 143 is equipped with a notification and performance control board that controls audio and lamp displays, as well as the display control device, in accordance with instructions from the main control device described below, and the notification and performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0064] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered the various winning holes, a detection mechanism that detects the entry of game balls into the various winning holes, etc.
[0065] Regarding the game ball recovery mechanism, the collection board 150 is provided with recovery passages corresponding to the various ball entry sections, such as the general winning opening 61. These recovery passages extend from the respective ball entry sections along the back of the game board 60, defining the path along which the game balls fall. The recovery passages converge near the bottom of the game board 60, and all game balls that pass through the general winning opening 61 or other ball entry sections are collected at the bottom of the game board 60 via the recovery passages. The outlets of each recovery passage are open downward, and at the end of each passage (specifically, below the game board 60) is a discharge passage, as described below. Game balls that have collected below the game board 60 via the recovery passages are discharged to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that do not enter any of the winning openings are also discharged to the discharge passage via the outlet 68.
[0066] Regarding the detection mechanism, the collection board 150 is provided with detection sensors that individually correspond to the various ball entry sections, such as the general winning opening 61. These various detection sensors are arranged at intermediate positions along each recovery passageway leading to the ball entry section, such as the general winning opening 61, and detect the passage of a game ball when the game ball's fall path is defined along the recovery passageway. More specifically, each detection sensor detects the entry of a game ball into a ball entry section, such as the general winning opening 61, when the game ball passes through a detection area provided at an intermediate position along each recovery passageway, and specifically, a magnetic sensor is used that detects changes in the magnetic field that occur when a game ball passes through the detection area.
[0067] These various detection sensors are electrically connected to a main control device unit 160 (more specifically, the main control device) provided on the back side of the game board 60, and detection signals from these detection sensors are output to the main control device. The main control device unit 160 and its associated configuration will be described below.
[0068] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board that has the function of managing the main control of the 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 163 made of a transparent resin material or the like.
[0069] The board box 163 comprises a box base (front case body) of 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 connected to each other by a sealing part that serves as a sealing means so that they cannot be opened, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.
[0070] The sealing unit can be configured in any way as long as it securely connects the box base and box cover. The sealing unit is designed to securely connect the box base and box cover by inserting a locking claw into the elongated hole that makes up the sealing unit. The sealing process using the sealing unit prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized openings. Even after opening, the sealing process can be retried. That is, the sealing process is performed by inserting a locking claw into at least one elongated hole among the multiple sealing units. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the sealing unit with the locking claw inserted and the other sealing units is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the board, a locking claw is inserted into the elongated hole of the other sealing unit. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily detect that the board box 163 has been opened improperly by looking at the board box 163.
[0071] A plurality of connecting pieces are provided so as to protrude laterally from one short side of the board box 163. These connecting pieces correspond one-to-one to a plurality of connectable pieces formed on the mounting base 161, and a sealing process is performed between the board box 163 and the mounting base 161 by the connecting pieces and the connectable pieces.
[0072] The main control device 162 is provided with a setting change switch (corresponding to a "setting value changing means") that can change the "setting value" described below, and the setting change switch can be operated by opening the inner frame 13. Note that this setting change switch is not shown in Figure 3 etc.
[0073] (Ura Pack Unit 15) Next, the back pack unit 15 will be described with reference to FIGS.
[0074] As shown in Figure 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel and a control device assembly unit 204 are attached.
[0075] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape, as shown in Figure 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0076] An external terminal board 213 is provided at the upper right portion of the base portion 211. The external terminal board 213 is provided with various output terminals, and various signals are output to the management control device on the gaming hall side through these output terminals. In addition, a pair of upper and lower latching pins are provided at the right end portion of the base portion 211 when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is rotatably supported with respect to the inner frame 13 by inserting the latching pins into bearing fittings 132 (more specifically, bearing portions) provided on the inner frame 13. In addition, a fastener is provided at the rotation tip of the base portion 211 for fastening to a fastening hole provided in the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0077] A payout mechanism 202 is disposed in the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed at the top of the rear pack 201 and opens upward, and gaming balls supplied from the island equipment of the gaming hall are sequentially replenished to the tank 221. A tank rail that gently slopes downstream is connected below the tank 221, and a case rail that extends vertically is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. Gaming balls paid out from the payout device 222 are supplied to a gaming ball distribution unit provided in the base 211 of the rear pack 201 through a payout passage provided downstream of the payout device 222.
[0078] The game ball distribution section has the function of distributing game balls dispensed from the dispensing device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the upper tray passage on the main body side and the upper tray passage on the front door side described above, and its outer opening leads to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.
[0079] 3, a discharge passage panel and control device aggregate unit 204 are attached to the lower end of the base part 211 so as to sandwich the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device aggregate unit 204, and the open part of the discharge passage is blocked by the control device aggregate unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been led to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.
[0080] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply / launch control device 191 are mounted. The payout control device 181 and the power supply / launch control device 191 are stacked one on top of the other in front of the other so that the payout control device 181 is at the rear of the pachinko machine 10.
[0081] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a board box, and a status return switch provided on the dispensing control board protrudes outside the board box. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 222, pressing the status return switch will clear the ball jam.
[0082] The power supply and launch control device 191 houses a power supply and launch control board in a board box, which generates and outputs the required power for various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. The power supply and launch control device 191 is also equipped with a RAM erase switch. This pachinko machine 10 has a memory retention function for various data, so that in the event of a power outage, the state at the time of the power outage is retained and can be restored to the state at the time of power recovery. Therefore, if the power is cut off in the normal manner, such as when an amusement hall closes, the state before the power outage is retained, but if the power is turned on while pressing the RAM erase switch, the RAM data is initialized.
[0083] In this embodiment, the configuration related to the right-side operational ball entry section 63 and the variable entry devices 64, 65 arranged on the right route is distinctive. Below, we will provide additional explanations about these various ball entry sections with reference to the schematic diagrams in Figures 5 to 8. Figure 5 is a front view of the upper variable entry device 64, Figure 6 is a front view of the entry unit, Figure 7(a) is a perspective view of the right-side operational ball entry section 63 seen from the front, Figure 7(b) is a schematic diagram showing the passage structure in the right-side operational ball entry section 63, and Figure 8 is a schematic diagram showing the relationship between passage length and the time required to pass through.
[0084] (Upper variable winning device 64) The upper variable winning device 64 has a housing 310 formed therein with a ball passage 312 through which game balls pass, and this housing 310 is attached to the game board 60 so that it bulges out from the front of the game board 60 toward the front of the game machine. The housing 310 is made of a transparent synthetic resin, and game balls flowing down the ball passage 312 can be seen through the outer casing of the housing 310.
[0085] An upper large winning opening 311 that forms the entrance to the ball passage 312 is formed in the part of the housing 310 that bulges out toward the front side of the gaming board 60. The upper large winning opening 311 faces the midstream part (the part that extends up and down) of the right route from the side (right side) of the gaming machine, and a shutter 315 is disposed so as to cover the upper large winning opening 311 from the side (right side) of the area where the gaming balls flow down the right route.
[0086] The shutter 315 is supported on a shaft so that it can rotate parallel to the front of the game board 60, and is configured to be displaced by rotation around the shaft support point between a closed position that prevents game balls from flowing into the upper large winning opening 311 and an open position that allows game balls to flow into the upper large winning opening 311.
[0087] The drive unit (more specifically, a solenoid) for the shutter 315 is connected to the main controller 162 and operates based on a drive signal from the main controller 162. The shutter 315 is configured to wait in a closed position when no drive signal is output from the main controller 162 (non-excited state).
[0088] When the shutter 315 is positioned in the open position (open state), approximately half of the flow area (flow path) in the midstream part of the right route is cut off by the shutter 315, and most of the game balls flowing down the right route flow into the upper variable winning device 64 (ball passage 312) through the upper large winning port 311.
[0089] The ball passage 312 branches into a first branch passage 313 and a second branch passage 314 at a midpoint. A flow path switching member 316 is disposed at this branch point, which can switch the flow destination of the game balls to the first branch passage 313 or the second branch passage 314. The drive unit (more specifically, a solenoid) for the flow path switching member 316 is connected to the main control device 162, and operates based on a drive signal from the main control device 162. The flow path switching member 316 is configured to wait in a protruding position protruding into the ball passage 312 when no drive signal is output from the main control device 162 (non-excited state).
[0090] When the flow path switching member 316 is disposed in the protruding position, the inlet portion of the second branch passage 314 is blocked by the flow path switching member 316. In this state, game balls that have reached the branch portion are prevented from flowing into the second branch passage 314, and instead flow into the first branch passage 313.
[0091] When the main control device 162 outputs a drive unit drive signal for the flow path switching member 316, the flow path switching member 316 moves to a retracted position where it is prevented from protruding into the ball passage 312, and the entrance portion of the second branch passage 314 is opened. This changes the destination of the game balls. In this state, game balls that have reached the branch portion are prevented from flowing into the first branch passage 313, and instead flow into the second branch passage 314.
[0092] Here, the movement of the flow path switching member 316 is predetermined depending on the type of jackpot result. Specifically, in the event of a normal jackpot result (described later), the flow path switching member 316 moves to the retracted position as the shutter 315 moves from the closed position to the open position, and the flow path switching member 316 returns to the protruding position immediately thereafter. Specifically, the time required for the flow path switching member 316 to return to the protruding position is shorter than the time required for a gaming ball that has flowed into the upper large winning opening 311 to reach the branch portion. Therefore, in the event of a normal jackpot result, flow into the second branch passage 314 is substantially avoided.
[0093] In contrast, in the event of a probability variable jackpot result described later, the flow path switching member 316 moves to the retracted position as the shutter 315 moves from the closed position to the open position, but thereafter waits in the protruding position until the shutter 315 returns to the closed position. Therefore, in the event of a probability variable jackpot result, most of the game balls that flow into the upper large winning opening 311 will flow into the second branch passage 314.
[0094] An upstream detection sensor 317 is disposed in the ball passage 312 upstream of the branching portion, and downstream detection sensors 318, 319 are disposed in the portions downstream of the branching portion, specifically, the first branching passage 313 and the second branching passage 314. The upstream detection sensor 317 and the downstream detection sensors 318, 319 are connected to the main control device 162, which determines whether or not a prize has been won in the upper variable winning device 64 based on the detection information (detection signal) from the upstream detection sensor 317, and pays out a predetermined number of game balls if a prize has been won. The remaining game balls are also monitored based on the detection information (detection signal) from the upstream detection sensor 317 and the downstream detection sensors 318, 319.
[0095] In the main control device 162 shown in this embodiment, if it is determined that a ball has entered the second branch passage 314 during the opening and closing execution mode based on detection information (detection signal) from the downstream detection sensor 318 attached to the first branch passage 313, the lottery mode switches from the low probability mode to the high probability mode after the opening and closing execution mode ends. As will be described in detail later, in the high probability mode, the probability of a jackpot result is higher than in the low probability mode, allowing the player to play advantageously. For convenience of explanation, the second branch passage 314 will be referred to as the "advantageous ball entry section 314" below.
[0096] Of the game balls launched into the right route, most that pass through the upper variable winning device 64 head towards the ball entry unit 70 disposed downstream of the upper variable winning device 64 via the right route. The ball entry unit 70 is formed by integrating the above-mentioned right-side operating ball entry section 63 and the lower variable winning device 65. Below, the ball entry unit 70 will be explained with reference to Figure 6.
[0097] (70 entry units) The ball entry unit 70 has a housing 320 in which a ball passage 321 that constitutes part of the right route (more specifically, the downstream region) is formed, and the housing 320 is fixed to the game board 60 in a state where it bulges forward from the front of the game board 60. The ball passage 321 extends from the outside (right side) of the play area PE to the center (left side). An entrance portion 321a of the ball entry unit 70 (ball passage 321) is formed in the upper right part of the bulging part of the housing 320 so that it faces upward, and an exit portion 321b of the ball entry unit 70 (ball passage 321) is formed in the lower left part so that it faces left.
[0098] The outlet portion 321b is located directly below the lower operational ball entrance portion 62, and game balls flowing out from the outlet portion 321b are guided below the lower operational ball entrance portion 62. This prevents game balls that have passed through the ball passage 321 from entering the lower operational ball entrance portion 62.
[0099] The housing 320 is made of a transparent synthetic resin and is configured so that the inside of the housing 320 (for example, game balls flowing down the ball passage 321) can be seen from the front of the gaming machine. Incidentally, in order to emphasize the unity of the right-side operating ball entry section 63 and the lower variable winning device 65, the housing 320 may be made opaque so that the internal structure is difficult or impossible to see.
[0100] The ball passage 321 has a specified passage width and passage height so that multiple gaming balls cannot pass through the same place at the same time, and is formed in a crank shape so that a step is created at an intermediate position in the passage direction. Specifically, the ball passage 321 is made up of a horizontally long upstream passage section 322 that forms the upstream part of the ball passage 321 and slopes downward toward the center of the gaming machine, and a horizontally long downstream passage section 324 that forms the downstream part of the ball passage 321 and slopes downward toward the center of the gaming machine, the former being on the upper side and the latter being on the lower side, and the upstream passage section 322 and downstream passage section 324 are connected by an intermediate passage section 323 (corresponding to a "communicating passage section") that extends vertically.
[0101] The right-side actuation ball entrance 63 is provided adjacent to the upstream passage 322. Specifically, the right actuation port 63a of the right-side actuation ball entrance 63 is open upward, and the upstream passage 322 is formed so as to cross above the right actuation port 63a. The electric device 71 attached to the right-side actuation ball entrance 63 includes a shutter 331 that can slide back and forth (in the thickness direction of the game board 60) and an electric device drive unit 332 (solenoid) for the shutter 331. The electric device drive unit 332 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-driven state (non-excited state) in which no drive signal is output from the main control device 162, the shutter 331 is positioned in a closed position covering the right operating port 63a from above, and when a drive signal is output and the electric role drive unit 332 enters a driven state (excited state), it moves (retreats) to an open position in which it does not cover the right operating port 63a.
[0102] Here, when the shutter 331 is disposed in the closed position, the shutter 331 forms the bottom of the upstream passage portion 322, i.e., the rolling surface of the gaming ball. Specifically, as shown in FIG. 7(a), the housing 320 is provided with an upstream bottom 322a that forms the bottom upstream of the right actuation port 63a in the passage direction of the upstream passage portion 322, and a downstream bottom 322b that forms the bottom downstream of the right actuation port 63a, and the rolling surface of the gaming ball is formed by the upstream bottom 322a, the downstream bottom 322b, and the shutter 331. In the following description, the region in the upstream passage portion 322 where the flow path is formed (complemented) by the shutter 331, i.e., the region in the upstream passage portion 322 facing the right actuation port 63a across the shutter 331, is referred to as a "first specific region SE1" (see FIG. 6).
[0103] When the shutter 331 is placed in the open position and the upstream passage portion 322 (more specifically, the rolling surface) is cut off, a game ball that reaches the first specific area SE1 has difficulty moving in the passage direction of the upstream passage portion 322 and will flow into the right operating port 63a.
[0104] In this embodiment, the first specific area SE1 is designed to decelerate the gaming ball passing through the first specific area SE1 to increase the chances of winning the right actuation port 63a. Hereinafter, this design will be explained with reference to Fig. 7(b). In Fig. 6(b), the path (flow path) through which the gaming ball passes is illustrated by a dashed line.
[0105] Protrusions 335a, 336a that protrude toward the first specific area SE1 are arranged on the front wall 335 and the rear wall 336 that define the passage of the upstream passage 322 in the housing 320. The protrusions 335a, 336a extend vertically perpendicular to the passage direction of the upstream passage 322. In the following description, the protrusion 335a arranged on the front wall 335 will be referred to as the "front protrusion 335a," and the protrusion 336a arranged on the rear wall 336 will be referred to as the "rear protrusion 336a."
[0106] The gap dimension D1 between the rear wall portion 336 and the front protrusion portion 335a is set to be larger than the diameter dimension D of a gaming ball, and the gap dimension D2 between the front wall portion 335 and the rear protrusion portion 336a is also set to be larger than the diameter dimension D of a gaming ball. A plurality (two in this embodiment) of the front protrusion portions 335a are arranged in the passage direction (guide direction) of the upstream passage portion 322, separated by gaps larger than the diameter dimension D of a gaming ball, and a plurality (two in this embodiment) of the rear protrusion portions 336a are also arranged in the passage direction (guide direction) of the upstream passage portion 322, separated by gaps larger than the diameter dimension D of a gaming ball. By alternately arranging these front protrusion portions 335a and rear protrusion portions 336a, the flow path of the gaming ball is designed to snake back and forth in the passage direction of the upstream passage portion 322.
[0107] Here, the sum of the protrusion amount of the front protrusion portion 335a, the protrusion amount of the rear protrusion portion 336a, and the diameter dimension D of the gaming ball is configured to be larger than the passage width of the upstream passage portion 322 (D3 < D). This prevents the gaming ball from running through the first specific area SE1 while avoiding collision with the protrusion portions 335a, 336a.
[0108] A gaming ball passing through the upstream passage section 322 collides with the protrusions 335a, 336a. Such a collision reduces (decelerates) the moving speed of the gaming ball in the first specific area SE1. In other words, the first specific area SE1 of the upstream passage section 322 functions as a deceleration section that forcibly decelerates the gaming ball. By configuring the gaming ball to decelerate as it passes through the upstream passage section 322 in this way, the time required for the gaming ball to pass through the first specific area SE1 is extended compared to when the protrusions 335a, 336a are not provided.
[0109] The protrusions 335a and 336a are disposed in the first specific area SE1 so as to be biased toward the intermediate passage portion 323. This results in a configuration in which the gaming ball is decelerated at a position immediately upstream of the intermediate passage portion 323.
[0110] In this embodiment, the degree of deceleration is specified as follows: That is, the time required for the gaming ball to pass through the first specific area SE1 is specified to be shorter than the sum (1.2 seconds) of the variable display time and the fixed display time of the image on the through gate display unit DS in the low-frequency support mode, and longer than the gaming ball launch cycle (0.6 seconds). As will be described in detail later, this configuration ensures that when gaming balls are continuously launched down the right route during the low-frequency support mode, gaming balls flowing down the right route pass through the right-side actuated ball entry unit 63 and reach the lower variable winning device 65, and at least one ball will enter in most cases when the right-side actuated ball entry unit 63 is in the open state.
[0111] The gaming balls that do not flow into the right operating port 63a continue to move along the ball passage 321, and most of them reach the downstream passage portion 324. Here, referring again to Figure 6, the downstream passage portion 324 and the associated lower variable winning device 65 will be described.
[0112] The lower large prize opening 341 of the lower variable prize winning device 65 is open upward, and a downstream passage section 324 is formed across the upper part of the lower large prize opening 341. The lower variable prize winning device 65 comprises a shutter 345 that can slide back and forth (in the thickness direction of the gaming board 60) and a drive unit (solenoid) for the shutter 345. The drive unit for the shutter 345 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-drive state (non-excited state) in which no drive signal is output from the main control device 162, the shutter 345 is positioned in a closed position that covers the lower large prize opening 341 from above, and when a drive signal is output and the drive unit is activated (excited), the shutter 345 moves (retracts) to an open position that does not cover the lower large prize opening 341.
[0113] Here, when the shutter 345 is placed in the closed position, the shutter 345 forms the bottom of the downstream passage portion 324, i.e., the rolling surface of the gaming ball. In more detail, the housing 320 is provided with a downstream bottom portion that forms the bottom portion downstream of the lower large winning opening 341 in the passage direction of the downstream passage portion 324, and the rolling surface of the gaming ball is formed by this downstream bottom portion and the shutter 345. In the following explanation, the area in the downstream passage portion 324 where the flow path is formed (complemented) by the shutter 345, i.e., the area in the downstream passage portion 324 facing the lower large winning opening 341 across the shutter 345, is referred to as the "second specific area SE2."
[0114] When the shutter 345 is placed in the open position and the downstream passage portion 324 (more specifically, the rolling surface) is cut off, a game ball that reaches the second specific area SE2 has difficulty moving in the passage direction of the downstream passage portion 324, and will flow into the lower large winning opening 341.
[0115] The second specific area SE2 also has a deceleration section consisting of protrusions 375a, 376a (see FIG. 8), but the specific configuration of this deceleration section is the same as that of the first specific area SE1, so the description thereof will be used.
[0116] The intermediate passage portion 323 described above extends upward from the upstream end of the shutter 345. The left passage wall surface forming the intermediate passage portion 323 is located on an extension of the upstream passage portion 322, and a game ball that has passed through the upstream passage portion 322 collides with the left passage wall surface, changes direction, and falls down the intermediate passage portion 323 toward the shutter 345.
[0117] An opening through which game balls can pass is formed in the right-side passage wall that forms the intermediate passage section 323, and some of the game balls that pass through the intermediate passage section 323 flow into this opening. Between the right-side actuated ball entry section 63 and the lower variable winning device 65, a discharge passage is formed that discharges game balls that have flowed into the opening from the ball entry unit 70. Some of the game balls that flow down the ball passage 321 will be discharged from the ball entry unit 70 through the opening → discharge passage before reaching the lower variable winning device 65 (shutter 345). Note that game balls that pass through this discharge passage are guided directly to the back side of the game board 60, and are therefore prevented from moving to the outlet 68.
[0118] Next, referring to Figure 8, we will provide additional explanation on the relationship between the path length of each portion of the ball path 321 and the time required for the gaming ball to pass through. Figure 8 is a schematic diagram of the internal structure of the ball entry unit 70 as seen from the front. In the following explanation, the path length of the first specific area SE1 as seen from the front of the gaming machine will be referred to as the "path length PL1," the time required to pass through the first specific area SE1 will be referred to as the "required time T1," the path length of the second specific area SE2 as seen from the front of the gaming machine will be referred to as the "path length PL3," the time required to pass through the second specific area SE2 will be referred to as the "required time T3," the path length between the first specific area SE1 and the second specific area SE2 will be referred to as the "path length PL2," and the time required to pass between the first specific area SE1 and the second specific area SE2 will be referred to as the "required time T3."
[0119] Comparing the path lengths PL1 to PL3, the order is PL2 < PL1 < PL3. As already explained, the path of the game ball in the first specific area SE1 and the second specific area SE2 is meandering, but even when this meandering is taken into account, the order is PL2 < PL1 < PL3.
[0120] As will be described in detail later, the required time T1 in the first specific area SE1 is set to be longer than the minimum interval time (0.7 seconds) when the right-side operating ball entry section 63 is opened continuously in the low-frequency support mode and shorter than the minimum interval time (1.2 seconds) when the right-side operating ball entry section 63 is opened continuously in the high-frequency support mode, and the required time T3 in the second specific area SE2 is set to be shorter than the minimum interval time (2 seconds) when the lower variable winning device 65 is opened continuously when special wins are consecutive.
[0121] For example, when the lower variable winning device 65 is in the open state, a gaming ball that has avoided the right-side actuated ball entry section 63 will head toward the lower variable winning device 65. By reducing the distance between the right-side actuated ball entry section 63 and the lower variable winning device 65, it becomes easier to give the impression that a gaming ball that has avoided the right-side actuated ball entry section 63 will quickly head toward the lower variable winning device 65. This can suitably increase the sense of anticipation of winning at the lower variable winning device 65.
[0122] (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.
[0123] An MPU 602 is mounted on a main control board 601 provided in the main control device 162. The MPU 602 is an element incorporating a ROM 603 that stores various control programs and fixed value data executed by the MPU 602, a RAM 604 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 603 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 some of the functions of the MPU 602, such as the functions of the ROM 603 and the RAM 604, may be configured to be provided as separate elements.
[0124] The MPU 602 is provided with an input port and an output port. The input side of the MPU 602 is connected to a power outage monitoring board 605, a dispensing control device 181, various detection sensors, and the like, which are provided in the main control device 162. The power outage monitoring board 605 is connected to a power supply / launch control device 191, and power is supplied to the MPU 602 via the power outage monitoring board 605. Also, as part of the various detection sensors, a detection sensor 391a for the general winning opening 61, a detection sensor 391b for the lower operating ball entry portion 62, a detection sensor 391c for the right operating ball entry portion 63, detection sensors 317-318 for the upper variable winning device 64, a detection sensor 391d for the lower variable winning device 65, and a detection sensor 391e for the through gate 66 are connected, and based on the detection information (detection signals) from these various detection sensors 317-318, 391a-391e, the MPU 602 of the main control device 162 executes a winning determination (ball entry determination) for each ball entry portion. Also, the MPU 602 executes a lottery for generating a jackpot based on winnings in the lower operating ball entry portion 62 (lower operating opening 62a) and the right operating ball entry portion 63 (right operating opening 63a).
[0125] The output side of the MPU 602 is connected to the power failure monitoring board 605, the payout control device 181, and the notification / performance control device 143 (specifically, the notification / performance control board 651). For example, a prize ball command is output to the payout control device 181 based on the winning determination result for the winning ball entry section. In this case, the command information storage area 625 of the ROM 603 is referenced when outputting the prize ball command. If a win is identified in the general winning port 61, a prize ball command corresponding to the payout of three game balls is output; if a win is identified in the upper large winning port 311, a prize ball command corresponding to the payout of 14 game balls is output; if a win is identified in the lower large winning port 341, a prize ball command corresponding to the payout of 10 game balls is output; if a win is identified in the lower operating port 62a, a prize ball command corresponding to the payout of four game balls is output; and if a win is identified in the right operating port 63a, a prize ball command corresponding to the payout of one game ball is output.
[0126] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output to the notification / performance control device 143. In this case, when outputting these various commands, the command information storage area 625 of the ROM 603 is referenced. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.
[0127] Also, connected to the output side of the MPU 602 are an electric device drive unit 332 that drives the electric device 71 attached to the right-side operating ball entry unit 63, a variable entry drive unit 451 that drives the shutter 315 of the upper variable entry device 64, a flow path switching drive unit 452 that drives the flow path switching member 316 of the upper variable entry device 64, a variable entry drive unit 461 that drives the shutter 345 of the lower variable entry device 65, and the main display unit 81. The main control board 601 is provided with various driver circuits, and the MPU 602 controls the drive of the various drive units etc. through these driver circuits.
[0128] That is, in the opening / closing execution mode, the MPU 602 executes drive control of the variable winning drive unit 451 of the upper variable winning device 64 and the variable winning drive unit 461 of the lower variable winning device 65 so as to open and close the upper large winning opening 311 and the lower large winning opening 341. Also, for example, during each game, the MPU 602 executes display control of the lower operating opening display unit DL and the right operating opening display unit DR in the main display unit D of the main display unit 81.
[0129] Furthermore, an external terminal board 213 is connected to the output side of the MPU 602. The external terminal board 213 is provided with a jackpot signal output terminal and the like as an output terminal for outputting a signal upon state transition. For example, when the game result is a jackpot, the MPU 602 can output a jackpot signal through the jackpot signal output terminal to the management and control device on the gaming hall side. Specifically, under normal circumstances, a LOW level signal is output from the jackpot signal output terminal, and when a jackpot result is achieved, a HI level signal is output. Note that the output mode of this signal may be reversed.
[0130] The power failure monitoring board 605 relays between the main control board 601 and the power supply / launch control device 191, and also monitors the stable DC voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 191. The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.
[0131] The power supply / launch control device 191 is connected to a commercial power supply (external power supply) in, for example, an amusement facility, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for the main control board 601, the payout control device 181, etc., and supplies the generated operating power through a predetermined power path.
[0132] The power supply and launch control device 191 is responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 (more specifically, the solenoid 111) is activated when predetermined launch conditions are met. More specifically, an operation level detection sensor and a touch sensor provided on the game ball launching handle 41 are connected to the power supply and launch control device 191. The operation level detection sensor detects the amount of operation (amount of rotation) of the game ball launching handle 41, and the launch strength (launch speed) of the game balls by the game ball launching mechanism 110 is determined based on information from this operation level detection sensor. The touch sensor is configured to output information when the player is touching the game ball launching handle 41, and the power supply and launch control device 191 is configured to determine whether the player is touching the game ball launching handle 41 based on this information. Based on information from the touch sensor, it is determined that the player is touching the game ball launching handle 41, and when the operation level detection sensor determines that the game ball launching handle 41 is being operated, the launch of the game ball is permitted.
[0133] Information from the touch sensor is transmitted via the power supply and launch control device 191 to the main control device 162, the notification and performance control device 143, and the display control device 710.
[0134] The notification and performance control device 143 comprises a notification and performance control board 651 equipped with an MPU 652, which has built-in ROM 653 storing various control programs and fixed value data, and RAM 654, which is a memory for temporarily storing various data when the control programs stored in the ROM 653 are executed.
[0135] The notification / performance control device 143 drives and controls the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14 based on various commands input from the main control device 162, and also controls the display control device 710. In detail, the notification / performance control device 143 determines the variable display mode of the patterns on the pattern display device 75 and the stop display mode of the patterns to be finally stopped and displayed (for example, the type of pattern combination) based on various commands input from the main control device 162, and also determines whether or not a reach will occur and the content of the reach performance, and transfers the determined content to the above command.
[0136] The display control device 710 has a display control board on which an MPU is mounted, and the MPU has built-in ROM storing various control programs and fixed value data, RAM which is a memory for temporarily storing various data etc. when the control programs stored in the ROM are executed, a video display processor (VDP), a character ROM storing image data, a video RAM for temporarily storing image data read from the character ROM, etc. The MPU executes display control of the variable display unit 67 (more specifically, the pattern display device 75) based on commands input from the notification / performance control device 143.
[0137] Here, we will explain the display contents of the symbol display device 75. Three symbol rows, left, center, and right, are set on the display screen 75a of the symbol display device 75. On the display screen 75a, the symbols of each symbol row are displayed variably so as to scroll periodically in a predetermined direction (for example, from top to bottom).
[0138] Furthermore, the display screen 75a is designed so that one symbol is displayed in each symbol row, for a total of three symbols. The variable display stops in the order of the right symbol row → the left symbol row → the center symbol row, and when the variable display of all symbol rows ends with a predetermined symbol combination formed on the active line, a video or the like is displayed indicating a transition to a special game state corresponding to the result of a jackpot or special win.
[0139] In addition, considering that the variable display of each pattern row is stopped as described above, the left pattern row can be referred to as the first pattern row (or first picture row), the right pattern row can be referred to as the second pattern row (or second picture row), and the middle pattern row can be referred to as the third pattern row (or third picture row).
[0140] Incidentally, the manner of displaying the varying patterns in the pattern display device 75 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the varying pattern display in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate. For example, multiple pattern rows may be set to be arranged vertically, and the direction of the varying pattern display in the pattern rows may be set horizontally.
[0141] A reserve display area is set at the bottom of display screen 75a. This reserve display area is composed of a reserve number display area for the upper operation port, which is displayed in a partitioned manner with unit reserve display areas of the same number as the maximum number of reserved balls when gaming balls enter lower operation port 62a lined up in the left-right direction, and a reserve number display area for the lower operation port, which is displayed in a partitioned manner with unit reserve display areas of the same number as the maximum number of reserved balls when gaming balls enter right operation port 63a lined up in the left-right direction.
[0142] Specifically, when a gaming ball enters the lower operating port 62a, the maximum number of reserved balls is four, and corresponding to this, the reserved number display area for the lower operating port is set to a first unit reserved display area, a second unit reserved display area, a third unit reserved display area, and a fourth unit reserved display area. Also, when a gaming ball enters the right operating port 63a, the maximum number of reserved balls is four, and corresponding to this, the reserved number display area for the right operating port is set to a first unit reserved display area, a second unit reserved display area, a third unit reserved display area, and a fourth unit reserved display area.
[0143] For example, if the number of reserved balls when a game ball enters the lower operating port 62a is one, a predetermined reserved image is displayed only in the first unit reserved display area, and if the number of reserved balls when a game ball enters the lower operating port 62a is four, a predetermined reserved image is displayed in all of the first unit reserved display area to the fourth unit reserved display area.
[0144] (About various counters) Next, with reference to the schematic diagram of FIG. 10, the configuration relating to the operation of the pachinko machine 10 configured as described above will be described.
[0145] During play, the MPU 602 uses various counter information to perform a lottery to transition to a special game state (open / close execution mode), set the display of the main display unit 81 (main display section D), set the symbol display of the symbol display device 75, etc. Specifically, it uses a hit random number counter C1 used to draw the lottery for the occurrence of a jackpot or special hit, a hit type counter C2 used to determine the type of the jackpot result, a reach random number counter C3 used to draw the lottery for the occurrence of a reach display when the symbol display device 75 misses and changes, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a change type counter CS that determines the display time for the changing symbols on the ball entry section display section of the main display unit 81 and the pattern display device 75. Furthermore, it uses an open random number counter C4 used to draw the lottery for whether or not to open the electric accessory 71 attached to the right-side operating ball entry section 63.
[0146] Each counter C1 to C4, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and after reaching the maximum value, it returns to 0. Each counter is updated at short intervals, and the updated value is stored appropriately in a lottery counter buffer 631 set in a predetermined area of the RAM 604.
[0147] The RAM 604 is provided with a reserved ball storage area 632, which is made up of a lower actuation port reserve area Ra, a right actuation port reserve area Rb, a first execution area AE1 for the lower actuation port reserve area Ra, a second execution area AE2 for the right actuation port reserve area Rb, and a total reserved number storage area. The reserved ball storage area 632 is configured to chronologically store the values of a win random number counter C1, a win type counter C2, and a reach random number counter C3 in accordance with the winning history of game balls entering the lower actuation port 62a or the right actuation port 63a.
[0148] Regarding each counter in detail, the winning random number counter C1 is configured to be incremented by one within a range of, for example, "0" to "65535" and return to 0 after reaching a maximum value (i.e., 65535). In particular, when the winning 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 winning random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = "0" to "65535"). The winning random number counter C1 is periodically updated and stored in the reserved ball storage area 632 of RAM 604 when a gaming ball enters the lower actuation port 62a or the right actuation port 63a. More specifically, when a gaming ball enters the lower actuation port 62a, it is stored in the lower actuation port reserved area Ra of RAM 604, and when a gaming ball enters the right actuation port 63a, it is stored in the right actuation port reserved area Rb of RAM 604.
[0149] The random number values for winning the jackpot and the random number values for winning the special jackpot are stored as a win / loss table (win / loss information group) in a win / loss table storage area 621, which serves as a win / loss information group storage means in ROM 603. The contents of the win / loss table will now be described using the schematic diagrams of FIGS. 11 and 12. A win / loss table is provided for each setting value, and the probability of winning a jackpot varies depending on the setting value. Specifically, a win / loss table corresponding to setting 1, a win / loss table corresponding to setting 2, and a win / loss table corresponding to setting 3 are provided. The win / loss tables include a win / loss table group for the lower actuation port 62a (see FIG. 11) and a win / loss table for the right actuation port 63a (see FIG. 12). In a lottery based on a ball entering the lower actuation port 62a, the win / loss table for the lower actuation port 62a is referenced, and in a lottery based on a ball entering the right actuation port 63a, the win / loss table for the right actuation port 63a is referenced.
[0150] (Pass / fail table for lower operating port) First, referring to FIG. 11(a), we will explain the case where the lottery mode is set to low probability mode. When the hit / miss table for setting 1 is referenced during the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 250, and the number of random number values (i.e., winning information) that result in a special win is 0. All other random number values correspond to losing results. As a result, the jackpot probability is 250 / 65536 and the special win probability is 0 / 65536. When the hit / miss table for setting 2 is referenced during the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 300, and the number of random number values (i.e., winning information) that result in a special win is 0. All other random number values correspond to losing results. As a result, the jackpot probability is 300 / 65536 and the special win probability is 0 / 65536. When the winning / losing table for setting 3 is referenced in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 350, and the number of random number values (i.e., winning information) that result in a special win is 0. Any random number value other than these corresponds to a losing result. This means that the probability of a jackpot is 350 / 65536 and the probability of a special win is 0 / 65536.
[0151] Next, referring to FIG. 11(b), we will explain the case where the lottery mode is set to the high probability mode. When the hit / miss table for setting 1 is referenced in the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 500, and the number of random number values (i.e., winning information) that result in a special win is 0. All other random number values correspond to losing results. As a result, the jackpot probability is 500 / 65536 and the special win probability is 0 / 65536. When the hit / miss table for setting 2 is referenced in the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 600, and the number of random number values (i.e., winning information) that result in a special win is 0. All other random number values correspond to losing results. As a result, the jackpot probability is 600 / 65536 and the special win probability is 0 / 65536. When the winning / losing table for setting 3 is referenced during the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 700, and the number of random number values (i.e., winning information) that result in a special win is 0. Any random number value other than these corresponds to a losing result. This means that the probability of a jackpot is 700 / 65536 and the probability of a special win is 0 / 65536.
[0152] (Right operating port pass / fail table) First, referring to Figure 12(a), we will explain the case where the lottery mode is set to low probability mode. When the hit / miss table for setting 1 is referenced during the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 250, and the number of random number values (i.e., winning information) that result in a special win is 64,800, with all other random number values corresponding to a losing outcome. As a result, the jackpot probability is 250 / 65,536, the special win probability is 64,800 / 65,536, and the loss probability is 486 / 65,536. When the hit / miss table for setting 2 is referenced during the lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 300, and the number of random number values (i.e., winning information) that result in a special win is 64,800, with all other random number values corresponding to a losing outcome. This results in a jackpot probability of 300 / 65536, a special jackpot probability of 64,800 / 65536, and a loss probability of 436 / 65536. When the win / loss table for setting 3 is referenced in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 350, and the number of random number values (i.e., winning information) that result in a special jackpot win is 64,800, and any random number values other than these correspond to a loss result. This results in a jackpot probability of 350 / 65536, a special jackpot probability of 64,800 / 65536, and a loss probability of 386 / 65536.
[0153] Next, referring to FIG. 12(b), we will explain the case where the lottery mode is set to the high probability mode. When the hit / miss table for setting 1 is referenced in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 500, and the number of random number values (i.e., winning information) that result in a special win is 64,800, with all other random number values corresponding to a losing outcome. As a result, the probability of a jackpot is 500 / 65,536, the probability of a special win is 64,800 / 65,536, and the probability of a losing outcome is 236 / 65,536. When the hit / miss table for setting 2 is referenced in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 600, and the number of random number values (i.e., winning information) that result in a special win is 64,800, with all other random number values corresponding to a losing outcome. This results in a jackpot probability of 600 / 65536, a special jackpot probability of 64,800 / 65536, and a loss probability of 136 / 65536. When the win / loss table for setting 3 is referenced in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 700, and the number of random number values (i.e., winning information) that result in a special jackpot win is 64,800, and any random number value other than these corresponds to a loss result. This results in a jackpot probability of 700 / 65536, a special jackpot probability of 64,800 / 65536, and a loss probability of 36 / 65536.
[0154] In this manner, in this embodiment, the difference in the probability of winning a jackpot is set to be advantageous to the player in the order of setting 1 < setting 2 < setting 3.
[0155] Returning to the explanation of Fig. 10, the win type counter C2 is configured to be incremented by one in sequence within a range of "0" to "99", and to return to 0 after reaching the maximum value (i.e., "99"). The win type counter C2 is periodically updated, and is stored in the reserved ball storage area 632 of the RAM 604 when a gaming ball enters the lower actuation port 62a or the right actuation port 63a. More specifically, when a gaming ball enters the lower actuation port 62a, it is stored in the reserved area Ra for the lower actuation port of the RAM 604, and when a gaming ball enters the right actuation port 63a, it is stored in the reserved area Rb for the right actuation port of the RAM 604.
[0156] The allocation destination of the game result for the win type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 622 serving as allocation information group storage means in ROM 603. In this embodiment, the type of jackpot result is determined by referring to the win type counter C2 and the allocation table. The jackpot results include a 2R normal jackpot result, an 8R normal jackpot result, a 2R variable probability jackpot result, a 6R variable probability jackpot result A, a 6R variable probability jackpot result B, a 6R variable probability jackpot result C, a 6R variable probability jackpot result D, a 6R variable probability jackpot result E, an 8R variable probability jackpot result, a 16R variable probability jackpot result A, and a 16R variable probability jackpot result B.
[0157] (Distribution table for lower operating port) As shown in Figure 13(a), in the distribution table for the lower operating port, of the values of the winning type counter C2 from "0" to "99", a total of 50 values from "0" to "49" correspond to an 8R normal jackpot result, a total of 10 values from "50" to "59" correspond to a 6R special jackpot result A, a total of 8 values from "60" to "67" correspond to a 6R special jackpot result B, a total of 6 values from "68" to "73" correspond to a 6R special jackpot result C, a total of 4 values from "74" to "77" correspond to a 6R special jackpot result D, a total of 2 values from "78" to "79" correspond to a 6R special jackpot result E, a total of 18 values from "80" to "97" correspond to a 16R special jackpot result A, and a total of 2 values from "98" to "99" correspond to a 16R special jackpot result B.
[0158] (Right operating port distribution table) As shown in Figure 13(b), in the right operating port distribution table, of the winning type counter C2 values from "0" to "99", a total of 35 values from "0" to "34" correspond to a 2R normal jackpot result, a total of 5 values from "35" to "39" correspond to a 2R special jackpot result, a total of 10 values from "40" to "49" correspond to a 6R special jackpot result A, a total of 4 values from "50" to "53" correspond to a 6R special jackpot result B, a total of 3 values from "54" to "56" correspond to a 6R special jackpot result C, a total of 2 values from "57" to "58" correspond to a 6R special jackpot result D, "59" corresponds to a 6R special jackpot result E, "60" to "95" correspond to a 16R special jackpot result A, and a total of 4 values from "96" to "99" correspond to a 16R special jackpot result B.
[0159] Returning to the explanation of FIG. 10 again, the reach random number counter C3 is configured to be incremented by one within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 632 of the RAM 604 when a gaming ball enters the lower actuation port 62a or the right actuation port 63a. More specifically, the reach random number counter C3 is stored in the lower actuation port reserved area Ra of the RAM 604 when a gaming ball enters the lower actuation port 62a, and is stored in the right actuation port reserved area Rb of the RAM 604 when a gaming ball enters the right actuation port 63a. Whether or not to generate a reach display (reach state) is determined based on the reach table stored in the reach table storage area of the ROM 603.
[0160] Here, the reach display refers to a display state that makes the player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display of the pattern (picture) has started on the pattern display device 75 and before the stop display result is derived and displayed, in a game machine that is equipped with a pattern display device 75 that is capable of displaying a variable display (or a variably displayed) of the pattern (picture), and in which the stop display result after the variable display can be a special display result in a game round in which the game result corresponds to the open / close execution mode.
[0161] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen 75a of the pattern display device 75 in a stopped state, a combination of reach patterns that may result in a pattern combination corresponding to the occurrence of the open / close execution mode is displayed, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.
[0162] More specifically, as a preliminary step to terminating the display of the changing patterns, a reach line is formed by stopping and displaying a combination of reach patterns that may result in a combination of patterns corresponding to the occurrence of the open / close execution mode on a pre-set valid line within the display screen 75a of the pattern display device 75, and while the reach line is formed, the changing patterns are displayed using the final stopped pattern sequence.
[0163] To explain the display contents on the display screen 75a in more detail, first the variable display of the symbols in the right symbol column is finished, and then when the variable display of the symbols in the left symbol column is finished, a ready-to-win line is formed by the numbered main symbols that make up the winning symbol combination being displayed still on one of the active lines, and when this ready-to-win line is formed, the variable display of the symbols in the middle symbol column is performed, resulting in a ready-to-win display. Then, when a jackpot occurs, the main symbols that make up the ready-to-win line and the numbered main symbols that make up the winning symbol combination are displayed still on the ready-to-win line, and the variable display of the symbols in the middle symbol column is finished.
[0164] Further, the reach display includes a method of performing a reach effect by displaying a combination of reach symbols as described above, varying the symbols in the remaining symbol rows, and displaying predetermined characters or the like as animation on the background screen, and a method of performing a reach effect by displaying a reduced-size or non-displayed combination of reach symbols, and then displaying predetermined characters or the like as animation on substantially the entire display screen 75a. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.
[0165] The fluctuation type counter CS is configured to be incremented by one within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The fluctuation type counter CS is used by the MPU 602 to determine the time for which the patterns are displayed in the lower actuation port display section DL and the right actuation port display section DR of the main display unit 81 (main display section D), and the time for which the patterns are displayed in the pattern display device 75. The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the display of the patterns in the lower actuation port display section DL and the right actuation port display section DR (at the start of the pattern fluctuation by the pattern display device 75).
[0166] The opening random number counter C4 for the electric role device 71 is configured to be incremented by one within a range of, for example, 0 to 249 and return to 0 after reaching a maximum value. The opening random number counter C4 is periodically updated and stored in the electric role memory area 633 of the RAM 604 when a gaming ball enters the through gate 66. Then, at a predetermined timing, an opening lottery (support lottery) is performed to determine whether or not to control the electric role device 71 to the open state by referring to the value of the opening random number counter C4 stored therein and a support lottery table (a group of win / loss information) stored in the win / loss table memory area 621 of the ROM 603. Note that the probability of winning a support lottery in the high-frequency support mode (specifically, 249 / 250) is higher than the probability of winning a support lottery in the low-frequency support mode (specifically, 248 / 250), and the high-frequency support mode is favored.
[0167] (Regarding various processes executed by the MPU 602 of the main control device 162) Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game in each game round by the MPU 602 in the main control device 162. In addition to the timer interrupt processing and normal processing, the MPU 602 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 processing.
[0168] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart of Fig. 14. This process is started by the MPU 602 periodically (for example, every 2 msec).
[0169] In step S101, a reading process of various detection sensors (for example, the above-mentioned detection sensors 317 to 319, 391a to 391e) is executed. That is, the state of the various detection sensors connected to the main control device 162 is read, and the state of the detection sensors (detection information from the detection sensors) is determined and the detection information (winning detection information) is saved. For example, if it is determined that a win has occurred at the lower operating port 62a, a win detection flag for the lower operating port is stored in the various flag storage area 635 of RAM 604; if it is determined that a win has occurred at the right operating port 63a, a win detection flag for the right operating port is stored in the various flag storage area 635; if it is determined that a win has occurred at the upper variable winning device 64, a win detection flag for the upper large winning port is stored in the various flag storage area 635; if it is determined that a win has occurred at the advantageous winning section 314, a win detection flag for the advantageous winning section is stored in the various flag storage area 635; and if it is determined that a win has occurred at the lower variable winning device 65, a win detection flag for the lower large winning port is stored in the various flag storage area 635.
[0170] Then, in step S102, 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. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM 604.
[0171] In the following step S103, the winning random number counter C1, winning type counter C2, reach random number counter C3, and open random number counter C4 are updated. Specifically, the winning random number counter C1, winning type counter C2, reach random number counter C3, and open random number 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 to C4 are stored in the corresponding buffer area of RAM 604.
[0172] Then, in step S104, a prize-winning process for the through gate 66 is executed in response to a prize-winning through the through gate 66, and then in the following step S105, a prize-winning process for the operating port in response to a prize-winning through the operating ports 62a, 63a is executed, after which the timer interrupt process is terminated.
[0173] (Winning process for skipping) In the winning process for through in step S104, first, it is determined whether or not the gaming ball has entered the through gate 66. If the gaming ball has entered the through gate 66 and the number of reserved memories of the accessory SN is less than the upper limit (specifically, 4), the number of reserved memories of the accessory SN is incremented by 1, and the value of the open random number counter C4 updated in the above step S103 is stored in the first free memory area of the memory area 633 for the electric accessory in the RAM 604. After that, this winning process is terminated.
[0174] If it is determined that the game ball has not entered the through gate 66, or if it is determined that the game ball has entered the through gate 66 but the number of reserved memories SN of game devices has reached the upper limit, the winning process is terminated without storing the value of the open random number counter C4.
[0175] In addition, in the winning process for through, a display control process is executed for the through gate reserved number display section SS of the main display unit 81. Specifically, for the through gate reserved number display section SS consisting of four light emitting elements (LEDs), a light emission control process is executed so that the same number of light emitting elements as the number of reserved memories SN of the role object are lit.
[0176] (Winning process for operating port) In the winning process for the actuation port, first, whether or not a gaming ball has entered the lower actuation ball entry portion 62 (lower actuation port 62a) (initial winning) is determined by whether or not a winning detection flag for the lower actuation port is stored in the various flag storage area 635 of the RAM 604. If it is determined that the winning detection flag is stored, i.e., if a detection signal indicating that a gaming ball has entered the lower actuation ball entry portion 62 (lower actuation port 62a) is received, a prize ball command for paying out four gaming balls is set in the payout control device 181. Then, an external signal setting process is performed to output a signal indicating that a gaming ball has entered the lower actuation ball entry portion 62 (lower actuation port 62a) to the hall computer HC in the gaming hall. This allows the hall computer HC to determine that a winning ball has entered the lower actuation ball entry portion 62 (lower actuation port 62a).
[0177] After that, the value stored in the reserve number storage area of the reserve area Ra for the lower operating port (start reserve memory number) is updated (incremented by 1). Next, an information acquisition process is performed to store the values of the win random number counter C1, the win type counter C2, and the reach random number counter C3, and this winning process is terminated.
[0178] On the other hand, if the winning detection flag for the lower operating port is not stored in the various flag storage area 635 of the RAM 604, but the winning detection flag for the right operating port is stored, a prize ball command for paying out one game ball is set in the payout control device 181. The set prize ball command is sent to the payout control device 181 by external output processing of the normal processing, which will be described later.
[0179] Next, an external signal setting process is performed to output information indicating that a gaming ball has entered the right-side actuation ball entrance portion 63 (right actuation port 63a) to the hall computer HC in the gaming hall. As a result, the hall computer HC is informed that a winning ball has entered the right-side actuation ball entrance portion 63 (right actuation port 63a).
[0180] After that, the value (start-up hold memory number) stored in the hold number memory area of the hold area Rb for the right operating port is updated (incremented by 1). Next, an information acquisition process is performed to store the values of the win random number counter C1, win type counter C2, and reach random number counter C3, and this winning process is terminated.
[0181] In addition, if the game ball does not enter either the lower operating ball entry section 62 or the right operating ball entry section 63, this winning process is terminated.
[0182] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 15. 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 S201 to S207 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S209 and S210 is executed in the remaining time.
[0183] In normal processing, in step S201, 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 181. Also, if a command for performance such as a command corresponding to a performance for a game round, such as a fluctuation start command, a type command, or a fluctuation end command, or a command corresponding to a performance for the opening / closing execution mode, is set, it is sent to the notification / performance control device 143. Also, output settings are made for the external terminal board 213 according to the information set in the external output buffer of the RAM 604.
[0184] Next, in step S202, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches 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 604.
[0185] In the next step S203, 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 process also performs setting of the variable display of the symbols by the symbol display device 75, display control of the operating port display parts DL, DR, etc. in the main display unit 81 (main display part D), etc.
[0186] Thereafter, in step S204, a game state transition process is executed to transition the game state. As will be described in detail later, this game state transition process transitions the game state to an open / close execution mode, a high probability mode, or the like.
[0187] In the next step S205, an electric role support process is executed to drive and control the electric role 71 attached to the right-side operating entrance 63. In this electric role support process, information stored in the electric role memory area of the RAM 604 is used to determine whether or not to open the electric role 71, and the opening and closing process of the electric role 71 and the display control of the through gate display unit DS are performed.
[0188] In the next step S206, a game ball launch control process is executed. In the game ball launch control process, the solenoid 111 of the game ball launch mechanism 110 is excited once every predetermined launch period (0.6 seconds in this embodiment) on the condition that a launch permission signal output from the power supply / launch control device 191 is input based on the fact that a launch operation is being performed on the game ball launch handle 41. This causes the game ball to be launched toward the play area PE. In other words, unless an irregular shot such as a so-called stop shot is being performed, the launch of the game ball is repeated at a predetermined cycle on the condition that a launch operation is being performed.
[0189] In the next step S207, it is determined whether or not a power outage flag has been set in the various flag storage area 635 of the RAM 604. The power outage flag is set when the power outage monitoring board 605 detects the occurrence of a power outage and inputs a power outage signal from the power outage monitoring board 605 to the NMI terminal of the MPU 602, and is cleared in the next main processing.
[0190] If the power outage flag is not set, the last of the multiple processes that are repeatedly executed has ended, so in step S208 it is determined whether the 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. That is, in step S209, the random number initial value counter CINI is updated, and in step S210, the fluctuation type counter CS is updated.
[0191] Here, since the execution time of each process of steps S201 to S206 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 winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0192] On the other hand, if it is determined in step S207 that the power outage flag is set, it means that a power outage has occurred, and so power outage processing from step S211 onwards is executed. Specifically, in step S211, timer interrupt processing is prohibited, and then in step S212, a RAM judgment value is calculated and saved, and after prohibiting access to RAM 604 in step S213, an infinite loop is continued until the power is completely cut off and processing can no longer be executed.
[0193] (Game control processing) Here, with reference to the flowcharts of Figures 16 to 20, a supplementary explanation will be given of the game count control processing in step S203. As shown in Figure 16, in the game count control processing shown in this embodiment, first, in step S301, it is determined whether or not the special game state (open / close execution mode) is in progress. Specifically, it is determined whether or not an open / close execution mode flag (open / close execution state information) is stored (stored) in an open / close execution mode flag storage area (open / close execution state information storage means) in the various flag storage area 635 of RAM 604. 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 processing described later, and is erased when the open / close execution mode is terminated in the game state shift processing.
[0194] If a positive determination is made in step S301, the game count control process is terminated. If a negative determination is made in step S301, the game count control process (lower activation port corresponding game count control process, lower activation port control process) for the game count related to winning into the lower activation ball entry section 62 (lower activation port 62a) is executed in step S302, and the game count control process (right activation port corresponding game count control process, right activation port control process) for the game count related to winning into the right activation ball entry section 63 (right activation port 63a) is executed in step S303, and then the game count control process is terminated. These two control processes have the same basic flow. Below, the lower activation port control process will be described first with reference to Figures 17 and 18, and then the right activation port control process will be described with reference to Figures 19 and 20, focusing on the differences from the lower activation port control process.
[0195] (Control process for lower operating port) As shown in FIG. 17, in the lower actuation port control process, first in step S401, it is determined whether a game related to the lower actuation port 62a is in progress. Specifically, it is determined whether the lower actuation port display section DL of the main display unit 81 is in the variable display to fixed display state, i.e., whether one game round is being played. This determination is made by determining whether a game round flag (game round information) for the lower actuation port is stored (memorized) in the game round flag storage area (variable display information storage means) in the various flag storage area 635 of RAM 604. The game round flag for the lower actuation port is stored when a variable display is started on the lower actuation port display section DL, and is erased when the picture is displayed stationary and the fixed display ends.
[0196] If a game is not currently being played, a negative determination is made in step S401, and the process proceeds to step S402. In step S402, it is determined whether a game is currently being played for the right operating port 63a. Specifically, it is determined whether the right operating port display section DR of the main display unit 81 is in the variable display to fixed display state, i.e., whether one game is currently being played. This determination is made by determining whether a game currently being played flag (variable display information) for the right operating port is stored (memorized) in the game currently being played flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The game currently being played flag for the right operating port is stored when a variable display is started in the right operating port display section DR, and is erased when a picture or the like corresponding to the lottery result (game result) is displayed stationary and the fixed display ends.
[0197] If a positive determination is made in step S402, the process proceeds to step S403. In step S403, it is determined whether or not the number of games played related to the right actuation port 63a corresponds to a jackpot result. If a positive determination is made in step S403, the control process for the lower actuation port is terminated. If a negative determination is made in step S403 or step S402, the process proceeds to step S404. In step S404, the total reserved number storage area of the reserved ball storage area 632 is referenced to determine whether or not the reserved memory count CRN for the lower actuation port (more specifically, the number of reserved information related to the lower actuation port 62a), which is the number of reserved information stored, is "0". If the reserved memory count CRN for the lower actuation port is "0", the process proceeds to step S405. On the other hand, if the reserved memory count CRN for the lower actuation port is not "0", the process proceeds to step S405. In step S405, data setting processing is performed.
[0198] In the data setting process for the lower operating port 62a, first, the reserved memory count CRN for the lower operating port is decremented by 1. Then, the data stored in the first area of the reserve area Ra for the lower operating port is moved to the first execution area AE1 (see FIG. 10), and a process is executed to shift the data stored in the memory area of the reserve area Ra for the lower operating port.
[0199] This data shift process shifts the data stored in the first to fourth areas to the lower areas in order, 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. Then, one of the lit LEDs in the hold number display unit for the lower operating port is turned off. In this light-off process, the LEDs in the hold number display unit SL for the lower operating port are turned off in order from the bottom, in contrast to the light-on process performed when hold information is added.
[0200] After the data setting process described above is performed, in step S406, a change start process for the lower operating port (change start process for the lower operating port) is performed to start the change display of the pattern in the display unit DL for the lower operating port and the change display of the pattern in the pattern display device 75, and then this game number control process is terminated. Here, the change start process for the lower operating port in step S406 will be described with reference to FIG. 18.
[0201] (Lower operating port fluctuation start processing) In the lower operating port fluctuation start process, first, in step S501, a win / loss determination process is executed. In the win / loss determination process, a win / loss table for the lower operating port is referenced to determine whether the information for win / loss determination among the information stored in the first execution area AE1, i.e., the numerical information obtained from the win random number counter C1, matches the jackpot numerical information described above. If the determination result in step S501 is a jackpot result, an affirmative determination is made in step S502 and the process proceeds to step S503.
[0202] In step S503, a type determination process is executed. In the type determination process, type determination information from the information stored in the first execution area AE1, i.e., the numerical information obtained from the win type counter C2, is identified. Furthermore, by referring to the allocation table stored in the allocation table storage area 622 of ROM 603, it is determined whether the identified type determination information is included in the information group corresponding to an 8R normal jackpot result, the information group corresponding to a 6R special jackpot result A, the information group corresponding to a 6R special jackpot result B, the information group corresponding to a 6R special jackpot result C, the information group corresponding to a 6R special jackpot result D, the information group corresponding to a 6R special jackpot result E, the information group corresponding to a 16R special jackpot result A, or the information group corresponding to a 16R special jackpot result B.
[0203] In step S504, a stop result setting process for a jackpot result is executed. Specifically, the symbol to be ultimately displayed on the main display section D (lower operation port display section DL) of the main display unit 81 in the current game round is identified from a stop result table for a jackpot result stored in ROM 603, and the identified information is stored in RAM 604. This stop result table for a jackpot result contains a plurality of symbols to be displayed on the main display section D, and in step S504, information indicating the symbol corresponding to the jackpot result is stored in RAM 604. Also, in step S504, information for the MPU 602 to identify whether the current game result is an 8R normal jackpot result, a 6R special jackpot result A, a 6R special jackpot result B, a 6R special jackpot result C, a 6R special jackpot result D, a 6R special jackpot result E, a 16R special jackpot result A, or a 16R special jackpot result B is stored in the various flag storage area 635 of RAM 604. Specifically, if the result is an 8R normal jackpot, the 8R normal flag is stored; if the result is a 6R special jackpot A, the 6R special A flag is stored; if the result is a 6R special jackpot B, the 6R special B flag is stored; if the result is a 6R special jackpot C, the 6R special C flag is stored; if the result is a 6R special jackpot D, the 6R special D flag is stored; if the result is a 6R special jackpot E, the 6R special E flag is stored; if the result is a 16R special jackpot A, the 16R special A flag is stored; and if the result is a 16R special jackpot B, the 16R special B flag is stored.
[0204] After executing the setting process of step S504, the process proceeds to step S505. In step S505, it is determined whether a game round related to the right actuation port 63a is currently being executed. If the determination in step S505 is affirmative, the process proceeds to step S506. In step S506, a forced termination flag is stored in the various flag storage area 635 of the RAM 604. If a game round related to the right actuation port 63a (variable display of symbols) is currently being executed, the game round related to the right actuation port 63a (variable display of symbols) is forcibly terminated midway based on this forced termination flag. More specifically, if a game round related to the lower actuation port 62a corresponds to a jackpot result and the game round related to the right actuation port 63a may be executed beyond the timing when the confirmation display for that game round is made, the game round related to the right actuation port 63a is shortened, and the game round related to the right actuation port 63a is terminated together with the game round related to the lower actuation port 62a. In such a case, the image displayed in a stopped state in the game round related to the right operating port 63a corresponds to a losing result.
[0205] Returning to the explanation of step S502, if the determination result in step S501 is a miss result, a negative determination is made in step S502, and the process proceeds to step S507, where a stop result setting process for a miss result is executed.
[0206] Specifically, the image to be finally displayed on the main display section D (display section DL for the lower operating port) of the main display unit 81 in the game round related to the start of the current fluctuation is identified from the stop result table for miss results stored in advance in ROM603, and the identified information is stored in RAM604.
[0207] After the processes of steps S506 and S507 have been executed, or if a negative determination is made in step S505, the process proceeds to step S508. In step S508, a process for setting the variable display time (display duration) is executed. Details of this setting process will be described later.
[0208] After the variable display time setting process in step S508 is executed, a variable start command and a type command are set in step S509. The variable start command includes information on the variable display time. Here, as described above, the variable display time obtained by referring to the variable display time table for when a reach does not occur is different from the variable display time obtained by referring to the variable display time table for when a reach occurs. Therefore, even if the variable start command does not include information on whether a reach has occurred, the notification / performance control device 143, which is the control device on the sub-side, can determine whether a reach has occurred from the information on the variable display time. In this regard, it can be said that the variable start command includes information indicating whether a reach has occurred. Note that the variable start command may also include information directly indicating whether a reach has occurred.
[0209] After executing the setting process of step S509, the process proceeds to step S510, where the variable display of the lower operating port display section DL on the main display unit 81 is started, and then the variable display start process for the lower operating port is terminated. In the process of step S510, a game turn flag for the lower operating port is stored in the various flag storage area 635 of RAM 604. This makes it possible to identify in the subsequent processes that a game turn (e.g., variable display) related to the lower operating port 62a is currently being executed.
[0210] Returning to the explanation of FIG. 17, if a positive determination is made in step S401, that is, if it is determined that a game round related to the lower actuation port 62a is in progress, the process proceeds to step S407. In step S407, it is determined whether it is time to stop and display a pattern corresponding to a special winning result in a game round related to the right actuation port 63a. If a negative determination is made in step S407, the process proceeds to step S408. In step S408, it is determined whether it is time to start a game round related to the right actuation port 63a that corresponds to a jackpot result. If a negative determination is made in step S407 and step S408, the process proceeds to step S409.
[0211] In step S409, it is determined whether the timing has come when the variable display time set in step S508 has elapsed. If the determination in step S409 is negative, variable display processing is executed in step S410, and then the lower operating port control processing is terminated. In the variable display processing in step S410, the various LEDs that make up the lower operating port display section DL are turned on and off, thereby variably displaying the image.
[0212] If a positive determination is made in step S409, the process proceeds to step S412. In step S412, a variation end process is executed. In the variation end process, the display of the main display unit 81 is controlled so that the image is displayed statically on the lower operation port display section DL in a manner determined in advance. That is, for example, a final display of an image corresponding to the lottery result (game result) is executed. Note that the game in progress flag for the lower operation port stored in the various flag storage area 635 of the RAM 604 is erased when the final display is completed.
[0213] After setting a variation end command in the following step S413, this game round control process ends. The variation end command set in step S413 is sent to the notification / presentation control device 143 in step S201 of the normal process (FIG. 15). Based on receiving the variation end command, the notification / presentation control device 143 executes processing to end the presentation for that game round. In addition, the variation end command is sent to the display control device 710 via the notification / presentation control device 143, and upon receiving the variation end command, the display control device 710 causes a combination of symbols corresponding to the game result of that game round to be displayed as a final stop on the display screen 75a of the symbol display device 75. Note that a variation end command may not be sent, and the presentation for the game round may be ended independently by the notification / presentation control device 143 or the display control device 710.
[0214] Thereafter, in step S414, the game count counter is updated, and in the following step S415, it is determined whether the game count counter is "0." If a negative determination is made in step S415, the lower operating port control process is terminated. The game count counter specifies the upper limit of the number of games for which the high frequency support mode is executed, and at the end of a jackpot, a number corresponding to the type of jackpot is set.
[0215] If the determination in step S415 is affirmative, the process proceeds to step S416, where the high-frequency support mode flag stored in the various flag storage area 635 of the RAM 604 is erased, and a high-frequency support mode end command is set in step S417. This high-frequency support mode end command is output to the notification / performance control device 143 and the hall computer HC by external output processing in normal processing. Upon receiving the high-frequency support mode end command, the notification / performance control device 143 performs display or the like corresponding to the end of the high-frequency support mode.
[0216] If a positive determination is made in either step S407 or step S408, a process for rewriting the stopped symbols is executed in step S410, and after executing the processes of steps S412 to S417, the control process for the lower operating port is terminated. In the process for rewriting the stopped symbols, it is first determined whether or not the current game round corresponds to a special winning result. If it does not correspond to a special winning result, rewriting of the stopped symbols determined in the process for starting variation for the lower operating port (symbols corresponding to a losing result) is avoided. On the other hand, if the current game result corresponds to a special winning result, the stopped symbols determined in the process for starting variation for the lower operating port (symbols corresponding to a special winning result) are rewritten to symbols corresponding to a losing result.
[0217] Next, the control process for the right operating port will be described with reference to FIGS.
[0218] (Control processing for right operating port) As shown in FIG. 19, in the right actuation port control process, first, in step S601, it is determined whether a game is currently being played for the right actuation port 63a. Specifically, it is determined whether the right actuation port display section DR of the main display unit 81 is in the variable display to fixed display state, i.e., whether one game is currently being played. This determination is made by determining whether a game-current flag (variable display information) for the right actuation port is stored (memorized) in the game-current flag storage area (variable display information storage means) in the various flag storage area 635 of RAM 604. The game-current flag for the right actuation port is stored when a variable display is started on the right actuation port display section DR, and is erased when the image is displayed stationary and the fixed display ends.
[0219] If a game is not being played, a negative determination is made in step S601 and the process proceeds to step S602. In step S602, it is determined whether a game related to the lower actuation port 62a is being played. Specifically, it is determined whether the lower actuation port display section DL of the main display unit 81 is in the variable display to fixed display state, that is, whether one game is being played.
[0220] If a positive determination is made in step S602, the process proceeds to step S603. In step S603, it is determined whether or not the number of games played related to the lower actuation port 62a corresponds to a jackpot result. If a positive determination is made in step S603, the control process for the right actuation port is terminated. If a negative determination is made in step S603, or if a negative determination is made in step S602, the process proceeds to step S604. In step S604, the total reserved number storage area of the reserved ball storage area 632 is referenced to determine whether or not the reserved memory count CRN for the right actuation port (more specifically, the number of reserved information related to the right actuation port 63a), which is the number of reserved information stored, is "0". If the reserved memory count CRN for the right actuation port is "0", the process terminates the control process for the number of games played. On the other hand, if the reserved memory count CRN for the right actuation port is not "0", the process proceeds to step S605. In step S605, data setting processing is performed.
[0221] In the data setting process for the right operating port 63a, first, the reserved memory count CRN for the right operating port is decremented by 1. Then, the data stored in the first area of the reserve area Rb for the right operating port is moved to the second execution area AE2 (see FIG. 10), and the process of shifting the data stored in the memory area of the reserve area Rb for the right operating port is executed.
[0222] This data shift process shifts the data stored in areas 1 to 4 to the lower areas in order, clearing the data in area 1 and shifting the data in each area from area 2 to area 1, area 3 to area 2, and area 4 to area 3. Then, one of the lit LEDs in the hold number display unit for the right operating port is turned off. In this light-off process, the LEDs in the hold lamp unit for the right operating port are turned off in order from the bottom, in contrast to the light-on process performed when hold information is added.
[0223] After the data setting process described above is performed, in step S606, a change start process for the right operating port (change start process for the right operating port) is executed to start the changing display of the pattern on the main display unit 81 (main display section D) and the changing display of the pattern on the pattern display device 75, and then this game round control process is terminated.
[0224] Here, the right operating port fluctuation start process in step S606 will be described with reference to FIG.
[0225] (Right operating port fluctuation start processing) In the right operating port variation start process, first, in step S701, a win / loss determination process is executed. In the win / loss determination process, a win / loss table for the right operating port is referenced to determine whether the information for win / loss determination among the various information stored in the second execution area AE2, that is, the numerical information related to the win random number counter C1, matches the jackpot numerical information described above. If the determination result in step S701 is a jackpot result, an affirmative determination is made in step S702 and the process proceeds to step S703.
[0226] In step S703, a type determination process is executed. In the type determination process, the type determination information among the various information stored in the second execution area AE2, i.e., the numerical information acquired from the win type counter C2, and the allocation table stored in the allocation table storage area 622 of the ROM 603 are referenced to identify whether the determined type determination information is included in the information group corresponding to a 2R normal jackpot result, the information group corresponding to a 2R special jackpot result, the information group corresponding to a 6R special jackpot result A, the information group corresponding to a 6R special jackpot result B, the information group corresponding to a 6R special jackpot result C, the information group corresponding to a 6R special jackpot result D, the information group corresponding to a 6R special jackpot result E, the information group corresponding to a 16R special jackpot result A, or the information group corresponding to a 16R special jackpot result B.
[0227] In step S704, a stop result setting process for a jackpot result is executed. Specifically, the symbol to be finally stopped and displayed on the main display section D (right operation port display section DR) of the main display unit 81 in the relevant game round is specified from a stop result table for a jackpot result stored in advance in ROM 603, and the specified information is stored in RAM 604. A plurality of symbols to be stopped and displayed on the main display section D is set in this stop result table for a jackpot result, and in step S704, information indicating the symbol corresponding to the jackpot result is stored in RAM 604. Also, in step S704, information for MPU 602 to identify whether the current game result is a 2R normal jackpot result, a 2R special jackpot result, a 6R special jackpot result A, a 6R special jackpot result B, a 6R special jackpot result C, a 6R special jackpot result D, a 6R special jackpot result E, a 16R special jackpot result A, or a 16R special jackpot result B is stored in the various flag storage area 635 of RAM 604. Specifically, if the result is a 2R normal jackpot, a 2R normal flag is stored; if the result is a 2R special jackpot, a 2R special flag is stored; if the result is a 6R special jackpot A, a 6R special A flag is stored; if the result is a 6R special jackpot B, a 6R special B flag is stored; if the result is a 6R special jackpot C, a 6R special C flag is stored; if the result is a 6R special jackpot D, a 6R special D flag is stored; if the result is a 6R special jackpot E, a 6R special E flag is stored; if the result is a 16R special jackpot A, a 16R special A flag is stored; and if the result is a 16R special jackpot B, a 16R special B flag is stored.
[0228] After executing the setting process of step S704, the process proceeds to step S705. In step S705, it is determined whether a game round related to the lower actuation port 62a is currently being executed. If the determination in step S705 is affirmative, the process proceeds to step S706. In step S706, a forced termination flag is stored in the various flag storage area 635 of the RAM 604. If a game round related to the lower actuation port 62a (variable display of symbols) is currently being executed, the game round related to the lower actuation port 62a (variable display of symbols) is forcibly terminated midway based on the forced termination flag. More specifically, if a game round related to the right actuation port 63a corresponds to a jackpot result and a game round related to the lower actuation port 62a (corresponding to a loss result) may be executed beyond the timing when the confirmation display for that game round is made, the game round related to the lower actuation port 62a is shortened, and the game round related to the lower actuation port 62a is terminated together with the game round related to the right actuation port 63a. In such a case, the image displayed in a stopped state in the game round related to the lower operating port 62a corresponds to a losing result.
[0229] Returning to the explanation of step S702, if the determination result in step S701 is a special winning result, a negative determination is made in step S702 and an affirmative determination is made in step S707, and the process proceeds to step S708.
[0230] In step S708, a stop result setting process for a special win result is executed. Specifically, the symbol to be finally stopped and displayed on the main display section D (right operation port display section DR) of the main display unit 81 in the current game round is identified from a stop result table for a special win result pre-stored in ROM 603, and the identified information is stored in RAM 604. A plurality of symbols to be stopped and displayed on the main display section D is set in this stop result table for a special win result, and in step S703, information indicating the symbol corresponding to the special win result is stored in RAM 604. If the current game result is a special win result, a special win flag is stored in the various flags storage area 635 of RAM 604.
[0231] After the process of step S707 is executed, the processes of steps S704 and S705 described above are executed.
[0232] If the determination result in step S701 is a losing result, negative determinations are made in steps S702 and S707, and the process proceeds to step S709. In step S709, a stop result setting process for a losing result is executed. Specifically, the pattern to be finally stopped and displayed on the main display section D (right operating port display section DR) of the main display unit 81 in the game round related to the start of the current fluctuation is identified from a stop result table for a losing result stored in advance in ROM 603, and the identified information is stored in RAM 604.
[0233] After the process of step S706 or step S709 is executed, or if a negative determination is made in step S705, the process proceeds to step S710. In step S710, a process of setting the variable display time (display duration time) is executed. The details of this variable display time setting process will be described later.
[0234] After the variable display time setting process in step S710 is executed, a variable start command and a type command are set in step S711. The variable start command includes information on the variable display time. Here, as described above, the variable display time obtained by referring to the variable display time table for when a reach does not occur is different from the variable display time obtained by referring to the variable display time table for when a reach occurs. Therefore, even if the variable start command does not include information on whether a reach has occurred, the notification / performance control device 143, which is the sub-side control device, can determine whether a reach has occurred from the information on the variable display time. In this regard, it can be said that the variable start command includes information indicating whether a reach has occurred. Note that the variable start command may also include information directly indicating whether a reach has occurred.
[0235] After executing the setting process of step S711, the process proceeds to step S712, where the variable display of the right operating port display section DR on the main display unit 81 is started, and then the variable start process for the right operating port is terminated. In the process of step S712, a game turn flag for the right operating port is stored in the various flag storage area 635 of the RAM 604. This makes it possible to identify in the subsequent processes that a game turn (e.g., variable display) related to the right operating port 63a is currently being executed.
[0236] Returning to the explanation of Figure 19, if a positive determination is made in step S601, that is, if it is determined that a game round related to the right actuation port 63a is in progress, the process proceeds to step S608. In step S608, it is determined whether or not it is the start timing of a game round related to the lower actuation port 62a that corresponds to a jackpot result. If a negative determination is made in step S608, the process proceeds to step S609.
[0237] In step S609, it is determined whether the variable display time has elapsed. If the determination in step S609 is negative, variable display processing is executed in step S610, and then the right operating port control processing is terminated. In the variable display processing in step S610, the various LEDs that make up the right operating port display section DR are turned on and off, thereby variably displaying the image.
[0238] If a positive stability is determined in step S609, the process proceeds to step S612. In step S612, a fluctuation end process is executed. In the fluctuation end process, the display of the main display unit 81 is controlled so that the image is statically displayed on the right operating port display section DR in a manner determined in advance.
[0239] In the following step S613, a variation end command is set. The variation end command set in step S613 is sent to the notification / presentation control device 143 in step S201 of the normal processing (FIG. 15). Based on receiving the variation end command, the notification / presentation control device 143 executes processing to end the presentation for that game round. In addition, the variation end command is sent to the display control device 710 via the notification / presentation control device 143, and upon receiving the variation end command, the display control device 710 causes a combination of symbols corresponding to the game result of that game round to be displayed as a final result (final stop display) on the display screen 75a of the symbol display device 75. Note that a variation end command may not be sent, and the presentation for the game round may be ended independently by the notification / presentation control device 143 or the display control device 710.
[0240] After the variable end command is set in step S613, the game count counter is updated in step S614, and then it is determined in step S615 whether the game count counter is set to "0." If a negative determination is made in step S615, the lower operating port control process is terminated. The game count counter specifies the upper limit of the number of games for which the high frequency support mode is executed, and at the end of a jackpot, a number corresponding to the type of jackpot is set.
[0241] If the determination in step S615 is affirmative, the process proceeds to step S616, where the high-frequency support mode flag stored in the various flag storage area 635 of the RAM 604 is erased, and a high-frequency support mode end command is set in step S617. This high-frequency support mode end command is output to the notification / performance control device 143 and the hall computer HC by external output processing in normal processing. Upon receiving the high-frequency support mode end command, the notification / performance control device 143 performs display or the like corresponding to the end of the high-frequency support mode.
[0242] Returning to the explanation of step S608, if a positive determination is made in step S608, the process proceeds to step S611. That is, if it is the start timing of a game round corresponding to a jackpot result in the game round related to the lower operating port 62a, the process proceeds to step S611. In step S611, a rewrite process of the stop result is performed.
[0243] In the stop result rewrite process, first, it is determined whether the current game round corresponds to a special win result. If it does not correspond to a special win result, rewriting of the stop pattern determined in the right actuation port variation start process (pattern corresponding to a loss result) is avoided. On the other hand, if the current game result corresponds to a special win result, the stop pattern determined in the right actuation port variation start process (pattern corresponding to a special win result) is rewritten to a pattern corresponding to a loss result. After executing the process of step S611, the processes of steps S612 to S617 are executed, and then this right actuation port control process is terminated.
[0244] (Game state transition processing) Next, the game state transition process of step S204 will be described with reference to the flowcharts of Figures 21 to 25. As already explained, this embodiment provides a normal game state in which a game progresses based on the entry of a ball into the actuation openings 62a, 63a, and a special game state (open / close execution mode) in which the variable winning devices 64, 65 are opened. The normal game states are comprised of a first normal game state in which the lottery mode is a low-probability mode and the support mode by the electric device 71 is a low-frequency support mode, a second normal game state in which the lottery mode is a high-probability mode and the support mode by the electric device 71 is a high-frequency support mode, a third normal game state in which the lottery mode is a high-probability mode and the support mode by the electric device 71 is a low-frequency support mode, and a fourth normal game state in which the lottery mode is a low-probability mode and the support mode by the electric device 71 is a high-frequency support mode. These first to fourth normal game states are switched through special game states corresponding to the results of a jackpot, etc.
[0245] In the game state transition process, first, in step S801, it is determined whether or not the game is in the open / close execution mode. If the game is not in the open / close execution mode, the process proceeds to step S802, where it is determined whether or not the game round (more specifically, the confirmation display) has ended. If the game round has not ended, the game state transition process is terminated.
[0246] If the game has ended, more specifically, if the preset stop display time (determined display time) has elapsed since the variable display ended, the process proceeds to step S803, where it is determined whether the game result of this game (the result of the winning / losing lottery) corresponds to a transition to the special game state (open / close execution mode). Specifically, it is determined whether any of the above-mentioned 8R normal flag, 2R normal flag, 2R probability variable flag, 6R probability variable A flag, 6R probability variable B flag, 6R probability variable C flag, 6R probability variable D flag, 6R probability variable E flag, 16R probability variable A flag, or 16R probability variable B flag is stored in RAM 604. If none of the above flags is stored, the game state transition process is terminated.
[0247] If any of the above flags is stored, the opening / closing execution mode start process is executed in step S804. In this start process, first, an opening waiting time (start waiting time) is set for the opening of the opening / closing execution mode, in which the variable winning device 65 waits without starting to open the upper large winning opening 311 of the variable winning device 65. Specifically, opening waiting time information stored in advance in the ROM 603 is set in a waiting time counter area provided in the various counter area 634 of the RAM 604.
[0248] In this embodiment, the waiting time for the opening (opening time) differs depending on the type of win. Specifically, the waiting time for the opening in the case of a big win is 5 seconds, whereas the waiting time for the opening in the case of a special win is shorter, specifically 8 msec.
[0249] In the next step S805, it is determined whether the current opening / closing execution mode corresponds to the jackpot result. If the determination in step S805 is affirmative, the process proceeds to step S806, where a value corresponding to the current jackpot result is set to the round number counter RC provided in the various counter area 634 of the RAM 604. Specifically, if the current jackpot result is a 2R jackpot result, the round number counter RC is set to "2." If the current jackpot result is a 6R jackpot result, the round number counter RC is set to "6." If the current jackpot result is an 8R jackpot result, the round number counter RC is set to "8." If the current jackpot result is a 16R jackpot result, the round number counter RC is set to "16." The round number counter RC is decremented with each round, and when the value of the round number counter RC reaches "0," the current special game state ends.
[0250] In the next step S807, if a high-frequency support mode flag is stored in the various flag storage area 635 of the RAM 604, the high-frequency support mode flag is erased. As a result, the support mode is maintained in the low-frequency support mode during the special game state corresponding to the big win result.
[0251] Returning to the explanation of step S805, if a negative determination is made in step S805, i.e., if the special game state is triggered by a special win result, the process proceeds to step S808. In step S808, a second prize mode flag is set in the various flag storage area 635 of the RAM 604. Thereafter, in step S809, the round number counter is set to "1." In the subsequent processing, it is determined that the current special game state corresponds to a special win result based on the fact that the second prize mode flag is set.
[0252] After executing the processing of step S807 or step S809, the process proceeds to step S810. In step S810, an opening command setting process is performed. This set opening command is transmitted to the notification / performance control device 143 and the display control device 710 in step S201 of the normal processing (FIG. 15). The notification / performance control device 143 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 the performance includes the display mode of the symbol display device 75, and this determined display mode is output from the notification / performance control device 143 to the display control device 710 as a display content command. The display control device 710 controls the display of the symbol display device 75 so that a display corresponding to the current opening / closing execution mode, for example, a moving image of a character or the like as display content corresponding to a jackpot, a background image, or the like is switched, based on the opening command received from the main control device 162 and the display content command received from the notification / performance control device 143.
[0253] After executing the opening command setting process in step S810, an external signal setting process is executed in step S811, and this game state transition process is terminated. In the external signal setting process in step S811, it is determined whether any of the above-mentioned various jackpot flags and special win flags are stored in RAM 604, and if any flag is stored, a signal indicating that a jackpot or special win has occurred is output to the management control device (hall computer HC) on the gaming hall side. By receiving this external signal, the management control device understands that a transition to the special game state (open / close execution mode) has occurred.
[0254] Returning to the explanation of step S801, if the opening / closing execution mode is in progress, an affirmative determination is made in step S801, and the process proceeds to step S812. In step S812, it is determined whether 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 big prize opening / closing process is executed in step S813.
[0255] Here, the big prize opening / closing process will be described with reference to the flowcharts of FIGS.
[0256] (Big prize opening and closing process) As shown in Fig. 22, in the big prize opening opening / closing process, first in step S901 it is determined whether or not the second prize mode flag is stored in the various flag storage area 635 of the RAM 604. If a negative determination is made in step S901, the process proceeds to step S902, where the first opening / closing process is executed. The first opening / closing process is executed when the special game state (opening / closing execution mode) corresponding to the big prize result is established.
[0257] (First opening and closing process) As shown in Figure 23, in the first opening / closing process, first in step S1001 it is determined whether or not the upper variable winning device 64 (upper large winning opening 311) is open. Specifically, this determination is made based on the drive state of the variable winning drive unit 451 of the upper variable winning device 64. If the upper large winning opening 311 is not open, in step S1002 it is determined whether or not the value of the round number counter RC is "0". If the determination in step S1002 is affirmative, the first opening / closing process is terminated.
[0258] If a negative determination is made in step S1002, the process proceeds to step S1003. In step S1003, it is determined whether the value of the timer counter TC1 provided in the various counter area 634 of the RAM 604 is "0". The timer counter TC1 is a counter that is referenced when determining the opening time of the upper large winning opening 311, the interval time (inter-round interval time), etc., and its value is decremented by "1" each time the timer interrupt process (see Figure 14) is executed. If a negative determination is made in step S1003, the first opening / closing process is terminated.
[0259] If the value of the round number counter RC is not "0" and the value of the timer counter TC1 is "0", the process proceeds to step S1004, and the opening process of the upper variable winning device 64 (upper large winning opening 311) is executed. Specifically, the variable winning drive unit 451 is driven to open the upper large winning opening 311.
[0260] Thereafter, the processing of steps S1005 to S1006 is executed as a setting process (setting process for when opened) of the closing condition corresponding to the upper variable winning device 64 (upper large winning opening 311). Specifically, in step S1005, "15000" (corresponding to 30 seconds) is set in the timer counter TC1, and in the following step S1006, "9" is set in the winning counter PC.
[0261] In the following step S1007, it is determined whether this is the first round (first round) in the current special game state. If a positive determination is made in step S1007, the process proceeds to step S1008. In step S1008, it is determined whether the current special game state corresponds to a high probability jackpot result. If a positive determination is made in step S1008, a high probability jackpot flow path switching process is executed in step S1009. In the high probability jackpot flow path switching process, a drive signal is output to flow path switching drive unit 452 to move flow path switching member 316 from the protruding position to the retracted position, and the duration for which the drive signal continues to be output is set. This duration is the same length as the maximum opening time of upper large winning opening 311. Therefore, when game balls are continuously fired to the right route, most of them will enter favorable ball entry section 314, and a transition to high probability mode is confirmed.
[0262] If a negative determination is made in step S1008, normal flow path switching processing is executed in step S1010. In the normal flow path switching processing, as in the special probability flow path switching processing, a drive signal is output to flow path switching drive unit 452 to move flow path switching member 316 from the protruding position to the retracted position, and a duration for which the drive signal is to continue to be output is set. This duration is shorter than the maximum opening time of upper large winning opening 311. More specifically, a time shorter than the time required for a gaming ball that has flowed into upper large winning opening 311 to reach favorable ball entry section 314 (more specifically, the detection area of detection sensor 319) is set. For this reason, even if gaming balls are continuously launched to the right route, entry into favorable ball entry section 314 is basically avoided.
[0263] After the flow path switching process is executed in steps S1009 and S1010, or if a negative judgment is made in step S1007, the process proceeds to step S1011. In step S1011, an opening command indicating that the upper variable winning device 64 (upper large winning opening 311) has been opened is set, and the first opening / closing process is terminated. This set opening command is sent to the notification / performance control device 143 in step S201 of the normal processing (see FIG. 15). The notification / performance control device 143 determines the content of the performance corresponding to the opening based on the received opening command, and controls various devices so that the determined content of the performance is executed.
[0264] Returning to the explanation of step S1001, if it is determined in step S1001 that the upper variable winning device 64 (upper large winning opening 311) is open, the process proceeds to step S1012. In step S1012, it is determined whether it is time to return the flow path switching member 316 to the protruding position. Specifically, it is determined whether the duration set in steps S1009 and S1010 has elapsed. If a positive determination is made in step S1012, the output of the drive signal to the flow path switching drive unit 452 is stopped in step S1013, and the flow path switching member 316 is returned to the protruding position.
[0265] If a negative determination is made in step S1012, or after the return process in step S1013 has been executed, the process proceeds to step S1014. In step S1014, it is determined whether the value of the timer counter TC1 is "0." If the value of the timer counter TC1 is not "0," the process proceeds to step S1015, where it is determined whether the gaming ball has entered the upper large winning opening 311 based on detection information (detection signal) from the upstream detection sensor 317 disposed in the upper variable winning device 64.
[0266] If a win has occurred, a win command output process is executed in step S1016. The win command is output to the notification / performance control device 143, and the notification / performance control device 143 changes the display on the display screen 75a of the symbol display device 75 based on the win command.
[0267] After executing the command output process in step S1016, the process proceeds to step S1017. In step S1017, the value of the prize counter PC is decremented by 1, and in the following step S1018, it is determined whether the value of the prize counter PC is "0" or not, and if it is not "0", the large prize opening opening process is terminated.
[0268] If a positive determination is made in step S1018, i.e., if the value of the winning counter PC is "0", or if a positive determination is made in step S1014 (i.e., if the value of the timer counter TC1 is determined to be "0"), it means that the large winning opening closing condition is met. In this case, in step S1019, the variable winning drive unit 451 is set to a non-driving state to close the upper variable winning device 64 (upper large winning opening 311).
[0269] In the next step S1020, it is determined whether the flow path switching member 316 is disposed in the retracted position. If the determination in step S1020 is affirmative, in step S1021, the output of the drive signal to the flow path switching drive unit 452 is stopped, and the flow path switching member 316 is returned to the protruding position.
[0270] After the return process in step S1021 is executed, or if a negative determination is made in step S1020, the process proceeds to step S1022, where an update process for the round number counter RC is executed. Specifically, if the value of the round number counter RC is not "0", the round number counter RC is decremented by 1, and if the value of the round number counter RC is "0", the value of the round number counter RC is maintained at "0".
[0271] Thereafter, in step S1023, it is determined whether the updated value of the round number counter RC is 0. If the determination in step S1023 is negative, the process proceeds to step S1024, where the timer counter TC1 is set to 1000 (corresponding to 2.0 seconds).
[0272] After executing the process of step S1024, a close command is set in step S1025, and the first opening / closing process is terminated. This set close command is sent to the notification / performance control device 143 in step S201 of the normal process (FIG. 15). The notification / performance control device 143 determines the content of the performance corresponding to the close command based on the received close command, and controls various devices so that the determined content of the performance is executed.
[0273] Returning to the explanation of step S1023, if it is determined in step S1023 that the value of the round number counter RC is "0", the process proceeds to step S1026. In step S1026, an ending start process is executed. In this start process, an ending waiting time (5 seconds in this embodiment) 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 waiting time information for the ending, which is stored in advance in ROM 603, is set in a waiting time counter area provided in the various counter area 634 of RAM 604.
[0274] Then, in step S1027, an ending command is set, and then the first opening / closing process is terminated. This set ending command is transmitted to the notification / performance control device 143 in step S201 of the normal process (FIG. 15).
[0275] 22, if a positive determination is made in step S901, the second opening / closing process is executed in step S903. The second opening / closing process will be described below with reference to the flowchart in FIG.
[0276] (Second opening and closing process) In the second opening / closing process, first, in step S1101, it is determined whether the lower variable winning device 65 (lower large winning opening 341) is open. Specifically, this determination is made based on the drive state of the variable winning drive unit 461 of the lower variable winning device 65. If the lower large winning opening 341 is not open, in step S1102, opening processing of the lower variable winning device 65 (lower large winning opening 341) is executed. Specifically, the variable winning drive unit 461 is driven to open the lower large winning opening 341.
[0277] Thereafter, the processing of steps S1103 to S1104 is executed as a setting process (setting process for when opened) of the closing condition corresponding to the lower variable winning device 65 (lower large winning opening 341). Specifically, in step S1103, "400" (corresponding to 0.8 seconds) is set in the timer counter TC1, and in the following step S1104, "9" is set in the winning counter PC.
[0278] Returning to the explanation of step S1101, if it is determined in step S1101 that the lower variable winning device 65 (lower large winning opening 341) is open, the process proceeds to step S1105, where it is determined whether the value of the timer counter TC1 is 0. If the value of the timer counter TC1 is not 0, the process proceeds to step S1106, where it is determined whether a gaming ball has entered the lower large winning opening 341 based on a detection signal from a ball entry detection sensor disposed in the lower variable winning device 65.
[0279] If a win has occurred, a win command output process is executed in step S1107. The win command is output to the notification / performance control device 143, and the notification / performance control device 143 changes the display on the display screen 75a of the symbol display device 75 based on the win command.
[0280] After executing the command output process in step S1107, the process proceeds to step S1108. In step S1108, the value of the prize winning counter PC is decremented by 1, and in the following step S1109, it is determined whether the value of the prize winning counter PC is "0" or not, and if it is not "0", the second opening / closing process is terminated.
[0281] If a positive determination is made in step S1109, i.e., if the value of the prize counter PC is "0," or if a positive determination is made in step S1105 (i.e., if the value of the timer counter TC1 is determined to be "0"), it means that the large prize opening closing condition is met. In this case, in step S1110, the variable prize driving unit 461 is set to a non-driving state to close the lower variable prize device 65 (lower large prize opening 341).
[0282] In the next step S1111, the process of starting the ending is executed. In this process, a waiting time for the ending (0.2 seconds in this embodiment) is set for the ending of the opening / closing execution mode, during which the next game round is not started and the game waits. Specifically, the waiting time information for the ending, which is stored in advance in the ROM 603, is set in a waiting time counter area provided in the various counter area 634 of the RAM 604.
[0283] After that, in step S1112, an ending command is set, and then the main big prize opening / closing process is terminated. This set ending command is sent to the notification / performance control device 143 in step S201 in the normal process (FIG. 15).
[0284] Returning to the explanation of FIG. 21 again, after the large prize opening / closing process of step S813 is executed, the process proceeds to step S814. In step S814, it is determined whether the round number counter RC is "0". If a negative determination is made in step S814, the game state transition process is terminated. If a positive determination is made in step S814, the process proceeds to step S815. In step S815, it is determined whether the waiting time for the ending has elapsed. If the waiting time for the ending has not elapsed, the game state transition process is terminated.
[0285] On the other hand, if the value of the round number counter RC is "0" and the waiting time for the ending has elapsed, the transition process at the end of the opening and closing execution mode is executed in step S816, and then the game state transition process is terminated. Here, the transition process at the end of the opening and closing execution mode will be described with reference to FIG. 25.
[0286] (Transition process when closing / opening execution mode ends) In the transition process at the end of the open / close execution mode, first, it is determined whether the current special game state corresponds to the first winning mode. If it corresponds to the first winning mode, an affirmative determination is made in step S1201 and the process proceeds to step S1202. In step S1202, it is determined whether a ball has entered the advantageous winning area 314 during the current special game state. If a ball has entered the advantageous winning area 314, a high probability mode flag is set in the various flags storage area 635 of RAM 604 in step S1203. As a result, the lottery mode for winning / losing lottery becomes the high probability mode in the subsequent normal game state.
[0287] After executing the processing of step S1203, or if a negative determination is made in step S1202, the process proceeds to step S1204. In step S1204, it is determined whether or not the current special game state corresponds to a transition to the high-frequency support mode. If a positive determination is made in step S1204, a high-frequency support mode flag is set in the various flag storage area 635 of RAM 604 in step S1205, and then in the following step S1206, a value corresponding to the result of the current jackpot is set in the number-of-games counter provided in the various counter area 634 of RAM 604. The number-of-games counter is decremented each time a game is played, and when the value of the number-of-games counter reaches "0," the mode transitions from the high-frequency support mode to the low-frequency support mode.
[0288] Details will be described later, but in this embodiment, for example, if a 16R guaranteed jackpot result is achieved based on a ball entering the right operating port 63a in the second normal game state to the third normal game state, the transition to the high frequency support mode is avoided.
[0289] After the process of step S1206 is executed, or if a negative determination is made in steps S1201 and S1204, the process proceeds to step S1207. In step S1207, various flags for the special game state (such as a prize mode flag and a big win flag) stored in the various flag storage area 635 of the RAM 604 are erased, and the transition process ends.
[0290] Next, the electric role support processing executed in step S205 of the normal processing (see Fig. 15) will be described with reference to Fig. 26 to Fig. 28. Fig. 26 is a flowchart showing the electric role support processing, Fig. 27 is a schematic diagram comparing the low frequency support mode and the high frequency support mode, and Fig. 28 is a flowchart showing the electric role opening and closing processing.
[0291] (Electrical support processing) In the electric role support process, first, in step S1301, it is determined whether or not support is in progress. Specifically, it is determined whether or not a support in progress flag is stored in a support in progress flag storage area provided in the various flag storage area 635 of the RAM 604. The support in progress flag is a flag that is stored when the electric role 71 attached to the right operating port 63a is switched to the open state and is erased when the electric role 71 is returned to the closed state.
[0292] If the support in progress flag is not stored, the process proceeds to step S1302, where it is determined whether or not a support win flag is stored in a support win flag storage area provided in the various flag storage area 635 of the RAM 604. The support win flag is stored when the opening lottery for determining whether or not the electric role device 71 is opened is won, and is erased when the support in progress flag is stored.
[0293] If the support win flag is not stored, the process proceeds to step S1303, where it is determined whether the value of the timer counter TC2 provided in the various counter area 634 of the RAM 604 is "0". If the value of the timer counter TC2 is not "0", the main electric role support process is terminated.
[0294] If the value of the timer counter TC2 is "0", the process proceeds to step S1304, where it is determined whether or not it is time to end the variable display of the patterns on the through gate display unit DS. If it is time to end the variable display, in step S1305, a miss display is set and the timer counter TC2 is set to "250" (equivalent to 0.5 seconds), after which the main electric role support processing is terminated. By setting the miss display, the variable display of the patterns on the through gate display unit DS is terminated with the miss display stopped, and this miss display will continue for 0.5 seconds (see Figure 27).
[0295] If the value of the timer counter TC2 is "0" and it is not the time to end the variable display, proceed to step S1306 and determine whether the value of the number of reserved reel memories SN is greater than "0". If the value of the number of reserved reel memories SN is "0", the main electric reel support processing ends as is. If the value of the number of reserved reel memories SN is greater than "0", determine in step S1307 whether the support mode is set to high frequency support mode.
[0296] If the high-frequency support mode is in progress, a positive determination is made in step S1307, and the process proceeds to step S1308. In step S1308, whether or not support is provided by the electric role device 71 is determined by lottery (open lottery). Specifically, the value stored in the role device reserved ball storage area of the electric role memory area 633 is shifted, and the open lottery is performed by referring to the value of the open random number counter C4 shifted to the execution area and the lottery table for the high-frequency support mode stored in the win / lose table memory area 621 of the ROM 603. Simultaneously with the open lottery, the timer counter TC2 is set to "100" (corresponding to 0.2 seconds). Note that the timer counter TC2 is decremented by 1 each time the timer interrupt process is activated. Thereafter, the variable display of the image on the through gate display unit DS continues until the value of the timer counter TC2 becomes "0," i.e., for 0.2 seconds (see FIG. 27).
[0297] In the following step S1309, it is determined whether the result of the opening lottery in step S1308 is a winning result (support win). If it is not a support win, the main electric role support processing ends. If it is a support win, in step S1310, a support win flag is set in the various flag storage area 635 of RAM 604, and the main electric role support processing ends.
[0298] If the game is in the low-frequency support mode, a negative determination is made in step S1307, and the program proceeds to step S1311. In step S1311, whether or not support is provided by the electric role device 71 is determined by lottery (open lottery). Specifically, the value stored in the role device reserved ball storage area of the electric role memory area 633 is shifted, and the open lottery is performed by referring to the value of the open random number counter C4 shifted to the execution area and the lottery table for the low-frequency support mode stored in the win / lose table memory area 621 of the ROM 603. Simultaneously with the open lottery, the timer counter TC2 is set to "350" (equivalent to 0.7 seconds). Thereafter, the variable display of the image on the through gate display unit DS continues until the value of the timer counter TC2 becomes "0," i.e., for 0.7 seconds (see FIG. 27).
[0299] In the following step S1312, it is determined whether the result of the opening lottery in step S1311 is a winning result (support win). If it is not a support win, the main electric role support processing ends. If it is a support win, in step S1313, a support win flag is set in the various flag storage area 635 of RAM 604, and the main electric role support processing ends.
[0300] In addition, the probability of winning support in high-frequency support mode (specifically 249 / 250) is higher than the probability of winning support in low-frequency support mode (specifically 248 / 250), so high-frequency support mode is favored.
[0301] Returning to the explanation of step S1302 in FIG. 26, if a support win flag is stored in the various flag storage area 635 of RAM 604, an affirmative determination is made in step S1302, and the process proceeds to step S1314 to determine whether the value of the timer counter TC2 is "0." If the value of the timer counter TC2 is not "0," the variable pattern display in the through gate display unit DS is in progress, and the process for supporting the main electric role is terminated. If the value of the timer counter TC2 is "0," a win display is set in step S1315. This ends the variable pattern display in the device display unit 44 with the win display stopped. In the following step S1316, a support in progress flag is set in the various flag storage area 635, and the support win flag stored in the various flag storage area 635 is erased, and then the process for supporting the main electric role is terminated.
[0302] Returning to the explanation of step S1301, if a positive determination is made in step S1301, that is, if a support flag is stored in the various flag storage area 635 of the RAM 604, the process proceeds to step S1317, and after executing the electric role opening / closing process for controlling the opening and closing of the electric role 71, the electric role support process is terminated. Hereinafter, the electric role opening / closing process will be described with reference to FIG.
[0303] (Electrical switching processing) In the electric device opening / closing process, first, in step S1401, it is determined whether or not the electric device 71 is open. Whether or not the electric device 71 is open is determined by whether or not the electric device drive unit 332 is in a driven state. If the electric device 71 is open, the process proceeds to step S1402, where it is determined whether or not the number of winnings after the opening of the electric device 71 has reached the upper limit ("10" in this embodiment) for the right operating port 63a attached thereto. If a negative determination is made in step S1402, the process proceeds to step S1403, where it is determined whether or not the value of the timer counter TC2 is "0".
[0304] If the value of the timer counter TC2 is not "0", the main electric role opening / closing process is terminated. On the other hand, if the value of the timer counter TC2 is "0", or if it is determined in step S1402 that the number of winnings has reached the upper limit, the process proceeds to step S1404. In step S1404, a closing process is performed to switch (return) the electric role 71 to the closed state. Thereafter, in step S1405, the support in progress flag stored in the various flag storage area 635 is erased, and the main electric role opening / closing process is terminated.
[0305] Returning to the explanation of step S1401, if the electric role 71 is not open, a negative determination is made in step S1401 and the process proceeds to step S1406. In step S1406, it is determined whether the timer counter TC2 is "0". If the timer counter TC2 is not "0", the main electric role opening / closing process is terminated. If the timer counter TC2 is "0", an opening process is executed in step S1407 to switch the electric role 71 to the open state.
[0306] Then, in step S1408, it is determined whether or not the system is in high frequency support mode. If the system is in high frequency support mode, in step S1409, timer counter TC2 is set to "2850" (equivalent to 5.7 seconds), and the main electric link switching process is terminated. On the other hand, if the system is in low frequency support mode, timer counter TC2 is set to "40" (equivalent to 0.08 seconds) in step S1410, and the main electric link switching process is terminated (see FIG. 27).
[0307] (Relationship between game status and variable display time) As already explained, in this embodiment, reserve information is acquired based on balls entering the lower actuation port 62a and the right actuation port 63a, and the variable display and final display of the images and symbols for the game round are executed based on the acquired reserve information. Here, the variable display time of the images and symbols is configured to be set according to the game status. Below, with reference to Figures 29 to 31, a supplementary explanation will be given of the configuration related to setting the variable display time, etc. (the variable display time setting process in the variable start process for the lower actuation port (see Figure 18) and the variable display time setting process in the variable start process for the upper actuation port (see Figure 19)). Figure 29 is a flowchart showing the variable display time setting process in the variable start process for the lower actuation port (the variable display time setting process for the lower actuation port), Figure 30 is a flowchart showing the variable display time setting process for the right actuation port, and Figure 31 is a schematic diagram showing the relationship between the game status and the variable display time.
[0308] (Variable display time setting process for lower operating port) 29, in the variable display time setting process for the lower operating port, first, in step S1501, it is determined whether or not the first normal gaming state corresponding to the low probability mode and low frequency support mode is in effect. If the determination in step S1501 is affirmative, the setting process for the first normal gaming state is executed in step S1502, and then the variable display time setting process is terminated.
[0309] In the setting process for the first normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the first normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set according to the number of reserved information stored in the lower operating port reserved area Ra in the reserved ball storage area 632 of the RAM 604, the result of the win / loss lottery, and whether or not a reach has occurred.
[0310] The variable display time is configured to be longer for a jackpot result than for a miss result. In the case of a miss result where no reach display occurs (a complete miss), the variable display time is configured to be shorter as the number of stored pending information items increases. Figure 31(a1) illustrates the variable display time for a complete miss in the first normal gaming state. For example, if the number of stored pending information items is "0" or "1," the variable display time is set to "12, 13, or 14 seconds." If the number of stored pending information items is "2," the variable display time is set to "7, 8, or 9 seconds." If the number of stored pending information items is "3" or "4," the variable display time is set to "3, 4, or 5 seconds." In the first normal gaming state, the fixed display time of the symbol on the lower operating port display unit DL and the fixed display time of the symbol on the symbol display device 75 are configured to be "0.5 seconds."
[0311] Incidentally, in a game in which a reach display corresponding to a losing result (a reach-miss) occurs, the variable display time is set to one of "20 to 40 seconds" regardless of the number of reserved information stored. This variable display time is in the same range as the variable display time set in a game in which a jackpot result occurs (see Figure 32 (a1)), and in the case of a jackpot result, a relatively long time within that range is likely to be set, and in the case of a losing result, a relatively short time within that range is likely to be set. In other words, a difference is set so that a reach display with a long variable display time has a higher expectation of a jackpot than a reach display with a short variable display time.
[0312] Returning to the explanation of Figure 29, if a negative determination is made in step S1501, the process proceeds to step S1503. In step S1503, it is determined whether or not the second normal gaming state corresponding to the high probability mode and high frequency support mode is in effect. If a positive determination is made in step S1503, the process executes setting processing for the second normal gaming state in step S1504, and then terminates the variable display time setting processing.
[0313] In the setting process for the second normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the second normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0314] In the second normal gaming state, unlike the first normal gaming state, the selection candidate for the variable display time is limited to one, regardless of various conditions such as the number of reserved information stored, the result of the winning / losing lottery, etc. Specifically, in the second normal gaming state, the variable display time is configured to be "0.5 seconds" and the fixed display time is configured to be "0.5 seconds" for any game (see Figures 31(a2) and 32(a2)), and the variable display time is shorter than in the first normal gaming state.
[0315] As will be described in detail later, in the second normal gaming state, by shooting a gaming ball into the right route formed in the gaming area PE, the game progresses to a player's advantage compared to when the ball is aimed at the left route. A gaming ball shot into the right route enters the right actuation port 63a, and the game progresses mainly based on the reserved information related to the right actuation port 63a. Under such circumstances, the player may be confused by the interruption of a game round corresponding to the lower actuation port 62a, which is less advantageous than the right actuation port 63a. In this embodiment, taking such circumstances into consideration, the occurrence of the above-mentioned inconvenience is suppressed by quickly completing the game round corresponding to the lower actuation port 62a after transition to the second normal gaming state.
[0316] If a negative determination is made in step S1503 of Fig. 29, the process proceeds to step S1505. In step S1505, it is determined whether or not the third normal gaming state corresponding to the high probability mode and low frequency support mode is in effect. If a positive determination is made in step S1505, the process executes setting processing for the third normal gaming state in step S1506, and then terminates the variable display time setting processing.
[0317] In the setting process for the third normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the third normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0318] In the third normal gaming state, unlike the first normal gaming state, the selection candidate for the variable display time is limited to one, regardless of various conditions such as the number of reserved information stored, the result of the winning / losing lottery, etc. Specifically, in the third normal gaming state, the variable display time is configured to be "0.5 seconds" and the fixed display time is configured to be "0.5 seconds" for any game play (see Figure 31(a3) and Figure 32(a3)).
[0319] If a negative judgment is made in step S1505 of Figure 29, that is, if the fourth normal game state is in the low probability mode and high frequency support mode, proceed to step S1507, execute the setting process for the fourth normal game state, and then terminate this variable display time setting process.
[0320] In the setting process for the fourth normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the fourth normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0321] In the fourth normal gaming state, unlike the first normal gaming state, the selection candidate for the variable display time is limited to one, regardless of various conditions such as the number of reserved information stored, the result of the winning / losing lottery, etc. Specifically, in the fourth normal gaming state, the variable display time is configured to be "0.5 seconds" and the fixed display time is configured to be "0.5 seconds" for any game (see Figure 31(a4) and Figure 32(a4)).
[0322] (Fluctuation display time setting process for right operating port) 30, in the variable display time setting process for the right operating port, first, in step S1601, it is determined whether or not the first normal gaming state corresponding to the low probability mode and low frequency support mode is in effect. If the determination in step S1601 is affirmative, the setting process for the first normal gaming state is executed in step S1602, and then the variable display time setting process is terminated.
[0323] In the setting process for the first normal gaming state, a table corresponding to the current game round is selected from the various variable display time tables for the first normal gaming state stored in the variable display time table storage area 623 of the ROM 603, and the variable display time is set. Note that the variable display time table referenced in the variable display time setting process for the right operating port is a different table from the variable display time table referenced in the variable display time setting process for the bottom operating port.
[0324] In the first normal gaming state, regardless of various conditions such as the number of reserved balls stored in the reserved area Rb for the right actuation port in the reserved ball storage area 632 of RAM 604, the result of the win / lose lottery, and whether or not a reach has occurred, the variable display time is limited to one option. Specifically, in the first normal gaming state, the variable display time is configured to be "600 seconds" and the fixed display time is configured to be "1 second" for each game (see Figures 31(b1), 32(b1), and 33(b1)). A gaming ball launched to the right route in the first normal gaming state can enter the right actuation port 63a, but only one prize ball can be won by winning through the right actuation port 63a, and it is necessary to wait 600 seconds until the lottery result based on the winning through the right actuation port 63a is announced. This prevents players from aiming to launch a gaming ball to the right route in the first normal gaming state in an attempt to gain an advantage in the game.
[0325] Returning to the explanation of Figure 30, if a negative determination is made in step S1601, the process proceeds to step S1603. In step S1603, it is determined whether or not the second normal gaming state corresponding to the high probability mode and high frequency support mode is in effect. If a positive determination is made in step S1603, the process executes setting processing for the second normal gaming state in step S1604, and then terminates the variable display time setting processing.
[0326] In the setting process for the second normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the second normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0327] Figures 31(b2) and 32(b2) show the variable display time for a miss and a jackpot result in the second normal game state. In the case of a miss, the variable display time is set to "30-40 seconds" regardless of the number of reserved information stored. The variable display time of "30-40 seconds" corresponds to a reach display, and both a miss and a jackpot result in the second normal game state are configured to go through the reach display. While the range of this variable display time is consistent for both a jackpot and a miss, a jackpot result tends to be set to a relatively long time within that range, and a miss result tends to be set to a relatively short time within that range. In other words, a long reach display time is set to increase the likelihood of a jackpot compared to a short reach display time. In contrast, as shown in Figure 33(b2), the variable display time for a special win result in the second normal game state is set to "1 second" regardless of the number of reserved information stored.
[0328] In the second normal gaming state, the time for determining the display of the pattern on the right operating port display section DR and the time for determining the display of the pattern on the pattern display device 75 are both standardized to "1 second."
[0329] If a negative determination is made in step S1603 of Figure 30, the process proceeds to step S1605. In step S1605, it is determined whether or not the third normal gaming state corresponding to the high probability mode and low frequency support mode is in effect. If a positive determination is made in step S1605, the process executes setting processing for the third normal gaming state in step S1606, and then terminates the variable display time setting processing.
[0330] In the setting process for the third normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the third normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0331] Figures 31(b3) and 32(b3) show the variable display time for a miss and a jackpot result in the third normal game state. In the case of a miss, the variable display time is set to "30-40 seconds" regardless of the number of pending information stored. The variable display time of "30-40 seconds" corresponds to a reach display, and both a miss and a jackpot result in the second normal game state are configured to go through the reach display. While the range of this variable display time is consistent for both jackpot and miss results, a relatively long time is likely to be set for a jackpot result, and a relatively short time is likely to be set for a miss result. In other words, a difference is set so that a reach display with a longer variable display time has a higher probability of a jackpot than a reach display with a shorter variable display time. In contrast, as shown in Figure 33(b3), the variable display time for a special win result in the third normal game state is set to "1 second" regardless of the number of pending information stored.
[0332] In the third normal gaming state, the time for determining the display of the pattern on the right operating port display section DR and the time for determining the display of the pattern on the pattern display device 75 are both standardized to "1 second."
[0333] If a negative judgment is made in step S1605 of Figure 30, that is, if the fourth normal game state is in the low probability mode and high frequency support mode, proceed to step S1607, execute the setting process for the fourth normal game state, and then terminate this variable display time setting process.
[0334] In the setting process for the fourth normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the fourth normal game state stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.
[0335] Figures 31(b4) and 32(b4) show the variable display time for misses and jackpots in the fourth normal gaming state. In the case of a miss, the variable display time is set to "30-40 seconds" regardless of the number of reserved information stored. The variable display time of "30-40 seconds" corresponds to a reach display, and both misses and jackpots in the second normal gaming state are configured to go through the reach display. While the range of this variable display time is consistent for both jackpots and misses, a relatively long time is likely to be set for a jackpot result, and a relatively short time is likely to be set for a miss. In other words, a difference is set so that a reach display with a longer variable display time has a higher probability of a jackpot than a reach display with a shorter variable display time. In contrast, as shown in Figure 33(b4), the variable display time for a special win in the fourth normal gaming state is set to "1 second" regardless of the number of reserved information stored.
[0336] In the fourth normal gaming state, the time for determining the display of the pattern on the right operating port display section DR and the time for determining the display of the pattern on the pattern display device 75 are both unified to "1 second."
[0337] In this embodiment, the diversification of games is realized by switching between the first normal game state to the fourth normal game state. In particular, when transitioning from the second normal game state to the third normal game state, the hurdle depends on the number of games (hereinafter referred to as "time-saving number of times") that the high-frequency support mode continues. Below, with reference to the schematic diagram of Figure 34, the relationship between the type of jackpot result and the number of time-saving number of times will be explained.
[0338] (Number of time reductions) When an 8R normal jackpot result is achieved based on a winning entry into lower operating port 62a, the number of time-saving times is set to "50" regardless of whether a ball has entered the above-mentioned advantageous entry portion 314 or the game state at the time of winning. As described above, in the special game state (open / close execution mode) corresponding to an 8R normal jackpot result, advantageous entry portion 314 is temporarily opened, but advantageous entry portion 314 is closed before a game ball that has flowed into upper large entry port 311 reaches advantageous entry portion 314, so that the ball is essentially prevented from entering advantageous entry portion 314.
[0339] If a 6R variable probability jackpot result A is obtained based on a winning entry into the lower operating port 62a, the number of time-saving times is set to "100" regardless of whether or not a ball has entered the advantageous ball entry area 314 or the game state at the time of the winning. If a 6R variable probability jackpot result B is obtained, the number of time-saving times is set to "70" regardless of whether or not a ball has entered the advantageous ball entry area 314 or the game state at the time of the winning. If a 6R variable probability jackpot result C is obtained, the number of time-saving times is set to "50" regardless of whether or not a ball has entered the advantageous ball entry area 314 or the game state at the time of the winning. If a 6R variable probability jackpot result D is obtained, the number of time-saving times is set to "30" regardless of whether or not a ball has entered the advantageous ball entry area 314 or the game state at the time of the winning. If a 6R variable probability jackpot result E is obtained, the number of time-saving times is set to "10" regardless of whether or not a ball has entered the advantageous ball entry area 314 or the game state at the time of the winning.
[0340] As mentioned above, in the special game state (open / close execution mode) corresponding to the 6R special jackpot results A to E, when game balls are continuously shot toward the right route, the balls will almost always land in the favorable ball entry section 314, preventing the transition to the high probability mode from being avoided even if a special jackpot result has been achieved.
[0341] If a 16R probability variable jackpot result A or 16R probability variable jackpot result B is obtained based on a winning entry into the lower operating port 62a, the number of time-saving events is set to "0" regardless of whether a ball lands in the advantageous ball entry area 314 or the game state at the time of the winning entry. In other words, with these jackpot results, the game does not transition to a normal game state corresponding to the high-frequency support mode after the special game state (open / close execution mode) ends. Specifically, if a ball lands in the advantageous ball entry area 314, the game transitions to a second normal game state corresponding to the high-probability mode and low-frequency support mode, and if a ball does not land in the advantageous ball entry area 314, the game transitions to a first normal game state corresponding to the low-probability mode and low-frequency support mode.
[0342] When a 2R normal jackpot result is achieved based on a winning entry into the right operating port 63a, the number of time-saving times is set to "50" regardless of whether or not a ball has entered the advantageous entry portion 314 and the game state at the time of the winning. As described above, in the special game state (open / close execution mode) corresponding to a 2R normal jackpot result, the advantageous entry portion 314 is temporarily opened, but the advantageous entry portion 314 is closed before the game ball that has flowed into the large winning port 311 reaches the advantageous entry portion 314, which essentially prevents the ball from entering the advantageous entry portion 314.
[0343] When a 2R guaranteed jackpot result is achieved based on winning into the right operating port 63a, the number of time-saving times is set to "50" regardless of whether the ball lands in the advantageous ball entry section 314 or the game state at the time of winning.
[0344] If a 6R variable probability jackpot result A is obtained based on a win in the right operating port 63a, but no ball lands in the advantageous ball entry section 314, the number of time-saving times is set to "100." If a 6R variable probability jackpot result A is obtained and a ball lands in the advantageous ball entry section 314, the number of time-saving times set will differ depending on the game state at the time the 6R variable probability jackpot result A was obtained. If a 6R variable probability jackpot result A was obtained during the first normal game state, the number of time-saving times is set to "1000," and if a 6R variable probability jackpot result A was obtained during the second normal game state through the fourth normal game state, the number of time-saving times is set to "100."
[0345] When a 6R special jackpot result B is obtained based on a win in the right actuation port 63a, the number of time-saving times is set depending on whether or not a ball has entered the advantageous ball entry section 314 and the game state at the time of the win. Specifically, if a 6R special jackpot result B is obtained in the first normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "100." If a 6R special jackpot result B is obtained in the second normal game state through the fourth normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "70." On the other hand, if a 6R special jackpot result B is obtained in the first normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "1000." If a 6R special jackpot result B is obtained in the second normal game state through the fourth normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "70."
[0346] When a 6R special jackpot result C is obtained based on a winning entry into the right actuation port 63a, the number of time-saving times is set depending on whether or not a ball has entered the advantageous ball entry section 314 and the game state at the time of the winning. Specifically, if a 6R special jackpot result C is obtained in the first normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "100." If a 6R special jackpot result C is obtained in the second normal game state through the fourth normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "50." On the other hand, if a 6R special jackpot result C is obtained in the first normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "1000." If a 6R special jackpot result C is obtained in the second normal game state through the fourth normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "50."
[0347] When a 6R variable probability jackpot result D is obtained based on a winning entry into the right actuation port 63a, the number of time-saving times is set depending on whether or not a ball has entered the advantageous ball entry section 314 and the game state at the time of the winning. Specifically, if a 6R variable probability jackpot result D is obtained in the first normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "100." If a 6R variable probability jackpot result D is obtained in the second normal game state through the fourth normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "30." On the other hand, if a 6R variable probability jackpot result D is obtained in the first normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "1000." If a 6R variable probability jackpot result D is obtained in the second normal game state through the fourth normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "30."
[0348] When a 6R probability variable jackpot result E is obtained based on a winning entry into the right actuation port 63a, the number of time-saving times is set depending on whether or not a ball has entered the advantageous ball entry section 314 and the game state at the time of the winning. Specifically, if a 6R probability variable jackpot result E is obtained in the first normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "100." If a 6R probability variable jackpot result E is obtained in the second normal game state through the fourth normal game state but no ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "10." On the other hand, if a 6R probability variable jackpot result E is obtained in the first normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "1000." If a 6R probability variable jackpot result E is obtained in the second normal game state through the fourth normal game state and a ball has entered the advantageous ball entry section 314, the number of time-saving times is set to "10."
[0349] If a 16R probability variable jackpot result A is achieved based on a winning entry into the right operating port 63a, the number of time-saving operations is set depending on whether or not a ball lands in the advantageous ball entry area 314 and the game state at the time of the win. Specifically, if a 16R probability variable jackpot result A is achieved in the first normal game state but no ball lands in the advantageous ball entry area 314, the number of time-saving operations is set to "100" and the game transitions to the high-frequency support mode (transitions to the fourth normal game state). If a 6R probability variable jackpot result A is achieved in the second normal game state through the fourth normal game state but no ball lands in the advantageous ball entry area 314, the number of time-saving operations is set to "0" and the game does not transition to the high-frequency support mode (transitions to the first normal game state). In contrast, if a 16R probability variable jackpot result A is achieved in the first normal game state and a ball lands in the advantageous ball entry area 314, the number of time-saving operations is set to "1000" and the game transitions to the high-frequency support mode (transitions to the second normal game state). If a 16R guaranteed jackpot result A occurs in the second to fourth normal game states and the ball lands in the advantageous ball entry section 314, the number of time-saving times is set to "0", and the game does not transition to the high-frequency support mode (it transitions to the second normal game state).
[0350] When a 16R probability variable jackpot result B is obtained based on a winning entry into the right operating port 63a, the number of time-saving times is set to "0" regardless of whether or not a ball lands in the advantageous ball entry section 314 or the game state at the time of winning. Specifically, if a ball does not land in the advantageous ball entry section 314, the game state transitions to a first normal game state corresponding to a low probability mode and a low frequency support mode, and if a ball lands in the advantageous ball entry section 314, the game state transitions to a second normal game state corresponding to a high probability mode and a low frequency support mode.
[0351] In this embodiment, the special game state (opening / closing execution mode) to which a jackpot result is entered is broadly divided into a first winning mode and a second winning mode, which differ in the variable winning device to be opened and the opening / closing pattern. When a jackpot result is entered, the game enters a special game state corresponding to the first winning mode. In the special game state corresponding to the first winning mode (hereinafter referred to as the first special game state), the upper variable winning device 64 is set as the opening target, and opening is repeated up to multiple rounds, with one round consisting of the passage of a predetermined opening time (e.g., 30 seconds) or the occurrence of a predetermined number of balls (e.g., 9 balls). In contrast, when a special jackpot result is entered, the game enters a special game state corresponding to the second winning mode. In the special game state corresponding to the second winning mode (hereinafter referred to as the second special game state), the lower variable winning device 65 is set as the opening target, and the second special game state ends when either the passage of a predetermined opening time (e.g., 0.8 seconds) or the occurrence of a predetermined number of balls (e.g., 9 balls) is achieved. In this way, the first special game state is set so that the winning frequency is relatively high, and the second special game state is set so that the winning frequency is relatively low, and there is a difference in the number of winning balls that can be won.
[0352] (Game flow) Next, the basic flow of the game will be described with reference to Figure 35. Figure 35 is a block diagram showing the flow of the game.
[0353] In the first normal gaming state, which corresponds to the low probability mode and the low frequency support mode, a jackpot lottery is executed when a winning ball enters the lower actuation port 62a arranged in the gaming area PE (left route). The first normal gaming state is set so that the player has a lower advantage than the other normal gaming states.
[0354] If any type of jackpot result occurs in the first normal gaming state, the game transitions to the first special gaming state (open / close execution mode). In the first special gaming state, the favorable ball entry section 314 is opened depending on the type of jackpot result. If a ball enters the favorable ball entry section 314 during the first special gaming state, the lottery mode after the end of the first special gaming state becomes the high probability mode. If a ball does not enter the favorable ball entry section 314 during the first special gaming state, the lottery mode after the end of the first special gaming state becomes the low probability mode.
[0355] Specifically, if the first special gaming state is triggered by an 8R normal jackpot result or a 2R normal jackpot result, balls are effectively prevented from entering the advantageous ball entry area 314. Therefore, after the first special gaming state ends, the gaming state becomes the fourth normal gaming state, which corresponds to a low probability mode and a high frequency support mode. The fourth normal gaming state is maintained until the number of games played in the fourth normal gaming state reaches a predetermined number (50 in this embodiment). When the number of games played reaches the predetermined number, the gaming state transitions to the first normal gaming state, which is set to offer a lower advantage to the player than the fourth normal gaming state. Although the number of games played in the fourth normal gaming state is limited, the support of the electric device 71 allows the player to play while minimizing the loss of balls. Furthermore, since balls are expected to enter the right operating port 63a, which is favored in terms of the allocation of jackpot results to the player's advantage, there is a chance to transition to the second normal gaming state or the third normal gaming state, which are more advantageous than the fourth normal gaming state.
[0356] As already explained, when a winning ball enters the right actuation port 63a, most of the lotteries based on the winning ball result in a special winning result. In other words, in the fourth normal game state, a special winning result occurs in almost every game round, and the game state transitions to the second special game state in each game round. When the game state transitions to the second special game state, the lower variable winning device 65 opens, but most of the game balls launched to the right route enter the right actuation port 63a and are discharged from the game area PE, suppressing winning into the lower variable winning device 65. Below, the movement of the game ball in the fourth normal game state will be explained with reference to the schematic diagram of FIG. 34.
[0357] In the fourth normal gaming state, the opening time of the electric device 71 is extended from 0.08 seconds to 5.7 seconds, thereby increasing the number of winning balls entering the right operating port 63a. The variable display time of the through gate display unit DS is shortened from 0.7 seconds to 0.2 seconds, thereby shortening the time (first interval time) during which the electric device 71 is maintained in the closed state, thereby reducing the number of game balls passing through the right operating port 63a. As a result, most of the game balls launched to the right route will enter the right operating port 63a.
[0358] Specifically, as shown in Figures 36(a) -> 36(b) -> 36(c), when a gaming ball passes through the through gate 66, the shutter 331 of the electric accessory 71 moves from the closed position to the open position, and the upstream passage portion 322 is cut off. As a result, the gaming ball passing through the upstream passage portion 322 flows into the right operating port 63a. Here, the time required for the gaming ball to pass over the shutter 331 (the first specific area SE1) is set to be slightly longer than the first interval time. Therefore, when gaming balls are continuously launched toward the right route, most of the gaming balls flow into the right operating port 63a, and movement toward the lower variable winning device 65 is avoided.
[0359] The number of prize balls paid out for winning into the lower variable winning device 65 (lower large winning opening 341) is "10," and the number of prize balls paid out for winning into the right-side actuated ball entry section 63 (right actuated opening 63a) is more than "1." However, as mentioned above, most game balls launched to the right route enter the right actuated opening 63a, and prize balls that enter the lower large winning opening 341 are rare. Therefore, in the fourth normal game state, although it is possible to progress in the game while suppressing the decrease in the number of balls in hand, it is substantially difficult to increase the number of balls in hand.
[0360] In this embodiment, when game balls are continuously shot to the right route in the fourth normal game state, the shooting interval is 0.6 seconds, the closing time of the electric device 71 is approximately 0.7 seconds, the opening time of the electric device 71 is 5.7 seconds, the required game time is 2 seconds, and the required time for the second special game state is 0.8 seconds. For these reasons, when game balls are continuously shot to the right route in the fourth normal game state, there will be many wins that exceed the reserved ball limit of the right operating port 63a, i.e., over-winnings where no new reserved ball information is acquired. Even in this case, the prize balls based on the wins to the right operating port 63a are guaranteed, so the speed at which the balls decrease will clearly slow down.
[0361] Returning to the explanation of Figure 33, if the current first special gaming state is triggered by a 6R probability variable jackpot result A to a 6R probability variable jackpot result E or a 2R probability variable jackpot result, as long as the game ball continues to be fired toward the right route, the ball will enter the advantageous ball entry section 314. For this reason, in most cases, the gaming state after the end of the first special gaming state becomes the second normal gaming state corresponding to the high probability mode and the high frequency support mode.
[0362] In the second normal gaming state, the second normal gaming state is maintained until the number of games played in the second normal gaming state reaches a specified number (10 to 100 games in this embodiment), and when the number of games played reaches the specified number, the state transitions to a third normal gaming state which is more advantageous to the player than the second normal gaming state.
[0363] During the second normal gaming state, a game counter is displayed on the display screen 75a of the symbol display device 75 as information corresponding to the number of games remaining until the specified number is reached. The displayed game counter counts down as the number of games progresses, and when the specified number is reached and the remaining number becomes "0," a display effect corresponding to a transition to the third normal gaming state is executed. This clearly indicates that the state has transitioned to the third normal gaming state.
[0364] Like the fourth normal game state, the second normal game state also supports the high-frequency support mode, allowing the player to play while minimizing the loss of balls thanks to the support of the electric device 71. While the lower variable winning device 65 opens when a ball enters the right operating port 63a, most of the game balls launched to the right route enter the right operating port 63a and are prevented from reaching the lower variable winning device 65 located downstream of the right operating port 63a. Therefore, as with the fourth normal game state, increasing the number of balls in the second normal game state is virtually impossible. For the flow of game balls in the second normal game state, please refer to Figure 34.
[0365] When the number of plays in the second normal gaming state without a jackpot reaches a predetermined number, the support mode switches from the high-frequency support mode to the low-frequency support mode. In this embodiment, unlike the high-frequency support mode, there is no upper limit on the number of plays in the high-probability mode. Therefore, when the predetermined number of plays is reached, the game transitions to the third normal gaming state, which is compatible with the high-probability mode and the low-frequency support mode.
[0366] As already explained, when a winning ball enters the right actuation port 63a, the lottery based on the winning ball will result in a special winning result in most of the draws. In other words, in the third normal gaming state, the special winning result will occur in almost every game round, and the game will transition to the second special gaming state in each game round. This is the same as the second normal gaming state and the fourth normal gaming state.
[0367] However, when the game state shifts to the second special game state, the lower variable winning device 65 is opened, and some of the game balls launched to the right route pass through the right operating port 63a and head toward the lower variable winning device 65, and the number of balls held increases as a result of winning the lower variable winning device 65. Below, the movement of game balls in the third normal game state will be explained with reference to the schematic diagrams in Figures 37 to 38.
[0368] The third normal gaming state corresponds to the low-frequency support mode, in which the opening time of the electric device 71 is shortened from 5.7 seconds to 0.08 seconds, and the variable display time of the through gate display unit DS is extended from 0.2 seconds to 0.7 seconds. In other words, the period during which the electric device 71 is in the closed state is lengthened and the period during which it is in the open state is shortened. As described above, the sum of the variable display time of the image on the through gate display unit DS (0.7 seconds) and the fixed display time (0.5 seconds) of 1.2 seconds defines the time during which the shutter 331 is maintained in the closed state, i.e., the effective interval time (hereinafter referred to as the second interval time). This second interval time is set to be longer than the time required for the gaming ball to pass above the shutter 331 (first specific area SE1). Therefore, some of the gaming balls launched along the right route pass through the right operating port 63a and head toward the lower variable winning device 65. In other words, the number of winning balls entering the right operation opening 63a decreases, and the number of game balls passing through the right operation opening 63a increases. As a result, the number of winning balls entering the lower large winning opening 341 increases.
[0369] Specifically, as shown in Figures 37(a) -> 37(b) -> 37(c), when a gaming ball passes through the through gate 66, the shutter 331 of the electric accessory 71 moves from the closed position to the open position, and the upstream passage portion 322 is cut off. As a result, gaming balls passing through the upstream passage portion 322 flow into the right operating port 63a. When a winning entry into the right operating port 63a occurs, most of the lottery results will be a special winning result, and the lower variable winning device 65 will be opened.
[0370] As shown in Figure 37(d) to Figure 37(e), when a game ball that passes through the right operating port 63a enters the lower variable winning device 65, "10" prize balls will be paid out. The number of prize balls paid out by winning the lower variable winning device 65 (lower large winning port 341) is greater than the number of prize balls paid out by winning the right operating ball entry section 63 (right operating port 63a), which is "1". This increases the number of balls held.
[0371] Here, the time required for passing through the first specific area SE1 is longer than the game ball's launch cycle of "0.6 seconds," and the interval time until the electric device 71 changes from open state to closed state to open state is "1.2 seconds." The time "0.08 seconds" during which the electric device 71 is maintained in the open state is longer than the time required for a game ball placed on the shutter 331 to pass through the right actuation port 63a. Therefore, when game balls are continuously launched to the right route, one entry into the right actuation port 63a occurs each time the electric device 71 changes to the open state, and approximately half of the game balls that reach the ball entry unit 70 will enter the right actuation port 63a.
[0372] In addition, in the third normal gaming state, the variable display time for the right operating port 63a is 1 second, and the fixed display time is 1 second. In other words, when the transition to the second special gaming state is continuous, the interval time required for the lower variable winning device 65 to change from the accepting state to the non-accepting state to the accepting state is "2 seconds." The time required for a gaming ball that has reached the lower variable winning device 65 to pass through the second specific area SE2 is longer than the interval time. Therefore, of the gaming balls that pass through the right operating port 63a and reach the lower variable winning device 65, most will win a prize in the lower large winning port 341 (see Figures 38(e) and 38(f)). Overall, although some thinning may occur, a configuration has been achieved in which approximately one in two game balls launched along the right route and reaching the ball entry unit 70 will enter the right operating port 63a, and approximately one in two will enter the lower large entry port 341.
[0373] In the third normal gaming state, although the number of wins and the win rate for the right actuation port 63a are not as high as in the second or fourth normal gaming state, balls constantly enter the right actuation port 63a, and the number of reserved balls related to the right actuation port 63a (reserved ball count) fluctuates between "3" and "4" as the game progresses. Strictly speaking, however, while the second and fourth normal gaming states are configured to frequently generate wins that far exceed the reserved ball count limit, the third normal gaming state only generates wins that slightly exceed the reserved ball count limit. However, considering that no new reserved ball count is acquired when a win exceeding the limit occurs, the actual change in the reserved ball count is not as affected by the difference in the number of wins and the win rate. In other words, the second and fourth normal gaming states are configured to more easily generate wins that exceed the reserved ball count limit, and are differentiated from the third normal gaming state by generating more wins for which no reserved ball count is acquired.
[0374] Here, the condition for transitioning from the second normal gaming state to the third normal gaming state is to consume the maximum number of plays (the specified number of plays or the number of time-saving plays) set at the time of transition to the second normal gaming state, but this maximum number differs depending on the type of jackpot result that triggered the transition to the second normal gaming state. For example, a 2R special jackpot result sets the maximum number of plays to "50," a 6R special jackpot result A sets the maximum number of plays to "100," a 6R special jackpot result B sets the maximum number of plays to "70," a 6R special jackpot result C sets the maximum number of plays to "50," a 6R special jackpot result D sets the maximum number of plays to "30," and a 6R special jackpot result E sets the maximum number of plays to "10." In other words, the probability of transitioning to the third normal gaming state increases in the following order: 6R probability variable jackpot result A < 6R probability variable jackpot result B < 6R probability variable jackpot result C, 2R probability variable jackpot result < 6R probability variable jackpot result D < 6R probability variable jackpot result E. By providing different hurdles for transitioning to the third normal gaming state in this way, diversification of games is realized.
[0375] If a jackpot result is achieved in the third normal game state, the game will transition to the first special game state. If the first special game state is triggered by a 16R probability variable jackpot result A or a 16R probability variable jackpot result B, the game will immediately return to the third normal game state after the first special game state ends, providing a chance to increase the number of balls in hand. In contrast, if the third normal game state is triggered by a 2R probability variable jackpot result or any of the 6R probability variable jackpot results A to E, the game will transition to the second normal game state after the first special game state ends, and play will resume with the aim of transitioning to the third normal game state.
[0376] In this embodiment, although there is still a chance of returning to the third normal game state in both the second normal game state and the fourth normal game state, when taking into account the possibility of returning to the third normal game state via the second normal game state, a difference is provided so that returning to the second normal game state is easier than returning to the fourth normal game state.
[0377] As described above in detail, the pachinko machine 10 shown in this embodiment is configured to generate two states with different ball increase patterns, and the combination of these two increase patterns prevents the game progress from becoming monotonous in a game state that is advantageous to the player. Here, with reference to Figure 39, a supplementary explanation will be given of the relationship between the game flow and the number of balls in this pachinko machine 10.
[0378] If game balls are launched to the left route in the first normal game state, the number of balls held will decrease as the game progresses. If a jackpot is reached under such a situation of continued investment and the game transitions to the first special game state, the number of balls held will increase significantly due to frequent winnings in the upper variable winning device 64. Specifically, the first special game state is configured so that nine balls can actually enter the game during a round of play. Since one winning ball pays out 14 game balls, 126 game balls can be won in one round. This round of play is then repeated multiple times with a 2-second interval, providing a chance to win a large number of game balls at once.
[0379] In the first round of the first special game state, the advantageous ball entry section 314 is opened. If a ball enters the advantageous ball entry section 314 during this round, the game transitions to the second normal game state after the first special game state ends. In the second normal game state, the support mode of the electric device 71 becomes the high-frequency support mode. In the high-frequency support mode, most game balls launched to the right route enter the right actuation port 63a, but only one prize ball is paid out for a ball entering the right actuation port 63a. Considering that some game balls launched to the right route are discharged from the game area PE without entering any of the corresponding prize ball entry sections, the number of balls in the game state gradually decreases in the second normal game state as well. However, because a prize ball can be acquired by winning the right actuation port 63a, the rate at which the number of balls in the game state decreases is slower than in the first normal game state.
[0380] As explained above, if the number of play times consumed without a jackpot result after transitioning to the second normal game state reaches the upper limit, the game transitions to the third normal game state. In the third normal game state, the high-probability mode is maintained, but the support mode switches to the low-frequency support mode, increasing the number of game balls passing through the right operating port 63a. Most of the game balls that pass through the right operating port 63a will enter the lower large prize entry port 341. As mentioned above, approximately half of the game balls that reach the ball entry unit 70 head toward the lower variable prize entry device 65, and approximately one prize is awarded each time the lower variable prize entry device 65 enters the receiving state in the second special game state. Since the number of prize balls paid out for winning the lower variable prize entry device 65 is 10, the number of balls held increases by 10 each time the game transitions to the second special game state. In other words, the number of balls held increases by approximately 10 for each play. In view of these circumstances, if the game transitions to the third normal game state, a special win may occur before the next big win occurs, and the game may transition to the third special game state repeatedly, providing an opportunity to significantly increase the number of balls held.
[0381] (Regarding the electrical configuration of the notification / performance control device 143 and the display control device 710) Next, with reference to the block diagram of FIG. 40, a supplementary explanation will be given of the electrical configuration of the notification / performance control device 143 and the display control device 710.
[0382] An MPU 652 is mounted on a notification / performance control board 651 provided in the notification / performance control device 143. The MPU 652 has built-in ROM 653 that stores various control programs and fixed value data executed by the MPU 652, RAM 654 that is a memory for temporarily storing various data when the control programs stored in the ROM 653 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM 653 and RAM 654 are integrated into a single chip for the MPU 652; each may be integrated into a separate chip. This also applies to the MPUs of other control devices.
[0383] The MPU 652 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 652, and it receives game number control commands (game number control information) such as the above-mentioned variation start command, type command, and variation end command from the main control device 162. It also receives hold display control commands (hold display control information) such as shift commands and hold commands, and further commands for the opening and closing execution mode (opening and closing execution mode information) such as opening commands and ending commands.
[0384] As already explained, the output side of the MPU 652 is connected to the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and the display control device 710. Some of the various commands input from the main control device 162 to the notification / performance control device 143 are transmitted to the display control device 710 while maintaining the information format.
[0385] The display control device 710 includes an MPU 712, which is an element in which a program ROM 713 and a work RAM 714 are integrated into a chip, and a display control board 711, which is equipped with a video display processor (VDP) 715, a character ROM 716, and a video RAM 717. It is not essential that the program ROM 713 and the work RAM 714 are integrated into a single chip for the MPU 712, and each may be individually integrated into a chip.
[0386] The MPU 712 of the display control device 710 analyzes various commands received from the main control device 162 via the notification / performance control device 143, or performs predetermined calculation processing based on the received various commands, thereby controlling the VDP 715 (specifically, generating internal commands for the VDP 715). In more detail, the MPU 712 executes processing to identify the variable display pattern for each game round on the symbol display device 75 based on the commands sent from the notification / performance control device 143, and executes drawing processing for the VDP 715 in accordance with the processing results. As a result, various images are displayed on the display screen 75a of the symbol display device 75.
[0387] The program ROM 713 is a memory for storing various control programs and fixed value data executed by the MPU 712. The work RAM 714 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 712. The work data, flags, etc. are stored in various areas of the work RAM 714.
[0388] The VDP 715 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 75. Because the VDP 715 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 715 adjusts the timing of the MPU 712, video RAM 717, etc. to mediate data reading and writing, and also reads image data stored in the video RAM 717 from the character ROM 716 at a predetermined timing and displays it on the pattern display device 75.
[0389] The character ROM 716 serves as an image data library for storing various image data such as designs, character images, and background images to be displayed on the design display device 75. It is also possible to provide a plurality of character ROMs 716, and have each character ROM 716 store image data, etc. It is also possible to configure the character ROM 716 to store JPEG format image data for background images stored in the program ROM 713.
[0390] The video RAM 717 is a memory for storing display data to be displayed on the pattern display device 75, and the display content of the pattern display device 75 is changed by rewriting the content of the video RAM 717.
[0391] Here, the configuration related to the variable display of the symbols for each game and an overview of the variable display will be described with reference to Fig. 41. Fig. 41 is an explanatory diagram for explaining the overview of the display on the display screen 75a of the symbol display device 75.
[0392] The display screen 75a has three symbol rows, left, center, and right, and is provided with a variable display area ME consisting of a left variable display area, a center variable display area, and a right variable display area corresponding to each symbol row. On the display screen 75a, the symbols of each symbol row are displayed in a variable manner, scrolling periodically in a predetermined direction (for example, from top to bottom). In each variable display area ME, three symbols are displayed in a static fashion for each symbol row, resulting in a total of nine symbols displayed in a 3x3 format.
[0393] As shown in (j) to (s) of Figure 42, the symbols are composed of nine main symbols, each representing the numbers "1" to "9," and a sub-symbol, which is a picture of a seashell. The main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols," and when these specific symbols line up, the game transitions to a special game state, and during this special game state, it becomes easier to score a ball into the advantageous scoring section 314. The main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols." When these non-specific symbols line up, the game transitions to a special game state, but they are differentiated from the specific symbols so that scoring a ball into the advantageous scoring section 314 during this special game state is substantially difficult.
[0394] Returning to the explanation of Fig. 41, five active lines, namely, an upper line L1, a middle line L2, a lower line L3, a left-upward line L4, and a right-upward line L5, are set in the variable display area ME of the display screen 75a. Then, in each game, the variable display of the symbols is stopped in the order of the left symbol row → the right symbol row → the middle symbol row, and when the variable display of all symbol rows ends with a predetermined symbol combination (for example, a combination of symbols with the same number) formed on any of the active lines L1 to L5, a jackpot video is displayed indicating the occurrence of a normal jackpot result or a probability variable jackpot result.
[0395] When the above-mentioned reach display is performed, for example, first the variable display of the pattern is finished in the left variable display area, and then in a state where the variable display of the pattern is finished in the right variable display area, a reach line is formed by stopping and displaying a pattern with the same number on at least one of the activated lines L1 to L5, and in a situation where the reach line is formed, a variable display of the pattern is performed in the middle variable display area, resulting in a reach display. Then, when the opening and closing execution mode occurs, the same pattern as the pattern forming the reach line is stopped and displayed on the reach line, and the variable display of the pattern in the middle pattern row is finished.
[0396] 41, a variable display area for the lower actuation port is provided in the upper left corner of the display screen 75a, in which a variable display of a pattern corresponding to a game turn related to the lower actuation port 62a is executed, and a variable display area for the right actuation port is provided in the upper right corner of the display screen 75a, in which a variable display of a pattern corresponding to a game turn related to the right actuation port 63a is executed. The variable display area for the lower actuation port is linked to the lower actuation port display section DL of the main display section D, and the variable display area for the right actuation port is linked to the right actuation port display section DR of the main display section D. In the first normal play state, the variable display of the pattern in the variable display area ME is linked to the variable display of the pattern in the variable display area for the lower actuation port, and in the second to fourth normal play states, the variable display of the pattern in the variable display area ME is linked to the variable display of the pattern in the variable display area for the right actuation port, so that the link targets are switched.
[0397] In this embodiment, the outline of the variable display mode of the symbols on the display screen 75a is determined by the notification / effect control device 143 with reference to commands from the main control device 162, and the details of the display effect are determined by the display control device 710 based on the results. Specifically, the MPU 652 of the notification / effect control device 143 executes a variable display control process as part of periodic processing activated at a predetermined cycle (e.g., 2 msec), and this variable display control process determines the outline of the variable display mode of the symbols. This variable display control process is broadly divided into a variable display control process for the first normal gaming state, a variable display control process for the second and third normal gaming states, and a variable display control process for the fourth normal gaming state. The basic processing flow for these processes is similar. In this embodiment, the configuration related to the variable display control process for the second and third normal gaming states is distinctive, so the variable display control process for the second and third normal gaming states will be described below with reference to the flowchart of FIG. 43.
[0398] (Variable display control processing for second / third normal game state) In the variable display control process for the second / third normal game state, first, in step S1701, it is determined whether or not a game is being played related to the right operating port 63a, that is, whether or not a pattern display (variable display or fixed display) for one game is being executed in the variable display area ME. If it is determined that a game is not being played, the process proceeds to step S1702, where it is determined whether or not a variable start command related to the right operating port has been received from the main control device 162.
[0399] If a negative determination is made in step S1702, the variable display control process is terminated. On the other hand, if a positive determination is made in step S1702, the variable display control process is terminated after executing a process for starting the variable display in step S1703.
[0400] Returning to the explanation of step S1701, if a positive determination is made in step S1701, that is, if it is determined that a game is being played, the process proceeds to step S1704. In step S1704, it is determined whether or not the variable display of the symbol related to the right actuation port 63a is being performed in the variable display area ME. If a positive determination is made in step S1704, the process proceeds to step S1705.
[0401] In step S1705, it is determined whether or not a fluctuation end command related to the right operating port 63a has been received from the main control device 162. If a negative determination is made in step S1705, fluctuation in progress processing is executed in step S1706, and then this fluctuation display control processing is terminated. Fluctuation in progress processing is processing for executing various effects and changing determined effects in the game round started by the fluctuation start processing.
[0402] If a positive determination is made in step S1705, the process proceeds to step S1707, where a process for ending the variation is executed, and then this variable display control process is terminated. In the process for ending the variation, the variable display of the patterns and the currently executed effects are terminated (a confirmation display is performed) in accordance with the hold information for the relevant game round. In this process, the speaker unit 29 and the lamp unit 26 are driven and controlled to perform an effect corresponding to the confirmation stop. Then, a confirmation command is output to the display control device 710, and then this variable end process is terminated. The MPU 712 of the display control device 710 controls the pattern display device 75 to confirm and stop the patterns based on the received confirmation command.
[0403] Returning to the explanation of step S1704, if a negative determination is made in step S1704, the process proceeds to step S1708. In step S1708, a process for displaying finalized settings is executed. Details will be described later, but the process for displaying finalized settings includes a process for updating information corresponding to the currently set setting values.
[0404] (Processing for starting fluctuations) Next, referring to the flowchart of Figure 44, a supplementary explanation will be given of the fluctuation start processing of step S1703 (see Figure 43). The fluctuation start processing is a processing that is executed based on receiving a fluctuation start command from the main control device 162, and this processing sets / starts the performance for the game round.
[0405] In the fluctuation start processing, first, in step S1801, the currently received fluctuation start command is read, and information on the fluctuation display time is identified from that command. Also, as already explained, when a fluctuation start command is sent from the main control device 162, a type command is also sent together. In step S1801, the currently received type command is read, and from that command, information on the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, information on the special jackpot result, and information on the miss result, is identified. Then, in step S1801, the identified information is stored in a register of the MPU 652.
[0406] After executing the process of step S1801, the process proceeds to step S1802. In step S1802, it is determined whether the game result of the game that is about to start is a game result corresponding to a jackpot result based on the information grasped in step S1801. If it is a jackpot result, that is, if it is a probability jackpot result or a normal jackpot result, in the following step S1803, a setting process for a jackpot is executed.
[0407] In the jackpot setting process, the stop result of the jackpot symbols is determined (stop result determination process is performed). In the stop result determination process, if the result is a probability jackpot, the stop result of the current game round is determined to be a combination of the same specific symbols (main symbols with odd numbers) (for example, "7", "7", "7" or "1", "1", "1") on one active line L1 to L5, and if the result is a normal jackpot, the stop result of the current game round is determined to be a combination of the same non-specific symbols (main symbols with even numbers) (for example, "4", "4", "4" or "2", "2", "2") on one active line L1 to L5 (see Figure 45).
[0408] The type of main symbol and the activated lines L1 to L5 that will be stopped and displayed when a jackpot result is achieved are determined randomly by lottery or the like. The activated lines L1 to L5 and address information are stored in the final stop line tables stored in the various table areas of the ROM 653, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 654. At this time, a process is executed to store information on the determined stop result in the stop result address storage area. Note that in the following explanation, address information of the stop result determined in the various stop result determination processes is stored in the stop result address storage area of the RAM 654.
[0409] In addition, in the presentation setting process for a jackpot, a variable display mode determination process (presentation pattern determination process) is performed to determine the variable display mode of the symbols for a jackpot. When a jackpot result is achieved, the result is notified via a reach display (see Figure 46). In the variable display mode determination process for reach display, a variable display pattern table for reach display stored in various table areas of ROM 653 is obtained, and a presentation pattern for reach display corresponding to the variable display time of the currently received variation start command and the game result in the type command is determined. In addition, a process is executed to store address information of the determined variable display mode in a pattern address storage area of RAM 654. Note that in the variable display mode determination process described below, a corresponding variable display pattern table is obtained from the variable display pattern table storage area of ROM 653, and a presentation pattern corresponding to the variable display time and game result is determined. Then, address information of the presentation pattern determined in the presentation pattern determination process is stored in the pattern address storage area of RAM 654.
[0410] If it is determined in step S1802 that the result is not a jackpot, the process proceeds to step S1804. In step S1804, it is determined whether the current game result corresponds to a special win result. If the result is a loss, a negative determination is made in step S1804, and the process proceeds to step S1805, where the setting process for a loss is executed.
[0411] In the setting process for a loss, the stop result of the loss symbols is determined (the stop result determination process is performed). In this stop result determination process, the stop result in which the same combination of specific symbols and the combination of non-specific symbols are not established on the activated lines L1 to L5 is determined as the stop result of this game. Specifically, the symbol combination that results in a reach loss is determined as the stop result of this game.
[0412] In more detail, a sub-pattern that is one frame away from the pattern that forms the reach line will finally stop on the reach line, but this sub-pattern is converted in advance into a special pattern, a girl's "character" pattern, and the combination of the pattern that forms the reach line and the girl's "character" pattern (for example, "7" "girl" "7" or "4" "girl" "4") is determined as the stopping result for this game (see Figure 45).
[0413] In the first and fourth normal gaming states, the gaming ball is generally launched toward the right route, and the game progresses mainly through the game turns related to the right actuation port 63a. However, since it is possible to launch the gaming ball toward the left route during the first and fourth normal gaming states (a configuration in which a winning ball may enter the lower actuation port 62a) and hold information is carried over, a special winning result may occur in the first and fourth normal gaming states. In this way, when a special winning result occurs in the first and fourth normal gaming states, the conversion to the special symbols described above is not executed, and the same symbol combination that would be displayed in a losing result is displayed.
[0414] In the setting process of step S1805, in addition to the stopping result of the losing symbols, the variable display mode of the losing symbols is determined (variable display mode determination process (presentation pattern determination process) is performed). If a losing result occurs in the second normal gaming state and the third normal gaming state, the result is notified via a reach display (see FIG. 46). In the variable display mode determination process for reach display, a variable display pattern table for reach display stored in various table areas of ROM 653 is obtained, and a presentation pattern of reach display corresponding to the variable display time of the currently received variation start command and the game result in the type command is determined. In addition, a process is executed to store address information of the determined variable display mode in a pattern address storage area of RAM 654. Note that in the variable display mode determination process described below, a corresponding variable display pattern table is obtained from the variable display pattern table storage area of ROM 653, and a presentation pattern corresponding to the variable display time and game result is determined. Then, address information of the presentation pattern determined in the presentation pattern determination process is stored in the pattern address storage area of RAM 654.
[0415] Returning to the explanation of step S1804, if the game result of the current game round corresponds to the special winning result, an affirmative determination is made in step S1804 and the process proceeds to step S1806. In step S1806, a setting process for the special winning is executed.
[0416] In the special win setting process, the stop result of the special win symbols is determined (a stop result determination process is performed). In this stop result determination process, a stop result in which a symbol combination corresponding to a special win is formed on the pay lines L1 to L5 is determined as the stop result for this game. In addition, in the special win effect setting process, the variable display mode of the special win symbols is determined (a variable display mode determination process (effect pattern determination process) is performed). When a special win result is achieved in the second normal game state or the third normal game state, the result is notified without going through a reach display. Specifically, either the main symbol or the sub-symbol displayed on the pay line is converted into a "V" symbol, which is a special symbol corresponding to the special win result, and a symbol combination including the "V" symbol is displayed (see FIG. 45). In other words, in this embodiment, the special win result is clearly indicated by the "V" symbol being displayed in the variable display area ME.
[0417] In this way, in this embodiment, when a reach display occurs in the second normal game state and the third normal game state, the special win result is denied and it is determined that the result is either a jackpot result or a miss result.
[0418] After executing any one of the processes in step S1803, step S1805, and step S1806, the process proceeds to step S1807. In step S1807, a process is executed in which commands including information on the stop result and effect pattern determined in step S1803, step S1805, and step S1806 are output as stop result commands and pattern commands, respectively, to the display control device 710. Based on the received stop result commands and pattern commands, the MPU 712 of the display control device 710 controls the display of the symbol display device 75 to execute the effect for the current game round.
[0419] After the processing of step S1807 is executed, the processing for starting the effect for the game round is executed in the following step S1808, and then this variation start processing is terminated. Specifically, drive control of speaker unit 29 and lamp unit 26 is started based on the effect pattern determined in the above steps S1803, S1805, and S1806, and the effect for the game round is started.
[0420] Here, a supplementary explanation will be given of the variable display mode of the symbols displayed on the symbol display device 75 (display screen 75a).
[0421] (Variable display mode) The display modes of the changing patterns executed on the display screen 75a are broadly divided into six types: complete miss, which is not compatible with reach display, normal reach A, normal reach B, super reach A, super reach B, and super reach C.
[0422] In the first normal game state, in the game corresponding to the jackpot result, Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A. In the game corresponding to the miss result, the order of selection is complete miss > Normal Reach A > Normal Reach B > Super Reach A > The order of most likely choices is Super Reach B > Super Reach C.
[0423] In contrast, in the second to fourth normal gaming states, in all game times corresponding to a jackpot result and a loss result, complete miss, normal reach A, and normal reach B are excluded from execution targets. In game times corresponding to a jackpot result, the order of likelihood of selection is Super Reach C > Super Reach B > Super Reach A, and in game times corresponding to a loss result, the order of likelihood of selection is Super Reach A > Super Reach B > Super Reach C.
[0424] Here, the variable display modes of normal reach A and B will be explained. When normal reach A or B is selected, first, the variable display (scroll display) of all the symbol columns that are stopped and displayed begins, then the variable display of the symbols in the left symbol column ends (stop display), and then the variable display of the symbols in the right symbol column ends (stop display). With the left and right symbol columns stopped and displayed in this way, a reach line is formed by displaying a main symbol with the same number on any of the activated lines L1 to L5. Then, with the reach line formed, the variable display of the middle symbol column is performed, resulting in a reach display (reach variable display). After the reach display is achieved, the variable display ends by displaying the middle symbol column in a stopped state. Then, when the same symbol as the symbol constituting the reach display stops on the reach line, a jackpot is announced, and when other symbols stop, a loss is announced. In this way, the final symbol combination that is stopped and displayed is maintained as is for a predetermined period of time. In other words, the current game round continues until the stop display period has elapsed, and once the stop display period has elapsed, transition to the next game round is permitted.
[0425] In this embodiment, the difference in the variable display time between normal reach A and normal reach B is ensured by setting a difference in the variable display time of the middle symbol row after the reach line is formed, but the method for setting the difference between the two is arbitrary. For example, it is also possible to ensure the difference in the variable display time by setting a difference in the time from when the variable display starts to when the reach line is formed.
[0426] Next, the variable display modes of Super Reach A, B, and C will be explained based on the variable display modes of Normal Reach A and B described above. For Super Reach A, B, and C, the above-mentioned reach line is formed through the same process as for Normal Reach A and B. After the reach line is formed, a predetermined character is displayed as a moving image in conjunction with the variable display of the middle symbol row, thereby creating a reach effect. Specifically, for Super Reach A, after the reach line is formed, a character modeled after a fairy is displayed in the center of the variable display area of the middle symbol row (the center of the variable display area ME), for Super Reach B, after the reach line is formed, a character modeled after a boy is displayed in the center of the variable display area of the middle symbol row (the center of the variable display area ME), and for Super Reach C, after the reach line is formed, a character modeled after a monster is displayed in the center of the variable display area of the middle symbol row (the center of the variable display area ME).
[0427] As already explained, in the second and third normal gaming states, the variable display time for the game turn related to the right operating port 63a is shortened. In the second and third normal gaming states, a special win result is obtained in most game turns, and by firing the gaming ball along the right route, the game can be advanced to the player's advantage compared to firing the gaming ball along the left route.
[0428] Here, the second normal gaming state and the third normal gaming state both correspond to the high probability mode, and differences are provided so that the probability of a jackpot result increases in the order of Setting 1 < Setting 2 < Setting 3, and the probability of a losing result increases in the order of Setting 3 < Setting 2 < Setting 1. In other words, differences are provided so that the more advantageous the setting value is to the player, the lower the probability of a losing result.
[0429] Specifically, as shown in Figure 47(a), setting 1 results in a losing result with a probability of 236 / 65536, setting 2 results in a losing result with a probability of 136 / 65536, and setting 3 results in a losing result with a probability of 36 / 65536. The rate of losing results is smaller than the rate of special winning results and the rate of big winning results, and losing results are rare in the second normal gaming state and the third normal gaming state (see Figure 12).
[0430] Here, it is assumed that a player who wants to play on a gaming machine with settings that are even slightly more advantageous to the player will focus on losing results, which have a large difference in probability of occurring between settings. In this embodiment, an information display area that displays information corresponding to the probability of occurrence of a losing result is provided in a corner (lower right part) of the display screen 75a of the symbol display device 75. Below, an overview of the display in the information display area will be explained with reference to Figures 47(b) and 48. Figure 47(b) is a schematic diagram showing the display screen 75a of the symbol display device 75, Figure 48(a) is a schematic diagram showing the relationship between the loss probability and effect size, and Figure 48(b) is a schematic diagram showing the relationship between the effect size and the high setting expectation.
[0431] As shown in Figure 47(b), the character CA is displayed in the character display area CE (information display area). This character CA is basically configured to be displayed at all times from when the power of the pachinko machine 10 is turned on until it is turned off, regardless of the game state (the first normal game state to the fourth normal game state, the first special game state to the second special game state).
[0432] Character CA is composed of a girl character image and an effect image EF surrounding the character image. While there is one type of character image, there are multiple (three) types of effect images EF. Specifically, as shown in FIG. 48(a), the effect images EF are broadly divided into an effect image LV1 corresponding to effect level 1, which is the largest, an effect image LV2 corresponding to effect level 2, which is smaller than effect level 1, and an effect image LV3 corresponding to effect level 3, which is smaller (smallest) than effect level 2, and character CA is displayed in the character display area CE with any of the effect images LV1 to LV3 added.
[0433] The effect images LV1 to LV3 are configured to be switched depending on the game status in the second normal game state and the third normal game state. Details will be described later, but in this embodiment, the number of games played in the second normal game state and the third normal game state (number of games played) and the number of losses in the second normal game state and the third normal game state (number of losses) are cumulatively stored until the power of the pachinko machine 10 is turned off, and the loss probability (number of losses / number of games played) is calculated from the number of games played and the number of losses. Regarding the effect images EF, a loss probability of "0" or more and less than "0.13" (division E1) corresponds to the effect image LV1, a loss probability of "0.13" or more and less than "0.29" (division E2) corresponds to the effect image LV2, and a loss probability of "0.29" or more and less than "1" (division E3) corresponds to the effect image LV3 (see FIG. 48(b)). If the calculated probability of missing falls within category E1, the effect image EF of character CA will become effect image LV1; if the calculated probability of missing falls within category E2, the effect image EF of character CA will become effect image LV2; and if the calculated probability of missing falls within category E3, the effect image EF of character CA will become effect image LV3.
[0434] In this embodiment, the triggers for switching the effect image EF are (1) a game round corresponding to a miss result, and (2) a special game state corresponding to a normal jackpot result. Hereinafter, with reference to Figs. 49 to 51, various processes relating to the trigger (1) executed by the MPU 652 of the notification / presentation control device 143 will be described. Fig. 49 is a flowchart showing a related display update first preparation process executed by the MPU 652, Fig. 50 is a flowchart showing a game round presentation start process executed by the MPU 652, and Fig. 51 is a flowchart showing a related display first update process executed by the MPU 652. The processes shown in Figs. 49 to 51 are processes executed by the MPU 652 of the notification / presentation control device 143 as part of regular processing. The related display update first preparation process is a process included in the setting process for misses (S1805) of the process for starting fluctuations (Figure 44), the game round presentation start process is a process executed in step S1808 of the process for starting fluctuations (Figure 44), and the related display update first process is a process included in the process for fluctuations in progress (S1706) of the process for controlling fluctuation displays (Figure 43).
[0435] (Related display update first preparation process) As shown in FIG. 49, in the first preparation process for updating related display, first, in step S1901, it is determined whether or not the current game round corresponds to a loss result. More specifically, it is determined whether or not the game round executed in the second normal game state or the third normal game state corresponds to a loss result. If a negative determination is made in step S1901, the first preparation process is terminated. If a positive determination is made in step S1901, the process proceeds to step S1902. In step S1902, the value of the loss counter provided in the various counter area 673 of the RAM 654 is updated (more specifically, it is incremented by 1). The loss counter stores and holds the number of losses (total number) in the second normal game state and the third normal game state until the power of the pachinko machine 10 is turned off, and is reset (cleared to 0) when the power of the pachinko machine 10 is turned off.
[0436] After executing the update process of the loss count counter in step S1902, the process proceeds to step S1903, where the probability of occurrence of a loss (loss probability) in the second normal game state and the third normal game state is calculated. Specifically, the game count counter area 672 of the RAM 654 is provided with a special game count counter that stores the total number of games played in the second normal game state and the third normal game state. The value of this special game count counter is updated (more specifically, added by 1) every time a game is started in the second normal game state and the third normal game state. In the process of step S1903, the value of the loss count counter is divided by the value of the special game count counter to calculate the loss probability.
[0437] In the next step S1904, it is determined whether a change has occurred in the relationship between the above-mentioned categories E1 to E3 and the calculated value of the loss probability. In other words, it is determined whether the previous category and the category of the loss probability calculated this time are different. If it is determined in step S1904 that a change has occurred, in step S1905 a first association display change flag is set in the various flags storage area 674 of the RAM 654. Note that this first association display change flag includes information for identifying the category after the change.
[0438] After the process of step S1905 is executed, or if a negative determination is made in step S1904, the process proceeds to step S1906. In step S1906, a precursor display start process is executed to indicate a change in the section. The precursor display start process is a process for flashing the effect image EF of the character CA after the transition to the reach display.
[0439] Thereafter, in step S1907, the effect display update flag is set in the various flags storage area 674 of the RAM 654, and the first preparation process ends.
[0440] (Processing for game play performance) Next, the game round presentation processing will be described with reference to Figure 50. In the game round presentation processing, first, in step S2001, it is determined whether or not an effect display update flag is stored in the various flag storage area 674 of RAM 654. If a negative determination is made in step S2001, the process proceeds to step S2002. In step S2002, a process is performed to start the variable display of all symbol columns. In other words, if the effect display update flag is not stored, variable display is started for each of the left symbol column, center symbol column, and right symbol column at the start of a game round.
[0441] If an effect display update flag is stored in the various flag storage area 674, the process proceeds to step S2003. In step S2003, a change delay process is performed. The change delay process is a process for delaying the change display of the center symbol row, which is the final stopped symbol row, at the start timing of a game round. In the following step S2004, a process is executed to start the change display of the left symbol row and the right symbol row.
[0442] When the above-mentioned girl "character" pattern is displayed stationary on the reach line, the processing of steps S2003 and S2004 will cause the variable display of the left and right pattern rows to begin while the middle pattern row remains stationary.
[0443] (Related display first update process) Next, the first related display update process will be described with reference to Fig. 51. In the first related display update process, first in step S2101, it is determined whether it is time to start updating the effect image EF of the character CA in the character display area CE (update start timing). If a positive determination is made in step S2101, the process proceeds to step S2102. In step S2102, a process is performed to move the special symbol (girl "character" symbol) currently displayed in a stopped state for the middle symbol string toward the character display area CE. In the following step S2103, a process is performed to start the variable display of the middle symbol string, and then the first update process is terminated.
[0444] Returning to the explanation of step S2101, if it is not the timing to start updating, a negative determination is made in step S2101 and the process proceeds to step S2104. In step S2104, it is determined whether it is time to complete the update display of the effect image EF of the character CA in the character display area CE (update completion timing). If a negative determination is made in step S2104, the first update process is terminated. If a positive determination is made in step S2104, the process proceeds to step S2105.
[0445] In step S2105, it is determined whether a first related display change flag is stored in the various flags storage area 674 of RAM 654. If the determination in step S2105 is affirmative, the process proceeds to step S2106, where processing to change the effect image EF so that it has the latest effect level is performed. In other words, if the loss probability category has changed, the effect level is changed to correspond to the category based on the current loss result. In contrast, if the determination in step S2105 is negative, the process proceeds to step S2107, where processing to maintain the effect level up to that point is performed. In other words, if the loss probability category has not changed, the effect level that had been displayed up to that point is retained, and a change to the effect level is avoided.
[0446] (Effect update flow) Here, the flow of effect level updates that occur during the second normal gaming state and the third normal gaming state will be explained with reference to the schematic diagrams of Figures 52 and 53. Details will be given later, but there are cases where the effect image is changed or not changed by updating the effect level, but the display flow up to the relevant branch is basically the same, and it is difficult to distinguish in advance from the display flow whether or not there has been a change. Note that Figures 52 and 53 illustrate cases where the effect image is changed.
[0447] In Figure 52(a), a game round related to the right operating port 63a has started in the second normal game state or the third normal game state. This game round corresponds to a losing result, and the loss probability calculated for this game round is included in category E1. Currently, the effect image EF of character CA displayed in the character display area of the display screen 75a corresponds to effect level 2, and this losing result will trigger a change...
Claims
[Claim 1] A ball entry means provided in the game area; an information acquisition means for acquiring special information based on the game ball entering the ball entry means; an acquired information storage means capable of storing the special information acquired by the information acquisition means; a determination means for determining whether to grant a special benefit to a player based on the special information stored in the acquired information storage means; means for granting a bonus to a player based on the determination result by said determination means; A means for allowing the game operation to be performed, counting the time from when the game operation is started to when a notification result corresponding to the determination result of the determination means is obtained and the game operation is ended as one game; A gaming machine equipped with a specific notification means capable of executing a specific notification by a predetermined notification means; a means for setting a notification mode of the specific notification in accordance with the specific information and the expected probability of obtaining the benefit; a means for setting the specific information to first information upon a predetermined trigger; a means for setting the specific information to second information different from the first information at a predetermined opportunity; Equipped with A configuration that can change the notification mode of the specific notification when the specific information is the first information and when the specific information is the second information even if the expected degree of obtaining the benefit is the same, and can change the notification mode of the specific notification when the expected degree of obtaining the benefit is different even if the specific information is the same information, a means for executing a predetermined notification that is different from the specific notification and that can change the notification mode depending on whether the specific information is the first information or the second information; The specific notification is characterized in that it is executed for a shorter period of time than the predetermined notification.
Citation Information
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