Gaming Machines
The integration of detection and notification systems in gaming machines addresses the lack of player engagement, improving the gaming experience through dynamic interactions and notifications.
Patent Information
- Application Number
- JP2022193554
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-02
- Publication Date
- 2025-01-15
- Estimated Expiration
- 2038-04-26
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player engagement and attention to the game process.
Incorporation of a game board with ball entry means, detection means, acquisition means, storage means, and notification means to enhance player interaction and engagement through dynamic game mechanics and notifications based on game ball detection and player operation.
The solution significantly improves player attention and engagement by providing dynamic game elements and notifications, enhancing the overall gaming experience.
Smart Images

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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 gaming board on which a gaming area is formed, and a gaming ball launching means that launches gaming balls into the gaming area based on a launching operation by a player. When a gaming ball launched from the gaming ball launching means enters a ball entry section provided in the gaming area, a bonus such as a payout of a predetermined number of gaming balls is awarded to the player (see, 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 the gaming machines of the above-mentioned type, there is still room for improvement in their configuration in order to increase the attention paid to the game.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0006] The present invention provides A gaming machine comprising a gaming board on which a gaming area is formed, and a ball entry means that allows a gaming ball flowing down the gaming area to enter the gaming area, A detection means capable of detecting a game ball that has entered the ball entry means; an acquisition means for acquiring predetermined information when a gaming ball is detected by the detection means; a storage means capable of storing the predetermined information; a means for determining whether to grant a bonus to a player based on the predetermined information stored in the storage means; a destination specifying means for specifying information when the predetermined information stored in the storage means becomes the target of the grant determination before the predetermined information becomes the target of the grant determination; a specific notification means capable of issuing a specific notification based on the result of the identification by the previous identification means; an operating means operated by a player; A means for executing a specific notification in a first manner regarding predetermined information acquired based on the detection when a gaming ball is detected by the detection means and a predetermined operation of the operation means is not performed within a predetermined period before the detection of the gaming ball; The detection means detects a gaming ball, and the predetermined operation is performed during the predetermined period before the gaming ball is detected. hand means for executing a specific notification of predetermined information acquired based on the detection in a second manner different from the first manner when the detection is performed; Equipped with 、 When the predetermined operation of the operation means is performed after the game ball is detected by the detection means, the specific notification regarding the predetermined information acquired based on the detection is executed in the same manner as when the predetermined operation of the operation means is not performed. It is characterized by: [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] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] This is a schematic diagram to explain the contents of various counters used in lotteries, etc. [Figure 9] FIG. 10 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 10] FIG. 10 is a schematic diagram showing a hit / miss table for the second operating port. [Figure 11] FIG. 2(a) is a schematic diagram showing a distribution table for a first operating port, and FIG. 2(b) is a schematic diagram showing a distribution table for a second operating port. [Figure 12] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 13] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 14] 10 is a flowchart showing a game play control process. [Figure 15] 10 is a flowchart showing a control process for a first operating port. [Figure 16] 10 is a flowchart showing a first operating port fluctuation start process. [Figure 17] 10 is a flowchart showing a control process for a second operating port. [Figure 18] 10 is a flowchart showing the fluctuation start process for the second operating port. [Figure 19] 10 is a flowchart showing a game state transition process. [Figure 20] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 21] 10 is a flowchart showing a first opening and closing process. [Figure 22] 10 is a flowchart showing a second opening and closing process. [Figure 23] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 24] 10 is a flowchart showing processing for electric utility support. [Figure 25]10 is a flowchart showing an electric utility switching process. [Figure 26] 10 is a flowchart showing a variable display time table switching process. [Figure 27] 10 is a flowchart showing a variable display time setting process for the first operating port. [Figure 28] 10 is a flowchart showing a variable display time setting process for a second operating port. [Figure 29] 10 is a schematic diagram showing the differences in variable display time and fixed display time for each game state. FIG. [Figure 30] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 31] (a) A schematic diagram showing a variable display time table for the second operating port in the fourth normal game state, (b) A schematic diagram showing a variable display time table for the first operating port in the fourth normal game state. [Figure 32] (a) A schematic diagram showing the relationship between the type of jackpot result and the combination of the variable display time table referenced in the fourth normal game state, (b) A schematic diagram showing the display of the remaining time. [Figure 33] 10 is a timing chart showing the flow of a game in a fourth normal gaming state. [Figure 34] This is a timing chart showing the increase and decrease of balls held as the game progresses. [Figure 35] FIG. 10 is a front view showing the configuration of a game board in a second embodiment. [Figure 36] FIG. 2 is a schematic diagram showing a distribution structure of game balls. [Figure 37] This is a schematic diagram showing a hit / miss table for the first ball entry section. [Figure 38] This is a schematic diagram showing a win / loss table for the second ball entry section. [Figure 39] FIG. 10(a) is a schematic diagram showing a distribution table for the first ball entry section, and FIG. 10(b) is a schematic diagram showing a distribution table for the second ball entry section. [Figure 40] FIG. 10A is a schematic diagram comparing the low-frequency support mode and the high-frequency support mode, and FIG. 10B is a schematic diagram showing the relationship between the allocation results and various modes. [Figure 41]FIG. 2 is a schematic diagram showing the display content on the display screen. [Figure 42] 10 is a flowchart showing a control process for the first ball entry section. [Figure 43] 10 is a flowchart showing a control process for the second ball entry section. [Figure 44] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 45] A schematic diagram showing the differences in variable display time and fixed display time for each variable display mode. [Figure 46] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 47] 10 is a timing chart showing the flow of a game. [Figure 48] FIG. 11 is a schematic diagram showing a win / lose table in the third embodiment. [Figure 49] FIG. 13 is a schematic diagram showing a display flow in the fourth embodiment. [Figure 50] 13A and 13B are schematic diagrams showing an allocation table in the fifth embodiment, and FIG. 13C is a schematic diagram showing the relationship between allocation results and various modes. [Figure 51] FIG. 13 is a front view showing the configuration of a game board in the sixth embodiment. [Figure 52] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 53] FIG. 10 is a schematic diagram showing the relationship between a setting value and an advantageous degree. [Figure 54] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 55] FIG. 10 is a schematic diagram showing the flow of the presentation in the opening and closing execution mode. [Figure 56] 10A is a flowchart showing a control process for a first special game state executed by the MPU of the notification / performance control device, and FIG. 10B is a flowchart showing a process for an opening part. [Figure 57] (a) A schematic diagram showing a lottery table for setting suggestions, (b) A schematic diagram showing the relationship between setting values and ending images. [Figure 58] 10 is a flowchart showing a main part process. [Figure 59] 10 is a flowchart showing a round process. [Figure 60] 10 is a flowchart showing interval processing. [Figure 61] (a) A schematic diagram showing the display during a round, and (b) A schematic diagram showing the display during an interval. [Figure 62] FIG. 10A is a schematic diagram showing a display in a battle part, and FIG. 10B is a schematic diagram showing a display in an ending part. [Figure 63] FIG. 13 is a schematic diagram showing a display in the seventh embodiment. [Figure 64] FIG. 10 is a schematic diagram showing a modified example. [Figure 65] FIG. 20 is a schematic diagram showing various counters and the like in the eighth embodiment. [Figure 66] 10 is a flowchart showing a timer interrupt process. [Figure 67] A flowchart showing the winning process for an operating port. [Figure 68] 10 is a flowchart showing an information acquisition process. [Figure 69] 10 is a flowchart showing a normal process. [Figure 70] 10 is a flowchart showing a game play control process. [Figure 71] 10 is a flowchart showing a data setting process. [Figure 72] 10 is a flowchart showing a fluctuation start process. [Figure 73] 10 is a flowchart showing a process for setting a variable display time. [Figure 74] 10 is a flowchart showing a game state transition process. [Figure 75] 2 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 76] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 77]10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 78] 10 is a flowchart showing the variable display control process performed by the MPU of the notification and performance control device. [Figure 79] 10 is a flowchart showing the variable start processing. [Figure 80] (a) A schematic diagram showing the types of variable display modes, (b) A schematic diagram showing an overview of each variable display mode. [Figure 81] (a) A flowchart showing the processing for pending display control commands by the MPU of the display control device, and (b) a schematic diagram showing the pending display. [Figure 82] 10 is a flowchart showing confirmation processing for hold notice by the MPU of the main control device. [Figure 83] 10 is a flowchart showing a process for setting a hold command by the MPU of the main control device. [Figure 84] 10 is a flowchart showing the setting process for the hold notice effect by the MPU of the notification / effect control device. [Figure 85] (a) A schematic diagram showing the types of hold icons, and (b) a schematic diagram showing an overview of the preview performance. [Figure 86] (a) A schematic diagram showing an overview of the first type of preview performance, and (b) a schematic diagram showing an overview of the second type of preview performance. [Figure 87] (c) Schematic diagram showing an overview of special changes. [Figure 88] 10 is a flowchart showing a control process for operation-responsive reach display executed by an MPU of the notification / performance control device. [Figure 89] FIG. 13(a) is a partially enlarged view of a game board in the eighth embodiment, and FIG. [Figure 90] 10 is a flowchart showing a special operation determination process executed by the MPU of the notification / performance control device. [Figure 91] (a) is a schematic diagram showing the passage structure, and (b) is a schematic diagram showing the reception hours for special operations. [Figure 92]10 is a flowchart showing a control process for operation-responsive hold change executed by the MPU of the notification / performance control device. [Figure 93] A schematic diagram showing how a hold icon is displayed based on a special operation. [Figure 94] A schematic diagram showing how a hold icon is displayed based on a special operation. [Figure 95] FIG. 13(a) is a schematic diagram showing the movement of a gaming ball, and FIG. 13(b) is a schematic diagram showing a modified example of the correspondence between special operations and winning in the ninth embodiment. [Figure 96] FIG. 22 is a schematic diagram showing a passage structure in a tenth embodiment. [Figure 97] FIG. 22 is a partial cross-sectional view of a game board in the eleventh embodiment. [Figure 98] A schematic diagram showing the relationship between the timing of winning and the timing of additional display of a pending icon. [Figure 99] 10 is a flowchart showing a special operation determination process. [Figure 100] (a) A schematic diagram showing the passage structure, (b) A schematic diagram showing the waiting time for winning. [Figure 101] FIG. 23 is a schematic diagram showing the movement of the operation button in the twelfth embodiment. [Figure 102] 10 is a flowchart showing a special operation determination process. [Figure 103] 10 is a schematic diagram showing the relationship between the interval time between wins and the determination of special operations. FIG. [Figure 104] 10 is a flowchart showing the hold display addition process. [Figure 105] A schematic diagram showing the relationship between the timing of winning and the timing of adding a pending icon. [Figure 106] FIG. 22 is a partial cross-sectional view of a game board in the thirteenth embodiment. [Figure 107] (a) A flowchart showing the winning determination process executed by the MPU of the main control unit, and (b) a schematic diagram showing how winning is detected. [Figure 108] 10 is a flowchart showing a special operation determination process. [Figure 109] FIG. 10 is a schematic diagram showing the relationship between the number of HI level detections and the reference range. [Figure 110] FIG. 4 is a schematic diagram showing the relationship between the first reference range, the second reference range, and the third reference range. 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 (hereinafter referred to as the lamp portion 26) incorporating light-emitting devices such as LEDs is provided along the periphery of the window portion 21. The lamp portion 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 portion 27 that lights up in the event of a predetermined error is provided at the center of the lamp portion 26 and at the top of the pachinko machine 10, and prize ball lamp portions 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp portion 27. In addition, speaker portions 29 that output sound effects and the like according to the game status are provided near the left and right prize ball lamp portions 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] An operation button 42 for effects that can be manually operated by a player is disposed in the upper bulge 31 at a position closer to the player than the upper tray 33. The operation button 35 comprises a button member disposed with the operation surface to be pressed facing upward, a holder that holds the button member so that it can be displaced up and down (from the standby position to the maximum pressing position), and a biasing member that biases the button member toward the standby position. When the player presses the button member, the button member displaces from the standby position to the maximum pressing position against the biasing force of the biasing member. When the player releases the button member upon completion of the operation, the biasing force of the biasing member causes the button member to return to the standby position. The operation button 35 constitutes an operation device that allows the player to give predetermined instructions during the course of the game, for the purpose of performing predetermined effects on the display screen of the pattern display device, which will be described later.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] (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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] (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.
[0031] Specifically, if a ball enters the general winning port 61, 10 game balls will be paid out, if a ball enters the first operating ball entry section 62, 4 game balls will be paid out, if a ball enters the second 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.
[0032] 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 entry port 61, the operational entry ports 62, 63, the variable entry devices 64, 65, and the through gate 66 will also be referred to as "entering."
[0033] Furthermore, numerous game nails 69 are planted on the game board 60 in order to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The various components of these game nails 69 and windmills differentiate the flow path of the game balls, and adjustments are made so that winning into the general winning hole 61 and the like described above occurs with an appropriate probability.
[0034] The variable display unit 67 is disposed in the center of the game board 60, and the actuation ball entrance sections 62, 63, etc. are disposed around the variable display unit 67. The first actuation ball entrance section 62 is broadly divided into a first actuation ball entrance section 62L (lower actuation port 62aL) disposed below the variable display unit 67, and a right actuation ball entrance section 62R (right actuation port 62aR) disposed to the right of the variable display unit 67. In the following description, when the lower actuation port 62aL and the right actuation port 62aR are not particularly distinguished from each other, the lower actuation port 62aL and the right actuation port 62aR will be referred to as the "first actuation port 62a."
[0035] The second actuation 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, and by changing the position of the shutter using the drive unit, it can be switched between an open state (acceptance state) that allows the ball to enter the second actuation ball entry section 63 (second actuation opening 63a), and a closed state (non-acceptance state) that prevents the ball from entering. The electric device 71 attached to the second actuation ball entry section 63 may also be switchable between a state that makes it easier to enter the second actuation opening 63a and a state that makes it more difficult to enter the ball.
[0036] The through gate 66 is disposed in the game area PE (the right route, which will be described in detail later) upstream of the second actuation 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.
[0037] The right route is provided with a right-side actuated ball entry section 62R, one of the first actuated ball entry sections 62. The upper variable entry device 64 is located between the right-side actuated ball entry section 62R and the second actuated ball entry section 63. The upper variable entry device 64 is provided with an upper large entry opening that allows multiple game balls to enter simultaneously, and an opening / closing mechanism that opens and closes the upper large entry opening. The opening / closing mechanism includes a shutter that serves as an opening / closing member for the large entry opening. 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 entry drive unit (more specifically, a solenoid). The shutter is normally maintained in a closed state, but 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).
[0038] The lower variable winning device 65 is disposed downstream of the second operational ball 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. When the internal lottery results in a transition to an opening / closing execution mode (special game state or opening / closing execution state), the shutter is switched to an open state.
[0039] Here, the opening and closing execution mode is a mode to which the player enters when a jackpot or special win, which will be described later, is obtained in a lottery based on balls entering the operating ball entry sections 62, 63. In the opening and closing execution mode, the lower variable winning device 65 is opened such 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 balls (9 balls in this embodiment).
[0040] 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.
[0041] 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.
[0042] 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.
[0043] The above-mentioned right-side actuation ball entry section 62R, second actuation 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 actuation ball entry section 62R, second actuation ball entry section 63, variable entry devices 64, 65, and through gate 66. On the other hand, the lower actuation ball entry section 62L, which is one of the first actuation ball entry sections 62, is arranged on the left route, and game balls flowing down the right route are prevented from entering the lower actuation ball entry section 62L. 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, the player can advance the game to an advantage.
[0044] 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.
[0045] The main display unit D comprises a display unit D1 for the first operating port that displays the lottery results based on winning at the first operating ball entry unit 62 (first operating port 62a), and a display unit D2 for the second operating port that displays the lottery results based on winning at the second operating ball entry unit 63 (second operating port 63a).
[0046] In the first actuation port display unit D1, a winning entry into the first actuation ball entry unit 62 (first actuation 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 first actuation ball entry unit 62 is clearly displayed. If the result of the internal lottery based on the winning entry into the first actuation ball entry unit 62 is a winning result corresponding to transition to the opening / closing execution mode, the changing display in the first actuation port display unit D1 is stopped, and after a predetermined pattern is displayed as a stopping result, transition is made to the above-mentioned opening / closing execution mode.
[0047] In the second actuation port display unit D2, a variable display of a pattern is triggered by a winning entry into the second actuation ball entry unit 63, and as a result of the variable display stopping, the result of the internal lottery conducted based on a winning entry into the second actuation ball entry unit 63 (second actuation port 63a) is clearly displayed. If the result of the internal lottery based on a winning entry into the second actuation ball entry unit 63 is a winning result corresponding to a jackpot or special win, the variable display is stopped in the second actuation port display unit D2, a predetermined pattern is displayed as a stopping result, and then the mode is switched to the opening / closing execution mode according to the result.
[0048] 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 D1, D2, 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 content, 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.
[0049] The main display section D of the main display unit 81 is provided with a first actuation port reserved number display section S1 and a second actuation port reserved number display section S2. The first actuation port reserved number display section S1 corresponds to the first actuation port 62a, and the number of times that game balls have entered the first actuation port 62a is reserved up to a maximum of four times, and the number of reserved balls is displayed by turning on or off the light-emitting elements (LEDs) that make up the first actuation port reserved number display section S1. The second actuation port reserved number display section S2 corresponds to the second actuation port 63a, and the number of times that game balls have entered the second actuation port 63a is reserved up to a maximum of four times, and the number of reserved balls is displayed by turning on or off the light-emitting elements (LEDs) that make up the second actuation port reserved number display section S2.
[0050] In addition to the various display sections described above, the main display section 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 second operating ball entry section 63 is opened in a predetermined manner.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] (Ura Pack Unit 15) Next, the back pack unit 15 will be described with reference to FIGS.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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.
[0084] 5 and 6, we will now provide additional explanations about the second operating ball entry section 63 and the variable entry devices 64, 65 arranged on the right route. Figure 5 is a front view of the upper variable entry device 64, and Figure 6 is a front view of the entry unit.
[0085] (Upper variable winning device 64) 5, 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.
[0086] 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 in the right route.
[0087] 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.
[0088] 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).
[0089] 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.
[0090] 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).
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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 second operating ball entry section 63 and the lower variable winning device 65 described above. The ball entry unit 70 will be described below with reference to Figure 6.
[0098] (70 ball 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.
[0099] The outlet portion 321b is located directly below the first operational ball entrance portion 62, and the game balls flowing out from the outlet portion 321b are guided below the lower operational ball entrance portion 62L. This prevents game balls that have passed through the ball passage 321 from entering the lower operational ball entrance portion 62L.
[0100] 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 second 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.
[0101] 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.
[0102] The second actuation ball entrance 63 is provided adjacent to the upstream passage 322. Specifically, the second actuation port 63a of the second actuation ball entrance 63 is open upward, and the upstream passage 322 is formed so as to cross above the second actuation port 63a. The electric device 71 attached to the second actuation ball entrance 63 includes a shutter 331 that can slide back and forth (in the thickness direction of the gaming 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) where no drive signal is output from the main control device 162, the shutter 331 is positioned in a closed position covering the second operating port 63a from above, and when a drive signal is output and the electric accessory drive unit 332 enters a driven state (excited state), it moves (retreats) to an open position where it does not cover the second operating port 63a.
[0103] Here, when the shutter 331 is placed 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. In detail, the housing 320 is provided with an upstream bottom portion that forms the bottom portion upstream of the second actuation port 63a in the passage direction of the upstream passage portion 322, and a downstream bottom portion that forms the bottom portion downstream of the second actuation port 63a, and the rolling surface of the gaming ball is formed by the upstream bottom portion 322a, the downstream bottom portion 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 that faces the second actuation port 63a across the shutter 331, is referred to as the "first specific region SE1."
[0104] 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 gaming ball that has reached the first specific area SE1 has difficulty moving in the passage direction of the upstream passage portion 322 and will flow into the second actuation port 63a. On the other hand, gaming balls that have not flowed into the second actuation port 63a continue to move along the ball passage 321, and most of them will reach the downstream passage portion 324. Here, the downstream passage portion 324 and the associated lower variable winning device 65 will be described.
[0105] 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.
[0106] When the shutter 345 is 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."
[0107] 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.
[0108] (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.
[0109] 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.
[0110] 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 first operating ball entry section 62, a detection sensor 391c for the second operating ball entry section 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 section. Also, the MPU 602 executes a lottery for generating a jackpot based on winnings in the first operating ball entry section 62 (first operating opening 62a) and the second operating ball entry section 63 (second operating opening 63a).
[0111] 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 first 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 second operating port 63a, a prize ball command corresponding to the payout of one game ball is output.
[0112] 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.
[0113] 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 second 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.
[0114] 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 first operating opening display unit D1 and the second operating opening display unit D2 in the main display unit D of the main display unit 81.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] Here, we will explain the display contents of the symbol display device 75. The display screen 75a of the symbol display device 75 is provided with a variable display area in which three symbol rows, left, center, and right, are displayed. 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).
[0124] Although details will be described later, in each variable display area, one symbol is displayed for each symbol row, for a total of three symbols. For example, the variable display stops in the order of the left symbol row → right symbol row → 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.
[0125] 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).
[0126] 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.
[0127] 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 actuation 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 first actuation port 62a lined up in the left-right direction, and a reserve number display area for the first actuation 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 second actuation port 63a lined up in the left-right direction.
[0128] Specifically, when a gaming ball enters the first actuation port 62a, the maximum number of reserved balls is four, and corresponding to this, 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 are set in the reserved number display area for the lower actuation port. Also, when a gaming ball enters the second actuation port 63a, the maximum number of reserved balls is four, and corresponding to this, 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 are set in the reserved number display area for the right actuation port.
[0129] For example, if the number of reserved balls when a game ball enters the first 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 first 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.
[0130] (About various counters) Next, with reference to the schematic diagram of FIG. 8, the configuration relating to the operation of the pachinko machine 10 configured as described above will be described.
[0131] 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 perform a lottery to determine 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 perform a lottery to generate 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 of the changing symbols on the ball entry section display section of the main display unit 81 and the changing symbol display time on the symbol display device 75. Furthermore, it uses an open random number counter C4 used to perform a lottery to determine whether or not the electric accessory 71 attached to the second operating ball entry section 63 is opened.
[0132] 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.
[0133] The RAM 604 is provided with a reserved ball storage area 632 consisting of a first actuation port reserve area Ra, a second actuation port reserve area Rb, a first execution area AE1 for the first actuation port reserve area Ra, a second execution area AE2 for the second 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 first actuation port 62a or the second actuation port 63a.
[0134] Regarding each counter in detail, the winning random number counter C1 is configured to increment by one within a range of, for example, "0" to "599" and return to 0 after reaching a maximum value (i.e., 599). 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 "599"). The winning random number counter C1 is periodically updated and stored in the reserved ball storage area 632 of the RAM 604 when a gaming ball enters the first actuation port 62a or the second actuation port 63a. More specifically, when a gaming ball enters the first actuation port 62a, the winning random number counter C1 is stored in the reserved ball storage area Ra for the first actuation port of the RAM 604, and when a gaming ball enters the second actuation port 63a, the winning random number counter C1 is stored in the reserved ball storage area Rb for the second actuation port of the RAM 604.
[0135] The random number values for winning the jackpot and 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 win / loss information group storage means in ROM 603. The contents of the win / loss table will now be explained using the schematic diagrams of Figures 9 and 10. As win / loss tables, a win / loss table for first actuation port 62a (see Figure 9) and a win / loss table for second actuation port 63a (see Figure 10) are provided, and the win / loss table for first actuation port 62a is referenced in a lottery based on a ball entering first actuation port 62a, and the win / loss table for second actuation port 63a is referenced in a lottery based on a ball entering second actuation port 63a.
[0136] (1st operating port pass / fail table) In the hit / miss table for the first actuation port 62a, which is referenced when the lottery mode is the low probability mode, there are two random number values corresponding to a jackpot result, "7" and "507," as shown in Figure 9(a). That is, of the values of the hit random number counter C1 ranging from "0" to "599," "7" and "507" correspond to a jackpot result, and the probability of winning is 2 / 600. The low probability mode hit / miss table for the first actuation port 62a does not have random number values corresponding to a special hit result, and all random number values other than those that result in a jackpot result correspond to a losing lottery result.
[0137] In the hit / miss table for the first actuation port 62a, which is referenced when the lottery mode is the high-probability mode, as shown in FIG. 9(b), the random number values corresponding to the jackpot results are six: "7," "107," "207," "307," "407," and "507." That is, of the hit random number counter C1 values from "0" to "599," "7," "107," "207," "307," "407," and "507" correspond to the jackpot results, and the probability of winning is 6 / 600. The high-probability mode hit / miss table for the first actuation port 62a does not have random number values corresponding to special hit results, and all random number values other than those that result in a jackpot result correspond to a losing lottery result.
[0138] (Pass / fail table for second operating port) In the hit / miss table for the second actuation port 63a, which is referenced when the lottery mode is in the low-probability mode, as shown in FIG. 10(a), the random number values corresponding to the jackpot result are "7" and "507." That is, among the values of the hit random number counter C1 ranging from "0 to 599," "7" and "507" correspond to the jackpot result, and the probability of a jackpot is 2 / 600, which is similar to the hit / miss table for the first actuation port 62a. However, in the hit / miss table for the second actuation port 63a, "1," "2," "3," "597," "598," and "599" correspond to the special win result, and the probability of a special win result is 593 / 600. Note that the random number values other than those resulting in the jackpot result and the special win result, specifically "4," "104," "204," "404," and "504," are configured to result in a miss.
[0139] In the hit / miss table for the second actuation port 63a, which is referenced when the lottery mode is set to the high probability mode, as shown in FIG. 10(b), the random number values corresponding to the jackpot results are six: "7," "107," "207," "307," "407," and "507." That is, among the hit random number counter C1 values from "0" to "599," "7," "107," "207," "307," "407," and "507" correspond to the jackpot results, and the probability of winning is 6 / 600, which is similar to the hit / miss table for the first actuation port 62a. However, in the hit / miss table for the second actuation port 63a, "1," "2," "3," "597," "598," and "599" correspond to the special hit results, and the probability of winning is 593 / 600. In addition, other than the random number value that results in a jackpot result and the random number value that results in a special win result, specifically "404", the lottery result is configured to be a losing result.
[0140] In this way, the probability of a jackpot result is the same regardless of whether the first actuation port 62a or the second actuation port 63a wins. However, when comparing the first actuation port 62a and the second actuation port 63a, the second actuation port 63a is set to have a higher probability of a special win. In other words, when comparing the probability of a certain number of balls being released, the second actuation port 63a is favored over the first actuation port 62a.
[0141] Returning to the explanation of Fig. 8 again, 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 first actuation port 62a or the second actuation port 63a. More specifically, when a gaming ball enters the first actuation port 62a, it is stored in the first actuation port reserved area Ra of the RAM 604, and when a gaming ball enters the second actuation port 63a, it is stored in the second actuation port reserved area Rb of the RAM 604.
[0142] 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 6R normal jackpot result A, a 6R normal jackpot result B, a 6R normal jackpot result C, a 6R normal jackpot result D, a 6R normal jackpot result D, a 6R normal jackpot result E, a 6R normal jackpot result F, a 6R special jackpot result, and a 16R special jackpot result.
[0143] (1st operating port sorting table) As shown in Figure 11(a), in the allocation table for the first operating port, of the values of the winning type counter C2 from "0" to "99", a total of 6 values from "0" to "5" correspond to a 6R normal jackpot result A, a total of 6 values from "6" to "11" correspond to a 6R normal jackpot result B, a total of 6 values from "12" to "17" correspond to a 6R normal jackpot result C, a total of 6 values from "18" to "23" correspond to a 6R normal jackpot result D, a total of 6 values from "24" to "29" correspond to a 6R normal jackpot result E, a total of 6 values from "30" to "49" correspond to a 6R normal jackpot result F, a total of 48 values from "50" to "97" correspond to a 6R special jackpot result, and a total of 2 values from "98" to "99" correspond to a 16R special jackpot result.
[0144] (Distribution table for second operating port) As shown in Figure 11(b), in the allocation table for the second operating port, of the values of the winning type counter C2 from "0" to "99", a total of two "0" to "1" correspond to a 6R normal jackpot result B, a total of two "2" to "3" correspond to a 6R normal jackpot result C, a total of three "4" to "6" correspond to a 6R normal jackpot result D, a total of three "7" to "9" correspond to a 6R normal jackpot result E, a total of 25 "10" to "34" correspond to a 6R normal jackpot result F, a total of 55 "35" to "89" correspond to a 6R special jackpot result, and a total of 10 "90" to "99" correspond to a 16R special jackpot result.
[0145] Returning to the explanation of FIG. 8 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 first actuation port 62a or the second actuation port 63a. More specifically, the reach random number counter C3 is stored in the first actuation port reserve area Ra of the RAM 604 when a gaming ball enters the first actuation port 62a, and is stored in the second actuation port reserve area Rb of the RAM 604 when a gaming ball enters the second 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] The fluctuation type counter CS is configured to be incremented by one in sequence 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 first actuation port display section D1 and the second actuation port display section D2 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 first actuation port display section D1 and the second actuation port display section D2 (at the start of the pattern fluctuation by the pattern display device 75).
[0152] The opening random number counter C4 for the electric accessory 71 is configured to be incremented by 1 in sequence within a range of 0 to 249, for example, and to return to 0 after reaching a maximum value. The opening random number counter C4 is periodically updated, and is stored in the electric accessory memory area 633 of the RAM 604 at the timing 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 accessory 71 to the open state by referring to the value of the opening random number counter C4 thus stored and a support lottery table (win / lose information group) stored in the win / lose table memory area 621 of the ROM 603.
[0153] (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.
[0154] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart in Fig. 12. This process is periodically (for example, every 2 msec) started by the MPU 602. In step S101, a process of reading various detection sensors (for example, the above-mentioned detection sensors 317-319, 391a-391e) is executed. That is, the status of the various detection sensors connected to the main control device 162 is read, and the status 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 first operating port 62a, a winning detection flag for the first 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 second operating port 63a, a winning detection flag for the second 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 winning 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 winning 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 winning detection flag for the lower large winning port is stored in the various flag storage area 635.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] (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 is less than the upper limit (specifically, 4), the number of reserved memories of the accessory 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.
[0159] When it is determined that the game ball has not entered the through gate 66, or when it is determined that the game ball has entered the through gate 66 but the number of reserved memories of the accessory has reached the upper limit, the winning process is terminated without storing the value of the open random number counter C4.
[0160] 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 of the role are lit.
[0161] (Winning process for operating port) In the winning process for the actuation port, first, whether or not a gaming ball has entered the first actuation ball entry section 62 (first actuation port 62a) (initial winning) is determined by whether or not a winning detection flag for the first 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 first actuation ball entry section 62 (first 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 first actuation ball entry section 62 (first actuation port 62a) to the hall computer HC on the gaming hall side. This allows the hall computer HC to determine that a winning ball has entered the first actuation ball entry section 62 (first actuation port 62a).
[0162] After that, the value (start-up hold memory number) stored in the hold number memory area of the hold area Ra for the first 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, the win type counter C2, and the reach random number counter C3, and this winning process is terminated.
[0163] On the other hand, if the winning detection flag for the first operating port is not stored in the various flag storage area 635 of the RAM 604, but the winning detection flag for the second 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.
[0164] Next, an external signal setting process is performed to output information indicating that a gaming ball has entered the second actuation ball entry section 63 (second actuation port 63a) to the hall computer HC on the gaming hall side. This allows the hall computer HC to understand that a winning ball has entered the second actuation ball entry section 63 (second actuation port 63a).
[0165] After that, the value (start-up hold memory number) stored in the hold number memory area of the hold area Rb for the second 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, the win type counter C2, and the reach random number counter C3, and this winning process is terminated.
[0166] If the game ball does not enter either the first operational ball entry section 62 or the second operational ball entry section 63, the winning process ends.
[0167] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 13. 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 a regular processing at a cycle of 4 msec, and the counter update processing of steps S209 and S210 is executed in the remaining time.
[0168] 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.
[0169] 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.
[0170] In the next step S203, a game control process is executed to progress each game. In this game control process, a win / loss determination such as 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 operation port display parts D1, D2, etc. in the main display unit 81 (main display part D), etc.
[0171] 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.
[0172] In the next step S205, an electric role support process is executed to drive and control the electric role 71 attached to the second operating ball entrance section 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 electric role 71 is opened and closed and the display of the through gate display section DS is controlled.
[0173] 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.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] 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.
[0178] (Game control processing) Here, the game count control process in step S203 will be further explained with reference to the flowcharts of Figures 14 to 18. As shown in Figure 14, in the game count control process shown in this embodiment, first, in step S301, it is determined whether or not the special game state (opening / closing execution mode) is in progress. Specifically, it is determined whether or not an open / close execution mode flag (opening / closing execution state information) is stored (stored) in an open / close execution mode flag storage area (opening / closing 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 process described later, and is erased when the open / close execution mode is terminated in the game state shift process.
[0179] 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 (game count control process for the lower actuation port, control process for the first actuation port) for the game count related to the winning entry into the first actuation ball entry section 62 (first actuation port 62a) is executed in step S302, and the game count control process (game count control process for the right actuation port, control process for the second actuation port) for the game count related to the winning entry into the second actuation ball entry section 63 (second actuation 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, we will first explain the first actuation port control process with reference to Figures 15 and 16, and then we will explain the second actuation port control process with reference to Figures 17 and 18, focusing on the differences from the first actuation port control process.
[0180] (Control process for first operating port) As shown in FIG. 15, in the first actuation port control process, first in step S401, it is determined whether a game related to the first actuation port 62a is in progress. Specifically, it is determined whether the first actuation port display section D1 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 for the first actuation port (hereinafter referred to as the first game round flag) is stored (stored) in the game round flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The first game round flag is stored when the variable display of a pattern is started on the first actuation port display section D1, and is erased when the pattern is displayed stationary and the fixed display ends.
[0181] If a game is not 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 being played for the second actuation port 63a. Specifically, it is determined whether the second actuation port display section D2 of the main display unit 81 is displaying a variable or fixed value, i.e., whether one game is being played. This determination is made by determining whether a game-play flag for the second actuation port (hereinafter referred to as the second game-play flag) is stored (stored) in a game-play flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The game-play flag for the second actuation port is stored when a variable display is started in the second actuation port display section D2, and is erased when a picture or the like corresponding to the lottery result (game result) is displayed stationary and the fixed display ends.
[0182] If the determination in step S402 is affirmative, the process proceeds to step S403. In step S403, it is determined whether it is time to stop and display a pattern corresponding to a jackpot result or a special jackpot result in the second actuation port 63a. If the determination in step S403 is affirmative, the control process for the first actuation port is terminated.
[0183] 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 reserved ball storage area 632 is referenced to determine whether the reserved memory number CRN for the first actuation port (more specifically, the number of reserved information related to first actuation port 62a), which is the number of reserved information stored, is "0". If the reserved memory number CRN for the first actuation port is "0", the game number control process is terminated as is. On the other hand, if the reserved memory number CRN for the first actuation port is not "0", the process proceeds to step S405. In step S405, data setting process is performed.
[0184] In the data setting process for the first actuation port 62a, first, the reserved memory count CRN for the first actuation port is decremented by 1. Then, the data stored in the first area of the reserve area Ra for the first actuation port is moved to the first execution area AE1 (see FIG. 8), and a process is executed to shift the data stored in the memory area of the reserve area Ra for the first actuation port.
[0185] This data shift process is a process of shifting the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data in each area from the second area to the first area, the third area to the second area, and the fourth area to the third area. Then, one of the lit LEDs in the hold number display unit S1 for the first operating port is turned off. In this light-off process, the LEDs in the hold number display unit S1 for the first operating port are turned off sequentially from the bottom, in contrast to the light-on process executed when hold information is added.
[0186] After the data setting process described above is performed, in step S406, a change start process for the first actuation port (change start process for the first actuation port) is executed to start the change display of the pattern in the first actuation port display section D1 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 first actuation port in step S406 will be described with reference to Fig. 16.
[0187] (First operating port fluctuation start processing) In the first actuation port variation 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 first actuation 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.
[0188] 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 determined. Furthermore, by referring to the allocation table stored in the allocation table storage area 622 of ROM 603, it is determined whether the determined type determination information is included in the information group corresponding to 6R normal jackpot result A, the information group corresponding to 6R normal jackpot result B, the information group corresponding to 6R normal jackpot result C, the information group corresponding to 6R normal jackpot result D, the information group corresponding to 6R normal jackpot result E, the information group corresponding to 6R normal jackpot result F, the information group corresponding to a 6R special jackpot result, or the information group corresponding to a 16R special jackpot result.
[0189] In step S504, a stop result setting process for a jackpot result is executed. Specifically, the symbol to be finally displayed on the first actuation port display section D1 of the main display unit 81 (main display section D) 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 first actuation port display section D1, 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 a 6R normal jackpot result A, a 6R normal jackpot result B, a 6R normal jackpot result C, a 6R normal jackpot result D, a 6R normal jackpot result E, a 6R normal jackpot result F, a 6R special jackpot result, or a 16R special jackpot result is stored in the various flag storage area 635 of RAM 604. Specifically, if the 6R normal jackpot result is A, the 6R normal A flag is stored, if the 6R normal jackpot result is B, the 6R normal B flag is stored, if the 6R normal jackpot result is C, the 6R normal C flag is stored, if the 6R normal jackpot result is D, the 6R normal D flag is stored, if the 6R normal jackpot result is E, the 6R normal E flag is stored, if the 6R normal jackpot result is F, the 6R normal F flag is stored, if the 6R special jackpot result is a 6R special jackpot flag is stored, and if the 16R special jackpot result is a 16R special jackpot flag is stored.
[0190] 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 second 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 second actuation port 63a (variable display of symbols) is currently being executed, the game round related to the second actuation port 63a (variable display of symbols) is forcibly terminated midway based on the forced termination flag. More specifically, if a game round related to the first actuation port 62a corresponds to a jackpot result and the game round related to the second actuation port 63a may be executed beyond the timing of the confirmation display for that game round, the game round related to the second actuation port 63a is shortened, and the game round related to the second actuation port 63a is terminated together with the end of the game round related to the first actuation port 62a. In such a case, the image displayed in a stopped state in the game round related to the second actuation port 63a corresponds to a losing result.
[0191] 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.
[0192] Specifically, the image to be finally stopped and displayed on the first operating port display section D1 of the main display unit 81 (main display section D) in the game round related to the start of this fluctuation is identified from the stop result table for miss results stored in advance in ROM603, and the identified information is stored in RAM604.
[0193] After the processing of steps S506 and S507 is 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. Specifically, a value corresponding to the variable display time is set in a variable display time counter for the first operating port (hereinafter referred to as the first variable display time counter) provided in the various counter area 634 of the AM 604. The first variable display time counter is updated (decremented) each time the timer interrupt process is executed. Details of this setting process will be described later.
[0194] 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.
[0195] After executing the setting process of step S509, the process proceeds to step S510, where the variable display of the first actuation port display section D1 in the main display unit 81 is started. Subsequently, in step S511, the above-mentioned first game turn flag is stored in the various flag storage area 635 of the RAM 604. This makes it possible to identify in subsequent processes that a game turn (e.g., variable display) related to the first actuation port 62a is currently being executed. Note that in this embodiment, the variable display of the patterns in the first actuation port display section D1 and the patterns in the pattern display device 75 is configured to start in accordance with the lottery, but this is not limited thereto, and the variable display of the patterns and the patterns can also be configured to start before the lottery.
[0196] Returning to the explanation of FIG. 15 again, if a positive determination is made in step S401, that is, if it is determined that a game round related to the first actuation port 62a is in progress, the process proceeds to step S407. In step S407, it is determined whether it is time to statically display a pattern corresponding to a jackpot result in a game round related to the second 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 statically display a pattern corresponding to a special win result in a game round related to the second actuation port 63a. If a negative determination is made in step S408, the process proceeds to step S409.
[0197] In step S409, it is determined whether the variable display time set in step S508 has elapsed. Specifically, it is determined whether the value of the first variable display time counter provided in the various counter area 634 of RAM 604 is "0". If a negative determination is made in step S409, variable display processing is executed in step S410, and then the first operating port control processing is terminated. In the variable display processing in step S410, the picture is variably displayed by performing processing to turn on / off each LED that constitutes the first operating port display section D1.
[0198] Returning to the explanation of step S409, if the value of the first variable display time counter is "0", an affirmative judgment is made in step S409 and the process proceeds to step S411. In step S411, it is determined whether or not a fixed display is in progress. Specifically, it is determined whether or not a fixed display flag for the first operating port (hereinafter referred to as the first fixed display flag) is stored in the various flag storage area 635 of RAM 604. If a negative judgment is made in step S411, the process proceeds to step S412. In step S412, a variable end process for the first operating port is executed.
[0199] In the variation end processing for the first operating port, first, a variation end command for the first operating port (hereinafter referred to as the first variation end command) is set. This first variation end command is sent to the notification / presentation control device 143 in step S201 of the normal processing (FIG. 13). Based on receiving the first variation end command, the notification / presentation control device 143 executes processing to end the presentation for that game round. In addition, the first variation end command is sent to the display control device 710 via the notification / presentation control device 143, and upon receiving the first variation end command, the display control device 710 displays a combination of symbols corresponding to the game result of that game round (final stop display) on the display screen 75a of the symbol display device 75. Note that the first 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.
[0200] After the first variation end command is set, the display of the main display unit 81 is controlled so that the image is statically displayed on the first actuation port display section D1 in a predetermined manner. For example, if the lottery result (game result) is a losing result, the image corresponding to the losing result is displayed as a confirmed image. Then, a value corresponding to the confirmed display time (1 sec in this embodiment) is set in a confirmed display time counter for the first actuation port (hereinafter referred to as the first confirmed display time counter) provided in the various counter area 634 of the RAM 604. The first confirmed display time counter is updated (decremented) each time the timer interrupt process is executed.
[0201] After the confirmed display time is set, the first confirmed display flag is set in the various flags storage area 635 of the RAM 604. This first confirmed display flag is cleared when the value of the first confirmed display time counter becomes "0".
[0202] After executing the variable end processing in step S412, the process proceeds to step S413. In step S413, it is determined whether the current gaming state is the second normal gaming state or the fourth normal gaming state described below. If a negative determination is made in step S413, the first operating port control processing is terminated. If a positive determination is made in step S413, the process proceeds to step S414.
[0203] In this embodiment, a first game count counter for grasping the number of times a game has been executed relating to the first actuation port 62a in the second normal game state and the fourth normal game state is provided in the various counter area 634 of the RAM 604. In the game count counter update process of step S414, the value of the first game count counter is updated. Specifically, the value of the first game count counter is decremented by "1."
[0204] In the following step S415, it is determined whether the first game play count counter is "0". If a negative determination is made in step S415, the control process for the first operating port is terminated. If a positive determination is made in step S415, the process proceeds to step S416, where a variable display time table switching flag is set in the various flag storage area 635 of RAM 604, and the control process for the first operating port is terminated. As will be described in detail later, the variable display time table is switched at the timing when the game play for which the variable display time table switching flag is set ends. Note that the first game play count counter is linked to a second game play count counter, which will be described later, and when the value of the first game play count counter becomes "0", the value of the second game play count counter is also changed to "0".
[0205] Returning to the explanation of step S411, if a positive determination is made in step S411, i.e., if a first confirmation display flag is stored in the various flag storage area 635 of RAM 604, the process proceeds to step S417. In step S417, it is determined whether the value of the first confirmation display time counter is "0." If a negative determination is made in step S417, the control process for the first actuating port is terminated. If a positive determination is made in step S417, a flag erasure process is executed in step S418, and then the control process for the first actuating port is terminated. In this flag erasure process, the first game turn flag and the first confirmation display flag stored in the various flag storage area 635 of RAM 604 are erased. As a result, in subsequent control processes for the first actuating port, a negative determination is made in step S401 again until a game turn related to the first actuating port 62a is started.
[0206] Returning to the explanation of step S407, if a positive determination is made in step S407, i.e., if it is time to stop and display a symbol corresponding to a jackpot result in the game involving the second actuation port 63a, the process proceeds to step S419. In step S419, a process for rewriting the stopped symbol is executed. In the process for rewriting the stopped symbol, the stopped symbol determined in the first actuation port variable start process is rewritten to a symbol corresponding to a miss result. Specifically, if the game involving the first actuation port 62a results in a miss result, the stopped symbol is stopped, whereas if the game involving the first actuation port 62a results in a win result, the stopped symbol is rewritten to a symbol corresponding to a miss result. Accordingly, the first variable display time counter and the game count counter are reset (cleared to 0). After executing the process of step S419, various processes related to the end of the game involving step S411 and subsequent steps are executed, and then the first actuation port control process is terminated.
[0207] Next, if the determination in step S408 is affirmative, that is, if it is time to stop and display the pattern corresponding to the special winning result in the game round related to the second actuation port 63a, the process proceeds to step S420. In step S420, a fluctuation continuation flag is set in the various flags storage area 635 of the RAM 604. By setting this fluctuation continuation flag, the MPU 602 of the main control device 162 performs display control so that the variable display of the pattern continues on the first actuation port display unit D1 even during the opening / closing execution mode.
[0208] In the next step S421, the update restriction process for the first variable display time counter is executed, and then the first actuation port control process is terminated. This update restriction process suspends the update of the first variable display time counter until the opening / closing execution mode ends. In other words, in this embodiment, if a special winning result is obtained in a game play related to the second actuation port 63a and the game transitions to the opening / closing execution mode, the variable display of the image on the first actuation port display unit D1 continues during the opening / closing execution mode, but the remaining variable display time is maintained until the opening / closing execution mode ends.
[0209] Next, the control process for the second operating port will be described with reference to FIGS.
[0210] (Control process for second operating port) As shown in FIG. 17, in the second actuation port control process, first, in step S601, it is determined whether a game related to the second actuation port 63a is in progress. Specifically, it is determined whether the second actuation port display D2 of the main display unit 81 (main display D) is in the variable display to fixed display state, i.e., whether one game is being played. This determination is made by determining whether the second game run flag described above is stored (memorized) in the game run flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The second game run flag is stored when the variable display of a pattern is started on the second actuation port display D2, and is erased when the pattern is displayed stationary and the fixed display ends.
[0211] 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 is being played for the first operating port 62a. Specifically, it is determined whether the first operating port display section D1 of the main display unit 81 is in the variable display to fixed display state, that is, whether one game is being played. This determination is made by determining whether the above-mentioned first game-play flag is stored (memorized) in the game-play flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604.
[0212] If the determination in step S602 is affirmative, the process proceeds to step S603. In step S603, it is determined whether it is time to stop and display a pattern corresponding to the jackpot result in the first actuation port 62a. If the determination in step S603 is affirmative, the second actuation port control process is terminated.
[0213] If a negative determination is made in step S603 or 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 the reserved memory number CRN for the second actuation port (more specifically, the number of reserved information related to the second actuation port 63a), which is the number of reserved information stored, is "0". If the reserved memory number CRN for the second actuation port is "0", the game play control process is terminated. On the other hand, if the reserved memory number CRN for the second actuation port is not "0", the process proceeds to step S605. In step S605, data setting processing is performed.
[0214] In the data setting process for the second actuation port 63a, first, the reserved memory count CRN for the second actuation port is decremented by 1. Then, the data stored in the first area of the reserve area Rb for the second actuation port is moved to the second execution area AE2 (see FIG. 8), and a process is executed to shift the data stored in the memory area of the reserve area Rb for the second actuation port.
[0215] This data shift process is a process of shifting the data stored in the first to fourth areas sequentially to the lower areas, clearing the data in the first area and shifting the data in each area from the second area to the first area, the third area to the second area, and the fourth area to the third area. Then, one of the lit LEDs in the hold number display unit S2 for the second operating port is turned off. In this light-off process, the LEDs in the hold number display unit S2 for the second operating port are turned off sequentially from the bottom, in contrast to the light-on process executed when hold information is added.
[0216] After the data setting process described above is performed, in step S606, a change start process for the second actuation port (change start process for the second actuation port) is executed to start the change display of the pattern in the second actuation port display section D2 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 second actuation port in step S606 will be described with reference to Fig. 18.
[0217] (Fluctuation start processing for second operating port) In the second 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 second 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.
[0218] 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 above-identified type determination information is included in the information group corresponding to the 6R normal jackpot result B, the information group corresponding to the 6R normal jackpot result C, the information group corresponding to the 6R normal jackpot result D, the information group corresponding to the 6R normal jackpot result E, the information group corresponding to the 6R normal jackpot result F, the information group corresponding to the 6R special jackpot result, or the information group corresponding to the 16R special jackpot result.
[0219] In step S704, a stop result setting process for a jackpot result is executed. Specifically, the symbol to be finally displayed on the second operation port display section D2 of the main display unit 81 (main display section D) 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 second operation port display section D2, and in step S704, information indicating the symbol corresponding to the jackpot result is stored in RAM 604. Also, in step S704, information for the MPU 602 to identify whether the current game result is a 6R normal jackpot result B, a 6R normal jackpot result C, a 6R normal jackpot result D, a 6R normal jackpot result E, a 6R normal jackpot result F, a 6R special jackpot result, or a 16R special jackpot result is stored in the various flag storage area 635 of RAM 604. Specifically, if the 6R normal jackpot result is B, the 6R normal B flag is stored; if the 6R normal jackpot result is C, the 6R normal C flag is stored; if the 6R normal jackpot result is D, the 6R normal D flag is stored; if the 6R normal jackpot result is E, the 6R normal E flag is stored; if the 6R normal jackpot result is F, the 6R normal F flag is stored; if the 6R special jackpot result is a 6R special jackpot flag is stored; and if the 16R special jackpot result is a 16R special jackpot flag is stored.
[0220] 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 first 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 first actuation port 62a (variable display of symbols) is currently being executed, the game round related to the first 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 second actuation port 63a corresponds to a jackpot result and a game round related to the first actuation port 62a (corresponding to a loss result) may be executed beyond the timing of the confirmation display for that game round, the game round related to the first actuation port 62a is shortened, and the game round related to the first actuation port 62a is terminated together with the end of the game round related to the second actuation port 63a. In such a case, the image displayed in a stopped state in the game round related to the first operating port 62a corresponds to a losing result.
[0221] 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.
[0222] 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 (second actuation port display section D2) 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. This stop result table for a special win result contains a plurality of symbols to be stopped and displayed on the second actuation port display section D2, and in step S708, 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.
[0223] 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 (second operating port display section D2) 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.
[0224] After the processes of steps S706, S708, and S709 have been executed, or if a negative determination is made in step S705, the process proceeds to step S710. In step S710, a process for setting the variable display time (display duration) is executed. The details of this variable display time setting process will be described later.
[0225] 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-control device, can determine whether a reach has occurred from the variable display time information. In this respect, it can also 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. Incidentally, in this embodiment, the variable display of the symbols in the second actuation port display unit D2 and the symbol display device 75 is configured to start in accordance with the lottery, but this is not limited thereto, and the variable display of the symbols and symbols can also be configured to start before the lottery.
[0226] After executing the setting process of step S711, the process proceeds to step S712, where the variable display of the second actuation port display section D2 on the main display unit 81 is started, and then the variable display start process for the second actuation port is terminated. In the process of step S712, the second game turn flag described above is stored in the various flags 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 second actuation port 63a is currently being executed.
[0227] 17, if a positive determination is made in step S601, that is, if it is determined that a game is being played related to the second actuation port 63a, the process proceeds to step S607. In step S607, it is determined whether it is time to stop and display a pattern corresponding to a jackpot result in the game related to the first actuation port 62a. If a negative determination is made in step S607, the process proceeds to step S608.
[0228] In step S608, it is determined whether the variable display time has elapsed. In step S608, it is determined whether the variable display time set in step S710 has elapsed. Specifically, it is determined whether the value of the second variable display time counter provided in the various counter area 634 of RAM 604 is "0". If a negative determination is made in step S608, variable display processing is executed in step S609, and then the second operating port control processing is terminated. In the variable display processing in step S610, the picture is variably displayed by performing processing to turn on / off each LED that constitutes the second operating port display section D2.
[0229] Returning to the explanation of step S608, if the value of the second variable display time counter is "0", an affirmative judgment is made in step S608 and the process proceeds to step S610. In step S610, it is determined whether or not a fixed display is in progress. Specifically, it is determined whether or not a fixed display flag for the second operating port (hereinafter referred to as the second fixed display flag) is stored in the various flag storage area 635 of RAM 604. If a negative judgment is made in step S610, the process proceeds to step S611. In step S611, a variable end process for the second operating port is executed.
[0230] In the variation end process for the second operating port, a variation end command for the second operating port (hereinafter referred to as the second variation end command) is first set. This second variation end command is sent to the notification / presentation control device 143 in step S201 of the normal process (FIG. 13). Based on receiving the second variation end command, the notification / presentation control device 143 executes a process to end the presentation for that game round. The second variation end command is also sent to the display control device 710 via the notification / presentation control device 143, and upon receiving the second variation end command, the display control device 710 displays a finalized display (final stop display) of a combination of symbols corresponding to the game result of that game round on the display screen 75a of the symbol display device 75. Note that the second 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.
[0231] After the second variation end command is set, the display of the main display unit 81 is controlled so that the image is statically displayed on the second actuation port display section D2 in a predetermined manner. For example, if the lottery result (game result) is a losing result, the image corresponding to the losing result is displayed as a confirmed image. Then, a value corresponding to the confirmed display time (1 sec in this embodiment) is set in a confirmed display time counter for the second actuation port (hereinafter referred to as the second confirmed display time counter) provided in the various counter area 634 of the RAM 604. The second confirmed display time counter is updated (decremented) each time the timer interrupt process is executed.
[0232] After the confirmed display time is set, the second confirmed display flag is set in the various flags storage area 635 of the RAM 604. This second confirmed display flag is cleared when the value of the second confirmed display time counter becomes "0".
[0233] After executing the variable end processing in step S611, the process proceeds to step S612. In step S612, it is determined whether the current gaming state is the second normal gaming state or the fourth normal gaming state described below. If a negative determination is made in step S612, the second operating port control processing is terminated. If a positive determination is made in step S612, the process proceeds to step S613.
[0234] In this embodiment, a second game count counter for grasping the number of times a game has been executed relating to the second actuation port 63a in the second normal game state and the fourth normal game state is provided in the various counter area 634 of the RAM 604. In the game count counter update process of step S613, the value of the second game count counter is updated. Specifically, the value of the second game count counter is decremented by "1."
[0235] In the following step S614, it is determined whether the second game play count counter is "0". If a negative determination is made in step S614, the second operation port control process is terminated. If a positive determination is made in step S614, the process proceeds to step S615, where a variable display time table switching flag is set in the various flag storage area 635 of RAM 604, and the second operation port control process is terminated. As will be described in detail later, the variable display time table is switched at the timing when the game play for which the variable display time table switching flag is set ends. Note that the second game play count counter is linked to the first game play count counter described above, and when the value of the second game play count counter becomes "0", the value of the first game play count counter is also changed to "0".
[0236] Returning to the explanation of step S610, if a positive determination is made in step S610, i.e., if a second confirmation display flag is stored in the various flag storage area 635 of RAM 604, the process proceeds to step S616. In step S616, it is determined whether the value of the second confirmation display time counter is "0." If a negative determination is made in step S616, the second actuation port control process is terminated. If a positive determination is made in step S616, a flag deletion process is executed in step S617, and then the second actuation port control process is terminated. In this flag deletion process, the second game turn flag and the second confirmation display flag stored in the various flag storage area 635 of RAM 604 are deleted. As a result, in subsequent second actuation port control processes, a negative determination is made in step S401 again until a game turn related to the second actuation port 63a is started.
[0237] Returning to the explanation of step S607, if a positive determination is made in step S607, i.e., if it is time to stop and display the image corresponding to the jackpot result in the game involving the first actuation port 62a, the process proceeds to step S618. In step S618, a process for rewriting the stopped image is executed. In the process for rewriting the stopped result, the stopped image determined in the second actuation port variable start process is rewritten to a image corresponding to the miss result. Specifically, if the game involving the second actuation port 63a results in a miss result, the stopped image is stopped, whereas if the game involving the second actuation port 63a results in a win result, the stopped image is rewritten to a image corresponding to the miss result. Accordingly, the second variable display time counter and the game count counter are reset (cleared to 0). After executing the process of step S618, various processes related to the end of the game involving step S610 and subsequent steps are executed, and then the second actuation port control process is terminated.
[0238] (Game state transition processing) Next, the game state transition process of step S204 will be described with reference to the flowcharts of Figures 19 to 23. As already explained, in this embodiment, there are provided a normal game state in which the game progresses based on the ball entering the actuation openings 62a, 63a, and a special game state (open / close execution mode) in which the variable winning devices 64, 65 are opened. Details will be described later, but the normal game state is made up of a first normal game state and a fourth normal game state in which the lottery mode is a low probability mode, and a second normal game state and a third normal game state in which the lottery mode is a high probability mode, and these first normal game state to fourth normal game state are switched via a special game state corresponding to the result of a jackpot, etc.
[0239] 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.
[0240] 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, the above-mentioned 6R normal A flag, 6R normal B flag, 6R normal C flag, 6R normal D flag, 6R normal E flag, 6R normal F flag, and 6R probability variable flag are stored in RAM 604, and it is determined whether any of the 16R probability variable flags is stored. If none of the above flags is stored, the game state transition process is terminated.
[0241] 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 devices 64, 65 wait without starting to open the large winning openings 311, 341 of the variable winning devices 64, 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.
[0242] 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.
[0243] 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 RAM 604. Specifically, if the current jackpot result is a 6R jackpot result, the round number counter RC is set to "6," and 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.
[0244] 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 S807. In step S807, a second prize mode flag is set in the various flag storage area 635 of the RAM 604. Thereafter, in step S808, 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.
[0245] After executing the processing of step S806 or step S808, the process proceeds to step S809. In step S809, 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. 13). 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.
[0246] After executing the opening command setting process in step S809, an external signal setting process is executed in step S810, and this game state transition process is terminated. In the external signal setting process in step S810, 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.
[0247] 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 S811. In step S811, 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 opening / closing process is executed in step S812.
[0248] Here, the big prize opening opening / closing process will be described with reference to the flowcharts of FIGS.
[0249] (Big prize opening and closing process) As shown in Fig. 20, 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 the determination in step S901 is negative, 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.
[0250] (First opening and closing process) As shown in Figure 21, 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 a positive determination is made in step S1002, the first opening / closing process is terminated.
[0251] 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 12) is executed. If a negative determination is made in step S1003, the first opening / closing process is terminated.
[0252] 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.
[0253] 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.
[0254] 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 a 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, effectively confirming a transition to high probability mode.
[0255] 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. Therefore, even if gaming balls are continuously launched to the right route, winning in favorable ball entry section 314 is substantially avoided.
[0256] 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. 14). 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.
[0257] 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.
[0258] 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.
[0259] 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.
[0260] 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.
[0261] 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).
[0262] 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.
[0263] 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".
[0264] 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).
[0265] 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. 14). 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.
[0266] 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.
[0267] 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. 14).
[0268] 20, 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.
[0269] (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.
[0270] 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.
[0271] 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.
[0272] 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.
[0273] 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.
[0274] 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).
[0275] 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.
[0276] 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. 14).
[0277] Returning to the explanation of Figure 19 again, after executing the large prize opening / closing process of step S812, the process proceeds to step S813. In step S813, it is determined whether the round number counter RC is "0". If a negative determination is made in step S813, the game state transition process is terminated. If a positive determination is made in step S813, the process proceeds to step S814. In step S814, 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.
[0278] On the other hand, if the value of the round counter RC is "0" and the waiting time for the ending has elapsed, the transition process at the end of the opening and closing execution mode is executed in step S815, 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.
[0279] (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 ball entry section 314 during the current special game state.
[0280] In this embodiment, a continuous probability variable counter that stores the number of consecutive probability variable jackpots is provided in the various counter area 634 of RAM 604. The continuous probability variable counter is updated (incremented) each time a ball enters the advantageous ball entry section 314 resulting in a probability variable jackpot, and is reset when a normal jackpot result occurs or when the number of consecutive probability variable jackpot results reaches the upper limit (7 times in this embodiment). In this transition process, this continuous probability variable counter is referenced to determine whether the number of consecutive probability variable jackpot results has reached the upper limit (7 times in this embodiment).
[0281] Specifically, if a positive determination is made in step S1202, the process proceeds to step S1203, where an update process for the consecutive probability jackpot counter is performed. Specifically, the value of the consecutive probability jackpot counter is incremented by "1." After the update process for the consecutive probability jackpot counter is performed, the process proceeds to step S1204, where a determination is made as to whether or not the value of the consecutive probability jackpot counter has reached its upper limit ("7" in this embodiment). If the consecutive number has not reached the upper limit, a negative determination is made in step S1204, and the process proceeds to step S1205. In step S1205, a high probability mode flag is set in the various flag storage area 635 of RAM 604. If a ball enters the advantageous ball entry section 314 during the special gaming state and the consecutive number of the above-mentioned consecutive probability jackpots has not reached the upper limit, the process transitions to a second normal gaming state corresponding to the high probability mode after the special gaming state ends.
[0282] In the next step S1206, a second normal gaming state variable display time table reference flag is set in the various flags storage area 635 of the RAM 604. As will be described in detail later, by setting this second normal gaming state variable display time table reference flag, the variable display time of the patterns in the first actuation port display section D1 is extended and the variable display time of the patterns in the second actuation port display section D2 is shortened. Note that when the second normal gaming state variable display time table reference flag is set, other variable display time table reference flags are erased.
[0283] Returning to the explanation of step S1202, if no ball has entered the advantageous ball entry section 314 in this special gaming state, the process proceeds to step S1209. In step S1209, the continuous probability variation counter is reset (set to "0"). Then, in the following step S1210, a variable display time table reference flag for the fourth normal gaming state is set in the various flag storage area 635 of the RAM 604. As will be described in detail later, by setting this variable display time table reference flag for the fourth normal gaming state, the variable display time of the image in the first actuation port display section D1 is extended and the variable display time of the image in the second actuation port display section D2 is shortened. Note that when the variable display time table reference flag for the fourth normal gaming state is set, the other variable display time table reference flags are erased.
[0284] Incidentally, if a positive determination is made in step S1204, that is, if the number of consecutive chance-variant jackpots reaches the upper limit, the processing of steps S1209 to S1210 is also executed.
[0285] After executing the processes of step S1206 and step S1210, the process proceeds to step S1207. In step S1207, the above-mentioned game count counter setting process is performed. As already explained, in this embodiment, a first game count counter for the first actuation port 62a and a second game count counter for the second actuation port 63a are provided as game count counters. In this setting process, a first predetermined number of times (specifically, "1") is set in the first game count counter, and a second predetermined number of times (specifically, "100") that is greater than the first predetermined number of times is set in the second game count counter.
[0286] After the setting process of step S1207 is executed, or if a negative determination is made in step S1201 (if the second winning mode is selected), the process proceeds to step S1208. In step S1208, the various flags for the special game state (such as the winning mode flag and the big win flag) stored in the various flag storage area 635 of the RAM 604 are erased, and the transition process ends.
[0287] Next, the electric role support processing executed in step S205 of the normal processing (see Fig. 13) will be described with reference to Fig. 24 and Fig. 25. Fig. 24 is a flowchart showing the electric role support processing, and Fig. 25 is a flowchart showing the electric role opening and closing processing.
[0288] (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 second operating port 63a is switched to the open state and is erased when the electric role 71 is returned to the closed state.
[0289] 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.
[0290] 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.
[0291] 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 process for supporting this electric role 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.
[0292] If the value of the timer counter TC2 is "0" and it is not the time to end the variable display, the process proceeds to step S1306, where it is determined whether the value of the number of reserved memory features is greater than "0." If the value of the number of reserved memory features is "0," the process proceeds to step S1307, where it is determined by lottery (open lottery) whether or not to provide support from the electric feature 71. Specifically, the value stored in the reserved ball storage area of the electric feature 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 support stored in the win / loss table memory area 621 of the ROM 603. The probability of winning this support is 248 / 250, and a winning result (support win) is obtained in almost all lotteries.
[0293] Also, at the same time as the opening lottery, the timer counter TC2 is set to "100" (equivalent to 0.7 seconds) by referring to the variable display time table corresponding to the support stored in the ROM 603. The timer counter TC2 is decremented by "1" each time the timer interrupt process is started. After that, the variable display of the image on the through gate display unit DS continues until the value of the timer counter TC2 becomes "0", that is, for 0.7 seconds.
[0294] In the following step S1308, it is determined whether the result of the opening lottery in step S1307 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 S1309, a support win flag is set in the various flag storage area 635 of RAM 604, and the main electric role support processing ends.
[0295] Returning to the explanation of step S1302, 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 S1310 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 display of the symbols 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 S1311. This causes the symbol corresponding to the winning result to be displayed stationary, and the variable display of the symbols in the through gate display unit DS is terminated. In the following step S1312, 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.
[0296] 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 S1313, where an electric role opening / closing process for controlling the opening and closing of the electric role 71 is executed, and then the electric role support process is terminated. Hereinafter, the electric role opening / closing process will be described with reference to FIG.
[0297] (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 electric device 71 opens has reached the upper limit ("10" in this embodiment) for the second 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".
[0298] 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.
[0299] 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.
[0300] Thereafter, in step S1408, the timer counter TC2 is set to "250" (corresponding to 0.5 seconds), and then the main electric component opening / closing process is terminated.
[0301] (Relationship between game status and variable display time) As already explained, in this embodiment, reservation information is acquired based on balls entering the first actuation port 62a and the second actuation port 63a, and the variable display and final display of the images and symbols for each game round are executed based on the acquired reservation information. The variable display time for each game round is determined based on the variable display time table stored in ROM 603, and this variable display time table is switched according to the progress of the game, thereby switching the actuation port and actuation port display unit that are dominant in the progress of the game. As already explained, the variable display time table is switched when a jackpot result is achieved or when the number of games played in the normal game state reaches a preset number.
[0302] Here, in this embodiment, the variable display modes for setting the variable display time include a first variable display mode in which play related to the first operating port 62a is the main focus, a second variable display mode in which play related to the first operating port 62a and play related to the second operating port 63a are of equal intensity, a third variable display mode in which play related to the second operating port 63a is essentially the main focus, and a fourth variable display mode in which, like the third variable display mode, play related to the second operating port 63a is essentially the main focus.
[0303] For convenience in the following explanation, the normal game state corresponding to the low probability mode and the first variable display mode will be referred to as the "first normal game state," the normal game state corresponding to the high probability mode and the second variable display mode will be referred to as the "second normal game state," the normal game state corresponding to the high probability mode and the third variable display mode will be referred to as the "third normal game state," and the normal game state corresponding to the low probability mode and the fourth variable display mode will be referred to as the "fourth normal game state."
[0304] Next, with reference to Figures 26 to 29, we will provide additional explanations about the configuration related to setting the variable display time, etc., specifically the variable display time table switching process in the game play control process (see Figure 14), the variable display time setting process in the first actuation port variable start process (see Figure 16), and the variable display time setting process in the second actuation port variable start process (see Figure 18). Figure 26 is a flowchart showing the variable display time table switching process, Figure 27 is a flowchart showing the variable display time setting process in the first actuation port variable start process (variable display time setting process for the first actuation port), Figure 28 is a flowchart showing the variable display time setting process in the second actuation port variable start process (variable display time setting process for the second actuation port), and Figure 29 is a schematic diagram showing the relationship between the game state and the variable display time.
[0305] (Variable display time table switching process) As shown in FIG. 26, in the variable display time table switching process, first, in step S1501, it is determined whether or not a variable display time table switching flag is stored in the various flag storage area 635 of the RAM 604. The variable display time table switching flag is a flag that is stored when the number of games played in a predetermined game state reaches a preset number (see step S416 in FIG. 15 and step S615 in FIG. 17). If this flag is not stored, the switching process is terminated. If an affirmative determination is made in step S1501, the process proceeds to step S1502. In step S1502, it is determined whether or not the timing has come when the final display has been completed for the game play in which the variable display time table switching flag is stored (the relevant game play). If a negative determination is made in step S1502, the switching process is terminated. If an affirmative determination is made in step S1502, the process proceeds to step S1503.
[0306] In step S1503, it is determined whether the current gaming state is the second normal gaming state. If the current gaming state is the second normal gaming state, the process proceeds to step S1504, where a variable display time table reference flag for the third normal gaming state is set in the various flag storage area 635 of the RAM 604, and then this switching process is terminated. In other words, when the number of games played in the second normal gaming state reaches the upper limit set by the game count counter, the state transitions to the third normal gaming state. Note that when the variable display time table reference flag for the third normal gaming state is set, other variable display time table reference flags are erased.
[0307] If a negative determination is made in step S1503, the process proceeds to step S1505, where it is determined whether the current gaming state is the fourth normal gaming state. If the current gaming state is the fourth normal gaming state, the process proceeds to step S1506, where a variable display time table reference flag for the first normal gaming state is set in the various flag storage area 635 of the RAM 604, and then this switching process is terminated. In other words, when the number of games played in the fourth normal gaming state reaches the upper limit set by the game count counter, the state transitions to the first normal gaming state. Note that when the variable display time table reference flag for the first normal gaming state is set, other variable display time table reference flags are erased.
[0308] (Variable display time setting process for first operating port) 27, in the variable display time setting process for the first operating port, first, in step S1601, it is determined whether or not a variable display time table reference flag for the first normal gaming state is stored in the various flags storage area 635 of the RAM 604. If the determination in step S1601 is affirmative, that is, if the variable display mode is the first variable display mode, then in step S1602, setting process for the first normal gaming state is executed, and then this 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 (first variable display mode) stored in the variable display time table memory area 623 of ROM 603, and the variable display time is set according to the number of reserved information stored in the first operating port reserved area Ra in the reserved ball storage area 632 of RAM 604, the result of the win / lose lottery, whether or not a reach has occurred, etc.
[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 reserved information stored increases. Figure 29 illustrates an example of the variable display time for a complete miss in the first normal gaming state. For example, if the number of reserved information stored is "0" or "1," the variable display time is set to "12 seconds," "13 seconds," or "14 seconds." If the number of reserved information stored is "2," the variable display time is set to "7 seconds," "8 seconds," or "9 seconds." If the number of reserved information stored is "3" or "4," the variable display time is set to "3 seconds," "4 seconds," or "5 seconds." In the first normal gaming state, the fixed display time of the symbol on the first actuation port display unit D1 and the fixed display time of the symbol on the symbol display device 75 are configured to be "1 second."
[0311] Returning to the explanation of Figure 27, if a negative determination is made in step S1601, the process proceeds to step S1603. In step S1603, it is determined whether or not a variable display time table reference flag for the second normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1603, that is, if the variable display mode is the second variable display mode, the process executes setting processing for the second normal gaming state in step S1604, and then terminates this variable display time setting processing.
[0312] In the setting process for the second normal game state, the variable display time table for the second normal game state (second variable display mode) stored in the variable display time table memory area 623 of the ROM 603 is selected to set the variable display time.
[0313] 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 "1 second" for any game (see Figure 29), and the variable display time is shorter than in the first normal gaming state.
[0314] If a negative determination is made in step S1603 of Fig. 27, the process proceeds to step S1605. In step S1605, it is determined whether or not a variable display time table reference flag for the third normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1605, that is, if the variable display mode is the third variable display mode, the process executes setting processing for the third normal gaming state in step S1606, and then terminates this variable display time setting processing.
[0315] In the setting process for the third normal game state, the variable display time table for the third normal game state (third variable display mode) stored in the variable display time table memory area 623 of the ROM 603 is selected to set the variable display time.
[0316] In the third normal gaming state, unlike the first normal gaming state, the selection candidates for the variable display time are the same 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 "180 seconds" and the fixed display time is configured to be "1 second" for any game play (see Figure 29).
[0317] If a negative determination is made in step S1605 of Fig. 27, the process proceeds to step S1607. In step S1607, it is determined whether or not a variable display time table reference flag for the fourth normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1607, that is, if the variable display mode is the fourth variable display mode, the setting process for the fourth normal gaming state is executed in step S1605, and then this variable display time setting process is terminated.
[0318] In the setting process for the fourth normal game state, the variable display time is set by selecting a table corresponding to the current game round from the various variable display time tables for the fourth normal game state (fourth variable display mode) stored in the variable display time table memory area 623 of ROM 603.
[0319] 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, for any game play, the variable display time is configured to be either "60 seconds," "120 seconds," or "180 seconds," and the fixed display time is configured to be "1 second" (see Figure 29).
[0320] In this embodiment, the various flags storage area 635 of the RAM 604 stores any one of the first variable display time table reference flag for normal gaming state through the fourth variable display time table reference flag for normal gaming state. If, for some reason, none of the flags is stored, it is possible that an abnormality has occurred in the gaming machine. In such a case, after abnormality processing is executed in step S1609, this setting processing is terminated. This abnormality processing suspends various processes related to the progress of the game, and a notice that an abnormality has occurred is sent to the hall manager and the player. Thereafter, the notice is terminated based on the operation for canceling the abnormality, and the various processes that were suspended are resumed.
[0321] Next, the variable display time setting process for the second operating port will be described with reference to Fig. 28. The basic flow of the variable display time setting process for the second operating port is the same as the variable display time setting process for the first operating port.
[0322] (Variable display time setting process for second operating port) In the variable display time setting process for the second operating port, first, in step S1701, it is determined whether or not a variable display time table reference flag for the first normal gaming state is stored in the various flags storage area 635 of the RAM 604. If the determination in step S1701 is affirmative, that is, if the variable display mode is the first variable display mode, then in step S1702, setting process for the first normal gaming state is executed, and then this variable display time setting process is terminated.
[0323] In the setting process for the first normal game state, the variable display time table for the first normal game state (first variable display mode) stored in the variable display time table memory area 623 of the ROM 603 is selected to set the variable display time.
[0324] The variable display time is limited to one selection candidate, regardless of various conditions such as the number of reserved information stored, the result of the winning / losing lottery, etc. 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 any game play (see Figure 29).
[0325] Returning to the explanation of Figure 28, if a negative determination is made in step S1701, the process proceeds to step S1703. In step S1703, it is determined whether or not a variable display time table reference flag for the second normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1603, that is, if the variable display mode is the second variable display mode, the setting process for the second normal gaming state is executed in step S1604, and then the variable display time setting process is terminated.
[0326] In the setting process for the second normal game state, the variable display time is set by selecting a table corresponding to the current game round from the various variable display time tables for the second normal game state (second variable display mode) stored in the variable display time table memory area 623 of ROM 603.
[0327] The variable display time is set according to the number of reserved information stored in the second actuation port reserved area Rb. Specifically, if the number of reserved information stored is "0," the variable display time is set to "7 seconds," if the number of reserved information stored is "1," the variable display time is set to "5 seconds," if the number of reserved information stored is "2," the variable display time is set to "3 seconds," and if the number of reserved information stored is "3" or "4," the variable display time is set to "1 second." Note that in the second normal gaming state, the fixed display time of the symbol on the second actuation port display unit D2 and the fixed display time of the symbol on the symbol display device 75 are configured to be "1 second" (see FIG. 29).
[0328] If a negative determination is made in step S1703 of Figure 28, the process proceeds to step S1705. In step S1705, it is determined whether or not a variable display time table reference flag for the third normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1705, that is, if the variable display mode is the third variable display mode, the process executes setting processing for the third normal gaming state in step S1706, and then terminates this variable display time setting processing.
[0329] In the setting process for the third normal game state, the variable display time is set by selecting a table corresponding to the current game round from the various variable display time tables for the third normal game state (third variable display mode) stored in the variable display time table memory area 623 of ROM 603.
[0330] In the third normal gaming state, regardless of the result of the winning / losing lottery, the variable display time is set according to the number of reserved information stored in the second actuation port reserved area Rb. Specifically, if the number of reserved information stored is "0" or "1," the variable display time is set to "4 seconds," if the number of reserved information stored is "2," the variable display time is set to "2 seconds," and if the number of reserved information stored is "3" or "4," the variable display time is set to "0.5 seconds." In the third normal gaming state, the fixed display time of the pattern on the second actuation port display unit D2 and the fixed display time of the pattern on the pattern display device 75 are configured to be "1 second."
[0331] If a negative determination is made in step S1705 of Fig. 28, the process proceeds to step S1707. In step S1707, it is determined whether or not a variable display time table reference flag for the fourth normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive determination is made in step S1707, that is, if the variable display mode is the fourth variable display mode, the process executes setting processing for the fourth normal gaming state in step S1605, and then terminates this variable display time setting processing.
[0332] In the setting process for the fourth normal game state, the variable display time is set by selecting a table corresponding to the current game round from the various variable display time tables for the fourth normal game state (fourth variable display mode) stored in the variable display time table memory area 623 of ROM 603.
[0333] In the fourth normal game state, the variable display time is set according to the number of reserved information stored in the second operating port reserved area Rb, regardless of the result of the winning / losing lottery, etc. Specifically, when the number of reserved information stored is "0", either "7 seconds" or "8 seconds" is set as the variable display time, when the number of reserved information stored is "1", either "5 seconds" or "6 seconds" is set as the variable display time, when the number of reserved information stored is "2", either "3 seconds" or "4 seconds" is set as the variable display time, and when the number of reserved information stored is "3" or "4", either "1 second" or "4 seconds" is set as the variable display time.
[0334] In this embodiment, the various flags storage area 635 of the RAM 604 stores any one of the first variable display time table reference flag for normal gaming state through the fourth variable display time table reference flag for normal gaming state. If, for some reason, none of the flags is stored, it is possible that an abnormality has occurred in the gaming machine. In such a case, after abnormality processing is executed in step S1609, this setting processing is terminated. This abnormality processing suspends various processes related to the progress of the game, and a notice that an abnormality has occurred is sent to the hall manager and the player. Thereafter, the notice is terminated based on the operation for canceling the abnormality, and the various processes that were suspended are resumed.
[0335] Next, the basic flow of the game will be explained with reference to Figure 30. Figure 33 is a block diagram showing the flow of the game.
[0336] (Game flow) The first normal gaming state corresponding to the low probability mode and the first variable display mode is the gaming state that is most disadvantageous to the player among the first to fourth normal gaming states described above. In this first normal gaming state, a difference is provided between the left route and the right route so that firing the gaming ball aiming at the left route is more advantageous to the player than firing the gaming ball aiming at the right route.
[0337] Specifically, the probability of a ball entering the lower actuation port 62aL located on the left route is approximately 1 / 15, while the probability of a ball entering the right actuation port 62aR located on the right route is approximately 1 / 60, and in consideration of the fact that a ball entering the first actuation port 62a leads to the acquisition of hold information, the configuration is such that a ball can be more likely to enter by aiming for the lower actuation port 62aL located on the left route. Here, the second actuation port 63a located on the right route is equipped with an electric device 71, and with the support of this electric device 71, most of the game balls that are fired (for example, 1 / 3) enter the second actuation port 63a, and most of these result in a special win. However, in the first normal gaming state, since the variable display time of the game number related to the second operating port 63a is extremely long (see Figure 29), even if the special winning result is obtained in most of the game number related to the second operating port 63a, it is difficult to consistently win prize balls by balls entering the lower variable winning device 65 (lower large winning port 341). In other words, although it is possible to progress in the game by shooting game balls to the right route in the first normal gaming state, the investment required is high and the expected profit from the investment is smaller than when shooting game balls to the left route.
[0338] 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.
[0339] In detail, if the current first special game state is triggered by a 6R normal jackpot result A to a 6R normal jackpot result F, the ball is substantially prevented from entering the advantageous ball entry section 314. Therefore, the game state after the end of the first special game state becomes the fourth normal game state corresponding to the low probability mode and the fourth variable display mode.
[0340] In the fourth variable display mode, the variable display time of the image on the first actuation port display section D1 is significantly extended and the variable display time of the image on the second actuation port display section D2 is significantly shortened from the first normal game state. Specifically, the variable display time of the image on the second actuation port display section D2 is changed to be shorter than the variable display time of the image on the first actuation port display section D1, reversing the relationship between the long and short variable display times. As a result, in the fourth normal game state, the game progresses mainly with the game times related to the second actuation port 63a.
[0341] When the number of plays executed in the fourth normal gaming state reaches a predetermined number, the game transitions to the first normal gaming state, which is set to give the player a lower advantage than the fourth normal gaming state. Here, although an upper limit is set on the number of plays in the fourth normal gaming state, the support of the electric device 71 allows the game to proceed smoothly. Then, since the game progresses mainly through the play times related to the second actuation port 63a, which is favored so that the allocation of jackpot results is favorable to the player, there is a chance to transition to the second normal gaming state, which is more advantageous than the fourth normal gaming state.
[0342] As already explained, when a winning ball enters the second actuation port 63a, the lottery based on that winning ball results in a special winning result in most of the draws. In other words, in the fourth normal gaming state, a special winning result occurs in almost every play, and the game state transitions to the second special gaming state in each play. When the game state transitions to the second special gaming state, the lower variable winning device 65 opens, and some of the game balls that pass through the second actuation port 63a enter the lower variable winning device 65 (lower large winning port 341).
[0343] With the support of this electric device 71 and the prize balls that enter the lower variable winning device 65, in the fourth normal game state, the game balls are launched to the right route, allowing the player to play while minimizing the loss of balls in their possession.
[0344] If the first special game state this time is triggered by a 6R probability variable jackpot result or a 16R 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 game state after the end of the first special game state becomes the second normal game state corresponding to the high probability mode and the second variable display mode.
[0345] In the second variable display mode, the variable display time of the image on the first actuation port display section D1 and the variable display time of the image on the second actuation port display section D2 are significantly shortened compared to the first normal game state. However, unlike the fourth normal game state, the relationship between the length of the variable display time of the image on the first actuation port display section D1 and the length of the variable display time of the image on the second actuation port display section D2 remains the same. More specifically, as described above, in a game involving the first actuation port display section D1, the variable display time is 0.5 seconds regardless of the number of reserved balls, etc., and in a game involving the second actuation port display section D2, the variable display time is a minimum of 1 second.
[0346] Here, when one game corresponding to the first actuation port display D1 is executed in the second normal game state or 100 game games corresponding to the second actuation port display D2 are executed, the game state transitions to the third normal game state, which is even more advantageous to the player than the second normal game state. The transition to the second normal game state is configured to pass through the first special game state, and when a game ball is shot to the right route during the first special game state, approximately one to three balls will enter the first actuation port 62a (specifically, the right actuation port 62aR). Therefore, in many cases, the conditions for transitioning from the second normal game state to the third normal game state are quickly met.
[0347] In addition, if a ball repeatedly enters the second actuation port 63a without entering the first actuation port 62a, the game state transitions to the third normal game state on the condition that 100 games related to the second actuation port display section D2 have been played, but the number of balls held will decrease slightly by that time. Therefore, in the second normal game state, it is assumed that the game will be played in the hope that a ball will enter the first actuation port 62a (specifically, the right actuation port 62aR) quickly.
[0348] When a transition condition is met during the second normal gaming state, the state transitions to a third normal gaming state corresponding to the high probability mode and the third variable display mode.
[0349] In the third variable display mode, the variable display time of the image on the first actuation port display section D1 is significantly extended compared to the second normal game state, and the variable display time of the image on the second actuation port display section D2 is further shortened, reversing the relationship between the long and short variable display times. As a result, in the third normal game state, the game essentially progresses mainly through the game times related to the second actuation port 63a. By progressing the game mainly through the game times related to the second actuation port 63a, which is favored so that the allocation of jackpot results is favorable to the player, there is a chance to continue the high probability mode.
[0350] As already explained, when a winning ball enters the second actuation port 63a, the lottery based on that winning ball results in a special winning result in most of the draws. In other words, in the fourth normal gaming state, a special winning result occurs in almost every play, and the game state transitions to the second special gaming state in each play. When the game state transitions to the second special gaming state, the lower variable winning device 65 opens, and some of the game balls that pass through the second actuation port 63a enter the lower variable winning device 65 (lower large winning port 341).
[0351] In the third variable display mode, the lower limit of the variable display time is further reduced compared to the fourth variable display mode. This difference in the variable display time means that the number of prize balls exceeds the number of game balls fired, and in the third normal game state, it is possible to progress in the game while increasing the number of balls in hand by firing game balls to the right route.
[0352] By repeatedly hitting the variable jackpot in the second normal game state and the third normal game state, the number of balls held will increase significantly. However, in this embodiment, as described above, an upper limit is set on the number of consecutive variable jackpots, and when this upper limit is reached, the game transitions to the fourth normal game state via the first special game state. If a variable jackpot can be achieved during this fourth normal game state, it will be a chance to further increase the number of balls held.
[0353] One of the features of this embodiment is that the actual number of plays in the fourth normal gaming state is diversified while minimizing the complexity of the configuration. The configuration related to this innovation will be explained below with reference to Figures 31 to 32(a). Figure 31(a) is a schematic diagram showing a variable display time table for the fourth normal gaming state corresponding to the second actuation port display section D2, Figure 31(b) is a schematic diagram showing a variable display time table for the fourth normal gaming state corresponding to the first actuation port display section D1, and Figure 32(a) is a schematic diagram showing the relationship between the trigger for transition to the fourth normal gaming state and the combination of variable display tables that are set.
[0354] (Fourth normal game state variable display time table) As shown in Figure 31(a), as variable display time tables for the fourth normal game state, a variable display time table A1 for the fourth normal game state (hereinafter referred to as table A1) and a variable display time table A2 for the fourth normal game state (hereinafter referred to as table A2) corresponding to the second operating port display section D2 (second operating port 63a) are provided.
[0355] Table A1 is configured so that the variable display time is "8 seconds" when the number of reserved balls related to the second actuation port 63a is "0," "6 seconds" when the number of reserved balls related to the second actuation port 63a is "1," "4 seconds" when the number of reserved balls related to the second actuation port 63a is "2," and "2 seconds" when the number of reserved balls related to the second actuation port 63a is "3" or "4." As described above, when game balls are continuously launched to the right route (at 0.6-second intervals) in the fourth normal game state, approximately one-third of the launched game balls enter the second actuation port 63a. Since most of these launches result in a special win, the shortest time from when the variable display of the image on the second actuation port display D2 begins to when the variable display of the image for the next game round begins is approximately "4 seconds." For these reasons, when table A1 is set and there is little deviation in the frequency of balls entering the ball, the number of reserved balls for the second operating port 63a fluctuates between "3" and "4", and the variable display time on the display section D2 for the second operating port is often "2 seconds".
[0356] Table A2 is differentiated from table A1 by having a shorter variable display time overall. Specifically, the variable display time is configured as follows: when the number of reserved balls related to the second actuation port 63a is "0," the variable display time is "7 seconds," when the number of reserved balls related to the second actuation port 63a is "1," the variable display time is "5 seconds," when the number of reserved balls related to the second actuation port 63a is "2," the variable display time is "3 seconds," and when the number of reserved balls related to the second actuation port 63a is "3" or "4," the variable display time is "1 second." As described above, when game balls are continuously launched to the right route (at 0.6-second intervals) in the fourth normal game state, approximately one-third of the launched game balls will land in the second actuation port 63a. Since most of these launches result in a special win, the time from when the variable display of the image on the second actuation port display D2 begins to when the variable display of the image for the next game round begins is approximately "3 seconds" at the shortest. For these reasons, when table A1 is set and there is little deviation in the frequency of balls entering the ball, the number of pending balls related to the second operating port 63a fluctuates between "3" and "4", and the variable display time on the display section D2 for the second operating port is often "1 second".
[0357] When table A2 is set, the game related to the second actuation port 63a progresses more quickly than when table A1 is set, so the grace period for acquiring reserved balls is shorter. However, for the second actuation port 63a, regardless of whether table A1 or A2 is set, it is assumed that the balls will be entered in excess of the upper limit of the reserved number (over-entry). This prevents the frequency of the variable display time being set to a reserved number other than "3" to "4" when table A2 is set from increasing.
[0358] As shown in Figure 31(b), as variable display time tables for the fourth normal game state, a variable display time table B1 for the fourth normal game state (hereinafter referred to as table B1) and a variable display time table B2 for the fourth normal game state (hereinafter referred to as table B2) corresponding to the first operating port display section D1 (first operating port 62a) are provided.
[0359] Table B1 is configured so that the variable display time is "60 seconds" regardless of whether the reserved number related to the first operating port 62a is "0" to "4," table B2 is configured so that the variable display time is "120 seconds" regardless of whether the reserved number related to the first operating port 62a is "0" to "4," and table B3 is configured so that the variable display time is "180 seconds" regardless of whether the reserved number related to the first operating port 62a is "0" to "4." In other words, there are differences so that the time (grace period) until transition to the first normal gaming state becomes longer in the order of table B1 < table B2 < table B3.
[0360] Next, with reference to FIG. 32, the relationship between the trigger for transition to the fourth normal gaming state and the variable display time table to be referenced, and an overview of the display on the display screen 75a in the fourth normal gaming state will be described.
[0361] As shown in Figure 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result A, more specifically, when the 6R normal jackpot result A occurs and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B1 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A1 and table B1.
[0362] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 60 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 2 seconds. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 15 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 20 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0363] When the combination of Table A1 and Table B1 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B1, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "60.00 seconds remaining, START." When the fourth normal gaming state ends and the first normal gaming state is entered, the timer displays "00.00 seconds remaining, TIME OVER." Note that if a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0364] As shown in Figure 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result B, more specifically, when the 6R normal jackpot result B is obtained and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B1 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A2 and table B1.
[0365] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 60 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 1 second. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 20 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 30 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0366] When the combination of Table A2 and Table B1 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B1, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "60.00 seconds remaining, START." When the fourth normal gaming state ends and the game transitions to the first normal gaming state, the timer displays "00.00 seconds remaining, TIME OVER." If a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0367] As shown in Figure 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result C, more specifically, when the 6R normal jackpot result C is obtained and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B2 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A1 and table B2.
[0368] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 120 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 2 seconds. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 30 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 40 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0369] When a combination of Table A1 and Table B2 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B1, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "120.00 seconds remaining, START." When the fourth normal gaming state ends and the first normal gaming state is entered, the timer displays "00.00 seconds remaining, TIME OVER." Note that if a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0370] 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result D, more specifically, when the 6R normal jackpot result D is obtained and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B2 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A2 and table B2.
[0371] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 120 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 1 second. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 40 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 60 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0372] When the combination of Table A2 and Table B2 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B1, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "120.00 seconds remaining, START." When the fourth normal gaming state ends and the game transitions to the first normal gaming state, the timer displays "00.00 seconds remaining, TIME OVER." Note that if a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0373] 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result E, more specifically, when the 6R normal jackpot result E is obtained and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A1 and table B3.
[0374] In this table combination, the time for displaying the varying symbols on the first actuation port display D1 is 180 seconds, and the time for displaying the varying symbols on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 2 seconds. Considering that the time for displaying the finalized symbols on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 45 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 60 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0375] When a combination of Table A1 and Table B3 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B3, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "180.00 seconds remaining, START." When the fourth normal gaming state ends and the game transitions to the first normal gaming state, the timer displays "00.00 seconds remaining, TIME OVER." If a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0376] 32(a), when the trigger for transition to the fourth normal gaming state is a 6R normal jackpot result F, specifically, when the 6R normal jackpot result F is reached and no ball has entered the favorable ball entry section 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A2 and table B3.
[0377] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 180 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 1 second. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 60 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 90 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0378] When a combination of Table A1 and Table B2 is referenced in this manner, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to Table B1, i.e., information indicating the remaining time for which the fourth normal gaming state will be maintained, and this timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "180.00 seconds remaining, START." When the fourth normal gaming state ends and the game transitions to the first normal gaming state, the timer displays "00.00 seconds remaining, TIME OVER." If a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the picture is confirmed and displayed on the second actuation port display D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0379] 32(a), when the trigger for transition to the fourth normal gaming state is the activation of the limiter, more specifically, when the number of consecutive probability variable jackpots reaches the upper limit, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B3.
[0380] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 180 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 1 second. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 60 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 90 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0381] When the combination of Table A2 and Table B3 is referenced in this manner, as shown in FIG. 32(b), the display screen 75a displays a timer indicating information corresponding to Table B1, i.e., the remaining time for the fourth normal gaming state to be maintained, and the timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "180.00 seconds remaining, START." When the fourth normal gaming state ends and the first normal gaming state is entered, the timer displays "00.00 seconds remaining, TIME OVER." If a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the image is confirmed and displayed on the second actuation port display D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0382] 32(a), if the trigger for transition to the fourth normal gaming state is a 6R probability variable jackpot result or a 16R probability variable jackpot result and the ball does not enter the advantageous ball entry portion 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display portion D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display portion D1 (first actuation port 62a). In other words, the table combinations referenced in the fourth normal gaming state are table A2 and table B3.
[0383] In this table combination, the time for displaying the varying patterns on the first actuation port display D1 is 180 seconds, and the time for displaying the varying patterns on the second actuation port display D2 when the number of reserved symbols fluctuates between "3" and "4" is 1 second. Considering that the time for displaying the finalized patterns on the second actuation port display D2 is 1 second and the execution time of the second special game state is approximately 1 second, approximately 60 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port display D1. Incidentally, if every game turn related to the second actuation port 63a results in a loss and the game does not transition to the second special game state, a maximum of 90 game turns related to the second actuation port 63a will be executed during one game turn related to the first actuation port 62a.
[0384] When the combination of Table A2 and Table B3 is referenced in this manner, as shown in FIG. 32(b), the display screen 75a displays a timer indicating information corresponding to Table B1, i.e., the remaining time for the fourth normal gaming state to be maintained, and the timer is updated (decremented) as time passes. Specifically, at the start of the fourth normal gaming state, the timer displays "180.00 seconds remaining, START." When the fourth normal gaming state ends and the first normal gaming state is entered, the timer displays "00.00 seconds remaining, TIME OVER." If a special win occurs during the fourth normal gaming state and the game transitions to the second special gaming state, the timer update (decrement) is stopped from the time the image is confirmed and displayed on the second actuation port display D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is added to indicate that the timer update is paused.
[0385] If the number of reserved times related to the first actuation port 62a is "0" when the transition to the fourth normal gaming state occurs, the update of the timer is avoided until new reserved time information related to the first actuation port 62a is acquired, providing an opportunity to play an extra number of times related to the second actuation port 63a. In such a case, the word "STANDBY" is additionally displayed on the timer (initial value) on the display screen 75a, indicating that the state is before the timer update has started.
[0386] Here, in the fourth normal gaming state, the number of executions of the game relating to the second actuation port 63a changes depending on the ball entry status into the second actuation port 63a. A specific example will be described below with reference to FIG. 33. FIG. 33(a) illustrates a case where the reserved number relating to the first actuation port 62a is "1" and the reserved number relating to the second actuation port 63a is "4" at the start of the fourth normal gaming state, and FIG. 33(b) illustrates a case where the reserved number relating to the first actuation port 62a is "1" and the reserved number relating to the second actuation port 63a is "3" at the start of the fourth normal gaming state. The examples shown in FIGS. 33(a) and (b) both illustrate the fourth normal gaming state corresponding to the combination of table A2 and table B3.
[0387] (Difference in execution count) In Figure 33(a), at the timing of transition to the fourth normal gaming state, the number of reserved balls related to the second actuation port 63a decreases from "4" to "3" and the number of reserved balls related to the first actuation port 62a decreases from "1" to "0," and the variable display of each pattern begins on the first actuation port display section D1 and the second actuation port display section D2. In this case, the variable display time of the pattern on the first actuation port display section D1 is set to 180 seconds, and the variable display time of the pattern on the second actuation port display section D2 is set to 1 second. In this example, since the first play related to the second actuation port 63a corresponds to a special winning result, the pattern corresponding to the special winning result is displayed as a confirmed pattern for 1 second, and then the game transitions to the second special gaming state.
[0388] Here, the time required for the second special game state is approximately 1 second, resulting in a grace period of approximately 3 seconds between the time the reserved number associated with the second actuation port 63a decreases to "3" and the start of the next game round. As previously explained, approximately one-third of game balls launched to the right route enter the second actuation port 63a, and the launch cycle is 0.6 seconds. Therefore, if game balls continue to be launched to the right route, they will often enter the second actuation port 63a before the start of the next game round. In the example of Figure 33(a), game balls continue to be launched, and the reserved number associated with the second actuation port 63a recovers from "3" to "4" before the start of the next game round. This decrease and increase in the reserved number is repeated until the variable display of the image associated with the first actuation port 62a ends, resulting in the total number of games played associated with the second actuation port 63a during the variable display of the image associated with the first actuation port 62a reaching 60.
[0389] Next, in Figure 33(b), at the timing of transition to the fourth normal gaming state, the number of reserved balls related to the second actuation port 63a decreases from "3" to "2" and the number of reserved balls related to the first actuation port 62a decreases from "1" to "0", and the variable display of each pattern on the first actuation port display section D1 and the second actuation port display section D2 begins. In this case, the variable display time of the pattern on the first actuation port display section D1 is set to 180 seconds, and the variable display time of the pattern on the second actuation port display section D2 is set to 1 second. In this example, since the first play related to the second actuation port 63a corresponds to a special winning result, the pattern corresponding to the special winning result is displayed as a confirmed pattern for 1 second, and then the state transitions to the second special gaming state.
[0390] In the example of Figure 33(b), although the launch of game balls continues, no balls enter the second actuation port 63a before the start of the next game round, and the number of reserved balls related to that second actuation port 63a remains at "2." Therefore, in the second game round related to the second actuation port 63a, the variable display time of the image on the second actuation port display unit D2 is 3 seconds. In this way, if the reserved number is not acquired in a timely manner and the function for shortening the variable display time of the image on the second actuation port display unit D2 (the function for shortening the variable display time according to the reserved number) is not performed well, that is, if the shortest variable display time is not set as the variable display time, the number of games that can be played before the image is finally displayed on the first actuation port display unit D1 (the number of games related to the second actuation port 63a) will be reduced. In the example shown in Figure 33(b), such an event occurs multiple times before the display of the changing patterns related to the first actuation port 62a ends, so the number of times that games related to the second actuation port 63a are played during the display of the changing patterns related to the first actuation port 62a is 56.
[0391] The variable display time table for the second actuation port 63a is maintained in table A2 until the final display of the pattern in the first actuation port 62a is completed. Therefore, if a game involving the second actuation port 63a starts before the final display of the pattern in the first actuation port display section D1 is completed, the number of games involving the second actuation port 63a will increase by one as a benefit of the fourth normal game state.
[0392] Below, with reference to the schematic diagram of Figure 34, a supplementary explanation will be given of the relationship between the flow of the game and the number of balls in the pachinko machine 10.
[0393] 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.
[0394] 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 time for displaying the changing patterns on the first actuation port display section D1 and the time for displaying the changing patterns on the second actuation port display section D2 are both shortened. As a result, when a ball enters the second actuation port 63a and a special win occurs, the lower variable winning device 65 is quickly opened. With the support of the lower variable winning device 65, the rate at which the number of balls in possession decreases is slower in the second normal game state than in the first normal game state.
[0395] In the second normal gaming state, as in the fourth normal gaming state, upper limits are set for the number of games played via the first actuation port 62a and the number of games played via the second actuation port 63a. In this embodiment, the upper limit for the number of games played via the first actuation port 62a is "1," and the upper limit for the number of games played via the second actuation port 63a is "100." Here, approximately 1 / 60 of the game balls launched into the right route enter the right actuation port 62aR, which is located on the right route together with the upper variable winning device 64. Therefore, in most cases where the game transitions from the first special gaming state to the second normal gaming state, it is assumed that the reserve for the first actuation port 62a will be secured by the start of the second normal gaming state. Therefore, the transition condition is quickly met in the second normal gaming state, resulting in a transition to the third normal gaming state.
[0396] The third normal game state continues until a jackpot is achieved and the game transitions to the first special game state. In the third normal game state, the time period during which the image changes displayed on the first actuation port display D1 is significantly longer than in the first and second normal game states, and the time period during which the image changes displayed on the second actuation port display D2 is even shorter than in the second normal game state. As a result, when a game ball is launched along the right route, the game progresses mainly through the second actuation port 63a. As described above, the shorter time period during which the image changes displayed on the second actuation port display D2 is shorter, thereby shortening the duration of support provided by the lower variable winning device 65 when a special win is achieved, thereby substantially increasing the number of opportunities for such support. This increases the chances of a game ball launched along the right route landing in the lower variable winning device 65, resulting in a change from a decrease to an increase in the number of balls in hand. In other words, in the third normal game state, if a special jackpot result occurs before the next jackpot result, the transition to the second special game state is repeated, providing a chance to greatly increase the number of balls held. If a normal jackpot result occurs in the third normal game state, or if the number of consecutive jackpots reaches the upper limit, the game transitions to the fourth normal game state via the first special game state.
[0397] In the fourth normal gaming state, as in the second normal gaming state, upper limits are set for the number of games associated with the first actuation port 62a and the number of games associated with the second actuation port 63a. In this embodiment, the upper limit for the number of games associated with the first actuation port 62a is "1," and the upper limit for the number of games associated with the second actuation port 63a is "100." In the fourth normal gaming state, the display time of the varying symbols in the first actuation port display section D1 is the same as in the third normal gaming state, and the display time of the varying symbols in the second actuation port display section D2 is slightly longer than in the third normal gaming state. In other words, in the fourth normal gaming state, as in the second and third normal gaming states, the game progresses mainly with the number of games associated with the second actuation port 63a. However, by lengthening the display time of the variable image on the second operating port display section D2, the span of support by the lower variable winning device 65 when a special win occurs is extended, and the opportunity for such support is substantially reduced. As a result, the opportunity for the game ball launched to the right route to enter the lower variable winning device 65 decreases, and the number of balls in possession changes from an increase to a decrease. However, due to the support from the lower variable winning device 65, the rate at which the number of balls in possession decreases is slower in the fourth normal game state compared to the first normal game state.
[0398] According to the first embodiment described above in detail, the following excellent effects can be expected.
[0399] In this embodiment, in the fourth normal gaming state corresponding to the low probability mode, the fourth normal gaming state continues until the number of times the first actuation port 62a has been played reaches its upper limit (corresponding to the "reference number": 1 time). If the upper limit is reached without a jackpot result, the game transitions to the first normal gaming state, which is less favorable to the player than the fourth normal gaming state. The number of times the second actuation port 63a has been played progresses in parallel with the number of times the first actuation port 62a has been played, but the number of times the second actuation port 63a can be played varies depending on factors such as the frequency of balls being struck. In other words, the number of times the game will be played in the fourth normal gaming state is uncertain until the fourth normal gaming state actually ends. This configuration encourages the player to play as many times as possible in the fourth normal gaming state, contributing to increased interest in the game.
[0400] Here, in the fourth normal gaming state, a plurality of variable display times (three in this embodiment) of the image on the second actuation port display section D2 are prepared, and the upper limit of the number of games that can be played is determined by which of these variable display times is set. By configuring in this way, it is possible to diversify the fourth normal gaming state and prevent the game from becoming monotonous.
[0401] Specifically, the variable display time of the second actuation port display unit D2 that can be set in the fourth normal gaming state is 60 seconds, 120 seconds, or 180 seconds, and the difference between these variable display times is greater than the maximum value (8 seconds in this embodiment) of the variable display time for the first actuation port display unit D1 in the fourth normal gaming state. Therefore, depending on the variable display time of the second actuation port display unit D2, the upper limit of the number of games that can actually be executed differs (see FIG. 32(a)), and the diversification of the fourth normal gaming state is suitably realized.
[0402] In addition, in the fourth normal gaming state, a plurality of (two) variable display time tables are prepared for determining the variable display period of the image on the second actuation port display section D2, and the actual number of times the game relating to the second actuation port 63a is executed in the fourth normal gaming state changes depending on which variable display time table is referenced. With this configuration, monotony in the game is realized, which can contribute to increasing attention to the game.
[0403] In particular, by combining the variable display time tables (tables B1 to B3) associated with the first operating port 62a and the variable display time tables (tables A1 to A2) associated with the second operating port 63a, diversification of the fourth normal game state is achieved while preventing the total number of variable display time tables from becoming excessively large (see Figure 32(a)).
[0404] The combinations of these variable display time tables are associated with the types of jackpot results. Table combinations with a higher number of actual executions are more likely to be set when a normal jackpot result is achieved by a lottery based on a ball entering the second actuation port 63a than when a normal jackpot result is achieved by a lottery based on a ball entering the first actuation port 62a. In other words, a normal jackpot result in the fourth normal play state is more likely to result in a higher number of actual executions when the game subsequently transitions to the fourth normal play state than when a normal jackpot result is achieved in the first normal play state. This is preferable for enhancing the player's rescue function when normal jackpot results occur consecutively.
[0405] In this embodiment, if the probability variable jackpot results are consecutive, the limiter function may be activated and the high probability mode may be forcibly terminated. In such a case, the game will transition to the fourth normal game state. When the limiter function is activated and the game transitions to the fourth normal game state, the combination of the variable display time table becomes the most advantageous combination for the player. This makes it possible to suppress a decline in the player's motivation to play.
[0406] In general gaming machines, the variable display time is shortened as the number of pending information items increases. However, when this function is activated, there is a high possibility that the operation of releasing game balls will be avoided to prevent the pending information items related to the first actuation port 62a from being stored as much as possible when the machine is likely to transition to at least the fourth normal gaming state. This may hinder smooth game progress and improved utilization rates. Therefore, as shown in the present embodiment, when determining the variable display time of the images on the first actuation port display unit D1 in the fourth normal gaming state, the variable display time is determined to be the same regardless of the number of pending information items related to the first actuation port 62a, thereby effectively preventing the occurrence of the above-mentioned inconvenience.
[0407] In this embodiment, the first actuation ball entry ports 62 are provided as a lower actuation ball entry port 62L and a right actuation ball entry port 62R. Because there is some variability in whether or not a ball is entered into each of these first actuation ball entry ports 62, it is possible that the number of reserved balls associated with the first actuation port 62a may remain at "0" during the fourth normal game state. In other words, it is possible that the number of play times associated with the first actuation port 62a, which normally determines the length of the fourth normal game state, may not progress, and only the number of play times associated with the second actuation port 63a may be repeated. Such an occurrence could result in the game being excessively advantageous to the player, potentially reducing the integrity of the game. In this regard, the configuration shown in this embodiment also sets an upper limit on the number of play times associated with the second actuation port 63a executed in the fourth normal game state. If the number of play times associated with the second actuation port 63a reaches its upper limit before the number of play times associated with the first actuation port 62a reaches its upper limit, the game transitions to the first normal game state. By providing such a backup function, the occurrence of the above-mentioned events is suppressed. Note that the upper limit of the number of plays related to the second actuation port 63a is set higher than the upper limit of the number of plays related to the first actuation port 62a, thereby preventing the latter from intervening frequently.
[0408] <Variation 1> In the first embodiment described above, the variable display time table for the first operating port that is referenced in the fourth normal game state is set to one of variable display time tables B1 to B3 depending on the type of jackpot result, and when variable display time table B1 is set, the variable display time is "60 seconds", when variable display time table B2 is set, the variable display time is "120 seconds", and when variable display time table B3 is set, the variable display time is "180 seconds", but it is sufficient if the configuration is such that the variable display time tends to become longer in the order of variable display time table B1 < variable display time table B2 < variable display time table B3.
[0409] For example, when variable display time table B1 is set, the variable display time will be "60 seconds" 60%, "120 seconds" 20%, and "180 seconds" 20% of the time; when variable display time table B2 is set, the variable display time will be "60 seconds" 20%, "120 seconds" 60%, and "180 seconds" 20% of the time; and when variable display time table B3 is set, the variable display time will be "60 seconds" 20%, "120 seconds" 20%, and "180 seconds" 60% of the time.
[0410] <Variation 2> In the fourth normal gaming state, the display time of the variable symbols on the first actuation port display unit D1 is determined regardless of the number of reserved symbols related to the first actuation port 62a, but this is not limited to this. The display time of the variable symbols on the first actuation port display unit D1 in the fourth normal gaming state may differ depending on the number of reserved symbols. For example, the display time of the variable symbols on the first actuation port display unit D1 may be longer the more reserved symbols related to the first actuation port 62a, or the display time of the variable symbols on the first actuation port display unit D1 may be longer the fewer reserved symbols related to the first actuation port 62a.
[0411] <Variation 3> In the variable display time table A1 and variable display time table A2 shown in the first embodiment, the difference in variable display time for each reserved number is unified to "1 second", but the difference in variable display time after each reserved number may be different. For example, it is possible to make the difference in variable display time larger as the reserved number increases.
[0412] It is also possible to limit the number of reserved items for which a difference in the variable display time occurs. In this case, the difference in the variable display time may occur only when the number of reserved items is equal to or greater than a predetermined number (for example, when the upper limit has been reached).
[0413] <Variation 4> In the first embodiment, the game state is transitioned to the first normal game state when the number of games played with the second actuation port 63a executed in the fourth normal game state reaches the upper limit (corresponding to the "second reference number of games"), but the present invention is not limited to this. For example, the game state may be transitioned to the first normal game state when the sum of the number of games played with the first actuation port and the number of games played with the second actuation port reaches the upper limit.
[0414] <Variation 5> In the first embodiment described above, in the fourth normal game state, the remaining time is displayed based on the variable display time of the image on the first operating port display unit D1. However, considering that the timing at which the variable display time table switches is the timing at which the final display on the first operating port display unit D1 ends, the total remaining time may be displayed by adding the final display time to the remaining time.
[0415] <Variation 6> In the first embodiment described above, the remaining time until the variable display of the image on the first actuation port display unit D1 ends is displayed when the fourth normal gaming state is reached, but this is not limited to this. It is also possible to display a portion of the time the fourth normal gaming state will be maintained, i.e., a time shorter than the actual remaining time, and then, after that time has elapsed, not display the remaining time (the display of the remaining time ends). In this case, for example, the remaining time on the timer counter may be displayed as "???" or the like.
[0416] <Variation 7> When the variable display time in the second actuation port display section D2 is shortened in the fourth normal gaming state, it is possible to continue displaying the remaining time until the variable display of the patterns in the second actuation port display section D2 ends, rather than ending the display of the remaining time by the timer counter when the variable display of the patterns in the first actuation port display section D1 ends. In this case, for example, the remaining time may be clearly displayed, or the remaining time on the timer counter may be hidden by displaying "???" or the like.
[0417] <Variation 8> In the first embodiment described above, a configuration in which only one type of support mode is provided by the electric role device 71 has been exemplified, but the present invention is not limited to this. For example, as in other embodiments described later, a low-frequency support mode in which the support frequency by the electric role device 71 is relatively low and a high-frequency support mode in which the support frequency is relatively high may be provided as support modes. In such a configuration, the low-frequency support mode may be used for the first normal game state corresponding to the first variable display mode, and the high-frequency support mode may be used for the second normal game state corresponding to the second variable display mode, the third normal game state corresponding to the third variable display mode, and the fourth normal game state corresponding to the fourth variable display mode.
[0418] <Variation 9> In the first embodiment described above, when a 6R or 16R jackpot result is achieved, the variable display time table corresponding to the second actuation port display unit is Table A2, and the variable display time table corresponding to the first actuation port display unit is Table B3. However, this is not limited to this. As with normal jackpot results, different table combinations can be configured depending on the type of jackpot result. This configuration can create differences in the frequency of game turns related to the relatively unfavorable first actuation port, effectively changing the rate at which a jackpot result is achieved. In particular, by including Table A3 in Table A group, which has an even shorter variable display time than Table A2, the progression speed of game turns related to the second actuation port can be further diversified. When Table A2 and Table A3 are compared, the frequency of a special jackpot result resulting in a transition to the second special game state also changes, thereby diversifying the rate at which a player's balls increase or decrease. For example, in the second normal gaming state, it is possible to configure the game so that the number of balls held by the player may decrease slightly, remain approximately constant, or increase slightly.
[0419] <Modification 10> In the first embodiment described above, the upper limit of the number of games played related to the first actuation port 63a in the fourth normal gaming state (corresponding to the "reference number of times") is set to one, but this is not limited to this. The upper limit can also be set to two or more. Furthermore, the upper limit of the number of games played related to the first actuation port 63a when transitioning from the second normal gaming state to the third normal gaming state is made to match the upper limit of the number of games played related to the first actuation port 63a when transitioning from the fourth normal gaming state to the first normal gaming state, and then the variable display time tables related to the first actuation port 63a are provided separately for the second normal gaming state and the fourth normal gaming state, and a difference is provided in the variable display time of the image on the first actuation port display section D1, thereby providing a clear difference between the period during which the second normal gaming state is maintained and the period during which the fourth normal gaming state is maintained. However, this is not limited to this. For example, the variable display time table of the first operating port display unit D1 referenced in the second normal game state and the fourth normal game state may be the same, and the upper limit in the second normal game state may be made different from the upper limit in the fourth normal game state, thereby making the period during which the second normal game state is maintained different from the period during which the fourth normal game state is maintained.
[0420] <Variation 11> In the first embodiment described above, the variable display time table corresponding to the first actuation port display unit D1 referenced in the fourth normal game state is configured to set the same variable display time regardless of the number of reserved balls associated with the first actuation port 62a. However, this is not limited to this, and the variable display time may be set differently depending on the number of reserved balls associated with the first actuation port 62a. For example, the variable display time may be set shorter the more reserved balls associated with the first actuation port 62a, or the variable display time may be set longer the more reserved balls associated with the first actuation port 62a. Note that, when the former of these two transformation patterns is used, it is preferable to set the difference in variable display time for each reserved ball number to be smaller than the minimum value of the variable display time of the image on the second actuation port display unit D2, so that a difference in the number of reserved balls is unlikely to result in a substantial difference in the number of game plays.
[0421] <Variation 12> In the first embodiment described above, three variable display time tables for the first actuation port and two variable display time tables for the second actuation port are used to classify the fourth normal game state into six patterns, but the number of variable display time tables for the first actuation port and the number of variable display time tables for the second actuation port are arbitrary.
[0422] <Second embodiment> In this embodiment, as in the first embodiment, game times related to two actuation ports are executed in parallel, but the specific configuration for realizing diversification of games using this function differs from that of the first embodiment. The following describes the characteristic configuration of this embodiment, focusing on the differences from the first embodiment. First, the configuration of the game board 60 in this embodiment will be described with reference to Figure 35. Figure 35 is a front view of the game board 60.
[0423] (Game board 60) 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. are disposed in each opening formed in the game board 60. 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 based on the detection result, a bonus such as the payout of a predetermined number of prize balls is awarded to the player.
[0424] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various entry areas are discharged from the game area PE through the outlet 68. Here, "entering a ball" means that the game ball passes through a predetermined opening position, and includes not only a situation in which the game ball is discharged from the game area PE after passing through the opening position, but also a situation in which the game ball is not discharged from the game area PE after passing through the opening position.
[0425] Furthermore, numerous game nails 69 are planted on the game board 60 in order to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The various components of these game nails 69 and windmills differentiate the flow path of the game balls, and adjustments are made so that winning into the general winning hole 61 and the like described above occurs with an appropriate probability.
[0426] 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.
[0427] 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.
[0428] The upper variable winning device 64 is disposed on the right route at a position between the through gate 66 and the right-side operating ball entry section 63, and the lower variable winning device 65 is dispose...
Claims
[Claim 1] A gaming machine comprising a gaming board on which a gaming area is formed, and a ball entry means for allowing a gaming ball flowing down the gaming area to enter the gaming area, A detection means capable of detecting a game ball that has entered the ball entry means; An acquisition means for acquiring predetermined information when the game ball is detected by the detection means; A storage means capable of storing the predetermined information; A means for executing a determination as to whether to grant a privilege to a player based on the predetermined information stored in the storage means; a destination specifying means for specifying information when the predetermined information stored in the storage means becomes a target of the grant determination before the predetermined information becomes a target of the grant determination; a specific notification means capable of executing a specific notification based on a result of the identification by the previous identification means; An operation means operated by a player; a means for executing a specific notification in a first manner regarding predetermined information acquired based on the detection when a game ball is detected by the detection means and a predetermined operation of the operation means is not performed during a predetermined period before the game ball is detected; a means for executing a specific notification in a second manner different from the first manner regarding predetermined information acquired based on the detection of a gaming ball when the detection means detects the gaming ball and the predetermined operation is performed during the predetermined period before the detection of the gaming ball; Equipped with A gaming machine characterized in that, when the specified operation of the operating means is performed after a gaming ball is detected by the detection means, a specific notification regarding the specified information obtained based on the detection is executed in a manner similar to when the specified operation of the operating means is not performed.
Citation Information
Patent Citations
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