Gaming Machines
The gaming machine enhances player engagement by integrating mechanisms for dynamic displays and special gaming states based on acquired information, addressing the lack of attention-grabbing features in existing machines.
Patent Information
- Application Number
- JP2023115457
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-13
- Publication Date
- 2025-01-22
- Estimated Expiration
- 2037-12-20
AI Technical Summary
Existing gaming machines lack effective mechanisms to increase player attention and engagement during gameplay.
Incorporation of a starting ball entry means, information acquisition means, acquired information storage, determination means, pattern display means, game round control means, and gaming state transition means to enhance gameplay dynamics through variable displays and special gaming states based on stored information.
Enhances player engagement by increasing attention to the game through dynamic displays and special gaming states, improving overall gameplay 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 picture display device that displays pictures in a variable manner on a display screen. In this type of gaming machine, for example, when a ball enters an operating port provided in the gaming area, a lottery is held to determine whether a specific gaming state advantageous to the player, such as a winning state, will occur, and the variable display of pictures begins. If the lottery is won, a specific picture combination or the like is displayed in a final stop on the display screen, and the gaming state transitions to a special gaming state advantageous to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-074175 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, various efforts have been made to increase the attention paid to games, but there is still room for improvement in the configuration of gaming machines in order to increase the attention paid to games.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0006] The present invention provides A starting ball entry means provided in the game area; an information acquisition means for acquiring special information based on a shot made into the starting shot means; an acquired information storage means capable of storing a plurality of pieces of special information acquired by the information acquisition means; a determining means for sequentially determining whether the special information stored in the acquired information storage means corresponds to predetermined determination information; a picture display means having a display unit capable of variably displaying a picture; a game time control means for controlling the picture display means so that a game time is performed when the display unit starts to change the display of the picture based on the determination made by the determination means, and when the display unit displays a stop result corresponding to the determination result made by the determination means and the changeable display of the picture is terminated, the game time being counted as one game time; a game state transition means for transitioning the game state to a special game state when the determination result by the determination means corresponds to predetermined determination information; When the number of the special information stored in the acquired information storage means has not reached the upper limit of the number of special information stored, and when one ball is scored into the starting ball scoring means, one ball is displayed in a predetermined order in the pending display area. Pending image will be added Pending image A hold display control means for controlling the display of As a display form of the hold display area, Based on the hold image displayed in the hold display area, a first display mode that allows a player to recognize the number of special information stored in the acquired information storage means; Based on the hold image displayed in the hold display area, The number of special information stored in the acquired information storage means is recognizable by the player and is different from the first display form. Second display mode and 、 is provided, The hold display control means has a display form switching means for switching the display form from the first display form to the second display form based on the establishment of a predetermined switching condition, The hold display area is Pending image and a plurality of areas each capable of displaying The first display mode and the second display mode have different arrangement patterns of the plurality of regions, In the second display mode, in a situation where a predetermined number of reserved images are displayed in the plurality of areas, a player can recognize predetermined game information that is information about a game and is different from the number based on the arrangement of the predetermined number of reserved images, When the display mode is set to the second display mode, the second display mode is configured to be continued over a plurality of times of the game, a first period and a second period longer than the first period are provided as a variable display period of the picture in the picture display means, a means for changing the display form to the second display form when the variable display period is the second period; The display mode of the hold display area in the first display form is switched from a display state to a hidden state, and after the hidden state, the hold display area in the second display form is configured to be able to be made into a display state. [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 front view showing a pachinko machine according to a first embodiment. [Figure 2] This is a perspective view of a pachinko machine seen from the front. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 5] FIG. [Figure 6] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 7] FIG. 2 is a perspective view of the game board unit from the rear. [Figure 8] FIG. [Figure 9] FIG. 2 is a rear view of the pachinko machine. [Figure 10] A front view showing the back pack unit. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 13] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 14] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 15] A schematic diagram showing the winning probability for each setting. [Figure 16] A schematic diagram showing a win / loss table for low probability mode. [Figure 17] A schematic diagram showing a win / loss table for the high probability mode. [Figure 18] (a) and (b) are schematic diagrams showing an allocation table, and (c) is a schematic diagram showing the relationship between winning types and support modes. [Figure 19] 10 is a flowchart showing main processing by the MPU of the main control device. [Figure 20] 10 is a flowchart showing timer interrupt processing by the MPU of the main control device. [Figure 21] A flowchart showing the winning process for an operating port. [Figure 22] 10 is a flowchart showing an information acquisition process. [Figure 23] 10 is a flowchart showing normal processing by the MPU of the main control device. [Figure 24] 10 is a flowchart showing a game play control process. [Figure 25] 10 is a flowchart showing a data setting process. [Figure 26] 10 is a flowchart showing a fluctuation start process. [Figure 27] 10 is a flowchart showing a process for setting a variable display time. [Figure 28] 10 is a flowchart showing a game state transition process. [Figure 29] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 30]10 is a flowchart showing the variable display control process performed by the MPU of the notification and performance control device. [Figure 31] 10 is a flowchart showing the variable start processing. [Figure 32] (a) A schematic diagram showing the types of variable display modes, (b) A schematic diagram showing an overview of each variable display mode. [Figure 33] FIG. 1 is a block diagram showing a monitoring device and its related configuration. [Figure 34] FIG. 2 is a block diagram showing a main control device and its related configuration. [Figure 35] 10 is a flowchart showing a setting change process executed by the MPU of the main control device. [Figure 36] 10 is a timing chart showing whether or not a setting can be changed. [Figure 37] 10A is a flowchart showing an initial command output process in the second embodiment, and FIG. 10B is a flowchart showing a setting change process. [Figure 38] (a) A schematic diagram showing the codes contained in the initial command and the setting change command, (b) a flowchart showing the prize ball command setting process, and (c) a schematic diagram showing the information contained in the prize ball command. [Figure 39] 10A is a flowchart showing the command response processing executed by the MPU of the dispensing control device, and FIG. 10B is a flowchart showing the setting value comparison processing executed by the monitoring device in the third embodiment. [Figure 40] (a) A flowchart showing the abnormality notification setting process executed by the MPU of the notification / performance control device in the fourth embodiment, and (b) a flowchart showing the abnormality notification process executed by the MPU of the notification / performance control device. [Figure 41] (a) A schematic diagram showing the probability of winning at a general prize slot, and (b) a schematic diagram showing the relationship between the probability of winning and the settings. [Figure 42] FIG. 10 is a schematic diagram showing differences in normal ranges for each setting. [Figure 43]13A is a schematic diagram showing a monitoring device according to a fifth embodiment, and FIG. 13B is a schematic diagram showing information stored in a temporary storage area of the monitoring device. [Figure 44] 10 is a flowchart showing an abnormality notification process executed by the MPU of the notification and performance control device. [Figure 45] FIG. 10 is a schematic diagram illustrating the relationship between settings and reference information. [Figure 46] FIG. 13(a) is a schematic diagram showing an electrical configuration in a sixth embodiment, and FIG. 13(b) is a schematic diagram showing the relationship between set values and correction coefficients. [Figure 47] 13 is a flowchart showing an abnormality notification process executed by an MPU of a notification / performance control device in the seventh embodiment. [Figure 48] 10 is a timing chart showing the flow of an abnormality notification. [Figure 49] 10 is a flowchart showing the process for canceling an abnormality notification executed by the MPU of the notification and performance control device. [Figure 50] FIG. 1 is a schematic diagram showing a monitoring device. [Figure 51] 13 is a flowchart showing an abnormality notification cancellation process executed by the MPU of the main control device in the eighth embodiment. [Figure 52] 10 is a flowchart showing a setting change process. [Figure 53] 10 is a flowchart showing a main process. [Figure 54] (a) A block diagram showing the configuration for transmitting and receiving information indicating setting values in the ninth embodiment, and (b) a flowchart showing the performance setting process for the occurrence of a missed reach, which is executed by the MPU of the notification / performance control device. [Figure 55] FIG. 10 is a schematic diagram showing the flow of display presentation. [Figure 56] This is a schematic diagram showing the relationship between the setting values and pattern combinations when a miss super reach C is executed. [Figure 57] FIG. 10 is a schematic diagram showing a setting suggestion determination table. [Figure 58](a) A schematic diagram showing the relationship between the number of reserved symbols and the stop display time of the symbol combination in the tenth embodiment, (b) a schematic diagram showing the flow of the presentation. [Figure 59] 16 is a flowchart showing the effect setting process for the occurrence of a missed reach, which is executed by the MPU of the notification / effect control device in the 11th embodiment. [Figure 60] FIG. 10 is a schematic diagram showing the relationship between the number of games played and the reference number of times for judgment. [Figure 61] 20 is a flowchart showing the variable display time setting process executed by the MPU of the main control device in the 12th embodiment. [Figure 62] A schematic diagram showing the relationship between the variable display time and setting suggestions. [Figure 63] 10 is a flowchart showing the effect setting process for the occurrence of a miss reach. [Figure 64] FIG. 10 is a schematic diagram showing a final stop symbol combination determination table for a miss reach. [Figure 65] A schematic diagram showing the relationship between the final stopping pattern combination and the content of the setting suggestion. [Figure 66] FIG. 23(a) is a schematic diagram showing the electrical configuration in the thirteenth embodiment, and FIG. 23(b) is a schematic diagram showing a setting key and a setting key switch. [Figure 67] FIG. 10A is a schematic diagram showing a procedure for changing a set value, and FIG. 10B is a schematic diagram showing a procedure for checking a set value. [Figure 68] 10 is a flowchart showing a startup process executed by an MPU of the monitoring device. [Figure 69] 10 is a flowchart showing a setting change process. [Figure 70] 4 is a flowchart showing main processing executed by the MPU of the main control device. [Figure 71] 10A is a flowchart showing normal processing executed by the MPU of the monitoring device, and FIG. 10B is a flowchart showing setting confirmation processing. [Figure 72] 10 is a timing chart showing a flow of changing a setting value. [Figure 73] 10 is a timing chart showing a flow of changing a setting value. [Figure 74] 10 is a timing chart showing a flow of checking a set value. [Figure 75] FIG. 22 is a block diagram showing the electrical configuration of the fourteenth embodiment. [Figure 76] 4 is a flowchart showing main processing executed by the MPU of the main control device. [Figure 77] 10 is a flowchart showing a setting change process executed by the MPU of the main control device. [Figure 78] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 79] 10 is a flowchart showing a setting confirmation process. [Figure 80] FIG. 10 is a schematic diagram showing the relationship between the main control device and the monitoring device in setting random numbers. [Figure 81] An oblique view of the game ball launch handle in the 15th embodiment, seen from the front side of the game machine. [Figure 82] FIG. 2 is a side view of the game ball launch handle. [Figure 83] 10 is a flowchart showing a rendering mode determination process executed by an MPU of the notification and rendering control device. [Figure 84] (a) A schematic diagram showing the relationship between the specified number of operations and the correct / incorrect result, and (b) a schematic diagram showing the relationship between the setting value and the setting suggestion. [Figure 85] 10 is a flowchart showing the processing for continuous operation-compatible performance executed by the MPU of the notification / performance control device. [Figure 86] 10 is a flowchart showing the flow of a game. [Figure 87] FIG. 10 is a schematic diagram showing a modified example of the configuration related to setting suggestions. [Figure 88] FIG. 10 is a schematic diagram showing a modified example of the configuration related to setting suggestions. [Figure 89] FIG. 10 is a schematic diagram showing a modified example of the configuration related to setting suggestions. [Figure 90] 20 is a flowchart showing information acquisition processing executed by the MPU of the main control device in the 16th embodiment. [Figure 91] 10 is a flowchart showing a confirmation process for a hold notice. [Figure 92] 10 is a flowchart showing a process of setting a pending command. [Figure 93] 10 is a flowchart showing the setting process for the hold notice effect executed by the MPU of the notification / effect control device. [Figure 94] (a) Schematic diagram showing a non-explicit advance notice performance, (b) Schematic diagram showing an explicit advance notice performance. [Figure 95] A schematic diagram showing the relationship between the setting value and the degree of advantage when the winning probability is within the standard range. [Figure 96] (a) is a schematic diagram showing the state of setting suggestions, and (b) is a schematic diagram showing the relationship between setting values and the probability of displaying setting suggestion images. [Figure 97] This is a schematic diagram showing the relationship between the change in the number of reserved acquisitions as the game progresses and the object of correction. [Figure 98] 10 is a flowchart showing the setting process for setting suggestions executed by the MPU of the notification / performance control device. [Figure 99] A schematic diagram showing the relationship between setting suggestion probability and number of reserved acquisitions. [Figure 100] A schematic diagram showing a modified example regarding the correction of the setting suggestion probability. [Figure 101] (a) Front view of the game board unit of the 17th embodiment, (b) schematic diagram showing the internal structure of the operating port unit, (c) front view of the main display unit. [Figure 102] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 103] A block diagram showing the electrical configuration related to the hold display. [Figure 104] 10 is a flowchart showing the hold command and shift command response processing executed by the MPU of the notification and performance control device. [Figure 105] 10 is a flowchart showing the process for the hold notice presentation executed by the MPU of the notification / presentation control device. [Figure 106]10 is a flowchart showing a setting suggestion process executed by the MPU of the notification / performance control device. [Figure 107] This is a flowchart showing the pending display control command response processing executed by the MPU of the display control device. [Figure 108] (a) is a flowchart showing the pending display control processing executed by the MPU of the display control device, and (b) is a flowchart showing the display mode switching processing executed by the MPU of the display control processing. [Figure 109] (a) A schematic diagram showing the display format of the pending number display area in normal display mode, (b) A schematic diagram showing the display format of the pending number display area in special display mode. [Figure 110] FIG. 10 is a schematic diagram showing a state of switching from a normal display mode to a special display mode. [Figure 111] This is a schematic diagram showing the relationship between each unit hold display area. [Figure 112] FIG. 10 is a schematic diagram showing switching from a special display mode to a normal display mode. [Figure 113] This is a flowchart showing the hold display processing executed by the MPU of the display control device. [Figure 114] A schematic diagram showing the shift flow of hold icons in normal display mode. [Figure 115] 10 is a schematic diagram showing a display pattern corresponding to setting suggestions. FIG. [Figure 116] A schematic diagram showing the update pattern of the hold display in the special display mode. [Figure 117] 10 is a schematic diagram showing a modified example of setting suggestions in a special display mode. FIG. [Figure 118] A schematic diagram showing a modified example of the pending number display area in the special display mode. [Figure 119] A schematic diagram showing an overview of the hold notification presentation in the 18th embodiment. [Figure 120] (a) A schematic diagram illustrating the flow of a first-type preview performance, and (b) a schematic diagram illustrating the flow of a second-type preview performance. [Figure 121]This is a schematic diagram showing the types of first-type preview effects and second-type preview effects. [Figure 122] This is a schematic diagram showing the flow of the first type preview performance B. [Figure 123] This is a schematic diagram showing the flow of the second type preview performance B. [Figure 124] 10 is a flowchart showing the setting process for the hold notice effect executed by the MPU of the notification / effect control device. [Figure 125] 10 is a flowchart showing the hold notice pattern determination process executed by the MPU of the notification / performance control device. [Figure 126] 10 is a flowchart showing the first type preview performance B setting process executed by the MPU of the notification / performance control device. [Figure 127] 10 is a flowchart showing the second type preview performance B setting process executed by the MPU of the notification / performance control device. [Figure 128] This is a flowchart showing the processing for the first type of preview performance B executed by the MPU of the notification / performance control device. [Figure 129] This is a flowchart showing the processing for the second type of preview performance B executed by the MPU of the notification / performance control device. 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 front view of a pachinko machine 10, 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 of the pachinko machine 10 for convenience.
[0010] As shown in FIG. 1, the pachinko machine 10 is made up of 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] As shown in Figure 2, the outer frame 11 is formed by connecting four long frame materials on all four sides, and is formed into a rectangular frame shape as a whole. The pachinko machine 10 is installed in the gaming hall by attaching and fixing this 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 between the upper and left frame sections of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame sections 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 3 and 4).
[0013] 3 and 4, 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, when viewed from the front of the gaming machine, the left side is the base end of rotation and the right side is the tip end of rotation, and the inner frame 13 can be rotated forward.
[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 of the gaming machine. Also, a back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side being the base end and the right side being the tip end when viewed from the front of the gaming machine.
[0015] (Front door frame 14) Next, we will explain the front door frame 14. As shown in Figure 1, 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 portion 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 portion 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, in consideration 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] Various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window 21). For example, a circular illumination unit 26 incorporating light-emitting devices such as LEDs is provided along the periphery of the window 21. The circular illumination unit 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. An error indicator lamp 27 is provided at the center of the circular illumination unit 26 and at the top of the pachinko machine 10, and lights up when an error or other malfunction occurs. On either side of the error indicator lamp 27, prize ball lamps 28 are provided that light up while prize balls are being paid out. Speaker units 29 are provided adjacent to the left and right prize ball lamps 28, respectively, to output sound effects, background music, and the like according to the game status (see FIG. 3). The speaker units 29 switch background music and the like according to the game status, thereby preventing the game from becoming monotonous.
[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 (see FIG. 2). The upper tray 33 has the function of temporarily storing game balls dispensed from a dispensing device (described later) and guiding them to a game ball launching mechanism (described later) while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33 and as a receptacle for storing game balls that were discharged by the game ball launching mechanism but did not reach the game area PE (see FIG. 3) and are returned to the player.
[0020] An operation button 35 that is operated (specifically, pressed or depressed) by the player is provided in a portion of the upper bulging portion 31 that is forward of the upper tray 33 (the storage area for game balls). The operation button 35 is an operation device that allows the player to give predetermined instructions during the progress of the game in order to perform predetermined effects on the display screen of the symbol 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. The launching speed of the game ball increases as the operation amount (rotation amount) of the game ball launching handle 41 increases, and the game ball will reach the play area PE when this operation amount is adjusted by the player to a predetermined amount. Furthermore, by adjusting this operation amount, the player can selectively shoot the game ball into the right route or the left route, which will be described later.
[0022] As shown in Figure 3, 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. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and by dividing the receiving portion into left and right halves with a partition wall, an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage are separated. The upstream sides of the front door side upper tray passage and the front door side lower tray passage lead to the gaming ball distribution section described below, and 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] The front door frame 14 has projections at its upper and lower ends on the pivot base side of its rear surface. These projections form an assembly mechanism for the inner frame 13.
[0024] Next, the inner frame 13 will be described in detail with reference to Fig. 5. Fig. 5 is a front view of the inner frame 13. As in Fig. 3, Fig. 5 also omits the configuration inside the play area PE of the pachinko machine 10 for convenience.
[0025] (inner frame 13) The inner frame 13 is mainly composed of an inner frame base body 50, which has a substantially rectangular outer shape similar to the outer frame 11. The height of the inner frame base body 50 is set slightly smaller than the height of the outer frame 11. The inner frame base body 50 is positioned close to the upper frame portion of the outer frame 11, leaving a slight gap between the lower frame portion of the outer frame 11 and the inner frame base body 50. A panel is attached to the outer frame 11 to close this gap. The panel is positioned below the inner frame base body 50 (specifically, its lower end), and when the inner frame 13 is closed to the outer frame 11, the inner frame base body 50 rests on the panel. A slight clearance may be provided between the panel and the inner frame base body 50 to prevent mutual interference, etc.
[0026] Support fittings 71 and 72 are attached to the upper and lower ends of the rotation base end side (left side in FIG. 5) on the front surface of the inner frame base body 50. Although not shown, the support fittings 71 and 72 have shafts, and bearings provided on the front door frame 14 are inserted into these shafts, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.
[0027] A locking device 75 for locking the inner frame 13 and the front door frame 14 is disposed on the rotation tip side (right side in FIG. 5 ) of the inner frame base body 50. The locking device 75 extends vertically along the right end of the inner frame base body 50 (a vertical frame member described below) and has front door hook members 76 scattered along its length (vertical direction). The inner frame base body 50 is formed with slits corresponding to each of the front door hook members 76, allowing the hook receiving members 49 (see FIG. 3 ) provided on the back surface of the front door frame 14 to protrude toward the front side of the inner frame 13. The front door hook members 76 protruding through the slits are engaged with the hook receiving members 49 provided on the front door frame 14 in a one-to-one correspondence with each front door hook member 76, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 75 also has inner frame hook members 77 that extend rearward from the inner frame 13. These inner frame hook members 77 are caught on hook receiving members 19 fixed to the outer frame 11, thereby locking the gaming machine main part 12 in a closed state relative to the outer frame 11.
[0028] A cylinder lock 78 is installed on the inner frame base body 50 (locking device 75) to unlock the locking device 75. The cylinder lock 78 is provided separately from the locking unit (each of the hook members 76, 77 and the interlocking rod, etc.) that constitutes the main part of the locking device 75, and is located adjacent to the locking unit. When the key inserted into the keyhole of the cylinder lock 78 is turned to the right (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 78 is turned to the left (counterclockwise), the inner frame 13 is unlocked from the outer frame 11.
[0029] A storage recess 51 for storing the game board unit 80 is formed in the center of the inner frame base body 50. The storage recess is recessed toward the rear of the gaming machine to match the outer shape of the game board unit 80, and the game board unit 80 is fitted into this storage recess 51 from the front of the gaming machine and fixed in place by a manual locking mechanism. A substantially rectangular window hole 52 is formed in the bottom of the storage recess 51, and the rear structure of the game board unit 80 (a rear block 80b described below) protrudes behind the inner frame 13 through this window hole 52. Note that almost the entire area of this window hole 52 is covered from the front of the gaming machine by the game board unit 80 attached to the inner frame base body 50.
[0030] (Game board unit 80) The game board unit 80 is formed by integrating a game area forming body 80a, on the front of which is formed a game area PE through which game balls flow down, and a back block 80b, which is provided on the back side of the game area forming body 80a and on which various game components (for example, a variable display unit, a control device, a movable performance mechanism, luminous decorative members, etc.) described below are mounted on a base body 251. The game area forming body 80a is made of a transparent synthetic resin material, and the front portion of the back block 80b can be seen through the game area forming body 80a.
[0031] As already explained, the play area PE is covered by the glass unit 22 (specifically, the rear glass panel 23). The glass unit 22 is arranged so that the gap between the rear glass panel 23 and the front of the play area formation body 80a is slightly larger than the diameter of the play ball, i.e., so that the play balls flowing down the play area PE do not line up front and back at the same point in the play area PE. This prevents balls from clogging the play area PE.
[0032] The game board unit 80 (particularly the various components arranged in the game area PE of the game area formation body 80a) will be described below with reference to Figures 6 to 8. Figure 6 is a front view of the game board unit 80, and Figure 7 is a perspective view of the game board unit 80 as seen from behind.
[0033] The play area forming body 80a has multiple large and small openings that penetrate through its thickness (front-to-back direction). As shown in Figure 6, each opening is equipped with a general winning opening 81, a variable winning device 82, actuation openings 83a and 83b, a through gate 84, and the like. When game balls enter the general winning opening 81, the variable winning device 82, and the actuation openings 83a and 83b, they are detected by detection sensors (not shown) provided corresponding to each ball entry section, and based on the detection results, a bonus such as a predetermined number of prize balls (payout of game balls) is awarded to the player. In addition, an outlet 89 is provided at the bottom of the play area forming body 80a, and game balls that do not enter the various ball entry sections are discharged from the play area PE through the outlet 89. In the following explanation, in order to clearly distinguish from game balls entering the outlet 89, game balls entering the general winning port 81, variable winning device 82, and operating ports 83a, 83b will also be referred to as ``winning.''
[0034] Furthermore, in the game area forming body 80a, a large number of game nails 93 are planted to appropriately distribute and adjust the flow path of game balls, and various components (apparatuses) such as windmills 94 are also arranged. The flow path of game balls is differentiated by the various configurations of these game nails 93, windmills 94, etc., and adjustments are made so that winning into the above-mentioned general winning hole 81, etc. occurs with an appropriate probability.
[0035] A central opening 85 is formed in the center of the game area forming body 80a, and a transparent opening cover 86 is attached so as to cover this central opening 85 from the back side of the game area forming body 80a. Behind this central opening 85, the variable display unit 252 and the like belonging to the back block 80b are positioned, and the variable display unit 252 and the like can be seen through the central opening 85 (opening cover 86) from the front of the game machine. For ease of explanation, in Figure 6, the opening cover 86 is shown by a two-dot chain line, showing a state in which the variable display unit 252 is visible.
[0036] Operating ports 83a, 83b, through gate 84, etc. are arranged around central opening 85. Operating ports 83a, 83b are composed of upper operating port 83a arranged below variable display unit 252 and lower operating port 83b arranged directly below upper operating port 83a. In particular, lower operating port (lottery trigger ball entry section) 83b is provided with an electric device 91 as an opening / closing type ball entry assist device (ball entry assist means) or opening / closing member (opening / closing means). Electric device 91 has a movable piece and a solenoid-type drive unit that drives the movable piece. By changing the position of the movable piece by the drive unit, it is possible to switch between an open state (assistance state) that allows or makes it easy to enter lower operating port 83b, and a closed state (non-assistance state) that makes it impossible or difficult to enter the ball.
[0037] The through gate 84 is located in the game area PE at a position upstream of the lower operating port 83b (more specifically, to the side of the variable display unit 252), and if a lottery triggered by the game ball passing through the through gate 84 is won, the electric device 91 will be switched from a closed state to an open state for a predetermined period of time.
[0038] When a ball lands in the upper actuation port 83a, three game balls are dispensed, and when a ball lands in the lower actuation port 83b, four game balls are dispensed, but the number of game balls dispensed is not limited to the above. However, for example, in order to increase the advantage of the lower actuation port 83b over the upper actuation port 83a, it is preferable to set the number of balls dispensed related to the lower actuation port 83b greater than the number of balls dispensed related to the upper actuation port 83a.
[0039] The variable winning device (special ball winning device or special ball winning means) 82 has a large winning opening that leads to the back side of the play area formation body 80a, and is provided with an opening / closing door as an opening / closing member (opening / closing means) that opens and closes the large winning opening. The opening / closing door can be switched between an open state (assistance state) that allows or makes it easy for game balls to enter, and a closed state (non-assistance state) that makes it difficult or impossible for game balls to enter. The opening / closing door is connected to a variable winning drive unit (more specifically, a solenoid) provided on the back side of the play area formation body 80a. Under normal circumstances, the opening / closing door remains closed, but is switched to an open state when an internal lottery results in a transition to an opening / closing execution mode (opening / closing execution state) (a jackpot: a transition to a special game state that is more advantageous to the player than the normal game state).
[0040] Here, the opening / closing execution mode is a mode to which the player is shifted when a big win is won. In the opening / closing execution mode, the variable winning device 82 is set to open repeatedly for a plurality of rounds (for example, 4, 8, or 16 rounds), with one round being defined as the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).
[0041] Here, a supplementary explanation will be given regarding the variable display unit 252. The variable display unit 252 has a pattern display device 253 that variably displays (variably displays) patterns in response to winning entries into the actuation ports 83a and 83b. The pattern display device 253 is configured as a liquid crystal display device with a liquid crystal display, and its display content is controlled by a display control device (described later). On the display screen 253a of the pattern display device 253, for example, patterns are displayed in a row at the top, middle, and bottom, and these patterns are variably displayed by scrolling left and right. When a jackpot is won, a predetermined combination of patterns is displayed stationary on a preset pay line, and the game transitions to the opening and closing execution mode (special game state or jackpot). Note that the pattern display device 253 does not necessarily have to be a liquid crystal display device; it may be a dot matrix or 7-segment type display device.
[0042] The play area forming body 80a is provided with a center frame 95 surrounding the central opening 85. The center frame 95 is fixed to the play area forming body 80a (more specifically, a plate body) from its front side, and in this fixed state, it stands upright from the front of the play area forming body 80a, so that the gap dimension between the center frame 95 and the glass unit 22 is configured to be smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the play area PE from colliding with the symbol display device 253, and the flow path of the game ball flowing down the play area PE is roughly divided into a route that bypasses the variable display unit 252 (more specifically, the center frame 95) from the right side and a route that bypasses it from the left side.
[0043] A stage section where game balls can roll left and right is formed on the upper surface of the frame section that forms the lower part of the center frame 95. Game balls that flow in through inlets formed in the left and right frame sections of the center frame 95 are discharged onto the stage section through a warp passage also formed in the center frame 95. The stage section is configured so that game balls that reach the stage section can relatively easily flow into the upper operating port 83a, which contributes to increasing the player's attention to the movement of the game balls on this stage section.
[0044] Here, in this embodiment, as described above, the central opening 85 is covered by a transparent opening cover 86, and the game ball that reaches the stage portion is restricted from moving toward the rear block 80b (variable display unit 252).
[0045] A first holding lamp unit 98a and a second holding lamp unit 98b are provided on the front surface of the frame unit that forms the lower part of the center frame 95. The first holding lamp unit 98a on the left corresponds to the upper actuation port 83a, and the number of times that a game ball has passed through the upper actuation port 83a can be held up to four times, and the first holding lamp unit 98a is lit to indicate the number of times that a game ball has passed through the lower actuation port 83b. The second holding lamp unit 98b on the right corresponds to the lower actuation port 83b, and the number of times that a game ball has passed through the lower actuation port 83b can be held up to four times, and the second holding lamp unit 98b is lit to indicate the number of times that a game ball has passed through the lower actuation port 83b.
[0046] The actuation openings 83a, 83b are arranged at positions close to the central opening 85 (variable display unit 252). Since a win in the actuation openings 83a, 83b can trigger a transition to a special game state, it is thought that the player will pay attention to whether or not a win will occur in the actuation openings 83a, 83b, and also to the symbol display device 253 to determine whether or not a transition to a special game state will occur. Providing the actuation openings 83a, 83b close to the variable display unit 252 is a device to allow the player to focus their attention on the area around the variable display unit 252.
[0047] A game area partitioning member 99 is disposed at the right end of the game area forming body 80a (the rotating tip of the game board unit 80 described later), which partitions and forms the game area PE together with a guide rail 100 described later. A stopper member is disposed on the game area partitioning member 99, against which game balls flying along the main display unit 87 and the guide rail 100 collide. The stopper member is a buffer member disposed near the tip of the guide rail 100, and game balls that collide with the stopper member have their momentum weakened before flowing down the game area PE. In other words, the stopper member is endowed with a force-reducing function that weakens the momentum of the colliding game balls.
[0048] Here, we will provide additional explanation about the main display unit 87. The main display unit 87 is embedded in the game area partition member 99, and is positioned so that a portion of it faces the glass unit 22. This facing portion is provided with a main display section that displays predetermined images, etc. The main display unit 87 is electrically connected to a main control device, which will be described later, and the display content of the main display section is controlled by the main control device.
[0049] The main display unit includes an upper operation port display unit that displays the result of a lottery based on a win at the upper operation port 83a, and a lower operation port display unit that displays the result of a lottery based on a win at the lower operation port 83b. The upper operation port display unit displays a varying pattern triggered by a win at the upper operation port 83a, and the result of the varying display being stopped is the result of the internal lottery that was performed based on the win at the upper operation port 83a. If the result of the internal lottery based on the win at the upper operation port 83a is a winning result that corresponds to a transition to the opening / closing execution mode, the varying display is stopped on the upper operation port display unit, and a predetermined pattern is displayed as the result of the stop, and then the system transitions to the opening / closing execution mode.
[0050] The lower operating port display unit displays a varying pattern triggered by a winning entry into lower operating port 83b, and the result of the varying display stopping is the clear display of the result of the internal lottery held based on the winning entry into lower operating port 83b. If the result of the internal lottery held based on the winning entry into lower operating port 83b is a winning result corresponding to a jackpot, the varying display on the lower operating port display unit stops, a predetermined pattern is displayed as the stopping result, and then the mode switches to the opening / closing execution mode according to the result.
[0051] Here, based on a win in either of the actuation ports 83a, 83b, a variable display is started in the corresponding actuation port display section, and a picture corresponding to the lottery result is displayed in a stopped state, and then the picture remains in a stopped state for a predetermined stopped display time (stopped display period or final display period) until the final display ends, which corresponds to one game session. However, one game session is not limited to the above, and for example, in a configuration in which a single display area is provided and a variable display is made in that single display area regardless of whether a win occurs in either of the actuation ports 83a, 83b, it is also possible to count the time from when the variable display is started in that single display area, when the variable display is stopped with a predetermined stopped result displayed, until the final display ends as one game session.
[0052] In addition to the above two display sections, the main display section of the main display unit 87 is also provided with a through gate display section that displays the result of a lottery based on winning at the through gate 84. The through gate display section displays a varying pattern triggered by winning at the through gate 84, and as a result of the stopping of the varying display, the result of the internal lottery conducted based on winning at the through gate 84 is clearly displayed. If the result of the internal lottery based on winning at the through gate 84 is a winning result corresponding to a transition to the electric role opening state, the through gate display section 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 91 provided in the lower operating port 83b is opened in a predetermined manner.
[0053] Furthermore, in this embodiment, a configuration is adopted in which the number of times a game ball passes through the through gate 84 is reserved up to a maximum of four times, and the main display section of the main display unit 87 is provided with a reserved number display section that displays the number of reserved balls.
[0054] The main display units described above can be seen from the front of the pachinko machine 10 through the glass unit 22 of the front door frame 14, and visibility is guaranteed because game balls are prevented from moving in front of these various display units.
[0055] Referring again to Figure 5 to explain the configuration of the inner frame 13, below the game board unit 80 in the inner frame base body 50, there is provided a game ball launching mechanism 110 that launches game balls into the game area PE based on operation of the game ball launching handle 41.
[0056] (Game ball launching mechanism 110) The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls placed at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball delivery device 113 that supplies game balls to the launch waiting position, and a base plate 114 on which these various components 111 to 113 are mounted, and the base plate 114 is fixed to the inner frame base body 50, thereby making it integrated with the inner frame base body 50.
[0057] The launch rail 112 is fixed to the base plate 114 in an inclined state so as to slope upward toward the play area forming body 80a. The launch rail 112 is formed with a groove having a substantially V-shaped cross section, and is configured so that the front-to-rear position of the game ball is determined by fitting the game ball into the groove.
[0058] A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is disposed at a position near the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is disposed at a position further downstream than the ball stopper.
[0059] The solenoid 111 is electrically connected to a power supply / launch control device, which will be described later. Based on the output of an electrical signal from the power supply / 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 play area formation body 80a, more specifically, toward the guide rail 100 attached to the play area formation body 80a.
[0060] The guide rail 100, together with a play area partitioning member 99 fixed to the play area forming body 80a (specifically, the front surface of the plate), partitions 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 arranged facing each other with a gap larger than the diameter of the game ball between them, and these two rails 101, 102 partition and form a single guide passage 103. The guide passage 103 has an entrance section 104 that opens at the tip side (diagonally downward) of the launch rail 112 and an exit section 105 located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance section 104 → exit section 105). In addition, in the game area forming body 80a, a return prevention member 106 is attached to the tip of the exit portion 105, more specifically, near the tip of the inner rail 101, 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.
[0061] Each of the rails 101, 102 that make up the guide rail 100 is arc-shaped with its center at approximately the center of the play area PE. For this reason, a game ball passing through the guide passage 103 is likely to move (slide or roll) along the outer rail 102, i.e., while remaining in contact with the outer rail 102, due to the centrifugal force generated within the game ball. In other words, when a game ball is launched so as to reach the play area PE, the area of the guide passage 103 along the outer rail 102 essentially constitutes a passing area (passing path) through which the game ball passes, and the area along the inner rail 101 essentially constitutes an area through which the game ball does not pass.
[0062] 5, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the play area formation body 80a. In other words, the rails 100, 112 are arranged so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 are offset left and right near the lower edge of the play area formation body 80a. This brings the rails 100, 112 close to the lower edge of the play area formation body 80a, while forming a predetermined gap between the entrance portion 104 of the guide rail 100 and the launch rail 112.
[0063] A foul ball passage is disposed below the gap thus formed. The foul ball passage is integrally molded into 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 returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage through the gap. The foul ball passage leads to the lower tray passage on the front door side, and game balls that enter the foul ball passage 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.
[0064] A rail cover 107 is provided at the left end of the play area forming body 80a so as to cover the outer rail 102 from the side. The game board unit 80 is often handled individually during manufacturing and maintenance work, and at this time the outer rail 102 may collide with the game machine or the like. The rail cover 107 is a component installed in consideration of such circumstances, and is endowed with a protective function to prevent the outer rail 102 from being deformed due to the above-mentioned factors and the like.
[0065] A through hole is formed in the inner frame base body 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the inner frame base body 50 in the front-to-rear direction, and a passageway forming member 121 is disposed in this through hole. The passageway forming member 121 is screwed to the inner frame base body 50 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 are connected to the game ball distribution section described below. In addition, the receiving portion of the passageway forming unit attached to the front door frame 14 fits below the passageway forming member 121, and the front door side upper tray passage is disposed below the main body side upper tray passage 122, and the front door side upper tray passage is disposed below the main body side lower tray passage 123.
[0066] An opening / closing member 124 that opens and closes the main body side upper tray passage 122 and the main body side lower tray passage 123 is attached below the passage forming member 121 on the inner frame base body 50. The opening / closing member 124 is biased to a forward position that closes the main body side upper tray passage 122 and the main body side lower tray passage 123, and when the front door frame 14 is opened, this biasing force causes each opening / closing member 124 to be in a closed state, preventing game balls from falling out of each passage 122, 123. 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 portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper tray passage 122 and the front door side upper tray passage are connected, and further, the main body side lower tray passage 123 and the front door side lower tray passage are connected.
[0067] Next, the rear structure of the inner frame 13 (the inner frame base body 50 and the game board unit 80) will be described with reference to Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.
[0068] As shown in Figure 8, a bearing fitting 132 is attached to the rotation base end side (right side in Figure 8) on the back surface of the inner frame base body 50. Bearing portions 133 are formed on the bearing fitting 132 at intervals above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, a plurality of fixing levers 134 are provided on the back surface of the inner frame base body 50 for fixing the back pack unit 15 to the inner frame base body 50 in a closed state.
[0069] As already explained, a window hole 52 that penetrates the thickness of the inner frame base body 50 and is open to the back side of the inner frame base body 50 is formed in the bottom portion of the storage recess (game board storage section) 51 in the inner frame base body 50, and the window hole 52 is covered from the front side of the inner frame 13 by the game board unit 80 stored in the storage recess 51. Various components such as a control device are mounted on the back side of the game board unit 80 (rear block 80b), and these various components are exposed to the back side of the inner frame 13 through the window hole 52. Here, the configuration of the back side of the game board unit 80 will be explained.
[0070] As already explained, the back block 80b is attached to the back of the play area forming body 80a. The back block 80b has a substantially box-shaped base body 251 that is open on the play area forming body 80a side, and this base body 251 is fixed to the back of the play area forming body 80a, thereby integrating the play area forming body 80a and the back block 80b.
[0071] The front side of the base body 251 is an area for arranging movable performance mechanisms, luminous decorative components, etc., and the back side is an area for arranging a control device that controls these various components and the variable display unit 252 (pattern display device 253) mentioned above.
[0072] More specifically, a portion of the base body 251 protrudes from the rear side of the inner frame base body 50, and the above-mentioned pattern display device 253 (see FIG. 6) and a display control device for driving the pattern display device 253 are attached to the protruding portion. The pattern display device 253 and the display control device are stacked in the front-to-rear direction (thickness direction of the inner frame base body 50) so that the pattern display device is on the front side and the display control device is on the rear side. Furthermore, the notification / performance control device 140 is mounted on the rear part of the base body 251 so as to be located behind the display control device.
[0073] The notification and performance control device 140 is equipped with a notification and performance control board that controls audio output, lamp display, and display control of 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 141 made of a transparent resin material or the like.
[0074] A main control device unit 160 is provided below the notification / performance control device 140 so as to cover the base body 96 from behind. The main control device unit 160 has a mounting base 161 made of synthetic resin fixed to the back of the game board unit 80 (more specifically, the back block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function of managing the main control of the game (main control circuit) and a 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.
[0075] 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 unopenably connected by a box sealing part 164 as sealing means, thereby sealing the board box 163. A plurality of box sealing parts 164 are provided on the short sides of the board box 163, and at least one of them is used for sealing.
[0076] The box sealing unit 164 can be configured in any way as long as it securely connects the box base and box cover. However, the box base and box cover are securely connected by inserting a locking pin into a locking hole that constitutes the box sealing unit 164. The sealing process using the box sealing unit 164 prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized opening. Even after opening, the box can be resealed. That is, the sealing process is performed by inserting a locking pin into at least one locking hole among the multiple box sealing units 164. 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 box sealing unit with the inserted locking pin and the main body of the board box 163 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 box, a locking pin is inserted into another locking hole. 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.
[0077] The board box 163 and the mounting base 161 are connected to each other in an unsealable manner by a base seal 165. More specifically, the base seal 165 has a locking hole and a locking pin, just like the box seal 164, and the board box 163 and the mounting base 161 are connected to each other in an unseparable manner by inserting the locking pin into the locking hole. This makes it easy to detect any unauthorized removal of the board box 163.
[0078] A setting key switch 167 having a keyhole through which a setting change key is inserted, a setting change switch 166, and a setting value display unit 168 are provided in a front portion (the portion facing the rear of the gaming machine) of the main control device 162 that does not overlap with a back pack 201, which will be described later. Details will be described later, but the pachinko machine 10 in this embodiment has multiple stages of jackpot probability (three stages in detail), and the setting value is changed by operating the setting change switch 166 when the setting change key inserted in the setting key switch 167 is in the ON position (ON state). While the setting change key is in the ON position, the currently selected setting value is displayed on the setting value display unit 168, allowing the operator to change the setting while visually checking the setting value.
[0079] In the front part of the base body 251, in the part facing the lower back surface of the game area forming body 80a, there are formed recovery passages (not shown) that correspond to the game board openings of the general winning opening 81, the variable winning device 82, and the operating openings 83a and 83b and that gather in one place downstream. As a result, all game balls that have won in the general winning opening 81 etc. are configured to gather below the game board unit 80 via the recovery passages. In other words, the base body 251 is endowed with the function of collecting game balls that have won in the various winning openings.
[0080] A discharge passage, which will be described later, is arranged below the game board unit 80, and game balls that have gathered below the game board unit 80 are led into the discharge passage by a recovery passage. The outlet 89 also leads to the discharge passage, and game balls that have not won in any of the winning ports are led into the discharge passage via the outlet 89.
[0081] Furthermore, the base body 251 constituting the back block 80b is equipped with detection sensors for the above-mentioned ball entry sections, including a general entry port detection sensor that detects game balls that have entered the general entry port 81 and an actuation port detection sensor that detects game balls that have entered the actuation ports 83a and 83b, and these various detection sensors constitute a winning detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) are output from each detection sensor to the main control device 162.
[0082] Next, the back pack unit 15 will be described with reference to Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.
[0083] As shown in Figure 9, 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 as the main body of the rear pack unit 15, and a dispensing mechanism unit 202, a discharge passage panel and a control device assembly unit 204 are attached to the rear pack 201.
[0084] The back pack 201 is molded from a transparent synthetic resin, and as shown in Fig. 10, comprises 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. The protective cover part 212 has a shape in which the left and right side surfaces and the top surface are closed and only the bottom surface is open, and is large enough to surround at least the variable display unit 252 (see Fig. 9).
[0085] An external output terminal board 213 is provided on the top of the base part 211. The external output terminal board 213 is provided with various output terminals, and these output terminals are connected to wiring WH1 that connects the gaming hall's management control device (hall computer HC) and the pachinko machine 10. Various signals output from the external output terminal board 213 (output terminals) of the pachinko machine 10 are transmitted to the hall computer HC via wiring WH1, and the hall computer HC is configured to grasp the state of the pachinko machine 10, the game status, etc. based on these various signals.
[0086] 10, the base portion 211 is provided with a pair of upper and lower latch pins 214 at the right end when viewed from the rear of the pachinko machine 10, and by inserting the latch pins 214 into the bearing portions 133 provided in the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. The base portion 211 is formed with a plurality of insertion portions through which fixed levers 134 provided in the inner frame 13 are inserted, and the back pack unit 15 is fixed to the inner frame 13 by abutting against the base portion 211 from behind with the fixed levers 134 inserted into the insertion portions.
[0087] A payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed on the top of the rear pack 201 and opens upward, and gaming balls supplied from the island facilities of the gaming hall are sequentially replenished to the tank 221. A tank rail 222 that gently slopes downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. Gaming balls paid out from the payout device 224 are supplied to a gaming ball distributor 225 provided on the base 211 of the rear pack 201 through a payout passage (not shown) provided downstream of the payout device 224.
[0088] The game ball distribution section 225 has the function of distributing game balls paid out from the payout device 224 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 above-mentioned main body side upper tray passage 122 and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage 123 and front door side lower tray passage.
[0089] A discharge passage panel and control device aggregate unit 204 are attached to the lower end of the base portion 211, sandwiching 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 facing 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 guided 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.
[0090] The control device aggregate unit 204 has a horizontally long mounting base 241, and a payout control device 242 and a power supply / launch control device 243 are mounted on the mounting base 241. The payout control device 242 and the power supply / launch control device 243 are stacked one on top of the other in front of the other so that the payout control device 242 is at the rear of the pachinko machine 10.
[0091] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a board box 244, and a state return switch 245 provided on the dispensing control board protrudes outside the board box 244. For example, when the state return switch 245 is pressed in the event of a dispensing error such as a ball jam in the dispensing device 224, the ball jam is cleared.
[0092] The power supply and launch control device 243 has a power supply and launch control board housed in a board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. Specifically, it controls the drive of the solenoid 111 that constitutes the game ball launch mechanism 110 and the drive of the ball delivery device 113.
[0093] The power supply / launch control device 243 is also provided with a power switch 247. By operating the power switch 247, the power supply of the pachinko machine 10 can be switched between an on state (ON state) and a cut-off state (OFF state).
[0094] Here, this pachinko machine 10 has a function for storing and retaining various data, so that in the event of a power outage, the state at the time of the power outage is retained, and when the power is restored, the state at the time of the power outage is restored. For example, if the power is cut off in the normal manner, such as when the gaming hall closes, the state before the power outage is stored and retained. On the other hand, if the power is turned on while pressing the RAM erase switch (not shown) provided on the main control unit 162, the RAM data is initialized.
[0095] These various switches, as well as the setting change switch 166 described above, can be operated from the front of the gaming machine by opening the main unit 12 (inner frame 13) of the gaming machine and exposing the back of the inner frame 13. On the other hand, when the opening of the main unit 12 of the gaming machine is restricted by the locking device 75, these switches cannot be operated from the front of the gaming machine. In other words, the various switches are difficult to operate when the main unit 12 of the gaming machine is closed, making it difficult for someone who does not have the key for the locking device 75 (for example, a fraudster) to operate them from the front of the gaming machine.
[0096] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the blocks in FIG.
[0097] An MPU 402 is mounted on a main control board 401 provided in the main control device 162. The MPU 402 is an element incorporating a ROM 403 that stores various control programs and fixed value data executed by the MPU 402, a RAM 404 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 403 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 402, such as the functions of the ROM 403 and the RAM 404, may be configured to be provided as separate elements.
[0098] The MPU 402 is provided with an input port and an output port. The input side of the MPU 402 is connected to a power outage monitoring board 405, a dispensing control device 242, various detection sensors, and the like, which are provided in the main control device 162. The power outage monitoring board 405 is connected to the power supply / launch control device 243, and power is supplied to the MPU 402 via the power outage monitoring board 405.
[0099] As part of the various detection sensors, a winning detection sensor 391a that detects a ball (winning) into the general winning opening 81, a winning detection sensor 391b that detects a ball (winning) into the variable winning device 82, a winning detection sensor 391c that detects a ball (winning) into the variable winning device 82 (large winning opening), a winning detection sensor 391d that detects a ball (winning) into the upper operating opening 83a, a winning detection sensor 391e that detects a ball (winning) into the lower operating opening 83b, and a winning detection sensor 391f that detects a ball (winning) into the through gate 84 are connected, and a winning determination (ball winning determination) for each ball entry section is performed by the MPU 402 of the main control device 162. In addition, the MPU 402 executes a lottery for generating a jackpot based on winnings into the upper operating opening 83a and the lower operating opening 83b, and also executes a lottery for generating a support based on winnings into the through gate 84.
[0100] The output side of the MPU 402 is connected to the power outage monitoring board 405, the payout control device 242, and the notification / presentation control device 140. A prize ball command is output to the payout control device 242 based on the result of winning a prize ball into a prize-corresponding winning ball entry section, such as the above-mentioned actuation ports 83a and 83b. In this case, the command information storage area 425 of the ROM 403 is referenced when outputting the prize ball command. When a prize ball is entered into the general prize entry port 81, a prize ball command corresponding to the payout of 10 game balls is output. When a prize ball is entered into the variable prize entry device 82, a prize ball command corresponding to the payout of 15 game balls is output. When a prize ball is entered into the upper actuation port 83a, a prize ball command corresponding to the payout of 3 game balls is output. When a prize ball is entered into the lower actuation port 83b, a prize ball command corresponding to the payout of 4 game balls is output.
[0101] Various commands such as a variation command, a type command, a variation end command, an opening command, and an ending command are output from the main control device 162 to the notification / performance control device 140. In this case, when outputting these various commands, the command information storage area 425 of the ROM 403 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.
[0102] Also, connected to the output side of the MPU 402 are a variable winning drive unit that opens and closes the opening and closing body (for example, shutter member 88) of the variable winning device 82, an electric role drive unit that opens and closes the electric role 91 of the lower operating port 83b, and the main display unit 87. Various driver circuits are provided on the main control board 401, and the MPU 402 controls the drive of the various drive units through these driver circuits.
[0103] That is, in the opening / closing execution mode, the MPU 402 executes drive control of the variable winning drive unit so that the variable winning device 82 is opened or closed. Also, when the support lottery for the electric role device 91 is won, the MPU 402 executes drive control of the electric role device drive unit so that the electric role device 91 is opened or closed. Also, the MPU 402 executes display control of the main display unit of the main display unit 87.
[0104] Furthermore, an external output terminal board 213 is connected to the output side of the MPU 402, and information on balls entering various entry areas and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side via this external output terminal board 213. This allows the hall computer HC to grasp the status of the pachinko machine 10, the game situation, etc.
[0105] The power failure monitoring board 405 relays between the main control board 401 and the power supply / launch control device 243, and is provided with a function to monitor the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 243. The payout control device 242 controls the payout of prize balls and loan balls by the payout device 224 based on the prize ball command input from the main control device 162.
[0106] The power supply and launch control device 243 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 401, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launch conditions are met.
[0107] The notification and performance control device 140 is provided with a notification and performance control board equipped with an MPU. The MPU has built-in ROM storing various control programs and fixed value data executed by the MPU, RAM, which is memory for temporarily storing various data when the control programs stored in the ROM are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM and RAM be integrated into a single chip for the MPU; they may each be integrated into a separate chip. The MPU of the notification and performance control device 140 drives and controls the lamp units 26-28 and speaker unit 29 provided on the front door frame 14, and also controls the display control device 410, based on various commands input from the main control device 162.
[0108] The display control device 410 executes display control of the pattern display device 253 based on commands input from the notification / performance control device 140. In this case, the notification / performance control device 140 determines the variable display mode of the patterns on the pattern display device 253 (for example, whether or not a reach has occurred and the contents of the reach performance, etc.) and the stopped display mode of the patterns (the type of combination of patterns to be finally stopped and displayed when the variable display ends) based on various commands input from the main control device 162.
[0109] Here, the configuration related to the variable display of the symbols for each game and the contents of the variable display will be explained. In the following explanation, reference will be made to Figures 12 and 13 as appropriate. Figures 12 and 13 are schematic diagrams for explaining the display contents on the display screen 253a of the symbol display device 253.
[0110] A character ROM is provided in the display control device 410. The character ROM stores in advance data for nine main symbols numbered "1" to "9" (see FIGS. 12(a) to (i)) and data for sub-symbols not numbered (see FIG. 12(j)).
[0111] As shown in Fig. 13(a), three symbol columns Z1, Z2, and Z3, namely, upper, middle, and lower columns, are set on the display screen 253a of the symbol display device 253. Each symbol column Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Then, on the display screen 253a, the symbols of each of these symbol columns Z1 to Z3 are displayed variably, scrolling periodically in a predetermined direction (specifically, from right to left).
[0112] In the upper pattern column Z1, nine main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol between each main symbol. In the lower pattern column Z3, nine main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper pattern column Z1 and the lower pattern column Z3 are composed of 18 symbols. In contrast, in the middle pattern column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, with one sub-symbol between each of these main symbols. In other words, the middle pattern column Z2 alone is composed of 10 main symbols, for a total of 20 symbols.
[0113] 13(b), the display screen 253a is configured so that three symbols are stopped and displayed for each symbol row, resulting in a total of nine symbols being stopped and displayed (3x3). Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen 253a. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2. When the variable display of all symbol rows Z1 to Z3 ends with a predetermined symbol combination (for example, a combination of symbols with the same number) formed on any of the active lines, a jackpot animation is displayed, indicating the occurrence of a normal jackpot result or a probability jackpot result.
[0114] In addition, considering that the variable display of each pattern row is stopped as described above, the upper pattern row Z1 can be referred to as the first pattern row (or first picture row), the lower pattern row Z3 can be referred to as the second pattern row (or second picture row), and the middle pattern row Z2 can be referred to as the third pattern row (or third picture row).
[0115] Among the main symbols, the odd-numbered symbols (1, 3, 5, 7, 9) correspond to "specific symbols," and when a jackpot result occurs, a combination of the same specific symbols is displayed. Also, the even-numbered symbols (2, 4, 6, 8) correspond to "non-specific symbols," and when a regular jackpot result occurs, a combination of the same non-specific symbols is displayed.
[0116] The manner of displaying the varying patterns on the pattern display device 253 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 horizontally, and the direction of the varying pattern display in the pattern rows may be set vertically.
[0117] (About various counters) Next, the operation of the pachinko machine 10 configured as above will be described.
[0118] During play, the MPU 402 uses various counter information to perform a lottery for determining whether a jackpot occurs, set the display of the main display unit 87 (main display section), and set the symbol display of the symbol display device 253. Specifically, as shown in Fig. 14, the MPU 402 uses a hit random number counter C1 used to perform the lottery for determining whether a jackpot occurs, a hit type counter C2 used to determine the type of jackpot, such as a probability variable jackpot result or a normal jackpot result, a reach random number counter C3 used to perform a reach lottery when the symbol display device 253 misses and fluctuates, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a fluctuation type counter CS that determines the variable display time (variable display period) on the operating port display section of the main display unit 87 and the symbol display device 253. Furthermore, the MPU 402 uses an electric device release counter C4 used to perform a lottery for determining whether or not to open the electric device 91 of the lower operating port 83b.
[0119] Each counter C1-C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 431 set in a predetermined area of RAM 404. RAM 404 is provided with a reserved ball storage area 432 consisting of an upper actuation port reserve area Ra, a lower actuation port reserve area Rb, an execution area AE, and a total reserved number storage area. The reserved ball storage area 432 is configured to chronologically store the values of the win random number counter C1, win type counter C2, and reach random number counter C3 in accordance with the winning history of game balls entering the upper actuation port 83a or the lower actuation port 83b.
[0120] 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 432 of RAM 404 when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b. More specifically, when a gaming ball enters the upper actuation port 83a, it is stored in the upper actuation port retaining area Ra of RAM 404, and when a gaming ball enters the lower actuation port 83b, it is stored in the lower actuation port retaining area Rb of RAM 404.
[0121] The random number value that results in a jackpot is stored as a win / loss table (win / loss information group) in a win / loss table storage area 421, which serves as a win / loss information group storage means in the ROM 403. A win / loss table for a low-probability mode (low-probability win / loss information group) and a win / loss table for a high-probability mode (high-probability win / loss information group) are set as the win / loss tables. In other words, in this pachinko machine 10, a low-probability mode (low-probability state) and a high-probability mode (high-probability state) are set as the lottery modes in the win / loss lottery means. These win / loss tables for the low-probability mode and the high-probability mode are provided for each setting value, and the jackpot probability differs depending on the setting value (see FIG. 15). Specifically, a win / loss table for the low-probability mode and a win / loss table for the high-probability mode corresponding to setting 1, a win / loss table for the low-probability mode and a win / loss table for the high-probability mode corresponding to setting 2, and a win / loss table for the low-probability mode and a win / loss table for the high-probability mode corresponding to setting 3 are provided.
[0122] In a gaming state where the winning / losing table for the low probability mode corresponding to setting 1 (Figure 16(a)) is referenced during the lottery, the random number values that result in a jackpot (i.e., winning information) are six: "7," "107," "207," "307," "407," and "507." In other words, of the winning random number counter C1 values from "0 to 599," "7," "107," "207," "307," "407," and "507" correspond to jackpot results, while any other random number value corresponds to a losing result. This results in a jackpot probability of 1 / 100.
[0123] In a gaming state where the winning / losing table for the low probability mode corresponding to setting 2 (Fig. 16(b)) is referenced during the above lottery, the random number values that result in a jackpot (i.e., winning information) are five: "7", "107", "307", "407", and "507". In other words, of the winning random number counter C1 values from "0 to 599", "7", "107", "307", "407", and "507" correspond to jackpot results, and any other random number value corresponds to a losing result. This results in a jackpot probability of 1 / 120.
[0124] In the game state where the winning / losing table for the low probability mode corresponding to setting 3 (Fig. 16(a)) is referenced during the above lottery, the random number values that result in a jackpot (i.e., winning information) are four: "7", "107", "307", and "507". In other words, of the winning random number counter C1 values of "0 to 599", "7", "107", "307", and "507" correspond to jackpot results, and any other random number value corresponds to a losing result. This makes the jackpot probability 1 / 150.
[0125] In this way, the settings are set to be advantageous to the player in the order of setting 3 < setting 2 < setting 1, and it is assumed that players who want to gain even the slightest advantage in the game will play in the hope that setting 1 will be selected.
[0126] In the game state where the winning / losing table for the high probability mode corresponding to setting 1 (Figure 17(a)) is referenced during the lottery, the random number values that result in a jackpot (i.e., winning information) are 19: "7", "36", "107", "207", "307", "407", "507", and "598". In other words, of the winning random number counter C1 values from "0 to 599", "7", "36", "107", "207", "307", "407", "507", and "598" correspond to jackpot results, while any other random number value corresponds to a loss. This results in a jackpot probability of approximately 1 / 32.
[0127] In the game state where the winning / losing table for the high probability mode corresponding to setting 2 (Figure 17(b)) is referenced for the above lottery, the random number values that result in a jackpot (i.e., winning information) are 20: "7", "36", "107", "207", "307", "407", "507", and "598". In other words, of the winning random number counter C1 values from "0 to 599", "7", "36", "107", "207", "307", "407", "507", and "598" correspond to jackpot results, while any other random number value corresponds to a loss. This results in a jackpot probability of 1 / 30.
[0128] In the game state where the winning / losing table for the high probability mode corresponding to setting 3 (Figure 17(c)) is referenced during the above lottery, the random number values that result in a jackpot (i.e., winning information) are 21: "7", "36", "107", "207", "307", "407", "507", and "598". In other words, of the winning random number counter C1 values from "0 to 599", "7", "36", "107", "207", "307", "407", "507", and "598" correspond to jackpot results, while any other random number value corresponds to a loss. This results in a jackpot probability of approximately 1 / 28.
[0129] The reason why the relationship between the advantage and disadvantage in the high probability mode is reversed from that in the low probability mode is to prevent excessive bias in the degree of advantage. Even when taking into account the difference in the high probability mode, the difference in the low probability mode, where the game mainly progresses, is dominant, and in general, the order of advantage to the player is Setting 3 < Setting 2 < Setting 1.
[0130] It is also possible to match the advantageous and disadvantageous relationship in the high probability mode with the advantageous and disadvantageous relationship in the low probability mode. In other words, it is possible to set the probability of winning higher in the order of Setting 3 < Setting 2 < Setting 1.
[0131] Incidentally, the number and value of the random numbers that result in a win are arbitrary, as long as the probability of winning is higher in the high probability mode than in the low probability mode.
[0132] The winning type counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). Here, in this embodiment, a plurality of jackpot results are set. These plurality of jackpot results are differentiated by two conditions: (1) a lottery mode in the winning / losing lottery means after the opening / closing execution mode ends, and (2) a support mode by the electric accessory 91 after the opening / closing execution mode ends.
[0133] The support modes for the electric device 91 of the lower operating port 83b are set to a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) so that the frequency with which the electric device 91 of the lower operating port 83b opens per unit time is relatively high or low when compared in a situation where game balls are continuously being released in a similar manner into the game area PE.
[0134] Specifically, the probability of winning the electric role opening state in the electric role opening lottery using the electric role opening counter C4 is the same in the low-frequency support mode and the high-frequency support mode, but the number of times the electric role 91 is opened when the electric role opening state is won is set to be more in the high-frequency support mode than in the low-frequency support mode, and the opening time for each opening is set to be longer. In this case, when the electric role opening state is won in the high-frequency support mode and the electric role 91 is opened multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening. Furthermore, the minimum time ensured between one electric role opening lottery and the next electric role opening lottery is set to be shorter in the high-frequency support mode than in the low-frequency support mode.
[0135] As described above, in the high-frequency support mode, the probability of winning at the lower actuation port 83b is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning at the upper actuation port 83a is higher than that at the lower actuation port 83b, but in the high-frequency support mode, the probability of winning at the lower actuation port 83b is higher than that at the upper actuation port 83a. When a win at the lower actuation port 83b occurs, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play without losing too many balls.
[0136] The configuration for making the high-frequency support mode more frequently than the low-frequency support mode to enter the electric role open state per unit time is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role open state in the electric role open lottery. Furthermore, the high-frequency support mode and the low-frequency support mode may be set by making any one condition or any combination of conditions out of the number of times, open time, and winning probability different.
[0137] The win type counter C2 is updated periodically, and when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b, it is stored in the reserved ball storage area 432 of the RAM 404. More specifically, when a gaming ball enters the upper actuation port 83a, it is stored in the upper actuation port reserved area Ra of the RAM 404, and when a gaming ball enters the lower actuation port 83b, it is stored in the lower actuation port reserved area Rb of the RAM 404.
[0138] The allocation destination of the game result for the winning type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 422 serving as an allocation information group storage means in the ROM 403. The contents of the allocation table will now be explained using the schematic diagram of Fig. 18. As the allocation table, an allocation table (first allocation information group) for the upper operating port shown in Fig. 18(a) and an allocation table (second allocation information group) for the lower operating port shown in Fig. 18(b) are set.
[0139] In the distribution table for the upper operation port, the following are set as distribution destinations for game results: 8R probability variable jackpot result (high probability corresponding special game result), 8R normal jackpot result (low probability corresponding special game result), 4R probability variable jackpot result (high probability corresponding game result), 4R normal jackpot result (low probability corresponding game result). Specifically, in the distribution table for the upper operation port, of the values of the hit type counter C2 of "0 to 29", "0 to 8" corresponds to an 8R probability variable jackpot result, "9 to 14" corresponds to an 8R normal jackpot result, "15 to 23" corresponds to a 4R probability variable jackpot result, and "24 to 29" corresponds to a 4R normal jackpot result.
[0140] In the distribution table for the lower operation port, the following game result distribution destinations are set: 16R probability variable jackpot result (high probability corresponding special game result), 8R probability variable jackpot result (high probability corresponding special game result), 8R normal jackpot result (low probability corresponding special game result), 4R probability variable jackpot result (high probability corresponding game result), 4R normal jackpot result (low probability corresponding game result). Specifically, in the distribution table for the lower operation port, of the values of the hit type counter C2 of "0 to 29", "0 to 5" corresponds to a 16R probability variable jackpot result, "6 to 11" corresponds to an 8R probability variable jackpot result, "12 to 17" corresponds to an 8R normal jackpot result, "18 to 23" corresponds to a 4R probability variable jackpot result, and "24 to 29" corresponds to a 4R normal jackpot result.
[0141] The 16R, 8R, and 4R probability variable jackpot results are jackpot results in which the lottery mode becomes the high probability mode and the support mode becomes the high frequency support mode after the opening / closing execution mode ends. As shown in Figure 18(c), this high frequency support mode continues until the next jackpot result occurs, and then transitions to the low frequency support mode when the opening / closing execution mode begins.
[0142] The 8R normal jackpot result and the 4R normal jackpot result are jackpot results in which the lottery mode becomes the low probability mode and the support mode becomes the high frequency support mode after the end of the opening and closing execution mode. However, as shown in Figure 18(c), this high frequency support mode ends when the number of games executed during the high frequency support mode reaches the termination reference number (specifically, 100 times) or when a jackpot result is achieved before the termination reference number is reached (specifically, when the opening and closing execution mode is started), and the mode transitions to the low frequency support mode.
[0143] The reach random number counter C3 is configured to be incremented by one in sequence 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 432 of the RAM 404 at the timing when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b. More specifically, the reach random number counter C3 is stored in the upper actuation port reserve area Ra of the RAM 404 at the timing when a gaming ball enters the upper actuation port 83a, and is stored in the lower actuation port reserve area Rb of the RAM 404 at the timing when a gaming ball enters the lower actuation port 83b. Whether or not a reach will occur is determined based on the reach table stored in the reach table storage area of the ROM 403.
[0144] However, in a game that transitions to the open / close execution mode, the MPU 402 determines whether a reach has occurred regardless of the value of the reach random number counter C3. The number of the reach random number counter C3 corresponding to the occurrence of the reach display is the same in each game state, but may be set individually depending on the game state. For example, a configuration may be adopted in which the number of the reach random number counter C3 corresponding to the occurrence of the reach display is set to be larger when the support mode is the high frequency support mode than when it is the low frequency support mode.
[0145] Here, the term "reach display" (reach state) refers to a display state that makes a 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 253 (display screen 253a) that is capable of performing variable display (or variably display) of the pattern (picture), and in a game where the game result corresponds to the open / close execution mode, the stop display result after the variable display can be a special display result, from the stage where the variable display (or variably display) of the pattern (picture) on the pattern display device 253 has started to the stage where the stop display result is derived and displayed.
[0146] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen 253a of the pattern display device 253 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.
[0147] 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 effective line in the display screen 253a of the pattern display device 253, and the changing patterns are displayed using the final stopped pattern sequence under the circumstances where the reach line is formed.
[0148] To explain the display contents on the display screen 253a in more detail, first the variable display of the symbols in the upper symbol column Z1 is finished, and then the variable display of the symbols in the lower symbol column Z3 is finished, and then a ready-to-win line is formed by the main symbols with numbers that make up a winning symbol combination being displayed still on one of the active lines, and when this ready-to-win line is formed, variable display of the symbols in the middle symbol column Z2 is performed, resulting in a ready-to-win display. Then, when a jackpot occurs, the main symbols that form the ready-to-win line and the main symbols with numbers that make up a winning symbol combination are displayed still on the ready-to-win line, and the variable display of the symbols in the middle symbol column Z2 is finished.
[0149] Further, the reach display includes a method of performing a reach effect by displaying a combination of reach symbols as described above, varying the display of 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 display of the reach symbol combination or not displaying it, and then displaying predetermined characters or the like as animation on substantially the entire display screen 253a. 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 to perform a notice display using a predetermined image such as a predetermined character.
[0150] The fluctuation type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The fluctuation type counter CS is used by the MPU 402 to determine the fluctuation display time in the upper actuation port display section and the lower actuation port display section of the main display unit 87 (main display section), and the fluctuation display time of the pattern in the pattern display device 253. 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 in the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the upper actuation port display section and the lower actuation port display section, and at the start of the pattern fluctuation by the pattern display device 253.
[0151] The electric accessory opening counter C4 is configured to be incremented by one in sequence within a range of, for example, 0 to 250, and to return to 0 after reaching a maximum value (i.e., 250). The electric accessory opening counter C4 is periodically updated, and is stored in the electric accessory reserve area 433 of the RAM 404 at the timing when a gaming ball enters the through gate 84. Then, at a predetermined timing, a lottery is held based on the value of the stored electric accessory opening counter C4 to determine whether or not to control the electric accessory 91 of the lower operating port 83b to an open state. For example, if C4 = 0 to 190, the electric accessory 91 is controlled to an open state, and if C4 = 191 to 250, the electric accessory 91 is not controlled to an open state.
[0152] As already explained, the MPU 402 determines the variable display time in the upper operation port display section and the lower operation port display section using at least the buffer value of the variable type counter CS, and in making this determination, it uses the variable display time table storage area 423 of the ROM 403. Also, the MPU 402 determines the stop results in the upper operation port display section and the lower operation port display section using the value of the win random number counter C1 and the value of the win type counter C2 stored in the execution area AE, and in making this determination, it uses the stop result table storage area 424 of the ROM 403.
[0153] (Regarding various processes executed by the main control device 162) Next, various processes executed by the MPU 402 of the main control device 162 will be explained. The processes executed by the MPU 402 of the main control device 162 are roughly divided into main processing which is started when the power is turned on, timer interrupt processing and normal processing which are executed to progress the game in each game round, and NMI interrupt processing which is started by inputting a power outage signal to the NMI terminal (non-maskable terminal). Below, the main processing will be explained with reference to the flowchart in Figure 19.
[0154] (Main processing) In the main process, first, in step S101, the startup process is executed in response to power-on (power ON operation). Specifically, the process waits for about 500 msec, for example, to wait for the various slave control units (dispensing control device 242, etc.) to become operable.
[0155] In the next step S102, it is determined whether or not 1 second, which is the permission / prohibition period, has elapsed since the start-up process of step S101. If 1 second has not elapsed, the process of step S102 is executed again. This time is measured by counting the number of times step S102 is executed. For example, if the time required from a negative determination in step S102 to executing the process of step S102 again is 0.1 msec, it is determined that 1 second has elapsed since the start-up process of step S101 when the count value reaches 10,000. Note that the specific configuration for measuring the time is arbitrary, and for example, time may be measured using a real-time clock. If it is determined in step S102 that 1 second has elapsed, the process proceeds to step S103.
[0156] In step S103, access to RAM 404 is permitted. Then, in step S104, it is determined whether a RAM erase switch provided in power supply / launch control device 243 is on, and in the following step S105, it is determined whether a power outage flag is stored in the power outage flag storage area of RAM 404. In addition, in step S106, a RAM judgment value is calculated, and in the following step S107, it is determined whether the RAM judgment value matches the RAM judgment value saved when the power was cut off, i.e., the validity of the stored data. The RAM judgment value is, for example, a checksum value in a working area address of RAM 404. It is also possible to determine the validity of the stored data by determining whether a keyword written in a predetermined area of RAM 404 is saved correctly.
[0157] In this pachinko machine 10, when the power is turned on, for example, when the hall opens for business, to initialize RAM data, the power is turned on while pressing a RAM erase switch provided on the main control device. If the RAM erase switch is pressed, the process proceeds to steps S108 to S109. Similarly, if the power interruption occurrence information is not set or if an abnormality in the stored data is confirmed by the RAM judgment value (checksum value, etc.), the process proceeds to steps S108 to S109.
[0158] In step S108, the used area of RAM 404 is cleared to 0, and in step S109, initialization processing of RAM 404 is performed. Thereafter, in step S110, initial command setting processing is performed to output an initial command to the dispensing control device 242, and in step S111, interrupt permission is set and the process proceeds to normal processing, which will be described later. By inputting the initial command from the main control device 162, the MPU of the dispensing control device 242 recognizes that communication with the main control device 162 is proceeding normally.
[0159] On the other hand, if the RAM clear switch has not been pressed, the power outage flag stored in the power outage flag storage area is cleared in step S112, provided that the power outage flag is stored and the RAM judgment value (checksum value, etc.) is normal. Then, an initial command is output in step S110, interrupt permission is set in step S111, and the process proceeds to normal processing, which will be described later. This restores the state before the power was shut down.
[0160] (Timer interrupt processing) Next, the timer interrupt process will be described with reference to the flowchart of Fig. 20. This process is started by the MPU 402 periodically (for example, every 2 msec).
[0161] In step S201, the CPU 162 executes a process of reading the status of each of the winning detection sensors (for example, the above-mentioned detection sensors 391a to 391f). That is, the CPU 162 reads the status of each of the winning detection sensors connected to the main control device 162, determines the status of the winning detection sensor, and stores the detection information (winning detection information).
[0162] Then, in step S202, 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 404.
[0163] In the next step S203, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1 to C4 are stored in the corresponding buffer area of RAM 404.
[0164] In the following step S204, a winning process for through is executed in response to a win at the through gate 84. In the winning process for through, it is determined whether or not a winning detection flag for through gate is stored in the various flag storage area 435 of the RAM 404, and if this flag is stored, the value of the electric role release counter C4 updated in step S203 is stored in the electric role reserve area, provided that the number of reserved roles stored in the electric role reserve area 433 is less than 4. Then, if a winning detection flag for through gate is stored in the various flag storage area 435, the winning detection flag is erased and the winning process for the through gate is terminated.
[0165] After executing the winning process for the through gate in step S204, the process proceeds to step S205, where the winning process for the operation port associated with the winning at the operation port 83a, 83b is executed. After that, the winning process for the big prize port is executed in step S206, and the winning process for the general prize port is executed in step S207, and then this timer interrupt process is terminated.
[0166] In the prize winning process for the large prize opening, a prize ball command for the large prize opening is sent to the payout control device 242 and the notification / presentation control device 140. Upon receiving the prize ball command for the large prize opening, the payout control device 242 performs processing to pay out the number of prize balls (15 balls) corresponding to the prize won at the large prize opening. In this embodiment, during the opening / closing execution mode, the total number of prize balls won during the opening / closing execution mode is displayed on the pattern display device 253, and upon receiving the prize ball command for the large prize opening, the notification / presentation control device 140 performs processing to display the total number of payouts, etc.
[0167] In the winning process for the general winning port, a prize ball command for the general winning port is sent to the payout control device 242 and the notification / presentation control device 140. Upon receiving the prize ball command for the general winning port, the payout control device 242 performs processing to pay out the number of prize balls (10) corresponding to the winning at the general winning port 81. In this embodiment, during the opening / closing execution mode, the total number of prize balls acquired during the opening / closing execution mode is displayed on the pattern display device 253, and upon receiving the prize ball command for the general winning port, the notification / presentation control device 140 performs processing to display the total number of payouts, etc.
[0168] Details will be given later, but various prize ball commands are output not only to the payout control device 242 and the notification / performance control device 140 but also to the monitoring device, and the monitoring device is configured to store the number of prizes that have been won in each ball entry section based on the prize ball commands.
[0169] (Winning process for operating port) Here, the winning process for the operating port will be explained with reference to the flowcharts of FIGS.
[0170] In step S301, it is determined whether the gaming ball has entered the upper operating port 83a (winning). If it is determined that the gaming ball has entered the upper operating port 83a, the process proceeds to step S302, and a prize ball command (a prize ball command for the upper operating port) is set to the payout control device 242 to pay out three gaming balls.
[0171] In the next step S303, an external signal setting process is performed to output information indicating that a gaming ball has entered the upper operating port 83a to the hall computer HC in the gaming hall. This allows the hall computer HC to understand that a ball has entered the upper operating port 83a. After that, in step S304, an information acquisition process is performed to store the values of the winning random number counter C1, winning type counter C2, etc., and this winning process is terminated.
[0172] On the other hand, if it is determined in step S301 that the gaming ball has not entered the upper actuation port 83a, the process proceeds to step S305. In step S305, it is determined whether the gaming ball has entered (won) the lower actuation port 83b. If it is determined that the gaming ball has entered the lower actuation port 83b, the process proceeds to step S306, where a prize ball command (prize ball command for the lower actuation port) is set to the payout control device 242 to pay out four gaming balls. The prize ball command set in steps S302 and S306 is sent to the payout control device 242 in external output processing S401 of the normal processing, which will be described later.
[0173] In the next step S307, an external signal setting process is performed to output information indicating that a gaming ball has entered the lower operating port 83b to the hall computer HC on the gaming hall side. This allows the hall computer HC to understand that a ball has entered the lower operating port 83b. Thereafter, in step S304, an information acquisition process is performed, and this winning process is terminated.
[0174] If a negative judgment is made in both steps S301 and S305, that is, if no ball has entered either the upper operating port 83a or the lower operating port 83b, the winning process is terminated.
[0175] Here, the information acquisition process in step S304 will be described with reference to FIG.
[0176] (Information acquisition processing) In the information acquisition process, first in step S401, it is determined whether the number of activated pending memories N stored in the reserved number memory area of reserved ball storage area 432, more specifically, the number of activated pending memories N related to the ball entry section of upper actuation port 83a or lower actuation port 83b that triggered the information acquisition process, is less than the upper limit ("4" in this embodiment). If the number of activated pending memories N is the upper limit, the information acquisition process is terminated as is, and if it is less than the upper limit, in step S402 the number of activated pending memories N of the corresponding actuation port is incremented by 1, and in step S403 the total number of reserved memories (hereinafter referred to as the common reserved number CRN) stored in the reserved number memory area is incremented by 1.
[0177] In the following step S404, the values of the winning random number counter C1, winning type counter C2, reach random number counter C3, and variable type counter CS updated in the above step S203 are stored in the first storage area of the empty storage area area of the reserve area RE for the operating port, that is, the storage area corresponding to the common reserve number CRN incremented by 1 in the above step S402. After executing the storage process, proceed to step S405.
[0178] In step S405, a display update process is executed for the first reservation lamp section 98a and the second reservation lamp section 98b as reservation number display sections. In the display update process, if the current ball entry destination (winning destination) is the upper operating port 83a, the display of the first reservation lamp section 98a is updated, and if the current ball entry destination (winning destination) is the lower operating port 83b, the display of the second reservation lamp section 98b is updated.
[0179] The first reservation lamp section 98a is composed of four LEDs, and is configured so that the number of lit LEDs matches the number of reservations related to the upper actuation port 83a. If the number of reservations related to the upper actuation port 83a increases due to the current win, a process is performed to increase the number of lit LEDs accordingly. The second reservation lamp section 98b is also composed of four LEDs, and is configured so that the number of lit LEDs matches the number of reservations related to the lower actuation port 83b. If the number of reservations related to the lower actuation port 83b increases due to the current win, a process is performed to increase the number of lit LEDs accordingly.
[0180] In the next step S406, a hold command setting process is executed to make the sub-side (auxiliary) control devices, the notification / performance control device 140 and the display control device 410, recognize that a win has occurred in the actuation ports 83a and 83b, and then the information acquisition process is terminated. The hold command includes information on which of the upper actuation port 83a and the lower actuation port 83b the win is based on.
[0181] The pending command set in the pending command setting process in step S407 is transmitted to the notification / performance control device 140 and the display control device 410 in the external output process (step S501) of the normal process, which will be described later.
[0182] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 23. Normal processing is processing that starts after the above-mentioned main processing is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S501 to S507 is executed as a regular processing at a cycle of 4 msec, and the counter update processing of steps S509 and S510 is executed in the remaining time.
[0183] In normal processing, first, in step S501, external signal output processing is executed. In the external signal output processing in step S501, 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 and the hall computer HC.
[0184] Specifically, it determines whether or not there is a prize ball command, and if a prize ball command has been set, it transmits it to the payout control device 242 and the notification / presentation control device 140. Also, if various commands have been set, such as performance commands such as a fluctuation start command, type command, fluctuation end command, hold command, or shift command (described later), it transmits them to the notification / presentation control device 140. Also, for example, every time the display of the varying patterns on the operating port display section of the main display section finishes, it outputs an external signal indicating that the pattern has been determined to the hall computer HC, and if in the opening / closing execution mode, it outputs an external signal indicating that the opening / closing execution mode is in effect to the hall computer HC, and if in the high frequency support mode, it outputs an external signal indicating that the high frequency support mode is in effect to the hall computer HC.
[0185] Next, in step S502, 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 404.
[0186] In the next step S503, a game control process is executed to control the game in each game. In this game control process, a jackpot determination is made, the variable display of the symbols by the symbol display device 253 is set, and the display of the main display unit 87 is controlled.
[0187] After executing the game count control process in step S503, the process proceeds to step S504, where a game state transition process is executed. 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, a high frequency support mode, etc. Details of the game count control process in step S503 and the game state transition process in step S504 will be described later.
[0188] In the following step S505, an electric role support process is executed to drive and control the electric role 91 provided next to the lower operating port 83b. In this electric role support process, an electric role release lottery is executed to determine whether or not the electric role 91 is to be opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area 433 of the RAM 404, and if the electric role open state is selected, an opening and closing process of the electric role 91 is executed. In addition, display control of the through gate display unit in the main display unit is executed so as to inform the result of the electric role release lottery.
[0189] As already explained, the support modes provided by the electric role device 91 are set to a low-frequency support mode and a high-frequency support mode, and a transition to either support mode is made in the game state transition process. If a high-frequency support flag is set in the various flag storage area 435 of the RAM 404 after this process, the mode becomes the high-frequency support mode, and if the flag is not set, the mode becomes the low-frequency support mode.
[0190] In the electric role support processing, whether or not the high frequency support mode is in effect is determined by determining whether or not a high frequency support flag is set in the various flag storage area 435 of the RAM 404. Then, in the high frequency support mode, when the electric role open state is won, the number of times that the electric role device 91 is in the open state is set to be more than in the low frequency support mode, and the opening time for each time is set to be longer. Also, in the high frequency support mode, when the electric role open state is won and the open state of the electric role device 91 occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for each time.
[0191] Incidentally, when the mode is switched to the open / close execution mode, even if the high frequency support flag is set in the various flag storage area 435 of the RAM 404, the support mode is forcibly set to the low frequency support mode.
[0192] In the next step S506, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 110 is excited once every predetermined interval (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply / launch control device 243. This causes the game ball to be launched toward the play area PE.
[0193] Thereafter, in step S507, a setting change process is executed. In the setting change process, the lottery table to be referenced is switched so that the lottery table corresponding to the setting value selected by the hall manager or the like is referenced. The setting change process will be described in detail later.
[0194] In the next step S508, it is determined whether the timing for executing the next normal process has arrived, that is, whether one period (4 msec in this embodiment) has passed since the start of the previous normal process. Then, during 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.
[0195] That is, in step S509, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of RAM 404. Also, in step S510, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of RAM 404.
[0196] Since the execution time of each process in steps S501 to S507 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.
[0197] (Game control processing) Next, the game number control process in step S503 will be described with reference to the flowcharts in FIGS.
[0198] In the game number control process, first, as shown in the flowchart of Fig. 24, it is determined in step S601 whether or not the opening and closing execution mode is in effect. If the opening and closing execution mode is in effect, the game number control process is terminated without executing any of the processes from step S602 onwards, i.e., the game number start process in steps S603 to S605 and the game number progress process in steps S606 to S609.
[0199] If the opening / closing execution mode is not in effect, it is determined in step S602 whether a game is in progress. Specifically, it is determined whether the operating port display section of the main display unit 87 is displaying a variable value or a fixed value. If a game is not in progress, the process proceeds to the game start process in steps S603 to S605. In the game start process, first in step S603, it is determined whether the total number of start reserved balls (common reserved number CRN) is "0". If the common reserved number CRN is "0", this means that no reserved information is stored in the reserved ball storage area 432. Therefore, the game control process is terminated as is.
[0200] On the other hand, if the common reserve number CRN is not "0", in step S604, a data setting process is executed to set the data stored in the reserve area RE of the reserve ball storage area 432 for variable display, and then in step S605, a variable start process is executed to start the variable display of the operating port display section in the main display unit 87 and the variable display of the pattern display device 253, and then this game round control process is terminated.
[0201] The data setting process in step S604 and the fluctuation start process in step S605 will now be described in detail. First, the data setting process in step S604 will be described with reference to the flowchart in FIG.
[0202] (Data setting process) In the data setting process, first in step S701, the activation pending memory count N stored in the pending number memory area FE, which is the target of this setting process, and the common pending count CRN are decremented by 1. Then, it is determined whether the number of pending information stored in the lower actuation port pending area Rb (see FIG. 14), i.e., the activation pending memory count N (lower actuation port pending memory count RbN), is "0". If the lower actuation port pending memory count RbN is "0", data setting process related to the upper actuation port display unit is executed, and if the lower actuation port pending memory count RbN is not "0", data setting process related to the lower actuation port display unit is executed.
[0203] Here, as already explained, the case where the data setting process is executed is when the common hold number is 1 or more. In this case, the data setting process determines whether the hold memory number RbN for the lower actuation port is "0," and if it is not "0," that is, if hold information for variable display is stored for the lower actuation port display unit, the data stored in the hold area Rb for the lower actuation port is moved to the execution area AE for variable display, regardless of whether the number of hold information held and stored in the hold area Ra for the upper actuation port (see FIG. 14), that is, the operation hold memory number N (hold memory number RaN for the upper actuation port), is 1 or more. That is, in step S702, if hold information is stored in both the hold area Ra for the upper actuation port and the hold area Rb for the lower actuation port, the hold information corresponding to the lower actuation port 83b is given priority.
[0204] In the next step S703, for either the upper actuation port reserve area Ra or the lower actuation port reserve area Rb in which the data moved to the execution area AE was stored, the data stored in the first to fourth areas is shifted sequentially to the lower area side. As a result, for example, as the data in the first area is moved to the execution area AE, the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on.
[0205] In the following step S704, a shift command is set, which is information for making the notification / performance control device 140 recognize that the data in the reserved area RE has been shifted. After that, this data setting process ends. The shift command set in step S704 is transmitted to the notification / performance control device 140 in step S501 of the normal process (FIG. 23). Then, this shift command is transmitted to the display control device 410 via the notification / performance control device 140.
[0206] (Fluctuation start processing) Next, the fluctuation start processing in step S605 will be described with reference to the flowchart in FIG.
[0207] In the fluctuation start process, first, in step S801, a win / loss determination process is executed to determine whether the reserved information referenced in this fluctuation start process corresponds to a jackpot win. Specifically, the information for jackpot determination stored in the execution area AE, i.e., the random number value obtained from the win random number counter C1, is identified. Then, the lottery table corresponding to the current setting value and lottery mode is referenced to determine whether the acquired information is included in the information corresponding to a jackpot win. For example, if the setting value is "1" and the win / loss lottery mode is the low-probability mode, the win / loss table for the low-probability mode corresponding to setting 1 stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the acquired information is included in the information corresponding to a jackpot win. If the setting value is "1" and the win / loss lottery mode is the high-probability mode, the win / loss table for the high-probability mode corresponding to setting 1 stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the acquired information is included in the information corresponding to a jackpot win.
[0208] In the following step S802, it is determined whether the result of the win / loss determination process in step S801 corresponds to a jackpot win. If the result corresponds to a jackpot win, a type determination process is executed in step S803.
[0209] In the type determination process, the type determination information stored in the execution area AE, i.e., the random number value obtained from the win type counter C2, is determined. Also, by referring to the distribution table stored in the distribution table storage area 422 of the ROM 403, it is determined whether the determined type determination information is included in the information corresponding to the probability variable jackpot result. Specifically, if the reserved information corresponds to a ball entering the upper actuation port 83a, the distribution table for the upper actuation port 83a is referenced, and if the reserved information corresponds to a ball entering the lower actuation port 83b, the distribution table for the lower actuation port 83b is referenced to determine the type.
[0210] In the following step S804, it is determined whether the type of the current jackpot win is a variable probability jackpot result (16R variable probability jackpot result, 8R variable probability jackpot result, 4R variable probability jackpot result) based on the information identified in the type determination process in step S803. If it is a variable probability jackpot result, a stop result setting process for a variable probability jackpot is executed in step S805, and if it is not a variable probability jackpot result, a stop result setting process for a normal jackpot is executed in step S806. Also, if it is determined in step S802 that the jackpot win is not a win, a stop result setting process for a miss is executed in step S807.
[0211] As described above, the probability variable jackpot result is roughly divided into a 16R probability variable jackpot result, an 8R probability variable jackpot result, and a 4R probability variable jackpot result. In the processing of step S805, in the case of a 16R probability variable jackpot result, a stop result setting process corresponding to the 16R probability variable jackpot result is performed, in the case of an 8R probability variable jackpot result, a stop result setting process corresponding to the 8R probability variable jackpot result is performed, and in the case of a 4R probability variable jackpot result, a stop result setting process corresponding to the 4R probability variable jackpot result is performed. In addition, the normal jackpot result is roughly divided into an 8R normal jackpot result and a 4R normal jackpot result. In the processing of step S806, in the case of an 8R normal jackpot result, a stop result setting process corresponding to the 8R normal jackpot result is performed, and in the case of a 4R normal jackpot result, a stop result setting process corresponding to the 4R normal jackpot result is performed.
[0212] In each stop result setting process of steps S805 to S807, information on the type of the picture to be finally stopped and displayed on the main display unit 87 is specified by referring to the stop result table stored in the stop result table storage area 424 of the ROM 403, and the specified information is stored in the RAM 404. Also, in steps S805 and S806, information for specifying by the MPU 402 whether the win / loss determination result of the current game round is a probability variable jackpot result or a normal jackpot result is stored in the various flag storage area 435 of the RAM 404. Specifically, in step S805, one of a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, and a 4R probability variable jackpot flag is stored, and in step S806, one of an 8R normal jackpot flag and a 4R normal jackpot flag is stored.
[0213] After executing any one of the processes in steps S805 to S807, a process for setting the variable display time is executed in step S808.
[0214] (Setting process for variable display time) In the variable display time setting process, as shown in the flowchart of Figure 27, first in step S901, it is determined whether or not the above-mentioned win / loss lottery has been won. Specifically, it is determined whether or not any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, 4R probability variable jackpot flag, 8R normal jackpot flag, and 4R normal jackpot flag is stored in the various flag storage area 435 of RAM 404.
[0215] If a negative determination is made in step S901, that is, if the result of the win / lose lottery is a loss, the process proceeds to step S902. In step S902, it is determined whether or not a reach display will occur on the symbol display device 253 in the current game round. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, a positive determination is made in step S802, indicating that a reach display has occurred. When determining whether or not a reach has occurred using the value of the reach random number counter C3, a reach determination table stored in the reach determination table storage area of the ROM 403 is referenced.
[0216] If a positive determination is made in either step S901 or step S902, the process proceeds to step S903, where the variable display time table for reach occurrence stored in the variable display time table storage area 423 of the ROM 403 is referenced to obtain variable display time information corresponding to the current value of the variable type counter CS, and in the following step S904, the variable display time information is set in the variable display time counter area (variable display time measuring means) provided in the various counter area 434 of the RAM 404. After that, this setting process is terminated.
[0217] In other words, in this embodiment, the reach display is executed when the result of the win / lose lottery is a jackpot win, or when the result of the win / lose lottery is a loss and the lottery for reaching a reach is won.
[0218] Here, the reach display is provided with a normal reach display (specifically, normal reach A to B) and a super reach display (specifically, super reach A to C), which have mutually different variable display modes. Variable display time information corresponding to each of the normal reach display and the super reach display is set in the reach occurrence variable display time table, and variable display time information corresponding to each reach display is obtained by referring to this table. Regarding the determination of the type of reach display, a table is provided in which the type of reach display corresponds to the value of the variable type counter CS, and by referring to this table, the reach display corresponding to the current value of the variable type counter CS is determined.
[0219] More specifically, the variable display time table for reach occurrence corresponds to the type of jackpot. Specifically, the variable display time is set so that a combination of specific symbols can be statically displayed in the event of a probability jackpot result, and the variable display time is set so that a combination of non-specific symbols can be statically displayed in the event of a normal jackpot result.
[0220] On the other hand, if the determination in step S902 is negative, in step S905, the variable display time table for non-reach occurrence stored in the variable display time table storage area 423 is referenced to obtain the variable display time corresponding to the current value of the variable type counter CS, and in step S906, the variable display time information is set in the variable display time counter area. After that, this setting process is terminated.
[0221] The variable display time information when a reach does not occur is set so that the greater the number of common hold numbers CRN, the shorter the variable display time. However, this is not limited to this. For example, it may be configured so that it is not dependent on the number of common hold numbers CRN, or so that the smaller the number of common hold numbers CRN, the shorter the variable display time. Furthermore, the variable display time table for when a reach does not occur is set so that a shorter variable display time is selected when the support mode is in high-frequency support mode than when it is in low-frequency support mode, when the number of hold information is the same. However, this is not limited to this. The selected variable display time may be the same, or the above relationship may be reversed. Furthermore, the above configuration may be applied to the variable display time when a reach occurs, and a configuration may be adopted in which the variable display time that is likely to be selected and the variable display time that is unlikely to be selected differ between when a jackpot is won and when a miss reach occurs. Furthermore, a configuration may be adopted in which the variable display time table for a probability jackpot, the variable display time table for a normal jackpot, the variable display time table for a miss reach, and the variable display time table for a complete miss are each set separately. As described above, the variable display time for each game is determined using parameters such as whether or not a reach has occurred, the type of reach display, the number of pending information, and the value of the variable type counter CS.
[0222] Returning to the explanation of the fluctuation start process (FIG. 26), after the process of setting the fluctuation display time is executed in step S808, a fluctuation start command and a type command are set in step S809. The fluctuation start command includes information on whether or not a reach has occurred and information on the fluctuation display time. The type command also includes information on the game result. In other words, the type command includes information on the game result, such as information on the 16R special jackpot result, information on the 8R special jackpot result, information on the 4R special jackpot result, information on the 8R regular jackpot result, information on the 4R regular jackpot result, and information on the miss result.
[0223] The fluctuation start command and type command set in step S809 are sent to the notification / performance control device 140 in step S501 of normal processing (Fig. 23). The notification / performance control device 140 determines the light emission pattern of the lamp unit 26 and the sound output pattern from the speaker unit 29 for that game round based on the received fluctuation start command and type command, and controls the lamp unit 26 and the speaker unit 29 so that the determined performance content is executed. In addition, the notification / performance control device 140 sends the fluctuation start command and type command to the display control device 410 while maintaining their information format.
[0224] The display control device 410 determines the variable display pattern on the symbol display device 253 for that game based on the received variable start command and type command, and controls the display of the symbol display device 253 so that the determined variable display pattern is executed. After that, in step S810, the variable display of the symbol is started on the corresponding one of the upper actuation port display section and the lower actuation port display section of the main display unit 87, and then this variable start processing is terminated.
[0225] Returning to the explanation of the game round control processing (Fig. 24), when the operating port display section of the main display unit 87 is displaying a variable value, the game round progress processing of steps S606 to S609 is executed. In the game round progress processing, first, in step S606, it is determined whether the variable display time for the current game round has elapsed. Specifically, it is determined whether the value of the variable display time information stored in the variable display time counter area of RAM 404 has become "0". The value of this variable display time information is set in the variable display time setting processing (Fig. 27), as described above. Furthermore, the value of this set variable display time information is decremented (subtracted) by 1 each time the timer interrupt processing (Fig. 20) is started.
[0226] If the variable display time has not elapsed, variable display processing is executed in step S607. In the variable display processing, the display mode of the corresponding one of the inlet / outlet display section and the outlet display section of the main display unit 87 is changed. After that, the game number control processing is terminated.
[0227] If the variable display time has elapsed, variable end processing is executed in step S608. In the variable end processing, the information stored in RAM 404 in any of the processes in steps S805 to S807 is identified, and the display unit for the upper operating port or the display unit for the lower operating port is controlled so that the picture corresponding to that information is displayed in a stopped state on the corresponding one of the display units for the upper operating port and the lower operating port.
[0228] In the following step S609, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S609 is sent to the notification / presentation control device 140 in step S501 in the normal process (Fig. 23). The notification / presentation control device 140 sends the received variation end command to the display control device 410 while maintaining its information format. By receiving the variation end command, the display control device 410 displays the final stop pattern combination for that game round as a finalized display (final stop display).
[0229] (Game state transition processing) Next, the game state transition process in step S504 will be described with reference to the flowchart of FIG.
[0230] In the game state transition process, first, in step S1001, 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 S902, where it is determined whether or not the timing has come when the variable display of the image on the upper actuation port display unit or the lower actuation port display unit for one game has ended. If the variable display has not come to an end, the game state transition process is terminated.
[0231] If the variable display has ended, more specifically, if a preset stop display time (interval time: fixed display time) has elapsed since the variable display ended, the process proceeds to step S1003, where it is determined whether the game result of this game (the result of the win / lose lottery) corresponds to a transition to the open / close execution mode. Specifically, it is determined whether any of the following flags is stored in the flag storage area 435 of RAM 404: a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, a 4R probability variable jackpot flag, an 8R normal jackpot flag, or a 4R normal jackpot flag. If none of the above flags is stored, the game state transition process is terminated.
[0232] If any of the above flags is stored, the opening / closing execution mode start process is executed in step S1004. This start process releases the operation restriction of the variable winning device 82 by the locking device, and the opening and closing operation of the variable winning device 82 is permitted until the opening / closing execution mode ends. Furthermore, in the start process of step S1004, an opening / closing execution mode start flag is set in the various flag storage area 435 of the RAM 404. As will be described in detail later, this starts the output of an external signal to the hall computer HC indicating that the opening / closing execution mode has been entered.
[0233] In the next step S1005, the opening number counter OC provided in the various counter area 434 of the RAM 404 is set to one of "4," "8," or "16." Specifically, if a 16R probability variable jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "16." If an 8R probability variable jackpot flag or an 8R normal jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "8." If a 4R probability variable jackpot flag or a 4R normal jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "4." The opening number counter OC functions as a means for grasping the number of times the variable winning device 82 has been opened. After executing the processing of step S1005, the process proceeds to step S1006, where an opening command is set.
[0234] This set opening command is transmitted to the notification / effect control device 140 and the display control device 410 in step S501 of the normal processing (FIG. 23). The notification / effect control device 140 determines the content of the effect corresponding to the opening / closing execution mode based on the received opening command and controls various devices so that the determined content of the effect is executed. The content of the effect includes the display mode of the symbol display device 253, and this determined display mode is output from the notification / effect control device 140 to the display control device 410 as a display content command. The display control device 410 controls the display of the symbol display device 253 based on the opening command received from the main control device 162 and the display content command received from the notification / effect control device 140 so that a display corresponding to the current opening / closing execution mode, for example, a moving image of a character or the like, a background image, or the like, is switched as the display content corresponding to a jackpot, is executed. After the processing of step S1006 is executed, the game state transition processing is terminated.
[0235] Returning to the explanation of step S1001, if it is determined in step S1001 that the opening / closing execution mode is in progress, the process proceeds to step S1007. In step S1007, it is determined whether the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the big prize opening / closing process is executed in step S1008.
[0236] In the large prize opening opening / closing process, first it is determined whether the large prize opening of the variable prize winning device 82 is open or not. Specifically, this determination is made based on the drive state of the variable prize winning drive unit of the variable prize winning device 82. If the large prize opening is not open, it is determined whether the value of the opening number counter OC is "0". If the value of the opening number counter OC is "0", the large prize opening opening / closing process is terminated.
[0237] If the value of the opening number counter OC is not "0", it is determined whether the value of the opening timer counter TC is "0". The opening timer counter TC is a counter that is referenced when determining the opening and closing periods (interval periods) of the large prize opening, and its value is decremented by "1" each time the timer interrupt process (Fig. 20) is executed. If the value of the opening timer counter TC is not "0", the large prize opening opening and closing process is terminated.
[0238] If the value of the opening count counter OC is not "0" and the value of the opening timer counter TC is "0," the opening process for the large prize opening is executed. Specifically, the variable prize drive unit is driven to open the large prize opening. Then, the setting process (opening setting process) for the closing conditions corresponding to the variable prize opening device 82 (large prize opening) is executed. Specifically, the opening timer counter TC is set to "15000" (corresponding to 30 seconds), and the winning counter PC is set to "10." After executing this setting process, an opening command indicating that the variable prize opening device 82 (large prize opening) has been opened is set, and the large prize opening opening / closing process is terminated. This set opening command is sent to the notification / performance control device 140 in step S501 of the normal processing (FIG. 23). Based on the opening command received, the notification / performance control device 140 determines the content of the performance corresponding to the opening, and controls various devices so that the determined content of the performance is executed.
[0239] On the other hand, if it is determined that the large prize opening of the variable prize winning device 82 is open, it is determined whether the value of the opening timer counter TC is "0". If the value of the opening timer counter TC is not "0", it is determined whether a gaming ball has entered the large prize opening based on the detection signal from the winning detection sensor 391c corresponding to the variable prize winning device 82 (more specifically, based on the result of step S206 above). If no winning has occurred, the large prize opening opening / closing process is terminated.
[0240] If a prize has been won in the large prize slot, the prize ball command is output to the payout control device 242 and the notification / presentation control device 140. The payout control device 242 performs processing to pay out a preset number of game balls based on the receipt of the prize ball command. If a prize ball command is issued during the opening / closing execution mode, the notification / presentation control device 140 performs processing to change the presentation during the opening / closing execution mode, which is executed on the display screen 253a of the pattern display device 253, for example, to indicate that a prize has been won.
[0241] When a prize is won at the large prize opening, the value of the prize counter PC is decremented by 1, and then a determination is made as to whether the value of the prize counter PC is "0." If the value of the prize counter PC is "0," or if it is determined that the value of the open timer counter TC is "0," this means that the large prize opening closure condition has been met. In this case, the variable prize drive unit is deactivated to close the large prize opening.
[0242] Next, the release number counter OC is updated. Specifically, if the value of the release number counter OC is not "0," the release number counter OC is decremented by 1, and if the value of the release number counter OC is "0," the value of the release number counter OC is maintained at "0." After that, it is determined whether the updated value of the release number counter OC is "0." If it is determined that the value of the opening number counter OC is not "0", the opening timer counter TC is set to "1000" (corresponding to 2.0 seconds), a close command is set, and then the main prize opening opening and closing process is terminated. This set close command is sent to the notification and performance control device 140 in step S501 of the normal processing (Fig. 23). When the notification and performance control device 140 receives a close command, it determines the content of the performance corresponding to the close command, and controls various devices so that the determined content of the performance is executed.
[0243] On the other hand, if it is determined that the value of the opening number counter is "0", the ending start process is executed. In this start process, an ending waiting time for the ending of the opening and closing execution mode is set so that the next game round is not started and the waiting time information for the ending stored in advance in the ROM 403 is set in a waiting time counter area provided in the various counter area 434 of the RAM 404.
[0244] After that, after setting an ending command, the main big prize opening / closing process is terminated. This set ending command is sent to the notification / performance control device 140 in step S501 in the normal process (FIG. 23).
[0245] Returning to the explanation of the game state transition process (FIG. 28), after the large prize opening / closing process is executed in step S1008, it is determined in step S1009 whether the value of the opening number counter OC is "0" or not, and in step S1010 it is determined whether the waiting time for the ending has elapsed. If the value of the opening number counter OC is not "0" or if the waiting time for the ending has not elapsed, the game state transition process is terminated. On the other hand, if the value of the opening number counter OC is "0" and the waiting time for the ending has elapsed, in step S1011, the transition process at the end of the opening / closing execution mode is executed.
[0246] In the transition process at the end of the open / close execution mode, first, it is determined whether the jackpot result that triggered this open / close execution mode is a 16R probability variable jackpot result, an 8R probability variable jackpot result, or a 4R probability variable jackpot result. Specifically, it is determined whether a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, or a 4R probability variable jackpot flag is stored in the various flag storage area 435 of RAM 404.
[0247] If the jackpot result that triggered the current open / close execution mode is a 16R probability variable jackpot result, an 8R probability variable jackpot result, or a 4R probability variable jackpot result, the flag related to the transition of the game state is erased. After the erasure process is executed, the game state setting process is executed. Specifically, first, a high probability mode flag is set in the various flag storage area 435 of RAM 404. Based on the high probability mode flag set in this way, the win / loss table for the high probability mode will be referenced in the win / loss lottery for the subsequent game round.
[0248] Thereafter, a high-frequency support mode flag is set in the various flag storage area 435 of the RAM 404. Based on the high-frequency support mode flag thus set, in the subsequent electric role support processing, a win / loss table for the high-frequency support mode is referenced in the support lottery, the time for displaying the varying patterns during the support lottery is shortened (specifically, set to 2.0 seconds), and furthermore, the period of time for which the display remains open after one opening is extended (specifically, set to 5.0 seconds).
[0249] On the other hand, if the jackpot result that triggered the current open / close execution mode is an 8R normal jackpot result or a 4R normal jackpot result, i.e., if an 8R normal jackpot flag or a 4R normal jackpot flag is stored in the various flag storage area 435 of RAM 404, the flag related to the transition of the game state is erased. After the erasure process is performed, the game state setting process is performed. Specifically, first, a high-frequency support mode flag is set in the various flag storage area 435 of RAM 404. Based on the high-frequency support mode flag set in this way, a win / loss table for the high-frequency support mode is referenced in the support lottery in the subsequent electric role support process, the variable display time of the image during the support lottery is shortened (specifically, set to 2.0 seconds), and further, the period of time in the open state after one opening is extended (specifically, set to 5.0 seconds).
[0250] Unlike the case of the probability variable jackpot result described above, an upper limit is set on the number of support times for the high frequency support mode to which the mode transitions after a normal jackpot result. Specifically, the game count counter stored in the various counter area 434 of RAM 404 is set to "100." As a result, the high frequency support mode is maintained until 100 games have been played after the end of the open / close execution mode, and when the number reaches "100," the mode transitions from the high frequency support mode to the low frequency support mode.
[0251] After the game state setting process is performed, the process of ending the open / close execution mode is performed in step S1012. Specifically, the open / close execution mode flag, the big win flag, etc. stored in the various flag storage area 435 of the RAM 404 are erased, and the output of the external signal corresponding to the big win is stopped.
[0252] (Regarding the electrical configuration of the notification / performance control device 140 and the display control device 410) Next, with reference to the block diagram of FIG. 29, a supplementary explanation will be given of the electrical configuration of the notification / performance control device 140 and the display control device 410.
[0253] An MPU 442 is mounted on a notification / performance control board 441 provided in the notification / performance control device 140. The MPU 442 has built-in ROM 443 that stores various control programs and fixed value data executed by the MPU 442, RAM 444 that is a memory for temporarily storing various data when the control programs stored in the ROM 443 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM 443 and RAM 444 be integrated into a single chip for the MPU 442; each may be integrated into a separate chip. This also applies to the MPUs of other control devices.
[0254] The MPU 442 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 442, and receives game number control commands (game number control information) such as the above-mentioned variation start command, type command, and variation end command from the main control device 162. The MPU 442 also receives hold display control commands (hold display control information) such as shift commands and hold commands, and furthermore, open / close execution mode commands (open / close execution mode information) such as opening commands and ending commands.
[0255] As already explained, the output side of the MPU 442 is connected to the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and the display control device 410. Some of the various commands input from the main control device 162 to the notification / performance control device 140 are sent to the display control device 410 with the information format maintained as is.
[0256] The display control device 410 includes a display control board 471 on which are mounted an MPU 472, which is an element in which a program ROM 473 and a work RAM 474 are integrated into a single chip, a video display processor (VDP) 475, a character ROM 476, and a video RAM 477. It is not essential that the program ROM 473 and the work RAM 474 are integrated into a single chip for the MPU 472, and each may be individually integrated into a chip.
[0257] The MPU 472 of the display control device 410 analyzes various commands received from the main control device 162 via the notification / performance control device 140, or performs predetermined arithmetic processing based on the received various commands, thereby controlling the VDP 475 (specifically, generating internal commands for the VDP 475). More specifically, the MPU 472 executes processing to identify the variable display pattern for each game on the symbol display device 253 based on the commands sent from the notification / performance control device 140, as well as processing related to the hold notice described below, and executes drawing processing for the VDP 475 in accordance with the processing results. As a result, various images are displayed on the display screen 253a of the symbol display device 253.
[0258] The program ROM 473 is a memory for storing various control programs and fixed value data executed by the MPU 472, and also stores and holds JPEG format image data for background images. The work RAM 474 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 472. This work data, flags, etc. are stored in various areas of the work RAM 474.
[0259] The VDP475 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 253. The VDP475 is also called a "drawing chip" because it is an IC chip, and its actual function should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP475 adjusts the timing of the MPU472, video RAM 477, etc. to mediate the reading and writing of data, and also reads image data to be stored in the video RAM 477 from the character ROM 476 at a predetermined timing and displays it on the pattern display device 253.
[0260] The character ROM 476 serves as an image data library for storing character data such as the designs to be displayed on the design display device 253. The character ROM 476 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like.
[0261] It is also possible to provide a plurality of character ROMs 476 and store image data etc. in each character ROM 476. It is also possible to configure the character ROM 476 to store JPEG format image data for background images stored in the program ROM 473.
[0262] The video RAM 477 is a memory for storing display data to be displayed on the pattern display device 253, and the display content of the pattern display device 253 is changed by rewriting the content of the video RAM 477.
[0263] As already explained, in this embodiment, the outline of the variable display mode of the patterns on the display screen 253a is specified by the notification / performance control device 140 with reference to a command from the main control device 162, and the details of the variable display mode are determined by the display control device 410 based on the result of the specification. Specifically, the MPU 442 of the notification / performance control device 140 executes a variable display control process as part of a periodic process that is started at a predetermined cycle (for example, 2 msec), and this variable display control process specifies the outline of the variable display mode of the patterns. Here, the variable display control process will be explained with reference to the flowchart of Fig. 30.
[0264] (Variable display control processing) In the variable display control process, first, in step S1101, it is determined whether a game is being played or not, that is, whether a variable display or a fixed display of the symbols for one game is being executed on the symbol display device 253. If it is determined that a game is not being played, the process proceeds to step S1102, where it is determined whether a variable start command transmitted from the main control device 162 has been received.
[0265] If a negative determination is made in step S1102, the variable display control process is terminated. On the other hand, if a positive determination is made in step S1102, the variable display control process is terminated after executing the variable start process described below in step S1103.
[0266] Returning to the explanation of step S1101, if a positive judgment is made in step S1101, that is, if it is judged that a game round is in progress, the process proceeds to step S1104. In step S1104, it is judged whether or not a fluctuation end command sent from the main control device 162 has been received. If a negative judgment is made in step S1104, the fluctuation in progress processing is executed in step S1105, and then the fluctuation display control processing is terminated. The fluctuation in progress processing is a process for executing various effects and changing the determined effects in the game round started by the fluctuation start processing.
[0267] If a positive determination is made in step S1104, the process proceeds to step S1106, where a process for ending the variation is executed, and then this variable display control process is terminated. In the process for ending the variation, the variable display of the patterns and the currently executed effects are terminated (confirmed and stopped) in accordance with the hold information for the game round. In this process, the speaker unit 29 and the lamp unit 26 are driven and controlled to perform an effect corresponding to the confirmed stop. Then, a confirmation command is output to the display control device 410, and then this variable end process is terminated. The MPU 472 of the display control device 410 controls the pattern display device 253 to confirm and stop the patterns based on the received confirmation command.
[0268] (Processing for starting fluctuations) Here, a supplementary explanation will be given of the fluctuation start processing in step S1103 with reference to the flowchart in Fig. 31. The fluctuation start processing is processing for starting the effects for a game round based on receiving a fluctuation start command transmitted from the main control device 162. In the fluctuation start processing, settings such as reach display are made as effects for a game round.
[0269] In the fluctuation start process, first, in step S1201, the currently received fluctuation start command is read, and information on whether or not a reach has occurred and information on the fluctuation display time are identified from the command. Also, as already explained, when a fluctuation start command is sent from the main control device 162, a type command is also sent together. In step S1101, the type command received along with the currently received fluctuation start command is read, and from the command, information on the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, or information on the miss result, is identified. Then, in step S1201, from the identified information, information on whether or not a jackpot has been won, information on the jackpot type if a jackpot has been won, information on whether or not a reach has occurred if a jackpot has not been won, and information on the fluctuation display time are grasped, and the grasped information is stored in a register of the MPU 442.
[0270] In the next step S1202, it is determined whether the game result of the game to be started this time corresponds to a jackpot result based on the information obtained in step S1201. If it corresponds to a jackpot result, that is, if it is a variable jackpot result or a normal jackpot result, in the next step S1203, a jackpot effect setting process is executed.
[0271] In the jackpot effect setting process, the stop result of the jackpot symbols is determined (stop result determination process is performed). In the stop result determination process, if the result is a probability variable jackpot, the stop result of the current game round is determined to be the stop result of the combination of the same specific symbols (main symbols with odd numbers) on one active line L1 to L5. In addition, if the result is a normal jackpot, the stop result of the current game round is determined to be the stop result of the combination of the same non-specific symbols (main symbols with even numbers) on one active line L1 to L5.
[0272] The type of main symbol and the active lines L1 to L5 that will be stopped and displayed when a jackpot result is achieved are randomly determined by lottery or the like. The final stop line tables stored in various table areas of the ROM 443 store the active lines L1 to L5 and address information, and the final stop line determined in the above process is stored as address information in a final stop line address storage area provided in the RAM 444. At this time, a process is executed to store information on the determined stop result in the stop result address storage area. Note that in the following explanation, address information of the stop result determined in various stop result determination processes is stored in the stop result address storage area of the RAM 444.
[0273] Furthermore, in the presentation setting process for a jackpot, the variable display mode of the symbols for a jackpot is determined (variable display mode determination process (presentation pattern determination process) is performed). As already explained, when a jackpot result is achieved, the result is notified via a reach display. In the variable display mode determination process for reach display, a variable display pattern table for reach display stored in various table areas of ROM 443 is obtained, and a presentation pattern of normal reach display or super reach display corresponding to the variable display time of the currently received variation start command and the game result in the type command is determined. In addition, a process is executed to store address information of the determined variable display mode in a pattern address storage area of RAM 444. Note that in the variable display mode determination process described below, a corresponding variable display pattern table is obtained from the variable display pattern table storage area of ROM 443, and a presentation pattern corresponding to the variable display time and game result is determined. Then, address information of the presentation pattern determined in the presentation pattern determination process is stored in the pattern address storage area of RAM 444.
[0274] If it is determined in step S1202 that the result is not a jackpot, the process proceeds to step S1204. In step S1204, it is determined whether a reach will occur in the current game. If a reach will occur, the process proceeds to step S1205, where a reach occurrence effect setting process is executed. In the reach occurrence effect setting process, the outline of the effect and the final symbol combination to be stopped are determined. The former is similar to the process in step S1203 above, so the explanation will be used here. Since this process corresponds to a miss reach, the stopped symbols are determined so as not to result in a symbol combination corresponding to a jackpot result. In other words, the stop result for this time is determined to be the stop result where a miss reach symbol combination is formed on one of the active lines L1 to L5. In this case, the type of miss reach symbol combination and the active lines L1 to L5 are determined randomly by lottery or the like. In addition, when making this determination, the stop results on the effective lines are determined so that the same combination of symbols is not established on any of the effective lines L1 to L5, and the symbols in the middle symbol row Z2 that are the same as the symbols forming the reach line are finally stopped at a stop position shifted forward or backward from the reach line. After that, a process is executed to store the information on the determined stop results in the stop result address storage area.
[0275] If it is determined in step S1204 that a reach has not occurred, the process proceeds to step S1206. In step S1206, the outline of the effect for a complete miss and the final combination of symbols to be stopped are determined. Since this process corresponds to a complete miss, the symbols to be stopped are determined so that a symbol combination corresponding to a jackpot result is not formed.
[0276] After executing any one of the processes in step S1203, step S1205, and step S1206, the process proceeds to step S1207. In step S1207, a process is executed in which commands including information on the stop result and effect pattern determined in step S1203, step S1205, and step S1206 are output as a stop result command and a pattern command, respectively, to the display control device 410. Based on the received stop result command and pattern command, the MPU 472 of the display control device 410 controls the display of the symbol display device 253 to execute the effect for the current game round.
[0277] After the process of step S1207 is executed, the process of starting the effect for the game round is executed in the following step S1208, and then this variation start process is terminated. Specifically, based on the effect pattern determined in the above steps S1203, S1205, and S1206, drive control of the speaker unit 29 and the lamp unit 26 is started, and the effect for the game round is started.
[0278] Here, a supplementary explanation will be given on the variable display mode of the pattern displayed on the pattern display device 253 (display screen 253a) based on Fig. 32. Fig. 32(a) is a schematic diagram showing the types of variable display mode, and Fig. 32(b) is a schematic diagram showing an overview of each variable display mode.
[0279] (Variable display mode) As shown in Figure 32(a), the variable display modes of the symbols executed on the display screen 253a are roughly divided into five types: complete miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. For each of these variable display modes, the variable display time is set to be different, and it is possible to grasp an overview of the variable display mode for each game based on the information related to the variable display time given to the command from the main control device 162.
[0280] Specifically, the variable display time for a complete miss is "3 seconds to 8 seconds" (the difference is set according to the number of reserved bets), the variable display time for normal reach A is "10 seconds," the variable display time for normal reach B is "15 seconds" which is longer than the variable display time for normal reach A, the variable display time for super reach A is "16 seconds" which is longer than the variable display time for normal reach A and B, the variable display time for super reach B is "17 seconds" which is longer than the variable display time for super reach A, and the variable display time for super reach C is "18 seconds" which is longer than the variable display time for other super reaches A and B. For example, if the information regarding the variable display time given to the command from the main control device 162 is "15 seconds," the notification and performance control device 140 will understand that normal reach B should be executed.
[0281] In addition, in the game times corresponding to the jackpot result, Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A. In the game corresponding to the miss result, the order is complete miss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > The structure is such that the number of times ...
[0282] Here, the variable display modes of normal reach A and B will be explained with reference to FIG. 32(b1). When normal reach A and B are selected, first, the variable display (scroll display) of all symbol columns that are statically displayed is started, then the variable display of the symbols in the upper symbol column (upper symbol column Z1) is stopped (stopped display), and then the variable display of the symbols in the lower symbol column (lower symbol column Z3) is stopped (stopped display). In this state where the upper and lower symbol columns Z1 and Z3 are stopped and displayed, a reach line is formed by stopping and displaying main symbols with the same number on any of the activated lines L1 to L5 (see FIG. 13(a)). Then, under the condition where the reach line is formed, the variable display of the middle symbol column (middle symbol column Z2) is performed, resulting in a reach display (reach variable display). After the reach display is established, the variable display is ended by stopping and displaying the middle symbol column Z2. Then, when the same symbols as those constituting the reach display stop on the reach line, it is announced that a jackpot has been won, and when other symbols stop on the reach line, it is announced that a jackpot has not been won. In this way, the final combination of symbols that has stopped and displayed is maintained as is for a predetermined period of time. In other words, the current game round continues until the stop display period has elapsed, and once the stop display period has elapsed, it is permitted to move on to the next game round.
[0283] In this embodiment, the difference in the variable display time between normal reach A and normal reach B is ensured by setting a difference in the variable display time of the middle symbol row Z2 after the reach line is formed, but the method for setting the difference between the two is arbitrary. For example, it is also possible to ensure the difference in the variable display time by setting a difference in the time from when the variable display starts to when the reach line is formed.
[0284] Next, the variable display modes of super reach A, B, and C will be explained based on the variable display modes of normal reach A and B described above. As shown in Figures 32(b2) to (b4), for super reach A, B, and C, the above-mentioned reach line is formed through the same process as for normal reach A and B. After the reach line is formed, a predetermined character is displayed as a moving image in conjunction with the variable display of the middle symbol column Z2, thereby creating a reach effect. Specifically, for super reach A, after the reach line is formed, a character modeled after a fairy is displayed in the center of the variable display area of the middle symbol column Z2 (the center of the variable display area ME). For super reach B, after the reach line is formed, a character modeled after a boy is displayed in the center of the variable display area of the middle symbol column Z2 (the center of the variable display area ME). For super reach C, after the reach line is formed, a character modeled after a girl is displayed in the center of the variable display area of the middle symbol column Z2 (the center of the variable display area ME).
[0285] (Monitoring device 600) The pachinko machine 10 shown in this embodiment is provided with a monitoring device 600 that monitors the operation of the main control device 162. As shown in Fig. 33, the main control device 162, the payout control device 242, and the notification / performance control device 140 are connected to the input port of the monitoring device 600. As already explained, the main control device 162 is connected to various winning detection sensors 391a-391d for the upper operating port 83a, the lower operating port 83b, the general winning port 81, and the variable winning device 82 (large winning port), and when the main control device 162 confirms that a winning ball has been won in the upper operating port 83a, the lower operating port 83b, the general winning port 81, or the variable winning device 82 (large winning port), the main control device 162 outputs a winning ball command to the monitoring device 600 as information (signal) indicating that fact.
[0286] The MPU 602 of the monitoring device 600 is provided with a memory unit 604 that stores information input from the main control device 162. The memory unit 604 is composed of a first memory area 605 that mainly stores game information such as the number of wins and the number of jackpots, and a second memory area 606 that mainly stores the number of times an abnormality or the like has occurred in the gaming machine.
[0287] For example, when a prize ball command indicating a win is received from the main control device 162, the one corresponding to the received signal among the various winning number counters 621 to 624 arranged in the first memory area 605 is updated (incremented). In other words, the monitoring device 600 monitors the number of winnings at the operating ports 83a and 83b, the general winning port 81, and the variable winning device 82 (large winning port).
[0288] Furthermore, when a game is played by the main control device 162, confirmation information (signal) is output from the main control device 162 to the monitoring device 600 at the timing of the confirmation display (timing at which the variable display ends) described above. When the monitoring device 600 receives this signal, it updates (increments) the game count counter 625 arranged in the first storage area 605. In other words, the monitoring device 600 monitors the number of games played.
[0289] Furthermore, when a jackpot occurs in a game and the mode shifts to the opening / closing execution mode, information (signal) for the jackpot is output from the main control device 162 to the monitoring device 600 at the start timing of the opening / closing execution mode. When the monitoring device 600 receives this signal, it updates (increments) the win count counter 626 arranged in the first storage area 605. In other words, the monitoring device 600 monitors the number of wins.
[0290] Furthermore, when game balls are paid out, a payout command is output from the payout control device 242 to the monitoring device 600 as a signal indicating that the payout has been performed. When the monitoring device 600 receives this signal, it updates (increments) the prize ball number counter 627 arranged in the first memory area 605. In other words, the monitoring device 600 monitors the number of prize balls (the number of paid-out game balls).
[0291] The various information stored in the first memory area 605 and the second memory area 606 is stored in association with a setting value. For example, when a win occurs in the actuation ports 83a, 83b at setting 1 and the winning information is stored, the winning information is stored with information indicating setting 1 at the time the win occurred. This makes it possible to identify which setting value each win occurred at when checking the winning status after the fact.
[0292] The output port of the monitoring device 600 is connected to the notification / performance control device 140, and the notification / performance control device 140 can appropriately acquire information stored in the monitoring device 600. The notification / performance control device 140 also has a function of displaying information stored in the monitoring device 600 on the display screen 253a of the pattern display device 253 based on a predetermined request operation by the hall manager or the like.
[0293] (Settings change function) As described above, the pachinko machine 10 shown in this embodiment is configured so that the setting value is provided in multiple stages, and the probability of a jackpot occurring can be changed by changing the setting value (setting change). The setting value is not always changeable, but is switched between permitted and prohibited depending on the situation. In this embodiment, the configuration related to switching between permitted and prohibited setting changes is distinctive. Below, a supplementary explanation of the configuration related to setting changes will be given with reference to Figs. 5 and 34.
[0294] As shown in Figure 5, in the pachinko machine 10, game balls launched from the game ball launching mechanism 110 are guided to the play area PE by a guide rail 100. Game balls that flow down the play area PE are discharged from the play area PE through various ball entry sections such as the general winning opening 81 or the outlet 89, and are returned to the island equipment of the game hall through a recovery passage provided on the back side of the play area forming body 80a. In addition, game balls that are launched from the game ball launching mechanism 110 but do not reach the play area PE are returned to the player through a foul passage formed in the guide passage 103 → front door frame 14 (passage forming unit 45).
[0295] As shown in Figure 34, the main control device 162 is connected to a launch detection sensor 701 provided in the game ball launching mechanism 110, a foul detection sensor 702 provided in the foul ball passage of the passage forming unit 45, and a recovery detection sensor 703 provided in the recovery passage on the back side of the game board unit 80.
[0296] The launch detection sensor 701 detects a gaming ball launched by the solenoid 111, and the main control device 162 can determine that a gaming ball has been launched based on information (detection signal) from the launch detection sensor 701. The foul detection sensor 702 detects a gaming ball passing through the foul ball passage, and the main control device 162 can determine that a gaming ball has passed through the foul ball passage based on information (detection signal) from the foul detection sensor 702. The recovery detection sensor 703 detects a gaming ball passing through the recovery passage, and the main control device 162 can determine that a gaming ball has passed through the recovery passage based on information (detection signal) from the recovery detection sensor 703. The main control device 162 can determine whether or not a gaming ball remains in the play area PE based on information from each of these detection sensors 701 to 703.
[0297] In addition, when the payout control device 242 pays out game balls, information indicating that the payout has been executed (payout command) is output to the main control device 162, and the main control device 162 is able to determine whether the payout of game balls has been completed based on the prize ball command sent to the payout control device 242 and the payout information obtained from the payout control device 242.
[0298] An opening detection sensor 706 that detects the opening of the inner frame 13 is connected to the pachinko machine 10, and the main control unit 162 can determine whether the inner frame 13 is open or not based on information (detection signal) from the opening detection sensor 706.
[0299] Here, the setting change process (step S507) executed as part of the normal process by the MPU 402 of the main control device 162 will be described with reference to the flowchart of FIG.
[0300] (Processing for changing settings) In the setting change processing, first, in step S1301, it is determined whether or not the setting change mode is in effect. Specifically, it is determined whether or not the setting change mode is stored in the various flags storage area 435 of the RAM 404. If the determination in step S1301 is negative, the process proceeds to step S1302. In step S1302, it is determined whether or not the setting change key is inserted into the setting key switch 167 and switched to the ON state. If the determination in step S1302 is negative, the setting change processing is terminated.
[0301] If a positive determination is made in step S1302, the process proceeds to step S1303. In step S1303, it is determined whether or not a game ball remains in the game area PE based on information from the detection sensors 701 to 703. If a negative determination is made in step S1302, the setting change process is terminated. If a positive determination is made in step S1302, the process proceeds to step S1304.
[0302] In step S1304, it is determined whether or not there are any prize balls waiting to be paid out based on the payout information from the payout control device 242. If a negative determination is made in step S1304, the setting change process is terminated. If a positive determination is made in step S1304, the process proceeds to step S1305. In step S1305, it is determined whether or not a predetermined waiting time has elapsed since the payout was completed.
[0303] The gaming balls dispensed from the dispensing device 224 pass through a dispensing passageway and head toward the upper tray 33 or the lower tray 34. At this time, it takes a certain amount of time (approximately 2 seconds in this embodiment) for the gaming balls to reach the player. The waiting time is determined to be slightly longer than this required time, and in step S1305, it is estimated whether the dispensed gaming balls have reached the player.
[0304] If a negative determination is made in step S1305, the setting change process is terminated. If a positive determination is made in step S1305, the process proceeds to step S1306. In step S1306, it is determined whether a game is currently being played. In other words, it is determined whether a variable display or a fixed display of a pattern is currently being performed on the actuation port display unit. If a positive determination is made in step S1306, the setting change process is terminated. If a negative determination is made in step S1306, the process proceeds to step S1307.
[0305] In step S1307, it is determined whether or not reserved information is stored, i.e., whether or not the next game is coming up. If the determination in step S1307 is negative, i.e., if the next game is coming up, the setting change process ends. If the determination in step S1307 is positive, the process proceeds to step S1308.
[0306] In step S1308, it is determined whether or not the inner frame 13 is open based on the detection information from the open detection sensor 706. If the determination in step S1308 is negative, the setting change process ends. If the determination in step S1308 is positive, the process proceeds to step S1309.
[0307] In step S1309, a setting change mode start process is executed. That is, in this embodiment, the setting change is permitted under the conditions that (1) there are no game balls remaining in the game area PE, (2) there are no game balls waiting to be paid out, (3) the waiting time after the payout has ended has elapsed, (4) there is no game turn in progress, (5) there is no subsequent reserved information, (6) the inner frame 13 is open, and (7) the setting change key is in the ON state.
[0308] In the setting change mode start process, the currently selected setting value is displayed on the setting value display unit 168, and setting change operations are permitted to be accepted. Then, various processes related to the game progress (for example, game number control process in normal processing, game state transition process, electric role support process, game ball launch control process, etc.) are prohibited, and a setting change mode flag is stored in the various flag storage area 435 of RAM 404. Storing the setting change mode flag results in a positive determination in step S1301 thereafter. Note that clearing the setting change mode flag resumes the various processes related to the game progress.
[0309] Returning to the explanation of step S1301, if a positive determination is made in step S1301, i.e., if the setting change mode is in effect, the process proceeds to step S1310. In step S1310, it is determined whether or not setting change switch 166 has been operated (setting change operation). If a positive determination is made in step S1310, the process proceeds to step S1311, where change operation response processing is executed. Specifically, the setting value newly selected by the setting change operation is stored, and the display content is updated so that the stored setting value is displayed on setting value display unit 168.
[0310] If the determination in step S1310 is negative, i.e., if a setting change operation has not been performed, the process proceeds to step S1312. In step S1312, it is determined whether the setting change key has been switched to the OFF state. If the determination in step S1312 is negative, the setting change process is terminated. If the determination in step S1312 is positive, the process proceeds to step S1313. In step S1313, the setting change process is executed. Specifically, a flag corresponding to the setting value selected at the time the setting change key was switched to the OFF state is stored in the various flag storage area 435 of RAM 404. Specifically, if setting 1 is selected, a setting 1 corresponding flag is stored, if setting 2 is selected, a setting 2 corresponding flag is stored, and if setting 3 is selected, a setting 3 corresponding flag is stored. In subsequent processing, for example, if a setting 1 corresponding flag is stored, the winning / losing lottery table for setting 1 will be referenced, if a setting 2 corresponding flag is stored, the winning / losing lottery table for setting 2 will be referenced, and if a setting 3 corresponding flag is stored, the winning / losing lottery table for setting 3 will be referenced.
[0311] In the next step S1314, a setting change mode termination process is executed, and then the setting change process is terminated. In the setting change mode termination process, the setting change mode flag stored in the various flag storage area 435 of the RAM 404 is erased, the display of the setting value display unit 168 described above is terminated, and the various processes described above that have been prohibited are resumed.
[0312] Here, the flow up to the setting change will be described with reference to the timing chart of FIG.
[0313] As shown in Figure 36(a), if the winning detection sensor 391a for the general winning opening detects a winning ball at the general winning opening 81 at timing ta1, the payout of game balls will be executed at the subsequent timing ta2. Ten prize balls are paid out based on a winning ball at the general winning opening 81, and it will take some time for the payout to be completed. At timing ta4, which is the waiting time after timing ta3 when the payout of the prize balls is completed, execution conditions (2) and (3) of the setting change are met. If the other execution conditions (1), (4) to (7) are also met, the setting change will be permitted.
[0314] As already explained, in the pachinko machine 10 according to the present embodiment, payout information for game balls is transmitted from the payout control device 242 to the monitoring device 600, where the payout information is accumulated. Then, based on the payout information, the pachinko machine 10 is monitored for normal operation. When performing such monitoring, it is important to determine the set value under which the game balls were paid out. For example, if the set value is changed at timing taX between ta1 and ta2, a discrepancy occurs between the set value corresponding to the winning information transmitted from the main control device 162 to the monitoring device 600 and the set value corresponding to the payout information transmitted from the payout control device 242 to the monitoring device 600. Such a discrepancy can hinder the reliability of monitoring. In this regard, according to the configuration according to the present embodiment, setting changes are prohibited at least until the payout is completed. This effectively avoids the aforementioned information discrepancy and contributes to enhanced monitoring capabilities.
[0315] Next, the relationship between the presence or absence of hold information and setting changes will be described with reference to FIG.
[0316] At time tb1, the winning detection sensors 391b-391c for the actuation ports 83a and 83b detect winning entries, and based on this, the variable display of the images on the actuation port display unit and the variable display of the images on the pattern display device 253 begin. At this time, the number of subsequent pending information is zero, so a relatively long variable display time is set. If winning entries occur in the actuation ports 83a and 83b at times tb2 and tb3 during the variable display, the pending information acquired based on those winning entries remains stored and enters a standby state until the current game round ends. After the current game round ends, the game rounds corresponding to the subsequent pending information are executed in order at times tb4 and tb5. At time tb7, when all pending information has been consumed, execution conditions (4) and (5) for the setting change are met. If the other execution conditions (1)-(3), (6)-(7) are also met, the setting change is permitted.
[0317] In this embodiment, the hold function facilitates smooth gameplay, but this configuration creates a discrepancy between the timing of winning and the timing of the lottery. Therefore, if settings are changed between the acquisition of the hold information and the start of a game round (lottery timing) when subsequent hold information is pending (see, for example, the timing of tbX), there is a concern that a game round that would normally result in a jackpot may end in a loss, or a game round that would normally result in a loss may end in a jackpot. This is undesirable because it reduces the reliability of the gaming machine's behavior. In this regard, this embodiment prevents such inconveniences by prohibiting setting changes not only during a game round but also when subsequent hold information is pending.
[0318] According to the first embodiment described above in detail, the following excellent effects are achieved.
[0319] If information about a game is suddenly erased during play, it is expected that the behavior of the gaming machine will suddenly change. For example, if game balls that should have been paid out to the player are no longer paid out, or if a game round related to acquired special information is no longer executed, this may confuse the player and cause a decrease in trust in the gaming machine. In this regard, the configuration shown in this embodiment restricts changes to setting values (setting changes) when the situation is not suitable for setting changes, thereby preventing changes in the behavior of the gaming machine during play. This contributes to improving the reliability of the gaming machine.
[0320] Specifically, when game balls remain in the game area PE, setting changes are restricted. This prevents game balls that should have been launched under a certain setting from entering a ball entry section such as the general winning slot 81 under a different setting. In particular, because the remaining balls are monitored using a detection sensor, restrictions are lifted immediately after the remaining balls are discharged, eliminating unnecessary waiting time. This is advantageous in improving the convenience of the game machine when changing settings.
[0321] When a payout request is made due to a winning win, there is a certain time lag between the ball entering and the payout. If the set value is changed during this time, it becomes unclear which set value the payout corresponds to. Therefore, as shown in this embodiment, by continuing the change restriction until the waiting time has elapsed even after the payout operation has ended, it is possible to effectively prevent such inconveniences from occurring.
[0322] In gaming machines, there are cases where it becomes difficult to immediately dispense game balls due to factors such as a shortage of game balls. In such a situation, the dispense operation may be temporarily suspended, but the dispense operation will resume when the situation becomes such that dispense is possible. In such a case, by restricting changes to the setting value at least until dispense is completed, it is possible to prevent confusion about which setting value the dispensed game ball corresponds to.
[0323] When the reserved information is stored, the setting change is restricted. This makes it possible to preferably prevent, for example, a judgment result that does not correspond to the predetermined judgment information for special information that would normally correspond to the predetermined judgment information (for example, winning information) or a judgment result that corresponds to the predetermined judgment information for special information that does not correspond to the predetermined judgment information.
[0324] To fulfill the conditions for executing the setting change, it is necessary to open the door, which is the inner frame 13. Since such an action is conspicuous, it can prevent unauthorized changes to the setting values and contribute to improving the security function of the gaming machine.
[0325] In a configuration in which winnings and the like are monitored by the monitoring device 600, there may be a slight time lag between when it is confirmed that a winning has occurred and when the information is sent to the monitoring device 600. If a setting change is made during this time gap, there is a possibility that inconsistencies in the information will occur. In this regard, if a configuration is adopted in which setting changes are restricted while a game is in progress, as shown in this embodiment, such inconsistencies in the information can be suitably suppressed.
[0326] The present invention is not limited to the above-described first embodiment, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to the first embodiment, or a part or all of them may be combined and applied to the first embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0327] <Variation 1> In the first embodiment, the presence or absence of remaining balls in the play area PE is determined based on information from the launching detection sensor 701, the foul detection sensor 702, and the recovery detection sensor 703, and a configuration is adopted to prevent setting changes from being made when game balls remain in the play area PE. However, the following configuration is also possible to prevent setting changes from being made when game balls remain in the play area PE. That is, a waiting time can be set based on the time required from when the game balls are launched to when they are discharged from the play area PE, and setting changes can be prohibited from the end of the launch of the game balls until the waiting time has elapsed, and the execution condition (1) can be established when the waiting time has elapsed. Furthermore, considering that the launch of game balls is executed based on the player's launching operation, a configuration is also possible in which the execution condition (1) is established when the waiting time has elapsed since the end of the game ball launching operation. As shown in these modified examples, in a configuration in which it is assumed that there are no remaining balls after the waiting time has elapsed, the need for additional components such as sensors can be minimized, which is advantageous in simplifying the structure of the pachinko machine 10.
[0328] <Variation 2> In the first embodiment, whether or not a payout of game balls is pending is determined based on information from the payout control device 242, and a setting change is permitted on the condition that no payout of game balls is pending, but this is not limited to this. For example, if the actual time from the occurrence of a win to the completion of the payout of game balls is predetermined to some extent, a waiting time may be set based on this time, and when a win occurs in a prize-ball entry section such as the general winning slot 81, the elapse of the waiting time from the win may be set as one of the execution conditions for the setting change.
[0329] <Variation 3> It is also possible to configure the system to specify whether or not the dispensing device 224 is in operation, and to add the fact that the dispensing device 224 is not in operation to one of the execution conditions.
[0330] <Variation 4> The configuration may be such that occurrence of an abnormality is monitored using information stored in the monitoring device 600, and if an abnormality occurs, the setting change is prohibited. Also, in a configuration in which an abnormality is notified when it occurs, it is possible to make cancellation of the abnormality notification one of the conditions for executing the setting change.
[0331] <Variation 5> When a setting change is made, it is also possible to configure the system so that various game information such as reserve information and payout information stored in RAM 404 is erased, just as when the RAM erase switch is operated. Even with this configuration, since setting changes are restricted while a game is being played, it is possible to suitably prevent the loss of benefits that would otherwise be obtained due to setting changes during play.
[0332] <Variation 6> It is also possible to configure the system so that the contents of the reserved information are specified in advance before the winning / losing lottery or allocation lottery is performed in the variable start process executed by the MPU 402 of the main control device 162 (i.e., before the start of the relevant game round), and a preview effect corresponding to the specified result (e.g., a reserved preview effect) is executed before the relevant game round (e.g., a game round that has been executed in advance). In a configuration in which the preview effect suggests the lottery result for the relevant game round, if a setting change is executed midway, it is expected that the preview effect that would have originally corresponded to the jackpot result will be terminated midway, or the actual game result will contradict the content of the preview effect. In this regard, by configuring the system so that setting changes are restricted when reserved information is stored, the occurrence of the above-mentioned inconveniences can be suitably suppressed.
[0333] <Second embodiment> One of the features of this embodiment is that it is designed to improve the security function of the gaming machine by cooperation between the main control device 162 and the payout control device 242. The following describes the configuration related to this design, focusing on the differences from the first embodiment. Note that a description of the various configurations that are common to the first embodiment will be omitted.
[0334] The main control device 162 transmits information indicating the selected setting value to the payout control device 242 when the power of the pachinko machine 10 is turned on (at startup) and when the setting is changed. The payout control device 242 is able to identify the selected setting value based on this information. First, with reference to Figures 37 and 38(a), the processing related to the transmission of setting values executed by the MPU 402 of the main control device 162 will be described. Figure 37(a) is a flowchart showing the initial command output processing (S110) executed as part of the main processing (see Figure 19), Figure 37(b) is a flowchart showing the setting change processing (S1313) executed as part of the normal processing (see Figure 23), and Figure 38(a) is a schematic diagram showing the relationship between setting values and initial commands.
[0335] (Initial command output processing) 37(a), in the initial command output process, first, the current setting value is confirmed in step S1401. That is, the setting value when the power of the pachinko machine 10 is turned on is confirmed. In the following step S1402, a code (identification information of the setting value) to be assigned to the initial command to be output to the payout control device 242 is determined.
[0336] The following information is stored as a set value identification information group in ROM 403 of main control device 162. In detail, as shown in Fig. 38(a), four codes "BAAA", "ABAA", "AABA", and "AAAB" are provided as codes corresponding to setting 1, four codes "BBAA", "BABA", "BAAB", and "ABAB" are provided as codes corresponding to setting 2, and four codes "BBBA", "BBAB", "BABB", and "ABBB" are provided as codes corresponding to setting 3. In the processing of step S1402, one code is randomly selected from the plurality of codes corresponding to the current set value.
[0337] In step S1403, the code determined in step S1402 is stored in the code storage area of RAM 404. Thereafter, the code will be referenced in the prize ball command setting process described below until the setting is changed. In the following step S1404, an initial command is output to a sub-side control device such as payout control device 242, and this initial command output process ends.
[0338] The code set in the initial command output process will be reset when the settings are changed. The setting change process will now be described with reference to Figure 37(b).
[0339] (settings change processing) In the setting change process, first, in step S1501, the setting selected by the current setting change operation is identified. In the following step S1502, a reference table switching process is performed. This prohibits access to other lottery tables that do not correspond to the current setting value. In the following step S1503, a code (identification information for the setting value) is determined. The details of code determination are the same as in step S1402 above, so a detailed explanation will be omitted.
[0340] In the following step S1504, the code determined in step S1503 is stored (overwritten) in the code storage area of RAM 404. After that, in step S1505, a setting change command is set, and this setting change process is terminated. The setting change command set in step S1505 is sent to the dispensing control device 242 in the external output process of the normal process (step S501).
[0341] When the MPU of the dispensing control device 242 receives an initial command and a setting change command, it identifies the setting value from the code contained in those commands and stores it in the RAM of the dispensing control device 242.
[0342] Next, the prize ball command setting process will be described with reference to Fig. 38(b). The prize ball command setting process is a process executed to instruct the payout control device 242 to pay out prize balls in each winning process of steps S205 to S207.
[0343] (Ball prize command setting process) In the prize ball command setting process, first, in step S1601, the prize destination is identified. Next, in step S1602, a process is performed to read the code stored in the code storage area of RAM 404. Then, in the following step S1603, a prize ball command is generated so that it includes the read code. The prize ball command generated in this way includes information indicating the number of prize balls, information indicating the prize destination, and various information about the code (see Figure 38 (c)), and is sent to the payout control device 242 in the external output process of the normal process (step S501).
[0344] Here, with reference to Figure 39 (a), the command response processing executed as part of the regular processing by the MPU of the dispensing control device 242 will be described.
[0345] (Command response processing) In the command response process, first, in step S1701, it is determined whether the currently received command is an initial command or a setting change command. If a positive determination is made in step S1701, the process proceeds to step S1702. In step S1702, a setting value is identified from the code contained in the command and stored in a setting value storage area provided in the RAM of the dispensing control device 242. As with the main control device 162, a conversion table (see the schematic diagram in Figure 38) showing the relationship between codes and setting values is pre-stored in the ROM of the dispensing control device 242, and the setting value is identified by referring to this conversion table.
[0346] If a negative determination is made in step S1701, the process proceeds to step S1703. In step S1703, it is determined whether the command received this time is a prize ball command. If a negative determination is made in step S1703, the command response process is terminated. If a positive determination is made in step S1703, the process proceeds to step S1704.
[0347] In step S1704, the conversion table is referenced, and the setting value is identified and stored from the code contained in the prize ball command received this time.
[0348] In the following step S1705, it is confirmed whether the setting value identified in step S1704 matches the setting value stored in the code storage area of RAM. If a negative determination is made in step S1705, the process proceeds to step S1709. In step S1709, the value of the reserved counter provided in the various counter areas of RAM is incremented according to the number of prize balls in the prize ball command received this time. The value of the reserved counter is cleared to 0 when conversion to a payout counter, which will be described later, is executed.
[0349] In the processing of step S1705 described above, the respective set values will basically match. On the other hand, if the set values do not match, there is a possibility that an abnormality has occurred in either the main control device 162 or the payout control device 242. In such a case, rather than immediately paying out the prize balls, the payout of the prize balls will be withheld (delayed) until at least the abnormality is resolved.
[0350] In the following step S1710, the abnormality notification process is executed, and then this command response process is terminated. In the abnormality notification process, an abnormality notification command is sent to the notification / performance control device 140. Based on receiving this abnormality notification command, the notification / performance control device 140 executes an abnormality notification on the display screen 253a of the pattern display device 253, etc.
[0351] Returning to the explanation of step S1705, if a positive determination is made in step S1705, that is, if the respective set values match, the process proceeds to step S1706. In step S1706, a process is performed in which the values of the payout counters provided in the various counter areas of RAM are incremented according to the number of prize balls in the prize ball command received this time. The value of the payout counter is decremented each time a prize ball is paid out, and when the value of the payout counter becomes 0, the number of prize balls waiting to be paid out becomes 0.
[0352] After executing the processing of step S1706, the process proceeds to step S1707. In step S1707, the value of the reserved counter provided in the various counter areas of RAM is referenced to determine whether there are any prize balls reserved for payout. If the determination in step S1707 is negative, the process for this command is terminated. If the determination in step S1707 is positive, the process proceeds to step S1708, where the value of the reserved counter is added to the value of the payout counter. This causes the payout of any prize balls that had been reserved for payout up until then.
[0353] According to the second embodiment described above in detail, the following excellent effects are achieved.
[0354] The prize ball command (corresponding to "payout command information") output from the main control device 162 contains information corresponding to the set value. In the payout control device 242, the set value set in the main control device 162 can be identified from the prize ball command. In this way, by sharing the set value between the main control device 162 and the payout control device 242, cooperation between the two control devices 162, 242 can be strengthened. Since the prize ball command is information that is output to the payout control device 242 fairly frequently as the game progresses, adding information indicating the set value to such an existing command increases the opportunities to check the set value. This is a preferable configuration for improving the reliability of the gaming machine.
[0355] When a setting change is made, the setting value information determined by the main control device 162 is input to the payout control device 242, which stores this setting value information. After that, when a prize ball command is received from the main control device 162, it is determined whether the setting value identified from this prize ball command matches the setting value stored at the time of the setting change. This makes it possible to detect fraudulent behavior, such as replacing the main control device 162 with an illegal one.
[0356] If the previously stored setting value does not match the currently specified setting value, an abnormality is detected and the payout of game balls is prevented. This makes it more difficult to obtain game balls illegally and strengthens the security function of the gaming machine.
[0357] In a configuration in which whether or not to pay out game balls is determined based on the result of comparing the set values, there is a possibility of fraudulent acts such as clearing the set value information. If the set value information is cleared in this way, the payout of game balls is restricted even if a winning command is input, thereby strengthening the crime prevention function.
[0358] There is a certain time lag between when a prize ball command is input to the payout control device 242 and when the payout is actually performed. This time lag becomes significant when the payout of game balls cannot keep up, for example, when prize ball commands are input continuously. If an abnormality is confirmed based on the set value, the payout of balls that have already been determined to be paid out continues, while the payout of new prize ball commands that are determined to be abnormal is restricted. This configuration can effectively avoid the inconvenience of players not receiving the payout they should have received due to enhanced security features, etc.
[0359] If the set values do not match, the payout of game balls based on the prize ball command is reserved, and the reservation is released when it is confirmed that the set values match in the subsequent prize ball command. For example, since it cannot be denied that the above abnormality may occur accidentally due to the inclusion of noise, etc., if it is confirmed that there is no abnormality in the subsequent prize ball command as described above, the reserved balls are paid out, which can suitably prevent players from suffering disadvantages due to enhanced security functions, etc.
[0360] The present invention is not limited to the above-described second embodiment, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to the second embodiment, or a part or all of them may be combined and applied to the second embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0361] <Variation 1> In the second embodiment, the identification information of the setting values included in the initial command, setting change command, and prize ball command is encrypted. It is sufficient that the setting values are shared at least between the main control device 162 and the payout control device 242, and that the setting values can be checked for discrepancies each time a prize ball command is received, and it is not necessarily necessary to encrypt the identification information of the setting values.
[0362] <Variation 2> In the second embodiment, the prize ball command includes identification information for the set value, but this is not limited to this. It is sufficient that the main control device 162 and the payout control device 242 can appropriately compare the set value, and a confirmation command including identification information for the set value may be sent from the main control device 162 to the payout control device 242 separately from the prize ball command. For example, the confirmation command may be sent periodically, or if a state in which no game is being played (non-operating state) continues for a certain period of time, the confirmation command may be sent when game play is resumed.
[0363] However, if a confirmation command separate from the prize ball command is provided as a command sent from the main control device 162 to the payout control device 242, it is undesirable for the output timing of both commands to overlap. When both the prize ball command and the confirmation command are sent to the payout control device 242, it is preferable to configure the system so that the former takes priority over the latter. With this configuration, it is possible to effectively prevent a decrease in the responsiveness of the payout of prize balls, even if a variety of commands are used.
[0364] <Variation 3> In the second embodiment described above, the prize ball command includes identification information for the set value for all balls entering the general prize opening 81, the variable prize opening 82, and the actuation openings 83a and 83b, but this is not limited to this. If the difference in ball entry frequency is set so that it decreases in the order of variable prize opening 82 > general prize opening 81 > lower actuation opening 83b > upper actuation opening 83a, it is sufficient that the prize ball command includes identification information for the set value for at least the ball entry section with the smallest deviation in ball entry frequency. Furthermore, considering that the deviation in ball entry frequency is greater for variable ball entry sections, the prize ball command may also include identification information for the set value for non-variable ball entry sections.
[0365] <Variation 4> In the second embodiment, the set values are compared, but instead of or in addition to this, the codes may be directly compared.
[0366] <Third embodiment> In the second embodiment, the security function was improved by strengthening the cooperation between the main control device 162 and the dispensing control device 242, but one of the features of the present embodiment is that the security function is further improved by strengthening the cooperation between the three devices, that is, the main control device 162, the dispensing control device 242, and the monitoring device 600. Note that in this embodiment, the main configuration is the same as in the second embodiment, so the explanation will focus on the configuration related to the above cooperation, and the explanation of the configuration common to the second embodiment will be omitted.
[0367] As described above, the prize ball command sent from the main control device 162 to the payout control device 242 includes the above code, which is the identification information of the set value. This code is diverted to the payout command sent from the payout control device 242 to the monitoring device 600. In other words, the information sent from the payout control device 242 to the monitoring device 600 also includes the code, which is the identification information of the set value.
[0368] Like the main control device 162 and the dispensing control device 242, the monitoring device 600 pre-stores a conversion table (see the schematic diagram in FIG. 38) showing the relationship between codes and setting values, and the setting values are identified by referring to this conversion table. The second storage area 606 of the monitoring device 600 also includes a setting value storage area corresponding to the main control device, which stores setting values identified from codes acquired from the main control device 162, and a setting value storage area corresponding to the dispensing control device, which stores setting values identified from codes acquired from the dispensing control device 242. By comparing the setting values stored in these setting value storage areas, the monitoring device 600 can determine whether the main control device 162 and the dispensing control device 242 are working together properly. The setting value comparison process executed by the monitoring device 600 will be described below with reference to the flowchart in FIG. 39(b). The setting value comparison process is periodically executed by the control unit of the monitoring device 600.
[0369] In the setting value comparison process, first, in step S1721, it is determined whether or not a prize ball command from the main control device 162 or a payout command from the payout control device 242 has been received. If a negative determination is made in step S1721, the setting value comparison process ends. If a positive determination is made in step S1721, the process proceeds to step S1722. In step S1722, a code is read from the currently received command, and the setting value identified from that code is overwritten (updated) into the corresponding one of the setting value storage areas.
[0370] Then, in step S1723, it is determined whether the command received this time is a dispensing command from the dispensing control device 242. If a negative determination is made in step S1723, the set value comparison process is terminated. If a positive determination is made in step S1723, the process proceeds to step S1724. In step S1724, the set value stored in the set value storage area corresponding to the main control device is compared with the set value stored in the set value storage area corresponding to the dispensing control device. If a positive determination is made in step S1724, i.e., if the two set values match, the set value comparison process is terminated. If both the main control device 162 and the dispensing control device 242 are operating normally, a positive determination is generally made in step S1724.
[0371] If a negative determination is made in step S1724, that is, if the received command does not contain a code, or if a code is contained but the set value is different, the process proceeds to step S1725. For example, if the set value does not match because the dispensing control device 242 has been replaced with an unauthorized one, a negative determination is made in step S1724.
[0372] In step S1725, an abnormality occurrence process is executed. Specifically, the occurrence of an abnormality is stored in the second storage area 606, and an abnormality notification command is output to the notification / performance control device 140. Based on the command, the notification / performance control device 140 drives the speaker unit 29 and the error display lamp unit 27 of the front door frame 14 to execute the abnormality notification.
[0373] In gaming machines with a setting change function, setting values may be fraudulently changed in order to obtain bonuses fraudulently. In such cases, the possibility cannot be denied that the fraudulent activity may be concealed by tampering with the information input to the monitoring device 600. As shown in this embodiment, information indicating setting values is not only input directly from the main control device 162 to the monitoring device 600, but also input to the monitoring device 600 via the payout control device 242. By comparing these pieces of information, the monitoring device 600 can determine whether the information has been tampered with. This improves the security function of the gaming machine.
[0374] When comparing information indicating the setting value, if the timing is significantly off, there is a possibility that an erroneous judgment will be made even if the setting has been changed properly. Therefore, as shown in this embodiment, by configuring the information indicating the setting value to be input and output in accordance with the series of movements from winning to payout, it is possible to suppress the timing deviation and suitably improve the accuracy of the judgment result.
[0375] For example, when a prize is won at the general prize slot 81, a prize ball command related to the prize is immediately output to the payout control device 242, which then pays out prize balls based on the prize ball command received. In other words, the timing of inputting the payout command to the monitoring device 600 is later than the timing of inputting the prize ball command. As shown in the first embodiment, setting values cannot be changed when game balls are pending payout. Therefore, the setting values of the prize ball command and the payout command input to the monitoring device 600 generally match. This configuration prevents discrepancies in setting values even when the gaming machine is operating normally due to interruptions such as setting change operations. This configuration is preferable for improving the reliability of the monitoring function.
[0376] The present invention is not limited to the above-described third embodiment, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to the third embodiment, or a part or all of them may be combined and applied to the third embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0377] <Variation 1> In the third embodiment, the comparison is performed when a payout command is received from the payout control device 242. Alternatively, or in addition, the comparison can be performed when a prize ball command is received from the main control device 162. Even in this configuration, the payout command is configured to inherit the code included in the prize ball command from the main control device 162, so it is possible to avoid problems with abnormality determination. Furthermore, if the main control device 162 is fraudulently replaced, this can be identified, contributing to further strengthening of the crime prevention function.
[0378] <Variation 2> In the third embodiment, the dispensing command transmitted from the dispensing control device 242 to the monitoring device 600 is assigned with identification information (code) of the set value, but in order to strengthen the cooperation between the main control device 162, the monitoring device 600, and the dispensing control device 242, it is sufficient if the monitoring device 600 is able to compare the information from the main control device 162 and the dispensing control device 242. For example, the above-mentioned identification information of the set value may be assigned to a command transmitted from the dispensing control device 242 to the monitoring device 600 in addition to the dispensing command.
[0379] <Variation 3> In the third embodiment, the payout command generated by the payout control device 242 is configured to inherit the code of the prize ball command that triggered the payout command, but this is not limited to this. It is also possible to configure the payout command to have a setting value stored in a setting value storage area of the RAM of the payout control device 242.
[0380] <Fourth embodiment> In this embodiment, the notification and performance control device 140 acquires winning information (monitoring information) stored in the monitoring device 600, and an abnormality notification is executed based on the acquired winning information. One of the features of this configuration is that a setting value is taken into consideration when determining whether an abnormality has occurred. Hereinafter, with reference to Fig. 40, various processes related to abnormality notification (an abnormality notification setting process and an abnormality detection process) executed by the MPU 442 of the notification and performance control device 140 will be described. Fig. 40(a) is a flowchart showing the abnormality notification setting process, and Fig. 40(b) is a flowchart showing the abnormality notification process.
[0381] (Abnormality notification setting process) The abnormality notification setting process is a process executed as part of regular processing by the MPU 442 of the notification / performance control device 140. As shown in Figure 40(a), the abnormality notification setting process first determines in step S1801 whether an initial command or a setting change command has been received from the main control device 162. If a negative determination is made in step S1801, the abnormality notification setting process is terminated. If a positive determination is made in step S1801, the process proceeds to step S1802.
[0382] In step S1802, it is determined whether the setting value has been changed based on the setting value information included in the initial command or setting change command. If the determination in step S1802 is negative, that is, if the setting value has not been changed and remains unchanged, the abnormality notification setting process is terminated. If the determination in step S1802 is positive, the process proceeds to step S1803.
[0383] In step S1803, the process of erasing the cumulative data (winning information) is executed. In this embodiment, the process of acquiring and storing information from the monitoring device 600 is executed from the time when the setting value is changed, and when the setting is changed, the cumulative data stored up to that point is erased and new process of acquiring and storing information is started.
[0384] In the next step S1804, a threshold value used for abnormality determination is set. In this embodiment, a threshold value is set for each setting value, and the threshold value corresponding to the current setting value is used in subsequent abnormality determinations. The threshold value is determined to be the number of winnings when a predetermined number of gaming balls are fired, taking into consideration design errors, gaming conditions, etc., and has a certain range. If actual winnings occur within this threshold value, it is determined (estimated) that the gaming machine is operating normally, and if actual winnings repeatedly deviate from the threshold value, it is determined (estimated) that an abnormality has occurred in the gaming machine.
[0385] The abnormality determination performed based on the winning information applies to each of the general winning opening 81, the variable winning device 82, and the operating openings 83a and 83b, but the overview is the same. Therefore, in the following explanation, the overview of the abnormality determination will be explained using the general winning opening 81 as an example, and the overview of the abnormality determination for the other winning openings will be omitted. First, with reference to Figures 6 and 41, we will provide a supplementary explanation of why thresholds are set individually for each set value. Figure 41(a) is a schematic diagram showing the probability of winning at the general winning opening 81 for each route, and Figure 41(b) is a schematic diagram showing the relationship between the set value and the threshold.
[0386] As shown in FIG. 6 , the play area PE is roughly divided into a left route that bypasses the display screen 253a of the symbol display device 253 from the left side and a right route that bypasses the display screen 253a from the right side by a center frame 95 disposed in the center of the play area PE. The left route is provided with an upper actuation port 83a, and in a normal game state corresponding to the low-frequency support mode, the game progresses more advantageously for the player by launching the game ball along the left route compared to the right route. In other words, in a normal game state corresponding to the low-frequency support mode, the game progresses by primarily launching the game ball along the left route. In contrast, the right route is provided with a lower actuation port 83b with an electric device 91, a variable winning device 82, and a through gate 84. In a normal game state corresponding to the high-frequency support mode and in the open / close execution mode, the game progresses more advantageously for the player by launching the game ball along the right route compared to the left route. In other words, in the normal game state and the opening and closing execution mode corresponding to the high frequency support mode, the game progresses by mainly firing the game ball in the right route.
[0387] Here, for the three general winning slots 81a-81c arranged on the left route, the winning probability is 1 / 300 each when the game ball is shot toward the left route, regardless of the game status. In other words, the winning probability for the three general winning slots 81a-81c combined is 1 / 100 (see Figure 41(a)). This probability is constant and is not affected by the game status.
[0388] The one general winning port 81d arranged on the right route is configured so that the probability of winning varies depending on the game state when the game ball is shot toward the right route.
[0389] Specifically, the general winning opening 81d is located at the most downstream portion of the right route, and the variable winning device 82 is located upstream of the general winning opening 81d on the right route. Therefore, during the open / close execution mode, some of the game balls heading toward the general winning opening 81d flow into the variable winning device 82, preventing the general winning opening 81d from winning. For this reason, while the winning probability is 1 / 100 in the normal game state, during the open / close execution mode, the winning probability drops to 1 / 500.
[0390] Therefore, in the normal game state, the probability of winning when viewed from the general winning port 81 as a whole is the same at 1 / 100 regardless of whether the game ball is fired toward the right route or the left route, whereas in the open / close execution mode, the probability of winning when viewed from the general winning port 81 as a whole differs depending on whether the game ball is fired toward the right route or the left route.
[0391] And, as already explained, in settings 1 to 3, the probability of a jackpot result is < Setting 2 < Setting 1. Due to the difference in the opportunity to transition to the open / close execution mode, the probability of winning when viewing the general winning ports 81 as a whole increases in the order of Setting 1 < Setting 2 < Setting 3. In consideration of this situation, the thresholds corresponding to Setting 1, Setting 2, and Setting 3 are differentiated in stages. Specifically, as shown in FIG. 41(b), the threshold corresponding to Setting 3 is the highest, the threshold corresponding to Setting 2 is lower than the threshold corresponding to Setting 3, and the threshold corresponding to Setting 1 is lower than the threshold corresponding to Setting 2. The upper limit of each threshold is set mainly based on the probability of winning when a normal game state corresponding to the low frequency support mode continues, and the lower limit is set mainly based on the probability of winning when a normal game state corresponding to the high frequency support mode and the open / close execution mode are alternately switched (so-called consecutive wins).
[0392] The notification and performance control device 140 is configured to determine whether the winning probability is normal or not by referring to a threshold value selected based on the current setting value. Here, the abnormality notification process executed by the MPU 442 of the notification and performance control device 140 will be described with reference to Figure 40(b).
[0393] (Abnormality notification processing) In the abnormality notification process, first, in step S1901, it is determined whether or not an abnormality notification is being made. If the determination in step S1901 is negative, the process proceeds to step S1902, where information acquisition processing is executed. In the information acquisition processing, information regarding the number of wins into the general winning opening 81 and information regarding the number of game balls shot are acquired from the monitoring device 600.
[0394] In the next step S1903, it is determined whether the determination condition for abnormality determination is met. Specifically, it is determined whether the number of game balls released after the previous abnormality determination in which a positive determination was made in step S1903 or after the setting was changed has reached a specified number. In this embodiment, the specified number is 30,000, and considering that the game ball release cycle is 0.6 seconds, if game balls are released continuously, the specified number will be reached in approximately 6 hours.
[0395] If a negative determination is made in step S1903, i.e., if sufficient data has not been secured, the abnormality notification process is terminated. If a positive determination is made in step S1903, the process proceeds to step S1904. In step S1904, the probability of winning at general winning slot 81 is calculated from the number of winning balls at general winning slot 81 and the number of game balls shot after the setting has been changed to the current setting, and it is determined whether the probability is within the above threshold range.
[0396] If it is within the threshold range, a negative determination is made in step S1905, and the abnormality notification process is terminated. If it is outside the threshold range, an affirmative determination is made in step S1905, and the process proceeds to step S1906. In step S1906, the value of the abnormality notification counter provided in the various counter area 465 of the RAM 444 of the notification / performance control device 140 is updated (increased by 1).
[0397] In the following step S1907, it is determined whether the value of the abnormality notification counter has reached its maximum (five in this embodiment). If a negative determination is made in step S1907, the abnormality notification process is terminated. If a positive determination is made in step S1907, the process proceeds to step S1908, where an abnormality notification start process is executed. By executing the abnormality notification start process, an abnormality notification is executed by the speaker unit 29 and the error display lamp unit 27 of the front door frame 14.
[0398] Returning to the explanation of step S1901, if a positive determination is made in step S1901, i.e., if an abnormality is being notified, the process proceeds to step S1909. In step S1909, it is determined whether or not an operation to cancel the abnormality notification has been performed. If a negative determination is made in step S1909, the abnormality notification process is terminated. If a positive determination is made in step S1909, the process proceeds to step S1910. In step S1910, the abnormality notification cancellation process is executed. This cancels the abnormality notification being executed by speaker unit 29 and error display lamp unit 27, and the value of the abnormality notification counter is cleared to "0."
[0399] When using thresholds to determine abnormalities, the following effects can be expected by configuring a threshold for each setting value as shown in this embodiment. For example, if the calculated winning probability falls within any of the threshold ranges for Settings 1 to 3, as shown in winning probability Y1 in FIG. 42, or if it falls outside any of the threshold ranges, as shown in winning probability Y4, the accuracy of the determination is not affected. However, in a configuration in which the determination results vary depending on the threshold, as shown in winning probability Y2 or winning probability Y3, the accuracy of the abnormality determination may be affected. In this regard, by configuring a threshold to be switched for each setting value as shown in this embodiment, it is possible to prevent something that is outside the threshold range from being determined to be within the threshold range, or something that is within the threshold range from being determined to be outside the threshold range. This improves the accuracy of abnormality monitoring and contributes to improving the reliability of the monitoring function.
[0400] In gaming machines with setting change functions, due to their characteristics, the behavior of the gaming ball varies depending on the setting value, and the probability of the ball entering the ball entry area may differ depending on the setting value. Therefore, in a configuration that monitors the gaming situation and performs a predetermined process (e.g., an abnormality alert) based on the monitoring results (determination results), it is difficult to improve the reliability of the determination results if a unique determination is made for each setting value. For example, if reference information is set to correspond to all setting values, the range of the reference information becomes large, making it difficult to improve the reliability. In this regard, by configuring reference information for each setting value, as shown in this feature, the reliability of the determination results can be improved, thereby favorably improving the reliability of the gaming machine (especially the monitoring device).
[0401] The determination process can be simplified by limiting the determination to the current setting value, rather than determining all the setting values (setting 1 to setting 3) assigned to the gaming machine. This is a preferable configuration for reducing the control load associated with the addition of a monitoring function.
[0402] The threshold values used for abnormality determination can be unified so that they are common to all set values. However, such a configuration may result in excessively strict abnormality determination, resulting in frequent abnormality notifications, or excessively lenient abnormality determination, resulting in abnormalities being easily overlooked. In this regard, by using different threshold values depending on the set value, as shown in this embodiment, the occurrence of these problems can be suitably suppressed.
[0403] The fourth embodiment is not limited to the above description, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to the fourth embodiment, or a part or all of them may be combined and applied to the fourth embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0404] <Variation 1> In the fourth embodiment described above, an example was given of a case in which the variable winning device 82 is disposed on the flow path leading to the general winning opening 81. However, even in a configuration in which, for example, an actuation opening 83b accompanied by an electric device 91 is disposed on the flow path leading to the general winning opening 81, the probability of winning at the general winning opening 81 can vary depending on the setting value. In other words, the support mode using the electric device 91 switches from low-frequency support mode to high-frequency support mode when a jackpot result is achieved. The occurrence rate of a jackpot result that triggers the support mode switch varies depending on the setting value. Therefore, the probability of winning at the general winning opening 81 also varies depending on the setting value. In such a configuration, as in the configuration shown in this embodiment, the reliability of abnormality determination can be suitably improved by setting a difference in the threshold value according to the setting value.
[0405] <Variation 2> In the fourth embodiment described above, a configuration has been described in which the more advantageous the setting value is to the player, the lower the probability of winning at the general winning slot 81. For example, in a configuration in which the more advantageous the setting value is to the player, such as by configuring the general winning slot 81 on the right route to have a higher probability of winning than the general winning slot 81 on the left route, the more advantageous the setting value is to the player, the higher the probability of winning at the general winning slot 81. By setting a threshold according to such a difference in the probability of winning, and making the threshold for setting 3 < the threshold for setting 2 < the threshold for setting 1, the reliability of abnormality determination can be suitably improved.
[0406] <Variation 3> In a configuration in which the game status can be grasped by the notification / performance control device 140, the threshold value may be changed depending on the game status. For example, a threshold value in a normal game status corresponding to the low frequency support mode, a threshold value in a normal game status corresponding to the high frequency support mode, and a threshold value corresponding to the open / close execution mode may be set individually for each of Settings 1 to 3.
[0407] <Fifth embodiment> As shown in the fourth embodiment, in the configuration for monitoring the probability of winning, securing a large number of samples is expected to further improve the reliability of abnormality monitoring. In this embodiment, the main configuration is the same as in the fourth embodiment, but the configuration differs from the fourth embodiment in that a larger number of samples is used to further improve the reliability. Below, the characteristic configuration of this embodiment will be described with reference to Figures 43 and 44. Figure 43(a) is a block diagram showing the monitoring device 600, Figure 43(b) is a schematic diagram showing information stored in the monitoring device 600, and Figure 44 is a flowchart showing the abnormality notification process executed by the MPU 442 of the notification / performance control device 140.
[0408] As shown in FIG. 43(a), the storage unit 604 of the monitoring device 600 is provided with a temporary storage area 607 in addition to the first storage area 605 and second storage area 606. The temporary storage area 607 has 100 addresses for each of the upper actuation port 83a, the lower actuation port 83b, the general winning port 81, and the variable winning device 82, and each address stores the number of winning balls into the target ball winning section each time a specified number (10,000 in this embodiment) of game balls are shot. These winning numbers are stored in association with the set value at that time. When new information is acquired when all addresses are filled, the information is overwritten in order from the oldest information.
[0409] Figure 43(b) shows an example of a group of information for general winning slots. Each address stores the number of winnings for each predetermined number of shots, information on the setting value, and information on whether the setting has been changed. For example, address 9 stores information that the setting value has changed from "1" to "2" midway through.
[0410] Next, the abnormality notification process will be described with reference to Fig. 44. The abnormality notification process is configured to be executed for each of the various ball entry sections where the probability of winning may differ depending on the set value, but in the following explanation, the abnormality notification process related to monitoring winning at the general winning slot 81 will be described, and the abnormality notification process related to winning at other ball entry sections will not be described because it is similar.
[0411] (Abnormality notification processing) In the abnormality notification process in this embodiment, first, in step S2001, it is determined whether or not an abnormality notification is being made. If the determination in step S2001 is negative, the process proceeds to step S2002, where information acquisition processing is executed. In the information acquisition processing, information regarding the number of game balls shot is acquired from the monitoring device 600.
[0412] In the next step S2003, it is determined whether the conditions for determining an abnormality are met. Specifically, it is determined whether the number of shots has reached a specified number and the information in temporary storage area 607 has been updated. In this embodiment, the specified number is 10,000, which corresponds to approximately 100 minutes considering that the ball shooting cycle is 0.6 seconds.
[0413] If a negative determination is made in step S2003, i.e., if the data has not been updated, the abnormality notification process is terminated. If a positive determination is made in step S2003, the process proceeds to step S2004. In step S2004, a process is performed in which a predetermined number of pieces of information corresponding to the same setting value as the current setting value are read from the information stored in each address of the temporary storage area 607, starting with the most recent. For example, as shown in FIG. 45, if the current setting value is "1", five pieces of information corresponding to the same setting value are read starting with the lowest address (newest information). In this case, information whose setting value has been changed midway (for example, information stored in the fifth address) is excluded from the information to be read.
[0414] After executing the processing of step S2004, the process proceeds to step S2005. In step S2005, the probability of winning is calculated from the read information. In this way, by securing a large number of samples for calculating the probability of winning, the reliability of the judgment result in the judgment processing of step S2006 is improved. If the probability of winning at the general winning port 81 is within the above threshold range, a negative judgment is made in step S2007, and the abnormality notification processing is terminated. If it is outside the threshold range, an affirmative judgment is made in step S2007, and the process proceeds to step S2008. In step S2008, the value of the abnormality notification counter provided in the various counter area 465 of the RAM 444 of the notification / performance control device 140 is updated (increased by 1).
[0415] In the following step S2009, it is determined whether the value of the abnormality notification counter has reached its maximum (five in this embodiment). If a negative determination is made in step S2009, the abnormality notification process is terminated. If a positive determination is made in step S2009, the process proceeds to step S2010, where an abnormality notification start process is executed. By executing the abnormality notification start process, an abnormality notification is executed by the speaker unit 29 and the error display lamp unit 27 of the front door frame 14.
[0416] Returning to the explanation of step S2001, if a positive determination is made in step S2001, i.e., if an abnormality is being notified, the process proceeds to step S2011. In step S2011, it is determined whether or not an operation to cancel the abnormality notification has been performed. If a negative determination is made in step S2011, the abnormality notification process is terminated. If a positive determination is made in step S2011, the process proceeds to step S2012. In step S2012, the abnormality notification cancellation process is executed. This cancels the abnormality notification being executed by the speaker unit 29 and the error display lamp unit 27, and the value of the abnormality notification counter is cleared to "0."
[0417] The information on the number of winnings stored in the monitoring device 600 is associated with a set value. Therefore, information corresponding to the same set value as the current set value can be read and reused from previously stored information (records). This prevents accidental occurrences of winnings that fall outside the threshold range from being determined as abnormal. If information based on a different set value is read when using past information, the accuracy of abnormality determination decreases. In contrast, if an attempt is made to perform abnormality determination by ignoring all past information and focusing on current information, the likelihood of determining that variations due to accidental circumstances, such as those described above, are abnormal increases. In this regard, the configuration described in this embodiment allows for the same set value to be narrowed down even when past information is reused, thereby preventing the occurrence of the various problems described above. Therefore, the accuracy of abnormality determination can be favorably improved.
[0418] By configuring the monitoring device 600 to monitor the ball entry status, it is possible to quickly detect events such as deformation of game pins or the like that significantly deviate from the design value in the ball entry frequency. This is desirable for minimizing disadvantages to the gaming hall and players and improving the reliability of the gaming machine. In gaming machines with setting change functions, the setting values can affect the behavior of game balls, potentially resulting in differences in the probability of winning at various entry points, such as the general entry slot 81. The monitoring device 600 shown in this embodiment stores winning information in association with the setting values. This configuration allows for sorting of winning information according to the setting values, thereby improving the accuracy of determining whether the winning information is within the threshold. This increases the reliability of the winning monitoring results and contributes to improving the reliability of the gaming machine.
[0419] When monitoring the winning status, it is important to handle temporary variations in the frequency of winning. For example, if the bias in winning temporarily increases, it is difficult to determine whether this is due to accidental factors. However, by reusing past information and calculating an average, etc., the variation can be reduced. In other words, it is preferable to secure a certain amount of data (samples) to refer to when making a judgment. However, as described above, since the stored data contains a mixture of data corresponding to different setting values, the reliability of the data decreases when such data is referenced together. In this regard, as shown in the present embodiment, the above-mentioned effects can be effectively achieved by selecting winning information corresponding to the same setting value as the current setting value from previously stored winning information and using it for judgment.
[0420] The fifth embodiment is not limited to the above description, and may be implemented as follows, for example. Each of the following configurations may be applied individually to the fifth embodiment, or a part or all of them may be combined and applied to the fifth embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0421] <Variation 1> In the fifth embodiment, information is stored in the temporary storage area 607 even when the setting value is changed during the process, but it is also possible to erase information when the setting value is changed during the process. By preventing addresses from being filled with information that is not actually used, it is possible to prevent inconveniences such as a shortage of information that can be referenced.
[0422] <Variation 2> If the setting value is changed before the number of game balls shot reaches the specified number, the system may be configured to start accumulating new information from the point at which the setting value is changed. This makes it possible to avoid information corresponding to multiple setting values (information that is practically difficult to use).
[0423] <Variation 3> It is also possible to set a storage limit for the number of winnings information stored in the temporary storage area 607 for each setting value. Even gaming machines with a setting change function do not necessarily change settings frequently, and the same setting value may be maintained for a certain period of time. In such cases, there is a concern that bias in the stored winnings information due to the setting value may prevent the effect of improving the accuracy of abnormality detection from being fully realized. For example, even if settings 1 to 3 are provided as settings, if there is excessively little information for setting 1, when a determination is made for setting 1 under such circumstances, there will be insufficient samples (data) to refer to, which is expected to reduce the accuracy of abnormality detection. In this regard, by specifying a maximum number of winnings information that can be stored for each setting value, as shown in this modified example, it is possible to effectively prevent a decrease in the accuracy of detection due to a lack of samples.
[0424] <Variation 4> Addresses in the temporary storage area 607 may be divided for each setting value. For example, if the temporary storage area is made up of 99 addresses, it is advisable to allocate 33 addresses for setting 1, 33 addresses for setting 2, and 33 addresses for setting 3.
[0425] <Variation 5> In the fifth embodiment, when new winning number information is stored in a situation where winning number information is stored in all addresses constituting temporary storage area 607, the address where the oldest winning number information is stored (address #100 in the fifth embodiment) is overwritten with the information, but this is not limited to this. When new winning number information is stored, it is also possible to specify the number of winning number information stored for each setting value, and for setting values where the number of winning number information is relatively small, the oldest information among the winning number information corresponding to that setting value is to be overwritten. This makes it possible to prevent the number of winning number information stored from becoming too uneven for each setting value.
[0426] Sixth Embodiment In the fifth embodiment, the number of winnings is stored in association with a set value, and past information corresponding to the same set value as the current set value is reused to improve the accuracy of abnormality determination. This embodiment is similar to the fifth embodiment in that it improves the accuracy of abnormality determination, but differs from the fifth embodiment in the specific configuration for achieving this effect. Below, with reference to Figure 46, the characteristic configuration of this embodiment will be described, focusing on the differences from the fifth embodiment. Figure 46(a) is a schematic diagram showing the flow of information processing in monitoring device 600, and Figure 46(b) is a schematic diagram showing the relationship between set values and correction coefficients.
[0427] As shown in Figure 46(a), the prize ball command input from the main control device 162 to the monitoring device 600 includes information indicating the occurrence of a win and information on the setting value at the time the win occurred. Upon receiving the prize ball command, the information acquisition unit 603 of the monitoring device 600 creates winning determination information from this information. Specifically, the winning determination information is created by multiplying the number of wins by a correction coefficient. The created winning determination information is cumulatively stored in the youngest of the above addresses (address #1). When the number of shots reaches the specified number, the stored information is shifted and the newly acquired information is stored in address #1.
[0428] Here, the correction coefficients will be described with reference to Fig. 46(b). A correction coefficient is provided for each setting value, and in this embodiment, the correction coefficient for setting 1 is "1.02", the correction coefficient for setting 2 is "1", and the correction coefficient for setting 3 is "0.97".
[0429] For example, when comparing setting 1 and setting 2, there is a slight difference in the actual probability of winning at the general winning slot 81 when taking into account that game balls are launched into each route on the left and right as the game progresses. Specifically, the probability of winning at the general winning slot 81 is slightly lower in setting 1 compared to setting 2. The correction coefficient for setting 1 is the value obtained by dividing the above-mentioned probability of winning at setting 2 by the above-mentioned probability of winning at setting 1. When a win has occurred at setting 1, the number of wins is multiplied by the correction coefficient for setting 1, "1.02," to estimate the number of wins if the current setting were setting 2. In other words, a win that actually occurred at setting 1 is converted to a win that occurred at setting 2.
[0430] When comparing settings 2 and 3, there is also a slight difference in the actual probability of winning at the general winning slot 81 when taking into account that game balls are launched into each route to the left and right as the game progresses. Specifically, the probability of winning at the general winning slot 81 is slightly higher in setting 3 compared to setting 2. Therefore, the correction coefficient for setting 3 is the value obtained by dividing the above-mentioned actual probability of winning at setting 2 by the above-mentioned actual probability of winning at setting 3. When a win occurs at setting 3, the number of wins is multiplied by the correction coefficient for setting 3, "0.97," to estimate the number of wins if the current setting were 2. In other words, a win that actually occurred at setting 3 is converted to a win that occurred at setting 2.
[0431] In this embodiment, the threshold is not set for each setting value, but is common to all settings 1 to 3. Specifically, the threshold for setting 2 shown in the fourth embodiment is common to all settings 1 to 3.
[0432] In the abnormality determination process, when determining whether the winning probability is within the threshold range, information stored in each address of the temporary storage area 607 of the monitoring device 600 is acquired. In this embodiment, there is no need to select information based on a set value. For this reason, the number of addresses is also less than in the fifth embodiment.
[0433] In gaming machines with setting change functions, there are various settings to choose from, and the setting values used to determine abnormalities do not necessarily match the setting values of previously stored winning information. According to the configuration described in this embodiment, even if a stored sample is associated with a setting value different from the current setting value, the setting value is converted to match the current setting value through correction. This makes it possible to secure winning information that can be used as a sample for abnormality determination, regardless of the difference in setting value. This contributes to improving the reliability of the determination results.
[0434] In a configuration in which variable winning device 82 is disposed upstream of general winning opening 81d, the frequency of winning at general winning opening 81d may vary depending on the movement of variable winning device 82. Therefore, in monitoring the winning status at general winning opening 81d, as shown in this embodiment, by setting a correction value according to the frequency of winning at general winning opening 81d, it is possible to suitably improve the conversion accuracy when storing winning information is converted into information corresponding to the current setting value using the correction value.
[0435] The sixth embodiment is not limited to the above description, and may be implemented, for example, as follows. Each of the following configurations may be applied individually to the sixth embodiment, or a part or all of them may be combined and applied to the sixth embodiment. In this case, it is preferable that the technical significance (effects to be exerted) of each of the configurations to be combined is ensured.
[0436] <Variation 1> In the sixth embodiment, the value obtained by multiplying the number of winnings by the correction coefficient is stored in an address. However, the timing of the correction is arbitrary. For example, the correction may be performed when the number of game balls shot reaches a specified number or when a setting change occurs, or may be performed immediately before a determination using a threshold value. Incidentally, when the correction is performed immediately before the determination, the correction does not necessarily have to be performed by the monitoring device 600, but may be performed by the notification / performance control device 140. However, when the correction is performed immediately before the determination, the setting value must be stored in the monitoring device 600 along with information indicating the number of winnings. This tends to increase the amount of information to be stored. In light of these circumstances, there is technical significance in configuring the monitoring device 600 to store the corrected information.
[0437] <Variation 2> In the sixth embodiment, the correction coefficients for setting 1 and setting 3 are determined based on setting 2, but this is not limiting. For example, the correction coefficients for setting 2 and setting 3 may be determined based on setting 1, or the correction coefficients for setting 1 and setting 2 may be determined based on setting 3.
[0438] Seventh Embodiment As shown in each of the above embodiments, using a monitoring device 600 to monitor the main control device 162 and the like is preferable for improving the reliability of the pachinko machine 10 and strengthening its security functions. One of the features of this embodiment is that it is designed to more effectively achieve these various effects. Below, with reference to Figures 47 to 50, the configuration related to the above design will be described, focusing on differences from the fourth embodiment. Figure 47 is a flowchart showing the abnormality notification process, Figure 48 is a timing chart showing the flow of abnormality notification cancellation, Figure 49 is a flowchart showing the abnormality notification cancellation process, and Figure 50 is a schematic diagram showing the configuration of the monitoring device 600. Since the main configuration of this embodiment is common to the fourth embodiment, a description of this common configuration will be omitted.
[0439] First, with reference to FIG. 47, the abnormality notification process executed as part of the regular process by the MPU 442 of the notification / performance control device 140 in this embodiment will be described.
[0440] (Abnormality notification processing) In the abnormality notification process, first, in step S2101, information acquisition process is executed. In the information acquisition process, information regarding the number of wins into the general winning opening 81 and information regarding the number of game balls shot are acquired from the monitoring device 600.
[0441] In the next step S2102, it is determined whether the determination condition for abnormality determination is met. Specifically, it is determined whether the number of game balls launched into the play area PE after the previous abnormality determination or the number of game balls launched into the play area PE after the setting change has reached a specified number. In this embodiment, the specified number is 30,000. As mentioned above, the game ball launch cycle is 0.6 seconds, so the number of launches reaches the specified number after the game balls have been launched for approximately 6 hours.
[0442] If a negative determination is made in step S2102, i.e., if sufficient data has not been secured, the abnormality notification process is terminated. If a positive determination is made in step S2102, the process proceeds to step S2103. In step S2103, the probability of winning at the general winning opening 81 is calculated from the number of winning balls at the general winning opening 81 and the number of game balls shot after the settings have been changed to the current values, and it is determined whether the probability is outside the range of the threshold.
[0443] If the value is outside the threshold range, an affirmative determination is made in step S2104, and the process proceeds to step S2105. In step S2105, an abnormality notification counter provided in the various counter area 465 of the RAM 444 is incremented by "1." If the value is within the threshold range, a negative determination is made in step S2104, and the process proceeds to step S2106. In step S2106, an abnormality notification counter provided in the various counter area 465 of the RAM 444 is decremented by "1."
[0444] After executing the processing of step S2105 or step S2106, the process proceeds to step S2107. In step S2107, it is determined whether the value of the abnormality alarm counter has reached a reference value. If a positive determination is made in step S2107, the process proceeds to step S2108. In step S2108, it is determined whether an abnormality alarm is being issued. If a negative determination is made in step S2108, an abnormality alarm start process is executed in step S2109, and then the abnormality alarm process is terminated. By executing the abnormality alarm start process, an abnormality alarm (specifically, a warning that an abnormality may have occurred) is issued by the speaker unit 29 and error display lamp unit 27 of the front door frame 14.
[0445] If the determination in step S2108 is affirmative, the abnormality notification process is terminated after executing the abnormality notification continuation process in step S2110. When the abnormality notification continuation process is executed, the abnormality notification level is raised by one level. Specifically, the volume of the warning sound output from speaker unit 29 and the light intensity of error display lamp unit 27 are increased.
[0446] Returning to the explanation of step S2107, if a negative determination is made in step S2107, i.e., if the value of the abnormality notification counter is below the reference value, the process proceeds to step S2111. In step S2111, it is determined whether or not an abnormality notification is in progress. If an abnormality notification is not in progress, the abnormality notification process is terminated. If an abnormality notification is in progress, the process proceeds to step S2112, where abnormality notification termination processing is executed. This terminates the abnormality notification that has been in progress up to that point.
[0447] Here, the flow of canceling an abnormality notification will be described with reference to Fig. 48. In this embodiment, the cancellation of an abnormality notification is triggered by (1) the value of the abnormality notification counter falling below a reference value, and (2) the execution of an operation to cancel the abnormality notification.
[0448] When the winning probability exceeds the threshold, the value of the abnormality notification counter is incremented, and when the winning probability falls within the threshold, the value of the abnormality notification counter is decremented. At timing tc1 when the value of the abnormality notification counter is incremented and reaches a reference value, which is a guideline for starting an abnormality notification, an abnormality notification is initiated by the speaker unit 29 and the error display lamp unit 27. If the value of the abnormality notification counter continues to exceed the reference value thereafter, the level of the abnormality notification is raised. By raising the level of the abnormality notification, the volume of the sound output from the speaker unit 29 increases and the light intensity of the error display lamp unit 27 increases. This makes it easier for players and others to pay attention to the abnormality notification.
[0449] If the hall manager cancels the abnormality notification at time tc2, the abnormality notification is temporarily canceled. However, at this point, the value of the abnormality notification counter is still above the reference value, and at the following time tc3, the abnormality notification will be initiated again based on the value of the abnormality notification counter having increased to a range above the reference value. In other words, in the configuration shown in this embodiment, although the abnormality notification can be temporarily stopped by simply canceling the abnormality notification, the cause of the abnormality in the winning probability must be resolved to completely end the abnormality notification.
[0450] After the cause of the abnormality alarm is resolved, the probability of winning will tend to fall within the threshold range, and it is assumed that the value of the abnormality alarm counter will be decremented each time the probability of winning is confirmed. At the timing tc4 when the value of the abnormality alarm counter falls below the reference value, the ongoing abnormality alarm will be canceled.
[0451] The execution of an abnormality notification can cause players to hesitate to play on the gaming machine. Therefore, it is expected that gaming parlors will reduce the chances of players noticing the abnormality notification by temporarily disabling the abnormality notification, regardless of whether or not they have resolved the underlying cause. Here, different thresholds are used for determining the winning probability for each setting value. For example, if the calculated winning probability is trending below the threshold, the threshold can be lowered by temporarily switching the setting value to a value that is more favorable to the player.
[0452] For example, assuming that the winning probability is the winning probability Y2 shown in the schematic diagram of Figure 42, if the setting value is Setting 3, the winning probability Y2 will deviate from the threshold value, but if the setting value is Setting 2 or Setting 1, the winning probability Y2 will fall within the threshold range. In other words, if the value of the abnormality alarm counter increases at Setting 3 and exceeds the reference value, the value of the abnormality alarm counter can be lowered by changing the setting value to Setting 2 or Setting 1. In other words, the occurrence of abnormality alarms can be suppressed even if the cause of the abnormality alarm has not been resolved.
[0453] In such a configuration, there is a concern that the cause of the abnormality notification may be concealed by intentionally switching the setting values as described above. One of the features of this embodiment is that it improves the reliability of the monitoring function by implementing a mechanism to detect such behavior. This mechanism will be described below with reference to Figures 49 and 50. Figure 49 is a flowchart showing the abnormality notification cancellation process executed as part of regular processing by the MPU 442 of the notification / performance control device 140, and Figure 50 is a schematic diagram showing the configuration of the monitoring device 600.
[0454] (Processing for canceling abnormality notification) In the abnormality notification canceling process, first, in step S2201, it is determined whether or not a setting change operation has been performed. If the determination in step S2201 is negative, the abnormality notification canceling process ends. If the determination in step S2201 is positive, the process proceeds to step S2202.
[0455] In step S2202, it is determined whether or not an abnormality is being notified. If the determination in step S2202 is affirmative, an abnormality notification cancel process is executed in step S2203. This cancels the abnormality notification from the speaker unit 29 and the error display lamp unit 27. In the following step S2204, it is determined whether or not the current setting change operation will change the setting so that the threshold value is shifted to the same side as the deviation in the winning probability.
[0456] For example, if the winning probability is below the lower limit of the threshold corresponding to setting 2 and is outside the range of the threshold, a negative determination is made in step S2204 when the setting is changed to setting 3. In the following explanation, this type of setting change operation is referred to as a first-type release operation.
[0457] In contrast to this, for example, when the setting is set to 2, if the winning probability falls below the lower limit of the threshold corresponding to setting 2 and is outside the range of the threshold, a positive determination is made in step S2204 when the setting is changed to 1. Similarly, for example, when the setting is set to 3, if the winning probability falls below the lower limit of the threshold corresponding to setting 3 and is outside the range of the threshold, a positive determination is made in step S2204 when the setting is changed to either setting 2 or setting 1. In the following explanation, this type of setting change operation is referred to as a second-type release operation.
[0458] If a negative determination is made in step S2204, the process proceeds to step S2205. In step S2205, a first-type cancellation operation information transmission process is executed, and then the abnormality notification cancellation process is terminated. In the first-type cancellation operation information transmission process, information indicating that a first-type cancellation operation has been performed is transmitted from the notification / performance control device 140 to the monitoring device 600. The second storage area 606 of the monitoring device 600 is provided with a first-type cancellation operation count storage area 635 that stores the number of times the first-type cancellation operation has been performed (see FIG. 50), and the information in the first-type cancellation operation count storage area 635 is updated based on the above information. In detail, the value of a first-type cancellation operation count counter provided in the first-type cancellation operation count storage area 635 is incremented b...
Claims
[Claim 1] A starting ball entry means provided in the game area; An information acquisition means for acquiring special information based on a shot made to the starting shot means; an acquired information storage means capable of storing a plurality of pieces of special information acquired by the information acquisition means; a determination means for sequentially determining whether the special information stored in the acquired information storage means corresponds to predetermined determination information; A pattern display means having a display unit capable of variably displaying a pattern; a game round control means for controlling the picture display means so that a game round is played when the display unit starts to display a variable display of the picture based on the judgment made by the judgment means, a stop result corresponding to the judgment result by the judgment means is displayed, and the variable display of the picture is terminated, the stop result being counted as one game round; a game state transition means for transitioning a game state to a special game state when a determination result by the determination means corresponds to predetermined determination information; a hold display control means for controlling the display of hold images so that when one ball is scored into the start ball scoring means under a circumstance where the number of the special information stored in the acquired information storage means has not reached the upper storage limit number, a hold image is additionally displayed in a predetermined order in the hold display area; As a display form of the reserved display area, a first display mode in which a player can recognize the number of special information stored in the acquired information storage means based on a reserved image displayed in the reserved display area; a second display mode different from the first display mode, in which a player can recognize the number of special information stored in the acquired information storage means based on the reserved image displayed in the reserved display area; There is a system in place, The hold display control means has a display mode switching means for switching the display mode from the first display mode to the second display mode based on the establishment of a predetermined switching condition, The reserved display area has a plurality of areas each capable of displaying a reserved image, The first display form and the second display form have different arrangement patterns of the plurality of regions, In the second display mode, in a situation where a predetermined number of reserved images are displayed in the plurality of areas, a player can recognize predetermined game information that is information about a game and is different from the number based on an arrangement of the predetermined number of reserved images; When the display mode is set to the second display mode, the second display mode is configured to be continued over a plurality of times of the game, A first period and a second period longer than the first period are provided as a variable display period of the picture in the picture display means, a means for changing the display form to the second display form when the variable display period is the second period; A gaming machine characterized in that the pending display area in the first display form is switched from a displayed state to a hidden state, and after the hidden state, the pending display area in the second display form is configured to be in a displayed state.
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