Gaming Machines
By introducing multi-functional systems in the gaming console, including shooting mechanisms and variable ball-in equipment, the problem of insufficient attractiveness of existing gaming consoles in special gaming states is solved, and a more challenging and interesting gaming experience is achieved.
Patent Information
- Application Number
- JP2023182233
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-24
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2039-03-22
AI Technical Summary
Existing game consoles are difficult to increase the appeal of games, especially in special gaming states.
Increase the diversity and appeal of the game by introducing a multi-functional gaming console system, including shooting mechanisms, state transition determination, special game state transitions, variable ball entry equipment and display devices.
It achieves a more challenging and fun gaming experience in special game states, increasing player engagement and game appeal.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, in gaming machines such as pachinko machines, a lottery process is executed based on a predetermined lottery trigger, and if the lottery result is a specific result, the machine transitions to a special gaming state that is more advantageous to the player than the normal gaming state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-81853 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is still room for improvement in gaming machines in terms of attracting attention to the games.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase attention to the game. [Means for solving the problem]
[0006] The present invention provides a launching means capable of launching game balls based on a predetermined launching operation; a transition determination means for executing a predetermined transition determination based on a predetermined determination trigger; a transition means for transitioning the gaming state to a special gaming state that is more advantageous to the player than the predetermined gaming state based on the result of the predetermined transition determination being a predetermined transition corresponding result; A means for changing the predetermined variable ball entry means from a first mode in which the game ball cannot be entered or is difficult to enter to a second mode in which the game ball can be entered or is easier to enter than the first mode, and then executing a specific game in the first mode; Equipped with The specific game is configured to be executed in the special game state, a termination means for terminating the specific game being executed when the number of game balls entering the predetermined variable ball entry means reaches a specific number during execution of the specific game; a first area through which a game ball launched by a first launching operation can pass but which a game ball launched by a second launching operation different from the first launching operation cannot pass, and a second area through which a game ball launched by the second launching operation can pass but which a game ball launched by the first launching operation cannot pass, a first passing section through which a gaming ball passing through the first area can pass and which allows a first benefit to be awarded based on the passing of the gaming ball; a second passage section through which a gaming ball passing through the second area can pass and which allows a second benefit different from the first benefit to be awarded based on the passing of the gaming ball; Equipped with In a situation where the number of game balls entering the predetermined variable ball entry means is less than the specific number during the execution of the predetermined specific game, and game balls are launched by the second launching operation, the predetermined specific game can be ended before the number of game balls entering the predetermined variable ball entry means reaches the specific number, The first passing section is provided in the predetermined variable ball entrance means, A means for updating predetermined information corresponding to the number of balls entering the predetermined variable ball entry means based on the game balls passing through the first passing section, the termination means is capable of terminating the specific game being executed when an update result of the predetermined information during execution of the specific game becomes a predetermined result corresponding to reaching the specific number, The first passage portion is visible from the front of the gaming machine. the law of nature, As a gaming state, a specific gaming state that is more advantageous to a player than the predetermined gaming state and is different from the special gaming state is provided, The second benefit is configured to be able to cause a transition to the specific gaming state. It is characterized by: [Effects of the Invention]
[0007] According to the present invention, it is possible to 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] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] (a) is a front view showing the game board unit, and (b) is a cross-sectional view of the general-purpose device. [Figure 5] FIG. [Figure 6] 1A is a cross-sectional view of the variable prize-winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable prize-winning device in an open state. [Figure 7] (a) is a front view of the variable prize-winning device with the opening and closing door omitted, and (b) is a perspective view of the variable prize-winning device in the open state. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 10] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 11] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 12] An explanatory diagram of a jackpot type table. [Figure 13] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 14] 10 is a flowchart showing a normal process. [Figure 15] 10 is a flowchart showing a game play control process. [Figure 16] 10A is a flowchart showing the fluctuation start process, and FIG. 10B is an explanatory diagram of the stop result table for a jackpot. [Figure 17] 10 is a flowchart showing a game state transition process. [Figure 18] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 19] A flowchart showing the processing for V winning. [Figure 20] 10 is a flowchart showing a setting process for each round. [Figure 21] FIG. 10 is an explanatory diagram of an upper limit number allocation table. [Figure 22] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 23] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 24] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 25] 10 is a flowchart showing the performance processing for the opening / closing execution mode executed by the MPU of the performance control device according to the second embodiment. [Figure 26] 10 is a flowchart showing a standby period process. [Figure 27] 10 is a flowchart showing a round start process. [Figure 28] 10 is a flowchart showing processing during a round. [Figure 29] 10 is a flowchart showing a round end process. [Figure 30] FIG. 2 is a schematic diagram showing a display example of a display screen. [Figure 31] FIG. 10 is an explanatory diagram for explaining the flow of game presentation during the opening and closing execution mode. [Figure 32] A diagram showing the passage structure of a variable winning device in the third embodiment. [Figure 33] 10 is a flowchart showing a timer interrupt process. [Figure 34] This is a flowchart showing the processing for falling winning. [Figure 35] 10 is a flowchart showing a normal process. [Figure 36] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 37] 10 is a flowchart showing a setting process for each round. [Figure 38] 1A is an explanatory diagram of an upper limit number allocation table, and FIG. 1B is an explanatory diagram of an opening and closing pattern table. [Figure 39] 10 is a flowchart showing an open-state process. [Figure 40] 10 is a flowchart showing a process for updating a round or starting an ending. [Figure 41] FIG. 1A is a flowchart showing a shutter driving process, and FIG. 1B is an explanatory diagram for explaining the operation mode of the shutter. [Figure 42] 10A is a flowchart showing the transition process when the opening / closing execution mode ends, and FIG. 10B is an explanatory diagram of the big win type table. [Figure 43] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 44] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 45] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 46] A diagram showing the passage structure of a variable winning device in the fourth embodiment. [Figure 47] A front view of the variable winning device when in a closed state. [Figure 48] 10A is an explanatory diagram of a big win type table, FIG. 10B is an explanatory diagram of a shutter allocation table, and FIG. 10C is an explanatory diagram for explaining the operation mode of the shutter. [Figure 49] 10 is a flowchart showing a normal process. [Figure 50] 10 is a flowchart showing a V allocation process. [Figure 51]10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 52] FIG. 10 is an explanatory diagram of an upper limit number allocation table. [Figure 53] A flowchart showing the processing for V winning. [Figure 54] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 55] FIG. 10 is an explanatory diagram for explaining the flow of a game in the opening and closing execution mode. [Figure 56] 10A and 10B are schematic diagrams illustrating an example of a display screen in an opening / closing execution mode. [Figure 57] 10A and 10B are schematic diagrams illustrating an example of a display screen in an opening / closing execution mode. [Figure 58] FIG. 10(a) is a diagram showing another example of a passage structure, and FIG. 10(b) is a cross-sectional view taken along line BB in FIG. [Figure 59] FIG. 10 is a diagram showing another example of a passage structure. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described below with reference to the drawings. Fig. 1 is a front view of the pachinko machine 10, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area of the pachinko machine 10 for convenience.
[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be able to rotate forward. The gaming machine main body 12 has an inner frame 13, a front door frame 14 that is arranged in front of the inner frame 13, and a back pack unit 15 that is arranged behind the inner frame 13.
[0011] As shown in Figure 2, the inner frame 13 of the gaming machine main body 12 is rotatably supported by the outer frame 11 with one of the left and right sides serving as the support side. A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with one of the left and right sides serving as the support side. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with one of the left and right sides serving as the support side.
[0012] The gaming machine main body 12 is provided with a locking device 16 at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame. Each of these locked states can be released by using an unlocking key to unlock a cylinder lock 17 that is exposed on the front of the pachinko machine 10.
[0013] The front door frame 14, which is provided so as to cover the entire front side of the inner frame 13, is formed with a window section 61 that allows almost the entire area of the game area (described later) to be viewed from the front. The window section 61 is substantially oval in shape and has a window panel 62 fitted into it. The window panel 62 is made of colorless and transparent glass, but is not limited to this and may also be made of colorless and transparent synthetic resin.
[0014] Light-emitting means such as various lamps are provided around the window 61. As part of the various lamps, a light-emitting unit 63 is provided above the window 61. In addition, speaker units 64 are provided on both the left and right sides of the light-emitting unit 63 to output sound effects according to the game status.
[0015] Below the window 61 in the front door frame 14, an upper bulge 65 and a lower bulge 66 are arranged side by side, bulging out toward the front. An upper tray 71 that opens upward is provided inside the upper bulge 65, and a lower tray 72 that also opens upward is provided inside the lower bulge 66. The upper tray 71 has the function of temporarily storing game balls dispensed by the dispensing device 96 provided in the back pack unit 15 and guiding them to the game ball launching mechanism 53 while aligning them in a row. The lower tray 72 also has the function of storing surplus game balls in the upper tray 71.
[0016] A launch handle 60 is provided to the right of the lower tray 72 in the front door frame 14. When the launch handle 60 is operated, game balls are launched toward the game area PE from a game ball launching mechanism 53 provided below the game area PE in the inner frame 13. In this case, by changing the amount of rotation of the launch handle 60, the launch strength of the game balls launched toward the game area PE, i.e., the momentum of the launch, is changed. In this pachinko machine 10, when the launch handle 60 is being operated by a player, the game ball launching mechanism 53 is driven and controlled so that one game ball is launched toward the game area PE every 0.6 seconds.
[0017] The play area PE is formed in a play board unit 24 mounted on the inner frame 13. The play board unit 24 (particularly, various components arranged in the play area PE of the play board 24a) will be described below. Figure 4(a) is a front view of the play board unit 24.
[0018] The game board unit 24 includes a game board 24a formed primarily from a plate made of, for example, a transparent synthetic resin material. An opaque game area partitioning member (spacer) 301 is attached to the periphery of the game board 24a, protruding from the surface of the plate toward the front of the gaming machine. The game area partitioning member 301 is frame-shaped with a roughly oval opening inside, through which the surface of the game board 24a (plate) is visible from the front of the gaming machine. An outer rail portion 52 is attached to the surface of the plate, following the opening of the game area partitioning member 301. An inner rail portion 51 is attached inside the outer rail portion 52, extending to the left side and bottom of the game board 24a.
[0019] These game area partitioning members 301, inner rail portion 51, and outer rail portion 52 face the front door frame 14 or window panel 62, and the amount of protrusion is set so that the gap between them is less than the diameter of a game ball. This prevents game balls from climbing over the game area partitioning members 301, inner rail portion 51, and outer rail portion 52 and flying out to the outside of the game board 24a. In other words, the game area PE is partitioned by the game area partitioning members 301, inner rail portion 51, and outer rail portion 52. The inner rail portion 51 and outer rail portion 52 also form a guide rail 54 for game balls to the game area PE, and game balls launched from the game ball launching mechanism 53 by the player rotating the launch handle 60 are guided to the top of the game area PE by the guide rail 54.
[0020] The guide rail 54 is formed so that its exit portion faces the upper center of the play area PE on one side of the play area PE. Therefore, as the player rotates the launch handle 60 more, the arrival position of the game ball in the upper part of the play area PE shifts from the side where the exit portion of the guide rail 54 is formed to the opposite side. The exit portion of the guide rail 54 is provided on the left side of the play area PE.
[0021] In the area defined as the play area PE on the game board 24a, multiple large and small openings that penetrate in the front-to-rear direction are formed by router processing. Each opening is provided with a general winning opening 31, a variable winning device 32, a first operating opening (or first starting ball entry section) 33, a second operating opening (or second starting ball entry section) 34, a through gate 35, a variable display unit 36, a special symbol display section 43, and a general symbol display section 44. There are multiple general winning openings 31.
[0022] Even if a ball enters the through gate 35, no game balls will be paid out. On the other hand, when balls enter the general winning opening 31, the variable winning device 32, the first operating opening 33, and the second operating opening 34, a predetermined number of game balls will be paid out. Specifically, when a ball enters the first operating opening 33, four balls will be paid out, and when a ball enters the second operating opening 34, three balls will be paid out. Furthermore, when a ball enters the general winning opening 31, ten prize balls will be paid out, and when a ball enters the variable winning device 32, fifteen prize balls will be paid out.
[0023] However, the number of these prize balls is arbitrary, and for example, the number of prize balls associated with the first actuation port 33 may be the same as the number of prize balls associated with the second actuation port 34, or the number of prize balls associated with the second actuation port 34 may be greater than the number of prize balls associated with the first actuation port 33. Also, the number of prize balls associated with the variable winning device 32 may be the same as or less than the number of prize balls associated with other actuation ports, etc.
[0024] An outlet 37 is provided at the bottom of the game board 24a, and game balls that do not enter the various winning holes etc. are discharged from the game area PE through the outlet 37. Even if a game ball enters the outlet 37, no prize balls will be paid out. In addition, the game board 24a is provided with a large number of nails 38 for appropriately dispersing and adjusting the falling direction of the game balls, and various components (gimmicks) such as windmills are also provided.
[0025] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only a situation in which the gaming ball is discharged from the playing area PE after passing through the opening, but also a situation in which the gaming ball is not discharged from the playing area PE after passing through the opening. However, in the following explanation, in order to clearly distinguish from a gaming ball entering the outlet 37, the entry of a gaming ball into the general winning opening 31, the variable winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "entering."
[0026] The variable display unit 36 is provided so as to include the center of the game area PE. The peripheral portion (center frame 302) of the variable display unit 36 protrudes forward of the game machine from the surface of the game board 24a, thereby defining an area into which a game ball launched into the game area PE can flow down. Specifically, the game area PE is defined as follows: an upper area PE1, which is an area above a predetermined height position of the center frame 302; a left area PE2, which is an area connected below the upper area PE1 and to the left of the center frame 302; a right area PE3, which is an area connected below the upper area PE1 and to the right of the center frame 302; and a lower area PE4, which is an area connected below each of the left area PE2 and the right area PE3 and below the center frame 302.
[0027] Which of these areas PE1 to PE4 the game ball flows through is determined by the rotation amount of the launch handle 60, i.e., the launching force of the game ball. Specifically, when the player rotates the launch handle 60 by a rotation amount within a first range that is equal to or greater than a predetermined rotation amount but less than a reference rotation amount, the launched game ball is more likely to be launched to the left of the horizontal center position in the upper area PE1. In this case, the game ball flows through the game area PE in the order of upper area PE1 → left area PE2 → lower area PE4.
[0028] On the other hand, when the player rotates the launch handle 60 by a rotation amount within a second range that is equal to or greater than the reference rotation amount, the launched game ball is more likely to be launched to the right of the horizontal center position in the upper region PE1. In this case, the game ball flows down in the order of upper region PE1 → right region PE3 → lower region PE4. In other words, by adjusting the rotation amount of the launch handle 60, the player can select whether the game ball will be played on the left route flowing down the left region PE2 or on the right route flowing down the right region PE3.
[0029] The predetermined rotation amount is the rotation operation amount that allows the launched gaming ball to pass through the guide rail 54 and enter the gaming area PE, and the reference rotation amount is the rotation operation amount that makes the rate at which the gaming ball flows down the left area PE2 the same as or approximately the same as the rate at which the gaming ball flows down the right area PE3. With a rotation operation amount in the first range, the rate at which the gaming ball flows down the left area PE2 becomes higher, and with a rotation operation amount in the second range, the rate at which the gaming ball flows down the right area PE3 becomes higher.
[0030] The first actuation port 33 is located in the lower area PE4. The first actuation port 33 opens upward and is large enough to allow one game ball to enter. The first actuation port 33 is not provided with a component for opening and closing the first actuation port 33, and is always open. When game balls are launched in the same manner, the probability of winning through the first actuation port 33 is constant regardless of the game status. The first actuation port 33 is located directly below the stage formed in the center frame 302, making it easier for game balls that enter the stage through the guide passage formed in the center frame 302 and are discharged from the center of the stage to the outside of the center frame 302 to enter the first actuation port 33. A first actuation port entry sensor 33a is provided in the first actuation port 33, and the entry sensor 33a detects game balls that enter the first actuation port 33.
[0031] Here, the first actuation port 33 is configured so that a gaming ball flowing down the left route can win (can reach) the prize, but a gaming ball flowing down the right route cannot win (cannot reach) the prize. That is, the arrangement of the game components and nails 38 in the left area PE2, the right area PE3, and the lower area PE4 is configured to allow a gaming ball flowing down the left area PE2 to reach the first actuation port 33, while not allowing a gaming ball flowing down the right area PE3 to reach the first actuation port 33. Therefore, when a player aims to win at the first actuation port 33, the player plays by firing the gaming ball so that it flows down the left route.
[0032] The second actuation port 34 is located in the right-side area PE3. The second actuation port 34 opens forward and has a horizontally elongated rectangular shape when viewed from the front of the gaming machine. The second actuation port 34 is large enough to allow multiple game balls to enter simultaneously. The second actuation port 34 is provided with a normal power device 303 for opening and closing the second actuation port 34. As shown in FIG. 4(b), the normal power device 303 includes a plate-shaped opening / closing door 303a that can cover the second actuation port 34 from the front of the gaming machine, and a normal power drive unit 303b connected to the opening / closing door 303a. The opening / closing door 303a is configured to be switchable between a closed position that covers the second actuation port 34 from the front of the gaming machine and an open position that rotates forward from the closed position to open the second actuation port 34. In a closed state (non-support state or non-guide state) where the opening / closing door 303a is located in the closed position, a gaming ball cannot enter the second operating port 34, but when the opening / closing door 303a is located in an open state (support state or guide state) where it is located in the open position, a gaming ball can enter the second operating port 34. A second operating port entry sensor 34a is provided in the second operating port 34 at a location where a gaming ball that has entered the second operating port 34 must pass, and the entry sensor 34a detects a gaming ball that has entered the second operating port 34.
[0033] The closed state of the opening / closing door 303a is not limited to one that does not allow a winning ball to enter the second operating port 34, but may allow a winning ball to enter the second operating port 34 to a degree that makes it less likely that a winning ball will enter the second operating port 34 compared to the open state. In other words, the state of the opening / closing door 303a may be switched between a state in which a winning ball is more likely to enter the second operating port 34 and a state in which a winning ball is not impossible but is less likely to enter the second operating port 34 than the easy winning state.
[0034] As shown in FIG. 4(a), a through gate 35 is provided above (upstream of) the second actuation port 34 in the right-side area PE3. The through gate 35 has a through-hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 35 flows down the gaming area PE after entering. This allows a gaming ball that enters the through gate 35 to enter the second actuation port 34 or the variable winning device 32. A detection sensor 35a is provided in the through gate 35, and the detection sensor 35a detects a gaming ball that enters the through gate 35.
[0035] Based on a winning entry into the through gate 35, the normal power device 303 of the second operating port 34 is switched from a closed state to an open state. Specifically, an internal lottery is performed with the winning entry into the through gate 35 as a trigger, and when the result of the internal lottery is an open result (support win), and the stop result corresponding to that result is displayed and the variable display ends, a device open / close game (support execution mode) is executed. In the device open / close game, the normal power device 303 is opened in a predetermined manner.
[0036] In the right-side area PE3, the variable winning device 32 is disposed below (downstream of) the second operating port 34. The variable winning device 32 includes a special winning port 32a that leads to the back side of the gaming board 24a, an opening / closing door 304 (see FIG. 5) that opens and closes the special winning port 32a, and a variable winning device drive unit 305 (see FIG. 6) that drives the opening / closing door 304. The opening / closing door 304 is configured to be switchable between a closed position that covers the special winning port 32a from the front of the gaming machine and an open position that rotates forward from the closed position to open the special winning port 32a. When the opening / closing door 304 is in the closed state, a gaming ball cannot enter the special winning port 32a. When the opening / closing door 304 is in the open state, a gaming ball can enter the special winning port 32a.
[0037] The closed state of the door 304 is not limited to one that does not allow a prize to be won through the large prize opening 32a, but may allow a prize to be won to a degree that makes it less likely that a prize will be won through the large prize opening 32a compared to the open state. In other words, the state of the door 304 may be switched between a state in which it is easy for a game ball to win through the large prize opening 32a, and a state in which it is not impossible to win a prize, but it is less likely that a prize will be won than in the state in which it is easy to win a prize.
[0038] The opening / closing door 304 is normally in a closed state in which game balls cannot or do not easily win a prize, but when an internal lottery is won to transition to an opening / closing execution mode (opening / closing execution state), the door is switched to an open state in which game balls can or do win a prize or do win a prize easily. Here, the opening / closing execution mode is a mode to which the door is switched when a jackpot is won. As an opening mode of the variable winning device 32, there is a mode in which the variable winning device 32 is repeatedly opened up to a maximum of multiple rounds, with one round being defined as the passage of a predetermined time or the winning of a predetermined number of prizes.
[0039] For the second operating port 34, the through gate 35, and the variable winning device 32, if the launch handle 60 is operated so that the gaming ball flows down the left area PE2, a winning is not possible, but if the launch handle 60 is operated so that the gaming ball flows down the right area PE3, a winning is possible. Therefore, when a player aims to win a prize at the second operating port 34, the through gate 35, and the variable winning device 32, the player will play by launching the gaming ball so that it flows down the right route.
[0040] The right route is provided with a guide passage section 401 that guides gaming balls flowing down the right area PE3 to the through gate 35, the second operating port 34, and the variable winning device 32. Details of the guide passage section 401 will be described later. In addition, a return rubber 306 (FIG. 5) is arranged at a position upstream of the right route where gaming balls flying along the guide rail 54 will collide. The return rubber 306 is a buffer member, and gaming balls that collide with the return rubber 306 lose their momentum and then flow down the right route.
[0041] The special symbol display area 43 and the regular symbol display area 44 are provided on a decorative member 39 arranged along the outer edge of the lower side of the game area PE. The decorative member 39 extends from the surface of the game board 24a toward the front of the game machine. Specifically, the front surface of the decorative member 39 faces a window panel 62 provided in the front door frame 14 to make the game area PE visible from the front of the game machine, and the distance between the window panel 62 and the decorative member 39 is narrower than the width of one game ball. This prevents game balls from falling in front of the front surface of the decorative member 39.
[0042] The special image display unit 43 is provided with a round display unit RS for indicating the number of rounds of play in the opening and closing execution mode when the opening and closing execution mode is entered (or when the opening and closing execution mode is entered) as a result of winning a jackpot in an internal lottery. The round display unit RS starts displaying the number of rounds of play when the opening and closing execution mode starts, and stops displaying the number of rounds of play when the opening and closing execution mode ends.
[0043] In addition, the special chart display section 43 is provided with a first special chart display section AS for displaying the results of an internal lottery conducted based on winning the first operating port 33, and a second special chart display section BS for displaying the results of an internal lottery conducted based on winning the second operating port 34.
[0044] In the first special symbol display unit AS, the winning of the first operating port 33 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning of the first operating port 33 is clearly displayed. If the result of the internal lottery based on the winning of the first operating port 33 is a winning result corresponding to transition to the opening / closing execution mode, the first special symbol display unit AS displays a predetermined stopping result, the varying display is stopped, and then transitions to the opening / closing execution mode.
[0045] In the second special symbol display unit BS, the winning of the second operating port 34 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning of the second operating port 34 is clearly displayed. If the result of the internal lottery based on the winning of the second operating port 34 is a winning result corresponding to transition to the opening / closing execution mode, the predetermined stopping result is displayed in the second special symbol display unit BS, the varying display is stopped, and then transition is made to the opening / closing execution mode.
[0046] Here, based on the winning of either of the operating ports 33, 34, a variable display is started in the corresponding first special chart display section AS and second special chart display section BS, and the predetermined stop result is displayed in a stopped state until the stop display ends, which corresponds to one game round.
[0047] The normal map display unit 44 is a display unit for displaying the results of the internal lottery conducted based on winning at the through gate 35. In this case, the normal map display unit 44 displays a variable pattern triggered by winning at the through gate 35, and as a result of stopping the variable display, the result of the internal lottery conducted based on winning at the through gate 35 is displayed. Even in the variable pattern display based on winning at the through gate 35, the variable pattern display is started based on the winning / losing lottery being conducted, and then one game is played when the variable pattern is displayed in a manner corresponding to the result of the winning / losing lottery.
[0048] If the result of the internal lottery based on winning at the through gate 35 is a winning result corresponding to a transition to a support state in which the normal power device 303 is opened, a predetermined stop result is displayed on the normal map display unit 44, the variable display is stopped, and then the game transitions to a device opening / closing game. In the device opening / closing game, opening / closing control (switching control) is executed at least once to change the normal power device 303 from a closed state to an open state, and then back to the closed state. The device opening / closing game is configured to end after the transition to the game when the total open period reaches a predetermined period (e.g., 6 seconds) or when a predetermined number of game balls (e.g., 10) enter the second operating port 34.
[0049] The special map display unit 43 and the regular map display unit 44 are composed of a segment display device having multiple segments, but are not limited to this and other display devices such as a liquid crystal display device may also be used.
[0050] Next, a description will be given of the variable display unit 36. The variable display unit 36 is provided with a pattern display device 41 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.
[0051] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0052] The symbol display device 41 displays symbols, for example, arranged in a row at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling left and right. In this case, the variable display on the symbol display device 41 is started based on a win in the first actuation port 33 or the second actuation port 34. In other words, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 41 accordingly. Then, when the game transitions to a jackpot game state in which the big prize opening 32a of the variable prize device 32 is opened, the symbol display device 41 displays a predetermined combination of symbols stopped on a preset pay line.
[0053] Furthermore, the symbol display device 41 displays a reserve indication corresponding to the first special symbol display section AS and the second special symbol display section BS. The number of game balls that have entered the first actuation port 33 can be reserved up to a maximum of four, and the number of game balls that have entered the second actuation port 34 can be reserved up to a maximum of four. In the reserve indication, a predetermined reserve image is displayed, and the number of images displayed indicates the number of reserved balls in each actuation port 33, 34. The number of reserved balls is not limited to that indicated by the reserve image, and may be indicated by a numerical display. Furthermore, the number of reserved balls may be indicated not only by the symbol display device 41, but also by, for example, a display section or a light-emitting section (reserve lamp section) provided on the game board 24a.
[0054] Next, the configuration of the rear side of the gaming machine main body 12 will be described.
[0055] As shown in FIG. 3, a main control device 81 and a performance control device 82 are mounted on the back surface of the inner frame 13 (specifically, the game board 24a).
[0056] The main control device 81 includes a main control board that has the function of controlling the main game (main control circuit) and the function of monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 83 made of a transparent resin material or the like. The board box 83 includes a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are inseparably connected by box joints 85 that serve as separation prevention means (or connecting means), thereby sealing the board box 83. Because the box base and box cover are inseparably connected by these box joints 85, opening the internal space of the board box 83 requires the destruction or partial removal of the board box 83. Multiple box joints 85 are provided on the long sides of the board box 83, and at least one of them is used for the connection process.
[0057] The box coupling part 85 can have any configuration as long as it connects the box base and box cover together in an unopenable manner. The box base and box cover are connected in an unopenable manner by inserting a locking claw into the elongated hole that constitutes the box coupling part 85. The coupling process using the box coupling part 85 prevents unauthorized opening after the coupling and allows early and easy detection of any unauthorized opening that may occur. Even after the box has been opened, the re-opening process is possible. That is, the coupling process is performed by inserting a locking claw into the elongated hole of at least one of the multiple box coupling parts 85. When the board box 83 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the box coupling part 85 with the locking claw inserted and the other box coupling parts 85 and the box body are cut. This separates the box base and box cover of the board box 83, allowing the main control board inside to be removed. If the re-coupling process is then performed, a locking claw is inserted into the elongated hole of the other box coupling part 85. If a history of the board box 83 being opened is left in the board box 83, it is possible to easily find out that an unauthorized opening has been performed by looking at the board box 83.
[0058] A plurality of connecting pieces 86 are provided on one short side of the board box 83 so as to protrude laterally. These connecting pieces 86 correspond one-to-one to a plurality of connectable pieces 87 formed on the mounting base of the main control device 81, and the connecting pieces 86 and the connectable pieces 87 connect the board box 83 to the mounting base.
[0059] As a trace means for detecting unauthorized opening of the board box 83, a seal may be attached across the boundary between the box base and the box cover. In this case, when the seal is peeled off from the attachment point, the adhesive layer of the seal will remain on the board box 83, leaving a trace. Furthermore, the seal may be provided with an IC tag that transmits a response wave containing identification information in response to a call wave of a predetermined frequency, so that when the seal is peeled off, the antenna of the IC tag is cut off, making it impossible to transmit the response wave.
[0060] The performance control device 82 is equipped with a performance control board that controls audio and lamp displays, as well as a display control device not shown, in accordance with instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.
[0061] 3, the back pack unit 15 includes a back pack 91, to which a dispensing mechanism 92, a discharge passage panel 88, and a control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin, and has a protective cover part 94 that protrudes rearward and has a roughly rectangular parallelepiped shape so as to cover the main control device 81, the performance control device 82, etc. from behind.
[0062] The payout mechanism 92 is disposed so as to bypass the protective cover 94, and includes a tank 95 to which gaming balls supplied from the island equipment of the gaming parlor are successively replenished, and a payout device 96 for paying out the gaming balls stored in the tank 95. The gaming balls paid out from the payout device 96 are discharged into the upper tray 71 or the lower tray 72 through a payout passage (not shown) provided downstream of the payout device 96. The payout mechanism 92 is also equipped with a back pack board to which a main power supply of, for example, 24 volts AC is supplied and which is provided with a power switch for turning the power on and off.
[0063] The rear pack 91 is provided with an external output terminal 99 on the upper edge, near the pivot axis of the rear pack unit 15. The external output terminals 99 include an output terminal for outputting a signal when the tank 95 or the like runs out of game balls, an output terminal for outputting a signal each time a predetermined number of prize balls are paid out, an output terminal for outputting a signal each time a predetermined number of game balls are dispensed, an output terminal for outputting a signal when the gaming machine main body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal during (or during) a transition to a state such as an open / close execution mode. Signals regarding the state of the frame are output to the gaming hall's management and control device through these output terminals. Incidentally, an output terminal for outputting a signal each time a predetermined number of game balls are dispensed is not necessary for so-called cash machines.
[0064] The discharge passage panel 88 has a discharge passage that is open to the rear on the surface facing the control device aggregate unit 93, and the open portion of the discharge passage is blocked by the control device aggregate unit 93. Game balls that have won in the various winning holes 31, 33, 34, 321, 351 and game balls that have entered the outlet 37 are led out to the discharge passage on the back side of the game panel 24a. The discharge passage is formed so as to discharge game balls to island equipment or the like in the game hall, and the game balls led out to the discharge passage are discharged outside the pachinko machine 10 by passing through the discharge passage.
[0065] The control device aggregate unit 93 has a horizontally long mounting base, on which a payout control device 97 and a power supply and firing control device 98 are mounted. The payout control device 97 and the power supply and firing control device 98 are stacked one on top of the other in front of the other so that the payout control device 97 is at the rear of the pachinko machine 10.
[0066] The dispensing control device 97 is configured such that a dispensing control board that controls the dispensing device 96 is housed in a board box. In this case, the board box of the dispensing control device 97 may be provided with the same fraud prevention means as the board box 83 of the main control device 81.
[0067] The power supply and launch control device 98 is configured by housing a power supply and launch control board in a board box, and this board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the launch handle 60. In addition, this pachinko machine 10 has a function to store various data, so that in the event of a power outage, the state at the time of the power outage is retained and, when the power is restored, the state at the time of the power outage can be restored.
[0068] <Guide passage section 401> Here, the configuration of the guide passage portion 401 will be described with reference to Fig. 5. Fig. 5 is a front view of the guide passage portion 401.
[0069] On the right route, a passage area through which game balls can flow down is defined by the outer wall portion 302a of the center frame 302, the inner surface portion 52a of the outer rail portion 52, and the inner surface portion 301a of the game area defining member 301, and a passage wall portion 402 extending toward the variable winning device 32 is provided midway through the passage area. The passage wall portion 402 protrudes from the surface of the game board 24a (plate material) toward the front of the game machine, thereby forming an outer passage portion 403 on the right side of the passage wall portion 402 and an inner passage portion 404 on the left side of the passage wall portion 402. The passage widths of the outer passage portion 403 and the inner passage portion 404 are larger than the diameter of the game ball but smaller than twice the diameter dimension of the game ball, and each forms a single ball passage.
[0070] The protrusion amount of the passage wall portion 402 is set so that the gap with the window panel 62 is less than the diameter of the gaming ball, thereby preventing the gaming ball from moving across the passage wall portion 402 between the outer passage portion 403 and the inner passage portion 404. Although not shown, a plurality of protrusions are provided on the side surface of the passage wall portion 402, the right outer wall portion 302b of the center frame 302, and the inner wall portion 301b of the gaming area partition member 301, and deceleration means are provided to decelerate the speed of the gaming ball flowing down the outer passage portion 403 and the inner passage portion 404.
[0071] The passage wall 402 is configured so that its upstream tip 402c is at approximately the same height as the return rubber 306 and extends downward from that height toward the variable winning device 32. Here, the launch speed (launching force) of the gaming ball can be adjusted by the amount of rotation of the launch handle 60. When a gaming ball is launched at a speed (launching force) that does not allow it to reach the return rubber 306 while passing through the gap between the upper part of the center frame 302 and the outer rail portion 52, the gaming ball passes through the gap and flows into the right route (right area PE3), then rests on the right outer wall 302b of the center frame 302, and moves along the right outer wall 302b. As a result, the gaming ball flows into the inlet 404a of the inner passage 404 and flows down the inner passage 404. On the other hand, when a gaming ball is shot at a speed that allows it to reach the return rubber 306, the gaming ball collides with the return rubber 306, loses energy, falls downward, flows into the inlet 403a of the outer passage portion 403, and flows down the outer passage portion 403. In other words, by adjusting the shooting speed of the gaming ball, the player can choose whether to have the gaming ball pass through the inner passage portion 404 or the outer passage portion 403.
[0072] The height position of the upstream tip 402c of the passage wall 402 does not necessarily have to be approximately the same as the height position of the return rubber 306. In other words, it is sufficient if the game ball can be hit selectively into the inner passage portion 404 and the outer passage portion 403, and therefore the height position can be set to any height position as long as it can avoid the game ball from colliding with the passage wall 402 (upstream tip 402c) when the game ball is hit with enough strength to reach the return rubber 306, and can guide the game ball that collides with the return rubber 306 and falls to the outer passage portion 403.
[0073] A through gate 35 is disposed midway along the outer passage section 403, and by shooting the gaming ball so that it flows down the outer passage section 403, the gaming ball can be made to pass through the through gate 35. In addition, a second actuation port 34 is disposed below the through gate 35. The second actuation port 34 is disposed so as to straddle the inner passage section 404 and the outer passage section 403, and it is possible for the gaming ball to enter the second actuation port 34 from either of these passage sections 403, 404.
[0074] The variable winning device 32 is disposed below the second operating port 34. The variable winning device 32 (large winning port 32a) is disposed so as to straddle the inner passage portion 404 and the outer passage portion 403, and game balls flowing down the outer passage portion 403 are guided to the right area of the variable winning device 32, and game balls flowing down the inner passage portion 404 are guided to the left area of the variable winning device 32.
[0075] In addition, the opening and closing doors 303a, 304 of the normal electric device 303 and the variable winning device 32 are installed so that they are parallel (more specifically, approximately flush) with the front part of the game board 24a when placed in the closed position, and when the normal electric device 303 and the variable winning device 32 are in the closed state, it is possible for game balls to pass in front of the opening and closing doors 303a, 304.
[0076] In addition, in order to avoid interference between the opening / closing door 303a of the normal power device 303 provided in the second operating port 34 and the passage wall portion 402, the passage wall portion 402 is not provided in front of the opening / closing door 303a. In other words, the passage wall portion 402 is composed of an upper wall portion 402a extending from the upstream tip portion 402c to near the upper end of the second operating port 34, and a lower wall portion 402b extending from near the lower end of the second operating port 34 to near the upper end of the variable winning device 32.
[0077] <Variable prize winning device 32> Next, the configuration of the variable winning device 32 will be described with reference to Figures 5 to 7. Figure 6(a) is a cross-sectional view of the variable winning device 32 when it is in a closed state, (b) is a cross-sectional view of the variable winning device 32 when it is in an open state, Figure 7(a) is a front view of the variable winning device 32 with the opening and closing door 304 omitted, and (b) is a perspective view of the variable winning device 32 when it is in an open state. Figures 6(a) and (b) are cross-sectional views corresponding to the cross section taken along line AA in Figure 7(a).
[0078] 5, an opening 75 is formed through the thickness of the gaming board 24a at the location where the variable winning device 32 is placed. The variable winning device 32 has a plate-shaped base body 501, and the base body is fitted into the opening 75 from the front of the gaming machine, thereby attaching the variable winning device 32 to the gaming board 24a.
[0079] The base body 501 is formed parallel to the front surface of the game board 24a, allowing game balls to pass in front of it. An opening that opens forward is formed in the center of the base body 501, and this opening forms the big prize opening 32a.
[0080] As already explained, the variable winning device 32 is provided with an opening / closing door 304 for opening and closing the large winning opening 32a, and a drive unit 305 for driving the opening / closing door 304 to open and close. The drive unit 305 has a solenoid as a drive source and a link mechanism as a drive force transmission means for transmitting the drive force of the solenoid to the opening / closing door 304. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the opening / closing door 304 rotates forward and is displaced to the open position, and the variable winning device 32 switches from the closed state to the open state. When the output of the drive signal from the main control device 81 stops, the opening / closing door 304 returns from the open position to the closed position due to the biasing force of the biasing means (spring, etc.), and the variable winning device 32 switches from the open state to the closed state.
[0081] 6 and 7, a passage 502 is provided on the back side of the base body 501, which guides a gaming ball that has entered the special prize opening 32a to the rear of the gaming board 24a. The passage 502 is long horizontally when viewed from the front of the gaming machine, and a right entrance 504 and a left entrance 505 are provided on both the left and right sides of a rear wall 503 of the passage 502, which guide the gaming ball in the passage 502 to the rear. Each entrance 504, 505 penetrates the rear wall 503 in the thickness direction, and each is large enough to allow one gaming ball to pass through.
[0082] As shown in FIG. 6(b), a right vertical passage 506 extending in the vertical direction is provided behind the right entrance 504. The right vertical passage 506 is connected to the passage 502 and guides downward game balls that enter the right entrance 504 among the game balls that flow into the large prize opening 32a (passage 502). The game balls guided by the right vertical passage 506 are led to the discharge passage panel 88 (see FIG. 3) and discharged to the outside of the pachinko machine 10. A V winning sensor 507 that detects game balls that enter the right entrance 504 is disposed midway along the right vertical passage 506. The V winning sensor 507 is electrically connected to the main control device 81, and when a game ball passes through the detection area of the V winning sensor 507, predetermined detection information (detection signal) is input to the main control device 81. The main control device 81 determines whether the game ball has passed through the V winning sensor 507 based on this detection information.
[0083] As already explained, when the game state transitions to the open / close execution mode, multiple rounds of play are executed. In this embodiment, however, the next round of play is executed on the condition that the game ball passes the V entry sensor 507 during the execution of one round of play (V entry occurs). Therefore, if the game ball does not pass the V entry sensor 507 during a round of play, the open / close execution mode ends even before the final round of play ends. Here, a round of play is defined as at least one execution of variable entry control, which changes the variable entry device 32 from a closed state to an open state and then back to the closed state. In this embodiment, the variable entry control is executed once per round of play.
[0084] In addition to detecting the occurrence of a V prize, the V prize sensor 507 also detects whether or not a gaming ball has entered the large prize opening 32a. Therefore, when the V prize sensor 507 outputs detection information indicating that a gaming ball has passed through the sensor 507, the main control device 81 determines that the gaming ball has entered the large prize opening 32a and that a V prize has occurred.
[0085] In addition, a light-transmitting section is provided in front of the V winning sensor 507, making it possible to visually check the V winning sensor 507 from the front of the gaming machine. This allows the player to visually check whether or not the gaming ball has passed the V winning sensor 507, and prevents a situation in which it is unclear whether or not a V winning has occurred in the open / close execution mode (round game).
[0086] As shown in FIG. 7(a), a left vertical passage 508 extending in the vertical direction is provided behind the left entrance 505. The left vertical passage 508 is in communication with the passage 502 and guides downward game balls that enter the left entrance 505 among the game balls that flow into the large prize opening 32a (passage 502). The game balls guided by the left vertical passage 508 are led to the discharge passage panel 88 and discharged to the outside of the pachinko machine 10. A winning sensor 509 that detects game balls that enter the left entrance 505 is disposed midway along the left vertical passage 508. The winning sensor 509 is electrically connected to the main control device 81, and when a game ball passes through the detection area of the winning sensor 509, predetermined detection information (detection signal) is input to the main control device 81. The main control device 81 determines whether the game ball has passed through the winning sensor 509 based on this detection information.
[0087] Unlike the V winning sensor 507, the winning sensor 509 only detects whether or not a gaming ball has entered the special winning opening 32a. A light-transmitting section is provided in front of the winning sensor 509, making it possible to visually check the winning sensor 509 from the front of the gaming machine. The occurrence of a win in the special winning opening 32a can be detected as long as the special winning opening 32a is visible, even if the winning sensor 509 cannot be visually checked, so the light-transmitting section for the winning sensor 509 may be omitted.
[0088] The passage width of the right vertical passage section 506 and the left vertical passage section 508 is larger than the diameter of the gaming ball and smaller than twice the diameter of the gaming ball, and each of these passage sections 506, 508 is a single ball passage.
[0089] As shown in FIGS. 7(a) and 7(b), a partition 511 is provided between the right entrance 504 and the left entrance 505 in the rear wall 503 of the passage 502. The partition 511 protrudes from the front surface of the rear wall 503 toward the front of the gaming machine, dividing the passage 502 into a right space and a left space. The partition 511 is located directly below the passage wall 402 (lower wall 402b) provided above the variable winning device 32, and is arranged so as to be aligned in a straight line with the passage wall 402. Therefore, when the variable winning device 32 is in the open state, a gaming ball flowing down the outer passage 403 of the guide passage 401 flows into the right entrance 504 and passes the V winning sensor 507, and a gaming ball flowing down the inner passage 404 flows into the left entrance 505 and passes the winning sensor 509.
[0090] Furthermore, a protrusion 512 is formed on the back surface 304a of the opening / closing door 304 (the ball receiving portion when the variable winning device 32 is in the open state) in correspondence with the partition 511 in the large winning opening 32a. This prevents a gaming ball placed on the back surface 304a of the opening / closing door 304 from moving to the opposite area even if it moves sideways. This allows the gaming balls flowing down the passages 403, 404 to be smoothly guided to the inlets 504, 505 corresponding to the passages 403, 404.
[0091] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.
[0092] The main control board 111 is equipped with an MPU 112. The MPU 112 incorporates a ROM 113 that stores various control programs and fixed value data executed by the MPU 112, a RAM 114 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 113 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. Note that it is not essential that the ROM 113 and RAM 114 be integrated into a single chip for the MPU 112; they may each be integrated into a separate chip. This also applies to the MPUs of control devices other than the main control device 81.
[0093] The MPU 112 is provided with an input port and an output port. The input side of the MPU 112 is connected to a power outage monitoring board 115 and a dispensing control device 97 provided in the main control device 81. In this case, the power outage monitoring board 115 is connected to a power supply and launch control device 98 having the function of supplying operating power, and power is supplied to the MPU 112 via the power outage monitoring board 115.
[0094] In addition, various sensors are connected to the input side of the MPU 112. The various sensors include a general winning opening sensor 31a, a first operating opening sensor 33a, a second operating opening sensor 34c, a through winning sensor 35a, a V winning sensor 507, a winning sensor 509, and the like, which detect winnings at the general winning opening 31, the first operating opening 33, the second operating opening 34, the through gate 35, and the variable winning device 32. The MPU 112 performs winning determinations (ball entry determinations) for each ball entry section based on the detection results of these various sensors 31a, 33a, 34a, 35a, 507, and 509. The MPU 112 also executes various lotteries based on winnings at the first operating opening 33, the second operating opening 34, and the through gate 35.
[0095] The output side of the MPU 112 is connected to a power outage monitoring board 115, a payout control device 97, a performance control device 82, etc. A prize ball command is output to the payout control device 97 based on the result of winning a prize ball into a prize ball entry section corresponding to the payout of a prize ball, for example.
[0096] Various commands for performance are output to the performance control device 82. Details of these various commands will be explained later. Incidentally, the performance control device 82 is electrically connected to the main control device 81 via a connector unit (connection unit) having connectors on both ends of a signal line.
[0097] In addition, various drive units, such as a drive unit 303b for the normal power device 303 and a drive unit 305 for the variable winning device 32, are connected to the output side of the MPU 112. Various driver circuits are provided on the main control board 111, and the MPU 112 controls the drive of the various drive units through these driver circuits. Specifically, when a transition to the open / close execution mode (jackpot game state) occurs, the MPU 112 controls the drive of the drive unit 305 so that the opening / closing door 304 of the variable winning device 32 is driven. In addition, when the open state of the normal power device 303 is won, the MPU 112 controls the drive of the drive unit 303b so that the opening / closing door 303a is opened and closed. In addition, during each special symbol game, the MPU 112 controls the display of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43, and during a jackpot game, the MPU 112 controls the display of the round display unit RS in the special symbol display unit 43. When the result of the lottery as to whether the normal electric device 303 will be opened or not is to be made clear, the MPU 112 executes display control of the normal map display unit 44.
[0098] Furthermore, an external output terminal 99 is connected to the output side of the MPU 112, and information on balls entering various entry areas and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This allows the hall computer HC to grasp the status of the pachinko machine 10.
[0099] The power failure monitoring board 115 relays between the main control board 111 and the power supply and launch control device 98, and also monitors the stable 24 volt DC voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and loan balls by the payout device 96 based on the prize ball command input from the main control device 81.
[0100] The power supply and firing control device 98 is connected to a commercial power supply (external power supply) in, for example, an amusement hall or the like. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for the main control board 111, the payout control device 97, etc., and supplies the generated operating power. Incidentally, the power supply and firing control device 98 is provided with a power supply unit for use in the event of power interruption, such as a backup capacitor, and even when the power supply to the pachinko machine 10 is turned off, power for maintaining memory is supplied from the power supply unit for use in the event of power interruption to the RAM 114 of the main control device 81.
[0101] The power supply and launch control device 98 is responsible for controlling the launch of the game ball launching mechanism 53, and the game ball launching mechanism 53 is driven when predetermined launch conditions are met. In this case, the game ball launching mechanism 53 includes a launch rail extending toward the guide rail 54 of the game board 24a, a ball feeder that supplies game balls stored in the upper tray 71 onto the launch rail, and a solenoid that is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 54, and the game balls are launched when a drive signal is supplied from the power supply and launch control device 98 to the solenoid.
[0102] The performance control device 82 drives and controls the light emitting unit 63 and speaker unit 64 provided on the front door frame 14 based on various commands input from the main control device 81, and also controls the display control device 212.
[0103] An MPU 242 is mounted on a performance control board 241 provided in the performance control device 82. The MPU 242 has built-in ROM 243 that stores various control programs and fixed value data executed by the MPU 242, RAM 244 that is a memory for temporarily storing various data when the control programs stored in the ROM 243 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.
[0104] The MPU 242 is provided with an input port and an output port. The main control device 81 is connected to the input side of the MPU 242. From the main control device 81, it receives hold display control commands (hold display control information) such as shift commands and hold commands. It also receives game number control commands (game number control information) such as variation commands, type commands, and variation end commands. It also receives open / close execution mode commands (open / close execution mode information) such as open commands, close commands, opening commands, and ending commands.
[0105] The MPU 242 performs processing to execute various effects based on various commands received from the main control device 81. The received commands are stored in a command storage area provided in the RAM 244 of the MPU 242. The MPU 242 then performs processing such as analyzing the stored commands to execute various effects. The ROM 243 of the MPU 242 is provided with various table storage areas, and the RAM 244 of the MPU 242 is provided with various flag storage areas and various counter areas, and when executing various effects, it is possible to perform processing using these areas.
[0106] The output side of the MPU 242 is connected to the light emitting unit 63 and the speaker unit 64 provided on the front door frame 14, as well as to the display control device 212.
[0107] The display control device 212 includes a display control board 271 on which are mounted an MPU 272 in which a program ROM 273 and a work RAM 274 are integrated into a chip, a video display processor (VDP) 255, a character ROM 276, and a video RAM 277.
[0108] The MPU 272 receives hold display control commands (hold display control information) for controlling hold display, game number control commands (game number control information) for displaying variable patterns, and opening / closing execution mode commands (opening / closing execution mode information) for displaying moving images during the opening / closing execution mode from the performance control device 82. Then, the MPU 272 analyzes the received commands or performs predetermined arithmetic processing based on the received commands to control the VDP 275 (specifically, generates internal commands for the VDP 275).
[0109] The program ROM 273 is a memory for storing various control programs executed by the MPU 272 and fixed value data, and also stores and holds JPEG format image data for the background image.
[0110] The work RAM 274 is a memory for temporarily storing work data, flags, etc. that are used when various programs are executed by the MPU 272. The work data, flags, etc. are stored in various areas of the work RAM 274.
[0111] The VDP 275 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. Because the VDP 275 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 275 adjusts the timing of the MPU 272, video RAM 277, etc. to mediate data reading and writing, and also reads image data to be stored in the video RAM 277 from the character ROM 276 at a predetermined timing and displays it on the pattern display device 41.
[0112] The character ROM 276 serves as an image data library for storing character data such as the designs to be displayed on the design display device 41. The character ROM 276 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like.
[0113] It is also possible to provide a plurality of character ROMs 276 and store image data etc. in each character ROM 276. It is also possible to configure the character ROM 276 to store the JPEG format image data for the background image stored in the program ROM 273.
[0114] The video RAM 277 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the content of the video RAM 277.
[0115] Here, the display contents of the pattern display device 41 will be explained based on Figures 9 and 10. Figure 9 is a diagram showing individual patterns variably displayed on the pattern display device 41, and Figure 10 is a diagram showing the display screen G of the pattern display device 41.
[0116] As shown in Figures 9(a) to (j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."
[0117] As shown in FIG. 10(a), the display screen G of the symbol display device 41 has three symbol columns Z1, Z2, and Z3 set up on the upper, middle, and lower rows. Each symbol column Z1-Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Specifically, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper symbol column Z1 and the lower symbol column Z3 are configured with 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols, for a total of 20 symbols. On the display screen G, the symbols of each of these symbol columns Z1 through Z3 are displayed variably, scrolling periodically in a predetermined direction. Also, as shown in FIG. 13(b), the display screen G displays three symbols per symbol column, resulting in a total of nine symbols, 3 x 3.
[0118] Also, five active lines, namely, a left line L1, a middle line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen G. The variable display stops in the order of upper symbol column Z1 → lower symbol column Z3 → middle symbol column Z2, and when the variable display of all symbol columns Z1 to Z3 ends with a combination of symbols with the same number on any active line, a jackpot result is generated and a jackpot animation is displayed.
[0119] In addition, the manner in which the patterns are displayed in a variable manner in the pattern display device 41 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the patterns are displayed in a variable manner in the pattern rows, the number of patterns in each pattern row, and the combination of patterns corresponding to a jackpot or a miss can be changed as appropriate.
[0120] A first hold display area Ga is set on the left side of the bottom of the display screen G, and a second hold display area Gb is set on the right side of the bottom of the display screen G.
[0121] The first reserve display area (non-priority side reserve display area) Ga is partitioned and displayed so that unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when a gaming ball enters the first operating port 33, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the first operating port 33 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.
[0122] For example, if the number of reserved balls when a game ball enters the first operating port 33 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and if the number of reserved balls when a game ball enters the first operating port 33 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.
[0123] In addition, the second reserve display area (priority side reserve display area) Gb is partitioned and displayed so that unit reserve display areas Gb1 to Gb4, the same number as the maximum number of reserved balls when a gaming ball enters the second operating port 34, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the second operating port 34 is four, and corresponding to this, a first unit reserve display area Gb1, a second unit reserve display area Gb2, a third unit reserve display area Gb3, and a fourth unit reserve display area Gb4 are set in the second reserve display area Gb.
[0124] For example, if the number of reserved balls when a game ball enters the second operating port 34 is one, the reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 34 is four, the reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.
[0125] <Electrical configuration for performing various lotteries using the MPU 112 of the main control device 81> Next, the electrical configuration for performing various lotteries in the MPU 112 of the main control device 81 will be described with reference to FIG.
[0126] The MPU 112 uses various counter information during play to perform a lottery for determining whether a jackpot occurs, settings for the display of the special symbol display unit 43, settings for the performance content of the symbol display unit 41, settings for the display of the normal symbol display unit 44, etc. Specifically, as shown in Figure 11, it uses a jackpot random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, a reach random number counter C3 used to determine whether a reach occurs when the symbol display unit 41 misses and fluctuates, a random number initial value counter CINI used to set the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the variable display time in the special symbol display unit 43 and the symbol display unit 41. Furthermore, it uses an electric role release counter C4 used to determine whether or not to open the normal electric role 303 of the second operating port 34.
[0127] Each of counters C1, C2, C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in lottery counter buffer 114a set in a predetermined area of RAM 114. In lottery counter buffer 114a, information corresponding to jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS is stored in reserved ball storage area 114b, which serves as acquired information storage means, when a win occurs in first actuation port 33 or second actuation port 34.
[0128] The reserved ball storage area 114b has a reserved area RE consisting of a reserved area Ra for the first special symbol display section and a reserved area Rb for the second special symbol display section, and an execution area AE. The reserved areas Ra and Rb each have a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS stored in the lottery counter buffer 114a is stored in one of the areas as reserved information according to the winning history of the first actuation port 33 or the second actuation port 34. The reserved information corresponds to special information or judgment information.
[0129] In this case, when multiple consecutive wins occur in the first actuation port 33 or the second actuation port 34, the first to fourth areas store the numerical information in chronological order: first area → second area → third area → fourth area. By providing four areas in this manner, up to four winning histories of game balls entering the first actuation port 33 or the second actuation port 34 can be reserved and stored for each area. In addition, reserved ball storage area 114b is provided with a total reserved number storage area, and information for specifying the number of winning histories entering the first actuation port 33 or the second actuation port 34 that are reserved and stored is stored in this total reserved number storage area.
[0130] The number of items that can be stored on hold is not limited to four and can be any number, such as two, three, five or more, or it can be singular.
[0131] The execution area AE is an area for moving each value stored in the first area of the reserve area RE when the variable display of the special chart display section 43 begins, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0132] Regarding each counter, the jackpot random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to 0 after reaching a maximum value (i.e., 599). When the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is periodically updated and stored in the reserved ball storage area 114b of the RAM 114 when a gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, when a gaming ball enters the first actuation port 33, the jackpot random number counter C1 is stored in the reserved area Ra for the first special symbol display unit of the RAM 114, and when a gaming ball enters the second actuation port 34, the jackpot random number counter C1 is stored in the reserved area Rb for the second special symbol display unit of the RAM 114.
[0133] The value of the random number that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 113a, which serves as win / loss information group storage means in the ROM 113. As the win / loss table, 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. In other words, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as lottery modes in the win / loss lottery means.
[0134] In a gaming state in which the low-probability mode hit / miss table is referenced in the lottery, the random number value that results in a jackpot is, for example, 2, and the probability of winning the jackpot is 1 / 300. On the other hand, in a gaming state in which the high-probability mode hit / miss table is referenced in the lottery, the random number value that results in a jackpot is, for example, 20, and the probability of winning the jackpot is 1 / 30. In this way, in each hit / miss table, the random number values are set so that the probability of winning the jackpot is higher in the high-probability mode hit / miss table than in the low-probability mode hit / miss table. Note that the number and value of the winning random numbers are arbitrary, as long as the probability of winning is higher in the high-probability mode than in the low-probability mode.
[0135] In addition, in each lottery mode, the lottery result will be a losing result except for the random number value that results in a jackpot win.
[0136] The jackpot type counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). Here, in this embodiment, multiple jackpot results are set. These multiple jackpot results are set by providing differences in two conditions: (1) the lottery mode in the winning / losing lottery means after the opening / closing execution mode ends, and (2) the support mode in the normal power device 303 of the second operating port 34 after the opening / closing execution mode ends.
[0137] As the support mode for the normal electric device 303 of the second operating port 34, 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) are set so that when compared in a situation where game balls are continuing to be released in a similar manner into the game area PE, the frequency with which the normal electric device 303 (second operating port 34) is in an open state per unit time is relatively high or low, and / or the period for which it is in an open state is relatively long or short.
[0138] In the low-frequency support mode and the high-frequency support mode, 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 (for example, 1 / 2 in both), but in the high-frequency support mode, the number of times that the normal electric role 303 will be in the open state when the electric role opening state is won is set to be more than in the low-frequency support mode, and the opening period for one time is set to be longer. In this case, when the electric role opening state is won in the high-frequency support mode and the open state of the normal electric role 303 occurs multiple times, the closing period from the end of one opening state to the start of the next opening state is set to be shorter than one opening period. Furthermore, in the high-frequency support mode, the minimum time secured between one electric role opening lottery and the next electric role opening lottery is set to be shorter than in the low-frequency support mode.
[0139] As described above, in the high-frequency support mode, the probability of a winning ball entering the second actuation port 34 is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of a winning ball entering the first actuation port 33 is higher than in the second actuation port 34, but in the high-frequency support mode, the probability of a winning ball entering the second actuation port 34 is higher than in the first actuation port 33. When a winning ball enters the second actuation port 34, 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.
[0140] The configuration for increasing the winning frequency of the high-frequency support mode into the second operating port 34 per unit time (for example, 1 minute) or per unit number of game balls fired (for example, 100 balls) compared to the low-frequency support mode is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role opening state in the electric role opening lottery. Furthermore, the high-frequency support mode and the low-frequency support mode may be set by varying any one condition or any combination of the conditions of the number of times, opening period, and winning probability.
[0141] The jackpot type counter C2 is updated periodically, and is stored in the reserved ball storage area 114b of the RAM 114 at the timing when the gaming ball enters the first operating port 33 or the second operating port 34. More specifically, at the timing when the gaming ball enters the first operating port 33, it is stored in the reserved area Ra for the first special symbol display section of the RAM 114, and at the timing when the gaming ball enters the second operating port 34, it is stored in the reserved area Rb for the second special symbol display section of the RAM 114.
[0142] The allocation destination of the game result for the jackpot type counter C2 is stored as a jackpot type table (allocation information group) in an allocation table storage area 113b, which serves as allocation information group storage means in the ROM 113. Here, the contents of the jackpot type table will be explained with reference to Fig. 12. The jackpot type table shown in Fig. 12 is used in common when a win occurs in the first actuation port 33 (for the first special symbol display unit AS) and when a win occurs in the second actuation port 34 (for the second special symbol display unit BS).
[0143] As shown in Figure 12, in the jackpot type table, 16R jackpot result A, 16R jackpot result B, and 16R jackpot result C are set as allocation destinations of game results (jackpot types). Of these, 16R jackpot result A and 16R jackpot result B are probability variable jackpot results, and 16R jackpot result C is a normal jackpot result (non-probability variable jackpot result).
[0144] The 16R jackpot results A to C are all implemented with a maximum of 16 rounds of play. However, the next round of play is executed only if a V win occurs during the execution of one round of play. If the round of play ends without a V win occurring, the open / close execution mode ends even if the 16th round of play has not yet been reached. Note that one round of play ends when either the number of winning game balls in the variable winning device 32 (large winning opening 32a) reaches the upper limit number of winnings or the opening period of the variable winning device 32 reaches the upper limit opening period.
[0145] 16R jackpot result A and 16R jackpot result B are jackpot results in which, after the opening and closing execution mode ends, the lottery mode is set to high probability mode and the support mode is set to high frequency support mode. In this case, the high probability mode and high frequency support mode continue until the next jackpot occurs (until the next opening and closing execution mode starts). Incidentally, during the opening and closing execution mode, the lottery mode is set to low probability mode and the support mode is set to low frequency support mode.
[0146] 16R jackpot result C is a jackpot result in which, after the open / close execution mode ends, the lottery mode is set to low probability mode and the support mode is set to high frequency support mode. The high frequency support mode set in this case continues until the number of special symbol game times since the transition to that mode reaches the termination reference number (for example, 100 times), after which the support mode transitions to low frequency support mode. In this case, the number of special symbol game times is the total number of times the first special symbol game time and the second special symbol game time have been played.
[0147] In relation to the above gaming states, the normal gaming state refers to a state in which the lottery mode is the low probability mode and the support mode is the low frequency support mode.
[0148] In this embodiment, the 16R jackpot results A to C have differences in the lottery mode and support mode after the opening and closing execution mode as described above, and also in the setting of the upper limit number of winning balls for each round game in the opening and closing execution mode (the number of winning balls in the variable winning device 32 that ends the round game). The setting of the upper limit number of winning balls for each round game for each jackpot result will be described in detail later.
[0149] In the jackpot type table, of the values of the jackpot type counter C2 from "0 to 99," "0" to "19" correspond to 16R jackpot result A, "20" to "59" correspond to 16R jackpot result B, and "60" to "99" correspond to 16R jackpot result C. In other words, when a jackpot is won, the probability of 16R jackpot result A is 20 / 100, and the probability of 16R jackpot result B and 16R jackpot result C are each 400 / 100.
[0150] In this embodiment, a common jackpot type table is used when a win occurs in the first actuation port 33 and when a win occurs in the second actuation port 34, but a different jackpot type table may be used for the first special symbol display unit AS and the second special symbol display unit BS. Also, the allocation of the jackpot type counter C2 to each game result is not limited to that shown in Fig. 12 and can be set arbitrarily.
[0151] The reach random number counter C3 is configured to be incremented by one within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated and stored in the reserved ball storage area 114b of the RAM 114 when a gaming ball enters the first actuation opening 33 or the second actuation opening 34. More specifically, the reach random number counter C3 is stored in the reserved area Ra for the first special symbol display unit of the RAM 114 when a gaming ball enters the first actuation opening 33, and is stored in the reserved area Rb for the second special symbol display unit of the RAM 114 when a gaming ball enters the second actuation opening 34. Whether or not a reach is to occur is determined based on the reach table stored in the reach table storage area of the ROM 113. However, in a game that transitions to the open / close execution mode, the MPU 112 determines whether a reach is to occur 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, the number of the reach random number counter C3 corresponding to the occurrence of the reach display may be set to be larger when the support mode is the high frequency support mode than when it is the low frequency support mode.
[0152] Here, the term "reach display" (reach state) refers to a display state that makes the player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display (or variable display) of the pattern (picture) has begun on the pattern display device 41 and before the stop display result is derived and displayed, in a game machine that is equipped with a pattern display device 41 that is capable of performing variable display (or variably display) of the pattern (picture), and in which the stop display result after the variable display becomes a special display result during a game cycle in which the variable winning device 32 is in the opening and closing execution mode.
[0153] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen of the pattern display device 41 in a stopped state, a combination of reach patterns that may result in a jackpot 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.
[0154] 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 jackpot pattern combination corresponding to the occurrence of the open / close execution mode on a pre-set effective line within the display screen of the pattern display device 41, and while the reach line is formed, the changing patterns are displayed using the final stopped pattern sequence.
[0155] To explain the display contents of FIG. 10 in detail, first, high-speed variable display is initiated for all symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol is displayed. Then, the variable display mode of the upper symbol column Z1 switches from high-speed variable display to low-speed variable display, which allows the player to easily or easily recognize the displayed symbol. Then, as the variable display of the upper symbol column Z1 ends, the variable display mode of the lower symbol column Z3 switches from high-speed variable display to low-speed variable display. Then, the variable display of the lower symbol column Z3 ends. In this case, a ready-to-win line is formed by the main symbol with the same number as that of any of the activated lines L1 to L5 being displayed as a static display. Then, when the variable display of the middle symbol column Z2 switches from high-speed variable display to low-speed variable display and an open / close execution mode is triggered, the main symbol with the same number as that of the main symbol forming the ready-to-win line is displayed as a static display on the ready-to-win line, and the variable display of the symbols in the middle symbol column Z2 ends.
[0156] Furthermore, the reach display includes a method of performing a reach effect by displaying a combination of reach symbols as described above, changing the symbols in the remaining symbol rows, and displaying predetermined characters or the like as animation on the background screen, and a method of performing a reach effect by displaying a reduced-size or non-displayed combination of reach symbols and then displaying predetermined characters or the like as animation on almost the entire display screen. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.
[0157] The variation type counter CS is configured to be incremented by one within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The variation type counter CS is used by the MPU 112 to determine the variation display time in the first special symbol display section AS and the second special symbol display section BS of the special symbol display section 43, and the variation display time of the symbol on the symbol display device 41. The variation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time of the normal processing. The variation type counter CS is stored in the reserved ball storage area 114b of the RAM 114 when a gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, the variation type counter CS is stored in the reserved area Ra for the first special symbol display section of the RAM 114 when a gaming ball enters the first actuation port 33, and in the reserved area Rb for the second special symbol display section of the RAM 114 when a gaming ball enters the second actuation port 34.
[0158] 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 114c of the RAM 114 at the timing when a gaming ball enters the through gate 35. Then, at a predetermined timing, a lottery is held to determine whether or not the normal electric accessory 303 should be controlled to an open state based on the value of the electric accessory opening counter C4 stored. For example, if C4 = 0 to 190, the normal electric accessory 303 is controlled to an open state, and if C4 = 191 to 250, the normal electric accessory 303 is not controlled to an open state.
[0159] In the MPU 112, the variable display time in the first special symbol display section AS and the second special symbol display section BS is determined using the value of the variable type counter CS stored in the execution area AE, and in this determination, the variable display time table storage area 113c of the ROM 113 is used. In addition, in the MPU 112, the stop results in the first special symbol display section AS and the second special symbol display section BS are determined using the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 stored in the execution area AE, and in this determination, the stop result table storage area 113d of the ROM 113 is used.
[0160] <Regarding various processes executed by the main control device 81> Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game by the MPU 112 in the main control device 81. In addition to the timer interrupt processing and normal processing, the MPU 112 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these processes here.
[0161] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart of Fig. 13. This process is started by the MPU 112 periodically (for example, every 2 msec).
[0162] In step S101, a reading process for the various detection sensors is performed. In this reading process, the status of the various detection sensors 31a, 33a, 34a, 35a, 507, and 509 is read, and the status of these various detection sensors 31a, 33a, 34a, 35a, 507, and 509 is determined and the detection information is saved. Furthermore, if the various detection sensors 31a, 33a, 34a, 507, and 509 corresponding to the occurrence of a prize ball detect a winning game ball, a prize ball command is set to instruct the payout control device 97 to pay out the prize balls. For example, if the V winning sensor 507 or the winning sensor 509 detects a winning game ball in the variable winning device 32, a prize ball command is set to instruct the corresponding number of prize balls, 15. In the following step S102, the random number initial value counter CINI is updated.
[0163] In the next step S103, the jackpot random number counter C1, the jackpot type counter C2, and the electric accessory release counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the electric accessory release counter C4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1, C2, and C4 are stored in the corresponding buffer area of RAM 114.
[0164] In the following step S104, a winning process for through is executed in response to a winning at the through gate 35. In the winning process for through, if a winning at the through gate 35 has occurred, the value of the electric role release counter C4 updated in the above step S103 is stored in the electric role reserve area 114c on the condition that the number of reserved roles stored in the electric role reserve area 114c is less than the upper limit number (for example, "4").
[0165] In the next step S105, a winning process for the actuation port is executed. In the winning process for the actuation port, based on the fact that a gaming ball has entered either of the actuation ports 33, 34, a prize ball command for paying out gaming balls based on the winning is set, and information acquisition process is executed to store the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS.
[0166] In the information acquisition process, it is determined whether the gaming ball has entered the first actuation port 33 (start entry). If the gaming ball has entered the first actuation port 33, the number of reserved information stored in the reserve area Ra for the first special symbol display unit is determined, and the determined number is set as the first start reserved memory number RaN. On the other hand, if the gaming ball has not entered the first actuation port 33, it is determined whether the gaming ball has entered the second actuation port 34 (start entry). If the gaming ball has entered the second actuation port 34, the number of reserved information stored in the reserve area Rb for the second special symbol display unit is determined, and the determined number is set as the second start reserved memory number RbN. Then, it is determined whether the set start reserved memory number N (RaN or RbN) is less than the upper limit value (4 in this embodiment). If the start reserved memory number N is less than the upper limit value, the start reserved memory number N in the corresponding reserve area for the result display unit is updated so that it is incremented by 1. When the first start pending memory number RaN is set, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the variation type counter CS are stored in the first memory area among the empty memory areas of the holding area Ra for the first special chart display unit, and when the second start pending memory number RbN is set, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the variation type counter CS are stored in the first memory area among the empty memory areas of the holding area Rb for the second special chart display unit.
[0167] After executing the winning process for the operating port in step S105, in step S106, the V winning process is executed to detect the occurrence of the V winning, and then this timer interrupt process is terminated. The V winning process will be described in detail later.
[0168] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart in Figure 14. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S201 to S206 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S209 and S210 is executed in the remaining time.
[0169] In normal processing, first, external signal output processing is executed in step S201. In the external signal output processing in step S201, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 97. In addition, if a performance command is set, it is sent to the performance control device 82.
[0170] Next, in step S202, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 114.
[0171] In the next step S203, a game control process is executed to progress each game. In this game control process, a win / loss determination of a jackpot and a distribution determination of the jackpot type are performed, and the variable display of the symbols by the symbol display device 41 and the variable display in the special symbol display unit 43 are set.
[0172] After executing the game number control process in step S203, the process proceeds to step S204, where a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, etc. Details of the game number control process in step S203 and the game state transition process in step S204 will be described later.
[0173] In the following step S205, an electric role support process is executed to drive and control the normal electric role 303 provided in the second operating port 34. In this electric role support process, an electric role release lottery is executed to determine whether or not the normal electric role 303 is opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area 114c of the RAM 114, and if the electric role open state is selected, an opening and closing process of the normal electric role 303 is executed. In addition, display control of the normal map display unit 44 is performed so as to inform the lottery result of the electric role release lottery.
[0174] Thereafter, in step S206, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 53 is excited once every predetermined period (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply and launch control device 98. This causes the game ball to be launched toward the play area.
[0175] In the next step S207, it is determined whether or not a power outage flag has been set in the RAM 114. The power outage flag is set when the power outage monitoring board 115 detects the occurrence of a power outage and inputs a power outage signal from the power outage monitoring board 115 to the NMI terminal of the MPU 112, and is cleared in the next main processing.
[0176] If the power outage flag is not set, the last of the multiple processes that are repeatedly executed has been completed, so in step S208, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined period (4 msec in this embodiment) has elapsed since the start of the current normal process. Then, within the remaining time until the execution timing of the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.
[0177] That is, in step S209, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of RAM 114. Also, in step S210, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of RAM 114.
[0178] Here, the execution time of each process of steps S201 to S206 changes depending on the state of the game, so the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0179] On the other hand, if it is determined in step S207 that the power outage flag is set, this means that a power outage has occurred, and so power outage processing from step S211 onwards is executed. That is, in step S211, timer interrupt processing is prohibited from occurring, and then in step S212, a RAM judgment value is calculated and saved, and after prohibiting access to RAM 114 in step S213, an infinite loop continues until the power is completely cut off and processing can no longer be executed.
[0180] <Game play control processing> Next, the game play control process in step S203 will be described with reference to the flowchart of FIG.
[0181] In the game play control process, first, in step S301, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag is stored (memorized) in the various flag storage area 114e of the RAM 114. The open / close execution mode flag is stored when the game state is transitioned to the open / close execution mode in the game state transition process described later, and is erased when the open / close execution mode is terminated in the game state transition process.
[0182] If the opening / closing execution mode is in progress, the game round control process is terminated without executing any of the processes from step S302 onwards, i.e., the game round start process of steps S303 to S305 and the game round progress process of steps S306 to S309. In other words, if the opening / closing execution mode is in progress, a game round will not be started regardless of whether a prize has been won in the actuation ports 33, 34.
[0183] If the opening / closing execution mode is not in effect, in step S302, it is determined whether the special symbol display unit 43 is in the process of variable display. Specifically, it is determined whether either the first special symbol display unit AS or the second special symbol display unit BS is in the process of variable display. This determination is made by determining whether a variable display in progress flag is stored in the various flag storage area 114e of the RAM 114. The variable display in progress flag is stored when variable display is started for either the first special symbol display unit AS or the second special symbol display unit BS, and is erased when the variable display ends.
[0184] If the special symbol display unit 43 is not displaying a variable value, the process proceeds to step S303 to step S305 for starting a game. In the game start process, first, in step S303, it is determined whether the common hold number CRN, which is the sum of the start hold memory numbers of the first special symbol display unit AS and the second special symbol display unit BS, is "0". When the common hold number CRN is "0", it means that the start hold memory numbers RaN, RbN are "0" for both the first actuation port 33 and the second actuation port 34. Therefore, the game control process is terminated as is.
[0185] If the common reserve number CRN is not "0", in step S304, a data setting process is executed to set the data stored in the reserve area Ra for the first special symbol display unit or the reserve area Rb for the second special symbol display unit for variable display. In the following step S305, a variable start process is executed to start the variable display in the special symbol display unit 43 and the variable display in the symbol display device 41, and then this game number control process is terminated.
[0186] The fluctuation start process in step S305 will now be described with reference to the flowchart in FIG. 16(a).
[0187] In the variable start process, first, in step S401, it is determined whether the lottery mode is a high probability mode. Specifically, it is determined whether a high probability mode flag (high probability state information) is stored (stored) in the various flag storage area 114e provided in the various flag storage area 114e of the RAM 114. When a variable probability jackpot result occurs, the high probability mode flag is stored at the end of the opening and closing execution mode corresponding to that jackpot result, and then a transition to a new opening and closing execution mode occurs, and the flag is erased when the opening and closing execution mode starts.
[0188] If the mode is not the high probability mode, a win / loss determination is made in step S402 by referring to the win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches one of the two values set as the jackpot winning value in the win / loss table for the low probability mode. On the other hand, if the mode is the high probability mode, a win / loss determination is made in step S403 by referring to the win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches one of the 20 values set as the jackpot winning value in the win / loss table for the high probability mode.
[0189] After step S402 or step S403 is executed, in steps S404 to S411, processing for setting the game result (jackpot type) of the current game round, processing for setting the stop result when ending the variable display executed in either the first special symbol display unit AS or the second special symbol display unit BS in the current game round, etc. In this case, when setting the stop result, various stop result tables (stop result information groups) stored in the stop result table storage area 113d of the ROM 113 are referenced.
[0190] Specifically, first, in step S404, it is determined whether the result of the lottery in step S402 or step S403 is a jackpot win. If a jackpot win is determined, the process proceeds to step S405, where the jackpot type allocation determination is performed by referring to the jackpot type table (see FIG. 12). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE in the reserved ball storage area 114b of RAM 114 is included in the numerical range of 16R jackpot result A, the numerical range of 16R jackpot result B, or the numerical range of 16R jackpot result C.
[0191] In the next step S406, the stop result table for the jackpot stored in the stop result table storage area 113d of the ROM 113 (FIG. 16(b)) is referenced, and a stop result for the jackpot to be stopped and displayed on the special symbol display unit 43 (first special symbol display unit AS or second special symbol display unit BS) is set. Specifically, if the value of the jackpot type counter C2 stored in the execution area AE is within the numerical range ("0" to "19") of the 16R jackpot result A, stop result A is set as the stop result. If the value of the jackpot type counter C2 is within the numerical range ("20" to "59") of the 16R jackpot result B, stop result B is set as the stop result. If the value of the jackpot type counter C2 is within the numerical range ("60" to "99") of the 16R jackpot result B, stop result C is set as the stop result. Stop results A to stop result C are stop results in which the display mode or display content of the picture displayed on the special symbol display unit 43 is different.
[0192] In the following step S407, various jackpot flags are stored in the various flag storage area 114e of the RAM 114 based on the allocation result of the above step S405. Specifically, if the allocation result is 16R jackpot result A, 16R flag A is stored, if the allocation result is 16R jackpot result B, 16R flag B is stored, and if the allocation result is 16R jackpot result C, 16R flag C is stored.
[0193] If a negative judgment is made in step S404, the process proceeds to step S408, where a stop result for a miss to be displayed in the special symbol display unit 43 (first special symbol display unit AS or second special symbol display unit BS) is set.
[0194] After executing the processing of step S407 or step S408, the variable display time for the current special game is set in step S409. In the variable display time setting process, the value of the variable type counter CS is acquired, and the variable display time corresponding to the value of the variable type counter CS is selected from the variable display time table stored in ROM113.
[0195] In the following step S410, a variable command including information on the variable display time and a type command including information on the game result (jackpot type, etc.) are set. The set variable command and type command are sent to the performance control device 82 in step S201 of the normal processing (FIG. 14). The performance control device 82 sends the received command to the display control device 212 while maintaining its information format. Upon receiving the command, the display control device 212 executes display control of the pattern display device 41, etc., so as to start the performance of that game round.
[0196] Then, in step S411, the display section corresponding to the current game round among the first special symbol display section AS and the second special symbol display section BS starts displaying the changing of the symbol. Then, this change start process ends.
[0197] Returning to the explanation of the game round control processing (Fig. 15), if a positive determination is made in step S302, that is, if the special symbol display unit 43 is in the process of variable display, the game round progress processing of steps S306 to S309 is executed. In the game round progress processing, first, in step S306, it is determined whether the variable display time for the current game round has elapsed. Specifically, it is determined whether the value of the variable display time information stored in the variable display time counter area of RAM 114 has become "0". The value of the variable display time information is set in the variable start processing at the start of a game round. Furthermore, the value of this set variable display time information is decremented by 1 each time the timer interrupt processing (Fig. 13) is started.
[0198] If the variable display time has not elapsed, variable display processing is executed in step S307. In the variable display processing, the display section is controlled (light emission control of each display segment) so that each display segment in the special chart display section relating to the current game round is turned on and off in a predetermined order, and the game round control processing is terminated.
[0199] If the variable display time has elapsed, a variable end process is executed in step S308. In the variable end process, the set information is identified based on the result of the lottery for the variable start process, and the special symbol display unit 43 is controlled so that the picture corresponding to the information is stopped and displayed on the special symbol display unit 43.
[0200] In the following step S309, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S309 is sent to the presentation control device 82 in step S201 in the normal process (Fig. 14). The presentation control device 82 sends the received variation end command to the display control device 212 while maintaining its information format. By receiving the variation end command, the display control device 212 displays the final stop pattern combination for that game round as a confirmed display (final stop display).
[0201] The image (stop result) of the special symbol display section 43 that has been stopped (determined) as described above continues to be displayed for a predetermined stop display period. Also, the stop result for the jackpot corresponding to the jackpot continues to be displayed even after the special symbol game has ended (after the stop display period has elapsed), and is continuously displayed during the execution of the opening / closing execution mode corresponding to that jackpot. Then, the stop display state is released when the opening / closing execution mode ends and the first special symbol game (variable display of the special symbol) after the opening / closing execution mode begins.
[0202] <Game state transition processing> Next, the game state transition process in step S204 in the normal process (FIG. 14) will be described with reference to FIGS.
[0203] As shown in Fig. 17, in the game state transition process, first, in step S501, it is determined whether or not the game is in the opening / closing execution mode. If the game is not in the opening / closing execution mode, the process proceeds to step S502, where it is determined whether or not the timing has come when the variable display of the image in the first special symbol display section AS or the second special symbol display section BS for one game has ended. If the variable display has not yet ended, the game state transition process is terminated.
[0204] If the timing of the variable display has ended, in step S503, it is determined whether the game result of the current game corresponds to the transition to the open / close execution mode. If the game result does not correspond to the transition to the open / close execution mode, the game state transition process is terminated.
[0205] If the transition corresponds to the opening / closing execution mode, the opening / closing execution mode start process is executed in step S504. In this start process, it is checked whether the variable winning device 32 is in a closed state before the opening / closing execution mode is started. In addition, in the opening / closing execution mode start process, an opening period setting process is executed to wait without starting to open the variable winning device 32 when the opening / closing execution mode is started. In the opening period setting process, waiting period information for opening, which is pre-stored in ROM 113, is set in a timer counter T provided in the various counter area 114d of RAM 114. The value of the timer counter T is decremented by 1 at a predetermined cycle (for example, every 2 msec, each time the timer interrupt process is started).
[0206] In the next step S505, the value of the round counter RC provided in the various counter area 114d of the RAM 114 is set, and the number of rounds to be executed in the current open / close execution mode is set. In this embodiment, since the number of rounds corresponding to each jackpot result is 16, the value of the round counter RC is set to "16".
[0207] In the next step S506, as a process for starting the round display, the number of rounds ("16" in this embodiment for any jackpot result) of the opening and closing execution mode to be executed this time is displayed on the round display unit RS. The display of the number of rounds continues until the opening and closing execution mode ends.
[0208] In the following step S507, an opening command is set. This set opening command is sent to the performance control device 82 in step S201 of the normal processing (FIG. 14). The performance control device 82 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode of the pattern display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the pattern display device 41 so that a display (for example, a moving image display) corresponding to the current opening / closing execution mode is performed.
[0209] Then, in step S508, after executing the external signal setting process, this game state transition process is terminated. In the external signal setting process, the signal output state of the output terminal for the jackpot signal provided in the external output terminal 99 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can know that a jackpot has occurred in the pachinko machine 10.
[0210] On the other hand, if the determination in step S501 above is affirmative (if the game is in the opening / closing execution mode), the process proceeds to step S509, where it is determined whether or not the waiting period for the opening has elapsed. If the waiting period for the opening has not elapsed, the game state transition process is terminated. If the waiting period for the opening has elapsed, the special prize opening opening / closing process is executed in step S510. The special prize opening opening / closing process will now be described with reference to the flowchart in FIG.
[0211] In the special prize opening opening / closing process, first, in step S601, it is determined whether the value of the round counter RC is "0." If the value of the round counter RC is "0," the special prize opening opening / closing process is terminated, whereas if the value of the round counter RC is not "0," it is determined in step S602 whether the special prize opening 32a is open (whether the variable prize device 32 is in an open state). In this step, such determination process is carried out based on the drive state of the drive unit 305 for the variable prize device.
[0212] If the special prize opening 32a is not open, the process proceeds to step S603, where it is determined whether the value of the timer counter T is "0." If the value of the timer counter T is not "0," the special prize opening opening process is terminated, whereas if the value of the timer counter T is "0," the process proceeds to step S604. In step S604, a setting process for each round is executed to set the upper limit opening period of the variable prize winning device 32 and the upper limit number of prizes to be won by the variable prize winning device 32 in each round of play in the opening and closing execution mode.
[0213] In the following step S605, the drive unit 305 is driven to set the variable winning device 32 in the open state. After that, an open command is set in step S606, and the large winning opening open / close process is terminated. The open command set in this step is sent to the performance control device 82 in step S201 of the normal process (Fig. 14). The performance control device 82 determines the content of the performance corresponding to each round based on the received open command, and controls various devices so that the determined content of the performance is executed.
[0214] If the determination in step S602 above is affirmative (if the special prize opening 32a is open), the process proceeds to step S607, where it is determined whether the value of the timer counter T is "0." In this case, the value of the timer counter T corresponds to the upper limit opening period of the variable prize winning device 32 set in step S604 above, and this step is for determining whether the opening period of the special prize opening 32a has reached the upper limit opening period.
[0215] If the value of the timer counter T is not "0" (if the opening period of the special prize opening 32a has not reached the upper limit opening period), in step S608, it is determined whether or not a prize has been won in the variable prize winning device 32 based on the detection state of the V prize winning sensor 507 or the prize winning sensor 509 (the reading results of the various sensors in step S101). If a prize has not been won in the variable prize winning device 32, the special prize opening opening / closing process is terminated, whereas if a prize has been won in the variable prize winning device 32, the process proceeds to step S609, where the value of the prize winning counter PC provided in the various counter area 114d of RAM 114 is decremented by one. The prize winning counter PC is a counter for counting the number of game balls that have won in the variable prize winning device 32, and after a value corresponding to the upper limit number of prize winnings is set in step S604, it is decremented by one each time a prize is won in the variable prize winning device 32. In the following step S610, it is determined whether or not a V prize flag is stored in the various flag storage area 114e of the RAM 114.
[0216] Here, the V winning processing in step S106 in the timer interrupt processing (Fig. 13) will be explained with reference to the flowchart in Fig. 19. In the V winning processing, first in step S701, it is determined whether or not a V winning flag is stored in the various flag storage area 114e. If a V winning flag is not stored, the process proceeds to step S702, and it is determined whether or not a V winning has occurred (whether or not the gaming ball has passed through the detection area of the V winning sensor 507) based on the detection state of the V winning sensor 507 provided in the variable winning device 32 (the reading results of the various sensors in step S101).
[0217] If it is determined that a V win has occurred, in step S703, it is determined whether or not the V win is within its valid period. The valid period is a predetermined period that is determined in advance to anticipate the period during which a V win can normally occur, and for example, the period during which a round of play is executed is set as the valid period. If it is determined that the valid period is not in effect, the process proceeds to step S704, an error command is set as an abnormality has occurred, and then the V win processing is terminated. The set error command is sent to the performance control device 82 by the external output processing of the normal processing (FIG. 14), and the performance control device 82 controls the display control device 212, the light emitting unit 63, and the speaker unit 64 so that a predetermined error notification is executed.
[0218] On the other hand, if it is determined that the valid period has expired, the process proceeds to step S705, where a V winning flag is stored in the various flag storage area 114e of the RAM 114. In the following step S706, a V winning command is set as the target for transmission to the performance control device 82. The V winning command is a command for notifying the performance control device 82 that a V winning has occurred, and the set V winning command is transmitted to the performance control device 82 by the external output processing of the normal processing (Fig. 14). When the performance control device 82 receives a V winning command, it controls the display control device 212, etc., so that performances such as announcing the occurrence of a V winning or celebrating the V winning are executed by the pattern display device 41, the light emitting unit 63, and the speaker unit 64.
[0219] After executing step S706, if a positive judgment is made in step S701 (if the V prize flag is stored) or a negative judgment is made in step S702 (if a V prize has not occurred), the V prize processing is terminated.
[0220] Returning to the explanation of the large prize opening / closing process (FIG. 18), if it is determined in step S610 that the V prize flag is stored, the process proceeds to step S611. In step S611, the V prize flag stored in the various flag storage area 114e of the RAM 114 is erased, and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be executed, in other words, that the open / close execution mode should be continued even after the currently executed round of play has ended.
[0221] In the following step S612, the value of the prize counter PC provided in the various counter area 114d of the RAM 114 is set to "0." That is, in this embodiment, when a V prize occurs, the value of the prize counter PC is forcibly set to "0" regardless of the value of the prize counter PC at that time.
[0222] After step S612 is executed or if a negative judgment is made in step S610 above (no V winning has occurred), a judgment is made in step S613 as to whether the value of the winning counter PC is "0". If it is determined that the value of the winning counter PC is not "0", the large winning opening opening process is terminated. If it is determined that the value of the winning counter PC is "0" or if a positive judgment is made in step S607 above (if the value of the timer counter is "0"), the process proceeds to step S614, where the drive unit 305 is set to a non-driven state to close the variable winning device 32.
[0223] In the next step S615, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of the RAM 114. If a continuation flag is stored, in step S616, the value of the round counter RC provided in the various counter area 114d of the RAM 114 is decremented by 1, and the number of rounds in the open / close execution mode is updated. In the next step S617, it is determined whether or not the value of the round counter RC is "0." If the value of the round counter RC is not "0," in step S618, a waiting period between rounds (round interval period), i.e., a closing period until the variable winning device 32 is again set to the open state, is set. Specifically, the value of the timer counter T is set to "1000," which corresponds to the waiting period (2 seconds).
[0224] Thereafter, a close command is set in step S619, and the large prize opening / closing process is terminated. The close command is sent to the performance control device 82 in step S201 of the normal process (Fig. 14). Based on the received close command, the performance control device 82 determines the content of the performance corresponding to the waiting period between rounds, and controls various devices so that the determined content of the performance is executed.
[0225] If it is determined in step S617 that the value of the round counter RC is "0," then in step S620, an ending start process is executed. In this start process, a waiting period for the ending of the opening / closing execution mode is set to wait without starting the next game round. Specifically, the timer counter T is set to the waiting period information for the ending stored in the ROM 113.
[0226] Thereafter, in step S621, an ending command is set and the large prize opening / closing process is terminated. The ending command is sent to the performance control device 82 in step S201 of the normal process (Fig. 14). Based on the received ending command, the performance control device 82 determines the content of the performance corresponding to the end of the opening / closing execution mode, and controls various devices so that the determined content of the performance is executed.
[0227] If it is determined in step S615 that the continuation flag is not set, the process proceeds to step S622, where the round counter RC is set to 0 to end the opening and closing execution mode. Thereafter, the process proceeds to step S620, where the ending start process is executed.
[0228] Next, the setting process for each round in step S604 in the big prize opening / closing process will be described with reference to the flowchart in FIG.
[0229] In this setting process, first, in step S801, it is determined whether the value of the round counter RC is "16." That is, it is determined whether the round game to be set is the first round of round game in the open / close execution mode. If the value of the round counter RC is not "16," that is, if the round game to be set is the second round or later, the continuation flag stored in the various flag storage area 114e of the RAM 114 is erased in step S802.
[0230] After step S802 is executed or if a positive determination is made in step S801 (if the value of the round counter RC is "16"), the opening period of the variable winning device 32 in the round game to be set is set in step S803. Specifically, the value of the timer counter T is set to "15000", which corresponds to the upper limit opening period (30 seconds) for one round.
[0231] In the following step S804, the jackpot type corresponding to the opening / closing execution mode to be executed or being executed is determined based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. For example, if the 16R jackpot A flag is stored in the various flag storage area 114e, the 16R jackpot result A is determined as the jackpot type corresponding to the above-mentioned opening / closing execution mode. Also, in this step, based on the value of the round counter RC, it is determined which round of round game the target of setting (the round game to be started from now on) is. In the following step S805, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the upper limit number of winnings to the variable winning device 32 in the target round game is set.
[0232] Here, the upper limit number allocation table will be described with reference to FIG. 21. The upper limit number allocation table specifies the upper limit number of winnings for each round of play for each jackpot type. The upper limit number of winnings corresponding to 16R jackpot result A is set to eight for all rounds, and is uniform across all rounds. Meanwhile, the upper limit number of winnings corresponding to 16R jackpot result B and 16R jackpot result C varies across rounds, so that the upper limit number of winnings varies across rounds. That is, the upper limit number of winnings for a given round of play is a first number, while the upper limit number of winnings for other rounds is a second number different from the first number, resulting in variations across rounds. Furthermore, the upper limit number of winnings for 16R jackpot result B and 16R jackpot result C differ in the upper limit number of winnings for rounds of the same order, for example, the upper limit number of winnings for the second round of play is four for the former and two for the latter.
[0233] With the above configuration, for example, when focusing on the second round of play, from the player's perspective, the round may end when eight game balls enter the variable winning device 32, or when four game balls enter, or when two more game balls enter, making it impossible to determine the maximum number of wins allowed in a round of play. Therefore, the player must play each round by predicting the maximum number of wins.
[0234] 21 are merely examples, and are not limited to these numbers. Also, the upper limit of the number of winnings for each round of play for 16R jackpot result A is set to the same number for all rounds, but it may be different depending on the round, such as 16R jackpot result B or 16R jackpot result C. In this case, the upper limit of the number of winnings for rounds of play in the same order is set to be different from that for 16R jackpot result B or 16R jackpot result C.
[0235] Returning to the explanation of the setting process for each round (FIG. 20), in step S805, the corresponding upper limit number of winning prizes is derived based on the results of determining the jackpot type and the round number of the round game to be set in step S804, and the upper limit number allocation table. In the following step S806, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result B, the round game to be set is the 7th round, and the derived upper limit number of winning prizes is 5, the value of the winning counter PC is set to "5". After step S806 is executed, the setting process for each round is terminated.
[0236] Returning to the explanation of the game state transition process (FIG. 17), after the large prize opening / closing process in step S510 is executed, it is determined in step S511 whether the round counter RC is "0". If the value of the round counter RC is not "0", this game state transition process is terminated. On the other hand, if the value of the round counter RC is "0", it is determined in step S512 using the timer counter T whether the waiting period for the ending has ended. If the waiting period for the ending has not ended, this game state transition process is terminated. On the other hand, if the waiting period for the ending has ended, transition process at the end of the opening / closing execution mode is executed in step S513. In the transition process at the end of the opening / closing execution mode, the lottery mode and support mode after the opening / closing execution mode are set.
[0237] Specifically, as shown in the flowchart of Fig. 22, first, in step S901, it is determined whether or not a 16R jackpot flag A or a 16R jackpot flag B is stored in the various flag storage area 114e of the RAM 114. If the 16R jackpot flag A or a 16R jackpot flag B is stored, the process proceeds to step S902, where the jackpot flag stored in the various flag storage area 114e is erased and a high probability mode flag is set in the area 114e. This causes the lottery mode to transition to the high probability mode.
[0238] In the following step S903, a high-frequency support mode flag is set in the various flag storage area 114e of the RAM 114. This causes the support mode to transition to the high-frequency support mode. The high-probability mode flag and the high-frequency support mode flag set in step S902 and step S903, respectively, are erased in step S504 (FIG. 17) when the next jackpot is won.
[0239] If a negative judgment is made in step S901 (the 16R jackpot flag A or the 16R jackpot flag B is not stored), the process proceeds to step S904, where a high-frequency support mode flag is set in the various flag storage area 114e of the RAM 114. In the following step S905, the game count counter GC provided in the various counter area 114d of the RAM 114 is set to "100." This game count counter GC is decremented by 1 each time a special game is executed while the support mode is transitioning to the high-frequency support mode. Then, when the game count counter GC becomes "0," the high-frequency support mode flag set in the various flag storage area 114e of the RAM 114 is erased. In other words, the high-frequency support mode ends, and the support mode transitions to the low-frequency support mode.
[0240] After the processing in step S903 or step S905 is executed, the transition processing at the end of the opening / closing execution mode is ended.
[0241] Returning to the explanation of the game state transition process (FIG. 17), after executing the process of step S513, a process for terminating the display of the round display section RS is executed in step S514. Next, an end process of the opening and closing execution mode is executed in step S515, and then the game state transition process is terminated. In the end process of the opening and closing execution mode, the transition to the opening and closing execution mode and the various counters and flags used during the opening and closing execution mode are erased.
[0242] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIGS.
[0243] As already explained, in this embodiment, the next round of game will not be executed unless a V winning occurs in the ongoing round of game, and if the round of game ends without a V winning occurring, the open / close execution mode will end at that point (see FIG. 18). Also, if a V winning occurs during a round of game, the round of game will end at the point of the V winning even if the number of winning balls in the variable winning device 32 has not reached the upper limit of winning balls (see FIG. 18). Therefore, if the upper limit of winning balls is n, by not causing a V winning until the (n-1)th winning ball and causing a V winning ball when the nth winning ball occurs, the total number of winning balls that can be obtained in one round of game can be maximized, and the right to play the next round of game can be obtained.
[0244] 5 and 23, a left entrance 505 that does not result in a V win and a right entrance 504 that does result in a V win are provided within the large winning opening 32a of the variable winning device 32. Furthermore, a guide passage 401 is provided upstream of the variable winning device 32 to guide game balls shot with a strength less than a predetermined amount to the left entrance 505 and to guide game balls shot with a strength equal to or greater than the predetermined amount to the right entrance 504.
[0245] In this configuration, when a player adjusts the rotation amount of the launch handle 60 to launch a gaming ball with enough strength to pass through the inner passage portion 404, the gaming ball will enter the left entrance portion 505 while the variable winning device 32 is in the open state. In this case, the number of winning balls in the variable winning device 32 is counted up and a predetermined number of prize balls (15 balls) are paid out, but a V prize will not be awarded. On the other hand, when a gaming ball is launched with enough strength to pass through the outer passage portion 403, the gaming ball will enter the right entrance portion 504 while the variable winning device 32 is in the open state. In this case, the number of winning balls in the variable winning device 32 is counted up and a predetermined number of prize balls are paid out, and a V prize will be awarded. Therefore, a player can select the timing of when to award a V prize while awarding prize balls by having the gaming ball enter the variable winning device 32 and winning prize balls. In this case, the ideal operation mode for the player would be to switch the operation so that the game ball is fired with a strength that will allow it to enter the left entrance 505 until the n-1th winning ball is won, and then fired with a strength that will allow it to enter the right entrance 504 when the nth winning ball is won.
[0246] Under such a configuration, in this embodiment, the upper limit of the number of winnings for each round of play in the open / close execution mode is made impossible or difficult for the player to determine. Specifically, the upper limit of the number of winnings for each round of play is diversified, so that the player cannot uniquely determine the upper limit of the number of winnings for each round of play. Moreover, the diversification of the upper limit of the number of winnings is intended not only within one open / close execution mode but also between types of jackpots, making it increasingly difficult for the player to determine the upper limit of the number of winnings for each round of play.
[0247] In addition, in this embodiment, the maximum number of winning balls for each round of play is not indicated to the player by a notification (such as a display or audio output) that the player can recognize, and the maximum number of winning balls is not clearly indicated. Therefore, the player cannot obtain information about the maximum number of winning balls from the notification, making it even more difficult for the player to determine the maximum number of winning balls for each round of play.
[0248] Furthermore, in this embodiment, regardless of the upper limit number of winnings, the opening mode (number of openings and upper limit opening period) of the variable winning device 32 is standardized for each round of play. Therefore, it is impossible or difficult for a player to determine the upper limit number of winnings from the behavior of the variable winning device 32, making it even more difficult to grasp the upper limit number of winnings for each round of play.
[0249] For these reasons, the player has no choice but to predict the maximum number of winnings in each round of play, and will play by targeting either the left entrance section 505 or the right entrance section 504 based on the prediction result.
[0250] Here, the relationship between the player's firing operation mode and the game result will be explained with reference to Fig. 24. Here, as shown in Fig. 24(a), an operation of firing a gaming ball with a strength that will cause the gaming ball to enter the left entrance 505 where a V win does not occur is called a first operation, an operation of firing a gaming ball with a strength that will cause the gaming ball to enter the right entrance 504 where a V win occurs is called a second operation, and an operation of performing the first operation until the n-1th win and then performing the second operation when the nth win occurs is called a specific operation.
[0251] When the open / close execution mode corresponding to the 16R jackpot result A is executed, the upper limit of the number of winning balls in all round games is set to 8 in that mode (see FIG. 21). In this case, as shown in FIG. 24(b), if a specific operation is performed in all round games, round games from round 1 to round 16 are all executed, and the maximum number of winning balls is paid out in each round game (15 winning balls x 8 winning balls = 90 balls). Therefore, in the open / close execution mode, a total of 90 winning balls x 16 rounds = 1920 winning balls can be obtained.
[0252] As mentioned above, the maximum number of winning balls for each round is impossible or difficult for a player to determine, making it difficult to perform the above-described operation. For this reason, it is conceivable that some players prioritize continuing the round (executing the open / close execution mode until the final round) over the number of winning balls paid out per round. In this case, the player aims to win the first winning ball in each round of play through the right entrance 504, i.e., performs the second operation in all rounds. In this case, the total number of winning balls in the open / close execution mode is 15 balls x 16 rounds = 240 balls. Therefore, the total number of winning balls obtained in the open / close execution mode is significantly smaller than if the specific operation were performed in all rounds.
[0253] When the open / close execution mode corresponding to the 16R jackpot result B is executed, the upper limit of the number of winning balls for each round of play is varied and set to the numbers shown in Figure 21. In this case, if a specific operation is performed in all rounds of play, a total of 15 winning balls x 92 winning balls = 1380 winning balls can be obtained, as shown in Figure 24(c). Also, if the second operation is performed in all rounds of play, the total number of winning balls will be 240, as in the case of Figure 24(b).
[0254] Here, if a player intends to win the maximum number of prize balls in each round and continue the round play until the final round, and the open / close execution mode corresponding to 16R jackpot result B is being executed, and for example, the player predicts that the upper limit of prize balls in the second round will be eight, the player will continue to perform the first operation until the fourth prize ball, which is the actual upper limit of prize balls, is won. In this case, since no V prize occurs in the second round of round play, the third round of round play is not executed, and the open / close execution mode ends when the second round of round play ends (a so-called "breakdown" occurs). In this case, the total number of prize balls in the open / close execution mode is limited to 15 prize balls x 12 prize balls = 180, which is fewer than if the second operation was performed in all round play.
[0255] However, if the opening and closing execution mode being executed in this case corresponds to the 16R jackpot result A, the opening and closing execution mode will not end in the second round, and the player will be more likely to win the total number of prize balls of 1,920 as described above. In other words, a player who plays with courage, aiming to win the maximum total number of prize balls, can win a large profit if his prediction is correct, but will only win a small profit if his prediction is wrong.
[0256] Furthermore, when the open / close execution mode corresponding to the 16R jackpot result C is executed, the upper limit of the number of winning balls for each round of play is also varied in this mode, and is set to the numbers shown in Figure 21. In this case, if a specific operation is performed in all rounds of play, a total of 15 winning balls x 95 winning balls = 1,425 winning balls can be obtained, as shown in Figure 24(d). Furthermore, if the second operation is performed in all rounds of play, the total number of winning balls will be 240, as in the cases of Figures 24(b) and (c).
[0257] Furthermore, if a player intends to win the maximum number of prize balls in each round of play and continue round play until the final round, for example, predicts that the upper limit of prize balls in the second round will be eight, and performs the first operation until the actual upper limit of prize balls, which is the second prize ball, is won, the open / close execution mode will end when the second round of round play ends. In this case, the total number of prize balls in the open / close execution mode will be 150 (15 prize balls x 10 prize balls), which is fewer than if the second operation was performed in all rounds of play, or if the open / close execution mode corresponding to the 16R jackpot result B was executed and the open / close execution mode ended in the second round.
[0258] Although a detailed explanation will be omitted, in addition to the above operation modes, various other operation modes are possible, such as performing the second operation for the second winning ball in each round of play, performing the first operation for up to three winning balls in one round of play, and performing the second operation for up to four winning balls in another round of play. Even in these cases, the number of rounds until which the open / close execution mode continues and the number of prize balls paid out in each round of play will vary depending on the maximum number of winning balls each time, and the total number of prize balls obtained will differ depending on the open / close execution mode.
[0259] With the above configuration, it is possible to realize a gameplay similar to a chicken race, in which the player predicts the maximum number of winnings in each round of play and selects the timing to perform the second operation. This effectively prevents the game during the opening and closing execution mode from becoming monotonous, and makes it possible to greatly increase the excitement of the game during this mode.
[0260] According to the present embodiment described above in detail, the following excellent effects can be achieved.
[0261] In the opening and closing execution mode 1, the configuration includes a first round of play (for example, the first round of round play in the opening and closing execution mode corresponding to a 16R jackpot result B) in which the upper limit number of winning balls in the variable winning device 32 is set to a first number (for example, 8 balls), and a second round of play (for example, the second round of round play in the opening and closing execution mode corresponding to a 16R jackpot result B) in which the upper limit number of winning balls in the variable winning device 32 is set to a second number (for example, 4 balls) different from the first number.
[0262] According to the above configuration, the maximum number of winning balls for each round of play is diversified, making it difficult for players to understand the maximum number of winning balls for each round of play, and providing a game in which players can enjoy predicting the maximum number of winning balls for each round of play. This prevents the game during the open / close execution mode from becoming monotonous, and makes it possible to increase attention to the game.
[0263] When a predetermined condition (occurrence of V winning) is met during the execution of a round game, a special benefit (continuation of the round) is given, but the round game ends even if the number of winning game balls in the variable winning device 32 has not reached the upper limit number of winning balls.
[0264] In this case, if the predetermined condition is met early in a round of play, the round of play will end early. Therefore, if the predetermined condition is met at or near the timing of the maximum number of winning balls in the variable winning device 32, the round of play can continue for a long time and the player can earn a bonus, which is ideal for the player. In this case, because the maximum number of winning balls for each round of play is varied, the winning ball that corresponds to the maximum number of winning balls is not uniform, and the ideal timing for the predetermined condition to be met varies. Therefore, rather than simply predicting the maximum number of winning balls, the player can play the game in anticipation of the predetermined condition being met at the ideal timing. This makes each round of play significantly more interesting than simply playing the round of play monotonously, and can greatly enhance play during the opening and closing execution mode.
[0265] The predetermined condition can be realized based on the player's operation. In this case, the player can be involved in determining when the predetermined condition will be realized. This increases the enjoyment of each round of play compared to when the player simply waits to see whether the predetermined condition will be realized, and also promotes active participation in the game.
[0266] When a gaming ball passes through the specific area (detection area of the V winning sensor 507), the above-mentioned predetermined condition is met, and the specific area is positioned at a position where a gaming ball can reach it if it is fired with enough strength to reach the variable winning device 32. In this case, the predetermined condition can be met while the gaming ball enters the variable winning device 32, making it possible to favorably balance the open / close execution mode game with the game of meeting the predetermined condition. This makes it possible to add a game of meeting the predetermined condition during the execution of each round of play, while preventing the open / close execution mode game from being impaired, for example, by a decrease in the probability of winning the variable winning device 32 when trying to meet the predetermined condition.
[0267] In addition, the specific area is configured to be located within the variable winning device 32. In this case, the player's attention is concentrated, and it becomes possible to visually confirm both whether the gaming ball has entered the variable winning device 32 and whether the predetermined condition has been met (whether the gaming ball has passed through the specific area) without moving his or her line of sight. As a result, it is possible to prevent the player from missing whether the gaming ball has entered the variable winning device 32 or passed through the specific area, making it easier for the player to play.
[0268] A right entrance section 504 through which the game ball passes through a specific area and a left entrance section 505 through which the game ball does not pass through the specific area are provided within the large winning opening 32a of the variable winning device 32, and a guide passage section 401 is provided to guide the game ball so that the game ball launched by the first launching operation (an operation of launching the game ball with a strength equal to or greater than a predetermined amount) can enter the right entrance section 504 and the game ball launched by the second launching operation (an operation of launching the game ball with a strength less than the predetermined amount) can enter the left entrance section 505.
[0269] This configuration allows the player to decide whether or not to hit the game ball through a specific area, allowing the player to determine the timing for fulfilling the predetermined condition. Therefore, a game can be provided in which the player predicts the maximum number of winning balls and fulfills the predetermined condition at a timing corresponding to the prediction. In such a game, if the player fulfills the predetermined condition earlier than the actual maximum number of winning balls, the player will receive a bonus, but the round of play will end early. Conversely, if the player fulfills the predetermined condition later than the actual maximum number of winning balls, the round of play will end without receiving a bonus. In this way, the profit obtained in the round of play changes depending on the player's prediction, which suitably enhances the fun of playing by predicting the maximum number of winning balls for each round of play, and greatly increases the enjoyment of the open / close execution mode.
[0270] In this embodiment, the configuration may be such that a game ball launched with the first launching operation is more likely to enter the right entrance 504, and a game ball launched with the second launching operation is more likely to enter the left entrance 505 (although it is not impossible for the ball to enter the right entrance 504, it is more difficult for the ball to enter the right entrance 504 than in the case of the first launching operation).
[0271] To grant the above bonus, the next round of play is executed after the round in which the predetermined condition was met. While the player can determine the timing of the predetermined condition by whether or not to shoot the game ball through the specific area, if the player prioritizes continuing the round and only meets the predetermined condition early, the total number of winning balls obtained will be limited even if the opening and closing execution mode is completed. On the other hand, if the timing of the predetermined condition being met is delayed until the last possible moment in order to increase the number of winning balls in one round of play, the opening and closing execution mode will end prematurely. In other words, this realizes a gameplay similar to a chicken race, where the player's courage is tested by predicting the maximum number of winning balls in each round, making it possible to provide a highly entertaining opening and closing execution mode.
[0272] The system is configured so that the upper limit of the number of winnings for each round of play is not notified. In this case, in addition to the fact that the upper limit of the number of winnings for each round of play is diversified, it is possible to make the upper limit of the number of winnings for each round of play indistinguishable or difficult for the player to distinguish, and it is possible to highlight the game of predicting the upper limit of the number of winnings.
[0273] In this embodiment, the upper limit number of winning balls is not notified for all round games executed in the open / close execution mode, but the upper limit number of winning balls may not be notified for only some round games. Even in this case, the game of predicting the upper limit number of winning balls is guaranteed in round games in which the upper limit number of winning balls is not notified.
[0274] Incidentally, in this embodiment, the stop results of the special symbols (stop results A to C) on the special symbol display unit 43 correspond to the upper limit number of winnings for each round of play, so it is also possible to determine the upper limit number of winnings for each round of play by referring to the stop results displayed on the special symbol display unit 43. In that sense, it can be said that a specific notification is made that allows the player to recognize the upper limit number of winnings for each round of play.
[0275] However, the specific notification based on the stop result does not directly notify the maximum number of winning balls, but only indirectly. Therefore, the maximum number of winning balls cannot be easily determined by anyone, and the enjoyment of predicting the maximum number of winning balls for each round of play is not excessively hindered. In particular, the maximum number of winning balls can be determined from the stop result only when the player fully understands the correspondence between the types of stop results and the maximum number of winning balls for each round of play. This can provide an opportunity for the player to deepen their interest and knowledge in the pachinko machine 10, and ultimately lead to an increased desire to play.
[0276] This configuration can also be used effectively as a countermeasure against fraud. For example, if a fraudulent act is committed by operating the pachinko machine 10 with a different maximum number of winning prizes than the officially set maximum number of winning prizes, an employee of the gaming hall can visually check the stop result of the special symbol display unit 43 and determine the discrepancy in the maximum number of winning prizes. This can contribute to the early detection of fraudulent acts.
[0277] <Second embodiment> This embodiment differs from the first embodiment in that a notification is executed that allows the player to recognize the maximum number of winnings for each round of play. This embodiment will be described with reference to Figures 25 to 31. In these figures, the same components as those in the first embodiment are given the same reference numerals, and their description will be omitted.
[0278] <Open / close execution mode performance processing> First, the opening / closing execution mode presentation process executed by the MPU 242 of the presentation control device 82 will be described with reference to the flowchart in Fig. 25. This process is for executing game presentations during the opening / closing execution mode, and is executed as part of periodic processing that is started by the MPU 242 at predetermined intervals (for example, every 2 msec).
[0279] In the performance processing for the opening / closing execution mode, first, in step S1101, it is determined whether or not an opening command has been received as a transmission command from the main control device 81. As already explained, the command received from the main control device 81 is stored in the command storage area of the RAM 244, and in this step, the above determination is made by checking whether or not information corresponding to the opening command is stored in the command storage area.
[0280] If an opening command has been received, the process proceeds to step S1102, where the process for setting the opening effect is executed. In this step, various devices are controlled so that the opening effect is executed. After step S1102 is executed, the process for the opening / closing execution mode ends.
[0281] If an opening command has not been received, in step S1103, it is determined whether it is time to start a round game. The method for determining whether it is time to start a round game is not particularly limited, but for example, in a process executed by the MPU 112 of the main control device 81 at the start timing of a round game, such as a setting process for each round (FIG. 20), a process for setting a round start command indicating the start of a round game is provided, and in this step, the above determination can be made by checking whether it is time to receive the round start command. In this embodiment, since the variable winning device 32 is opened only once in one round game, the open command set in step S606 of FIG. 18 may be substituted for the round start command.
[0282] If it is the timing to start a round game, the process proceeds to step S1104, where a round start process is executed in accordance with the start timing of the round game. After step S1104 is executed, the opening / closing execution mode effect process ends. The round start process will be described in detail later.
[0283] If it is not the timing to start a round game, in step S1105 it is determined whether or not a round game is in progress. The determination of whether or not a round game is in progress can be made by determining whether or not the state has occurred after the round start command or open command has been received, but before the round end command or close command, which will be described later, has been received. If a round game is in progress, in step S1106 a process for a round is executed, and then the effect process for the open / close execution mode is terminated. Details of the process for a round will be described later.
[0284] If a round of play is not in progress, in step S1107, it is determined whether it is time to end the round. For example, immediately after step S619 in FIG. 18, a process for setting a round end command indicating the end of the round of play can be provided, and in this step, it can be determined whether it is time to receive the round end command by checking whether it is time to receive the round end command. Note that a close command may be used as a substitute for the round end command. If it is time to end the round, in step S1108, a round end process is executed, and then the open / close execution mode presentation process is terminated. Note that the details of the round end process will be described later.
[0285] If it is not the end of the round, in step S1109, it is determined whether or not it is during a waiting period between rounds (round interval). If it is during a waiting period, in step S1110, waiting period processing is executed, and then the opening / closing execution mode effect processing is terminated. Details of the waiting period processing will be described later.
[0286] If it is not in the standby period, in step S1111 it is determined whether an ending command has been received as a transmission command from the main control device 81. If an ending command has been received, the process proceeds to step S1112, where various devices are controlled to execute the ending performance. After step S1112 is executed, or if a negative determination is made in step S1111, the performance processing for the opening / closing execution mode is terminated.
[0287] Next, the standby period process in step S1110 will be described with reference to the flowchart in FIG.
[0288] In the waiting period process, first, in step S1201, it is determined whether or not the waiting period is the first to fourteenth round. The waiting period for the first round is the waiting period established immediately after the first round of round play, in other words, the waiting period between the first round of round play and the second round of round play. The number of rounds for the waiting period can be determined based on the result of counting the number of rounds independently by the presentation control device 82 upon receiving the round start command or release command. Alternatively, the round start command or the like may contain information indicating the number of rounds for the round play, and the determination may be made by analyzing the command.
[0289] If it is determined that the standby period for the 1st to 14th rounds has begun, then in step S1202, it is determined whether or not it is time to start the first effect DR1. Here, the first effect DR1 will be described with reference to FIG. 30(a). The first effect DR1 is an effect that notifies the player of a task (goal) to be achieved in the next round of play. In this embodiment, in consideration of the fact that the upper limit number of winnings in each round of play in the open / close execution mode is diversified, the task is to generate a V winning by winning the upper limit number of winnings in the variable winning device 32 in the next round of play. In the first effect DR1, for example, a message image 602 displaying text such as "Try to get a V winning with the upper limit number" is displayed on the display screen G of the symbol display device 41 together with a character image 601 modeled after a god.
[0290] In this embodiment, the determination of whether or not it is the waiting period for the 1st to 14th rounds and the determination of whether or not it is the start timing of the first effect DR1 are made separately, but if the first effect DR1 is to be started at the start timing of the waiting period, the processing of step S1202 may be omitted.
[0291] If it is determined in step S1202 that it is the timing to start the first effect DR1, the process proceeds to step S1203, where it is determined whether or not a success flag is stored in the various flag storage areas provided in RAM 244. The success flag is a flag indicating that the above task notified by the first effect DR1 has been accomplished.
[0292] If the success flag is not stored, in step S1204, a setting process for executing the first effect DR1 is executed. In this step, a command including information indicating the display content of the first effect DR1 or information specifying the first effect DR1 is output to the display control device 212. Upon receiving the command, the display control device 212 reads image data for the first effect DR1 from the character ROM 276 and controls the pattern display device 41 so that an image corresponding to the image data is displayed on the display screen G. Also, in step S1204, the sound data and illumination data for the first effect DR1 stored in ROM 243 are read, and the speaker unit 64 and the light-emitting unit 63 are driven and controlled so that, for example, sound corresponding to the display content of the message image 602 is output or a light-emitting effect for the first effect DR1 is performed.
[0293] If it is determined in step S1201 above that the waiting period is not one of the first to fourteenth rounds, that is, if it is the waiting period for the fifteenth round, the process proceeds to step S1205, where a command is output to the display control device 212 and the speaker unit 64 and the light emitting unit 63 are driven and controlled so that a normal waiting period effect different from the first effect DR1 is executed. Also, if it is determined in step S1203 that a success flag is stored, the process proceeds to step S1205 and a process for setting a normal waiting period effect is executed. Note that in a normal waiting period effect, the above-mentioned challenge is not notified as in the first effect DR1.
[0294] After step S1204 or step S1205 is executed, or if it is determined in step S1202 that it is not the timing to start the first effect DR1, the processing for the waiting period is terminated.
[0295] Next, the round start process in step S1104 will be described with reference to the flowchart in FIG.
[0296] In the round start process, first, in step S1301, it is determined whether the round game to be started is the first round game or the final round game in the open / close execution mode. If it is determined that it is the first round game or the final round game, the process of setting the normal round effect is executed in step S1302. In step S1302, a command is output to the display control device 212 and the speaker unit 64 and the light emitting unit 63 are driven and controlled so that the normal round effect is executed.
[0297] If it is determined in step S1301 that the round is not the first or final round, step S1303 executes a process for determining the upper limit number of winnings for the round to be started. The method for determining the upper limit number of winnings is not particularly limited. For example, table information similar to the upper limit number allocation table of FIG. 21 may be stored in ROM 243, and the upper limit number of winnings may be determined based on the table information, a type command (a command indicating the allocated jackpot type) sent from the main control device 81, and the determination result of which round of the round is being played. Furthermore, when the round start command is sent, the command may include information indicating the upper limit number of winnings, or the main control device 81 may send a dedicated command indicating the upper limit number of winnings at the start of the round game or the open / close execution mode. In this step, the determined information on the upper limit number of winnings is stored in a predetermined storage area of RAM 244.
[0298] In the next step S1304, it is determined whether or not a success flag is stored in the various flag storage areas of the RAM 244. If a success flag is not stored, the process proceeds to step S1305, where the first effect DR1 is set to continue to be executed. In other words, various devices are controlled so that the first effect DR1 executed in the immediately preceding waiting period continues to be executed even after the start of the round game.
[0299] In the first effect DR1 during the round game, as shown in Figure 30 (a), a round display 600 is displayed to notify which round the round game is currently being played. This round display 600 is also displayed in the normal round effect.
[0300] If a success flag is stored in step S1304, the process of step S1306 is executed. However, prior to explaining this process, the mid-round process of step S1106 will be explained with reference to the flowchart of FIG.
[0301] In the mid-round processing, first, in step S1401, it is determined whether or not a winning command has been received from the main control device 81. If a winning command has been received, the process proceeds to step S1402, where the value of the winning counter SPC is updated by incrementing it by 1. The winning counter SPC is used by the performance control device 82 to keep track of the number of game balls that have won into the variable winning device 32, and a memory area for storing this value is provided in the various counter areas of the RAM 244.
[0302] In the following step S1403, it is determined whether or not a success flag is stored in the various flag storage area of RAM 244. If a success flag is not stored, the process proceeds to step S1404, where it is determined whether or not a V winning command has been received from main control device 81, i.e., whether or not a V winning has occurred. If a V winning command has been received, in step S1405 it is determined whether or not the value of the winning counter SPC at that time matches the upper limit number of winnings determined in step S1303 above.
[0303] If the two values match, a success flag is stored in the various flag storage area of RAM 244 in step S1406, and then, in step S1407, a setting process is executed to execute second performance DR2. Here, the second performance DR2 will be explained with reference to FIG. 30(b). The second performance DR2 is a performance that notifies the player that the task presented in first performance DR1 has been accomplished. In the second performance DR2, a message image 603 displaying text such as "Well done!! We'll give you a reward" is displayed on the display screen G of the pattern display device 41 together with a character image 601 modeled after a god.
[0304] In step S1407, a command including information indicating the display content of second effect DR2 or information specifying second effect DR2 is output to display control device 212. Upon receiving the command, display control device 212 reads image data for second effect DR2 from character ROM 276, and controls pattern display device 41 so that an image corresponding to the image data is displayed on display screen G. Also, in step S1407, audio data and illumination data for second effect DR2 stored in ROM 243 are read, and speaker unit 64 and light-emitting unit 63 are driven and controlled so that, for example, audio corresponding to the display content of message image 603 is output, or a light-emitting effect for second effect DR2 is performed.
[0305] After executing step S1407, if a negative judgment is made in step S1401 (if a winning command has not been received), if a positive judgment is made in step S1403 (if a success flag is stored), if a negative judgment is made in step S1404 (if a V winning command has not been received), or if a negative judgment is made in step S1405 (if the value of the winning counter SPC does not match the maximum number of winnings), the processing for the round is terminated.
[0306] Returning to the explanation of the round start process (FIG. 27), if it is determined in step S1304 that a success flag has been stored, in step S1306 a successful round effect DR4 is set as the in-round effect for the round game to be started. The successful round effect DR4 is implemented in the next round game if the task presented in the first effect DR1 is accomplished. In the successful round effect DR4, as shown in FIG. 30(d), a specific image 604 is displayed that notifies the maximum number of winnings for that round game. In the specific image 604, in addition to an upper limit number image 604a indicating the maximum number of winnings, a winning number image 604b indicating the number of winnings in the variable winning device 32 at that time is displayed.
[0307] In step S1306, a command including information indicating the display content of the successful round effect DR4 or information specifying the second effect DR2 is output to the display control device 212. The display control device 212 that has received the command reads image data for the effect DR4 from the character ROM 276, and controls the symbol display device 41 so that an image corresponding to the image data is displayed on the display screen G. Also, in step S1306, the display control device 212 reads audio data and illumination data for the effect DR4 stored in the ROM 243, and drives and controls the speaker unit 64 and the light-emitting unit 63 so that the audio effect and light-emitting effect for the effect DR4 are performed.
[0308] After step S1306, step S1302, or step S1305 is executed, the round start process ends.
[0309] Next, the round end process in step S1108 will be described with reference to the flowchart in FIG.
[0310] In the round end process, first, in step S1501, it is determined whether or not a success flag is stored in the various flag storage areas of RAM 244. Since the round end process is executed at the end of a round of play, this step determines whether or not the round of play has ended without the task being completed. Note that cases in which the task has not been completed include when a V win occurs with a win other than the upper limit number of wins, or when no V win occurs during the round of play.
[0311] If the success flag is not stored (if the task has not been accomplished), the process proceeds to step S1502, where a setting process is executed to execute the third performance DR3. Here, the third performance DR3 will be explained with reference to FIG. 30(c). The third performance DR3 is an effect that notifies the player that the challenge to the task presented in the first performance DR1 has failed. In the third performance DR3, a message image 606 displaying text such as "Come back!" is displayed on the display screen G of the pattern display device 41 together with a character image 605 with an angry expression.
[0312] In step S1502, a command including information indicating the display content of third effect DR3 or information specifying third effect DR3 is output to display control device 212. Upon receiving the command, display control device 212 reads image data for third effect DR3 from character ROM 276, and controls pattern display device 41 so that an image corresponding to the image data is displayed on display screen G. Also, in step S1502, audio data and illumination data for third effect DR3 stored in ROM 243 are read, and speaker unit 64 and light-emitting unit 63 are driven and controlled so that, for example, audio corresponding to the display content of message image 606 is output, or a light-emitting effect for third effect DR3 is performed.
[0313] After step S1502 is executed, the process proceeds to step S1503, where the value of the prize counter SPC provided in the various counter areas of the RAM 244 is set to "0." In the following step S1504, the information on the maximum prize number stored in the RAM 244 in step S1303 of the round start process (FIG. 27) is erased, and then the round end process is terminated.
[0314] Furthermore, if a positive judgment is made in step S1501 (if a success flag is stored), it is determined whether the round game to be ended is the final round game. If it is the final round game, the process proceeds to step S1506, where the success flag stored in the various flag storage areas of RAM 244 is erased. That is, since the success flag continues to be stored until the final round game, if a task is accomplished in any round game during the opening and closing execution mode, the upper limit number of winnings is notified not only for the next round game but also for subsequent round games. Although not shown in the figure, even if the round does not continue when the upper limit number of winnings is being notified and the opening and closing execution mode is terminated midway, the success flag is erased at the end of the final round game.
[0315] After step S1506 is executed or if a negative decision is made in step S1505 (if it is not the final round of play), the process proceeds to step S1503, where a process is executed to set the value of the prize winning counter SPC to "0".
[0316] <About the flow of game presentation during opening and closing execution mode> Next, the flow of game effects in the open / close execution mode will be described with reference to Fig. 31. Here, it is assumed that the first effect DR1 starts at the start of the waiting period between rounds.
[0317] When the waiting period for the first round starts at timing t1, the first effect DR1 is executed. In the first effect DR1, a message image 602 is displayed, for example, displaying text such as "Try to get a V win with the maximum number of wins," informing the player that a V win should be generated by winning the maximum number of wins in the second round.
[0318] As described in the first embodiment above, the maximum number of winning balls for the second round of round play is impossible or difficult for the player to determine, so the player will have to predict the maximum number of winning balls for the second round of round play and play accordingly.
[0319] For example, in the second round of play, if the player's predicted maximum number of winnings is less than the actual maximum number of winnings, and a V winning occurs with a winning number less than the maximum number of winnings, the third effect DR3 is executed at time t2, which is the end timing of that round of play (in other words, the timing of the V winning). In the third effect DR3, a message image 606 displaying text such as "Try again!" is displayed, and the player is notified that the challenge has failed. After the third effect DR3 is executed for a predetermined period of time, the first effect DR1 is executed again, and the player is notified that a V winning should occur with a winning number equal to the maximum number of winnings in the third round of play.
[0320] For example, in the third round of play, if the player's predicted upper limit number of winnings matches the actual upper limit number of winnings, and a V winning occurs at the upper limit number of winnings, the second effect DR2 is executed at the end of the round (timing t3). In the second effect DR2, a message image 603 with text such as "Great!! We'll give you a reward" is displayed, announcing the success of the challenge.
[0321] Thereafter, at the start timing (timing t4) of the fourth round of play, a successful round effect DR4 is executed. In the successful round effect DR4, a specific image 604 is displayed to notify the player of the upper limit of the number of wins for that round of play. This specific image 604 continues to be displayed until the end of that round of play. In addition, in the next round of play, a successful round effect DR4 is executed, and a specific image 604 is displayed to notify the player of the upper limit of the number of wins for that round of play. In other words, once a challenge is successful, the player is notified of the upper limit of the number of wins for each round of play thereafter. Therefore, by looking at the specific image 604, the player can know the upper limit of the number of wins for each round of play, and can play at an advantage compared to when the player fails the challenge and the specific image 604 is not displayed.
[0322] According to the present embodiment described above in detail, the following excellent effects can be achieved.
[0323] The maximum number of winning balls for each round of play is varied, and the maximum number of winning balls is notified when a predetermined condition (achievement of a task) is met. When such a notification is made, the player can play more advantageously than if they had to predict the maximum number of winning balls. This adds to the fun of playing while aiming to meet the predetermined condition, and makes it possible to effectively prevent the monotony of the open / close execution mode.
[0324] The predetermined condition can be satisfied during the opening and closing execution mode. This configuration allows not only the game of winning a prize ball by making a game ball enter the variable winning device 32 in the opening and closing execution mode, but also the game of executing a notification by satisfying a predetermined condition during the opening and closing execution mode. This makes it possible to further enhance the excitement of the game during the opening and closing execution mode.
[0325] The predetermined condition is established when a gaming ball passes through a specific area (detection area of V winning sensor 507) provided within variable winning device 32. In this case, the predetermined condition can be established while the gaming ball is winning in variable winning device 32, and it is possible to favorably balance the open / close execution mode game with the game for establishing the predetermined condition. This makes it possible to add a game for establishing the predetermined condition during the execution of each round of play while suppressing any impairment to the open / close execution mode game, such as a decrease in the probability of winning in variable winning device 32 when trying to establish the predetermined condition.
[0326] The predetermined condition is met when the winning ball of the maximum number of winning balls passes through the specified area. Because the maximum number of winning balls for each round of play is varied, it is not easy to make the game ball pass through the specified area when the maximum number of winning balls is reached, and the difficulty of meeting the predetermined condition can be increased. For example, if the difficulty of meeting the predetermined condition is low and the notification is easy, the purpose of diversifying the maximum number of winning balls and having the player predict the outcome may be lost. In this regard, in this embodiment, the difficulty is increased, so that situations in which the notification is not achieved occur with a certain frequency, and it is possible to suitably harmonize the configuration in which the maximum number of winning balls is varied and the configuration in which the maximum number of winning balls is notified.
[0327] The system is configured to notify the player of the maximum number of winnings during the open / close execution mode.While the maximum number of winnings for each round of play is diversified, the system notifies the player of the maximum number of winnings for each round of play in real time, which is beneficial to the player and increases their interest in the notification.
[0328] In this case, the notification of the maximum number of winning balls is performed during the waiting period between rounds. During the waiting period, the variable winning device 32 is closed, so the notification can be viewed without being distracted by whether or not the game ball will win the variable winning device 32. This effectively prevents the player from missing the notification of the maximum number of winning balls, making it easy for the player to grasp the maximum number of winning balls for each round through the notification.
[0329] When a predetermined condition is met in one of the round games during the opening and closing execution mode, the system notifies the player of the maximum number of winnings for the subsequent round games. In this case, the earlier the predetermined condition is met in the opening and closing execution mode, the more the player can learn the maximum number of winnings for the subsequent round games. This adds to the enjoyment of playing by aiming to meet the predetermined condition as early as possible, and effectively prevents the game from becoming monotonous during the opening and closing execution mode.
[0330] In this embodiment, the maximum number of winnings is notified from the round following the round in which the specified conditions are met, but it is also possible to notify the maximum number of winnings for rounds after the round in which the specified conditions are met, in order to let players know what the maximum number of winnings was for the round in which the specified conditions were met.
[0331] As described in the first embodiment, the display of the stop results of the special symbols (stop results A to C) on the special symbol display unit 43 also functions as a specific notification that enables the player to recognize the upper limit number of winnings. In this sense, this embodiment can be said to be configured to perform both a first specific notification by the stop results displayed on the special symbol display unit 43 and a second specific notification (a notification that makes it easier for the player to recognize the upper limit number of winnings than the first specific notification) by the successful round performance DR4 (specific image 604) displayed on the display screen G.
[0332] <Third embodiment> In this embodiment, the configuration of the variable winning device 32 is different from that of the above-mentioned embodiments. This embodiment will be described with reference to Figures 32 to 45. In these figures, the same components as those in the above-mentioned embodiments are given the same reference numerals, and their description will be omitted.
[0333] Figure 32 is a diagram showing the passage structure of the variable winning device 32 according to this embodiment. In this embodiment, the configuration of the passage section provided behind the right entrance section 504 is different from that of the first embodiment. Note that other configurations of the variable winning device 32 are the same as those of the first embodiment, so explanations will be omitted.
[0334] As shown in Figure 32, a right-side vertical passage 701 extending in the vertical direction is provided behind the right-side entrance 504. The right-side vertical passage 701 communicates with the passage 502 (Figure 7(a)), and guides downward gaming balls that enter the right-side entrance 504 among gaming balls that flow into the special prize opening 32a (Figure 6(b)). A winning sensor 702 that detects gaming balls that enter the right-side entrance 504 is disposed midway along the right-side vertical passage 701. The winning sensor 702, like the winning sensor 509 according to the first embodiment, only detects whether or not a gaming ball has entered the special prize opening 32a.
[0335] A drop winning sensor 703 is disposed downstream of the winning sensor 702 in the right vertical passage 701. As will be described in detail later, in this embodiment, the lottery mode is shifted from the high probability mode to the low probability mode when a gaming ball that has entered the large winning opening 32a passes through the drop winning sensor 703. In other words, the drop winning sensor 703 or its location area is a specific area that triggers a drop from the high probability mode to the low probability mode.
[0336] In the right-side vertical passage 701, a branch passage 704 branching off from the right-side vertical passage 701 is provided in the middle between the winning sensor 702 and the falling winning sensor 703. A V winning sensor 705 is disposed midway along the branch passage 704. In this embodiment, as in the first embodiment, the next round of play is executed on the condition that a game ball passes the V winning sensor 705 during the execution of one round of play (the occurrence of a V winning). Note that, unlike the V winning sensor 705 in the first embodiment, the V winning sensor 705 does not serve to detect whether a game ball has entered the large winning opening 32a, but only detects the occurrence of a V winning.
[0337] The winning sensor 702, the falling winning sensor 703, and the V winning sensor 705 are electrically connected to the main control device 81, and when a gaming ball passes through the detection area of each winning sensor 702, 703, or 705, predetermined detection information (detection signal) is input to the main control device 81. Based on this detection information, the main control device 81 determines whether the gaming ball has passed through each winning sensor 702, 703, or 705. Note that when the main control device 81 detects that a gaming ball has passed through winning sensor 702, a prize ball is paid out, but no prize ball is paid out even if it detects that a gaming ball has passed through falling winning sensor 703 or V winning sensor 705. Note that, hereinafter, the arrangement area of the falling winning sensor 703 or its detection area may be referred to as the falling area 703a.
[0338] The width of each of the right-side vertical passage section 701 and the branch passage section 704 is larger than the diameter of the gaming ball but smaller than twice the diameter of the gaming ball, and each of these passage sections 701, 704 is a single ball passage. Furthermore, gaming balls that flow down each of these passage sections 701, 704 and pass each of the winning sensors 702, 703, 705 are led to the discharge passage panel 88 (Fig. 3) and discharged to the outside of the pachinko machine 10.
[0339] A shutter 706 is disposed above the fall-down winning sensor 703 so as to cover the fall-down winning sensor 703 from above. The shutter 706 is held in a state in which it can slide in the passage width direction (more specifically, the front-to-rear direction) of the right-side vertical passage section 701. In other words, the shutter 706 can be displaced between a protruding position (advance position) in which it protrudes into the right-side vertical passage section 701, and a retracted position (retracted position) in which it retracts rearward from the protruding position and the amount of protrusion into the right-side vertical passage section 701 is reduced.
[0340] 32(a), when the shutter 706 is positioned in the protruding position, the shutter 706 blocks the flow path to the falling area 703a. This closes the falling area 703a, and gaming balls that enter the right entrance portion 504 cannot pass through the falling winning sensor 703. When the shutter 706 restricts the flow of gaming balls into the falling area 703a, the gaming balls come into contact with the upper surface portion 706a of the shutter 706, and are guided to the branch passage portion 704, and pass through the V winning sensor 705.
[0341] The upper surface 706a of the shutter 706 is an inclined surface that slopes downward toward the branch passage portion 704, thereby enabling good guidance of game balls into the branch passage portion 704. The height position of the shutter 706 is set to a height position that does not obstruct the flow of game balls into the branch passage portion 704 when the shutter 706 is placed in the protruding position, more specifically, a height position that does not form a step between the upper surface portion 706a and the branch passage portion 704 that could catch game balls. In this embodiment, the upper surface portion 706a is inclined at approximately the same inclination angle as the branch passage portion 704, and is set to a height position that forms a substantially straight ball passage by the upper surface portion 706a and the branch passage portion 704.
[0342] 32(b), when the shutter 706 is placed in the retracted position, the shutter 706 retracts from above the falling area 703a, and the area 703a is opened upward. This opens the falling area 703a, allowing the game ball that has entered the right entrance 504 to pass through the falling winning sensor 703.
[0343] In this embodiment, when the fall area 703a is in a closed state, the game ball cannot pass through the fall winning sensor 703, but it may be possible to pass through within a range that is more difficult to pass through than in the open state. In short, it is only necessary that the ease of passing through the fall winning sensor 703 differs between the open state and the closed state, and the degree of closure or openness is arbitrary.
[0344] The front area of the above-mentioned passage structure is a light-transmitting area, and the game balls flowing through the passage structure can be seen from the front of the pachinko machine 10. Note that the entire passage structure does not necessarily need to be visible, and it is sufficient if at least the shutter 706 (the distribution status of the game balls) and the V winning sensor 705 (whether or not the game ball has passed through the detection area of the V winning sensor 705) can be seen.
[0345] The variable winning device 32 is provided with a shutter drive unit 707 that drives the shutter 706. The drive unit 707 has a solenoid as a drive source and a link mechanism as a drive force transmission means that transmits the drive force of the solenoid to the shutter 706. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 706 retreats from the protruding position to the retracted position, and the falling area 703a switches from a closed state to an open state. When the output of the drive signal from the main control device 81 stops, the shutter 706 advances from the retracted position to the protruding position due to the biasing force of the biasing means (spring, etc.), and the falling area 703a switches from an open state to a closed state.
[0346] <Timer interrupt processing> Next, the timer interrupt processing executed by the MPU 112 of the main control device 81 will be described with reference to Fig. 33. This processing is executed in place of the timer interrupt processing in Fig. 13. Note that in Fig. 33, the same steps as those in Fig. 13 are given the same step numbers, and their description will be omitted or simplified.
[0347] After the V prize process in step S106 is executed, the falling prize process is executed in step S1601. After the falling prize process is executed, the timer interrupt process is terminated.
[0348] Here, the process for a fall winning will be explained with reference to the flowchart in Fig. 34. In the process for a fall winning, first in step S1701, it is determined whether or not a fall flag is stored in the various flags storage area 114e of the RAM 114. If a fall flag is not stored, the process proceeds to step S1702, and it is determined whether or not a fall winning has occurred (whether or not the gaming ball has passed through the detection area of the fall winning sensor 703) based on the detection state of the fall winning sensor 703 provided in the variable winning device 32 (the reading results of the various sensors in step S101).
[0349] If it is determined that a roll-over winning has occurred, then in step S1703 it is determined whether or not the current time is within the valid period for roll-over winning. The valid period is a predetermined period that anticipates the period during which a roll-over winning can occur normally, and for example, the period during which shutter 706 is open is set as the valid period. If it is determined that the current time is not within the valid period, then the process proceeds to step S1704, an error command is set as an abnormality has occurred, and then the roll-over winning processing is terminated. The set error command is sent to the performance control device 82 by the external output processing of the normal processing (Figure 14), and the performance control device 82 controls the display control device 212, light emitting unit 63, and speaker unit 64 so that a predetermined error notification is executed.
[0350] On the other hand, if it is determined that the valid period has expired, the process proceeds to step S1705, where a fall-off flag is stored in the various flag storage area 114e of RAM 114. In the following step S1706, a fall-off winning command is set as the target for transmission to the performance control device 82. The fall-off winning command is a command for notifying the performance control device 82 that a fall-off winning has occurred, and the set fall-off winning command is transmitted to the performance control device 82 in the external output processing of the normal processing (Figure 14). The performance control device 82 determines that a fall-off winning has occurred by receiving the fall-off winning command. After executing step S1706, if a positive judgment is made in step S1701 (if a fall-off flag is stored) or a negative judgment is made in step S1702 (if a fall-off winning has not occurred), the fall-off winning processing is terminated.
[0351] <Normal processing> Next, normal processing will be described with reference to the flowchart in Fig. 35. This processing is executed in place of the normal processing in Fig. 14. In Fig. 35, the same steps as those in Fig. 14 are given the same step numbers, and their descriptions will be omitted or simplified.
[0352] After executing the electric role support process in step S205, in step S1801, shutter drive process is executed to drive and control the shutter 706. Details of the shutter drive process will be described later. After executing step S1801, the process proceeds to step S206, where game ball launch control process is executed to control the launch of game balls.
[0353] <Big prize opening and closing process> Next, the special prize opening opening / closing process of step S510 (FIG. 17) will be described with reference to the flowchart of FIG. 36. This process is executed in place of the special prize opening opening / closing process of FIG.
[0354] In the big prize opening / closing process, first, in step S1901, it is determined whether the value of the round counter RC is "0." If the value of the round counter RC is not "0," it is determined in step S1902 whether a round game is being played. Whether a round game is being played or not is determined by determining whether a round flag, which will be described later, is stored in the various flag storage area 114e of the RAM 114.
[0355] If a round game is not being played, the process proceeds to step S1903, where it is determined whether the value of the timer counter T is "0." If the value of the timer counter T is "0," the process proceeds to step S1904. In step S1904, a setting process for each round is executed to set the upper limit number of wins for the variable winning device 32 and the number of times the variable winning device 32 is opened in each round game in the open / close execution mode.
[0356] Here, the setting process for each round will be explained with reference to the flowchart of FIG. 37. In this setting process, first, in step S2101, it is determined whether the value of the round counter RC is "16." That is, it is determined whether the round game to be set is the first round of round game in the open / close execution mode. If the value of the round counter RC is not "16," that is, if the round game to be set is the second round or later, in step S2102, the continuation flag stored in the various flag storage area 114e of the RAM 114 is erased. Note that the continuation flag is the same as the continuation flag in the first embodiment described above.
[0357] After step S2102 is executed or if a positive judgment is made in the above step S2101 (if the value of the round counter RC is "16"), in step S2103, the jackpot type corresponding to the opening / closing execution mode that has been executed or is currently being executed is determined based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. For example, if the 16R jackpot A flag is stored in the various flag storage area 114e, the 16R jackpot result A is determined as the jackpot type corresponding to the above opening / closing execution mode. Also, in this step, it is determined which round of round game the target round game (the round game that is about to start) is based on the value of the round counter RC.
[0358] In the following step S2104, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the upper limit number of winnings to the variable winning device 32 in the round game to be set is set.
[0359] Here, the upper limit number allocation table will be explained with reference to FIG. 38(a). The upper limit number allocation table specifies the upper limit number of winnings for each round game for each jackpot type. The upper limit number of winnings for each round game corresponding to 16R jackpot result A is eight for all round games, and is uniform across rounds. The upper limit number of winnings for each round game corresponding to 16R jackpot result B is eight for all round games up to the 10th round, the same as for 16R jackpot result A, but is one for all round games from the 11th round onwards. The upper limit number of winnings for each round game corresponding to 16R jackpot result C is eight for all round games up to the 5th round, but is one for all round games from the 6th round onwards.
[0360] 38 are merely examples and are not limited to these numbers. For example, for a round game where the upper limit of the number of winning prizes is 8, the upper limit of the number of winning prizes may be set to 10, or for a round game where the upper limit of the number of winning prizes is 1, the upper limit of the number of winning prizes may be set to 2.
[0361] Returning to the explanation of the setting process for each round (FIG. 37), in step S2104, the corresponding upper limit number of winning prizes is derived based on the results of determining the jackpot type and the round number of the round game to be set in step S2103 and the upper limit number allocation table. In the following step S2105, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result C, the round game to be set is the 6th round, and the derived upper limit number of winning prizes is 1, the value of the winning counter PC is set to "1."
[0362] In the following step S2106, the opening and closing pattern table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the number of times the variable winning device 32 is to be opened in the round game to be set is set.
[0363] Here, the opening / closing pattern table will be described with reference to FIG. 38(b). The opening / closing pattern table specifies the number of times the variable winning device 32 is opened in each round game for each jackpot type. The number of times each round game corresponding to a 16R jackpot result A is opened is eight times for each round game, and is uniform across rounds. The number of times each round game corresponding to a 16R jackpot result B is opened is eight times for each round game up to the 10th round, as in the case of a 16R jackpot result A, but is set to one time for each round game from the 11th round onwards. The number of times each round game corresponding to a 16R jackpot result C is opened is eight times for each round game up to the 5th round, but is set to one time for each round game from the 6th round onwards.
[0364] The process for setting the opening period for each opening will be described later. In this embodiment, the opening period is set to 1 second for all openings. That is, the opening period (opening mode) for each opening is the same whether the variable winning device 32 opens eight times in one round game or once in one round game. Therefore, if the variable winning device 32 opens eight times, it is impossible or difficult for the player to determine whether this is due to eight rounds of round game or one round of round game. Therefore, the player plays the round game while predicting which round the current round game is during the opening / closing execution mode.
[0365] In this embodiment, in order to make the above-mentioned characteristics function more effectively, the configuration is such that during the opening and closing execution mode, the number of rounds of round play currently being played or to be started is not notified.
[0366] When comparing the opening / closing pattern table of Fig. 38(b) with the upper limit number distribution table of Fig. 38(a), the number of times each round game is opened and the upper limit number of winning balls for each round game are the same, but this is because the number of times each round game is opened is set according to the upper limit number of winning balls, under the assumption that one game ball will win in the variable winning device 32 for one second of opening. Note that the number of times each round game is opened is not limited to the number shown in Fig. 38(b), and can be set arbitrarily, just like the upper limit number distribution table.
[0367] Returning to the explanation of the setting process for each round (FIG. 37), in step S2106, the corresponding number of times of opening is derived based on the results of determining the jackpot type and the round of round game to be set in step S2103 and the opening / closing pattern table. In the following step S2107, a value corresponding to the derived number of times of opening is set as the value of the opening counter OC provided in the various counter area 114d of the RAM 114. For example, if the jackpot type is 16R jackpot result C, the round game to be set is the 6th round of round game, and the derived number of times of opening is 1, the value of the opening counter OC is set to "1".
[0368] In the following step S2108, the round flag is stored in the various flag storage area 114e of the RAM 114, and then the setting process for each round is completed. The round flag is a flag that indicates that a round game is being executed.
[0369] Returning to the explanation of the large prize opening opening process (Fig. 36), after executing the setting process for each round in step S1904, the process proceeds to step S1905, where the opening period of the variable prize winning device 32 is set. Specifically, the value of the timer counter T is set to "500", which corresponds to the opening period of one opening (1 sec).
[0370] In the following step S1906, a large prize opening process is executed to switch the variable prize device 32 from a closed state to an open state, and then in step S1907, an open command is set as a transmission command to the performance control device 82. After step S1907 is executed, if a positive judgment is made in step S1901 (if the value of the round counter RC is "0") or a negative judgment is made in step S1903 (if the value of the timer counter T is not "0"), the large prize opening / closing process is terminated.
[0371] If the determination in step S1902 above is affirmative (if a round of play is being played), the process proceeds to step S1908, where it is determined whether the large prize opening 32a is open (the variable prize opening 32 is in an open state). If the large prize opening 32a is open, the process for when it is open is executed in step S1909, and then the large prize opening opening / closing process is terminated. The process for when it is open is a process for determining whether or not a prize has been won in the variable prize opening 32, and for controlling the timing of switching the variable prize opening 32 to a closed state.
[0372] The open-state processing will now be described with reference to the flowchart in Fig. 39. In the open-state processing, first, in step S2201, it is determined whether the value of the timer counter T is "0." This processing determines whether the open-state period set in step S1905 (Fig. 36) has elapsed. If the value of the timer counter T is "0" (if the open-state period has elapsed), the process proceeds to step S2202, where the value of the open-state counter OC is decremented by 1 and updated.
[0373] On the other hand, if the value of the timer counter T is not "0" (if the opening period has not elapsed), in step S2203, it is determined whether or not a win has occurred in the variable winning device 32 based on the detection state of the winning sensors 509, 702 (the reading results of the various sensors in step S101). If a win has occurred in the variable winning device 32, the process proceeds to step S2204, and the value of the winning counter PC provided in the various counter area 114d of RAM 114 is decremented by 1.
[0374] After execution of step S2204 or if a negative judgment is made in step S2203 (no winning has occurred in the variable winning device 32), in step S2205 it is judged whether or not a V winning flag is stored in the various flags storage area 114e of the RAM 114. The V winning flag is a flag indicating that the gaming ball has passed through the detection area of the V winning sensor 705, i.e., that a V winning has occurred.
[0375] If the V prize flag is stored, the process proceeds to step S2206, where the V prize flag stored in the various flag storage area 114e of the RAM 114 is erased and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be executed, in other words, that the open / close execution mode should be continued even after the current round of play has ended.
[0376] After step S2206 is executed or if a negative judgment is made in step S2205 (the V winning flag is not stored), a judgment is made in step S2207 as to whether the value of the winning counter PC is 0. If it is judged that the value of the winning counter PC is not 0, that is, if the number of winnings in the variable winning device 32 has not reached the upper limit number of winnings, the open processing is terminated.
[0377] In the first embodiment, if it is determined that the V winning flag is stored, the value of the winning counter PC is set to "0" (step S612 in FIG. 18), but this is not done in this embodiment. That is, in this embodiment, regardless of whether a V winning occurs during a round game, the round game continues until the number of winnings in the variable winning device 32 reaches the upper limit number of winnings or the opening period of the variable winning device 32 reaches the upper limit opening period (the product of the number of openings and the opening period of each opening).
[0378] If a positive judgment is made in step S2207 (the value of the prize winning counter PC is "0"), the value of the opening counter OC is set to "0" in step S2208. After execution of step S2208 or step S2202 (the process of updating the opening counter OC), a process of closing the large prize opening is executed in step S2209, which switches the variable prize winning device 32 from an open state to a closed state. In the following step S2210, it is determined whether the value of the opening counter OC is "0". If the value of the opening counter OC is not "0", the value of the timer counter T is set to "1000" (1 sec) in step S2211. This process sets the waiting period between each opening during a round of play (the period during which the variable prize winning device 32 is in a closed state and awaits the next opening).
[0379] After execution of step S2211 or if a positive judgment is made in step S2210 (if the value of the open counter OC is "0"), a close command is set as a transmission command to the performance control device 82, and then the open processing is terminated.
[0380] Returning to the explanation of the special prize opening opening / closing process (FIG. 36), if a negative judgment is made in step S1908 (the special prize opening 32a is not currently open), the process proceeds to step S1910, where it is judged whether the value of the opening counter OC is 0. If the value of the opening counter OC is 0, the process for updating the round or starting the ending is executed in step S1911.
[0381] Here, the process for updating the round or starting the ending will be described with reference to the flowchart in Fig. 40. In this process, first, in step S2401, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of the RAM 114. If a continuation flag is stored, in step S2402 the value of the round counter RC is decremented by 1, and the number of rounds in the opening / closing execution mode is updated.
[0382] In the next step S2403, it is determined whether the value of the round counter RC is 0. If the value of the round counter RC is not 0, that is, if there are remaining rounds of play, the process proceeds to step S2404, where the value of the timer counter T is set to 1000, which corresponds to the waiting period between rounds (2 seconds).
[0383] In this embodiment, the waiting period between rounds is set to the same length as the waiting period between each opening during a round. Therefore, when the variable winning device 32 is closed during the opening / closing execution mode, it is impossible or difficult for the player to determine whether this is due to the waiting period between rounds or the waiting period between each opening during a round. As a result, the boundaries between rounds are unclear or difficult to distinguish, which allows the player to more effectively predict which round the current round is during the opening / closing execution mode.
[0384] In this case, it is advisable to provide the same game effects in the waiting period between rounds and the waiting period between each opening (specifically, the display image such as the background image displayed on the display screen G may be the same, or the light emission mode of the light emitting unit 63 and the sound output from the speaker unit 64 may be the same). This makes it even more difficult to distinguish whether it is a waiting period between rounds or a waiting period between each opening during a round game.
[0385] In the next step S2405, a round update command is set as a command to be sent to the effect control device 82. By receiving the round update command, the effect control device 82 understands that the next round of play will begin. Next, in step S2406, the round flag stored in the various flag storage area 114e of the RAM 114 is erased, and then the round update or ending start processing is terminated.
[0386] If the determination in step S2403 is affirmative (the value of the round counter RC is "0"), the process proceeds to step S2407, where the ending start process is executed. In this start process, an ending waiting period is set for the ending of the opening / closing execution mode, during which the next game round is not started and the game waits. Specifically, the timer counter T is set to the waiting period information for the ending that is pre-stored in the ROM 113. Thereafter, in step S2408, an ending command is set, and the round update or ending start process is terminated.
[0387] If a negative judgment is made in step S2401 (the continuation flag is not stored), the process proceeds to step S2409, where the round counter RC is set to "0" to end the opening / closing execution mode. Then, the process proceeds to step S2407, where an ending start process and an ending command setting process (step S2408) are executed, and the round update or ending start process is terminated.
[0388] Returning to the explanation of the large prize opening / closing process (Fig. 36), if a negative judgment is made in step S1910 (if the value of the opening counter OC is not "0"), this means that there are remaining openings in the round game. In this case, the process proceeds to step S1912, where it is judged whether the value of the timer counter T is "0". This process judges whether the waiting period between each opening set in step S2211 (Fig. 39) has elapsed.
[0389] If the value of the timer counter T is "0" (if the waiting period between each release has elapsed), proceed to step S1905 to set the release period for the next release. On the other hand, if the value of the timer counter T is not "0" (if the waiting period between each release has not elapsed), the round update or ending start processing is terminated.
[0390] <Shutter drive processing> Next, the shutter driving process in step S1801 (FIG. 35) will be described with reference to the flowchart in FIG.
[0391] In the shutter drive process, first, in step S2501, it is determined whether the shutter 706 (FIG. 32) is open or not, i.e., whether the shutter 706 is located in the retracted position or not. If the shutter 706 is not open and the fall area 703a (FIG. 32) is closed, the process proceeds to step S2502, where it is determined whether the upper limit number of winning balls has been won in the variable winning device 32 in the final round (the 16th round). In this embodiment, the shutter 706 (fall area 703a) is opened when the game ball that becomes the upper limit number of winning balls in the final round passes either the winning sensor 509 or the winning sensor 702, and this step is for determining whether it is the timing to open the shutter 706.
[0392] When the maximum number of winnings occurs in the final round of play, the opening period of the shutter 706 is set in step S2503. Specifically, the value of the timer counter T2 provided in the various counter area 114d of the RAM 114 is set to "1000" (1 sec). As shown in FIG. 41(b), the opening period of the shutter 706 (the period from timing t1 to timing t2) is set to be shorter than the ending period (the period from timing t1 to timing t3).
[0393] In the following step S2504, the drive unit 707 is put into a driving state to open the shutter 706 (to displace the shutter 706 from the protruding position to the retracted position), and then the shutter driving process is completed.
[0394] If the determination in step S2501 above is affirmative (the shutter 706 is currently open), the process proceeds to step S2505, where it is determined whether the value of the timer counter T2 is 0. This process determines whether the period during which the shutter 706 is open set in step S2503 has elapsed.
[0395] If the value of the timer counter T2 is "0" (if the opening period of the shutter 706 has elapsed), in step S2506, the drive unit 707 is put into a non-driving state to close the shutter 706 (to move the shutter 706 from the retracted position to the protruding position). After step S2506 is executed or if a negative judgment is made in step S2505 (if the value of the timer counter T2 is not "0"), the shutter drive process ends.
[0396] <Transition process when closing / opening execution mode ends> Next, the transition process when the opening and closing execution mode ends will be described. Figure 42 (a) is a flowchart showing the transition process when the opening and closing execution mode ends, and (b) is a schematic diagram of the jackpot type table stored in the allocation table storage area 113b of the ROM 113.
[0397] The transition process at the end of the opening and closing execution mode shown in Figure 42(a) is executed in step S513 of the game state transition process (Figure 17), and is executed instead of the transition process at the end of the opening and closing execution mode in Figure 22. Note that in Figure 42(a), the same steps as those in Figure 22 are given the same step numbers, and their explanations are omitted or simplified.
[0398] In this transition process, first, in step S2601, it is determined whether any of the 16R jackpot flag A, 16R jackpot flag B, or 16R jackpot flag C is stored in the various flag storage area 114e of the RAM 114. These various jackpot flags are stored in step S410 of the fluctuation start process (FIG. 16).
[0399] In this embodiment, as shown in FIG. 42(b), four types of jackpots are set: 16R jackpot result A, 16R jackpot result B, 16R jackpot result C, and 5R jackpot result D. Of these, 16R jackpot result A to 16R jackpot result C correspond to variable jackpot results, while 5R jackpot result D corresponds to a normal jackpot result (non-variable jackpot result). 5R jackpot result D results in five rounds of play, but the opening and closing pattern of the variable winning device 32 in each round of play is not particularly limited. For example, the variable winning device 32 may be opened once in a round of play with an upper limit of 30 seconds. Alternatively, similar to 16R jackpot result A to 16R jackpot result C, a 1-second opening period (short-term opening mode) may be repeated multiple times in one round of play.
[0400] If it is determined in step S2601 that any one of the 16R jackpot flags A to C is stored, that is, if the executed opening / closing execution mode is the opening / closing execution mode corresponding to the probability variable jackpot result, the process proceeds to step S2602, where it is determined whether or not a fall flag is stored in the various flag storage area 114e of the RAM 114. The fall flag indicates that the gaming ball has passed through the fall area 703a (Fig. 32(b)), and is stored in step S1705 of the fall winning process (Fig. 34).
[0401] If the fall flag is not stored (if the gaming ball has not passed through the fall area 703a), the process proceeds to step S902, where a high probability mode flag is set in the various flag storage area 114e. This causes the lottery mode to transition to the high probability mode. In the following step S903, a high frequency support mode flag is set in the various flag storage area 114e. This causes the support mode to transition to the high frequency support mode.
[0402] If it is determined in step S2602 that the fall flag is stored (if the gaming ball has passed through the fall area 703a), the process proceeds to step S904, where the fall flag stored in the various flag storage area 114e is erased and a high frequency support mode flag is set in the various flag storage area 114e. Next, in step S905, the game count counter GC is set to "100", and then the transition process at the end of the open / close execution mode is terminated. In other words, if the fall flag is stored (if the gaming ball has passed through the fall area 703a during the open / close execution mode), the lottery mode will not transition to the high probability mode even if a probability variable jackpot is won.
[0403] Also, if a negative judgment is made in the above step S2601 (if none of the 16R jackpot flags A to C is stored), the processing of the above steps S904 and S905 is executed, and then the transition processing at the end of the opening and closing execution mode is terminated.
[0404] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIG. 32 and FIGS.
[0405] As already explained, in this embodiment, unless a V win occurs in the ongoing round game, the next round game will not be executed, and if the round game ends without a V win occurring, the open / close execution mode will end at that point (see Figures 38 and 39). Note that if a V win occurs during a round game, the round game will not end midway as in the first embodiment, but will continue until one of the following conditions is met: the number of wins in the variable winning device 32 reaches the upper limit number of wins, or the opening period of the variable winning device 32 reaches the upper limit opening period.
[0406] 32, a drop winning sensor 703 is provided in the variable winning device 32. When a gaming ball passes through the drop winning sensor 703 during the opening and closing execution mode (when a drop winning occurs), even if the opening and closing execution mode corresponds to a variable probability jackpot result, the lottery mode does not transition to the high probability mode after the opening and closing execution mode ends, but is configured to be the low probability mode.
[0407] Furthermore, within the large prize opening 32a of the variable prize-winning device 32, there is provided a right entrance 504 where either a V prize or a drop prize can occur, and a left entrance 505 where a drop prize cannot occur, but a V prize cannot also occur. A shutter 706 is provided upstream of the drop prize sensor 703 in the right entrance 504, which distributes game balls that have entered the right entrance 504 to the V prize sensor 705 side and the drop prize sensor 703 side. The shutter 706 is controlled and driven by the main control device 81 so that it shifts to the drop prize sensor 703 distribution side at the timing of the maximum number of prizes won in the final round of play.
[0408] Here, in this embodiment, as shown in Fig. 45, when the shutter 706 is opened, the passing ball A of the winning sensor 702 (first area) that triggered the opening passes through the falling area 703a (second area). That is, the passage length (distance) L between the first area and the shutter 706 is set so that the period required for the passing ball A to pass through the first area and reach the shutter 706 or the second area is longer than the period required for the passing ball A to pass through the first area and for the shutter 706 to switch to the retracted position.
[0409] With the above configuration, from the start of the open / close execution mode until the winning just before the maximum number of winnings in the final round of play, game balls are allowed to continue to enter the right entrance 504, causing a V winning in each round of play, thereby allowing the round of play to continue, while for the winning of the maximum number of winnings in the final round of play, game balls are allowed to enter the left entrance 505 to avoid a falling winning, thereby maximizing the total number of winning balls that can be won in the open / close execution mode and making it possible to transition to the high probability mode after the open / close execution mode ends.
[0410] Furthermore, a guide passage section 401 is provided upstream of the variable winning device 32, which guides gaming balls shot with a strength less than a predetermined amount to the left entrance section 505 and guides gaming balls shot with a strength equal to or greater than the predetermined amount to the right entrance section 504 (see FIG. 5). In other words, the player can choose whether to have the gaming ball enter the right entrance section 504 or the left entrance section 505 at his / her discretion. Therefore, the ideal operation mode for the player is to perform the shooting operation of the gaming ball so that the above-mentioned winning switch between the entrance sections 504 and 505 is realized.
[0411] Under such a configuration, in this embodiment, it is impossible or difficult for a player to determine which round of round game is being executed in the open / close execution mode. Specifically, there are provided round games in which the variable winning device 32 is opened multiple times and round games in which the variable winning device 32 is opened once (see FIG. 38), and the number of times the variable winning device 32 is opened in each round game is varied. As a result, even if a player counts the number of times the variable winning device 32 is opened, it is impossible or difficult for the player to determine which round of round game is being executed.
[0412] Furthermore, in this embodiment, no notification (such as a display or audio output) is given that allows the player to recognize which round of the game it is, and the number of the round is not clearly indicated. As a result, the player cannot obtain information about which round it is from the notification, making it even more difficult for him or her to determine which round it is.
[0413] Furthermore, in this embodiment, the opening of the variable winning device 32 is repeated for one second during the opening / closing execution mode, and the opening manner of the variable winning device 32 is common for each opening. Therefore, it is impossible or difficult to determine which round the player is in from the behavior of the variable winning device 32, making it even more difficult to know which round the player is in.
[0414] For these reasons, the player has no choice but to predict which round of round play is being played in the open / close execution mode, in other words, at what timing the shutter 706 will be opened, and based on the result of that prediction, he or she will play by targeting either the right entrance 504 or the left entrance 505.
[0415] Next, the relationship between the player's firing operation mode and the game result will be described with reference to Figures 43 to 45. Here, as shown in Figure 43(a), the operation of firing a gaming ball with enough strength to make the gaming ball enter the left entrance 505 is referred to as a first operation, and the operation of firing a gaming ball with enough strength to make the gaming ball enter the right entrance 504 is referred to as a second operation. Also, the numbers in square brackets in Figure 44 indicate the number of wins in the variable winning device 32 since the start of the opening and closing execution mode (the number of wins in the variable winning device 32 counting from the start of the opening and closing execution mode).
[0416] When the opening / closing execution mode corresponding to the 16R jackpot result A is executed, the upper limit number of winning balls for the variable winning device 32 is set to eight in all rounds of play in that mode (see FIG. 38(a)). As described above, the shutter 706 that opens and closes the fall winning sensor 703 (fall area 703a) opens when the upper limit number of winning balls is won in the final round of play, so it opens when the 128th winning ball (8 balls x 16 rounds) occurs counting from the start of the opening / closing execution mode. In this case, as shown in FIG. 43(b), by performing the second operation until the 127th winning ball and then performing the first operation when the 128th winning ball is won, the opening / closing execution mode can be completed, winning a total of 1920 winning balls (128 balls x 15 winning balls), and transitioning to the high probability mode after the opening / closing execution mode.
[0417] On the other hand, when the opening and closing execution mode corresponding to the 16R jackpot result C is executed, in this mode, the upper limit number of winning balls is set to 8 in the first through fifth rounds of play, and the upper limit number of winning balls is set to 1 in the remaining rounds of play. In this case, the shutter 706 opens when the 51st winning ball (8 balls x 5 rounds + 1 ball x 11 rounds) occurs, counting from the start of the opening and closing execution mode. In this case, by performing the second operation until the 50th winning ball and then performing the first operation when the 51st winning ball occurs, the opening and closing execution mode can be completed, a total of 765 winning balls (51 balls x 15 winning balls) can be acquired, and the player can transition to the high probability mode after the opening and closing execution mode.
[0418] Here, the opening timing of the shutter 706 when the opening and closing execution mode corresponding to the 16R jackpot result C is executed comes earlier from the start of the opening and closing execution mode than when the opening and closing execution mode corresponding to the 16R jackpot result A is executed. Assuming that one game ball enters the variable winning device 32 for each opening of the variable winning device 32, as shown in Figure 44, the opening timing (timing t1) of the shutter 706 in the opening and closing execution mode corresponding to the 16R jackpot result C corresponds to the timing of the third winning in the seventh round of round play when converted into the opening and closing execution mode corresponding to the 16R jackpot result A.
[0419] For example, suppose that the opening and closing execution mode corresponding to the 16R jackpot result C is actually being executed, but the player assumes that the 16R jackpot result is A and predicts that the timing t1 will be around the 7th round. In this case, if the player continues the second operation from the start of the opening and closing execution mode until timing t1, the shutter 706 will open at that timing, causing the game ball that entered the right entrance 504 to pass through the falling area 703a. As a result, as shown in Figure 43(c), although the player can complete the opening and closing execution mode and win a total of 765 prize balls, the lottery mode will not transition to the high probability mode after the opening and closing execution mode, and the game will be played in the low probability mode.
[0420] Also, when the open / close execution mode of 16R jackpot result C is actually being executed and the player is expecting the open / close execution mode of 16R jackpot result B, or when the open / close execution mode of 16R jackpot result B is actually being executed and the player is expecting the open / close execution mode of 16R jackpot result A, the actual round (actual shutter opening timing) and the player's predicted round (predicted shutter opening timing) will diverge, and the game ball that entered the right entrance 504 will pass through the falling area 703a. Although a detailed explanation will be omitted, the open / close execution mode may crash midway depending on the player's prediction, resulting in a decrease in the total number of winning balls obtained in the open / close execution mode.
[0421] In this way, by changing the operation of firing game balls during the opening and closing execution mode, it is possible to change whether or not to transition to the high probability mode after the opening and closing execution mode, and to change the total number of winning balls during the opening and closing execution mode, so that the player can predict which round the round game is currently in progress and enjoy choosing how long to continue the second operation, realizing a gameplay similar to a chicken race. This effectively prevents the game during the opening and closing execution mode from becoming monotonous, and makes it possible to greatly increase the excitement of the game during that mode.
[0422] According to the present embodiment described above in detail, the following excellent effects can be achieved.
[0423] The game machine is configured with a falling area 703a, and when a gaming ball passes through this area 703a, the lottery mode changes to a low probability mode. In this case, since passing the gaming ball through the falling area 703a is disadvantageous to the player, the player can enjoy the game by preventing the gaming ball from passing through the falling area 703a. Furthermore, since the game can be played in such a way that the game ball's behavior can cause it to transition to a falling state or be avoided, this configuration is easier for players to understand than a configuration using internal processing such as a falling lottery, and it also enhances the inherent appeal of the gaming machine, which is the enjoyment of watching the behavior of the gaming ball. This increases the interest in the game and makes it possible to attract more attention to the game.
[0424] The device is provided with a shutter 706 that can be switched between an open state that allows the game ball to pass through the falling area 703a and a closed state that does not allow the game ball to pass through the falling area 703a, and the switching control for switching the shutter 706 from the closed state to the open state is executed during the opening / closing execution mode.
[0425] For example, if gaming balls were always able to pass through the falling area 703a, the player might hesitate to let the gaming ball enter the variable winning device 32, which would undermine the original gameplay of the opening and closing execution mode, in which a winning ball is obtained by winning the variable winning device 32. In this regard, in this embodiment, a shutter 706 that opens and closes the falling area 703a is provided, so that even if a gaming ball enters the variable winning device 32, a period is ensured during which the gaming ball does not pass through the falling area 703a. This makes it possible to prevent the gaming ball from passing through the falling area 703a by balancing the period of time during which the opening and closing state is maintained or the timing of the period, while still allowing the variable winning device 32 to win. In other words, it is possible to provide a game in which the aim is to prevent the gaming ball from passing through the falling area 703a, while preventing the original gameplay of the opening and closing execution mode from being undermined.
[0426] The system is configured to include a first game in which the opening timing of the shutter 706 (fall area 703a) is a first timing, and a second game in which the opening timing is a second timing different from the first timing.
[0427] For example, if the timing of the shutter 706's opening were fixed, the player would be able to predict that timing, and would only need to pay attention to that timing, which could diminish the excitement of providing the falling area 703a. In this regard, in this embodiment, games with different opening timings for the shutter 706 are provided, and the opening timings are diversified. This makes it difficult for the player to determine the opening timing of the shutter 706, and can effectively arouse the excitement of wondering at what timing the falling area 703a will open. This effectively utilizes the effect of the falling area 703a, making it possible to increase the excitement of the game.
[0428] In this case, in this embodiment, the first game and the second game are configured as an opening and closing execution mode. As already mentioned, the element of the game ball falling when it passes through the falling area 703a during the opening and closing execution mode adds a sense of tension not found in a general opening and closing execution mode. Even so, the timing of the opening of the shutter 706 (falling area 703a) is unknown or difficult to understand, which adds an intense sense of excitement to the opening and closing execution mode. This makes the opening and closing execution mode much more exciting than a game that simply goes through the opening and closing execution mode, and it is possible to suitably increase the enjoyment of the game.
[0429] A falling area 703a and a bonus area (detection area of the V winning sensor 705) are arranged downstream of the right entrance 504, and a gaming ball that enters the right entrance 504 is distributed to each of the above areas by a shutter 706. With this configuration, since it is essential to get the gaming ball to enter the right entrance 504 in order to win a bonus, a player is prevented from continuously avoiding the right entrance 504 when shooting the gaming ball. Therefore, the significance of the falling area 703a can be effectively utilized.
[0430] In this case, the bonus continues for the next round, and unless the game ball passes through the bonus area, the next round of play is not executed, and the open / close execution mode game is not executed satisfactorily. This effectively encourages the game ball to enter the right entrance 504, and it is possible to provide an opportunity to enjoy the thrill of whether the game ball will pass through the falling area 703a. In addition, it is possible to prevent the occurrence of an eternal consecutive win (a state in which the game ball never passes through the falling area 703a by continuing to enter the left entrance 505, and the high probability mode is perpetually maintained).
[0431] The shutter 706 (fall area 703a) is not switched to the open state in each round of play during the open / close execution mode, but is switched to the open state at a predetermined round (the 16th round). In this case, it is possible to provide a game in which the player can predict the round when the shutter 706 will be switched to the open state and enjoy the game by aiming to prevent the game ball from passing through the fall area 703a.
[0432] In this case, the number of times the variable winning device 32 is opened per round is diversified, so that it is impossible or difficult to determine which round of round game is being played from the behavior of the variable winning device 32. In this case, it is impossible or difficult to predict the timing of the round that switches to the open state, so it is possible to suitably arouse the thrill of wondering whether the game ball will pass through the falling area 703a.
[0433] When the shutter 706 is opened, the ball A passing through the winning sensor 702 (first area) that triggered the opening can pass through the falling area 703a (second area).
[0434] Because the falling area 703a is an area that is disadvantageous to the player, it is conceivable that a player may, after seeing that the gaming ball has passed the winning sensor 702, adjust the launch mode of the gaming ball so that it does not pass through the falling area 703a. If such cheating behavior becomes widespread, there is a risk that the fairness of the game between players will be compromised. In this regard, in this embodiment, since the passing ball A that triggers the switch to the open state itself passes through the falling area 703a, it is too late to try to take action after seeing that the gaming ball has passed the winning sensor 702, and therefore such cheating behavior can be suitably suppressed. This ensures the fairness of the game, thereby stimulating players' desire to play and making it possible to increase attention to the game.
[0435] In this case, the system is configured to restrict game balls from passing through the falling area 703a without passing through the winning sensor 702. In this case, it is possible to prevent unexpected game balls from flowing into the falling area 703a. This prevents disturbances from occurring and ensures fairness in the game. In addition, it is possible to limit the flow of game balls that should be considered when designing a gaming machine, which also makes it possible to reduce the burden on the design team.
[0436] <Fourth embodiment> In this embodiment, the configuration of the variable winning device 32 is different from each of the above-mentioned embodiments. This embodiment will be described with reference to Figures 46 to 57. In these figures, the same components as those in the above-mentioned embodiments are given the same reference numerals, and their description will be omitted.
[0437] FIG. 46 is a diagram showing the passage structure of the variable winning device 32 according to this embodiment, and FIG. 47 is a front view of the variable winning device 32 when it is in a closed state.
[0438] As shown in FIG. 46, a first passage portion 801 extending in the vertical direction is provided behind the right entrance portion 504. The first passage portion 801 communicates with the passage portion 502 (FIG. 7(a)), and guides downward gaming balls that enter the right entrance portion 504 among gaming balls that flow into the special prize opening 32a (FIG. 6(b)). A winning sensor 802 that detects gaming balls that enter the right entrance portion 504 is disposed midway along the first passage portion 801. The winning sensor 802, like the winning sensor 509 according to the first embodiment, only detects whether or not a gaming ball has entered the special prize opening 32a.
[0439] A high-probability V winning sensor 803 is disposed downstream of the winning sensor 802 in the first passage section 801. As will be described in detail later, in this embodiment, the lottery mode transitions to the high-probability mode based on the game ball that has entered the large winning port 32a passing through the high-probability V winning sensor 803. In other words, the high-probability V winning sensor 803 or its location area is a specific area that triggers a transition to the high-probability mode. Note that, hereinafter, the location area of the high-probability V winning sensor 803 or its detection area may be referred to as the high-probability V area 803a.
[0440] In the first passage section 801, a second passage section 804 branching off from the first passage section 801 is provided in the middle between the winning sensor 802 and the high probability V winning sensor 803. A discharge sensor 805 is disposed in the middle of the second passage section 804. The discharge sensor 805 is for detecting that a gaming ball that has entered the right entrance section 504 has been discharged to the outside of the variable winning device 32.
[0441] In the first passage section 801, a third passage section 806 is provided downstream of the high probability V winning sensor 803, which merges the first passage section 801 with the left vertical passage section 508. The third passage section 806 is inclined downward toward the left vertical passage section 508, and guides the gaming ball that has passed the high probability V winning sensor 803 to the left vertical passage section 508.
[0442] A continuous V entry sensor 807 is disposed downstream of the junction with the third passage 806 in the left vertical passage 508. The continuous V entry sensor 807 plays the same role as the V entry sensor 705 in the third embodiment. That is, in this embodiment, too, the next round of play is executed on the condition that a game ball passes the continuous V entry sensor 807 during the execution of one round of play. Hereinafter, to distinguish between the passage of a game ball through the high probability V entry sensor 803 and the passage of a game ball through the continuous V entry sensor 807, the former may be referred to as a high probability V entry and the latter as a continuous V entry. The continuous V entry sensor 807 does not play the role of detecting whether a game ball has entered the large prize opening 32a, but only detects the occurrence of a continuous V entry. In addition, like the discharge sensor 805, the continuous V winning sensor 807 also serves the role of detecting when a game ball that has entered the left entrance portion 505 or the right entrance portion 504 has been discharged outside the variable winning device 32.
[0443] The winning sensor 802, high probability V winning sensor 803, discharge sensor 805, and continuous V winning sensor 807 are electrically connected to the main control device 81, and when a gaming ball passes through the detection area of each of the sensors 802, 803, 805, and 807, predetermined detection information (detection signal) is input to the main control device 81. Based on this detection information, the main control device 81 determines whether or not the gaming ball has passed through each of the sensors 802, 803, 805, and 807. When the main control device 81 detects that a gaming ball has passed through the winning sensor 802, prize balls are paid out, but even if it detects that a gaming ball has passed through the high probability V winning sensor 803, discharge sensor 805, and continuous V winning sensor 807, prize balls are not paid out.
[0444] The width of each of the first passage section 801, the second passage section 804, and the third passage section 806 is larger than the diameter of the gaming ball and smaller than twice the diameter of the gaming ball, and each of these passage sections 801, 804, 806 is a single ball passage. In addition, the gaming ball that has passed the discharge sensor 805 or the continuous V winning sensor 807 is led to the discharge passage panel 88 (Figure 3) and discharged to the outside of the pachinko machine 10.
[0445] A shutter 808 is disposed above the high-probability V winning sensor 803 so as to cover the high-probability V winning sensor 803 from above. The shutter 808 is held in a state in which it can slide in the passage width direction (more specifically, the front-to-rear direction) of the first passage section 801. In other words, the shutter 808 can be displaced between a protruding position (advance position) in which it protrudes into the first passage section 801, and a retracted position (retracted position) in which it retracts rearward from the protruding position and the amount of protrusion into the first passage section 801 is reduced.
[0446] As shown in Figure 46(a), when the shutter 808 is positioned in the protruding position, the shutter 808 blocks the flow path to the high-probability V area 803a. This closes the high-probability V area 803a, and a gaming ball that has entered the right-side entrance 504 cannot pass through the high-probability V winning sensor 803. The gaming ball, whose flow into the high-probability V area 803a is restricted by the shutter 808, comes into contact with the upper surface 808a of the shutter 808, where it is guided to the second passage 804 and passes through the discharge sensor 805.
[0447] The upper surface 808a of the shutter 808 is an inclined surface that slopes downward toward the second passage portion 804, thereby enabling good guidance of game balls into the second passage portion 804. The height position of the shutter 808 is set to a height position that does not obstruct the flow of game balls into the second passage portion 804 when the shutter 808 is placed in the protruding position, more specifically, a height position that does not form a step between the upper surface portion 808a and the second passage portion 804 that can catch game balls. In this embodiment, the upper surface portion 808a is inclined at approximately the same inclination angle as the second passage portion 804, and is set to a height position at which a substantially linear ball passage is formed by the upper surface portion 706a and the branch passage portion 704.
[0448] As shown in Figure 46 (b), when the shutter 808 is placed in the retracted position, the shutter 808 retracts from above the high probability V area 803a, opening the area 803a upward. This opens the high probability V area 803a, allowing the gaming ball that has entered the right entrance 504 to pass through the high probability V winning sensor 803. Furthermore, the gaming ball that has passed through the high probability V winning sensor 803 flows down the third passage 806 to the left vertical passage 508, and also passes through the continuous V winning sensor 807.
[0449] In this embodiment, when the high probability V area 803a is in a closed state, the game ball cannot pass through the high probability V winning sensor 803, but it may be possible to pass through in a range that is more difficult to pass through than in the open state. In short, it is only necessary that the ease of passing through the high probability V winning sensor 803 differs between the open state and the closed state, and the degree of closing or opening is arbitrary.
[0450] The front area of the above-mentioned passage structure is a light-transmitting area, and the gaming balls flowing through the passage structure can be seen from the front of the pachinko machine 10. Note that the entire passage structure does not necessarily need to be visible, and it is sufficient if at least the shutter 808 (the distribution status of the gaming balls), the high probability V winning sensor 803 (whether the gaming ball has passed through the detection area of the high probability V winning sensor 803), and the continuous V winning sensor 807 (whether the gaming ball has passed through the detection area of the continuous V winning sensor 807) are visible.
[0451] The variable winning device 32 is provided with a shutter drive unit 809 that drives the shutter 808. The drive unit 809 has a solenoid as a drive source and a link mechanism as a drive force transmission means that transmits the drive force of the solenoid to the shutter 808. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 808 retreats from the protruding position to the retracted position, and the high probability V area 803a switches from a closed state to an open state. When the output of the drive signal from the main control device 81 stops, the shutter 808 advances from the retracted position to the protruding position due to the biasing force of the biasing means (spring, etc.), and the high probability V area 803a switches from an open state to a closed state.
[0452] 47, a first display section 811 displaying the letter "A" and a second display section 812 displaying the letter "B" are provided on the front of the game board 24a near the variable winning device 32. The first display section 811 is disposed above the left entrance section 505, and the second display section 812 is disposed above the right entrance section 504, and are provided to indicate to the player the flow path through which the game ball enters the left entrance section 505 as route A, and the flow path through which the game ball enters the right entrance section 504 as route B.
[0453] Next, the operation mode of the shutter 808 (opening and closing mode of the high probability V area 803a) will be described with reference to Fig. 48. Fig. 48(a) is an explanatory diagram of the jackpot type table according to this embodiment, (b) is an explanatory diagram of the shutter allocation table, and (c) is an explanatory diagram of the opening and closing mode of the high probability V area 803a.
[0454] In this embodiment, as shown in Figure 48 (a), four types of jackpot types are provided, 16R jackpot result A to 16R jackpot result D, and the operation mode of the shutter 808 is set to correspond to each of these jackpot types. The operation mode of the shutter 808 corresponding to each jackpot type is specified in the shutter allocation table stored in the allocation table storage area 113b of the ROM 113.
[0455] As shown in Figure 48 (b), in the shutter distribution table, the operation mode of the shutter 808 in the round play of the 5th round, the 10th round, and the 16th round is determined corresponding to each jackpot type. There are two types of operation modes of the shutter 808: a low distribution mode in which the game ball that entered the right entrance 504 cannot be distributed to the high probability V winning sensor 803 side, or is more likely to be distributed to the second passage 804 side than to the high probability V winning sensor 803 side, and a high distribution mode in which the game ball that entered the right entrance 504 can be distributed to the high probability V winning sensor 803 side, or is more likely to be distributed to the high probability V winning sensor 803 side than to the second passage 804 side.
[0456] In the shutter allocation table, which of the modes the shutter 808 will operate in for each of the above rounds is determined for each jackpot type. Specifically, for a 16R jackpot result A, the shutter 808 is set to operate in the high allocation mode in the 10th round and in the low allocation mode in the 5th and 16th rounds. For a 16R jackpot result B, the shutter 808 is set to operate in the high allocation mode in the 5th round and in the low allocation mode in the 10th and 16th rounds. For a 16R jackpot result C, the shutter 808 is set to operate in the high allocation mode in the 16th round and in the low allocation mode in the 5th and 10th rounds. Also, for a 16R jackpot result D, the shutter 808 is set to operate in the low allocation mode in the 5th, 10th, and 16th rounds. Note that for any of the 16R jackpot results A to D, the shutter 808 does not operate and the high probability V region 803a is closed in rounds other than those described above.
[0457] Here, the low allocation mode and the high allocation mode will be explained with reference to Figure 48 (c). First, the low allocation mode will be explained. In the low allocation mode, the opening operation of the shutter 808 (displacement from the protruding position to the retracted position) is executed only once in a round game. Specifically, it is as follows.
[0458] As shown in FIG. 48(c-1), at the start timing (timing t1) of a round game, the shutter 808 is located in the protruding position (the position where the high probability V area 803a is closed). Then, at timing t2 when the first winning occurs in the variable winning device 32, the shutter 808 is displaced to the retreat position (the position where the high probability V area 803a is open), and after a predetermined short period (for example, 0.01 sec) has elapsed, the shutter 808 returns to the protruding position. In this case, since the opening period of the shutter 808 is short, the gaming ball that entered the right entrance portion 504 is diverted by the shutter 808 to the second passage portion 804 side and passes through the discharge sensor 805.
[0459] Next, the high distribution mode will be explained. In the high distribution mode, the shutter 808 opens twice during a round of play. The first opening operation is the same as the opening operation in the low distribution mode, so its explanation will be omitted. As shown in FIG. 48(c-2), when a second winning occurs in the variable winning device 32 at timing t3, the shutter 808 moves to the retracted position as the second opening operation. After that, at timing t4, after a predetermined period (for example, 1 second) has elapsed, the shutter 808 returns to the protruding position. In this case, since the opening period of the shutter 808 is longer than in the low distribution mode, the gaming ball that enters the right entrance 504 is distributed to the high probability V winning sensor 803 side and passes through the high probability V winning sensor 803.
[0460] In this embodiment, similarly to the third embodiment, the distance between winning sensor 802 and shutter 808 is set so that the period required for the gaming ball to pass through the detection area of winning sensor 802 and reach the placement area of shutter 808 is longer than the period required for the gaming ball to pass through the detection area and for shutter 808 to be displaced to the retracted position. Also, the opening period of shutter 808 in the second opening operation is set longer than the period required for the gaming ball that has passed winning sensor 802 to reach high-probability V winning sensor 803. Therefore, when the second opening operation is performed, the winning ball that triggered the opening of shutter 808 will pass high-probability V winning sensor 803.
[0461] <Normal processing> Next, normal processing executed by the MPU 112 of the main control device 81 will be described with reference to Figure 49. This processing is executed in place of the normal processing in Figure 14. Note that in Figure 49, the same step numbers are used for the same processes as in Figure 14, and their descriptions will be omitted or simplified.
[0462] After the electric support process is executed in step S205, step S3001 executes V distribution process for controlling the driving of the shutter 808. Here, the V distribution process will be described with reference to the flowchart of FIG.
[0463] In the V allocation process, first, in step S3101, it is determined whether the shutter 808 is open, that is, whether the shutter 808 is positioned in the retracted position. If the shutter 808 is not open and the high probability V area 803a is closed, the process proceeds to step S3102, where it is determined whether the value of the shutter opening counter SC provided in the various counter area 114d of RAM 114 is "1". The opening counter SC is used to count the number of times the shutter 808 is opened.
[0464] If the value of the opening counter SC is not "1", the process proceeds to step S3103, where it is determined whether or not it is the first opening timing of the shutter 808. As already explained, this first opening timing corresponds to the timing when the first winning occurs in the variable winning device 32 in the fifth, tenth, and sixteenth rounds of the round game.
[0465] If it is the first opening timing, proceed to step S3104, and refer to the shutter allocation table (FIG. 48(b)) stored in the allocation table memory area 113b of ROM 113 to determine whether the operation mode of the shutter 808 in this round of play is a high allocation mode. If it is a high allocation mode, set the value of the opening counter SC to "2" in step S3106, and if it is not a high allocation mode, i.e., if it is a low allocation mode, set the value of the opening counter SC to "1" in step S3107.
[0466] After step S3106 or step S3107 is executed, in step S3108, the opening period of the shutter 808 for the first opening is set. Specifically, the value of the timer counter T2 provided in the various counter area 114d of the RAM 114 is set to "50" (0.1 sec). In the following step S3109, the drive unit 809 is set to a driving state to open the shutter 808.
[0467] If the determination in step S3102 is affirmative (the value of the opening counter SC is "1"), the process proceeds to step S3110, where it is determined whether or not it is the second opening timing of the shutter 808. As already explained, this second opening timing corresponds to the timing when the second winning occurs in the variable winning device 32 in the round game of the round set to the high allocation mode.
[0468] If it is the second opening timing, the process proceeds to step S3111, where the value of the timer counter T2 is set to "500" (1 sec) to set the opening period for the second opening. Thereafter, the process proceeds to step S3109, where processing is performed to open the shutter 808. After executing step S3109, if a negative judgment is made in step S3103 (if it is not the first opening timing) or if a negative judgment is made in step S3110 (if it is not the second opening timing), the V distribution processing ends.
[0469] If the determination in step S3101 above is affirmative (the shutter 808 is open), the process proceeds to step S3112, where it is determined whether the value of the timer counter T2 is 0. This process determines whether the open period of the shutter 808 set in step S3108 or step S3111 has elapsed.
[0470] If the value of the timer counter T2 is "0" (if the opening period of the shutter 808 has elapsed), then in step S3113, the drive unit 809 is put into a non-driving state to close the shutter 808. In the following step S3114, the value of the opening counter SC is decremented by 1, and the number of times the shutter 808 has been opened is updated. After step S3114 is executed or if a negative judgment is made in step S3112 (if the value of the timer counter T2 is not "0"), the V allocation process ends.
[0471] Returning to the explanation of the normal processing (FIG. 49), after the V distribution processing in step S3001 is executed, the process proceeds to step S206, where a game ball launch control processing for controlling the launch of game balls is executed.
[0472] <Big prize opening and closing process> Next, the special prize opening process in step S510 (Fig. 17) will be described with reference to the flowchart in Fig. 51. This process is executed in place of the special prize opening / closing process in Fig. 18. Note that in Fig. 51, the same step numbers are used for the same processes as in Fig. 18, and their explanations will be omitted or simplified.
[0473] If it is determined in step S603 that the value of the timer counter T is "0", setting processing for each round is executed in step S3201. This processing is similar to the processing in Fig. 20 according to the first embodiment, and therefore will be described with reference to Fig. 20.
[0474] In the setting process for each round, first, in step S801, it is determined whether the value of the round counter RC is 16. If the value of the round counter RC is not 16, in step S802, the continuation flag stored in the various flags storage area 114e of the RAM 114 is erased.
[0475] After step S802 is executed or if a positive determination is made in step S801 (if the value of the round counter RC is "16"), the opening period of the variable winning device 32 in the round game to be set is set in step S803. Specifically, the value of the timer counter T is set to "15000", which corresponds to the upper limit opening period (30 seconds) for one round.
[0476] In the next step S804, the jackpot type corresponding to the opening / closing execution mode to be executed or being executed is determined based on the jackpot type flag stored in the various flag storage area 114e of the RAM 114. Also, in this step, it is determined which round of round game the target of setting (the round game to be started from now) is, based on the value of the round counter RC. In the next step S805, the upper limit number allocation table stored in the allocation table storage area 113b of the ROM 113 is referenced, and the upper limit number of winnings to the variable winning device 32 in the target round game is set.
[0477] Here, the upper limit number allocation table according to this embodiment will be described with reference to FIG. 52. In this embodiment, the upper limit number of winning medals for each round game is common for 16 jackpot results A to 16R jackpot results C. Specifically, for all of 16 jackpot results A to 16R jackpot results C, the upper limit number of winning medals for the 5th, 10th, and 16th rounds is 2, and for the other rounds it is 8. In the open / close execution mode corresponding to 16R jackpot result D, the upper limit number of winning medals for all round games is common, and is 5 for each round. Note that the specific upper limit number of winning medals shown in FIG. 52 is merely an example, and is not limited to these numbers.
[0478] Returning to the setting process for each round (FIG. 20), in step S805, the corresponding upper limit number of winning prizes is derived based on the results of determining the jackpot type and the round number of the round game to be set in step S804 and the upper limit number allocation table. In the following step S806, a value corresponding to the derived upper limit number of winning prizes is set as the value of the winning counter PC provided in the various counter area 114d of the RAM 114. After step S806 is executed, the setting process for each round is terminated.
[0479] Returning to the explanation of the special prize opening / closing process (FIG. 51), after the setting process for each round is executed in step S3201, the special prize opening process is executed in step S605.
[0480] If a positive judgment is made in step S602 during the large prize opening / closing process (if the value of timer counter T is "0"), then in step S3202, it is determined whether or not a prize has been won in variable prize winning device 32 based on the detection state of prize winning sensor 509 or prize winning sensor 802 (the reading results of the various sensors in step S101 of FIG. 13). If a prize has been won in variable prize winning device 32, the process proceeds to step S3203, where the value of prize winning counter PC is decremented by 1. After step S3203 is executed, or if a negative judgment is made in step S3202 (if no prize has been won in variable prize winning device 32), the process proceeds to step S3204, where it is determined whether or not a continuous V prize winning flag is stored in various flags storage area 114e of RAM 114.
[0481] Here, the V prize processing in step S106 in the timer interrupt processing (FIG. 13) will be described with reference to the flowchart in Fig. 53. This processing is executed in place of the V prize processing in Fig. 19.
[0482] The processing of steps S3301 to S3306 is for determining that the gaming ball has passed through the continuous V winning sensor 807 (occurrence of continuous V winning), and is the same as steps S701 to S706 in Fig. 19, except that "V winning" is changed to "continuous V winning." Note that the continuous V winning flag in step S3305 is a flag indicating that continuous V winning has occurred, and the continuous V winning command in step S3306 is a command for notifying the performance control device 82 that continuous V winning has occurred.
[0483] After execution of step S3304 or step S3306, in step S3307, it is determined whether or not a high-probability V winning flag is stored in the various flag storage area 114e of RAM 114. The high-probability V winning flag is a flag that indicates that the gaming ball has passed through the high-probability V winning sensor 803 (the occurrence of a high-probability V winning). If the high-probability V winning flag is not stored, the process proceeds to step S3308, and it is determined whether or not a high-probability V winning has occurred (whether or not the gaming ball has passed through the detection area of the high-probability V winning sensor 803) based on the detection state of the high-probability V winning sensor 803 (the reading results of the various sensors in step S101).
[0484] If it is determined that a high probability V win has occurred, in step S3309, it is determined whether or not the high probability V win is within its valid period. The valid period is a predetermined period that is determined in advance to anticipate the period during which a high probability V win can occur normally, and for example, the period during which the shutter 808 is in an open state is set as the valid period. If it is determined that the valid period is not within the valid period, the process proceeds to step S3310, an error command is set as an abnormality has occurred, and then the V win processing is terminated.
[0485] On the other hand, if it is determined that the valid period is in progress, the process proceeds to step S3311, and a high-probability V winning flag is stored in the various flag storage area 114e of RAM 114. In the following step S3312, a high-probability V winning command is set as the target for transmission to the performance control device 82. The high-probability V winning command is a command for notifying the performance control device 82 that a high-probability V winning has occurred. After step S3312 is executed, if a positive judgment is made in step S3307 (if the high-probability V winning flag is stored) or a negative judgment is made in step S3308 (if a high-probability V winning has not occurred), the V winning processing is terminated.
[0486] Returning to the explanation of the large prize opening / closing process (FIG. 51), if it is determined in step S3204 that the continuation V prize flag is stored, the process proceeds to step S3205. In step S3205, the continuation V prize flag stored in the various flag storage area 114e of RAM 114 is erased, and a continuation flag is set in the various flag storage area 114e. The continuation flag is a flag indicating that the next round of play should be executed, in other words, that the open / close execution mode should be continued even after the ongoing round of play has ended.
[0487] After step S3205 is executed or if a negative judgment is made in step S3204 (the continuation V winning flag is not stored), in step S613, it is judged whether the value of the winning counter PC is "0." In this embodiment, after the continuation flag is stored in step S3205, the processing of step S613 is executed without executing the processing of setting the value of the winning counter PC to "0" (the processing of step S612 in FIG. 18). That is, as in the third embodiment, when a V winning occurs during a round game, if the number of winnings in the variable winning device 32 at that time is less than the upper limit number of winnings, the round game is not ended, and the round game is continued until the number of winnings reaches the upper limit number of winnings or until the opening period of the variable winning device 32 reaches the upper limit opening period.
[0488] <Transition process when closing / opening execution mode ends> Next, the transition process at the end of the open / close execution mode will be described with reference to the flowchart in Fig. 54. This process is executed in place of the transition process at the end of the open / close execution mode in Fig. 22. Note that in Fig. 54, the same steps as those in Fig. 22 are given the same step numbers, and their explanations will be omitted or simplified.
[0489] In this transition process, first, in step S3401, it is determined whether or not a high-probability V prize flag is stored in the various flag storage area 114e of RAM 114. If a high-probability V prize flag is stored, the process proceeds to step S902, where the high-probability V prize flag stored in the various flag storage area 114e is erased, and a high-probability mode flag is set in the area 114e. This transitions the lottery mode to the high-probability mode. In the following step S903, a high-frequency support mode flag is set in the various flag storage area 114e. This transitions the support mode to the high-frequency support mode.
[0490] If it is determined in step S3401 that the high probability V winning flag is not stored, in step S904, the high frequency support mode flag is set in the various flag storage area 114e, and in step S905, the game count counter GC is set to "100." After step S903 or step S905 is executed, the transition process at the end of the open / close execution mode is completed.
[0491] <About the game flow during the opening and closing execution mode> Next, the flow of the game in the opening and closing execution mode will be described with reference to FIG. 46 and FIGS. 55 to 57.
[0492] As already explained, in this embodiment, the next round of play will not be executed unless a continuous V winning occurs in the ongoing round of play, and if the round of play ends without a continuous V winning occurring, the opening and closing execution mode will end at that point (see FIG. 51). Also, as shown in FIG. 46, a high-probability V winning sensor 803 is provided in the variable winning device 32. If the gaming ball passes the high-probability V winning sensor 803 during the opening and closing execution mode (if a high-probability V winning occurs), the lottery mode after the opening and closing execution mode will be the high-probability mode, and if the gaming ball does not pass the high-probability V winning sensor 803, the lottery mode after the opening and closing execution mode will be the low-probability mode.
[0493] Furthermore, the large prize opening 32a of the variable prize-winning device 32 is provided with a left entrance 505 connected to a continuous V prize sensor 807 and a right entrance 504 connected to a high-probability V prize sensor 803. A shutter 808 is disposed upstream of the high-probability V prize sensor 803 in the right entrance 504, and the shutter 808 has two operating modes: a high-distribution mode in which the game ball entering the right entrance 504 is distributed or easily distributed toward the high-probability V prize sensor 803, and a low-distribution mode in which the game ball entering the right entrance 504 is not distributed or easily distributed toward the high-probability V prize sensor 803. When a game ball is distributed toward the high-probability V prize sensor 803, the game ball passes through the high-probability V prize sensor 803 and then also passes through the continuous V prize sensor 807 (FIG. 46(b)). In other words, both a high-probability V prize and a continuous V prize occur. On the other hand, if the game ball is not distributed to the high probability V winning sensor 803 side, the game ball passes through the discharge sensor 805 and is discharged to the outside of the pachinko machine 10 (Figure 46 (a)). In other words, neither the high probability V winning nor the continuous V winning occurs.
[0494] Furthermore, on the upstream side of the variable winning device 32, there is provided a guide passage section 401 (see FIG. 5) that guides gaming balls shot with a strength less than a predetermined amount to the left entrance section 505 and guides gaming balls shot with a strength equal to or greater than the predetermined amount to the right entrance section 504. In other words, the player can choose whether to have the gaming ball win at the right entrance section 504 or the left entrance section 505, depending on his or her will.
[0495] As already explained, in any of the open / close execution modes corresponding to 16R jackpot results A to 16R jackpot results C, the shutter 808 does not operate and the high probability V area 803a remains closed in the round games from the first round to the fourth round, so the player performs a firing operation so that the game ball enters the left entrance 505. As a result, a continuous V win occurs in the round games of each round, and the game proceeds to the fifth round.
[0496] At a predetermined timing before the start of the fifth round of play (for example, the start timing of the waiting period between rounds of the fourth round), the pachinko machine 10 executes a first effect DR1. This first effect DR1 is intended to prompt the player to choose whether to place the game ball in the left entrance 505 or the right entrance 504. As shown in FIG. 56(a), in the first effect DR1, for example, a message image 821 displaying text such as "Choose either Route A or Route B" is displayed together with a character image 601 modeled after a god on the display screen G of the symbol display device 41. The first effect DR1 continues until the fifth round of play of the game ball is completed.
[0497] For example, assume that the open execution mode corresponds to 16R jackpot result A, and the shutter 808 is driven in a low distribution mode during the fifth round of play (FIG. 48(b)). In this case, if the player selects route B and the game ball enters the right entrance 504, the shutter 808 is driven in a low distribution mode, so the game ball is distributed to the discharge sensor 805 side, and neither a high-probability V win nor a continuous V win occurs. As a result, as shown in the middle of FIG. 55(a), the open / close execution mode ends with the end of the fifth round of play, resulting in a so-called "blowout." In addition, in this case, since the open / close execution mode ends without a high-probability V win occurring, the lottery mode becomes a low-probability mode after the open / close execution mode ends.
[0498] Then, when the timing for starting the ending arrives, a second effect DR2 is executed, which suggests or indicates that the challenge game to the high probability mode has failed. As shown in Fig. 56(b), in the second effect DR2, for example, a message image 822 displaying text such as "Sorry. I'm looking forward to the next one" is displayed together with the character image 601 on the display screen G of the symbol display device 41. The second effect DR2 is executed during at least a part of the ending period.
[0499] On the other hand, if the player selects Route A and causes the game ball to enter the left entrance 505, the game ball passes through the continuous V entry sensor 807, causing a continuous V entry, and the sixth round of round play is executed. In this case, the third effect DR3 is executed during the waiting period of the fifth round or the sixth round of round play. As shown in FIG. 56(c), in the third effect DR3, for example, a message image 823 displaying text such as "Brilliant!" is displayed together with the character image 601.
[0500] After that, at a predetermined timing before the start of the 10th round of play, the first effect DR1 is executed again, and the player is prompted to select whether to place the game ball in the left entrance 505 or the right entrance 504. If the opening execution mode corresponds to the 16R jackpot result A, the shutter 808 is driven in a high-extraction mode in the 10th round of play (Fig. 48(b)).
[0501] In this case, if the player selects Route B and the ball enters the right entrance 504, the ball passes through the high-probability V entry sensor 803, resulting in a high-probability V entry. Furthermore, the ball passes through the continuous V entry sensor 807, resulting in a continuous V entry, and the 11th round of round play is executed. In this case, during the waiting period of the 10th round or the 11th round of round play, a presentation DR4 is executed, suggesting or informing the player that the challenge game to the high-probability mode has been successful. As shown in FIG. 57(a), in the fourth presentation DR4, for example, a message image 824 displaying text such as "Well done! I'll give you a reward!" is displayed on the di...
Claims
[Claim 1] A launching means capable of launching a game ball based on a predetermined launching operation; A transition determination means for executing a predetermined transition determination based on a predetermined determination trigger; a transition means for transitioning a gaming state to a special gaming state which is more advantageous to a player than a predetermined gaming state based on the result of the predetermined transition judgment being a predetermined transition corresponding result; A means for changing a predetermined variable ball entry means from a first mode in which the game ball cannot be entered or is difficult to enter to a second mode in which the game ball can be entered or is easier to enter than the first mode, and then executing a specific game in the first mode; Equipped with The specific game is executed in the special game state, a termination means for terminating the specific game being executed when the number of game balls entering the predetermined variable ball entry means during execution of the specific game becomes a specific number; a first area through which the game ball launched by the first launching operation can pass and through which the game ball launched by the second launching operation different from the first launching operation cannot pass, and a second area through which the game ball launched by the second launching operation can pass and through which the game ball launched by the first launching operation cannot pass, a first passage section through which a game ball passing through the first area can pass and which allows a first benefit to be awarded based on the game ball passing through the first area; a second passage section through which the game ball passing through the second area can pass and which allows a second benefit different from the first benefit to be awarded based on the game ball passing through; Equipped with In a situation where the number of game balls entering the predetermined variable ball entry means during the execution of the predetermined specific game is less than the specific number and game balls are launched by the second launch operation, the predetermined specific game can be ended before the number of game balls entering the predetermined variable ball entry means reaches the specific number, The first passing portion is provided in the predetermined variable ball entrance means, A means for updating predetermined information corresponding to the number of balls entering the predetermined variable ball entry means based on the game balls passing through the first passing section, the terminating means is capable of terminating the specific game being executed when an update result of the predetermined information during execution of the specific game becomes a predetermined result corresponding to reaching the specific number, The first passing portion is visible from the front of the gaming machine, As a gaming state, a specific gaming state which is more advantageous to a player than the predetermined gaming state and is different from the special gaming state is provided; A gaming machine characterized in that it is configured to be able to cause a transition to the specific gaming state as the second benefit.
Citation Information
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