Pachinko machine
By incorporating an openable/closable ball entry mechanism in gaming machines, the monotony of state transitions is addressed, enhancing player engagement and interest through dynamic and varied gameplay options.
Patent Information
- Application Number
- JP2023165290
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2037-12-28
AI Technical Summary
Gaming machines, such as pachinko machines, experience a decrease in player interest due to monotonous state transitions from shifting the game state to a specific control state, regardless of player intervention.
The gaming machine incorporates an openable/closable ball entry mechanism that allows the player to intervene by physically entering a game ball, dynamically changing the state transitions and offering varying options based on the ball entry status.
This solution enhances player engagement by providing dynamic state transitions and increased options, thereby maintaining player interest in the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine that includes a launching means for launching gaming balls toward a gaming area formed in front of a gaming board, and executes an internal lottery such as a big win lottery when a gaming ball enters an actuation port (initial ball entry means) (see, for example, Patent Document 1). For example, when a player wins a big win lottery, the gaming machine shifts the gaming state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls by, for example, shifting a variable winning device to a state in which the gaming ball can enter. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2005-074175 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, after the gaming machine transitions the game state to a specific control state, it follows the same flow to begin play in the specific control state regardless of whether the player intervenes or not. This means that the series of steps from transitioning the game state to the start of play in the specific control state becomes monotonous, resulting in a decrease in the player's attention to the game.
[0005] An object of the present invention is to provide a gaming machine that can broaden a player's options and increase the player's interest in the game. [Means for solving the problem]
[0006] The gaming machine of the present invention launches a gaming ball toward a gaming area formed in front of a gaming board. Possible A launching means and a game ball flowing down a game area can enter the game area, and a predetermined lottery is executed based on the entered ball. Possible Based on the start ball entry means and the result of a predetermined lottery, the game state is shifted to a specific control state that is advantageous to the player. Possible A game state transition means; 、 A gaming machine comprising: a game ball that flows down a gaming area based on a result of a predetermined lottery. but Possible to enter the ball Be A variable ball entry means and a game ball flowing down the game area. but Entering ball Possible difference R Open state Play with A game ball flowing down the skill area but Entering ball Not allowed Closed state and is configurable The state transitions from the open state to the closed state in response to the physical entry of a game ball into the self. R To be able to By this gaming machine The game machine includes an openable / closable ball entry means configured to be able to open and close the ball entry means. In case of award Specific Control Condition In the specified control is executed , this Enter The award was given Based on the previous state Teso After of Open / close ball entry means status but transfer can be No. 1 situation The game ball that entered the variable ball entry means enters If an award is given, control is executed figure, this Enter The award was given Based on the previous state, of Open / close ball entry means status but transfer can be Second situation and ,but Constructed to be able to emerge , special Constant control state but Transition R After In , No. 1 In the situation Enter award Based on this, a predetermined game but It is characterized by being configured to be able to start. Effect of the Invention
[0007] According to the present invention, it is possible to expand the options available to a player, and to increase the player's interest in the game. [Brief description of the drawings]
[0008] [Figure 1] Front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] Front view of the game board [Diagram 3] Enlarged view of the area around the right-side variable entry mechanism [Figure 4] A diagram showing the movement of the game ball in the ejection route and the crane route. [Diagram 5] Enlarged view of the area around Kluhn from above [Figure 6] A view of the non-electric device from the back of the game board [Figure 7] Enlarged view of the non-motorized equipment area [Figure 8] Enlarged view of the non-motorized equipment area [Figure 9] Side view of non-motorized equipment [Figure 10] FIG. 1 shows a display screen of a pattern display device. [Figure 11] Block diagram showing the electrical configuration of a pachinko machine [Figure 12] A diagram showing the contents of each counter used in the internal lottery [Figure 13] A diagram showing a winning / losing table that stores the random number values that will result in a big win. [Figure 14] FIG. 13 is a diagram showing an allocation table that stores random number values related to the allocation destination of the jackpot type. [Figure 15] FIG. 1 shows a flowchart of timer interrupt processing. [Figure 16] FIG. 13 is a flowchart showing a winning process for a round game execution gate. [Figure 17] FIG. 13 is a flowchart showing the winning process for the operating port. [Figure 18] FIG. 1 shows a flowchart of normal processing. [Figure 19] FIG. 1 shows a flowchart of main processing. [Figure 20] FIG. 1 is a flowchart showing a game play control process. [Figure 21] FIG. 13 is a flowchart showing a data setting process. [Figure 22] FIG. 13 is a flowchart showing a fluctuation start process. [Diagram 23] FIG. 13 is a flowchart showing a game state transition process. [Figure 24] FIG. 13 is a flowchart showing a process for setting the number of rounds. [Diagram 25] FIG. 13 is a flowchart showing the process of opening and closing the big prize opening. [Figure 26] FIG. 13 is a flowchart showing the process of opening the large prize opening; [Figure 27] FIG. 13 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 28] A block diagram showing the electrical configuration of the audio and light emission control device and the display control device. [Figure 29] FIG. 13 is a flowchart showing a timer interrupt process executed by the audio / light emission control device. [Diagram 30] FIG. 13 is a flowchart showing a process for determining a performance. [Diagram 31] FIG. 13 is a flowchart showing a process for determining the number of rounds. [Diagram 32] A diagram showing the relationship between game results and game states, etc. [Diagram 33] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Diagram 34] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the opening and closing execution mode is switched to when the non-electric role is opened. [Diagram 35] Front view of a game board according to a second embodiment of the present invention [Diagram 36] An exploded perspective view of the vicinity of the crane, seen from diagonally above. [Figure 37] Block diagram showing the electrical configuration of a pachinko machine [Figure 38] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Figure 39] A perspective view showing the flow of game balls being guided to the discharge passage after a ball enters the 4th round execution gate. [Diagram 40] A perspective view showing the flow of balls being guided into the passageway after a ball enters the 4th round execution gate. [Diagram 41] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Diagram 42] A perspective view showing the flow of game balls being guided to the discharge passage after a ball enters the 16-round execution gate. [Diagram 43] A perspective view showing the process of balls being guided into the passageway after the balls enter the 16-round execution gate. [Diagram 44] Front view of a game board according to a third embodiment of the present invention [Diagram 45] An exploded perspective view of the vicinity of the crane, seen from diagonally above. [Figure 46] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Figure 47] Top view of the crane when the ball enters the 4th round execution gate [Figure 48] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Figure 49] Top view of the crane when the ball enters the 16th round execution gate [Figure 50] Front view of a game board according to a fourth embodiment of the present invention. [Figure 51] Enlarged view of the area around Kluhn from above [Figure 52] Front view of a game board according to a fifth embodiment of the present invention. [Diagram 53] Diagram showing the internal structure of non-motorized parts [Figure 54] A diagram showing the internal structure of non-motorized props when a ball enters the 16th round execution gate [Figure 55] A diagram showing the internal structure of a non-motorized device when a ball enters the device. [Figure 56] A diagram showing the internal structure of a non-motorized device after a ball enters the device. [Figure 57] FIG. 13 is an enlarged view of the crane according to the sixth embodiment of the present invention, seen from above. [Figure 58] A block diagram showing the electrical configuration of the audio and light emission control device and the display control device. [Figure 59] FIG. 13 is a flowchart showing a winning process for a round game execution gate. [Figure 60] FIG. 13 is a flowchart showing a process for setting the number of rounds. [Figure 61] FIG. 13 is a flowchart showing a setting process for a round game execution gate. [Figure 62] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 63] FIG. 13 is a flowchart showing a process for determining a round game execution gate. [Figure 64] FIG. 13 is a diagram showing an example of a process for determining an execution gate determination effect and an execution gate determination effect; [Figure 65] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Figure 66] FIG. 13 is a diagram showing another example of the determination process of the execution gate determination effect and the execution gate determination effect. [Figure 67] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is not opened and the opening and closing execution mode is switched to. [Figure 68] A diagram showing the display screen of the pattern display device, the non-electric role, and the right-side variable ball entry mechanism when the opening and closing execution mode is switched to when the non-electric role is opened. [Figure 69] FIG. 13 is a flowchart showing a setting process for a round game execution gate according to the seventh embodiment of the present invention. [Figure 70] FIG. 13 is a flowchart showing a process for determining a round game execution gate. [Figure 71] FIG. 13 is a diagram showing an example of a process for determining an execution gate determination effect and an execution gate determination effect; [Figure 72] FIG. 13 is a flowchart showing a winning process for a round game execution gate according to the eighth embodiment of the present invention. [Figure 73] FIG. 13 is a flowchart showing a process for setting the number of rounds. [Figure 74] FIG. 13 is a flowchart showing a process for determining a round game execution gate. [Figure 75] Diagram showing the gate reconfiguration [Figure 76] FIG. 13 is a diagram showing an example of a process for determining an execution gate determination effect after a gate reset effect is executed and an execution gate determination effect. [Figure 77] FIG. 1 is a front view of a game board according to a modified example of the present invention; [Figure 78] Enlarged view of the area around the right-side variable entry mechanism [Figure 79] FIG. 13 is a timing chart showing the opening and closing of the blade members, the valve body, and the plate when the mode is switched to the opening and closing execution mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [First embodiment] A first embodiment of the present invention will now be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. The pachinko machine 10 is a type of gaming machine, a pachinko gaming machine. As shown in Fig. 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.
[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right sides as the support side, a front door frame 13 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right sides as the support side, and a back pack unit (not shown) arranged at the rear of the inner frame and supported by the inner frame so as to be rotatable rearward with one of the left and right sides as the support side.
[0011] The gaming machine body 12 is equipped with a locking device (not shown) provided at the tip of its rotation. This locking device has the function of locking the gaming machine 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 13 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 14 provided and exposed on the front surface of the pachinko machine 10.
[0012] The front door frame 13 has a generally elliptical window section 21 provided so as to cover the entire front side of the inner frame, and a window panel 22 fitted into the window section 21. In this embodiment, the window panel 22 is formed of glass and is colorless and transparent, but it may be formed of synthetic resin or the like and is colorless and transparent. In addition, the front door frame 13 is equipped with an indicator lamp section 23 provided above the window section 21 as part of the light-emitting means composed of various lamp sections etc. provided around the window section 21, speaker sections 24 provided on both the left and right sides of the indicator lamp section 23 and outputting sound effects etc. according to the game status, and an upper bulge section 25 and a lower bulge section 26 provided below the window section 21.
[0013] The upper bulging portion 25 and the lower bulging portion 26 are arranged vertically side by side and are both provided to bulge forward. The upper bulge 25 has an upper tray 25a provided inside so as to open upward. The upper tray 25a has a function of temporarily storing the game balls dispensed by the dispensing device 71 (see FIG. 11) provided in the back pack unit, and guiding the game balls to the game ball launching mechanism 81 (see FIG. 11) while aligning them in a row. The lower bulging portion 26 has a lower tray 26a provided on the inside thereof so as to be similarly open upward. The lower tray 26a has a function of storing surplus game balls in the upper tray 25a.
[0014] Furthermore, the front door frame 13 is provided with a launching handle 27 as a launching means provided to the right of the lower tray 26a. This launching handle 27 is operated by a player of the pachinko machine 10 to launch game balls from a game ball launching mechanism 81 provided below the inner frame toward a game area provided above the inner frame. The launching handle 27 changes the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, by changing the amount of rotation of the launching handle 27.
[0015] FIG. 2 is a front view of the game board. 2, the game board 31 has an inner rail portion 32 and an outer rail portion 33 attached to its surface, and is mounted on an inner frame. The above-mentioned game area is formed on the game board 31 so as to be partitioned by the inner rail portion 32 and the outer rail portion 33. Almost the entire game area can be viewed from the front through the window portion 21. The inner rail portion 32 and the outer rail portion 33 form a guide rail 34 for game balls into the game area, and this guide rail 34 guides the game balls launched from the game ball launching mechanism 81 when the player rotates the launch handle 27 to the top of the game area.
[0016] The guide rail 34 is formed so that its exit portion is located on one side of the play area and faces the upper center of the play area. Therefore, the arrival position of the game ball in the upper part of the play area shifts from the side where the exit portion of the guide rail 34 is formed to the opposite side as the amount of rotation of the launch handle 27 by the player increases. In this embodiment, the exit portion of the guide rail 34 is provided on the left side of the play area.
[0017] The game board 31 has a plurality of large and small openings formed in the game area so as to penetrate in the front-rear direction by applying router processing. The game board 31 also has a general winning opening 35, an upper operating opening (first starting ball entry section) 36, a lower operating opening (second starting ball entry section) 37, a variable winning device 38, an outlet 39, and a non-electric device 51 provided in each opening. The non-electric device 51 is provided on the lower right side of the general winning opening 35. The game board 31 also has an opening 311 provided on the lower right side of the lower operating opening 37 and an opening 312 provided below the non-electric device 51. The game board 31 also has through gates 41 provided on the left and right sides of the center, a main display device 42 provided on the upper right side, and a variable display unit 43 provided in the center. Furthermore, the game board 31 has a number of nails 44 planted in the game area to appropriately disperse or adjust the direction in which the game balls fall, as well as various components (gimmicks) such as windmills.
[0018] Each of the various winning openings of the general winning opening 35, the upper operating opening 36, the lower operating opening 37, and the variable winning device 38 is equipped with a detection sensor 40a to 40d (see FIG. 11) that detects the entry of a game ball, and these detection sensors 40a to 40d are arranged on the back side of the game board 31. Specifically, the general winning opening 35 is equipped with the detection sensor 40a, the upper operating opening 36 is equipped with the detection sensor 40b, the lower operating opening 37 is equipped with the detection sensor 40c, and the variable winning device 38 is equipped with the detection sensor 40d. The pachinko machine 10 executes the payout of a predetermined number of prize balls based on the detection results of the detection sensors 40a to 40d. The detection sensors 40a to 40d may be any type that can individually detect the entry of a game ball, and for example, an electromagnetic induction type proximity sensor or the like can be adopted.
[0019] Specifically, the pachinko machine 10 pays out 10 prize balls when a ball enters the general winning port 35. The pachinko machine 10 pays out 3 prize balls when a ball enters the upper operating port 36 and when a ball enters the lower operating port 37. The pachinko machine 10 pays out 15 prize balls when a ball enters the variable winning device 38. The number of prize balls is arbitrary, and for example, the number of prize balls in each operating port 36, 37 may be different.
[0020] The outlet 39 is provided at the bottom of the game area of the game board 31. Game balls that do not enter the various winning holes are discharged from the game area through the outlet 39. The outlet 39 also includes a detection sensor 40e (see FIG. 11) that detects the entry of game balls, and the detection sensor 40e is disposed on the rear side of the game board 31. Note that when a ball enters the outlet 39, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning holes.
[0021] The non-electric device 51 is provided on the lower left side of the play area of the game board 31. The non-electric device 51 also includes a detection sensor 40f (see FIG. 11) for detecting the entry of a game ball, and this detection sensor 40f is disposed on the rear side of the game board 31. When a ball enters the non-electric device 51, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning holes. The non-electric device 51 will be described in detail later. In addition, the player can hit the game ball to the left with a medium amount of rotation of the launch handle 27, shifting the arrival position of the game ball in the upper part of the play area from the side where the exit portion of the guide rail 34 is formed to the upper left part of the play area, thereby guiding the game ball to the upper operating port 36 or the non-electric device 51 (left hit route).
[0022] Each through gate 41 is equipped with a detection sensor 40g (see FIG. 11) that detects the entry of a game ball, and this detection sensor 40g is disposed on the rear side of the game board 31. When a ball enters each through gate 41, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters each of the winning holes.
[0023] Here, the term "entering ball" refers to a game ball passing through a specific opening, and includes not only the mode in which the game ball passes through an opening and is discharged from the game area, but also the mode in which the game ball continues to flow down the game area without being discharged from the game area after passing through an opening. However, in the following description, in order to clearly distinguish from the game ball entering the outlet 39, the game ball entering the various winning ports is also referred to as "winning". In addition, the ball entering the through gate 41 refers to the game ball continuing to flow down the game area without being discharged from the game area after passing through a gate provided in the game area. The ball entering the through gate 41 is also referred to as "winning" in the same way as the ball entering the various winning ports.
[0024] The upper actuation port 36 and the lower actuation port 37 are unitized as an actuation port device and installed on the game board 31. The actuation ports 36, 37 both open upward so that game balls flowing down the game area can enter, and are arranged side by side in the vertical direction with the upper actuation port 36 located at the top and the lower actuation port 37 located at the bottom. The lower actuation port 37 has an electric device 37a as a guide piece (support piece) composed of a pair of left and right movable pieces.
[0025] The electric role 37a is connected to an electric role drive unit 37b mounted on the back side of the game board 31. This electric role 37a is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role drive unit 37b. The closed state is a state in which the lower operating port 37 is closed by bringing the upper ends of the electric role 37a close to each other in the left-right direction. The open state is a state in which the lower operating port 37 is opened by moving the upper ends of the electric role 37a away from each other in the left-right direction.
[0026] Here, when the electric device 37a is set to the closed state, the distance between the upper end of the electric device 37a and the bottom surface of the upper operating port 36 becomes narrower than the width of one game ball. Also, when the electric device 37a is set to the open state, the distance between the upper end of the electric device 37a and the bottom surface of the upper operating port 36 becomes wider than the width of one game ball. Therefore, when the electric device 37a is set to the closed state, the game ball cannot enter the lower operating port 37, and when it is set to the open state, the game ball can enter the lower operating port 37.
[0027] In addition, instead of the above-mentioned closed state and open state, the electric device 37a may be configured to switch between a state where it is difficult for game balls to enter the lower operating port 37 (a state where game balls can enter unlike the closed state) and a state where it is easy for game balls to enter the lower operating port 37. Also, the lower operating port 37 may be configured to perform such switching by displacement of the lower operating port 37, rather than by setting the electric device 37a, and in this case, the lower operating port 37 may not be provided with the electric device 37a.
[0028] The variable winning device 38 is equipped with a large winning opening 38a that opens upward to allow game balls flowing down the game area to enter the game, an opening / closing door 38b for opening and closing the large winning opening 38a, and a variable winning drive unit 38c that drives the opening / closing door 38b. Furthermore, the player can hit the game ball to the right by rotating the launch handle 27 to the maximum extent, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side, thereby avoiding the variable display unit 43, etc. and directing the game ball to the variable winning device 38 (right-hit route).
[0029] Here, the game board 31 is provided with a cover 381 provided so as to cover the front side of the variable winning device 38. This cover 381 is provided with a transparent panel 381a formed transparent (or semi-transparent) so that the variable winning device 38 can be seen from the front side, and an opaque panel 381b provided around the transparent panel 381a and formed opaque. Therefore, the player can see the variable winning device 38 from the front through the transparent panel 381a and the window portion 21.
[0030] The big prize opening 38a is provided in an opening formed in the game area so as to penetrate in the front-rear direction by applying a router processing. As described above, the big prize opening 38a is equipped with a detection sensor 40d that detects the entry of game balls. The pachinko machine 10 executes the payout of a predetermined number of prize balls based on the detection result.
[0031] The opening / closing door 38b is formed in a rectangular plate shape and is provided on the game board 31 so as to close the opening of the big prize opening 38a. This opening / closing door 38b has a closed state in which it advances toward the window panel 22 and protrudes from the game board 31 to close the opening of the big prize opening 38a, and an open state in which it retreats toward the inside of the game board 31 and sinks into the game board 31 to open the opening of the big prize opening 38a. The variable winning drive unit 38c drives the opening / closing door 38b to set the opening / closing door 38b to either an open state or a closed state.
[0032] Specifically, the opening and closing door 38b is normally set to a closed state in which the game ball cannot enter the game. Then, when the internal lottery is won to switch to the opening and closing execution mode and the game mode is switched to, the opening and closing door 38b is set to an open state in which the game ball can enter the game. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 38b is set to an open state and game balls can enter the big prize opening 38a. In the opening and closing execution mode, the period from when the opening and closing door 38b is set to an open state until it is set to a closed state again is called one round of play. In this way, the variable winning device 38 has an open state in which game balls flowing down the game area can enter, and a closed state in which game balls flowing down the game area cannot enter, and functions as an opening / closing ball entry means that pays out a predetermined game ball when a game ball enters the game area.
[0033] The main display device 42 has a main display section 45 and a display section for reels 46, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light-emitting sections are arranged in a predetermined manner, and a dot display. The main display device 42 is provided on the game board 31 so as to bulge toward the window panel 22 provided on the front side of the main display device 42. That is, the main display device 42 is visible from the front of the pachinko machine 10 through the window panel 22. The distance between the main display device 42 and the window panel 22 is narrower than the distance of one game ball. This prevents the pachinko machine 10 from causing the game ball to fall between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents the game ball from falling in front of the main display device 42.
[0034] The main display unit 45 includes a first result display unit 45a for displaying the result of an internal lottery conducted based on a winning entry into the upper operating port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on a winning entry into the lower operating port 37 (see FIG. 11). Note that the main display unit 45 may further include a round display unit for clearly indicating the number of rounds played in the opening and closing execution mode when the opening and closing execution mode is activated (or when the opening and closing execution mode is activated).
[0035] The first result display unit 45a executes the variable display of the image triggered by the winning of the ball into the upper operation port 36, and displays the result of the internal lottery performed based on the winning of the ball into the upper operation port 36 as the result of stopping the variable display. If the result of the internal lottery corresponds to the transition to the opening / closing execution mode, the first result display unit 45a displays the predetermined stopping result. After that, the pachinko machine 10 transitions to the opening / closing execution mode. The second result display unit 45b executes the variable display of the image triggered by the winning of the lower operation port 37, and displays the result of the internal lottery performed based on the winning of the lower operation port 37 as the result of stopping the variable display. If the result of this internal lottery corresponds to the transition to the opening and closing execution mode, the second result display unit 45b displays the predetermined stopping result. After that, the pachinko machine 10 transitions to the opening and closing execution mode. Therefore, in this embodiment, the upper actuation port 36 and the lower actuation port 37 function as an initial ball entry means that allows a game ball flowing down the game area to enter and that executes an internal lottery when the game ball enters the game area.
[0036] The device display unit 46 executes a variable display of the image when a winning ball enters each through gate 41 as a trigger, and displays the result of the internal lottery performed based on the winning ball enters each through gate 41 as a result of stopping the variable display. When the result of the internal lottery corresponds to a transition to an electric role opening state, the device display unit 46 displays a predetermined stop result. After that, the pachinko machine 10 transitions to an electric role opening state. In this electric role opening state, the electric device 37a provided in the lower operating port 37 is opened in a predetermined manner.
[0037] In this embodiment, the main display unit 45 and the gambling display unit 46 are configured with a segment display, but are not limited thereto, and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. In addition, as the pictures to be variably displayed on the main display unit 45 and the gambling display unit 46, a configuration for variably displaying multiple types of letters, a configuration for variably displaying multiple types of symbols, a configuration for variably displaying multiple types of characters, or a configuration for switching and displaying multiple types of colors can be adopted.
[0038] The variable display unit 43 is equipped with a pattern display device 47 that variably displays (variably displays or switch displays) a pattern, which is a type of picture. The variable display unit 43 also has a center frame 48 arranged so as to surround the pattern display device 47. The upper part of this center frame 48 is arranged so as to bulge toward the window panel 22 provided on the front side. This prevents the game balls from falling in front of the display screen G of the pattern display device 47, and is configured to prevent the inconvenience of the visibility of the display screen G being reduced due to the falling game balls.
[0039] The symbol display device 47 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 47 starts a variable display of symbols based on winning at the upper operation port 36 or the lower operation port 37. That is, when the symbol display device 47 executes a variable display in the first result display section 45a of the main display section 45 and when the symbol display device 47 executes a variable display in the second result display section 45b of the main display section 45, it executes a variable display accordingly. It should be noted that the pattern display device 47 is not limited to being a liquid crystal display device, and may be a plasma display device, an organic EL display device, a CRT, or other display device.
[0040] The center frame 48 has four first hold lamp sections 49a provided in the upper area of the pattern display device 47, four second hold lamp sections 49b provided in the area to the right of the first hold lamp sections 49a, and four third hold lamp sections 49c provided in the upper area of the first hold lamp sections 49a.
[0041] The first reserved lamp section 49a is a section that displays the number of reserved game balls that have entered the upper operating port 36, and lights up according to the number of reserved balls. This first reserved lamp section 49a can reserve up to four game balls, and corresponds to the variable display of the first result display section 45a and the symbol display device 47. The second reserved lamp section 49b is a section that displays the number of reserved game balls that have entered the lower operating port 37, and lights up according to the number of reserved balls. This second reserved lamp section 49b can reserve up to four game balls, and corresponds to the variable display of the second result display section 45b and the symbol display device 47. The third reserved lamp section 49c is a section that displays the number of reserved game balls that have entered each through gate 41, and lights up according to the number of reserved balls. This third reserved lamp section 49c can reserve up to four game balls, and corresponds to the variable display of the accessory display section 46. Each of the reservation lamp sections 49a to 49c may have another configuration, such as being displayed as an image on a part of the pattern display device 47 described later.
[0042] The center frame 48 also has a right-side variable ball entry mechanism 52 provided in the lower right area of the pattern display device 47 and a crane 53 provided in the left area of this right-side variable ball entry mechanism 52. The right-side variable ball entry mechanism 52 has the function of guiding a game ball flowing down the game area into the right-side variable ball entry mechanism 52 to the Krun route or the discharge route by switching between a Krun route that guides the game ball to the Krun 53 and a discharge route that discharges the game ball to the outside of the right-side variable ball entry mechanism 52 after the game ball enters the right-side variable ball entry mechanism 52. Furthermore, the player can hit the game ball to the right by rotating the launch handle 27 to the maximum extent, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side, thereby avoiding the variable display unit 43, etc. and guiding the game ball to the right-side variable ball entry mechanism 52 (right-hand hit route).
[0043] FIG. 3 is an enlarged view of the area around the right-side variable ball entry mechanism. As shown in Figure 3, the right-side variable ball entry mechanism 52 is equipped with an introduction section 521 that allows game balls flowing down the game area to enter the inside of the right-side variable ball entry mechanism 52, a guide passage 522 that guides the game balls guided to the entrance of the right-side variable ball entry mechanism 52 by the introduction section 521, a switching section 523 that switches the destination of the game balls guided by the guide passage 522, and an outlet 524 and guide rail 525 (see Figure 4) provided at the destination of the guide passage 522.
[0044] The introduction section 521 includes a blade member 521a provided on the game board 31 so as to close the entrance formed on the right side of the right-side variable ball entry mechanism 52, a pin 521b that supports the blade member 521a so as to be freely rotatable around an axis perpendicular to the surface of the game board 31, and a blade member drive section 521c that drives the blade member 521a.
[0045] The blade member 521a has a closed state (dashed line in the figure) in which it closes the entrance of the right-side variable ball entry mechanism 52 by rotating counterclockwise around the pin 521b, and an open state (solid line in the figure) in which it opens the entrance of the right-side variable ball entry mechanism 52 by rotating clockwise around the pin 521b (see the arrow in the figure). In the open state, the blade member 521a is inclined downward as it approaches the entrance side of the right-side variable ball entry mechanism 52. The blade member driving section 521c drives the blade members 521a to set the blade members 521a to either a closed state or an open state.
[0046] Here, the blade members 521a are repeatedly set to a closed state and an open state at a predetermined cycle, in other words, the blade members 521a are intermittently opened and closed at a predetermined cycle. In this embodiment, the blade members 521a are repeatedly set to a closed state for 1.5 seconds and an open state for 0.5 seconds, so that the blade members 521a open and close intermittently at a cycle of 2 seconds. In addition, the introduction section 521 only needs to be configured so that it can cause the game ball flowing down the game area to enter the right-side variable ball entry mechanism 52, and the timing of opening and closing of the blade member 521a and the period of opening and closing can be set arbitrarily.
[0047] Therefore, when the blade member 521a is set to the open state by the blade member driving section 521c, the game ball travels along the blade member 521a by utilizing the inclination of the blade member 521a and enters the right variable ball entry mechanism 52 (solid line in the figure). In contrast, when the blade member 521a is set to the closed state by the blade member driving unit 521c, the game ball does not enter the right-side variable ball entry mechanism 52 (dotted line in the figure).
[0048] The guide passage 522 is formed to have a width such that multiple game balls cannot pass through the passage at the same time. The guide passage 522 branches into two in the middle, and has an upstream guide passage 522a located on the upstream side of the branch and two downstream guide passages 522b and 522c located on the downstream side. The guide passage 522 is formed transparent (or semi-transparent) so that the inside thereof can be seen from the front side.
[0049] The upstream guide passage 522a guides the game ball that has been caused to enter the entrance of the right-side variable ball entry mechanism 52 by the introduction section 521 from the entrance of the right-side variable ball entry mechanism 52 to the branching position of the guide passage 522. This upstream guide passage 522a is inclined so as to descend from the entrance of the right-side variable ball entry mechanism 52 to the branching position of the guide passage 522. Therefore, the game ball travels along the upstream guide passage 522a by utilizing the inclination of the upstream guide passage 522a and reaches the branching position of the guide passage 522.
[0050] The downstream guide passage 522b is provided at a position close to the branching position of the guide passage 522. The downstream guide passage 522b is formed along the vertically downward direction so as to cause the game ball to fall from the branching position of the guide passage 522. The downstream guide passage 522b guides the game ball that has traveled along the upstream guide passage 522a and reached the branching position of the guide passage 522 to the discharge port 524. The downstream guide passage 522c is provided at a position far from the branching position of the guide passage 522. The downstream guide passage 522c is formed so as to guide the game ball from the branching position of the guide passage 522 to the guide rail 525. The downstream guide passage 522c guides the game ball that has traveled along the upstream guide passage 522a and reached the branching position of the guide passage 522 to the guide rail 525 (see FIG. 4).
[0051] Here, the right-side variable ball entry mechanism 52 includes a detection sensor 40h (see FIG. 11) for detecting the entry of a game ball, and this detection sensor 40h is disposed on the back side of the game board 31. Specifically, the detection sensor 40h detects the entry of a game ball into the downstream guide passage 522c. When a ball enters the right-side variable ball entry mechanism 52, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning holes. Also, the detection sensor 40h may be any type that can detect the entry of game balls individually, and for example, an electromagnetic induction type proximity sensor or the like may be adopted.
[0052] The switching unit 523 includes a plate 523a provided on the game board 31 so as to close the entrance of the downstream guide passage 522c, a pin 523b that supports the plate 523a so as to be freely rotatable around an axis perpendicular to the surface of the game board 31, and a plate drive unit 523c that drives the plate 523a.
[0053] The plate 523a has a closed state (indicated by a two-dot chain line in the figure) in which the plate 523a rotates clockwise about the pin 523b to close the entrance of the downstream guide passage 522b, and an open state (indicated by a solid line in the figure) in which the plate 523a rotates counterclockwise about the pin 523b to close the entrance of the downstream guide passage 522c and open the entrance of the downstream guide passage 522b. In the closed state, the plate 523a is inclined downward toward the downstream guide passage 522c. The plate driving section 523c drives the plate 523a to set the plate 523a in either a closed state or an open state.
[0054] Therefore, when the plate 523a is set to the open state by the plate driving unit 523c, the game ball that reaches the branching position of the guide passage 522 is guided to the entrance of the downstream guide passage 522b, and then guided to the discharge port 524 (solid line in the figure). After that, the game ball is discharged to the outside (play area) of the right-side variable ball entry mechanism 52 through the discharge port 524 (discharge route). On the other hand, when the plate 523a is set to the closed state by the plate driving unit 523c, the game ball that has reached the branching position of the guide passage 522 is guided to the entrance of the downstream guide passage 522c along the plate 523a by utilizing the inclination of the plate 523a, and then guided to the guide rail 525 (two-dot chain line in the figure). After that, the game ball is guided to the cruising 53 via the guide rail 525 (see FIG. 4) (cruising route).
[0055] Here, the plate 523a is usually set to an open state (discharge route) where the game ball is not guided to the Kloun 53. Then, when the internal lottery is selected to switch to the open / close execution mode and the mode is switched to, the plate 523a is set to a closed state (Kloun route) where the game ball is guided to the Kloun 53. In addition, when the aforementioned detection sensor 40h detects the entry of a game ball into the downstream guide passage 522c, the plate 523a is again set to an open state (discharge route) in which the game ball is not guided to the crane 53. Thus, in this embodiment, the crane 53 functions as a variable ball entry means that allows a game ball flowing down the game area to enter the game based on the result of an internal lottery performed based on the game ball's entry into the upper operating port 36 or the lower operating port 37.
[0056] 4 is a diagram showing the movement of the game ball in the discharge route and the Krun route. Specifically, Fig. 4 (A) and (B) are diagrams showing the movement of the game ball in the discharge route, and Fig. 4 (C) and (D) are diagrams showing the movement of the game ball in the Krun route. When the wing member 521a is set to the closed state, the game ball does not enter the right variable ball entry mechanism 52 as shown in Fig. 4(A) (see the arrow in the figure). This is the same whether it is the discharge route or the crane route.
[0057] In contrast, when the blade member 521a is set in the open state, the game ball travels along the blade member 521a by utilizing the inclination of the blade member 521a and enters the right-side variable ball entry mechanism 52, as shown in Figures 4(B) and (C). When the plate 523a is set in the open state to set the discharge route, the game ball that has reached the branching position of the guide passage 522 is guided to the discharge port 524 as shown in Fig. 4(B) (see the arrow in the figure). After that, the game ball is discharged to the outside (game area) of the right-side variable ball entry mechanism 52 through the discharge port 524.
[0058] The game ball discharged outside the right-side variable ball entry mechanism 52 through the discharge port 524 has its falling direction changed by the nail 44, so that the ball enters the upper operating port 36, the lower operating port 37, or the outlet port 39. In this embodiment, the game ball discharged to the outside of the right-side variable ball entry mechanism 52 through the discharge port 524 enters the upper operating port 36, the lower operating port 37, or the outlet 39, but it may be designed to enter only the outlet 39, for example. In short, the flow path of the game ball after it is discharged into the play area may be designed in any way. In addition, in this embodiment, the game balls are discharged into the game area through the discharge port 524, but instead of being discharged into the game area, the game balls may be collected, for example, through a route similar to that of the game balls that enter the outlet 39.
[0059] Also, when the plate 523a is set in the closed state to set the Kloon route, the game ball that has reached the branching position of the guide passage 522 is guided to the guide rail 525 as shown in Fig. 4(C) (see the arrow in the figure). After that, the game ball is guided to the Kloon 53 via the guide rail 525 as shown in Fig. 4(D).
[0060] FIG. 5 is an enlarged view of the vicinity of the crane as seen from above. As shown in FIG. 5, the crane 53 has a disk-shaped rolling surface 531 for rolling the game ball guided to the crane 53 via the guide rail 525, and a side wall 532 provided along the periphery of the rolling surface 531. In addition, the guide rail 525 guides the game ball to the rolling surface 531 so as to follow the side wall 532.
[0061] The rolling surface 531 includes three holes 533A to 533C formed at equal intervals from the center of the rolling surface 531, and a protrusion 534 formed at the center of the rolling surface 531 and having three side surfaces that slope downward toward each of the holes 533A to 533C. The rolling surface 531 is also sloped downward from the side wall 532 toward each of the holes 533A to 533C (see FIG. 4). Therefore, the game ball guided to the crane 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532, and then enters one of the holes 533A to 533C (see the arrow A in the figure).
[0062] Each of the holes 533A to 533C includes a detection sensor 40i to 40k (see FIG. 11) for detecting the entry of a game ball, and the detection sensor 40i to 40k is disposed on the back side of the game board 31. Specifically, the detection sensor 40i detects the entry of a game ball into the hole 533A, the detection sensor 40j detects the entry of a game ball into the hole 533B, and the detection sensor 40k detects the entry of a game ball into the hole 533C. When a ball enters each of the holes 533A to 533C, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters each of the winning holes. Also, the detection sensors 40i to 40k may be any type that can detect the entry of a game ball individually, and for example, an electromagnetic induction type proximity sensor or the like can be adopted.
[0063] When each of the holes 533A to 533C wins the internal lottery to switch to the open / close execution mode and switches to the open / close execution mode, it becomes an opportunity to start a round game. Specifically, when the pachinko machine 10 wins the internal lottery to switch to the open / close execution mode and switches to the open / close execution mode, and a ball enters each of the holes 533A to 533C, the pachinko machine 10 sets the opening / closing door 38b to an open state and starts the execution of a predetermined number of round games.
[0064] Specifically, when a ball lands in hole 533A, pachinko machine 10 starts playing 16 rounds of games, and therefore displays a mark around hole 533A to indicate that 16 rounds of games will start. In addition, when a ball lands in holes 533B and 533C, the pachinko machine 10 starts playing four rounds of games, so no marks are displayed in holes 533B and 533C to suggest that four rounds of games will start.
[0065] In addition, the crane 53 is connected to a hole 533A formed on the front side (near side) of the game board 31, and is equipped with a communication passage 535 that guides the game ball that enters the hole 533A and falls downward to the non-electric device 51, as shown by arrow B in the figure, and a discharge passage 536 that is connected to two holes 533B, 533C formed on the back side (rear side) of the game board 31, and discharges the game balls that enter the holes 533B, 533C and fall downward into the game area through the opening 311 (see Figure 2) as shown by arrow C in the figure.
[0066] Fig. 6 is a diagram of the non-electric accessory seen from the back side of the game board, and Fig. 9 is a diagram of the non-electric accessory seen from the side. As shown in Figures 6 and 9, the non-electric device 51 comprises a pair of upper blade members 511 arranged above the game board 31 so as to face each other horizontally, a pair of rotating shafts 512 fixed to the lower ends of each upper blade member 511 and arranged so as to be freely rotatable around an axis perpendicular to the surface of the game board 31, a pair of plate-shaped bodies 513 having one ends fixed to each rotating shaft 512, and a pair of upper gears 514 fixed concentrically to each rotating shaft 512.
[0067] In addition, the non-electric device 51 is equipped with a pair of lower wing members 515 arranged below each upper wing member 511 so as to face each other horizontally, a pair of rotating shafts 516 fixed to the upper ends of each lower wing member 515 and arranged so as to be freely rotatable about an axis perpendicular to the surface of the game board 31, and a pair of lower gears 517 arranged to mesh with each upper gear 514 and fixed concentrically to each rotating shaft 516.
[0068] In the closed state of the non-electric device 51, the upper blade members 511 face each other horizontally and have opposing faces 511A arranged along the vertical direction as shown in Fig. 6(A). Also, each upper blade member 511 is provided in the play area (the front side of the play board 31) as shown in Fig. 9. Each upper blade member 511 is provided so that the passage 511B formed between each opposing surface 511A is narrow enough that multiple game balls cannot pass through at the same time. In addition, the non-electric device 51 is provided with a baffle plate 51A provided above the entrance of the passage 511B. The distance between the upper end of each upper blade member 511 and the baffle plate 51A is narrower than the width of one game ball. Therefore, when the non-electric device 51 is in a closed state, the game ball cannot enter the non-electric device 51 through the entrance of the passage 511B. In addition, the non-electric device 51 is provided with a cover 518 provided in the play area so as to cover and conceal each upper blade member 511 and the passage 511B.
[0069] As shown in FIG. 6(A), each plate-like body 513 is arranged to form an obtuse angle with respect to the opposing surface 511A of each upper blade member 511. Specifically, each plate-like body 513 is arranged to be inclined so as to approach the passage 511B from the upper end toward the lower end on the rotating shaft 512 side in the closed state of the non-electric role 51. Here, each plate-like body 513 is provided on the back side of the game board 31 as shown in FIG. 9. Specifically, the non-electric role 51 has a passage 51B that guides the game ball that has entered the non-electric role 51 to the back side of the game board 31 through the entrance of the passage 511B, and one end of each plate-like body 513 is fixed to each rotating shaft 512 so as to block the discharge outlet of this passage 51B.
[0070] As shown in FIG. 6(A), each lower wing member 515 is arranged to be at an obtuse angle with respect to the opposing surface 511A of each upper wing member 511. Specifically, each lower wing member 515 is arranged to be inclined so as to approach the passage 511B from the upper end toward the lower end on the rotating shaft 516 side in the closed state of the non-electric role 51. Also, each lower wing member 515 is provided on the back side of the game board 31 as shown in FIG. 9. Specifically, each lower wing member 515 is provided at a passing position of the game ball guided to the non-electric role 51 through the communication passage 535 of the crane 53. Here, each lower wing member 515 has one end fixed to each rotating shaft 516 so as to block the discharge port 535A of the communication passage 535.
[0071] In this manner, the communication passage 535 of the aforementioned crane 53 communicates with the upper part of each lower blade member 515 . Therefore, the game ball that enters the hole 533A of the crane 53, falls downward, and is guided to the non-electric accessory 51 via the connecting passage 535 falls toward each lower wing member 515 as shown in Fig. 6(A). Then, the game ball that has fallen toward each lower wing member 515 rotates each lower wing member 515 about each rotating shaft 516 as a center, as shown in Fig. 6(B), pushing the lower end portions of each lower wing member 515 apart (see arrow A in the figure). After the lower ends of the lower wing members 515 are pushed apart, the game ball is discharged from the non-electric device 51 through the discharge passage 51C to the game area via the opening 312.
[0072] In addition, each of the rotating shafts 516 and each of the lower gears 517 rotates with the rotation of each of the lower blade members 515, and therefore each of the upper gears 514 rotates with the rotation of each of the lower gears 517. And each of the upper blade members 511 and each of the plate-like bodies 513 rotates with the rotation of each of the upper gears 514 (see arrow B in the figure). As a result, the non-electric accessory 51 transitions from a closed state to an open state.
[0073] Here, the non-electric role 51 is equipped with a non-electric role open detection sensor 519 (see FIG. 11) that detects a transition from a closed state to an open state. The non-electric role open detection sensor 519 may be any type that can detect the opening of the non-electric role 51, and for example, a contact type sensor or the like can be used.
[0074] The distance between the upper end of each upper blade member 511 and the baffle plate 51A is wider than one game ball when the non-electric device 51 is in the open state, as shown in Fig. 6(B). Therefore, when the non-electric device 51 is in the open state, the game ball can enter the non-electric device 51 through the entrance of the passage 511B. Here, when the non-electric accessory 51 is in an open state, each plate-like body 513 rotates about each rotation shaft 512 so as to close the passage 51B.
[0075] Therefore, the game ball that enters the non-electric device 51 through the entrance of the passage 511B is guided to the rear side of the game board 31 through the passage 51B, and then the lower ends of each plate-like body 513 are pushed apart by rotating each plate-like body 513 around each rotating shaft 512. After the lower ends of the plate-like bodies 513 are pushed apart, the game ball is discharged from the non-electric device 51 through the discharge passage 51C to the game area via the opening 312.
[0076] In addition, each of the rotating shafts 512 and each of the upper gears 514 rotates with the rotation of each of the plate-like bodies 513, and therefore each of the lower gears 517 rotates with the rotation of each of the upper gears 514. And each of the lower wing members 515 rotates with the rotation of each of the lower gears 517. As a result, the non-electric accessory 51 transitions from the open state to the closed state.
[0077] The non-electric device 51 becomes a trigger for starting a round of play when it wins the internal lottery for switching to the open / close execution mode and switches to the open / close execution mode. Specifically, when the pachinko machine 10 wins the internal lottery for switching to the open / close execution mode and switches to the open / close execution mode, and a ball enters the non-electric device 51, the pachinko machine 10 sets the open / close door 38b to an open state and starts a predetermined number of rounds of play.
[0078] Here, the entry of the ball into the non-electric device 51 is determined by detecting whether the game ball has passed through the discharge passage 51C by the detection sensor 40f. In other words, when the non-electric device 51 is in an open state, a game ball that has entered the non-electric device 51 through the entrance of the passage 511B, and when the non-electric device 51 is in a closed state, a game ball that has been guided to the non-electric device 51 through the connecting passage 535 are both determined as having entered the non-electric device 51.
[0079] Specifically, when a ball lands on the non-electric device 51, the pachinko machine 10 starts playing 16 rounds of play, and the non-electric device 51 displays the letters "16R," which indicates that 16 rounds of play are about to start (see FIG. 2). In the following description, the non-electric device 51 and hole 533A that start the execution of 16 rounds of play are referred to as the 16-round execution gate, and each of the holes 533B, 533C that start the execution of four rounds of play are referred to as the 4-round execution gate, and the 16-round execution gate and the 4-round execution gate are collectively referred to as the round play execution gate.
[0080] Therefore, the non-electric device 51 has an open state in which game balls flowing down the play area can enter the device, and a closed state in which game balls flowing down the play area cannot enter the device, and functions as an opening / closing ball entry means that transitions from the open state to the closed state based on the entry of a game ball into the device. The non-electric device 51 is equipped with each plate-like body 513 (first receiving portion) that receives the game ball that enters the non-electric device 51, and each lower wing member 515 (second receiving portion) that receives the game ball that enters the hole 533A, and by receiving the game ball at each plate-like body 513, it transitions from an open state to a closed state, and by receiving the game ball at each lower wing member 515, it transitions from the closed state to the open state.
[0081] In this embodiment, the opening and closing ball entry means transitions from an open state to a closed state by receiving a game ball at the first receiving part, and transitions from a closed state to an open state by receiving a game ball at the second receiving part. In contrast, the opening and closing ball entry means may include, for example, a drive unit that sets the opening and closing ball entry means to either a closed state or an open state, and a sensor that detects the entry of a game ball, and the drive unit may transition the opening and closing ball entry means from the open state to the closed state based on the detection of the entry of a game ball by the sensor. In short, the opening and closing ball entry means has an open state that allows the game ball flowing down the game area to enter, and a closed state that does not allow the game ball flowing down the game area to enter, and transitions from the open state to the closed state based on the entry of the game ball.
[0082] The Kluen 53 is provided with holes 533B, 533C (first ball entry section) that allow the game ball that has entered the Kluen 53 to enter and does not cause the non-electric device 51 to transition from a closed state to an open state based on the game ball entering, and a hole 533A (second ball entry section) that allows the game ball that has entered the Kluen 53 to enter and causes the non-electric device 51 to transition from a closed state to an open state based on the game ball entering. The Kluen 53 has a rolling surface 531 that rolls the game ball that has entered the Kluen 53, and the first ball entry section and the second ball entry section are provided on the rolling surface 531 and allow the game ball rolling on the rolling surface 531 to enter.
[0083] In this embodiment, the first ball entry section and the second ball entry section are provided on the rolling surface 531 of the crane 53, and allow game balls rolling on the rolling surface 531 to enter the balls. In contrast, the first ball entry section and the second ball entry section may be provided in, for example, a distribution mechanism that distributes game balls that have entered the variable ball entry means to the first ball entry section and the second ball entry section. In this case, the probability of distributing game balls to the first ball entry section and the second ball entry section by the distribution mechanism may be the same or different. In short, the variable ball entry means only needs to have a first ball entry section and a second ball entry section.
[0084] As described above, the non-electric device 51 and the hole 533A are 16-round execution gates that start the execution of 16 rounds of games. Also, each of the holes 533B and 533C is a 4-round execution gate that starts the execution of 4 rounds of games. Therefore, the open / close execution mode game that starts when a game ball enters the non-electric device 51 and the hole 533A gives a higher value to the player than the open / close execution mode game that starts when a game ball enters the holes 533B and 533C.
[0085] Specifically, the pachinko machine 10 starts an opening and closing execution mode in which a predetermined number of game balls can be paid out by setting the number of times the variable winning device 38 is opened and closed to a predetermined number (four times in this embodiment) when a game ball enters each of the holes 533B, 533C, and starts an opening and closing execution mode in which more than the predetermined number of game balls can be paid out by setting the number of times the variable winning device 38 is opened and closed to a number greater than the predetermined number (16 times in this embodiment) when a game ball enters the non-electric device 51 and hole 533A.
[0086] In this embodiment, the open / close execution mode game that starts when the game ball enters the non-electric device 51 and the hole 533A is given a higher value to the player than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C by setting the number of times the variable winning device 38 is opened and closed. However, for example, by setting the opening time of the variable winning device 38, a higher value may be given to the player than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C. In short, the open / close execution mode game that starts when the game ball enters the open / close ball entry means and the second ball entry section may be given a higher value to the player than the open / close execution mode game that starts when the game ball enters the first ball entry section.
[0087] In this embodiment, the hole 533A is a 16-round execution gate that starts the execution of 16 round games, and each of the holes 533B and 533C is a 4-round execution gate that starts the execution of 4 round games, and the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate is fixed. In contrast, the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate does not have to be fixed, and the correspondence may be changed based on the result of an internal lottery, for example. According to this, the pachinko machine 10 can expand the playability and can increase the player's attention to the game.
[0088] Figures 7 and 8 are enlarged views of the vicinity of the non-electric device. Specifically, Figures 7(A) and 8(A) are views showing a state in which a game ball falls toward the non-electric device 51 in the open state of the non-electric device 51, and Figures 7(B) and 8(B) are views showing the flow of the game ball thereafter. As shown in Figs. 7 and 8, the non-motorized accessory 51 includes a rotary distribution mechanism 51D provided at the upper left of the baffle plate 51A. The rotary distribution mechanism 51D includes a rotating shaft 51D1 attached to the game board 31 so as to be freely rotatable around an axis perpendicular to the surface of the game board 31, three rotating blades 51D2 formed at equal intervals on the rotating shaft 51D1 with the rotating shaft 51D1 as the center, and a stopper 51D3 provided below the rotating shaft 51D1.
[0089] Of the three rotating blades 51D2, when the right rotating blade 51D2 is in contact with the stopper 51D3, the upper rotating blade 51D2 inclines so as to approach the non-electric feature 51 as it moves upward, as shown in FIG. 7(A). In this state, a game ball that falls through the left side of the windmill located at the upper right of the rotary sorting mechanism 51D will fall between the upper rotating blade 51D2 and the leftmost rotating blade 51D2 of the three rotating blades 51D2 (see arrow in Figure 7 (A)).
[0090] As shown in FIG. 7B, the game ball that falls between the upper rotating blade 51D2 and the left rotating blade 51D2 rotates the rotating shaft 51D1 counterclockwise via the rotating blade 51D2, and then passes through the left side of the non-electric device 51 without entering the non-electric device 51 (see the arrow in FIG. 7B). Then, of the three rotating blades 51D2, the left rotating blade 51D2 comes into contact with the stopper 51D3. This causes the rotating shaft 51D1 to stop rotating. The game ball that passes through the left side of the non-electric device 51 will then enter the outlet 39.
[0091] In contrast, of the three rotating blades 51D2, when the left rotating blade 51D2 is in contact with the stopper 51D3, the upper rotating blade 51D2 is inclined so as to move upward and away from the non-electric part 51, as shown in Figure 8 (A). In this state, a game ball that falls through the left side of the windmill located at the upper right of the rotary distribution mechanism 51D will fall between the upper rotating blade 51D2 and the right-most rotating blade 51D2 of the three rotating blades 51D2 (see arrow in Figure 8 (A)).
[0092] The game ball that falls between the upper rotating vane 51D2 and the right rotating vane 51D2 rotates the rotating shaft 51D1 clockwise via the rotating vane 51D2 as shown in Fig. 8(B), and then enters the non-electric device 51 (see the arrow in Fig. 8(B)). Then, of the three rotating vanes 51D2, the right rotating vane 51D2 comes into contact with the stopper 51D3. This causes the rotating shaft 51D1 to stop rotating.
[0093] In this way, the rotational distribution mechanism 51D has the function of distributing game balls falling toward the non-electric device 51 to the left and right according to its own rotation, and alternately switching between a left route that does not allow the game balls to enter the non-electric device 51 and a right route that allows the game balls to enter the non-electric device 51. Therefore, the pachinko machine 10 can make it difficult for a game ball that has fallen toward the non-electric device 51 against the player's intention to enter the non-electric device 51, making it easier to reflect the player's intention.
[0094] In this embodiment, the rotary distribution mechanism 51D is only the first stage, but the rotary distribution mechanism 51D may be provided in the second stage, and the rotary distribution mechanism 51D in the third stage and onward may be provided. This makes it more difficult for the game ball that has fallen toward the non-electric device 51 against the player's intention to enter the non-electric device 51, and makes it easier to reflect the player's intention. In addition, in this embodiment, the rotational distribution mechanism 51D distributes the game balls falling toward the non-electric device 51 to the left and right according to its own rotation, but the game balls may be distributed using a method other than rotation.
[0095] FIG. 10 is a diagram showing a display screen of the pattern display device. The display screen G of the symbol display device 47 is divided into three display areas as shown in Fig. 10, and in each display area, a left symbol row Z1, a middle symbol row Z2, and a right symbol row Z3 are displayed in order from the left. Each symbol row Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, with "1" following "8". In Fig. 10, the center line of each display area is indicated by a dashed line.
[0096] The symbol display device 47 starts a variable display of symbols by periodically scrolling the symbols of each symbol row Z1 to Z3 in a predetermined direction (upward in this embodiment) based on the winning of the upper operation port 36 or the lower operation port 37, thereby executing a performance for a game round on the display screen G. This performance for a game round switches from a variable display to a static display in the order of the left symbol row Z1 → the right symbol row Z3 → the center symbol row Z2, and finally ends with a predetermined symbol being statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 45 and the symbol display unit 47 start to display a varying display based on winning at each of the operating ports 36, 37 until when a predetermined stop result is displayed.
[0097] The manner of the variable display of the symbols in the symbol display device 47 is not limited to this and is arbitrary. For example, the number of symbol rows, the direction of scrolling of each symbol row, the number of symbols in each symbol row, etc. can be changed as appropriate. Also, the symbols in each symbol row may be a combination of pictures and numbers instead of numbers only, or may be pictures only.
[0098] <Electrical configuration of the pachinko machine 10> FIG. 11 is a block diagram showing the electrical configuration of the pachinko machine. As shown in Fig. 11, the pachinko machine 10 includes a main control device 60, a sound and light emission control device 90, and a display control device 100, which are mounted on the rear side of the inner frame. The pachinko machine 10 also includes a payout control device 70 that executes payout control to make the payout device 71 described above pay out game balls, and a power supply and launch control device 80 that executes launch control to make the game ball launch mechanism 81 described above launch game balls, and these devices are mounted on a back pack unit.
[0099] The main control device 60 includes a main control board 61 that controls the main control of the game (main control) and a power failure monitoring board 65 that monitors the power supply. The main control device 60 includes a board box that houses the main control board 61 and the like. The board box may include a trace means that leaves a trace when it is opened, or a trace structure that leaves a trace when it is opened. Specifically, the trace means may include a configuration in which a board box is formed by joining multiple case bodies, and a joining part (crimping part) that requires destruction of a predetermined part when each case body is separated, or a configuration in which a sealing seal that leaves a trace of peeling by leaving an adhesive layer on the adhesion target when peeled off is attached so as to straddle the boundaries between multiple case bodies. In addition, the trace structure may include a configuration in which an adhesive is applied to the boundaries between these case bodies.
[0100] The main control board 61 includes an MPU 62 mounted on the main control board 61, and a ROM 63 and a RAM 64 which constitute the MPU 62. The MPU 62 is an element which combines, on a chip, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit acting as a random number generator, in addition to the ROM 63 and the RAM 64. In this embodiment, the ROM 63 and the RAM 64 are integrated into a single chip for the MPU 62, but they may be integrated into separate chips. This also applies to the MPUs of the other control devices other than the main control device 60.
[0101] The ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The ROM 63 has various areas such as a win / lose table storage area 63a, a distribution table storage area 63b, and a reach table storage area 63c. These areas will be described in detail later. The RAM 64 is a memory for temporarily storing various data and the like when the control program stored in the ROM 63 is executed, and is a volatile storage means that requires an external power supply to hold the stored information. The RAM 64 has various areas such as a counter area 64a, a reserved ball storage area 64b, and an electric role reserved area 64c. These areas will be described in detail later.
[0102] The MPU 62 has an input port and an output port. The input port of the MPU 62 is connected to the power failure monitoring board 65, the multiple detection sensors 40a to 40k, and the non-electric gadget opening detection sensor 519 provided in the main control device 60. The output port of the MPU 62 is connected to the power failure monitoring board 65, the payout control device 70, and the sound and light emission control device 90. In addition, the output port of the MPU 62 is connected to the electric gadget driving unit 37b that opens and closes the electric gadget 37a of the lower operating port 37, the variable winning driving unit 38c that opens and closes the opening and closing door 38b of the variable winning device 38, the blade member driving unit 521c that opens and closes the blade member 521a, the plate driving unit 523c that opens and closes the plate 523a, the main display unit 45, and the gadget display unit 46.
[0103] The main control board 61 has a driver circuit. The MPU 62 executes drive control of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 62 executes drive control of the electric role drive unit 37b to open and close the electric role 37a. In addition, in the opening and closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 38c to open and close the large winning opening 38a. In addition, the MPU 62 executes drive control of the blade member drive unit 521c to open and close the blade member 521a. In addition, in the opening and closing execution mode, the MPU 62 executes drive control of the plate drive unit 523c to open and close the plate 523a. In addition, in each game round, the MPU 62 executes display control of the main display unit 45 to display the result of the internal lottery performed based on the winning of each operation port 36, 37. In addition, the MPU 62 executes display control of the role display unit 46 to display the result of the internal lottery performed based on the winning of each through gate 41.
[0104] The power failure monitoring board 65 relays between the main control board 61 and the power supply / launch control device 80, which has the function of supplying operating power, and monitors the stable 24 V DC voltage output from the power supply / launch control device 80. Therefore, the MPU 62 receives power via the power failure monitoring board 65. The detection sensors 40a to 40k are provided in one-to-one correspondence with the general winning opening 35, the upper operating opening 36, the lower operating opening 37, and the various winning openings of the variable winning device 38, the outlet opening 39, each through gate 41, the right variable ball entry mechanism 52, and each hole 533A to 533C of the croon 53. The MPU 62 performs winning judgment (ball entry judgment) for the various winning openings, the outlet opening 39, each through gate 41, the right variable ball entry mechanism 52, and each hole 533A to 533C of the croon 53 based on the detection results of the detection sensors 40a to 40k. The MPU 62 performs an internal lottery based on the winning judgment for the upper operating opening 36 or the lower operating opening 37.
[0105] The payout control device 70 executes payout control to cause the payout device 71 to pay out prize balls and loan balls (game balls loaned to players when playing) based on commands (control instructions) sent from the main control device 60.
[0106] The power supply / launch control device 80 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply / launch control device 80 generates the operating power required for the main control board 61, the payout control device 70, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply / launch control device 80 is equipped with a power supply unit for use during power outage, such as a backup capacitor. This power supply unit for use during power outage supplies power for memory retention to the RAM 64 of the main control device 60 even during a power outage in which the power supply to the pachinko machine 10 is cut off.
[0107] The power supply / launch control device 80 also executes launch control to cause the game ball launch mechanism 81 to launch the game balls. Here, the game ball launch mechanism 81 includes a launch rail extending toward the guide rail 34 of the game board 31, a ball feed device that supplies the game balls stored in the upper tray 25a onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 34. When predetermined launch conditions are met, the power supply / launch control device 80 supplies a drive signal (launch permission signal) to this solenoid to launch the game balls.
[0108] <Electrical configuration for executing internal lottery in MPU 62 of main control device 60> FIG. 12 is a diagram showing the contents of each counter used in the internal lottery. As shown in FIG. 12, the MPU 62 executes an internal lottery by using the values (information) of the counters C1 to C3, CINI, CS, and C4. Specifically, the MPU 62 uses the jackpot random number counter C1 to draw the jackpot occurrence, the jackpot type counter C2 to draw the type of the jackpot when the jackpot occurs, and the reach random number counter C3 to draw whether or not to generate a reach display. The MPU 62 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and uses the variable type counter CS to determine the display duration time in the main display unit 45 and the pattern display device 47. Furthermore, the MPU 62 uses the electric role release counter C4 to draw whether or not to open the electric role of the electric role 37a of the lower operating port 37. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter areas 64a (see FIG. 11) of the RAM 64.
[0109] Each of the counters C1 to 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 the maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of the RAM 64. Among the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 64b (see FIG. 11) provided as an acquired information storage means in the RAM 64 at the timing when a gaming ball enters the upper operation port 36 or the lower operation port 37. Among the values stored in the lottery counter buffer, the value of the electric role opening counter C4 is stored in an electric role reserved area 64c (see FIG. 11) of the RAM 64 at the timing when a gaming ball enters each through gate 41.
[0110] The reserved ball storage area 64b includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.
[0111] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, the first area Ra1 to the fourth area Ra4. Each of the areas Ra1 to Ra4 is set to a storage capacity capable of storing a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the sets of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order according to the entry of the game ball into the upper actuation port 36. Specifically, when the entry into the upper actuation port 36 occurs multiple times in succession, the MPU 62 stores the reserve information in chronological order in the first area Ra1 → the second area Ra2 → the third area Ra3 → the fourth area Ra4.
[0112] In this way, the first result display section reserve area Ra has four memory areas, so that up to four winning game balls can be reserved in the upper operation port 36. The first result display section reserve area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. In addition, the number of reserved items related to the upper operating port 36 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be single.
[0113] The second result display reserve area Rb provided as the second acquired information storage means includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 is set to a storage capacity capable of storing a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the sets of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Rb1 to Rb4 in chronological order according to the entry of the game ball into the lower operation opening 37. Specifically, when the entry into the lower operation opening 37 occurs multiple times in succession, the MPU 62 stores the reserve information in chronological order in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.
[0114] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 37. The second result display section reserve area Rb also has a memory area for writing the reserved ball numbers stored in the areas Rb1 to Rb4. In addition, the number of reserved items related to the lower operating port 37 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be singular.
[0115] The execution area AE is an area for moving the reserved information stored in the memory area of the first result display section reserved area Ra or the second result display section reserved area Rb when starting the changing display of each result display section 45a, 45b.
[0116] The electric winning reserve area 64c has four memory areas, similar to the first result display reserve area Ra and the second result display reserve area Rb. Therefore, up to four winning balls can be reserved in each through gate 41. The number of reserved items for each through gate 41 is not limited to four and is arbitrary, and may be any other multiple number such as two, three, or five or more, or may be singular.
[0117] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric role opening counter C4 will be described. The electric role opening counter C4 is a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 250. The electric role opening counter C4 is periodically updated, and the updated value is stored in the electric role holding area 64c of the RAM 64 via the lottery counter buffer at the timing when the game ball enters each through gate 41. Then, the MPU 62 executes a lottery (electric role release lottery) to determine whether or not the electric role 37a of the lower operating port 37 is set to an electric role release state based on the value of the electric role release counter C4 stored in the electric role reservation area 64c.
[0118] Here, the pachinko machine 10 has a plurality of support modes that differ from each other in the frequency with which the electric role 37a is set to the open state to allow the game ball to enter the lower operating port 37. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) in which the electric role 37a is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric role 37a is set to the open state relatively frequently.
[0119] 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 is the same (for example, both are 4 / 5). However, in the high-frequency support mode, when the electric role opening state is won, the electric role 37a is set to the open state more times and the opening time of one time in which the electric role 37a is set to the open state is longer than in the low-frequency support mode. Also, in the high-frequency support mode, the closing time in which the electric role 37a is set to the closed state during each opening in one electric role opening state is shorter than one opening time. Furthermore, in the high-frequency support mode, the minimum secured time (the duration of one variable display in the role display unit 46) secured as the waiting time from the end of the electric role opening lottery to the next electric role opening lottery is shorter than in the low-frequency support mode.
[0120] Therefore, in the high frequency support mode, the game ball is more likely to enter the lower actuation port 37 than in the low frequency support mode. In other words, in the low frequency support mode, the game ball is more likely to enter the upper actuation port 36 than the lower actuation port 37. Also, in the high frequency support mode, the game ball is more likely to enter the lower actuation port 37 than the upper actuation port 36. When a winning ball is detected in the lower operating port 37, a predetermined number of winning balls are paid out, so that in the high frequency support mode, the player can play without losing too many game balls.
[0121] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. For example, the high-frequency support mode may be configured to increase the probability of winning the electric role open state in the electric role open lottery compared to the low-frequency support mode. Also, for example, a plurality of types of securing time may be prepared, and the high-frequency support mode may be configured to make it easier to select a short securing time compared to the low-frequency support mode, and may be configured to shorten the average of the selected securing time. Furthermore, by combining the conditions of the number of times the electric role 37a is set to the open state, the opening time, and the securing time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric role 37a to the open state compared to the low-frequency support mode.
[0122] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599 by, for example, adding 1 to the previous value each time it is updated, and returning to 0 after reaching the maximum value of 599. Also, the jackpot random number counter C1 reads the value of the random number initial value counter CINI at that time as the initial value every time it loops once. The random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the jackpot random number counter C1.
[0123] The jackpot random number counter C1 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserved area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery for the occurrence of a jackpot (a win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b.
[0124] FIG. 13 is a diagram showing a win / lose table that stores the random number values that will result in a big win. Among the values of the jackpot random number counter C1, the random number value that will result in a jackpot is stored as a hit / miss table (hit / miss information group) in a hit / miss table memory area 63a (see Figure 11) of ROM 63, which is provided as a hit / miss information group memory means, as shown in Figure 13.
[0125] Here, the pachinko machine 10 has two winning / losing lottery modes: a low probability mode (low probability state) in which it is difficult to win a jackpot, and a high probability mode (high probability state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (low probability winning / losing information group) shown in Fig. 13(a) and a winning / losing table for the high probability mode (high probability winning / losing information group) shown in Fig. 13(b). The MPU 62 compares these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b to execute a lottery for determining whether or not a jackpot will occur.
[0126] These winning / losing tables have the results of the lottery (winning / losing results) for multiple jackpot occurrences, including a "jackpot win," a "special losing result," and a "normal losing result." Specifically, in a gaming state in which the winning / losing table for the low probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are two random number values that result in a "jackpot win," as shown in Figure 13(a). In contrast, in a gaming state in which the hit / miss table for the high probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are 21 random number values that result in a "jackpot win", as shown in Fig. 13(b). Here, the random number values that result in a jackpot win stored in the hit / miss table for the low probability mode are included in the random number values that result in a "jackpot win" stored in the hit / miss table for the high probability mode.
[0127] The values and numbers of random numbers stored in each hit / miss table are arbitrary, and the high probability mode only needs to have a higher probability of "winning the jackpot" compared to the low probability mode. The value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the high probability mode does not need to include the value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the low probability mode.
[0128] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will not result in a jackpot and will result in a loss. Here, as described above, the pachinko machine 10 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results are common in that neither of them triggers a transition to the win / lose lottery mode or the support mode. However, they are different in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure result" does not trigger a transition to the opening / closing execution mode.
[0129] Next, the big win type counter C2 will be described. The big win type counter C2 is a loop counter that loops within the range of 0 to 29 by adding 1 to the previous value every time it is updated and returning to 0 after reaching the maximum value of 29. The jackpot type counter C2 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot type counter C2 is stored in the reserved area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserved area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery (allocation lottery) for the type of the jackpot when the jackpot occurs, based on the value of the jackpot type counter C2 stored in the reserved ball storage area 64b.
[0130] FIG. 14 is a diagram showing an allocation table that stores random number values related to allocation destinations for each type of big win. The random number values related to the allocation destination of the jackpot type are stored as an allocation table (allocation information group) in an allocation table storage area 63b (see FIG. 11) of a ROM 63 provided as an allocation information group storage means, as shown in FIG. 14. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 14(a) and a second allocation table (second allocation information group) shown in FIG. 14(b). The MPU 62 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 64b to execute a lottery for determining the type of big win.
[0131] The first allocation table is a table which is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 which has been shifted from the reserved area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 which is based on an entry into the upper operating port 36. As shown in Fig. 14(a), the first allocation table allocates multiple allocation results, including "low probability result (special allocation result corresponding to low probability)", "non-explicit few rounds high probability result (latent high probability result corresponding to few rounds)", "explicit few rounds high probability result (high probability result corresponding to few rounds)", and "most favorable result (special allocation result corresponding to high probability)". Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result", "10 to 14" is allocated to "non-explicit few rounds high probability result", "15 to 19" is allocated to "explicit few rounds high probability result", and "20 to 29" is allocated to "most favorable result".
[0132] The second allocation table is a table which is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 which has been shifted from the reserved area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 which is based on an entry into the lower operating port 37. As shown in Fig. 14(b), the second allocation table allocates two allocation results, "low probability result" and "most favorable result". Specifically, in the second allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result" and "10 to 29" is allocated to "most favorable result".
[0133] The respective allocation results have differences in at least one of the following conditions (1) to (3). (1) Win / lose lottery mode after the opening / closing execution mode (2) Support mode after the opening / closing execution mode (3) Opening and closing control of the variable winning device 38 in the opening and closing execution mode
[0134] First, the differences in the winning / losing lottery modes (1) will be explained. The "low probability result" is a distribution result in which the winning / losing lottery mode is set to the low probability mode after the opening / closing execution mode ends, regardless of the winning / losing lottery mode before the opening / closing execution mode ends. This low probability mode continues at least until the winning / losing lottery results in a "jackpot win." The "non-explicit few rounds high probability result", "explicit few rounds high probability result", and "best result" are distribution results in which the winning / losing lottery mode is set to the high probability mode after the open / close execution mode ends, regardless of the winning / losing lottery mode before the open / close execution mode ends. This high probability mode continues at least until the winning / losing lottery results in a "jackpot win".
[0135] Next, the differences in support modes (2) will be explained. The "low probability result" is a distribution result in which the support mode is set to the high frequency support mode after the end of the open / close execution mode regardless of the support mode before the end of the open / close execution mode. This high frequency support mode transitions to the low frequency support mode when the number of times of play reaches the end reference number (specifically, 100 times).
[0136] The "non-explicit few rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode will continue at least until the winning or losing lottery results in a "jackpot win". The "high probability result with fewer rounds" and the "most favorable result" are allocation results in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."
[0137] The difference in the manner of controlling the opening and closing of the variable winning device 38 in the opening and closing execution mode (3) will be explained in detail later.
[0138] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by, for example, adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when the gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 64 when the gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when the gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery (reach occurrence lottery) as to whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 64b.
[0139] The reach display is an expected effect that occurs when the winning / losing lottery results in a "normal miss result" rather than a "jackpot win." Specifically, when the lottery results in a "normal miss" rather than a "jackpot win", the MPU 62 executes a lottery to determine whether or not to generate a reach display by comparing the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 64b, and generates the reach display if the lottery results in the reach display being generated. The reach table is a table that stores the value of the random number related to the generation of the reach display, and is stored in the reach table storage area 63c of the ROM 63 (see FIG. 11).
[0140] Here, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result," the pattern display device 47 displays a combination of patterns having the same odd numbers or the same even numbers as a stop result on the valid line L. Also, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the pattern display device 47 displays a combination of patterns having the same even numbers as a stop result on the valid line L. Furthermore, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "non-disclosed low-round high probability result" or "disclosed low-round high probability result," or if the winning / losing lottery results in a "special loss result" without a "jackpot win," the pattern display device 47 displays a combination of special patterns having different numbers that would not be selected in the case of a "normal loss result" in the winning / losing lottery, instead of a combination of patterns having the same numbers, as a stop result on the valid line L.
[0141] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result" or "low probability result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "non-disclosed low round high probability result" or "disclosed low round high probability result", or when the winning / losing lottery results in a "special loss result" without a "jackpot win"),
[0142] The mode of the reach display is such that, among the multiple pattern rows Z1 to Z3 displayed on the display screen G of the pattern display device 47, some of the pattern rows (e.g., pattern row Z1 and pattern row Z3) are displayed stopped on the activated line L to display a combination of the same patterns to suggest the stopping result, and in this state, the remaining pattern rows (e.g., pattern row Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 10 can make the player expect that after the variable display has started on the pattern display device 47 and before the specified stop result is displayed, the player will have won the jackpot in the win / lose lottery and will have been allocated a low probability result or a most favorable result in the allocation lottery.
[0143] The manner of the reach display is not limited to this, and some of the pattern rows may be displayed stationary and the remaining pattern rows may be displayed in a variable manner, with a predetermined character or the like being displayed as a video in the background, or each pattern row may be displayed in a reduced size or hidden and a predetermined character or the like being displayed as a video covering almost the entire display screen G.
[0144] Here, the pachinko machine 10 has an expectation effect as a type of variable display of the symbol display device 47. The expectation effect is an effect that makes the player expect that he / she will win the jackpot in the win / lose lottery after the variable display starts on the symbol display device 47 and before the predetermined stop result is displayed. Specifically, the pachinko machine 10 has two types of expectation effects: the reach display and the advance notice display.
[0145] The advance notice is an expectation effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss". Instead of making the effect easier to occur, the advance notice may make it easier to select an effect with a low appearance rate, or may be a combination of these. It should be noted that while the lottery as to whether or not to generate a reach display is executed by the main control device 60, the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 90.
[0146] The mode of the advance notice display is such that, among the multiple symbol rows Z1 to Z3 displayed on the display screen G of the symbol display device 47, all of the symbol rows Z1 to Z3 are displayed in a variable manner, a portion of the symbol rows (e.g., the symbol row Z1) is displayed stationary on the pay line L and then multiple symbol rows (e.g., the symbol rows Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when the reach display is generated and when the reach display is not generated, but is set to occur more easily when the reach display is generated than when the reach display is not generated. The advance notice display is not limited to this, and may be displayed with a changed background, or may be displayed with a changed form of the symbol rows Z1 to Z3, for example.
[0147] Finally, the fluctuation type counter CS will be described. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 198. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, the MPU 62 determines the display duration of the pattern on the main display unit 45 and the display duration of the pattern on the pattern display device 47 based on the value of the variation type counter CS stored in the lottery counter buffer. These display durations will be described in detail later.
[0148] <Various processes executed by the main control device 60> The MPU 62 of the main control device 60 executes timer interrupt processing and normal processing for progressing the game, as well as main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 62 also executes NMI interrupt processing that is activated by input of a power failure signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.
[0149] <Timer interrupt processing> FIG. 15 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 62 executes steps S101 to S106 periodically (for example, at 2 msec intervals) as shown in FIG.
[0150] In step S101, the MPU 62 executes a read process of the multiple detection sensors 40a to 40k. In this read process, the MPU 62 reads the states of the multiple detection sensors 40a to 40k, judges the states, and stores them in the RAM 64 as winning detection information. When the MPU 62 judges that the detection sensors 40a to 40d corresponding to the various winning ports have detected the winning of game balls, it sets a prize ball command for issuing a payout instruction for the prize balls, and transmits the set command to the payout control device 70. For example, when the MPU 62 judges that the detection sensor 40d corresponding to the variable winning device 38 has detected the winning of game balls, it transmits a prize ball command for instructing the payout control device 70 to pay out 15 prize balls, which is a specific unit number. In addition, the payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls based on a prize ball command transmitted from the MPU 62.
[0151] Also, in step S101, the MPU 62 executes a read process of the non-electric role opening detection sensor 519. In this read process, the MPU 62 reads the state of the non-electric role opening detection sensor 519, determines the state, and stores it in the RAM 64 as non-electric role opening information. If the MPU 62 determines that the non-electric role opening detection sensor 519 detects the opening of the non-electric role 51, it executes a predetermined process. This predetermined process will be described in detail later.
[0152] In step S102, the MPU 62 executes an update of the random-number initial value counter CINI. Specifically, as described above, the MPU 62 updates the previous value of the random-number initial value counter CINI by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that, if the previous value of the random-number initial value counter CINI has reached the maximum value when the MPU 62 adds 1 to the previous value of the random-number initial value counter CINI, the MPU 62 clears the value of the random-number initial value counter CINI by returning it to 0.
[0153] In step S103, the MPU 62 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4. Specifically, as described above, the MPU 62 updates the previous values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 by adding 1 to each of them, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM 64. Note that, when the MPU 62 adds 1 to each of the previous values of the counters C1 to C4, if the maximum value has been reached, the MPU 62 resets the values of the counters C1 to C4 to 0 and clears them.
[0154] In step S104, the MPU 62 executes a winning process for through. In this winning process for through, when the MPU 62 determines that the detection sensor 40g corresponding to each through gate 41 detects the winning of a game ball, the MPU 62 stores the value of the electric role opening counter C4 updated in step S103 in the electric role reservation area 64c. In addition, the MPU 62 sets a command for turning on the third reservation lamp section 49c, and transmits the set command to the sound light emission control device 90. The sound and light emission control device 90 lights up the third reserved lamp section 49c based on a command sent from the MPU 62. As described above, the number of reserved game balls that have entered the through gate 41 is a maximum of four, and the third reserved lamp section 49c lights up in a number corresponding to the number of reserved balls.
[0155] In step S105, the MPU 62 executes a winning process for the round game execution gate. The winning process for the round game execution gate will be described in detail below.
[0156] <Winning process for round game execution gate> FIG. 16 is a diagram showing a flowchart of the winning process for the round game execution gate. In the winning process for the round game execution gate, the MPU 62 executes steps S201 to S204 as shown in FIG.
[0157] In step S201, the MPU 62 determines whether or not a game ball has entered the 16-round execution gate by determining whether or not the detection sensors 40f, 40i corresponding to the 16-round execution gate (non-electric device 51 and hole 533A) have detected the entry of a game ball. When the MPU 62 determines in step S201 that a game ball has entered the 16-round execution gate, it sets a 16-round execution flag in the RAM 64 in step S202. This 16-round execution flag is a flag for identifying the occurrence of a ball entering the 16-round execution gate. After that, the MPU 62 ends the winning process for the round game execution gate.
[0158] On the other hand, if the MPU 62 determines in step S201 that a game ball has not entered the 16-round execution gate, then in step S203, it determines whether or not a game ball has entered the 4-round execution gate by determining whether or not the detection sensors 40j, 40k corresponding to the 4-round execution gate (holes 533B and 533C) have detected the entry of a game ball. When the MPU 62 determines in step S203 that the game ball has entered the 4-round execution gate, it sets a 4-round execution flag in the RAM 64 in step S204. This 4-round execution flag is a flag for identifying the occurrence of the ball entering the 4-round execution gate. After that, the MPU 62 ends the winning process for the round game execution gate.
[0159] On the other hand, when the MPU 62 determines in step S203 that no game ball has entered the 4-round execution gate, it ends the winning process for the round game execution gate without executing the processes in and after step S204.
[0160] Returning to the explanation of the timer interrupt process, the process from step S106 onwards will be described with reference to FIG. In step S106, the MPU 62 executes a winning process for the operation port. The winning process for the operating port will be explained in detail below.
[0161] <Winning process for the operating port> FIG. 17 is a diagram showing a flowchart of the winning process for an operating port. In the winning process for the operating port, the MPU 62 executes steps S301 to S307 as shown in FIG.
[0162] In step S301, the MPU 62 determines whether a game ball has entered the upper actuation port 36 (start entry) by determining whether the detection sensor 40b corresponding to the upper actuation port 36 has detected the entry of a game ball. If the MPU 62 determines in step S301 that a game ball has entered the upper actuation port 36, in step S302, the MPU 62 grasps the number of reserved balls stored in the first result display section reserve area Ra, and sets the reserved number as the first start reserve memory number RaN in a predetermined storage area in the first result display section reserve area Ra. Thereafter, the MPU 62 executes the processes in and after step S305.
[0163] On the other hand, if the MPU 62 determines in step S301 that a game ball has not entered the upper operating port 36, then in step S303, it determines whether or not a game ball has entered the lower operating port 37 (initial entry) by determining whether or not the detection sensor 40c corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S303 that a game ball has not entered the lower actuation port 37, it ends the winning process for the actuation port. If the MPU 62 determines in step S303 that a game ball has entered the lower actuation port 37, it determines in step S304 the number of reserved balls stored in the second result display unit reserve area Rb, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. After that, the MPU 62 executes the process from step S305 onwards.
[0164] After executing the process of step S302 or step S304, the MPU 62 determines in step S305 whether the start pending memory number N (RaN or RbN) set in step S302 or step S304 is less than an upper limit value (4 in this embodiment). If the MPU 62 determines in step S305 that the start pending memory number N is not less than the upper limit, the MPU 62 ends the winning process for the operation port. If the MPU 62 determines in step S305 that the start pending memory number N is less than the upper limit, the MPU 62 adds 1 to the value of the start pending memory number N to update it in step S306.
[0165] In step S307, MPU 62 stores the sets of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt processing as reserved information in the first memory area among the free memory areas in the reserve area for the result display section, i.e., the memory area corresponding to the start reserved memory number N updated in step S306.
[0166] For example, when the MPU 62 sets the first start pending memory number RaN in step S302, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the first result display unit reserve area Ra, that is, the memory area corresponding to the first start pending memory number RaN updated in step S306. For example, when the MPU 62 sets the first start pending memory number RaN to "3" in step S302, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S306, "4".
[0167] Also, for example, when the MPU 62 sets the second start pending memory number RbN in step S304, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the second result display unit reserve area Rb, that is, the memory area corresponding to the second start pending memory number RbN updated in step S306. For example, when the MPU 62 sets the second start pending memory number RbN to "3" in step S304, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S306, "4".
[0168] Also, in step S307, the MPU 62 sets a command for turning on the first reserved lamp unit 49a or the second reserved lamp unit 49b, and transmits the set command to the sound and light emission control device 90. After that, the MPU 62 ends the winning process for the operation port. The sound and light emission control device 90 lights up the first reserved lamp section 49a or the second reserved lamp section 49b based on a command sent from the MPU 62. As described above, the number of reserved game balls that have entered the upper actuation port 36 or the lower actuation port 37 is a maximum of four, and the first reserved lamp section 49a or the second reserved lamp section 49b are lit up in the number corresponding to this number of reserved balls.
[0169] <Normal processing> FIG. 18 is a flowchart of the normal process. The MPU 62 executes a main process, which is started when the power is turned on and will be described later, and then executes a normal process, which is the main process for progressing the game. In this normal process, the MPU 62 executes steps S401 to S414 as shown in Fig. 18. Specifically, the MPU 62 executes steps S401 to S409 periodically at 4 msec intervals, repeatedly executes steps S408 to S411 when remaining time occurs, and executes step S412 and subsequent steps according to the determination result of step S408.
[0170] In step S401, the MPU 62 executes an external output process for transmitting the command set in the timer interrupt process or the previous normal process to each control device on the sub side. In this external output process, for example, the MPU 62 judges whether or not a prize ball command is set, and if it is judged that a prize ball command is set, it transmits the prize ball command to the payout control device 70. Also, for example, the MPU 62 judges whether or not a command for presentation such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an open / close execution mode is set, and if it is judged that a command for presentation is set, it transmits the command for presentation to the sound and light emission control device 90.
[0171] In step S402, the MPU 62 executes an update of the fluctuation type counter CS. Specifically, as described above, the MPU 62 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that, when the MPU 62 adds 1 to the previous value of the fluctuation type counter CS, if the maximum value has been reached, the MPU 62 resets the value of the fluctuation type counter CS to 0 and clears it.
[0172] In step S403, the MPU 62 executes a game round control process for progressing the game round. In the game round control process, the MPU 62 executes a winning / losing lottery and an allocation lottery, and also executes determination of information related to the patterns to be finally stopped and displayed on the pattern display device 47 and determination of information related to the patterns to be finally stopped and displayed on the main display unit 45. In step S404, the MPU 62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 62 executes a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game play control process in step S403 and the game state transition process in step S404 will be described in detail later.
[0173] In step S405, the MPU 62 executes a demo display execution determination process. In this demo display execution determination process, the MPU 62 determines whether or not a predetermined start waiting period (e.g., 30 sec) for starting a demo has elapsed without starting a new game round after the end of a game round, and if it is determined that the start waiting period has elapsed, the MPU 62 transmits a demo command to start the demo display to the sound and light emission control device 90. It should be noted that the audio and light emission control device 90 starts the demo display execution process based on a demo command transmitted from the MPU 62.
[0174] Here, the MPU 62 determines whether the start waiting period has elapsed by counting the number of times the process of step S405 is executed. For example, if the start waiting period is 30 sec and the interval for repeatedly executing the process of step S405 is 4 msec, the MPU 62 counts the number of times the process of step S405 is executed and determines that the start waiting period has elapsed when the number of times reaches 7500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Also, when the MPU 62 starts a new game round while counting the number of times the process of step S405 is executed, the MPU 62 resets the count value.
[0175] In step S406, the MPU 62 executes an electric role support process for executing drive control of the electric role 37a provided in the lower operating port 37. In this electric role support process, the MPU 62 executes an electric role opening lottery based on the value of the electric role opening counter C4 stored in the electric role reservation area 64c of the RAM 64, and executes opening and closing process of the electric role 37a when the electric role opening lottery is won. In addition, the MPU 62 executes display control of the role display unit 46 so as to display the result of the electric role opening lottery.
[0176] In step S407, the MPU 62 executes a game ball launch control process. In this game ball launch control process, the MPU 62 executes launch control to cause the power supply / launch control device 80 to launch a game ball based on the player's rotation of the launch handle 27. Specifically, the power supply / launch control device 80 excites the solenoid of the game ball launch mechanism 81 at a predetermined period (0.6 sec in this embodiment) to cause the game ball launch mechanism 81 to launch the game ball. The solenoid is excited so as to launch the game ball with a launch strength according to the amount of rotation of the launch handle 27. In addition, when a predetermined launch condition is met, the power supply / launch control device 80 supplies a drive signal to the solenoid of the game ball launch mechanism 81 to launch the game ball.
[0177] In step S408, the MPU 62 determines whether or not a power outage flag is set in a power outage flag storage area (not shown) of the RAM 64. This power outage flag is set in the RAM 64 when a power outage signal is input from the power outage monitoring board 65 to the NMI terminal of the MPU 62. The power outage monitoring board 65 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.
[0178] Here, the pachinko machine 10 sets various flags by substituting 1 into a predetermined area such as the RAM 64, and clears various flags by substituting 0. For example, the pachinko machine 10 sets a power outage flag by substituting 1 into a power outage flag storage area of the RAM 64, and clears the power outage flag by substituting 0 into the power outage flag storage area of the RAM 64.
[0179] If the MPU 62 determines in step S408 that the power failure flag is set, it executes power failure processing in step S412 and after without executing processing in step S409 and after. Specifically, in step S412, the MPU 62 prohibits timer interrupt processing from occurring. In step S413, the MPU 62 calculates and stores a RAM determination value (a checksum of the RAM 64). In step S414, the MPU 62 prohibits access to the RAM 64. Thereafter, the MPU 62 continues the infinite loop until the power supply is completely cut off and processing can no longer be executed.
[0180] On the other hand, if the MPU 62 determines in step S408 that the power outage flag is not set, then in step S409, it determines whether or not it is time to execute the next normal processing, i.e., whether or not a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. If the MPU 62 determines in step S409 that it is not time to execute the next normal process, that is, if remaining time has occurred, it updates the random number initial value counter CINI in step S410, and updates the fluctuation type counter CS in step S411. Note that the MPU 62 repeatedly executes steps S408 to S411 until it determines in step S409 that it is time to execute the next normal process.
[0181] On the other hand, if the MPU 62 determines in step S409 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S401 again.
[0182] <Main processing> FIG. 19 is a flowchart of the main process. In the main processing, the MPU 62 executes steps S501 to S512 as shown in FIG. In step S501, the MPU 62 executes a start-up process when the power is turned on. In this start-up process, the MPU 62 waits until a predetermined time (for example, about 500 msec) has elapsed after the power is turned on in order to wait for the sub-side control board (such as the control board of the audio light emission control device 90) to become operable.
[0183] In step S502, the MPU 62 judges whether or not the permission prohibition period of 1 second has elapsed. If the MPU 62 judges in step S502 that 1 second has not elapsed, the MPU 62 repeats the process of step S502. If the MPU 62 judges in step S502 that 1 second has elapsed, the MPU 62 executes the processes of step S503 and onward.
[0184] Here, the MPU 62 determines whether or not 1 sec has elapsed by counting the number of times the process of step S502 is executed. For example, if the interval at which the process of step S502 is repeatedly executed is 0.1 msec, the MPU 62 counts the number of times the process of step S502 is executed and determines that 1 sec has elapsed when the number of times reaches 10,000. Note that the configuration for measuring the permission-prohibition period is arbitrary, and for example, the permission-prohibition period may be measured using a real-time clock.
[0185] In step S 503 , the MPU 62 permits access to the RAM 64 . In step S504, the MPU 62 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 80 is turned on. If the MPU 62 determines in step S504 that the RAM erase switch is on, it executes the processes in and after step S509. On the other hand, if it is determined in step S504 that the RAM erase switch is not on, the MPU 62 determines in step S505 whether or not a power outage flag is set in the power outage flag storage area of the RAM 64.
[0186] If the MPU 62 determines in step S505 that the power outage flag is not set, it executes the processes in and after step S509. On the other hand, if the MPU 62 determines in step S505 that the power outage flag is set, the MPU 62 calculates a RAM determination value in step S506. In step S507, the MPU 62 determines whether the RAM judgment value calculated in step S506 is normal or not, thereby confirming the validity of the data stored in the RAM 64. Specifically, the MPU 62 compares the RAM judgment value calculated in step S506 with the RAM judgment value saved in step S413 (processing during power interruption) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.
[0187] If the MPU 62 determines in step S507 that the RAM determination value is not normal, it executes the processes in and after step S509. On the other hand, if the MPU 62 determines in step S507 that the RAM determination value is normal, the MPU 62 clears the power failure flag stored in the power failure flag storage area of the RAM 64 in step S508.
[0188] The validity of the data stored in RAM 64 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 64 may be confirmed by writing a keyword to a specified area of RAM 64 in the power outage processing and determining in the main processing whether or not this keyword has been written correctly.
[0189] As described above, if MPU 62 determines in step S504 that the RAM erase switch is on, if it determines in step S505 that the power outage flag is not set, or if it determines in step S507 that the RAM judgment value is not normal, it executes the processing from step S509 onwards. Specifically, the MPU 62 clears the working area of the RAM 64 in step S509, and initializes the RAM 64 in step S510.
[0190] Therefore, for example, the manager of the gaming facility can initialize the data stored in the RAM 64 by turning on the power of the pachinko machine 10 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 10 initializes the data stored in the RAM 64 when the power outage monitoring board 65 does not confirm the occurrence of a power outage or when the RAM determination value is abnormal.
[0191] After executing the processing of step S508 or step S510, in step S511, MPU 62 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 90), and in step S512, allows timer interrupt processing to occur and proceeds to the normal processing described above. It should be noted that, upon receiving the initial command sent in step S511, the sub-side control board recognizes that communication with the main control board 61 is proceeding normally, and performs its own initialization.
[0192] <Game Play Control Processing> FIG. 20 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 62 executes steps S601 to S609 as shown in FIG. In step S601, the MPU 62 judges whether or not the game is in the open / close execution mode. If the MPU 62 judges in step S601 that the game is in the open / close execution mode, the MPU 62 ends the game round control process without executing the processes in step S602 and thereafter. Therefore, if the MPU 62 judges that the game is in the open / close execution mode, the MPU 62 does not start the progress of the game round regardless of whether or not the entry of the game ball into each of the actuation ports 36, 37 is detected. The MPU 62 determines whether or not the open / close execution mode is in progress by referring to the open / close execution mode flag stored in the RAM 64. The same applies to the following processes. The MPU 62 sets the open / close execution mode flag when switching to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode is terminated.
[0193] On the other hand, when it is determined in step S601 that the mode is not the opening / closing execution mode, the MPU 62 determines in step S602 whether or not the main display section 45 is performing a variable display, that is, whether or not a game round is in progress. When it is determined in step S602 that the main display unit 45 is not performing a variable display, the MPU 62 executes a game round start process in steps S603 to S605. On the other hand, when it is determined in step S602 that the main display unit 45 is performing a variable display, the MPU 62 executes a game round progression process in steps S606 to S609.
[0194] First, the game start process in steps S603 to S605 will be described. In step S603, the MPU 62 grasps the reserved number stored in the reserved area Ra for the first result display section and the reserved number stored in the reserved area Rb for the second result display section, and judges whether the total number CRN of these reserved numbers is "0" or less. If the MPU 62 judges in step S603 that the total number CRN is "0" or less, it ends the game number control process.
[0195] On the other hand, when the MPU 62 determines in step S603 that the total number CRN is not "0" or less, in step S604, the MPU 62 executes a data setting process for setting the reserved information stored in the first result display reserve area Ra or the second result display reserve area Rb for consumption of a game round. After that, in step S605, the MPU 62 executes a change start process for making the main display unit 45 and the pattern display device 47 start a change display to consume a game round, and ends the game round control process. The data setting process in step S604 and the fluctuation start process in step S605 will be described in detail below.
[0196] FIG. 21 is a flowchart of the data setting process. In the data setting process, the MPU 62 executes steps S701 to S711 as shown in FIG. In step S701, the MPU 62 judges whether the second start pending memory count RbN in the reserve area Rb for the second result display section, which was set in step S304 of the winning process for the actuation port, is equal to or less than "0." If the MPU 62 judges in step S701 that the second start pending memory count RbN is equal to or less than "0," it executes data setting processing for the first result display section in steps S702 to S706, and if the MPU 62 judges in step S701 that the second start pending memory count RbN is not equal to or less than "0," it executes data setting processing for the second result display section in steps S707 to S711.
[0197] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, when the MPU 62 determines in step S701 that the second start reserved memory number RbN is not "0" or less, it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, when the MPU 62 determines that there is reserved information stored in the reserve area Rb for the second result display unit based on the winning of a game ball into the lower actuation port 37, it preferentially sets the reserved information stored in the reserve area Rb for the second result display unit for consumption of a game round, regardless of whether there is reserved information stored in the reserve area Ra for the first result display unit based on the winning of a game ball into the upper actuation port 36.
[0198] First, the data setting process for the first result display section in steps S702 to S706 will be described. In step S702, the MPU 62 subtracts 1 from the value of the first start pending memory number RaN in the first result display portion pending area Ra to update it. In step S703, the MPU 62 moves the reserved information stored in the first area Ra1 of the first result display portion reserved area Ra to the execution area AE. In step S704, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 to the first area Ra1 side. Specifically, the MPU 62 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.
[0199] In step S705, the MPU 62 clears the second result display section flag stored in the RAM 64. This second result display section flag is a flag for identifying which of the first result display section 45a and the second result display section 45b is to start a variable display when a game round is played. In this step S705, the MPU 62 clears the second result display section flag, which indicates that the first result display section 45a is to start a variable display based on the entry of a game ball into the upper operating port 36 when a game round is played.
[0200] In step S706, the MPU 62 sets a shift command for recognizing that the pending information has been shifted, transmits this set shift command to the sound and light emission control device 90, and ends the data setting process. This shift command includes information for recognizing that the pending information stored in the first result display unit pending area Ra has been shifted based on the entry of the game ball into the upper operation port 36. The sound and light emission control device 90 changes the lighting state of the first reserved lamp section 49a based on a shift command transmitted from the MPU 62. Specifically, the sound and light emission control device 90 reduces the number of lit first reserved lamp sections 49a in accordance with a reduction in the number of reserved game balls that have entered the upper operating port 36.
[0201] Next, the data setting process for the second result display section in steps S707 to S711 will be described. In step S707, the MPU 62 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S708, the MPU 62 moves the reserved information stored in the second area Rb1 of the second result display section reserved area Rb to the execution area AE. In step S709, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 62 shifts the reserved information in the second area Rb2 to the first area Rb1, shifts the reserved information in the third area Rb3 to the second area Rb2, and shifts the reserved information in the fourth area Rb4 to the third area Rb3.
[0202] In step S710, the MPU 62 sets the second result display section flag in the RAM 64. In this step S710, since the MPU 62 has set the second result display section flag, this indicates that the second result display section 45b will start to display a variable value based on the entry of a game ball into the lower operating port 37 when a game round is played.
[0203] In step S711, the MPU 62 sets a shift command for recognizing that the reserved information has been shifted, transmits this set shift command to the sound and light emission control device 90, and ends the data setting process. This shift command includes information for recognizing that the reserved information stored in the second result display unit reserved area Rb has been shifted based on the entry of a gaming ball into the lower operation port 37. The sound and light emission control device 90 changes the lighting state of the second reserved lamp section 49b based on a shift command transmitted from the MPU 62. Specifically, the sound and light emission control device 90 reduces the number of lit second reserved lamp sections 49b as the number of reserved game balls that have entered the lower operating port 37 decreases.
[0204] FIG. 22 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start process, the MPU 62 executes steps S801 to S818 as shown in FIG. In step S801, the MPU 62 determines whether the win / lose selection mode is the high probability mode. If MPU62 determines in step S801 that the win / lose lottery mode is not the high probability mode, then in step S802, it reads out a win / lose table for the low probability mode (see Figure 13(a)) from the win / lose table memory area 63a of ROM63, and if MPU62 determines in step S801 that the win / lose lottery mode is the high probability mode, then in step S803, it reads out a win / lose table for the high probability mode (see Figure 13(b)) from the win / lose table memory area 63a of ROM63.
[0205] After executing the process of step S802 or step S803, the MPU 62 executes a win / lose determination process in step S804. In this win / lose determination process, the MPU 62 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table read out in step S802 or step S803. As described above, the win / lose result is either a "jackpot win," a "special miss result," or a "normal miss result," and this is the same whether the win / lose lottery mode is a low probability mode or a high probability mode.
[0206] In step S805, the MPU 62 judges whether the winning / losing result judged in step S804 is a "jackpot winning". If the MPU 62 judges in step S805 that the winning / losing result is a "jackpot winning", it executes the process from step S806 onwards, and if the MPU 62 judges in step S805 that the winning / losing result is not a "jackpot winning", it executes the process from step S812 onwards.
[0207] First, the process (the process from step S806 onward) when the MPU 62 determines in step S805 that the result is a "jackpot win" will be described. In step S806, the MPU 62 determines whether the second result display section flag is set in the RAM 64 or not.
[0208] When the MPU 62 determines in step S806 that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a will start to display a variable value based on the entry of the game ball into the upper operating port 36, so in step S807, the MPU 62 reads out the first allocation table (see Figure 14(a)) from the allocation table memory area 63b of the ROM 63. On the other hand, when the MPU 62 determines in step S806 that the second result display unit flag is set in the RAM 64, this indicates that the second result display unit 45b should start to display a variable value based on the entry of the game ball into the lower operating port 37, so in step S808, the MPU 62 reads out the second allocation table (see Figure 14(b)) from the allocation table memory area 63b of the ROM 63.
[0209] After executing the process of step S807 or step S808, the MPU 62 executes an allocation determination process in step S809. In this allocation determination process, the MPU 62 compares the value of the big win type counter C2 stored in the execution area AE with the allocation table read in step S807 or step S808 to determine the result of the allocation lottery (allocation result).
[0210] In step S810, the MPU 62 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the first result display section 45a or the second result display section 45b of the main display section 45 according to the allocation result determined in step S809, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the main display section 45 by comparing the allocation result determined in step S809 with a stop result table for the jackpot result stored in advance in the ROM 63. This stop result table for the jackpot result specifies the form of the pattern to be stopped and displayed on the main display section 45 in a different manner for each allocation result.
[0211] In step S811, the MPU 62 sets a flag corresponding to the allocation result determined in step S809 in the RAM 64. Specifically, if the MPU 62 determines that the allocation result is a "low probability result", it sets a low probability result flag, if it determines that the allocation result is an "unexplicit low round high probability result", it sets a non-explicit low round high probability result flag, if it determines that the allocation result is an "explicit low round high probability result", it sets an explicit low round high probability result flag, and if it determines that the allocation result is a "most favorable result", it sets a most favorable result flag. Thereafter, the MPU 62 executes the processes from step S816 onwards. In each of the following processes, the MPU 62 executes the determination of the allocation result by referring to these flags.
[0212] Next, the process (the process after step S812) when the MPU 62 determines in step S805 that the winning / losing result is not a "jackpot win" will be described. In step S812, the MPU 62 determines whether the winning / losing result determined in step S804 is a "special losing result." If MPU62 determines in step S812 that the pass / fail result is a "special failure result," it executes the processing from step S813 onwards, and if it determines in step S812 that the pass / fail result is not a "special failure result," it executes the processing from step S815 onwards.
[0213] In step S813, the MPU 62 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the main display section 45 by referring to a stop result table for a special losing result stored in advance in the ROM 63. The form of the pattern set in this stop result table for a special losing result is different from the form of the pattern set in the stop result table for a big win result. In step S814, the MPU 62 sets a special miss flag in the RAM 64. In each of the following processes, the MPU 62 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.
[0214] In response to this, in step S815, the MPU 62 executes a stop result setting process for a normal failure result. In this stop result setting process for a normal failure result, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the main display section 45 by referring to a stop result table for a normal failure result stored in advance in the ROM 63. The form of the pattern set in this stop result table for a normal failure result is different from the form of the pattern set in the stop result table for a jackpot result and the stop result table for a special failure result.
[0215] After executing any one of the processes in steps S811, S814, and S815, the MPU 62 executes a process of setting the display duration (display duration period) in step S816. In the display duration setting process, the MPU 62 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 64.
[0216] In addition, in the display duration setting process, the MPU 62 judges whether or not a reach display will occur on the symbol display device 47. Specifically, the MPU 62 judges that a reach display will occur when the distribution result judged in step S809 is a "low probability result" or a "most favorable result", and when the win / loss result judged in step S804 is a "normal loss result" and the reach occurrence lottery is won. As described above, the MPU 62 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 63c of the ROM 63 with the value of the reach random number counter C3 stored in the reserved ball storage area 64b.
[0217] When the MPU 62 determines that a reach display will occur, it determines a display duration corresponding to the value of the fluctuation type counter CS obtained from the fluctuation type counter buffer by referring to a display duration table for reach occurrence stored in the reach table memory area 63c of the ROM 63, and sets the determined display duration in a display duration counter provided in the various counter area 64a of the RAM 64. In contrast, when the MPU 62 determines that a reach display will not occur, it determines a display duration corresponding to the value of the fluctuation type counter CS obtained from the fluctuation type counter buffer by referring to a display duration table for non-reach occurrence stored in the reach table memory area 63c of the ROM 63, and sets the determined display duration in a display duration counter provided in the various counter area 64a of the RAM 64.
[0218] Specifically, the display duration table for non-reach occurrence is set so that the display duration is shorter as the number of reserved items increases. Therefore, the display duration when the reserved information related to the upper actuation port 36 is consumed is set so that the display duration is shorter as the number of reserved items related to the upper actuation port 36 increases. And, the display duration when the reserved information related to the lower actuation port 37 is consumed is set so that the display duration is shorter as the number of reserved items related to the lower actuation port 37 increases. Also, the display duration table for non-reach occurrence is set so that the display duration is shorter when the support mode is the high frequency support mode compared to when it is the low frequency support mode. In other words, if the number of reserved items is the same, the display duration when it is the high frequency support mode is shorter than when it is the low frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.
[0219] The non-reach display duration table may be set to the opposite relationship to the above, such as the display duration becoming longer as the number of reserved items increases, or may be configured not to change according to the number of reserved items or support mode. Also, a display duration table may be set separately for each of the win / loss result and the allocation result.
[0220] In step S817, the MPU 62 sets a variation command and a type command. In step S401 of the normal process, the MPU 62 transmits the variation command and the type command set in step S817 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the variation command and the type command transmitted from the MPU 62. This process will be described in detail later.
[0221] The variation command includes information related to the display duration time, and does not include information on whether or not a reach display will occur. As described above, the display duration determined by referring to the reach occurrence display duration table and the display duration determined by referring to the reach non-occurrence display duration table are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 90, which is the sub-control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may directly include information on whether or not a reach display will occur.
[0222] The type command includes information related to the win / loss result. In other words, the type command includes information related to the win / loss result, such as "jackpot win," "special loss result," and "normal loss result." The type command also includes information related to the allocation result. In other words, the type command includes information related to the allocation result, such as "low probability result," "non-explicit low round high probability result," "explicit low round high probability result," and "most favorable result." In the following description, the winning / losing result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.
[0223] In step S818, the MPU 62 judges whether or not the second result display unit flag is set in the RAM 64, and based on the judgment result, starts a variable display on the main display unit 45. After that, the MPU 62 ends the variable start process. Specifically, when the MPU 62 determines that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a changing state based on the entry of a game ball into the upper operating port 36 when a game round is completed, and so the MPU 62 causes the first result display unit 45a to start displaying a changing state. On the other hand, when the MPU 62 determines that the second result display unit flag is set in the RAM 64, this indicates that the second result display unit 45b should start displaying a changing value based on the entry of a game ball into the lower operating port 37 when a game round is completed, and so the MPU 62 causes the second result display unit 45b to start displaying a changing value.
[0224] Returning to the explanation of the game round control process, the game round progression process in steps S606 to S609 will be explained with reference to FIG. In step S602, the MPU 62 determines whether or not the main display unit 45 is performing a variable display, and if it determines that the main display unit 45 is performing a variable display, executes a game round progression process in steps S606 to S609.
[0225] In step S606, the MPU 62 judges whether the display duration time set in step S816 of the variation start process has elapsed. Specifically, the MPU 62 judges whether the value set in the display duration time counter of the RAM 64 has become equal to or less than "0". Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt process is executed.
[0226] When the MPU 62 determines in step S606 that the display duration time has not elapsed, it executes a process for variable display in step S607. In this process for variable display, the MPU 62 updates the display of the main display unit 45 during the variable display. After that, the MPU 62 ends the game number control process.
[0227] On the other hand, when the MPU 62 determines in step S606 that the display duration time has elapsed, it executes a variation end process in step S608. In this variation end process, the MPU 62 identifies information (information related to the pattern to be finally stopped and displayed on the main display unit 45) stored in the RAM 64 in any of steps S810, S813, and S815 of the variation start process executed when starting the variable display on the main display unit 45. Then, when the game round ends, the MPU 62 executes display control of the main display unit 45 so that the pattern corresponding to the identified information is displayed on the main display unit 45 during the variable display.
[0228] Here, the picture finally displayed on the main display unit 45 is different for each type of game result. Therefore, the manager of the game arcade or the like can check the game result by visually checking the main display unit 45 at the end of a game round. This allows the manager of the game arcade or the like to easily check whether or not a fraudulent act is being committed that would cause the pachinko machine 10 to behave in the same way as if the player had won a lottery for a jackpot. Furthermore, the main display unit 45 has a smaller display area than the display screen G of the pattern display device 47, and the pictures displayed in a stopped state on the main display unit 45 are harder for the player to recognize than the pattern strings Z1 to Z3 displayed in a stopped state on the display screen G of the pattern display device 47. Therefore, when a round of play ends, the player will determine whether or not he or she has won a jackpot by checking the display screen G of the pattern display device 47, not the main display unit 45, and this can increase the attention paid to the display screen G.
[0229] In step S609, the MPU 62 sets a fluctuation end command. In step S401 of the normal process, the MPU 62 transmits the fluctuation end command set in step S609 to the sound and light emission control device 90. After that, the MPU 62 ends the game number control process. The sound and light emission control device 90 executes a process for ending the presentation of the game round based on the variation end command transmitted from the MPU 62. Here, the sound and light emission control device 90 may be configured to end the presentation of the game round by itself without the need to receive the variation end command.
[0230] <Game state transition processing> FIG. 23 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 62 executes steps S901 to S914 as shown in FIG. In step S901, the MPU 62 determines whether or not the opening / closing execution mode is in progress. If it is determined in step S901 that the opening / closing execution mode is not in progress, the MPU 62 executes the processes in steps S902 and onward. On the other hand, if the MPU 62 determines in step S901 that the opening / closing execution mode is in progress, it executes the processes in and after step S911.
[0231] First, the process (the process after step S902) when it is determined in step S901 that the MPU 62 is not in the opening / closing execution mode will be described. In step S902, the MPU 62 judges whether or not the variable display of the main display unit 45 has ended. If the MPU 62 judges in step S902 that the variable display of the main display unit 45 has not ended, the MPU 62 ends the game state transition process. On the other hand, when the MPU 62 determines in step S902 that the variable display of the main display unit 45 has ended, it determines in step S903 whether the winning / losing result corresponds to a transition to the opening / closing execution mode. Specifically, the MPU 62 determines whether the winning / losing result is a "jackpot win" or a "special losing result."
[0232] If the MPU 62 determines in step S903 that the pass / fail result corresponds to a transition to the opening / closing execution mode, it sets an opening / closing execution mode flag in the RAM 64 and then executes the processing from step S904 onwards. On the other hand, if MPU 62 determines in step S903 that the win / lose result does not correspond to a transition to the open / close execution mode (if it determines that the win / lose result is a "normal miss result"), it terminates the game state transition processing.
[0233] In step S904, the MPU 62 determines whether the winning / losing result is a "special losing result." When the MPU 62 determines in step S904 that the winning / losing result is a "special losing result," in step S905, it sets "2" to the opening / closing counter SOC provided in the various counter area 64a of the RAM 64. This opening / closing counter SOC is a counter for the MPU 62 to specify the total number of times that the large winning opening 38a of the variable winning device 38 is opened and closed when transitioning to the opening / closing execution mode.
[0234] In contrast, if MPU62 determines in step S904 that the win / loss result is not a "special miss result," that is, if it determines that the win / loss result is a "jackpot win," it determines in step S906 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0235] If the MPU 62 determines in step S906 that the allocation result is a few-round high-probability result, then in step S907, the MPU 62 sets "2" to the round counter RC provided in the various counter areas 64a of the RAM 64. If the MPU 62 determines in step S906 that the allocation result is not a few-round high-probability result, that is, if the MPU 62 determines that the allocation result is a "low-probability result" or a "most favorable result", then in step S908, the MPU 62 executes a process of setting the number of rounds. In this process of setting the number of rounds, the MPU 62 sets "4" or "16" to the round counter RC provided in the various counter areas 64a of the RAM 64. This round counter RC is a counter for the MPU 62 to specify the number of rounds of play when transitioning to the open / close execution mode.
[0236] FIG. 24 is a flowchart showing the process of setting the number of rounds. In the process of setting the number of rounds, the MPU 62 executes steps S1001 to S1012 as shown in FIG. In step S1001, the MPU 62 clears the round game execution flags stored in the RAM 64 (the 4 round execution flag and the 16 round execution flag). In step S1002, the MPU 62 determines whether the non-electric role 51 is open by determining whether the non-electric role opening detection sensor 519 has detected the opening of the non-electric role 51.
[0237] When it is determined in step S1002 that the non-electric accessory 51 is not open, the MPU 62 sets a non-open command in step S1003. In step S401 of the normal process, the MPU 62 transmits the non-open command set in step S1003 to the sound and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the closed command transmitted from the MPU 62. This process will be described in detail later.
[0238] On the other hand, when the MPU 62 determines in step S1002 that the non-electric role object 51 is open, it sets an open command in step S1004. In step S401 of the normal process, the MPU 62 transmits the open command set in step S1004 to the sound and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the release command transmitted from the MPU 62. This process will be described in detail later.
[0239] After executing the process of step S1003 or step S1004, the MPU 62 executes a process of setting the Kroon route in step S1005. In this process of setting the Kroon route, the MPU 62 executes the drive control of the plate drive unit 523c to set the plate 523a in a closed state and set the right side variable ball entry mechanism 52 to the Kroon route.
[0240] In step S1006, the MPU 62 judges whether or not a round game execution flag (4 round execution flag or 16 round execution flag) is set in the RAM 64. In other words, the MPU 62 judges whether or not a game ball has entered a round game execution gate (4 round execution gate or 16 round execution gate) after executing the setting process of the crown route.
[0241] When it is determined in step S1006 that the round game execution flag is not set in the RAM 64, the MPU 62 executes step S1006 again. On the other hand, when it is determined in step S1006 that the round game execution flag is set in the RAM 64, the MPU 62 determines in step S1007 whether or not the 4-round execution flag is set in the RAM 64.
[0242] If it is determined in step S1007 that the 4-round execution flag is set in the RAM 64, the MPU 62 sets the round counter RC provided in the various counter area 64a of the RAM 64 to "4" in step S1008. In step S1009, the MPU 62 sets a four-round execution command. In step S401 of the normal process, the MPU 62 transmits the four-round execution command set in step S1009 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the four-round execution command transmitted from the MPU 62. This process will be described in detail later.
[0243] On the other hand, if the MPU 62 determines in step S1007 that the 4 round execution flag is not set in the RAM 64 (if the MPU 62 determines that the 16 round execution flag is set in the RAM 64), then in step S1010, the MPU 62 sets the round counter RC provided in the various counter area 64a of the RAM 64 to "16". In step S1011, the MPU 62 sets a 16 round execution command. In step S401 of the normal process, the MPU 62 transmits the 16 round execution command set in step S1011 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the 16-round execution command transmitted from the MPU 62. This process will be described in detail later.
[0244] After executing the process of step S1009 or step S1011, the MPU 62 executes a process of setting the discharge route in step S1012. In this process of setting the discharge route, the MPU 62 sets the plate 523a to an open state by executing drive control of the plate drive unit 523c, and sets the right-side variable ball entry mechanism 52 to the discharge route. After that, the MPU 62 ends the process of setting the number of rounds.
[0245] In this way, the MPU 62 sets the right-side variable ball entry mechanism 52 as the Kroon route, and then sets the right-side variable ball entry mechanism 52 as the discharge route based on the entry of a game ball into the round game execution gate (4-round execution gate or 16-round execution gate), so that the Kroon 53 may allow multiple game balls to enter depending on the timing of setting the right-side variable ball entry mechanism 52 as the discharge route. In this case, the MPU 62 sets the number of round games based on the round game execution gate into which one of the multiple game balls first entered, so that the player's attention to the game can be increased. In this embodiment, the crane 53 is configured so that multiple game balls may enter the hole, but it may also be configured so that multiple game balls may not enter the hole.
[0246] Here, the pachinko machine 10 has a plurality of opening / closing execution modes with different ending conditions. Specifically, the pachinko machine 10 has, as opening / closing execution modes, a round number-defined mode to which the machine shifts when the winning / losing result is a "jackpot win" and an opening / closing number-defined mode to which the machine shifts when the winning / losing result is a "special losing result."
[0247] The round number-defined mode ends when a predetermined number of round games have been played, where the number of round games corresponds to a value set in a round counter RC. The opening and closing number regulation mode ends when the large prize opening 38a has been opened and closed a predetermined total number of times, or when a predetermined number of game balls have entered the large prize opening 38a. Here, the total number of times the large prize opening 38a has been opened and closed corresponds to the value set in the opening and closing counter SOC. This opening and closing number regulation mode does not end when the number of rounds has been played has been reached.
[0248] The pachinko machine 10 executes one opening and closing of the big prize opening 38a for one round of play. One round of play continues until one of the following two conditions is satisfied. In other words, after setting the opening and closing door 38b to an open state, the pachinko machine 10 sets the opening and closing door 38b to a closed state again by satisfying one of the following two conditions. (1) The predetermined upper limit duration (upper limit duration) has elapsed. (2) The total number of game balls entering the major prize opening 38a reaches a predetermined upper limit.
[0249] Returning to the explanation of the game state transition process, the process from step S909 onwards will be described with reference to FIG. After executing any one of the processes in steps S905, S907, and S908, the MPU 62 sets "1000" in a timer counter T provided in the various counter areas 64a of the RAM 64 as the waiting time (waiting period) for opening in step S909. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.
[0250] In this way, when the MPU 62 determines in step S903 that the winning / losing result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for the opening in the timer counter T regardless of the type of game result. In other words, the waiting time for the opening is the same regardless of the type of game result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of game result to the extent that the player recognizes them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of game result, such as being significantly different between the game result of a "low probability result" or a "most favorable result" and the game result other than these.
[0251] In step S910, the MPU 62 sets an opening command. After that, the MPU 62 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the open / close execution mode. In addition, if the game result is a "low probability result" or a "most favorable result", the opening command includes information on the number of rounds of play. In step S401 of the normal process, the MPU 62 transmits the opening command set in step S910 to the sound and light emission control device 90. The audio and light emission control device 90 recognizes the transition to the opening / closing execution mode based on the opening command transmitted from the MPU 62, and executes a predetermined process. This process will be described in detail later.
[0252] Next, the process (the process after step S911) when it is determined in step S901 that the MPU 62 is in the opening / closing execution mode will be described. In step S911, the MPU 62 executes a special prize opening opening / closing process.
[0253] FIG. 25 is a diagram showing a flowchart of the process of opening and closing the big prize opening. In the special prize opening / closing process, the MPU 62 executes steps S1101 to S1124 as shown in FIG. In step S1101, the MPU 62 determines whether or not the special prize opening 38a is open. If it is determined in step S1101 that the special prize opening 38a is not open, the MPU 62 executes the processes in and after step S1102. On the other hand, if the MPU 62 determines in step S1101 that the special prize opening 38a is open, it executes the processes in and after step S1106.
[0254] First, the process (the process after step S1102) when it is determined in step S1101 that the special prize opening 38a is not open by the MPU 62 will be described. In step S1102, the MPU 62 determines whether the value of the opening / closing counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1102 that both the value of the opening / closing counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening opening / closing process.
[0255] On the other hand, if the MPU 62 determines in step S1102 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not less than "0", then in step S1103 it determines whether the value of the timer counter T is less than "0". If the MPU 62 determines in step S1103 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening / closing process.
[0256] On the other hand, if the MPU 62 determines in step S1103 that the value of the timer counter T is equal to or less than "0", then in step S1104, it executes a special prize opening process. The large prize opening process in step S1104 will be described in detail below.
[0257] FIG. 26 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 62 executes steps S1201 to S1207 as shown in FIG. In step S1201, the MPU 62 determines whether the winning / losing result is a "special losing result."
[0258] If the MPU 62 determines in step S1201 that the winning result is a "special losing result," it sets the winning counter PC provided in the various counter area 64a of the RAM 64 to "8" in step S1202, and sets the timer counter T to "85" in step S1203. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 sec.
[0259] In contrast, if MPU62 determines in step S1201 that the win / loss result is not a "special lose result," it sets the winning counter PC to "8" in step S1204, and determines in step S1205 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0260] If the MPU 62 determines in step S1205 that the allocation result is a high probability result in a few rounds, it sets the timer counter T to "85" in step S1203 described above. On the other hand, if the MPU 62 determines in step S1205 that the allocation result is not a few-round high-probability result, in step S1206, it sets the timer counter T to "15000". As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 sec.
[0261] After executing the process of step S1203 or step S1206, the MPU 62 executes the opening execution process of the large prize opening 38a in step S1207. In this opening execution process, the MPU 62 sets the opening door 38b to an open state by executing the drive control of the variable prize driving unit 38c. Then, the MPU 62 ends the large prize opening opening process.
[0262] The value set in the winning counter PC in step S1202 or step S1204 defines the upper limit of the total number of game balls that can win into the big winning opening 38a. The value set in the timer counter T in step S1203 or step S1206 specifies the upper limit duration from when the opening / closing door 38b is set to the open state until it is set to the closed state again. Therefore, as described above, the MPU 62 sets two types of upper limit duration with different lengths by setting the timer counter T to "85" or "15000". Specifically, the MPU 62 sets a long-term mode (long-term mode) in which the upper limit duration is set to 30 sec, and a short-term mode (short-term mode) in which the upper limit duration is set to 0.17 sec, which is shorter than the long-term mode.
[0263] Here, as described above, the pachinko machine 10 causes the game ball launching mechanism 81 to launch game balls by exciting the solenoid of the game ball launching mechanism 81 at a cycle of 0.6 sec. In addition, as described above, the MPU 62 sets the winning counter PC to "8" to set the upper limit of the total number of game balls that can win into the big winning opening 38a to 8. Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 38a and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 38a. On the other hand, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of winning game balls into the big winning opening 38a and the shooting period of the game balls (more specifically, shorter than the shooting period of the game balls), so it is difficult to make a game ball win in the big winning opening 38a. However, depending on the timing, it is possible to make about one game ball win in the big winning opening 38a.
[0264] Returning to the explanation of the special prize opening / closing process, the process from step S1105 onwards will be explained with reference to FIG. After executing the large prize opening process in step S1104, the MPU 62 sets an opening command in step S1105. Also, in step S401 of the normal process, the MPU 62 transmits the opening command set in step S1105 to the sound and light emission control device 90. After that, the MPU 62 ends the large prize opening opening and closing process. It should be noted that the audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the open state based on the open command transmitted from the MPU 62, and executes a predetermined process.
[0265] Next, the process (the process after step S1106) when it is determined in step S1101 by the MPU 62 that the special prize opening 38a is open will be described. In step S1106, the MPU 62 judges whether the value of the timer counter T is equal to or less than "0". In other words, the MPU 62 judges whether the upper limit duration set in the timer counter T in step S1203 or step S1206 of the big prize opening process has elapsed.
[0266] If the MPU 62 determines in step S1106 that the value of the timer counter T is not equal to or less than "0", it executes the processes in and after step S1107. On the other hand, if the MPU 62 determines in step S1106 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S1118.
[0267] First, the process (the process after step S1107) when it is determined in step S1106 that the value of the timer counter T is not equal to or less than "0" in the MPU 62 will be described. In step S1107, the MPU 62 determines whether or not a prize has been won in the large prize opening 38a. The determination of whether or not a prize has been won in the large prize opening 38a is made based on the detection result of the detection sensor 40d corresponding to the large prize opening 38a.
[0268] If the MPU 62 determines in step S1107 that no win has been made in the special win opening 38a, it ends the special win opening opening opening process. On the other hand, if the MPU 62 determines in step S1107 that a win has occurred in the special win port 38a, then in step S1108, the MPU 62 updates the value of the win counter PC by subtracting 1 from the value.
[0269] In step S1109, the MPU 62 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 62 determines in step S1109 that the value of the prize counter PC is not equal to or less than "0", it ends the large prize opening opening / closing process. On the other hand, when the MPU 62 determines in step S1109 that the value of the winning counter PC is equal to or less than "0", it executes a closing execution process in step S1110. In this closing execution process, the MPU 62 executes the drive control of the variable winning drive unit 38c to set the opening and closing door 38b to a closed state.
[0270] In step S1111, the MPU 62 sets a close command. In step S401 of the normal process, the MPU 62 transmits the close command set in step S1111 to the audio and light emission control device 90. It should be noted that the audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the closed state based on the close command transmitted from the MPU 62, and executes a predetermined process.
[0271] In step S1112, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1112 that the winning / losing result is a "special losing result," it executes the processing from step S1123 onwards, which will be described later.
[0272] On the other hand, if the MPU 62 determines in step S1112 that the winning / losing result is not a "special losing result," it executes the processing from step S1113 onwards. In step S1113, the MPU 62 updates the value of the round counter RC by subtracting 1 from it.
[0273] In step S1114, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". When the MPU 62 determines in step S1114 that the value of the round counter RC is not equal to or less than "0," the MPU 62 sets the value of the timer counter T to "500" in step S1115. After that, the MPU 62 ends the big prize opening opening and closing process.
[0274] Here, the value set in the timer counter T in step S1115 specifies the open waiting time from when the opening / closing door 38b is set to the open state, to when the opening / closing door 38b is set to the closed state again and then set to the open state again. In this embodiment, the open waiting time is 1 sec. This open waiting time is the same regardless of the type of opening / closing execution mode or the progress status.
[0275] On the other hand, if the MPU 62 determines in step S1114 that the value of the round counter RC is equal to or less than "0", it executes the processes in and after step S1116. In step S1116, the MPU 62 sets the timer counter T to "2000" as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.
[0276] The waiting time for the ending is the same regardless of the type of game result, like the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result to the extent that the player recognizes them as the same. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different between the game result of a "low probability result" or a "most favorable result" and the game result other than these.
[0277] In step S1117, the MPU 62 sets an ending command. This ending command includes information on whether the non-electric role 51 is open or not. Specifically, the MPU 62 determines whether the non-electric role 51 is open or not by determining whether the non-electric role open detection sensor 519 detects the opening of the non-electric role 51, and includes this information in the ending command. In step S401 of the normal process, the MPU 62 transmits the ending command set in step S1117 to the sound and light emission control device 90. After that, the MPU 62 ends the big prize opening opening and closing process. The audio and light emission control device 90 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU 62, and executes a predetermined process.
[0278] Next, the process (the process after step S1118) when it is determined in step S1106 that the value of the timer counter T is equal to or less than "0" by the MPU 62 will be described. In step S1118, the MPU 62 executes the closing execution process in the same manner as in step S1110 described above. In step S1119, the MPU 62 sets a close command in the same manner as in step S1111 described above.
[0279] In step S1120, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1120 that the result is not a "special miss result," that is, that the result is a "jackpot win," it executes the processes in and after step S1121. On the other hand, if the MPU 62 determines in step S1120 that the winning / losing result is a "special losing result," it executes the processes from step S1123 onwards.
[0280] First, the process (the process from step S1121 onward) when the MPU 62 determines in step S1120 that the winning / losing result is not a "special losing result" will be described. In step S1121, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.
[0281] In step S1122, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1122 that the value of the round counter RC is not equal to or less than "0", it executes the processes in and after step S1115 described above. On the other hand, if the MPU 62 determines in step S1122 that the value of the round counter RC is equal to or less than "0", it executes the above-mentioned processes from S1116 onwards.
[0282] Next, the process (the process from step S1123 onward) when the MPU 62 judges in step S1112 or step S1120 that the winning / losing result is a "special losing result" will be described. In step S1123, the MPU 62 subtracts 1 from the value of the opening / closing counter SOC to update it.
[0283] In step S1124, the MPU 62 determines whether the value of the opening / closing counter SOC is equal to or less than "0". If the MPU 62 determines in step S1124 that the value of the opening / closing counter SOC is not equal to or less than "0", it executes the processes in and after step S1115 described above. On the other hand, if the MPU 62 determines in step S1124 that the value of the opening / closing counter SOC is equal to or less than "0", it executes the above-mentioned processes from S1116 onwards.
[0284] Returning to the explanation of the game state transition process, the process from step S912 onwards will be explained with reference to FIG. After executing the large prize opening opening / closing process of step S911, the MPU 62 determines in step S912 whether the value of the opening / closing counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0".
[0285] When the MPU 62 determines in step S912 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S912 that both the value of the opening / closing counter SOC and the value of the round counter RC are equal to or less than "0", then in step S913 it determines whether the value of the timer counter T is equal to or less than "0".
[0286] When it is determined in step S913 that the value of the timer counter T is not equal to or less than "0", the MPU 62 ends the game state transition process. On the other hand, when the MPU 62 determines in step S913 that the value of the timer counter T is equal to or less than "0", in step S914, it clears the open / close execution mode in progress flag stored in the RAM 64, and then executes the transition process at the end of the open / close execution mode. After that, the MPU 62 ends the game state transition process. The transition process at the end of the opening / closing execution mode will be described in detail below.
[0287] FIG. 27 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 62 executes steps S1301 to S1312 as shown in FIG. In step S1301, the MPU 62 determines whether the allocation result is the "most advantageous result" or the "explicit few-round high-probability result."
[0288] When the MPU 62 determines in step S1301 that the allocation result is the "most favorable result" or the "explicit few-round high-probability result", it executes the processes in and after step S1302. On the other hand, if the MPU 62 determines in step S1301 that the allocation result is not the "most favorable result" or the "explicit few-round high-probability result", it executes the processes in and after step S1305.
[0289] First, the process (the process after step S1302) when the MPU 62 judges that the allocation result is the "most favorable result" or the "explicit few-round high-probability result" in step S1301 will be described. In step S1302, the MPU 62 sets the high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode.
[0290] In step S 1303 , the MPU 62 clears the number limit flag stored in the RAM 64 . Here, if the high frequency support flag is set in the RAM 64 and the number limit flag is not set, the high frequency support mode continues at least until a "jackpot win" is determined in the win / lose lottery.
[0291] In step S1304, the MPU 62 sets the high probability mode flag in the RAM 64. If the high probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the win / lose lottery mode to the high probability mode. This high probability mode continues at least until the win / lose lottery results in a "jackpot win." After that, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0292] When the transition process at the end of the open / close execution mode is completed, the MPU 62 clears the flags (low probability result flag, non-explicit few rounds high probability result flag, explicit few rounds high probability result flag, and most favorable result flag) set in the RAM 64 according to the allocation result and the special loss flag. Also, in step S801 of the above-mentioned fluctuation start process, the MPU 62 determines whether the win / lose lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 64.
[0293] Next, the process (the process after step S1305) when the MPU 62 determines in step S1301 that the allocation result is not the "most favorable result" or the "explicit few-round high-probability result" will be described. In step S1305, the MPU 62 determines whether the allocation result is an "unspecified few rounds high probability result".
[0294] If the MPU 62 determines in step S1305 that the allocation result is an "unspecified few rounds high probability result", it executes the processes in and after step S1306. On the other hand, if the MPU 62 determines in step S1305 that the allocation result is not the "non-explicit few-round high-probability result", it executes the processes in and after step S1308.
[0295] First, the process (the process after step S1306) when the MPU 62 determines in step S1305 that the allocation result is the "non-explicit few-round high-probability result" will be described. In step S1306, the MPU 62 determines whether or not the high frequency support flag is set in the RAM 64.
[0296] If the MPU 62 determines in step S1306 that the high frequency support flag is set in the RAM 64, it executes the processes from step S1303 onwards. On the other hand, if the MPU 62 determines in step S1306 that the high frequency support flag is not set in the RAM 64, then in step S1307 it sets a high probability mode flag in the RAM 64. If the high probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. This causes the MPU 62 to set the win / lose lottery mode to the high probability mode. This high probability mode continues at least until the win / lose lottery results in a "jackpot win." After that, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0297] Next, the process (the process after step S1308) when the MPU 62 determines in step S1305 that the allocation result is not the "non-explicit few-round high-probability result" will be described. In step S1308, the MPU 62 determines whether the allocation result is a "low probability result."
[0298] If MPU 62 determines in step S1308 that the allocation result is not a "low probability result" (if it determines that the win / loss result is a "special loss result"), it terminates the transition process at the end of the opening / closing execution mode. On the other hand, if the MPU 62 determines in step S1308 that the allocation result is a "low probability result", it executes the processes in steps S1309 and onward.
[0299] In step S1309, the MPU 62 clears the high probability mode flag. As a result, the MPU 62 sets the win / lose lottery mode to the low probability mode. This low probability mode continues at least until the win / lose lottery results in a "jackpot win" and the allocation result is other than the "low probability result."
[0300] In step S1310, the MPU 62 sets the high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode. In step S1311, the MPU 62 sets the value of the game number counter provided in the various counter area 64a of the RAM 64 to "100". In step S1312, the MPU 62 sets the number limit flag in the RAM 64. If the number limit flag has already been set in the RAM 64, the MPU 62 maintains it. Thereafter, the MPU 62 ends the transition process at the end of the open / close execution mode.
[0301] Here, if the high frequency support flag is set in the RAM 64 and the number of times limit flag is set, the high frequency support mode continues until 100 times of play, which is the end reference number set in the number of times of play counter, are played. When 100 times of play are played, the MPU 62 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 62 sets the support mode to the low frequency support mode. The MPU 62 executes these processes as electric service support processes in step S406 of the normal process, but detailed description thereof will be omitted.
[0302] In this way, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result" or a "high probability result with fewer rounds," the game state will transition to the high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number setting mode) regardless of the current game state. The high probability mode and high frequency support mode will continue at least until the winning / losing lottery results in a "jackpot win."
[0303] In addition, when the current support mode is the high-frequency support mode, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in an "unspecified few rounds high probability result," the game state transitions to the high probability mode and the high-frequency support mode after the end of the opening / closing execution mode (i.e., the round number setting mode). The high probability mode and the high-frequency support mode continue at least until the winning / losing lottery results in a "jackpot win."
[0304] On the other hand, when the current support mode is the low-frequency support mode, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in an "unspecified few rounds high probability result," the game state transitions to the high probability mode and the low-frequency support mode after the opening / closing execution mode (i.e., the round number setting mode) ends. The high probability mode and the low-frequency support mode continue at least until the winning / losing lottery results in a "jackpot win."
[0305] In addition, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the game state will transition to the low probability mode and the high frequency support mode after the end of the open / close execution mode (i.e., the round number setting mode) regardless of the current game state. The low probability mode will continue at least until the winning / losing lottery results in a "jackpot win," and the high frequency support mode will transition to the low frequency support mode if 100 game rounds have been played without the winning / losing lottery results in a "jackpot win."
[0306] In addition, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss" or a "normal miss," the game state will not change.
[0307] In this manner, in this embodiment, the game state transition process functions as a specific control initiation means for transitioning the game state to the opening and closing execution mode and then starting game in the opening and closing execution mode when a game ball enters the non-electric device 51 and any of the holes 533A to 533C.
[0308] <Electrical configuration of the audio and light emission control device 90 and the display control device 100> FIG. 28 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device. 28, the audio and light emission control device 90 includes an audio and light emission control board 91, an MPU 92 mounted on the audio and light emission control board 91, and a ROM 93 and a RAM 94 constituting the MPU 92. Here, the MPU 92 is an element in which, in addition to the ROM 93 and RAM 94, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrated into a single chip.
[0309] The ROM 93 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93, and is a volatile storage means that requires an external power supply to hold the stored information. This RAM 94 has various areas such as a command list storage area 94a.
[0310] The MPU 92 has an input port and an output port. As described above, the input port of the MPU 92 is connected to the main control device 60. The output port of the MPU 92 is connected to the various lamp units 23, 49a to 49c, the speaker unit 24, and the display control device 100. The MPU 92 executes drive control of the various lamp units 23, 49a to 49c and the speaker unit 24 based on commands sent from the main control device 60. Furthermore, the MPU 92 transmits commands resulting from the analysis of these commands to the display control device 100. The audio and light emission control device 90 is electrically connected to the display control device 100 via a connector unit (connection unit) having connectors on both ends of a signal line.
[0311] The display control device 100 comprises a display control board 101, an MPU 102, a program ROM 103 and a work RAM 104 constituting the MPU 102, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. The MPU 102 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrated into a single chip in addition to the program ROM 103 and the work RAM 104. The MPU 102, the VDP 105, the character ROM 106, and the video RAM 107 are mounted on the display control board 101.
[0312] MPU 102 analyzes the command transmitted from audio and light emission control device 90, and performs a predetermined calculation process based on the command to control VDP 105. Specifically, MPU 102 controls VDP 105 by generating a command for VDP 105.
[0313] The program ROM 103 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 104 is a memory for temporarily storing various data, etc. when executing the control program stored in the program ROM 103, and is a volatile storage means that requires an external power supply to retain the stored information.
[0314] The VDP 105 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 47. The VDP 105 is also called a "drawing chip" because it is made into an IC chip, and its actual substance should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. This VDP 105 reads image data from the character ROM 106 based on the contents of the command generated by the MPU 102, and stores this image data in the video RAM 107.
[0315] The character ROM 106 functions as an image data library for storing character data such as designs to be displayed on the design display device 47. This character ROM 106 holds bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like. The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 47, and the display contents of the pattern display device 47 can be changed by rewriting the contents of this video RAM 107.
[0316] <Regarding timer interrupt processing executed by the audio and light emission control device 90> FIG. 29 is a flowchart of a timer interrupt process executed by the audio and light emission control device. The MPU 92 of the sound and light emission control device 90 executes a timer interrupt process to progress the game. In this timer interrupt process, the MPU 92 executes steps S1401 to S1405 periodically (for example, at 2 msec intervals) as shown in FIG.
[0317] In step S1401, the MPU 92 executes a command storage process. In this command storage process, when the MPU 92 receives a command from the MPU 62, the MPU 92 stores the command in the RAM 94. Specifically, the RAM 94 has a ring buffer for storing and reading commands received from the MPU 62, and the MPU 92 stores the commands in the ring buffer in the order in which they were received from the MPU 62. The MPU 92 reads the commands from the ring buffer in the order in which they were stored in the ring buffer.
[0318] In step S1402, the MPU 92 executes a presentation determination process based on the command received from the MPU 62. In the presentation determination process, the MPU 92 determines presentation for a game round, presentation for an open / close execution mode, and the like. In step S1403, the MPU 92 executes a performance execution process based on the content of the performance determination process in step S1402. Specifically, in the performance execution process, the MPU 92 executes light emission control of the various lamp units 23, 49a to 49c, and executes audio control of the speaker unit 24.
[0319] In step S1404, the MPU 92 executes a demo display execution process based on the demo command received from the MPU 62. In the demo display execution process, the MPU 92 executes a demo display when a predetermined start waiting period (e.g., 30 sec) for starting a demo has elapsed without starting a new game round after the end of a game round. Specifically, in the demo display execution process, the MPU 92 executes light emission control of the various lamp units 23 and executes audio control of the speaker unit 24.
[0320] In step S1405, a command transmission process is executed to transmit the command set in the performance determination process in step S1402 to the display control device 100. In this command transmission process, the MPU 92 determines whether or not it is time to transmit various commands stored as a command list in the command list storage area 94a of the RAM 94 to the display control device 100, and when it is determined that it is time to transmit the various commands to the display control device 100, it transmits the commands to the display control device 100. Thereafter, the MPU 92 ends the timer interrupt process.
[0321] <Regarding the performance determination process executed by the audio and light emission control device 90> FIG. 30 is a diagram showing a flowchart of the effect determination process. The MPU 92 of the sound and light emission control device 90 executes a performance determination process to execute a performance for a game round, a performance for an open / close execution mode, etc. In this performance determination process, the MPU 92 executes steps S1501 to S1518 as shown in FIG.
[0322] In step S1501, the MPU 92 determines whether or not the variation command and the type command transmitted from the MPU 62 have been received. If the MPU 92 determines in step S1501 that it has not received any command, it executes the processes in and after step S1509. On the other hand, if the MPU 92 determines in step S1501 that it has received each command, then in step S1502 it determines whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.
[0323] When the MPU 92 determines in step S1502 that the game result is the "most advantageous result" or the "low probability result", it executes a symbol determination process corresponding to the type of game result in step S1503. In this symbol determination process, when the MPU 92 determines that the game result is the "most advantageous result", it determines information related to a combination of symbols having the same odd numbers or the same even numbers as a stop result to be finally stopped and displayed on the pay line L, and when the MPU 92 determines that the game result is the "low probability result", it determines information related to a combination of symbols having the same even numbers as a stop result to be finally stopped and displayed on the pay line L. The odd and even numbers are randomly determined by lottery or the like.
[0324] On the other hand, if the MPU92 determines in step S1502 that the game result is not the "most advantageous result" or the "low probability result", then in step S1504, it determines whether the game result is a "normal loss result" or not based on the content of the type command. When the MPU 92 determines in step S1504 that the game result is not a "normal losing result," that is, when the game result is any of a "special losing result," an "unspecified few rounds high probability result," and an "explicit few rounds high probability result," the MPU 92 executes a common symbol determination process in step S1505. In this common symbol determination process, the MPU 92 determines information related to a special symbol combination as a stop result to be finally displayed on the pay line L. Specifically, the MPU 92 determines, instead of a combination of symbols having the same number, a special symbol combination having different numbers that will not be selected in the case of a "normal losing result" in the winning / losing lottery (for example, "3·4·1"). Note that this special symbol combination is the same regardless of the type of game result.
[0325] On the other hand, when the MPU 92 determines in step S1504 that the game result is a "normal miss result," it executes a symbol determination process for a normal miss in step S1506. In this symbol determination process for a normal miss, the MPU 92 determines whether or not a reach display will occur based on the content of the variation command.
[0326] When the MPU 92 determines that a reach display will occur, it determines information related to the combination of symbols in the reach display as a stop result to be finally displayed on the pay line L. The combination of symbols in the reach display is determined randomly by a lottery or the like. On the other hand, when the MPU 92 determines that the reach display will not occur, it determines information relating to a combination of symbols different from the combinations of symbols described above as a final stop result to be stopped and displayed on the pay line L. Specifically, the MPU 92 randomly determines a combination of symbols different from any of the combinations of symbols having the same number, the combination of special symbols, and the combination of symbols in the reach display by drawing lots or the like.
[0327] After executing any one of the processes in steps S1503, S1505, and S1506, the MPU 92 executes a process of determining a presentation pattern in step S1507. In this process of determining a presentation pattern, the MPU 92 selects a presentation pattern corresponding to a variation command and a type command by referring to a presentation table previously stored in the ROM 93. Specifically, the MPU 92 selects a presentation duration (presentation duration) and a content of the presentation as the presentation pattern. In step S1507, the MPU 92 also executes a lottery to determine whether or not to generate a preview display.
[0328] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1403 described above, based on the selected performance pattern.
[0329] In step S1508, the MPU 92 sets a fluctuation start command and a stop result command including information related to the stop result determined in any one of the processes in steps S1503, S1505, and S1506. Then, the MPU 92 stores the fluctuation start command and the stop result command in the command list stored in the command list storage area 94a of the RAM 94. These fluctuation start command and the stop result command are transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0330] The MPU 102 of the display control device 100 reads out a data table from the program ROM 103 for starting the variable display and displaying the stop result on the pattern display device 47 based on the variable display start command and the stop result command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 starts the variable display and then finally stops and displays the stop result determined by the MPU 92 on the effective line L.
[0331] After executing the process of step S1508, or when it is determined in step S1501 that the variation command and the type command have not been received, the MPU 92 executes the processes of steps S1509 and onward. In step S1509, the MPU 92 executes a process for determining the number of rounds.
[0332] FIG. 31 is a diagram showing a flowchart of the process of determining the number of rounds. In the process of determining the number of rounds, the MPU 92 executes steps S1601 to S1612 as shown in FIG. In step S1601, the MPU 92 determines whether or not a closed command transmitted from the MPU 62 has been received. When it is determined in step S1601 that the MPU 92 has received a closed command, in step S1602, the MPU 92 executes a process for determining a closed effect. In this process, the MPU 92 refers to a table for effects stored in advance in the ROM 93 to select the content of the effect corresponding to the closed command.
[0333] Furthermore, the MPU 92 controls the illumination of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1403 described above, based on the content of the selected performance.
[0334] In step S1603, the MPU 92 sets a command for the closed-time performance determined in the process of determining the closed-time performance in step S1602. Then, the MPU 92 stores the command for the closed-time performance in the command list stored in the command list storage area 94a of the RAM 94. This command for the closed-time performance is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0335] The MPU 102 of the display control device 100 reads out a data table for executing the closed-time performance on the pattern display device 47 from the program ROM 103 based on the command for the closed-time performance sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. This causes the pattern display device 47 to execute the closed-time performance.
[0336] After executing the process of step S1603, or if it is determined in step S1601 that the non-release command has not been received, the MPU 92 determines in step S1604 whether or not the release command sent from the MPU 62 has been received. If the MPU 92 determines in step S1604 that it has received the release command, it executes a process for determining the release effect in step S1605. In this process, the MPU 92 selects the content of the effect corresponding to the release command by referring to a table for effects stored in advance in the ROM 93.
[0337] Furthermore, the MPU 92 controls the illumination of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1403 described above, based on the content of the selected performance.
[0338] In step S1606, the MPU 92 sets a command for the open-up performance determined in the process of determining the open-up performance in step S1605. Then, the MPU 92 stores the command for the open-up performance in the command list stored in the command list storage area 94a of the RAM 94. This command for the open-up performance is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0339] The MPU 102 of the display control device 100 reads out a data table for executing the opening performance on the pattern display device 47 from the program ROM 103 based on the opening performance command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. This causes the pattern display device 47 to execute the opening performance.
[0340] After executing the processing of step S1606, or if it is determined in step S1604 that the open command has not been received, MPU 92 determines in step S1607 whether or not a 4-round execution command sent from MPU 62 has been received. If the MPU 92 determines in step S1607 that it has received the 4 round execution command, it executes a 4 round execution effect determination process in step S1608. In this 4 round execution effect determination process, the MPU 92 selects the content of the effect corresponding to the 4 round execution command by referring to a table for effects stored in advance in the ROM 93.
[0341] Furthermore, the MPU 92 controls the illumination of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1403 described above, based on the content of the selected performance.
[0342] In step S1609, the MPU 92 sets a 4-round execution presentation command for the 4-round execution presentation determined in the 4-round execution presentation determination process in step S1608. Then, the MPU 92 stores the 4-round execution presentation command in the command list stored in the command list storage area 94a of the RAM 94. This 4-round execution presentation command is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0343] The MPU 102 of the display control device 100 reads out a data table for executing the four-round execution presentation on the symbol display device 47 from the program ROM 103 based on the four-round execution presentation command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the symbol display device 47 executes the four-round execution presentation.
[0344] After executing the processing of step S1609, or if it is determined in step S1607 that a 4-round execution command has not been received, MPU 92 determines in step S1610 whether or not a 16-round execution command transmitted from MPU 62 has been received. If the MPU 92 determines in step S1610 that it has received a 16-round execution command, it executes a process for determining a 16-round execution effect in step S1611. In this process, the MPU 92 refers to a table for effects stored in advance in the ROM 93 to select the content of the effect corresponding to the 16-round execution command.
[0345] Furthermore, the MPU 92 controls the illumination of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1403 described above, based on the content of the selected performance.
[0346] In step S1612, the MPU 92 sets a 16-round execution presentation command for the 16-round execution presentation determined in the 16-round execution presentation determination process in step S1611. The MPU 92 then stores the 16-round execution presentation command in the command list stored in the command list storage area 94a of the RAM 94. This 16-round execution presentation command is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0347] The MPU 102 of the display control device 100 reads out a data table for executing the 16-round execution presentation on the symbol display device 47 from the program ROM 103 based on the 16-round execution presentation command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the symbol display device 47 executes the 16-round execution presentation.
[0348] After executing the process of step S1612, or if it is determined in step S1610 that a 16-round execution command has not been received, the MPU 92 ends the process of determining the number of rounds.
[0349] Returning to the explanation of the effect determination process, the process from step S1510 onwards will be described with reference to FIG. In step S1510, the MPU 92 determines whether or not an opening command has been received.
[0350] If the MPU 92 determines in step S1510 that the opening command has not been received, it executes the processes in and after step S1514. On the other hand, if it is determined in step S1510 that an opening command has been received, the MPU 92 determines the type of game result based on the contents of the opening command in step S1511.
[0351] In step S1512, the MPU 92 executes a process for determining an effect for the open / close execution mode corresponding to the type of game result determined in step S1511. In the process for determining an effect for the open / close execution mode, if the MPU 92 determines in step S1511 that the game result is a "special miss result" or an "unspecified few rounds high probability result", it selects effect A as the effect for the open / close execution mode. If the MPU 92 determines that the game result is an "explicit few rounds high probability result", it selects effect B as the effect for the open / close execution mode. If the MPU 92 determines that the game result is a "most advantageous result" and that the number of rounds is four, it selects effect C1 or effect D1 as the effect for the open / close execution mode. If the MPU 92 determines that the game result is a "most advantageous result" and that the number of rounds is sixteen, it selects effect C2 or effect D2 as the effect for the open / close execution mode. Also, when the MPU 92 determines that the game result is a "low probability result" and that the number of rounds is 4, it selects the effect D1 as the effect for the open / close execution mode. Also, when the MPU 92 determines that the game result is a "low probability result" and that the number of rounds is 16, it selects the effect D2 as the effect for the open / close execution mode.
[0352] The duration of effects A and B corresponds to the time when the large prize opening 38a is opened and closed twice in a short time mode in the opening and closing execution mode. The duration of effects C1 and D1 corresponds to the time when the large prize opening 38a is opened and closed four times in a long time mode in the opening and closing execution mode. The duration of effects C2 and D2 corresponds to the time when the large prize opening 38a is opened and closed 16 times in a long time mode in the opening and closing execution mode. In the following description, performance C1 and performance C2 will also be referred to simply as performance C, and performance D1 and performance D2 will also be referred to simply as performance D.
[0353] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process in step S1403 described above, based on the selection result from performance A to performance D.
[0354] In step S1513, the MPU 92 sets a command for the opening and closing execution mode including information related to the performance for the opening and closing execution mode selected in step S1512. Then, the MPU 92 stores the command for the opening and closing execution mode in the command list stored in the command list storage area 94a of the RAM 94. This command for the opening and closing execution mode is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0355] The MPU 102 of the display control device 100 reads out a data table from the program ROM 103 for executing the effect for the open / close execution mode on the pattern display device 47 based on the command for the open / close execution mode sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 executes the effect for the open / close execution mode selected by the MPU 92 of the sound light emission control device 90.
[0356] After executing the process of step S1513, or if it is determined in step S1510 that the opening command has not been received, the MPU 92 executes the processes of steps S1514 and onward. In step S1514, the MPU 92 determines whether or not an ending command has been received.
[0357] If it is determined in step S1514 that the ending command has not been received, the MPU 92 executes the processes in and after step S1518. On the other hand, when the MPU 92 determines in step S1514 that the ending command has been received, it executes a process for determining whether or not the non-electric role is opened in step S1515. In this process for determining whether or not the non-electric role is opened, the MPU 92 determines whether or not the non-electric role 51 is open based on the content of the ending command.
[0358] In step S1516, the MPU 92 executes a process for determining an ending effect corresponding to the state of the non-electric role 51 determined in step S1515. In the process for determining an ending effect, if the MPU 92 determines in step S1515 that the non-electric role 51 is not open (if it determines that it is closed), the MPU 92 selects a normal effect that does not notify the player that the non-electric role 51 has been opened as the ending effect. In contrast, if the MPU 92 determines in step S1515 that the non-electric role 51 is open, the MPU 92 selects an opening notification effect that notifies the player that the non-electric role 51 has been opened as the ending effect.
[0359] In step S1517, the MPU 92 sets an ending performance command for the ending performance (normal performance or release announcement performance) determined in the ending performance determination process in step S1516. Then, the MPU 92 stores the ending performance command in the command list stored in the command list storage area 94a of the RAM 94. This ending performance command is transmitted to the display control device 100 in the command transmission process in step S1405 described above.
[0360] The MPU 102 of the display control device 100 reads out a data table for executing the ending performance on the pattern display device 47 from the program ROM 103 based on the ending performance command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. This causes the pattern display device 47 to execute the ending performance.
[0361] After executing the process of step S1517, or when it is determined in step S1514 that the ending command has not been received, the MPU 92 executes other processes in step S1518. In the other processes, the MPU 92 executes processes for progressing the performance for the open / close execution mode, for example, based on the open command and the close command transmitted from the MPU 62. Thereafter, the MPU 92 ends the performance determination process.
[0362] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be described below. Fig. 32 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 32 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., in which game results are arranged in columns and game states, etc. are arranged in rows. As shown in FIG. 32, the pachinko machine 10 has, as game results excluding a "normal miss result," results of whether or not a "jackpot win" and a "special miss result" have been obtained, and allocation results of an "unspecified low-round high-probability result," an "explicit low-round high-probability result," a "most favorable result," and a "low-probability result."
[0363] Here, the "special losing result" is the game result that is selected when the winning / losing lottery does not result in a "jackpot win" (symbol × in the figure), as shown in the second column of the table in Figure 32. Also, the allocation result is the game result that is selected when the winning / losing lottery results in a "jackpot win" (symbol ○ in the figure). The relationship between the game result, excluding the "normal miss result", and the game state, etc., will be described below. In this embodiment, the pachinko machine 10 sets the relationship between the game result and the game state, etc., as follows, but the combination of the game result and the game state, etc., the content of the game result, and the content of the game state, etc. are arbitrary.
[0364] In the "special losing result", the opening and closing execution mode is switched to the opening and closing number regulation mode instead of the round number regulation mode, and the opening and closing of the big prize opening 38a is executed twice in a short time mode. Also, in the "special losing result", the winning or losing lottery mode is not switched. In the "non-disclosed few rounds high probability result", the opening and closing execution mode is switched to a round number regulation mode in which rounds are played with a maximum number of times of two, and the opening and closing of the large prize opening 38a is executed twice in a short time mode. Also, in the "non-disclosed few rounds high probability result", the winning or losing lottery mode is switched to a high probability mode. In this way, although the "special losing result" and the "non-disclosed short-round high probability result" have different types of opening and closing execution modes, they have in common that the opening and closing of the large prize opening 38a is executed twice in a short period of time.
[0365] In addition, in the case of a "special miss result" and an "undisclosed few rounds high probability result", the stopping result will be a special combination of symbols, and the presentation for the open / close execution mode will be presentation A. Furthermore, in the case of a "special miss result" and an "undisclosed few rounds high probability result", the support mode will not be switched. In addition, in the game round after the open / close execution mode ends, the symbol display device 47 will not display an image on the display screen G indicating that it is a high probability mode.
[0366] Therefore, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few rounds high probability result" by checking the stop result or the performance for the open / close execution mode. In other words, even if the allocation lottery results in a "non-disclosed few rounds high probability result" and the game moves to the high probability mode, the symbol display device 47 performs a disguise as if the game did not move to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy predicting whether the win / lose lottery mode has shifted to the high probability mode while playing the game.
[0367] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which rounds are played with a maximum of two times, and the opening and closing of the large prize opening 38a is performed twice in a short time. In the "expressed few rounds high probability result", the winning / losing lottery mode transitions to a high probability mode. In the "expressed few rounds high probability result", the stopping result is a special combination of symbols, and the presentation for the opening / closing execution mode is Presentation B. In the "expressed few rounds high probability result", the support mode transitions to a high frequency support mode. Furthermore, in the game round after the opening / closing execution mode ends, the symbol display device 47 displays an image on the display screen G indicating that it is the high probability mode. Therefore, by checking the stop result and the presentation for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."
[0368] In the case of the "most favorable result" and "low probability result", the opening / closing execution mode transitions to a round number specified mode in which rounds are played with a maximum number of times of 4 or 16, and the opening and closing of the large prize opening 38a is executed 4 or 16 times in a long-term manner. Here, in the "best result", the stopping result is a combination of symbols having the same odd numbers or the same even numbers, the winning / losing lottery mode transitions to the high probability mode, and the presentation for the opening / closing execution mode becomes presentation C or presentation D. Specifically, if the stopping result is a combination of symbols having the same odd numbers, the presentation for the opening / closing execution mode becomes presentation C, and if the stopping result is a combination of symbols having the same even numbers, the presentation for the opening / closing execution mode becomes presentation D. In addition, in the case of a "low probability result", the stopping result is a combination of symbols having the same even numbers, the winning / losing lottery mode shifts to a low probability mode, and the presentation for the opening / closing execution mode becomes presentation D. Furthermore, in the case of a "most favorable result" and a "low probability result", the support mode shifts to a high frequency support mode.
[0369] Therefore, the player can know that the game result is the "most advantageous result" when the stopped result is a combination of symbols having the same odd number and the presentation for the open / close execution mode is presentation C. However, when the stopped result is a combination of symbols having the same even number, the player cannot know whether the game result is the "most advantageous result" or the "low probability result" by checking the stopped result or the presentation for the open / close execution mode.
[0370] Then, in the game round after the opening and closing execution mode ends, if the final presentation for the opening and closing execution mode is presentation D, the symbol display device 47 does not display on the display screen G an image indicating that it is a high probability mode.
[0371] Specifically, the symbol display device 47 does not display an image on the display screen G indicating that the high probability mode is selected, but displays an image on the display screen G indicating that the high frequency support mode will transition to the low frequency support mode when the number of play times reaches a reference number for ending (specifically, 100 times). In other words, even if the allocation lottery results in a "most favorable result," the symbol display device 47 disguises the game result as if it was a "low probability result" in the play times after the end of the open / close execution mode if the final presentation for the open / close execution mode is presentation D.
[0372] Then, if the allocation result is the "most favorable result", the symbol display device 47 displays an image indicating that the game result is the high probability mode on the display screen G after 100 games have been played without the "big win" being determined in the win / lose lottery. In other words, the symbol display device 47 cancels the disguise that the game result was a "low probability result".
[0373] <Flow when switching to Open / Close mode> Figure 33 is a diagram showing the display screen of the symbol display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is switched to the opening and closing execution mode when the non-electric role is not opened. Note that Figure 33 shows a simplified view of the non-electric role 51 at the bottom left of the display screen G. Specifically, Fig. 33(A) is a diagram showing the display screen G when switching to the open / close execution mode. Figs. 33(B) and (C) are diagrams showing the display screen G when a ball enters the 4-round execution gate. Figs. 33(D) and (E) are diagrams showing the display screen G when a ball enters the 16-round execution gate. Fig. 33(F) is a diagram showing the display screen G when an opening announcement effect is selected as the ending effect to notify the player of the opening of the non-electric role 51.
[0374] When the non-electric reel 51 is not opened and the mode is switched to the opening / closing execution mode, the MPU 102 displays each of the pattern columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the pattern display device 47, as shown in Figure 33 (A), and stops the varying display of each of the pattern columns Z1 to Z3. Here, if the mode is switched to the open / close execution mode when the non-electric role 51 is not open, the MPU 92 determines in step S1601 that it has received a non-open command, and executes a process for determining the non-open performance in step S1602, and sets a command for the non-open performance related to the non-open performance determined in the process for determining the non-open performance in step S1602 in step S1603. Then, the MPU 102 executes the non-open performance based on the command for the non-open performance transmitted from the MPU 92. Specifically, the MPU 102 suggests to the player to hit right by displaying the words of an angel present in the center of the display screen G of the symbol display device 47, "Aim for the Kruun with a right hit!"
[0375] In addition, in step S1005, the MPU 62 executes a process for setting the Kroon route. In this process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to a closed state and set the right side variable ball entry mechanism 52 to the Kroon route (see the arrow in the figure).
[0376] Here, the blade member 521a is intermittently opened and closed at a cycle of 2 seconds, so when the blade member 521a is set to an open state by the blade member drive unit 521c, the game ball travels along the blade member 521a by utilizing the inclination of the blade member 521a and enters the right variable ball entry mechanism 52. When the plate 523a is set to a closed state to set the Kloon route, the game ball that has entered the right variable ball entry mechanism 52 and then reached the branching position of the guide passage 522 is guided to the guide rail 525. The game ball is then guided to the Kloon 53 via the guide rail 525. Thereafter, the game ball guided to the crane 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532, and then enters any one of the holes 533A to 533C.
[0377] When the ball enters the holes 533B and 533C (four-round execution gate), the MPU 92 determines in step S1607 that it has received a four-round execution command, and executes a process for determining a four-round execution presentation in step S1608, and sets a command for the four-round execution presentation related to the four-round execution presentation determined in the process for determining the four-round execution presentation in step S1608 in step S1609. The MPU 102 then executes the four-round execution presentation based on the command for the four-round execution presentation transmitted from the MPU 92. Specifically, the MPU 102 notifies the player that four rounds of play will begin by displaying the words of an angel in the center of the display screen G of the symbol display device 47, "4R confirmed! Hit right!", as shown in FIG. 33(B).
[0378] In addition, in step S1012, the MPU 62 executes a discharge route setting process. In this discharge route setting process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to an open state and set the right-side variable ball entry mechanism 52 as a discharge route (see the arrow in the figure).
[0379] After that, the MPU 92 determines in step S1510 that it has received an opening command, and in step S1511, it determines the type of game result based on the contents of the opening command, and executes a process of determining an effect for the open / close execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 33, the symbol display device 47 displays a combination of symbols having the same odd numbers (7·7·7) stopped on the pay line L as a stopped result, so the MPU 92 determines that the game result is the "most advantageous result." In addition, the MPU 92 determines that the number of rounds of play is four, so selects effect C1 as the effect for the open / close execution mode. Then, the MPU 102 executes the effect for the open / close execution mode selected by the MPU 92 based on the command for the open / close execution mode transmitted from the MPU 92.
[0380] After the performance for the opening and closing execution mode is finished, the MPU 92 determines in step S1514 that it has received an ending command, and therefore executes a process for determining whether or not to open the non-electric device in step S1515. When a ball enters the holes 533B and 533C (four-round execution gate), the MPU 92 determines in step S1515 that the non-electric device 51 is not open, and therefore selects a normal performance that does not notify the player of the opening of the non-electric device 51 as the ending performance. Then, the MPU 102 executes the ending performance selected by the MPU 92 based on the ending performance command transmitted from the MPU 92. Specifically, in the example of FIG. 33, the performance C1 is selected as the performance for the opening and closing execution mode, and the MPU 102 notifies the player of the transition to the high probability mode by displaying the words of an angel present in the center of the display screen G of the pattern display device 47, "Probability change entry!", as shown in FIG. 33(C).
[0381] On the other hand, when the ball enters the hole 533A (16-round execution gate), the MPU 92 determines in step S1610 that it has received a 16-round execution command, and executes a process for determining the 16-round execution presentation in step S1611, and sets a command for the 16-round execution presentation related to the 16-round execution presentation determined in the process for determining the 16-round execution presentation in step S1612. The MPU 102 then executes the 16-round execution presentation based on the command for the 16-round execution presentation transmitted from the MPU 92. Specifically, the MPU 102 notifies the player that the execution of 16 rounds of play will begin by displaying the words of an angel present in the center of the display screen G of the symbol display device 47, "16R confirmed! Hit right!", as shown in FIG. 33(D). In addition, a game ball that enters the hole 533A of the crane 53, falls downward, and is guided to the non-electric device 51 via the connecting passage 535 transitions the non-electric device 51 from a closed state to an open state.
[0382] In addition, in step S1012, the MPU 62 executes a discharge route setting process. In this discharge route setting process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to an open state and set the right-side variable ball entry mechanism 52 as a discharge route (see the arrow in the figure).
[0383] After that, the MPU 92 determines in step S1510 that it has received an opening command, and in step S1511, it determines the type of game result based on the contents of the opening command, and executes a process of determining an effect for the open / close execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 33, the symbol display device 47 displays a combination of symbols having the same odd numbers (7·7·7) stopped on the pay line L as a stopped result, so the MPU 92 determines that the game result is the "most advantageous result." In addition, the MPU 92 determines that the number of rounds is 16, and selects the effect C2 as the effect for the open / close execution mode. Then, the MPU 102 executes the effect for the open / close execution mode selected by the MPU 92 based on the command for the open / close execution mode transmitted from the MPU 92.
[0384] After the performance for the opening and closing execution mode is finished, the MPU 92 determines in step S1514 that it has received an ending command, and therefore executes a process for determining whether or not to open the non-electric device in step S1515. When a ball enters the hole 533A (16-round execution gate), the MPU 92 determines in step S1515 that the non-electric device 51 is being opened, and therefore selects an opening notification performance that notifies the player of the opening of the non-electric device 51 as the ending performance. Then, the MPU 102 executes the ending performance selected by the MPU 92 based on the ending performance command transmitted from the MPU 92. Specifically, in the example of FIG. 33, the performance C2 is selected as the performance for the opening and closing execution mode, and the MPU 102 notifies the player of the transition to the high probability mode by displaying the words of an angel present in the center of the display screen G of the pattern display device 47, "Certainty variable entry!", as shown in FIG. 33(E). After that, the MPU 102 notifies the player of the opening of the non-electric device 51 by displaying the words of an angel located in the center of the display screen G of the pattern display device 47, "The next jackpot is 16R confirmed with a left hit!"
[0385] Figure 34 is a diagram showing the display screen of the symbol display device, the non-electric role, and the right-side variable ball entry mechanism when the opening and closing execution mode is switched to when the non-electric role is opened. Note that Figure 34 shows a simplified view of the non-electric role 51 at the bottom left of the display screen G. Specifically, Fig. 34(A) is a diagram showing the display screen G when the mode is switched to the open / close execution mode. Fig. 34(B) and (C) are diagrams showing the display screen G when a ball enters the non-electric accessory 51.
[0386] When the non-electric reel 51 is opened and the mode is switched to the opening / closing execution mode, the MPU 102 displays each of the pattern columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the pattern display device 47, as shown in Figure 34 (A), and stops the varying display of each of the pattern columns Z1 to Z3. Here, if the mode is switched to the opening / closing execution mode when the non-electric role 51 is opened, the MPU 92 determines in step S1604 that it has received the opening command, and executes a process for determining the opening performance in step S1605, and sets a command for the opening performance determined in the process for determining the opening performance in step S1605 in step S1606. The MPU 102 then executes the opening performance based on the command for the opening performance transmitted from the MPU 92. Specifically, the MPU 102 suggests to the player to hit left by displaying the words of an angel present in the center of the display screen G of the symbol display device 47, "16R confirmed with a left hit!"
[0387] In addition, in step S1005, the MPU 62 executes a process for setting the Kroon route. In this process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to a closed state and set the right side variable ball entry mechanism 52 to the Kroon route (see the arrow in the figure).
[0388] Here, the blade member 521a is intermittently opened and closed at a cycle of 2 seconds, so when the blade member 521a is set to an open state by the blade member drive unit 521c, the game ball travels along the blade member 521a by utilizing the inclination of the blade member 521a and enters the right variable ball entry mechanism 52. When the plate 523a is set to a closed state to set the Kloon route, the game ball that has entered the right variable ball entry mechanism 52 and then reached the branching position of the guide passage 522 is guided to the guide rail 525. The game ball is then guided to the Kloon 53 via the guide rail 525. Thereafter, the game ball guided to the crane 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532, and then enters any one of the holes 533A to 533C. When a ball enters each of the holes 533A to 533C, the pachinko machine 10 executes the same process as when the pachinko machine 10 shifts to the open / close execution mode when the non-electric role 51 is not opened.
[0389] When a ball enters the non-electric device 51 (16-round execution gate), the MPU 92 determines in step S1610 that it has received a 16-round execution command, and executes a process for determining the 16-round execution presentation in step S1611, and sets a command for the 16-round execution presentation related to the 16-round execution presentation determined in the process for determining the 16-round execution presentation in step S1612. The MPU 102 then executes the 16-round execution presentation based on the command for the 16-round execution presentation transmitted from the MPU 92. Specifically, the MPU 102 notifies the player that the execution of 16 rounds of play will begin by displaying the words of an angel present in the center of the display screen G of the symbol display device 47, "16R confirmed! Hit right!", as shown in FIG. 34(B). In addition, the game ball that enters the non-electric device 51 through the entrance of the passage 511B transitions the non-electric device 51 from an open state to a closed state.
[0390] In addition, in step S1012, the MPU 62 executes a discharge route setting process. In this discharge route setting process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to an open state and set the right-side variable ball entry mechanism 52 as a discharge route (see the arrow in the figure).
[0391] After that, the MPU 92 determines in step S1510 that it has received an opening command, and in step S1511, it determines the type of game result based on the contents of the opening command, and executes a process of determining an effect for the open / close execution mode corresponding to the type of game result determined in step S1511. In the example of FIG. 34, the symbol display device 47 displays a combination of symbols having the same odd numbers (7·7·7) stopped on the pay line L as a stopped result, so the MPU 92 determines that the game result is the "most advantageous result." In addition, the MPU 92 determines that the number of rounds is 16, and selects effect C2 as an effect for the open / close execution mode. Then, the MPU 102 executes the effect for the open / close execution mode selected by the MPU 92 based on the command for the open / close execution mode transmitted from the MPU 92.
[0392] After the performance for the opening and closing execution mode is finished, the MPU 92 determines in step S1514 that it has received an ending command, and therefore executes a process for determining whether or not to open the non-electric role in step S1515. When a ball enters the non-electric role 51 (16-round execution gate), the MPU 92 determines in step S1515 that the non-electric role 51 is not open, and therefore selects a normal performance that does not notify the player of the opening of the non-electric role 51 as the ending performance. Then, the MPU 102 executes the ending performance selected by the MPU 92 based on the ending performance command transmitted from the MPU 92. Specifically, in the example of FIG. 34, the performance C2 is selected as the performance for the opening and closing execution mode, and the MPU 102 notifies the player of the transition to the high probability mode by displaying the words of an angel present in the center of the display screen G of the pattern display device 47, "Probability change entry!", as shown in FIG. 34(C).
[0393] Here, in this embodiment, the start ball entry means includes an upper operating port 36 (first start ball entry portion) and a lower operating port 37 (second start ball entry portion). The pachinko machine 10 also has a left-hand hitting route (first path) that makes it easier for game balls to enter the upper operating port 36 and harder for game balls to enter the lower operating port 37, and a right-hand hitting route (second path) that makes it easier for game balls to enter the lower operating port 37 and harder for game balls to enter the upper operating port 36. The non-electric device 51 is disposed on the left-hand hitting route.
[0394] In addition, the main control device 60 has a low-frequency support mode (first game state) in which the probability of the ball landing in the lower operating port 37 is lower than that of the upper operating port 36, and a high-frequency support mode (second game state) in which the probability of the ball landing in the lower operating port 37 is higher than that of the upper operating port 36, and functions as a game state switching means for switching between the low-frequency support mode and the high-frequency support mode. Specifically, the main control device 60 switches from the low-frequency support mode to the high-frequency support mode after finishing the game in the open / close execution mode. Then, if the game result is a "high probability result with fewer rounds" or a "most favorable result," the main control device 60 continues the high-frequency support mode at least until the winning / losing lottery results in a "jackpot win." Also, if the game result is a "low probability result," the main control device 60 switches from the high-frequency support mode to the low-frequency support mode after playing a predetermined number of times (100 times in this embodiment) (internal lottery).
[0395] Therefore, if the game result is a "high probability result with fewer rounds" or a "most favorable result," the player can play a game by putting a game ball into the lower operating port 37 via the right-hand hitting route after finishing the game in the open / close execution mode, at least until the winning lottery results in a "jackpot winning." This allows the player to keep the non-electric device 51 open at least until the winning lottery results in a "jackpot winning."
[0396] On the other hand, if the game result is a "low probability result", the player can execute a game round by making the game ball enter the lower operating port 37 via the right hit route until 100 game rounds are executed (until the high frequency support mode is switched to the low frequency support mode) after finishing the game in the open / close execution mode. After that, since it becomes difficult to make the game ball enter the lower operating port 37 via the right hit route, the player can execute a game round by making the game ball enter the upper operating port 36 via the left hit route. Therefore, if the non-electric device 51 is arranged on the left hit route, the player will end up making the game ball enter the non-electric device 51 via the left hit route unless the game state is shifted to the open / close execution mode from the closed state until 100 game rounds are executed after the non-electric device 51 is shifted from the closed state to the open state. In this case, the non-electric device 51 will transition from an open state to a closed state, so the player can play in the hope that the game state will transition to the open / close execution mode before 100 game plays are performed.
[0397] In the present embodiment, the pachinko machine 10 creates advantageous and unfavorable game states for the player by setting a high-frequency support mode with no limit on the number of times and a high-frequency support mode with a limit of 100 times. However, advantageous and unfavorable game states for the player may be created by setting game states other than these. For example, the pachinko machine 10 may create advantageous and unfavorable game states for the player by varying the number of game times for which the high-frequency support mode is continued after the opening / closing execution mode is ended. Also, for example, the pachinko machine 10 may create advantageous and unfavorable game states for the player depending on whether or not the high-frequency support mode is switched to after the opening / closing execution mode is ended. Furthermore, for example, the pachinko machine 10 may create advantageous and unfavorable game states for the player by varying the number of game times for which the high probability mode is continued after the opening / closing execution mode is ended.
[0398] Here, when the non-electric device 51 is opened and the mode is switched to the opening and closing execution mode, the player can select whether to cause the ball to enter each of the holes 533A to 533C of the crane 53, or to cause the ball to enter the non-electric device 51. Therefore, for example, when the non-electric device 51 is opened, the player shifts to the open / close execution mode, and if the game result is a "high probability result with fewer rounds" or a "most favorable result", the player can continue the high probability mode while maintaining the open state of the non-electric device 51 by aiming for the ball to enter the 16-round execution gate or the 4-round execution gate of the crane 53. After that, the player shifts to the open / close execution mode when the non-electric device 51 is opened, and if the game result is a "low probability result", the non-electric device 51 can be shifted from the open state to the closed state by aiming for the ball to enter the non-electric device 51. Therefore, if the player does not shift the game state to the open / close execution mode before executing 100 game times after shifting the non-electric device 51 from the closed state to the open state, the player can avoid the situation where the game ball enters the non-electric device 51 via the left hit route. As a result, the pachinko machine 10 can broaden the options available to the player and increase the player's interest in the game.
[0399] In this embodiment, the opening / closing ball entry means transitions from an open state to a closed state based on the entry of one gaming ball, but it may also transition from the open state to a closed state based on the entry of two or more gaming balls. When the opening and closing ball entry means is configured in this way, for example, the player can keep the opening and closing ball entry means open even after the first game ball enters the opening and closing ball entry means, so that the order of aiming at the round game execution gate can be diversified. In this way, the pachinko machine 10 can further expand the options of the player, and further increase the player's interest in the game.
[0400] According to this embodiment, the following actions and effects can be achieved. (1) The pachinko machine 10 is provided with a cranes 53 that allows game balls flowing down the game area to enter based on the results of an internal lottery executed based on the entry of game balls into the upper operating port 36 and the lower operating port 37, and the cranes 53 are provided with holes 533A-533C that start a game in the open / close execution mode when a game ball enters the cranes 53. Therefore, the player can start a game in the open / close execution mode by entering a game ball into each of the holes 533A-533C after shifting the game state to the open / close execution mode with the main control device 60. In addition, the hole 533A shifts the non-electric device 51 from a closed state to an open state based on the entry of the game ball, so that the player can start a game in the open / close execution mode by entering a game ball into the non-electric device 51 after shifting the game state to the next open / close execution mode with the main control device 60. Therefore, the pachinko machine 10 can broaden the options available to the player and increase the player's interest in the game.
[0401] (2) The open / close execution mode game that starts when the game ball enters the non-electric device 51 and the hole 533A gives the player a higher value than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C, so when the player starts the open / close execution mode game by putting a game ball into the cranes 53, he or she will expect the ball to enter the hole 533A. Also, when the non-electric device 51 is shifted from the closed state to the open state based on the game ball entering the hole 533A, the player can start the open / close execution mode game that gives the player a higher value than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C by putting a game ball into the non-electric device 51 after shifting the game state to the next open / close execution mode with the main control device 60. Therefore, the pachinko machine 10 can broaden the options available to the player and increase the player's interest in the game.
[0402] (3) The entry of a game ball into each of the holes 533B and 533C can start an open / close execution mode in which a predetermined number of game balls can be dispensed, and the entry of a game ball into the non-electric device 51 and the hole 533A starts an open / close execution mode in which more game balls than the predetermined number of game balls can be dispensed, which gives the player a higher value than the open / close execution mode that starts when a game ball enters each of the holes 533B and 533C. Therefore, when starting the open / close execution mode, the player will expect the ball to enter the hole 533A. Therefore, the pachinko machine 10 can increase the player's interest in the game.
[0403] (4) In the game state transition process, the variable winning device 38 is opened and closed a predetermined number of times when a game ball enters each of the holes 533B and 533C, thereby starting a game in an opening and closing execution mode in which a predetermined number of game balls can be paid out, and the variable winning device 38 is opened and closed a number of times greater than the predetermined number of times when a game ball enters the non-electric device 51 and the hole 533A, thereby starting a game in an opening and closing execution mode in which more game balls than the predetermined number of game balls can be paid out. Therefore, when starting a game in the opening and closing execution mode, the player will expect a ball to enter the hole 533A. Therefore, the pachinko machine 10 can increase the player's attention to the game.
[0404] (5) Since each of the holes 533A to 533C is provided on the rolling surface 531 of the cranes 53, the player will pay attention to the direction of the game ball that has entered the cranes 53. Therefore, the pachinko machine 10 can increase the player's attention to the game. (6) The non-electric device 51 transitions from an open state to a closed state by receiving a game ball on each plate-shaped body 513, and transitions from a closed state to an open state by receiving a game ball on each lower blade member 515, so that the opening and closing states can be transitioned using only the weight of the game ball without requiring any other power source such as electricity.
[0405] (7) After finishing the game in the open / close execution mode, the player can execute a game round by making the game ball enter the lower operating port 37 via the right-hand hitting route until 100 game rounds are executed (until the high-frequency support mode is switched to the low-frequency support mode). After that, since it becomes difficult to make the game ball enter the lower operating port 37 via the right-hand hitting route, the player can execute a game round by making the game ball enter the upper operating port 36 via the left-hand hitting route. Therefore, when the non-electric device 51 is arranged on the left-hand hitting route, the player will end up making the game ball enter the non-electric device 51 via the left-hand hitting route unless the game state is shifted to the open / close execution mode after the non-electric device 51 is shifted from the closed state to the open state before 100 game rounds are executed. In this case, the non-electric device 51 will transition from an open state to a closed state, so the player can play in the hope that the game state will transition to the open / close execution mode before 100 game plays are performed.
[0406] Second Embodiment A second embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.
[0407] FIG. 35 is a front view of a game board according to the second embodiment of the present invention. In the first embodiment, the game board 31 has a cranes 53 provided in the area to the left of the right-side variable ball entry mechanism 52, and the game ball that enters the hole 533A of the cranes 53, falls downward, and is guided to the non-electric device 51 through the connecting passage 535 transitions the non-electric device 51 from a closed state to an open state. In other words, in the first embodiment, the game ball that enters the hole 533A of the cranes 53 is always guided to the non-electric device 51. In contrast, in this embodiment, the game board 31 is provided with a crane 53A provided in the area to the left of the right-side variable ball entry mechanism 52, and differs from the first embodiment in that a game ball that enters the hole 533A of the crane 53A is not necessarily guided to the non-electric device 51.
[0408] FIG. 36 is an exploded perspective view showing the vicinity of the crane enlarged and obliquely viewed from above. As shown in FIG. 36, the crane 53A is provided with a disk-shaped rolling surface 531 for rolling the game ball guided to the crane 53A via a guide rail 525, a side wall 532 provided along the periphery of the rolling surface 531, a cylindrical rotating body 537 arranged below the rolling surface 531 and rotatably arranged around the central axis, and a receiving tray 538 arranged below the rotating body 537. In addition, the guide rail 525 guides the game ball to the rolling surface 531 so as to follow the side wall 532.
[0409] The rolling surface 531 includes three holes 533A to 533C formed at equal intervals from the center of the rolling surface 531, and a protrusion 534 formed at the center of the rolling surface 531 and having three side surfaces that slope downward toward each of the holes 533A to 533C. The rolling surface 531 is also sloped downward from the side wall 532 toward each of the holes 533A to 533C (see FIG. 4). Therefore, the game ball guided to the crane 53A via the guide rail 525 rolls on the rolling surface 531 along the side wall 532, and then enters one of the holes 533A to 533C (see the arrow A in the figure).
[0410] Each of the holes 533A to 533C includes a detection sensor 40i to 40k (see FIG. 11) for detecting the entry of a game ball, and the detection sensor 40i to 40k is disposed on the back side of the game board 31. Specifically, the detection sensor 40i detects the entry of a game ball into the hole 533A, the detection sensor 40j detects the entry of a game ball into the hole 533B, and the detection sensor 40k detects the entry of a game ball into the hole 533C. When a ball enters each of the holes 533A to 533C, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters each of the winning holes. Also, the detection sensors 40i to 40k may be any type that can detect the entry of a game ball individually, and for example, an electromagnetic induction type proximity sensor or the like can be adopted.
[0411] When each of the holes 533A to 533C wins the internal lottery to switch to the open / close execution mode and switches to the open / close execution mode, it becomes an opportunity to start a round game. Specifically, when the pachinko machine 10 wins the internal lottery to switch to the open / close execution mode and switches to the open / close execution mode, and a ball enters each of the holes 533A to 533C, the pachinko machine 10 sets the opening / closing door 38b to an open state and starts the execution of a predetermined number of round games.
[0412] Specifically, when a ball lands in hole 533A, pachinko machine 10 starts playing 16 rounds of games, and therefore displays a mark around hole 533A to indicate that 16 rounds of games will start. In addition, when a ball lands in holes 533B and 533C, the pachinko machine 10 starts playing four rounds of games, so no marks are displayed in holes 533B and 533C to suggest that four rounds of games will start.
[0413] Thus, in this embodiment, the crane 53A functions as a variable ball entry means that allows a game ball flowing down the game area to enter the game based on the result of an internal lottery performed based on the game ball's entry into the upper operating port 36 or the lower operating port 37. The crane 53A also has holes 533A-533C (a plurality of ball entry sections) for allowing game balls that have entered the crane 53A to enter. The crane 53A has a rolling surface 531 for rolling game balls that have entered the crane 53A, and the plurality of ball entry sections are provided on the rolling surface 531 and allow game balls rolling on the rolling surface 531 to enter. Specifically, the rolling surface 531 has a plurality of ball entry sections that are formed at a predetermined distance from the center of the rolling surface 531 and are provided at equal intervals from each other.
[0414] In this embodiment, the multiple ball entry sections are provided on the rolling surface 531 of the crane 53A, and allow game balls rolling on the rolling surface 531 to enter the ball entry sections. In contrast, the multiple ball entry sections may be provided, for example, in a distribution mechanism that distributes game balls that have entered the variable ball entry means to one of the multiple ball entry sections. In this case, the probability that the distribution mechanism distributes game balls to one of the multiple ball entry sections may be the same or different. In short, the variable ball entry means only needs to be provided with multiple ball entry sections. Furthermore, in this embodiment, the variable ball entry means is provided with a plurality of ball entry sections, but the variable ball entry means may be provided with a single ball entry section.
[0415] As described above, the non-electric device 51 and the hole 533A (second ball entry section) are 16-round execution gates that start the execution of 16 rounds of games. Also, each of the holes 533B and 533C (first ball entry sections) is a 4-round execution gate that starts the execution of 4 rounds of games. Therefore, the open / close execution mode game that starts when the game ball enters the non-electric device 51 and the hole 533A provides a higher value to the player than the open / close execution mode game that starts when the game ball enters the holes 533B and 533C.
[0416] Specifically, the pachinko machine 10 starts an opening and closing execution mode in which a predetermined number of game balls can be paid out by setting the number of times the variable winning device 38 is opened and closed to a predetermined number (four times in this embodiment) when a game ball enters each of the holes 533B, 533C, and starts an opening and closing execution mode in which more than the predetermined number of game balls can be paid out by setting the number of times the variable winning device 38 is opened and closed to a number greater than the predetermined number (16 times in this embodiment) when a game ball enters the non-electric device 51 and hole 533A.
[0417] In this embodiment, the open / close execution mode game that starts when the game ball enters the non-electric device 51 and the hole 533A is given a higher value to the player than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C by setting the number of times the variable winning device 38 is opened and closed. However, for example, by setting the opening time of the variable winning device 38, a higher value may be given to the player than the open / close execution mode game that starts when the game ball enters each hole 533B, 533C. In short, the open / close execution mode game that starts when the game ball enters the open / close ball entry means and the second ball entry section may be given a higher value to the player than the open / close execution mode game that starts when the game ball enters the first ball entry section.
[0418] In this embodiment, the hole 533A is a 16-round execution gate that starts the execution of 16 round games, and each of the holes 533B and 533C is a 4-round execution gate that starts the execution of 4 round games, and the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate is fixed. In contrast, the correspondence between each of the holes 533A to 533C and the 16-round execution gate and the 4-round execution gate does not have to be fixed, and the correspondence may be changed based on the result of an internal lottery, for example. According to this, the pachinko machine 10 can expand the playability and can increase the player's attention to the game.
[0419] The rotating body 537 has upper openings 537A1 to 537A3 formed in a circular shape on its upper surface and located at positions corresponding to the holes 533A to 533C, and lower openings 537B1 to 537B3 formed in a circular shape on its lower surface and communicating with the upper openings 537A1 to 537A3. The lower opening 537B1 is opened so as to be concentric with the central axis of the rotor 537. After rolling on the rolling surface 531, the game ball enters one of the holes 533A to 533C, falls downward, and enters the upper opening 537A1, and passes through the rotor passage 537C1 formed inside the rotor 537 and is discharged from the lower opening 537B1 (see the arrow B1 in the figure).
[0420] The lower opening 537B2 is opened directly below the upper opening 537A2. After rolling on the rolling surface 531, the game ball enters one of the holes 533A to 533C, falls downward, and enters the upper opening 537A2. The game ball passes through the rotor passage 537C2 formed inside the rotor 537 and is discharged from the lower opening 537B2 (see the arrow B2 in the figure). The lower opening 537B3 is opened directly below the upper opening 537A3. After rolling on the rolling surface 531, the game ball enters one of the holes 533A to 533C, falls downward, and enters the upper opening 537A3. The game ball passes through the rotor passage 537C3 formed inside the rotor 537 and is discharged from the lower opening 537B3 (see the arrow B3 in the figure).
[0421] The tray 538 includes a disk-shaped rolling surface 538A for rolling the game balls discharged from the lower opening 537B2 or the lower opening 537B3 and dropping downward, and a side wall 538B provided along the periphery of the rolling surface 538A. The rolling surface 538A has a cylindrical tubular portion 538A1 formed concentrically at its center. This tubular portion 538A1 guides the game ball discharged from the lower opening 537B1 to the communication passage 538C. This communication passage 538C guides the game ball to the non-electric device 51 in the same manner as the communication passage 535 in the first embodiment (see arrow C in the figure). The side wall 538B has a rectangular opening 538B1 formed on the side. This opening 538B1 guides the game balls discharged from the lower opening 537B2 or the lower opening 537B3 to the discharge passage 538D. This discharge passage 538D discharges the game balls to the game area through the opening 311 (see FIG. 35) in the same manner as the discharge passage 536 in the first embodiment.
[0422] Here, the rolling surface 538A is inclined downward toward the opening 538B1. Therefore, the game ball discharged from the lower opening 537B2 or the lower opening 537B3 rolls on the rolling surface 538A, and is then guided to the discharge passage 538D via the opening 538B1 (see arrow D in the figure).
[0423] Rotating body 537 also has a circular groove portion 537D formed on its underside and concentric with the central axis of rotating body 537, a gear (not shown) formed on its peripheral surface, and rotating body drive portion 537E (see Figure 37) that rotates rotating body 537 via this gear. Groove portion 537D fits into side wall 538B of tray 538, thereby allowing rotor 537 to be placed on tray 538 and positioning rotor 537 relative to tray 538. Rotating body driving section 537E rotates rotating body 537 at a predetermined rotation speed via a gear formed on the circumferential surface of rotating body 537. In this embodiment, the rotor driver 537E rotates the rotor 537 at a predetermined rotation speed, but the rotation speed may be varied.
[0424] <Electrical configuration of the pachinko machine 10> FIG. 37 is a block diagram showing the electrical configuration of a pachinko machine. As shown in Fig. 37, the pachinko machine 10 includes a main control device 60, a sound and light emission control device 90, and a display control device 100, which are mounted on the rear side of the inner frame. The pachinko machine 10 also includes a payout control device 70 that executes payout control to make the payout device 71 described above pay out game balls, and a power supply and launch control device 80 that executes launch control to make the game ball launch mechanism 81 described above launch game balls, which are mounted on the back pack unit.
[0425] The main control device 60 includes a main control board 61 that controls the main control of the game (main control) and a power failure monitoring board 65 that monitors the power supply. The main control device 60 includes a board box that houses the main control board 61 and the like. The board box may include a trace means that leaves a trace when it is opened, or a trace structure that leaves a trace when it is opened. Specifically, the trace means may include a configuration in which a board box is formed by joining multiple case bodies, and a joining part (crimping part) that requires destruction of a predetermined part when each case body is separated, or a configuration in which a sealing seal that leaves a trace of peeling by leaving an adhesive layer on the adhesion target when peeled off is attached so as to straddle the boundaries between multiple case bodies. In addition, the trace structure may include a configuration in which an adhesive is applied to the boundaries between these case bodies.
[0426] The main control board 61 includes an MPU 62 mounted on the main control board 61, and a ROM 63 and a RAM 64 which constitute the MPU 62. The MPU 62 is an element which combines, on a chip, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit acting as a random number generator, in addition to the ROM 63 and the RAM 64. In this embodiment, the ROM 63 and the RAM 64 are integrated into a single chip for the MPU 62, but they may be integrated into separate chips. This also applies to the MPUs of the other control devices other than the main control device 60.
[0427] The ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The ROM 63 has various areas such as a win / lose table storage area 63a, a distribution table storage area 63b, and a reach table storage area 63c. These areas will be described in detail later. The RAM 64 is a memory for temporarily storing various data and the like when the control program stored in the ROM 63 is executed, and is a volatile storage means that requires an external power supply to hold the stored information. The RAM 64 has various areas such as a counter area 64a, a reserved ball storage area 64b, and an electric role reserved area 64c. These areas will be described in detail later.
[0428] The MPU 62 has an input port and an output port. The input port of the MPU 62 is connected to the power failure monitoring board 65 provided in the main control device 60, the multiple detection sensors 40a to 40k, and the non-electric role opening detection sensor 519. The output port of the MPU 62 is connected to the power failure monitoring board 65, the payout control device 70, and the sound and light emission control device 90. In addition, the output port of the MPU 62 is connected to the electric role driving unit 37b that opens and closes the electric role 37a of the lower operating port 37, the variable winning driving unit 38c that opens and closes the opening and closing door 38b of the variable winning device 38, the blade member driving unit 521c that opens and closes the blade member 521a, the plate driving unit 523c that opens and closes the plate 523a, the rotating body driving unit 537E that rotates the rotating body 537 at a predetermined rotation speed via a gear formed on the circumferential surface of the rotating body 537, the main display unit 45, and the role display unit 46.
[0429] The main control board 61 has a driver circuit. The MPU 62 executes drive control of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 62 executes drive control of the electric role drive unit 37b to open and close the electric role 37a. In the opening and closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 38c to open and close the large winning port 38a. In addition, the MPU 62 executes drive control of the blade member drive unit 521c to open and close the blade member 521a. In the opening and closing execution mode, the MPU 62 executes drive control of the plate drive unit 523c to open and close the plate 523a. In addition, the MPU 62 executes drive control of the rotating body drive unit 537E to rotate the rotating body 537. In each game, the MPU 62 executes display control of the main display unit 45 to display the result of the internal lottery performed based on the winning of each operation port 36, 37. Furthermore, the MPU 62 executes display control of the bonus display unit 46 to display the results of an internal lottery conducted based on winning at each through gate 41 .
[0430] <Flow when switching to Open / Close mode> Figure 38 is a diagram showing the display screen of the symbol display device, the non-electric role, and the right-side variable ball entry mechanism when the non-electric role is switched to the opening and closing execution mode when the non-electric role is not opened. Note that Figure 38 shows a simplified view of the non-electric role 51 at the bottom left of the display screen G. Specifically, Fig. 38(A) is a diagram showing a display screen G when switching to the open / close execution mode. Figs. 38(B) and (C) are diagrams showing the non-electric device 51 that is not in the open state after a ball enters the 4-round execution gate. Figs. 38(D) and (E) are diagrams showing the non-electric device 51 that is in the open state after a ball enters the 4-round execution gate. Fig. 38(F) is a diagram showing the display screen G when an opening announcement effect is selected as the ending effect to announce the opening of the non-electric device 51 to the player.
[0431] When the non-electric reel 51 is not opened and the mode is switched to the opening / closing execution mode, the MPU 102 displays each of the pattern columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the pattern display device 47, as shown in Figure 38 (A), and stops the varying display of each of the pattern columns Z1 to Z3. Here, if the mode is switched to the open / close execution mode when the non-electric role 51 is not open, the MPU 92 determines in step S1601 that it has received a non-open command, and executes a process for determining the non-open performance in step S1602, and sets a command for the non-open performance related to the non-open performance determined in the process for determining the non-open performance in step S1602 in step S1603. Then, the MPU 102 executes the non-open performance based on the command for the non-open performance transmitted from the MPU 92. Specifically, the MPU 102 suggests to the player to hit right by displaying the words of an angel present in the center of the display screen G of the symbol display device 47, "Aim for the Kruun with a right hit!"
[0432] In addition, in step S1005, the MPU 62 executes a process for setting the Kroon route. In this process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to a closed state and set the right side variable ball entry mechanism 52 to the Kroon route (see the arrow in the figure).
[0433] Here, the blade member 521a is intermittently opened and closed at a cycle of 2 seconds, so when the blade member 521a is set to an open state by the blade member drive unit 521c, the game ball travels along the blade member 521a by utilizing the inclination of the blade member 521a and enters the right variable ball entry mechanism 52. When the plate 523a is set to a closed state to set the Kloon route, the game ball that has entered the right variable ball entry mechanism 52 and then reached the branching position of the guide passage 522 is guided to the guide rail 525. The game ball is then guided to the Kloon 53 via the guide rail 525. Thereafter, the game ball guided to the crane 53 via the guide rail 525 rolls on the rolling surface 531 along the side wall 532, and then enters any one of the holes 533A to 533C.
[0434] When the ball enters the holes 533B and 533C (four-round execution gate), the MPU 92 determines in step S1607 that it has received a four-round execution command, and executes a process for determining a four-round execution presentation in step S1608, and sets a command for the four-round execution presentation related to the four-round execution presentation determined in the process for determining the four-round execution presentation in step S1608 in step S1609. The MPU 102 then executes the four-round execution presentation based on the command for the four-round execution presentation transmitted from the MPU 92. Specifically, the MPU 102 notifies the player that four rounds of play will start by displaying the words of an angel in the center of the display screen G of the symbol display device 47, "4R confirmed! Hit right!", as shown in FIG. 38(B) and FIG. 38(D).
[0435] In addition, in step S1012, the MPU 62 executes a discharge route setting process. In this discharge route setting process, the MPU 62 executes drive control of the plate drive unit 523c to set the plate 523a to an open state and set the right-side variable ball entry mechanism 52 as a discharge route (see the arrow in the figure).
[0436] FIG. 39 is a perspective view showing the flow of the game ball being guided to the discharge passage after the ball enters the four-round execution gate. When a ball enters the holes 533B and 533C (four-round execution gates), the gaming ball passes through one of the rotor paths 537C1 to 537C3 of the rotor 537 and falls into the receiving tray 538. For example, when the game ball enters the hole 533C, the game ball comes into contact with the upper surface of the rotating body 537 and stops, as shown in FIG. 39(A).
[0437] Here, rotor driving unit 537E rotates rotor 537 at a predetermined rotational speed via a gear formed on the peripheral surface of rotor 537 (see arrow R in the figure), so that hole 533C communicates with any one of rotor passages 537C1 to 537C3 of rotor 537. For example, when a ball enters the hole 533C, comes into contact with the upper surface of the rotor 537, stops, and then communicates with the rotor passage 537C2, the game ball rolls on the rolling surface 538A of the tray 538, as shown in Fig. 39(B), an...
Claims
Claim 1 Launching means capable of launching a game ball toward a game area formed on the front surface of the game board, Start ball entry means through which a game ball flowing down the game area can enter and based on which a predetermined lottery can be executed, A gaming machine comprising gaming state transition means capable of transitioning the gaming state to a specific control state advantageous to the player based on the result of the predetermined lottery, Variable ball entry means through which a game ball flowing down the game area can enter based on the result of the predetermined lottery, An open / closed ball entry means configured such that an open state in which a game ball flowing down the game area can enter and a closed state in which a game ball flowing down the game area cannot enter can be formed, and it is configured to be possible for this gaming machine to transition from the open state to the closed state in response to a physical entry of a game ball into itself, The gaming machine, A first situation in which, when a game ball that has entered the variable ball entry means wins, predetermined control during the specific control state is executed and the state of the subsequent open / closed ball entry means can be transitioned based on the state before the win, A second situation in which, when a game ball that has entered the variable ball entry means wins, the predetermined control is not executed and the state of the subsequent open / closed ball entry means can be transitioned based on the state before the win, are configured to be able to appear, A gaming machine characterized in that, after the gaming state is transitioned to the specific control state, a predetermined game can be started based on the win in the first situation.
Citation Information
Patent Citations
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