gaming machines
Patent Information
- Application Number
- JP2021127210
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-03
- Publication Date
- 2025-09-09
- Estimated Expiration
- 2041-08-03
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to gaming machines. [Background technology]
[0002] For game machines such as pachinko machines and slot machines, the structure, control, and presentation are used for the purpose of improving the enjoyment of the game, reducing the processing load of the game machine, optimizing processing, simplifying control, and simplifying the structure. Technical improvements have been made from various viewpoints such as (for example, Patent Document 1).
[0003] In addition, various technical improvements have been made for the purpose of improving the soundness of games, such as detecting and deterring fraudulent actions by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent document]
[0004] [Patent document 1] Japanese Patent Application Laid-Open No. 2011-172988 [Outline of the Invention] [Problems to be solved by the invention]
[0005] In the above-mentioned gaming machines, further improvements have been made for the purpose of improving the enjoyment of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, simplifying the structure, improving the soundness of the game, etc. Improvements in technology are desired. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above problems, and can be implemented as the following modes.
[0007] [Form] (This form is mainly based on the following sixth embodiment and its modifications) information acquisition means for acquiring special information when an acquisition condition is satisfied; determination means for determining whether the acquired special information satisfies a predetermined condition; a first rotating means; a second rotating means; A gaming machine comprising The first rotating means includes a rotating plate portion rotatable around a rotating shaft, The rotating plate portion is configured so that a light source located on the back side can be visually recognized, and is configured to be switchable between a predetermined rotating state and a predetermined stopped state, The second rotating means is configured to be rotatable, and when the game board is viewed from the front, at least a first position that is visible without passing through the rotating plate portion of the first rotating means, and a visible position through the rotating plate portion. is displaceable between a possible second position and The game machine is a first state in which the light source is visible through the rotating rotating plate portion in a predetermined game state; By moving the second rotating means to the back side of the rotating rotating plate portion, the second rotating means blocks the light from the light source, and the second rotating means is visually recognized through the rotating plate portion. a second state that becomes possible; have A gaming machine characterized by:
Effect of the invention
[0008] According to the above aspect, the above problems can be solved. [Brief description of the drawing]
[0009]
Figure 1
Figure 2
[0010] An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <<1>> First embodiment (feature sA group to feature sV group): <<2>> Second embodiment (characteristic tA group to characteristic tP group): <<3>> Third embodiment (feature uA group to feature uU group and feature uIA group to feature uIM group): <<4>> Fourth embodiment (feature vA group to feature vR group): <<5>> Fifth embodiment (feature wA group to feature wY group): <<6>> Sixth embodiment (feature xA group to feature xU group): <<7>> Seventh embodiment (feature yA group to feature yζ group): <<8>> Eighth embodiment (feature zA group to feature zU group): <<9>> Ninth embodiment (feature aA group to feature aU group): <<10>> Tenth embodiment (feature bA group to feature bU group): <<11>> Eleventh embodiment (feature cA group): <<12>> Twelfth embodiment (feature dA group):
[0011] <<1>> First embodiment: <<1-1>> Machine structure: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as "pachinko machine") as a first embodiment of the present invention. A pachinko machine 10 has a wooden outer frame 11 combined in a substantially rectangular shape. When the pachinko machine 10 is installed in the game hall, the outer frame 11 is fixed to the island equipment of the game hall. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11 . The pachinko machine main body 12 has an inner frame 13 and a front door frame 14 arranged in front of the inner frame 13. - 特許庁 The inner frame 13 is rotatably supported with respect to the outer frame 11 by metal hinges 15 . The front door frame 14 is rotatably supported with respect to the inner frame 13 by metal hinges 16 . On the back of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound emission control device, and a display control device, are arranged. Details of these control devices will be described later. Further, the pachinko machine 10 is provided with a cylinder lock 17. - 特許庁 The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] A substantially central portion of the front door frame 14 is formed with an open window portion 18 . Around the window part 18, resin parts and decorative parts for decorating the pachinko machine 10 are provided. The decorative parts are composed of light-emitting means composed of various lamps such as LEDs. The light emitting means plays a role of enhancing the performance effect by lighting or blinking at each game round performed by the pachinko machine 10, when a jackpot is won, when a ready-to-win game occurs, or the like. A glass unit 19 made of two sheets of plate glass is arranged on the back side of the front door frame 14, and the opened window portion 18 is sealed by the glass unit 19. As shown in FIG. A game board, which will be described later, is detachably attached to the inner frame 13, and the player of the pachinko machine 10 can view the game board from the front of the pachinko machine 10 through the glass unit 19. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as rental balls lent from a rental machine (not shown) and prize balls discharged from the pachinko machine main body 12.例文帳に追加 The game balls stored in the upper tray 20 are supplied to a game ball shooting mechanism provided in the pachinko machine main body 12. - 特許庁 The game ball shooting mechanism is driven by the player's operation of the operation handle 25, and shoots the game balls supplied from the upper tray 20 to the front surface of the game board. The lower plate 21 is arranged below the upper plate 20 and is shaped like a box with an open top. The lower tray 21 stores the game balls that could not be stored in the upper tray 20. - 特許庁 The bottom surface of the lower tray 21 is formed with a discharge port 22 for discharging the game balls stored in the lower tray 21 . A lever 23 is provided below the ejection port 22, and the player can switch between a closed state and an open state of the ejection port 22 by operating the lever 23. FIG. When the player operates the lever 23 to open the discharge port 22, the game ball falls from the discharge port 22 and is discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided in front of the peripheral portion of the upper plate 20. - 特許庁 The effect operation button 24 is an operation unit for the player to perform an input operation for the game effect performed by the pachinko machine 10. FIG. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the game performance reflecting the operation is performed by the pachinko machine 10.例文帳に追加
[0015] An operation handle 25 for a player to operate is provided on the right side of the front door frame 14 when viewed from the front (hereinafter also simply referred to as "right side"). When the player operates (turns) the operating handle 25, a game ball is shot from the game ball shooting mechanism to the front surface of the game board in conjunction with the operation. Inside the operation handle 25, there are a touch sensor 25a for permitting the drive of the game ball shooting mechanism, a wait button 25b for stopping shooting of game balls by the game ball shooting mechanism when pressed by the player, and the operation handle 25. A variable resistor 25c is provided for detecting the amount of rotational operation of the switch by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes according to the amount of rotation operation. Then, a game ball is shot from the game ball shooting mechanism to the front surface of the game board with strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball shooting button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 in front view (hereinafter also simply referred to as "left side"). When the game ball shooting button 26 is operated by the player, the game ball is shot to the front surface of the game board with a predetermined shooting intensity regardless of the amount of rotation of the operation handle 25 by the player. Specifically, when the player operates the game ball shooting button 26, the game ball is shot to the front of the game board with the same shooting intensity as when the operation handle 25 is rotated at its maximum. In the case of this embodiment, when the game ball is shot by operating the game ball shooting button 26, the game ball flows to the right side of the game board in front view and also to the right side of the game board. That is, by operating the game ball shooting button 26, the player can hit the ball to the right. Further, in the following description, the case where a game ball is shot by operating the operation handle 25, and the game ball flows to the left side of the game board when viewed from the front and to the left side of the game board when viewed from the front is referred to as the "left side". It is sometimes expressed as "hitting". In the pachinko machine 10 of the present embodiment, when the game ball shooting button 26 is operated, the game ball is shot to the game board on condition that the touch sensor 25a is turned on. . That is, the player turns on at least the touch sensor 25a by gripping the operation handle 25, and then operates the game ball shooting button 26 to shoot the game ball triggered by the operation of the game ball shooting button 26. can be realized.
[0017] In this embodiment, the game ball launch button 26 is arranged on the left side of the periphery of the upper plate 20 when viewed from the front. may be adopted. For example, the game ball launch button 26, like the weight button 25b, may be configured to be arranged inside the operation handle 25 (periphery). By doing so, it is possible for the player to operate the operation handle 25, the weight button 25b, and the game ball launch button 26 with only the right hand.
[0018] Next, the configuration of the back surface of the pachinko machine 10 will be described. On the back of the pachinko machine 10, a control device for controlling the operation of the pachinko machine 10 is arranged.
[0019] FIG. 2 is a rear view of the pachinko machine 10. FIG. As shown, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. As shown in FIG. Specifically, these units are provided on the back surface of the inner frame 13 .
[0020] The first control unit 51 has a main controller 60 . The main control device 60 has a main control board having a function of controlling the main game. The main control board is housed in a board box made of transparent resin material. This board box is configured to leave traces of opening and closing. For example, a seal is affixed to a portion that can be opened and closed, and when the substrate box is opened, characters such as "opened" appear.
[0021] The second control unit 52 includes an audio emission control device 90 and a display control device 100 . Sound emission control device 90, based on the command transmitted from the main control device 60, controls the emission means such as speakers and various lamps provided in front of the pachinko machine 10. The display control device 100 controls the pattern display device based on commands transmitted from the sound emission control device 90 . The pattern display device has a liquid crystal display for displaying patterns and images for presentation.
[0022] The third control unit 53 comprises a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. The shooting control device 80 shoots a game ball with strength corresponding to the amount of rotation operation of the operation handle 25 by the player when an instruction to shoot a game ball is input from the main control device 60. Controls the ball launching mechanism. In addition, on the back of the inner frame 13, there is a tank 54 to which the game balls supplied from the island facilities of the game hall are sequentially supplied, and a slope which is connected to the lower part of the tank 54 and is gently inclined so that the game balls flow downstream. , a case rail 56 connected vertically to the downstream side of the tank rail 55, receiving supply of game balls from the case rail 56, and paying out a predetermined number of game balls according to instructions from the payout control device 70 A plurality of devices necessary for the operation of the pachinko machine 10, such as the payout device 71, are provided.
[0023] The power supply unit 58 includes a power supply device 85 and a power switch 88 . The power supply device 85 supplies power necessary for the pachinko machine 10 to operate. A power switch 88 is connected to the power supply device 85 . By ON / OFF operation of the power switch 88, a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10 are switched.
[0024] Next, the game board will be explained. The game board is detachably attached to the front surface of the inner frame 13 .
[0025] 3 is a front view of the game board 30. FIG. The game board 30 is made of plywood, and a game area PA is formed on the front surface thereof. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to partition a part of the outer edge of the game area PA. A guide rail 31 for guiding the game ball is formed between the inner rail portion 31a and the outer rail portion 31b. The game ball fired from the game ball shooting mechanism is guided by the guide rail 31 and released to the upper part of the game area PA, and then flows down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicularly to the game board 30, and accessories such as windmills are arranged. These nails 42 and windmills distribute and organize the falling directions of the game balls flowing down the game area PA.
[0026] The game board 30 has a general prize winning port 32, a central side first start port 33 (hereinafter also simply referred to as the first start port 33), a second start port 34, a right side first start port 44 (hereinafter simply referred to as the first start port). A gate 44), a through gate 35, and a variable winnings device 36 are provided. The second starting port 34 and the first right starting port 44 are provided inside the starting port unit 200 .
[0027] Also, the game board 30 is provided with a variable display unit 40 and a main display section 45 . The variable display unit 40 is provided substantially in the center of the game board 30, and the main display section 45 is provided near the upper right of the game board 30 when viewed from the front. A decorative frame member DF having a decorated surface is attached to the game board 30 so as to surround the variable display unit 40. - 特許庁
[0028] A first right-handed rail R1 and a second right-handed rail R2 are provided in a space sandwiched between the portion from the upper side to the right side of the decorative frame member DF, the outer rail portion 31b, and the main display portion 45. is provided. A right-handed outer rail R3 is provided on the right side of the lower portion of the second right-handed rail R2. A right-handed first passage P1 is formed by the first right-handed rail R1 and the second right-handed rail R2. A right-handed second passage P2 is formed by the second right-handed rail R2, the outer rail portion 31b, the main display portion 45, and the right-handed outer rail R3. Both the right-handed first passage P1 and the right-handed second passage P2 are formed in a substantially arc shape, and the right-handed first passage P1 and the right-handed second passage P2 are positioned side by side. The right-handed first passage P1 is located inside the right-handed second passage P2.
[0029] Both the opening end P1a on one side of the first passage P1 when hitting to the right and the opening end P2a on the one side of the second passage P2 when hitting to the right are located near the top of the game area PA, and a game ball can enter. ing. Both the other side opening end P1b of the right-handed first path P1 and the other-side open end P2b of the right-handed second path P2 are located near the right side of the game area PA, and are located in the right-handed first path P1. According to, it is possible to send the game ball toward the starting port unit 200, and according to the second passage P2 when striking to the right, it is possible to send the game ball toward the variable winning device 36.
[0030] As described above, by maximizing the rotation operation amount of the operation handle 25 (Fig. 1) or by operating the game ball launch button 26 (Fig. 1), the game ball is moved to the right side of the game area PA. In the case of these operations, the game ball can be guided to the second passage P2 when hitting to the right. On the other hand, by adjusting the rotation operation amount of the operation handle 25 (FIG. 1) in the direction of decreasing from the maximum, it is possible to guide the game ball to the first passage P1 when hitting to the right. Hereinafter, the right-handed second passage P2 will be referred to as the "strong right-handed passage P2", and the right-handed first passage P1 will be referred to as the "weak right-handed passage P1". The operation of guiding the game ball to the hard right hitting path P2, that is, maximizing the amount of rotation operation of the operation handle 25 (Fig. 1), or operating the game ball launch button 26 (Fig. 1) is " It is called "strong right hitting operation" or simply "strong right hitting", and the operation of guiding the game ball to the weak right hitting passage P1 is called "weak right hitting operation" or simply "strong right hitting".
[0031] The general winning opening 32 is a ball entrance member that forms a ball entrance into which a game ball can enter, and is provided in plurality on the game board 30 . In this embodiment, when game balls enter the general winning hole 32, 10 game balls are paid out from the payout device 71 (FIG. 2) as prize balls.
[0032] The central side first starting port 33 is a ball entrance member that forms a ball entrance into which a game ball can enter. The center side first start port 33 is provided in the lower center of the game board 30 . In this embodiment, when the game ball enters the central side first start hole 33, one game ball is paid out as a prize ball, and a winning lottery to be described later is executed.
[0033] The second starting port 34 is an entrance member that forms a ball entrance into which a game ball can enter, and is provided inside the starting port unit 200 . In the present embodiment, when a game ball enters the second starting port 34, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed.
[0034] The game board 32 is formed with a plurality of openings penetrating in the front-rear direction. Game balls entered into each of the general winning opening 32, the central first starting opening 33, and the second starting opening 34 are guided to the individual openings formed in the game board 32, and the game board 30 sent to the back side.
[0035] The right first starting port 44 is provided on the right side of the game board 30 and is provided inside the starting port unit 200 . The right first starting port 44 is configured by a through hole through which a game ball can pass. In this embodiment, when a game ball enters the right first starting port 44, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed. In addition, the right first starting port 44 is provided with an electric accessory 34a.
[0036] The through gate 35 is provided below the opening end P1b of the weak right-handed passage P1 and above the ball entrance of the starting unit 200 (ball entrance 210a of the main line passage portion 210 described later), and penetrates in the vertical direction. It has a through hole. The game ball flowing down from the opening end P1b of the weak right hitting passage P1 passes through the through gate 35 and then enters the ball entrance 210a. In this embodiment, the game ball that has passed through the through gate enters the ball entrance 210a with a probability of 100%. The through gate 35 is a through gate that serves as a trigger for executing a lottery for opening the electric accessory 34a. Specifically, when the game ball passes through the through gate 35, the main controller 60 performs an internal lottery (electric accessory open lottery) triggered by the passage. As a result of the internal lottery, when the electric role open is won, the electric accessory 34a shifts to the electric role open state in which it is opened in a predetermined manner. Since the through gate 35 is arranged upstream of the right first starting port 44 with respect to the flowing direction of the game ball, the game ball that has passed through the through gate 35 flows down inside the starting port unit 200 after passing. Then, it is possible to enter the ball into the right first starting port 44. In addition, in this embodiment, even if the game ball passes through the through gate 35, the prize ball is not paid out.
[0037] The variable winning device 36 is provided below the opening end P1b of the hard right hitting path P2. The variable winning device 36 includes a large winning opening 36a leading to the back side of the game board 30, and an open / close door 36b for opening and closing the large winning opening 36a. The opening / closing door 36b is normally in a closed state in which game balls cannot enter the big winning opening 36a. As a result of the internal lottery (hit lottery) by the main controller 60, when the jackpot is won and the opening / closing execution mode is entered, the opening / closing door 36b repeats an open state and a closed state in which a game ball can enter. The opening and closing execution mode is when a jackpot is won as a result of a winning lottery by the main controller 60 triggered by the ball entering the center side first start port 33, the right side first start port 44, or the second start port 34. , and the opening / closing door 36b repeats the open state and the closed state. That is, as a result of the winning lottery based on the ball entering the central side first starting port 33, when the big win is won, the opening and closing execution mode is entered in which the ball can enter the large winning port 36a of the variable prize winning device 36. do. Similarly, if you win a jackpot as a result of the winning lottery based on the ball entering the right first starting port 44, and if you win a big winning as a result of the winning lottery based on the ball entering the second starting port 34 Also shifts to the opening and closing execution mode in which the ball can be entered into the large winning opening 36a of the variable winning device 36. In this embodiment, when a game ball enters the big winning hole 36a of the variable winning device 36, the payout device 71 pays out 15 game balls as prize balls. Next, the configuration of the starting port unit 200 will be described in detail.
[0038] FIG. 4 is an explanatory diagram showing the starting port unit 200. As shown in FIG. This figure is a view of the game board 30 viewed from the front. The starting port unit 200 includes a main line passage portion 210, a first branch passage portion 220 that branches from the middle of the main line passage portion 210 and extends downward, and a second branch passage that branches from the middle of the first branch passage portion 220 and extends downward. A portion 230 , a second start port 34 , a first right start port 44 , an out port 251 in the start port unit, and a fall port 252 are provided. In this embodiment, the main line passage portion 210, the first branch passage portion 220, and the second branch passage portion 230 are made of a transparent resin material, and the player can easily see the flow of the game ball inside the starting port unit 200. can be observed.
[0039] The main line passage portion 210 has a ball entrance 210a at the end on the upward side and a ball opening 210b at the end on the downward side, and game balls can flow from the ball entrance 210a to the ball opening 210b. is a passage. A second starting port 34 is provided below the ball-ball opening 210b. An opening 210c into which a game ball can enter is formed in the middle of the main line passage 210, and the upper opening end of the first branch passage 220 is connected to the opening 210c. The upper opening end of the first branch passage portion 220 constitutes the right first starting port 44 . A detection sensor 67d for the right first starting port is provided immediately below the right first starting port 44. As shown in FIG. The detection sensor 67d for the right first starting port detects the entrance of the game ball to the right first starting port 44.
[0040] The electric accessory 34a is provided in the opening 210c of the main line passage 210. As shown in FIG. The electric accessory 34a moves a substantially rectangular plate material in the front and back directions in the figure, so that the opening 210c is opened (indicated by a broken line in the figure) and the opening 210c is closed (indicated by a broken line in the figure). shown by a solid line). When the electric accessory 34a is in the open state, the entry of the game ball into the first branch passage portion 220, that is, the entry of the game ball into the right first start port 44 is permitted, and in the closed state In addition, entry of the game ball into the first branch passage portion 220, that is, entry of the game ball into the right first starting port 44 is prohibited. The game ball that has entered the right first starting port 44 advances through the first branch passage portion 220 downward. On the other hand, the game ball prohibited from entering the right first starting port 44 advances through the main line passage portion 210 toward the ball ball port 210b.
[0041] A game ball sorting device 240 is provided at the point where the first branch passage portion 220 branches to the second branch passage portion 230 . The game ball distribution device 240 includes a reciprocating rotating shaft 241 and a distributing piece portion 242 fixed to the reciprocating rotating shaft 241 . By reciprocating rotation (oscillation) of the reciprocating rotary shaft 241a, the sorting piece portion 242 moves between the first position Q1 indicated by the solid line in the drawing and the second position Q2 indicated by the broken line in the drawing. Reciprocating motion is possible. Specifically, the reciprocating rotating shaft 241 is connected to the game ball distribution driving unit 241a (see FIG. 11), and the reciprocating rotating shaft 241a is rotated back and forth by the game ball distribution driving unit 241a. The piece 240b reciprocates between the first position Q1 and the second position Q2.
[0042] In this embodiment, the main control unit 242 repeats the operation of holding the state at the first position Q1 for 2.0 seconds and then holding the state at the second position Q2 for 0.1 seconds. 60 (FIG. 11) executes drive control of the game ball distribution drive unit 241a. As a result, the sorting piece 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds and stays at the first position Q1 for the remaining 2 seconds.
[0043] FIG. 5 is an explanatory diagram showing the flow of game balls when the sorting piece portion 240b is at the first position Q1. When the sorting piece 242 is in the first position Q1, it prohibits the game ball PB from entering the second branch passage portion 230, and moves toward the end portion 220a on the downward side of the first branch passage portion 220. You can send a game ball PB.
[0044] FIG. 6 is an explanatory diagram showing the flow of game balls when the sorting piece portion 240b is at the second position Q2. When the distribution piece portion 242 is in the second position Q2, it allows the game ball PB to enter the second branch passage portion 230, and moves toward the end portion 230a on the downward side of the second branch passage portion 230. can send game balls.
[0045] As shown in FIG. 4, below the downward side end 220a of the first branch passage portion 220, the starting port unit out port 251 is provided, and the downward side end portion 230a of the second branch passage portion 230 is provided. A fall port 252 is provided below the .
[0046] The out port 251 in the starter unit is an entrance into which a game ball can enter, and is provided inside the starter unit 200 . A game ball that has entered the out port 251 in the starting port unit is guided to an opening that is formed in the game board 32 and penetrates in the front-rear direction, and is sent to the back side of the game board 30 .
[0047] The falling port 252 is a ball-entering port into which a game ball can enter, and is provided inside the starting port unit 200 . When the game ball enters the falling hole 252, the lottery mode of the winning lottery described later is changed from the high probability mode to the low probability mode. A game ball entered into the fall hole 252 is guided to an opening formed in the game board 32 and penetrating in the front-rear direction, and sent to the back side of the game board 30. - 特許庁
[0048] According to the starting port unit 200 configured as described above, since the diverting piece portion 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds, the probability of 0.1 seconds (=1 / 21), the game ball entering the right first starting hole 44 enters the falling hole 252. The probability that the game ball entering the right first starting hole 44 enters the falling hole 252 does not have to be limited to the probability of 1 / 21, and may be replaced with a probability of another value.
[0049] According to the starting port unit 200 configured as described above, a game ball entering the ball entrance 210a flows along any one of the following first to third routes. (i) First route RT1: As shown by the solid line in FIG. 7, this is a route in which the game ball PB enters the right first starting port 44 and then enters the out port 251 in the starting port unit. In other words, it is a route that allows the ball to enter the right first starting port 44 . (ii) 2nd route RT2: As shown by the solid line in FIG. In other words, it is a route that allows the ball to enter the right first start hole 44 and the fall hole 252 . (iii) Third route RT3: As shown by the solid line in FIG. That is, it is a route that allows the ball to enter the second starting port 34 .
[0050] Which one of the first to third routes RT1 to RT3 is selected depends on whether the electric accessory 34a is in an open state when the game ball reaches the position in front of the electric accessory 34a, and whether the game ball is in the open state. It is determined by whether the sorting piece portion 242 is in the first position Q1 or the second position Q2 when reaching the position in front of the sorting piece portion 242 of the game ball sorting device 240. Specifically, the game ball PB flows along the first route RT1 (Fig. 7) because the electric accessory 34a is in an open state when the game ball reaches a position in front of the electric accessory 34a, And, when the game ball reaches the position in front of the distribution piece portion 242 of the game ball distribution device 240, the distribution piece portion 242 is in the first position Q1. The reason why the game ball PB flows along the second route RT2 (Fig. 8) is that when the game ball reaches the position in front of the electric accessory 34a, the electric accessory 34a is in an open state and the game ball This is the case when the distribution piece portion 242 of the game ball distribution device 240 reaches the position in front of the distribution piece portion 242 at the second position Q2. The game ball PB flows along the third route RT3 (FIG. 9) when the electric accessory 34a is in the closed state when the game ball reaches a position in front of the electric accessory 34a.
[0051] As shown in FIG. 3, an out port 43 is provided at the bottom of the game board 30, and game balls that have not entered various ball entrances are discharged from the game area PA through the out port 43. be.
[0052] General winning opening 32, central first starting opening 33, second starting opening 34, out opening 251 in the starting opening unit, falling opening 252, variable winning device 36, and game ball entering out opening 43 are placed on the game board. It is configured to finally join the discharge passage provided on the back of 30, and the discharge passage is provided with a discharge passage detection sensor for detecting game balls. By detecting the game balls with the discharge path detection sensor, it is possible to grasp the number of game balls shot to the game board 30.例文帳に追加
[0053] The main display section 45 has a special figure unit 37 , a normal figure unit 38 , and a round display section 39 .
[0054] The special figure unit 37 includes a first symbol display portion 37a and a second symbol display portion 37b. Each of the first pattern display portion 37a and the second pattern display portion 37b is composed of a segment display in which a plurality of segment light emitting portions are arranged in a predetermined manner.
[0055] The first pattern display portion 37a is a display portion for displaying the first pattern. The first pattern is the variation display or stop based on the winning lottery triggered by the entry of the game ball into the first start port 33, 44 (the first start port 33 on the center side, the first start port 44 on the right side) Refers to the displayed pattern. The first symbol display unit 37a, when a winning lottery is performed triggered by the entry of the game ball into the first starting ports 33 and 44, displays until the segment display device displays corresponding to the lottery result. As a mode, the variable display of the first pattern is performed. When the lottery is finished, the first symbol display unit 37a causes the segment display device to stop displaying the first symbol corresponding to the lottery result.
[0056] The second pattern display portion 37b is a display portion for displaying the second pattern. The second pattern refers to a pattern that is variable display or stop display based on the winning lottery triggered by the entry of the game ball to the second starting port 34 . The second symbol display portion 37b, when a winning lottery is performed triggered by the entry of the game ball into the second starting port 34, the segment display as a display mode until the display corresponding to the lottery result is performed. , to perform a variable display of the second symbol. When the lottery is finished, the second symbol display unit 37b causes the segment display device to stop displaying the second symbol corresponding to the lottery result.
[0057] Here, the time from the start of the variable display of the first symbol displayed in the first symbol display portion 37a or the second symbol displayed in the second symbol display portion 37b to the stop display Also called variable time. Specifically, the time from the start of the variable display of the first symbol displayed in the first symbol display portion 37a to the stop display is also called the first variation time, and the second symbol display portion 37b The time from the start of the variable display of the displayed second symbol to the stop display is also referred to as the second variable time.
[0058] The special figure unit 37 is further provided with a first pending display portion 37c and a second pending display portion 37d made of LED lamps at positions adjacent to the first symbol display portion 37a and the second symbol display portion 37b. The first reservation display portion 37c displays the number of reservations of the first starting openings 33, 44 (center side first starting opening 33, right side first starting opening 44) depending on the color and combination of LED lamps to be lit. In the present embodiment, the game balls entered into the first starting ports 33 and 44 are reserved up to four as a total of the two first starting ports 33 and 44. The second reservation display unit 37d displays the number of reservations for the second starting port 34 according to the color and combination of LED lamps to be lit. In this embodiment, up to four game balls entered into the second starting port 34 are reserved.
[0059] The normal figure unit 38 is composed of a light-emitting display section in which a plurality of LED lamps are arranged in a predetermined manner. The normal figure unit 38, when the electric accessary item opening lottery triggered by the passage of the through gate 35 is performed, causes the light-emitting display to display in a lighting display, a blinking display, or a predetermined mode as a display mode. When the electric accessory open lottery ends, the normal figure unit 38 displays a predetermined mode corresponding to the lottery result.
[0060] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of round games that occur in the open / close execution mode, or displays corresponding thereto. A round game means that a predetermined upper limit duration time elapses, or a predetermined upper limit number of game balls wins the variable winning device 36 until either one of the conditions is satisfied. It is a game that continues the open state of 36b. The number of round games varies depending on the type of jackpot winning that triggered the shift. The round display unit 39 starts displaying the number of round games when the opening / closing execution mode is started, and ends when the opening / closing execution mode is terminated and a new game cycle is started.
[0061] In addition, the special figure unit 37, the general figure unit 38, and the round display unit 39 are not limited to being configured by a segment display device or a light emitting display device by an LED lamp, for example, a liquid crystal display device, an organic EL display device, It may consist of various display devices capable of showing the draw in progress and the draw results, such as a CRT or dot matrix display.
[0062] The variable display unit 40 is arranged substantially in the center of the game area PA. The variable display unit 40 has a pattern display device 41 . The pattern display device 41 has a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100 . The pattern display device 41 may be replaced with various display devices such as a plasma display device, an organic EL display device, or a CRT.
[0063] The symbol display device 41, when the first symbol display unit 37a performs a variable display or a stop display based on the winning to the center side first start port 33 or the right side first start port 44, the symbol is displayed to fluctuate accordingly. Or display a stop display. Further, when the second symbol display unit 37b performs variable display or static display based on the ball entering the second starting port 34, the symbol display device 41 performs variable display or static display of the symbols accordingly. The symbol display device 41 is not limited to the display effect triggered by the entry of the ball into the center side first start port 33, the right side first start port 44, or the second start port 34, and shifts when a jackpot is won. It also performs display effects during the open / close execution mode. Details of the pattern display device 41 will be described below.
[0064] FIG. 10 is an explanatory diagram showing symbols that are variably displayed on the symbol display device 41 and the display surface 41a. FIG. 10(a) is an explanatory diagram showing the first decorative design or the second decorative design that is variably displayed on the design display device 41. FIG. The first decorative design is an image displayed on the design display device 41, and is a design corresponding to the first design displayed on the first design display section 37a. The second decorative design is an image displayed on the design display device 41, and is a design corresponding to the second design displayed on the second design display section 37b.
[0065] As shown in FIG. 10(a), the pattern display device 41 variably displays patterns showing numbers 1 to 8 as the first decorative pattern or the second decorative pattern. As the symbols to be variably displayed, symbols such as characters may be added to the symbols representing the numbers 1 to 8.
[0066] FIG. 10(b) is an explanatory view showing the display surface 41a of the pattern display device 41. As shown in FIG. As illustrated, a main display area MA and a sub-display area SA are displayed on the display surface 41a. In the main display area MA, there are cases where the image of the first decorative design is displayed and where the image of the second decorative design is displayed. Similarly, in the sub-display area SA, as in the main display area MA, there are cases where the image of the first decorative design is displayed and where the image of the second decorative design is displayed. When the image of the first decorative design is displayed in the main display area MA, the image of the second decorative design is displayed in the sub-display area SA, and the image of the second decorative design is displayed in the main display area MA. , an image of the first decorative pattern is displayed in the sub-display area SA. Which of the first decorative pattern and the second decorative pattern is displayed in the main display area MA and the sub display area SA is determined by the state of the game.
[0067] Three symbol rows Z1, Z2 and Z3 of left, middle and right are displayed in the main display area MA. In each of the pattern rows Z1 to Z3, patterns of numbers 1 to 8 are arranged in ascending or descending order of numbers as the first decorative pattern or the second decorative pattern shown in FIG. 10(a), and each pattern row is A variable display that scrolls from top to bottom or from bottom to top with periodicity is performed. As shown in FIG. 10(b), after the variable display by scrolling, one symbol for each symbol row is displayed in a stationary state on the activated line L1.
[0068] Specifically, when the game ball enters the first starting port 33, 44 (center side first starting port 33, right side first starting port 44) or second starting port 34, the symbols of each symbol row Z1 to Z3 A variable display is started in which is periodically scrolled in a predetermined direction. Then, the symbols to be scrolled are switched from the variable display to the standby display in the order of the symbol row Z1, the symbol row Z3, and the symbol row Z2, and finally the predetermined symbols are stopped and displayed in the symbol rows Z1 to Z3. . When the variable display of symbols ends and the display is stopped, and when the result of the winning lottery by the main controller 60 is a big win, a predetermined combination of symbols is displayed on the activated line L1. It is formed. For example, the same symbol combination is formed on the activated line L1. The mode of the first decorative design and the second decorative design in the main display area MA is not limited to the above-described mode. For example, the number of symbol rows in the main display area MA, the number of active lines, the direction of fluctuation display of symbols in the symbol rows, the number of symbols in each symbol row, etc., display modes of the first decorative symbols and the second decorative symbols vary. can be adopted.
[0069] In the sub-display area SA, three pattern rows Z4, Z5 and Z6 of left, middle and right are displayed. In each of the pattern rows Z4 to Z6, patterns of numbers 1 to 8 are arranged in ascending or descending order of numbers as the first decorative pattern or the second decorative pattern shown in FIG. 10(a), and each pattern row is A variable display that scrolls from top to bottom or from bottom to top with periodicity is performed. As shown in FIG. 10(b), after the variable display by scrolling, one symbol for each symbol row is displayed in a stationary state on the activated line L2.
[0070] Specifically, when the game ball enters the first starting port 33, 44 (central side first starting port 33, right side first starting port 44), the symbols of each symbol row Z4 to Z6 are predetermined with periodicity. A variable display that scrolls in the direction is started. Then, the symbols to be scrolled are switched from the variable display to the standby display in the order of the symbol row Z4, the symbol row Z6, and the symbol row Z5, and finally the predetermined symbols are stopped and displayed in the symbol rows Z4 to Z6. . When the variable display of symbols ends and the display is stopped, and when the result of the winning lottery by the main controller 60 is a big win, a predetermined predetermined combination of symbols appears on the activated line L2. It is formed. For example, the same symbol combination is formed on the activated line L2. The mode of the first decorative design and the second decorative design in the sub-display area SA is not limited to the mode described above. For example, the number of symbol rows in the sub-display area SA, the number of effective lines, the direction of the variable display of symbols in the symbol rows, the number of symbols in each symbol row, etc., display modes of the first decorative symbols and the second decorative symbols are various. can be adopted.
[0071] Here, the "game cycle" means the period from the start of the variable display of the first symbol display portion 37a or the second symbol display portion 37b to the end of the variable display and the stop display until the end of the stop display. Say, the winning lottery for the special information acquired based on the entry of either the first start port 33, 44 (the center side first start port 33, the right side first start port 44) or the second start port 34 It is one unit of processing to notify the player of the lottery result.
[0072] Further, as shown in FIG. 10(b), the display surface 41a of the pattern display device 41 displays a first reserved display area Ds1 and a second reserved display area Ds2. In the first reservation display area Ds1, the number of reservations based on the number of balls entering the first starting openings 33 and 44 (the first starting opening 33 on the center side and the first starting opening on the right side 44) is displayed. In the second reservation display area Ds2, the number of reservations based on the ball entering the second starting port 34 is displayed. In addition, as described above, in the present embodiment, the number of reserved game balls that have won the first starting ports 33, 44 (central side first starting port 33, right side first starting port 44) and second starting port 34 is , each up to a maximum of four.
[0073] Also, as shown in FIG. 10(b), on the display surface 41a, the first symbol displayed on the first symbol display portion 37a of the special figure unit 37 blinks and lights up in synchronization with the variable display and stop display. The first synchronous display unit Sync1 that performs the display, and the second synchronous display that performs blinking display and lighting display synchronized with the second design variable display and stop display displayed in the second design display unit 37b of the special unit 37 and Sync2. Specifically, when the first symbol display portion 37a is performing a variable display, the first synchronization display portion Sync1 performs a blinking display, and when the first symbol display portion 37a is performing a stop display, the 1 Synchronization display section Sync1 displays lighting. In addition, when the second symbol display portion 37b is performing the variable display, the second synchronization display portion Sync2 performs blinking display, and when the second symbol display portion 37b is performing the stop display, the second synchronization display. Part Sync2 displays lighting.
[0074] In this embodiment, the display surface 41a is configured to display the main display area MA, the sub-display area SA, the first synchronous display area Sync1, and the second synchronous display area Sync2. A configuration in which some or all of these displays are not displayed may be employed.
[0075] 《1-2》Electrical Configuration of Game Machine: Next, the electrical configuration of the pachinko machine 10 will be described. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.
[0076] FIG. 11 is a block diagram showing the electrical configuration of the pachinko machine 10. As shown in FIG. The pachinko machine 10 mainly includes a main control device 60, and also includes a sound emission control device 90 and a display control device 100. As shown in FIG.
[0077] The main control device 60 has a main control board 61 that governs the main control of the game. The main control board 61 has an MPU 62 composed of elements having multiple functions. The MPU 62 consists of a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and temporarily stores various data when executing the programs recorded in the ROM 63. A RAM 64 is provided as a memory for storing. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. A part of the functions of the MPU 62 may be provided by another element. Details of various areas provided in the ROM 63 and RAM 64 will be described later.
[0078] The main control board 61 is provided with an input port (not shown) and an output port (not shown). An input port of the main control board 61 is connected with a payout control device 70 and a power failure monitoring circuit 86 provided in a power supply device 85 . The main control board 61 is supplied with a stable 24 V DC power supply from the power supply device 85 via the power failure monitoring circuit 86 . The power supply device 85 is connected to a commercial power supply as an external power supply, and converts the external power supplied from the commercial power supply into the operating power required by the main control device 60, the payout control device 70, etc., and supplies it to each device. supply power. The power supply device 85 also has a capacitor (not shown), and continues to supply power to each device for a predetermined period of time when a power failure occurs or when the power switch 88 (FIG. 2) is turned off. do.
[0079] Various detection sensors 67a to 67g are connected to the input port of the main control board 61. As shown in FIG. Specifically, various ball entrances such as the general winning opening 32, the central first starting opening 33, the second starting opening 34, the right first starting opening 44, the falling opening 252, the through gate 35, and the variable winning device 36. It is connected to a plurality of detection sensors provided in the MPU62 of the main control board 61, based on the signals from the various detection sensors 67a ~ 67g, the determination of whether or not the game ball flowing down the game area PA has entered into each ball entrance, the game ball through the gate It is determined whether or not 35 has been passed. In addition, the MPU 62 performs a winning lottery based on the entry of the game ball to the first starting port 33, 44 (central side first starting port 33, right side first starting port 44) and the second starting port 34 , to execute the electric accessory open lottery based on the ball entering the through gate 35.
[0080] In addition, in the present embodiment, a detection sensor (not shown) is also provided at the out port 251 in the starting port unit provided in the starting port unit 200 . The detection sensor is also connected to the input port of the main control board 61, and the MPU 62 of the main control board 61 is based on the signal from the detection sensor, and the game ball flowing down the game area PA is the out port in the starter unit. It can be determined whether or not the ball entered 251. By making it possible to determine whether or not the game ball has entered the out port 251 in the starting port unit, the first branch passage connecting the opening 210c and the out port 251 in the starting port unit Ball clogging of game balls in section 220 can be detected. Specifically, when the entry of the game ball to the right first start port 44 is detected based on the signal from the detection sensor 67d for the right first start port, then detection for the second start port When the entrance of the game ball is not detected by both the sensor and the detection sensor for the out port 251 in the starting port unit, it can be determined that the game ball is clogged in the middle of the first branch passage part 220. .
[0081] The output port of the main control board 61 has a variable winning driving unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, and an electric accessory driving unit 34b that opens and closes the electric accessory 34a of the right first start port 44. And, the game ball distribution drive unit 241a that reciprocates the distribution piece portion 240b of the game ball distribution device 240 between the first position Q1 and the second position Q2, and the main display unit 45 are connected. . Various driver circuits are provided on the main control board 61, and the MPU 62 executes drive control of various drive units through the driver circuits.
[0082] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning driving section 36c so that the opening / closing door 36b is opened / closed. Also, as a result of the electric accessory opening lottery, when the electric role opening is won, the MPU 62 executes the drive control of the electric accessory drive unit 34b so that the electric accessory 34a is opened. In each game cycle, the MPU 62 executes display control of the first symbol display portion 37a or the second symbol display portion 37b in the main display portion 45. FIG. Further, when the jackpot type is determined in the opening / closing execution mode and the number of round games to be executed in the opening / closing execution mode is determined, display control of the round display section 39 in the main display section 45 is executed.
[0083] In addition, the output port of the main control board 61, the payout control device 70, and the sound emission control device 90 are connected. A prize ball command is transmitted to the payout control device 70, for example, from the main control device 60 based on the winning judgment result. When the main control device 60 transmits the prize ball command, the MPU62 of the main control board 61 refers to the command information storage area 63g of the ROM63. Specifically, when the ball entering the general winning hole 32 is specified, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main controller 60, and the first start hole 33, 44 When the entering ball is specified, a prize ball command corresponding to the payout of one game ball is transmitted from the main controller 60, and when the entering ball into the second start port 34 is specified, one game ball is sent. A prize ball command corresponding to the payout is transmitted from the main controller 60. Based on the prize ball command received from the main controller 60, the payout control device 70 controls the payout device 71 to pay out prize balls.
[0084] A discharge control device 80 is connected to the payout control device 70 . The shooting control device 80 performs shooting control of the game ball shooting mechanism 81 . The game ball shooting mechanism 81 is driven when predetermined shooting conditions are met. Also, the operation handle 25 and the game ball shooting button 26 are connected to the shooting control device 80 .
[0085] The sound emission control device 90 receives various commands transmitted from the main control device 60, and executes processing corresponding to the received various commands. When the main controller 60 transmits various commands, it refers to the command information storage area 63g of the ROM63. Details of these various commands are described later.
[0086] In addition, the audio light emission control device 90 controls the driving of various lamps 47 composed of light emitting means such as LEDs arranged on the front door frame 14 and the driving control of the speaker 46 based on various commands received from the main control device 60. and controls the display control device 100. FIG. In addition, the effect operation button 24 is connected to the sound emission control device 90, and when the effect operation button 24 is operated by the player at a predetermined timing, a game effect reflecting the operation is performed. Various lamps 47, speakers 46, display control device 100, etc. are controlled.
[0087] The display control device 100 executes display control of the pattern display device 41 based on various commands received from the sound emission control device 90 . Specifically, the display control device 100, based on various commands received from the sound emission control device 90, grasps the variation time of the pattern in the pattern display device 41 and the type of combination of patterns to be finally stopped and displayed. , presence / absence of occurrence of ready-to-win, contents of ready-to-win effect, contents of notice effect to be executed in each game cycle, and the like are grasped. In this embodiment, the stop time, which is the time during which the combination of symbols is stopped and displayed, is constant. Therefore, by determining the variable time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0088] FIG. 12 is an explanatory diagram showing the contents of various counters used for a winning lottery or the like. Various counter information is used when the MPU 62 wins a lottery, sets the display of the main display unit 45, and sets the pattern display of the pattern display device 41, and the like. Specifically, a winning random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used when sorting jackpot types such as probability variable jackpot results and normal jackpot results. A reach random number counter C3 is used for reach determination as to whether or not to generate a reach when the symbol row to be displayed on the symbol display device 41 is changed.
[0089] A random number initial value counter CINI is used to set the initial value of the winning random number counter C1. Further, when determining the variation time in the first pattern display portion 37a and the second pattern display portion 37b of the main display portion 45 and the pattern display device 41, a variation type counter CS is used. Furthermore, the electric accessory open counter C4 is used for the electric accessory opening lottery for determining whether the electric accessory 34a of the right first start port 44 is to be opened.
[0090] Each of the counters C1 to C4, CINI, and CS is a loop counter that adds 1 to the counter value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of the RAM64.
[0091] The RAM 64 is provided with a pending information storage area 64b and a determination processing execution area 64c. The reservation information storage area 64b is provided with a first reservation area Ra and a second reservation area Rb. In this embodiment, when the game ball enters the center side first start port 33 or the right side first start port 44, each value of the hit random number counter C1, the big hit type counter C2, and the reach random number counter C3 at the timing of entering the ball is stored chronologically in the first reservation area Ra of the reservation information storage area 64b. Also, when the game ball enters the second start port 34, each value of the hit random number counter C1 at the timing of entering the ball, the big hit type counter C2, and the reach random number counter C3 is the second reservation area Rb of the reservation information storage area 64b stored in chronological order.
[0092] The details of the hit random number counter C1 will be described. The winning random number counter C1 is used for the winning lottery as described above. The winning random number counter C1 is, for example, configured to be incremented one by one within the range of 0 to 1199 and return to 0 after reaching the maximum value. Also, when the winning random number counter C1 makes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value=0 to 1199).
[0093] The hit random number counter C1 is updated periodically, and the updated value is the first start port (the center side first start port 33 and the right side first start port 44). It is stored in the first reservation area Ra of the reservation information storage area 64b at the timing of, and when the game ball enters the second start port 34, the second reservation area of the reservation information storage area 64b at the timing of the entry. Stored in Rb.
[0094] The value of the winning random number counter C1 stored in the first reservation area Ra moves to the first execution area of the judgment processing execution area 64c, and is compared with the success / failure table stored in the success / failure table storage area 63a of the ROM 63, resulting in a big hit. It is determined whether or not In addition, the value of the hit random number counter C1 stored in the second reservation area Rb moves to the judgment processing execution area 64cp second execution area, and is compared with the success / failure table stored in the success / failure table storage area 63a of the ROM63. It is determined whether or not a jackpot will be achieved.
[0095] In the pachinko machine 10 of the present embodiment, when the game ball enters the first start port 33, 44 (center side first start port 33, right side first start port 44), stored in the first reservation area Ra The value of the winning random number counter C1 thus obtained is moved to the first execution area of the judgment processing execution area 64c, and is collated with the success / failure table stored in the success / failure table storage area 63a of the ROM 63 to determine whether or not a big win will occur. When the game ball enters the second starting port 34, the value of the hit random number counter C1 stored in the second reservation area Rb is moved to the second execution area of the judgment processing execution area 64c. Then, it compares with the success / failure table stored in the success / failure table storage area 63a of the ROM 63, and executes in parallel a process of determining whether or not it will be a big hit. In the following, the process of determining whether or not a big hit will be triggered by the entry of the game ball into the first start port 33, 44, and the big hit triggered by the entry of the game ball into the second start port 34 Along with executing in parallel the determination processing of whether or not, the variable display of the first symbol display unit 37a and the variable display of the second symbol display unit 37b can be executed in parallel (simultaneously). The pachinko machine 10 of the embodiment is also called a simultaneous variation machine.
[0096] In the following description, a game (also referred to as a game cycle) that is executed when a game ball enters the first starting ports 33 and 44 is referred to as a first starting port game cycle, and a second starting port. A game (also referred to as a game round) that is executed with the entry of a game ball into 34 may be expressed as a second start hole game round.
[0097] Next, details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used when determining the jackpot type. The jackpot type counter C2 is configured to be incremented by 1 in order within the range of 0 to 99 and return to 0 after reaching the maximum value.
[0098] The jackpot type counter C2 is periodically updated, and the updated value is the first holding area Ra , and when a game ball enters the second starting port 34, it is stored in the second reservation area Rb of the reservation information storage area 64b at the timing of the entry.
[0099] As described above, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the determination process execution area 64c, and if the result of the winning lottery is a big win, the determination process execution area 64c The jackpot type is determined using the value of the jackpot type counter C2 stored in . In addition, MPU62, using the value of these hit random number counter C1 and the value of the jackpot type counter C2, to determine the display mode of the segment display to stop display in the first symbol display unit 37a and the second symbol display unit 37b . The stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to for the determination.
[0100] Next, details of the reach random number counter C3 will be described. The reach random number counter C3 is used when determining whether or not a reach occurs when the result of the winning lottery is not a big win. The reach random number counter C3 is configured to be incremented by 1 in order within the range of 0 to 238, for example, and return to 0 after reaching the maximum value.
[0101] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reservation area Ra of the reservation information storage area 64b at the timing when the game ball enters the first start port 33, 44, and the second start It is stored in the second reservation area Rb of the reservation information storage area 64b at the timing when the game ball enters the mouth 34. After the value of the reach random number counter C3 stored in the first reservation area Ra is moved to the determination processing execution area 64c, it is compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63, and the reach occurs. The value of the reach random number counter C3 stored in the second reservation area Rb is compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 after moving to the determination processing execution area 64c, and the reach occurs. However, if the result of the winning lottery is a big win and the game shifts to the opening / closing execution mode, the MPU 62 determines reach occurrence regardless of the value of the reach random number counter C3.
[0102] Reach means that for some of the plurality of symbol rows displayed on the display screen of the symbol display device 41, there is a possibility that a combination of symbols corresponding to a big win will be realized, and some combinations of symbols are stopped. It refers to a display state in which symbols are displayed and the remaining symbol rows are displayed in a variable manner. In addition, in the pachinko machine 10 of the present embodiment, the combination of symbols corresponding to the big win refers to the combination of the same symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. A reach line is formed, and in a situation where the reach line is formed, the symbols are changed and displayed in the symbol row Z2 to achieve a reach. Then, when a big hit occurs, the same symbols as the symbols forming the reach line are stop-displayed in the symbol row Z2.
[0103] In addition, in the ready-to-win state, while the ready-to-win line is formed, the patterns are displayed in the remaining pattern rows in a variable manner, and a predetermined character or the like is displayed as a moving image on the background screen to create a ready-to-win effect. It includes a reach effect by displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a after displaying a combination of patterns in which a reach line is formed in a reduced size or not. In addition, when the ready-to-win effect is being performed or before the ready-to-win display, the determination of whether or not to perform a notice display using a predetermined image such as a predetermined character is performed using the reach random number counter C3 and other counters. may
[0104] Next, details of the fluctuation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first symbol display portion 37a and the second symbol display portion 37b and the symbol variation time in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within the range of 0 to 198, for example, and return to 0 after reaching the maximum value.
[0105] The fluctuation type counter CS is updated once each time the normal process described later is executed, and is repeatedly updated within the remaining time of the normal process. Then, the buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variation display in the first symbol display portion 37a or the second symbol display portion 37b and at the start of variation of the symbol by the symbol display device 41. The variable time table stored in the variable time table storage area 63d of the ROM 63 is used when determining the variable time in the first symbol display portion 37a and the second symbol display portion 37b.
[0106] Next, the details of the electric accessory release counter C4 will be described. The electric accessary product release counter C4 is, for example, configured to be incremented one by one within the range of 0 to 465 and return to 0 after reaching the maximum value. The electric accessory release counter C4 is periodically updated, and stored in the electric role holding area 64d of the RAM 64 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, after the value of the electric role product open counter C4 stored in the electric role holding area 64d moves to the electric role execution area 64e, the value of the electric role product open counter C4 in the electric role execution area 64e A lottery (hereinafter referred to as an electric accessory open lottery) is performed as to whether or not to control the electric accessory 34a to the open state. Specifically, in the electric role execution area 64e, the winning / failure table (the winning / failure table for the electric role product opening lottery) stored in the role product lottery table storage area 63e of the ROM 63 and the value of the electric role product opening counter C4 are different. It is collated, and it is determined whether or not to control the electric accessory 34a to the open state.
[0107] In addition, at least one of the value of the acquired random number counter C1, the value of the jackpot type counter C2, the value of the reach random number counter C3, and the value of the electric accessory release counter C4 corresponds to the special information in the present invention. In addition, at least one of the value of the hit random number counter C1 stored in the first reservation area Ra and the second reservation area Rb, the value of the jackpot type counter C2, and the value of the reach random number counter C3 is also called reservation information.
[0108] Next, the success / failure table will be described. The success / failure table is table data for matching with the winning random number counter C1 when performing a winning lottery based on the winning random number counter C1. A low-probability mode and a high-probability mode are set as the lottery modes of the winning lottery in the pachinko machine 10, and the success / failure table for the low-probability mode is referred to in the winning lottery in the low-probability mode. In the winning lottery in the probability mode, the success / failure table for the high probability mode is referred to. High-probability mode (also called high-probability gaming state) is a gaming state that is started by winning a probability variable jackpot, and the probability of winning a jackpot in a winning lottery is a gaming state that is relatively higher than the low-probability mode. To tell. In addition, in the present embodiment, the pachinko machine 10 is triggered by the entry of game balls into the first start ports 33 and 44, and the winning random number counter C1 stored in the first reservation area Ra of the reservation information storage area 64b. A success / failure table for collation and a success / failure table for collating with the hit random number counter C1 stored in the second reservation area Rb of the reservation information storage area 64b triggered by the entry of the game ball into the second start port 34 are stored as separate table data. Specifically, the pachinko machine 10 includes a success / failure table for the first start port (for low probability mode), a success / failure table for the first start port (for high probability mode), a success / failure table for the second start port (low probability mode). probability mode) and the second start port (for high probability mode).
[0109] FIG. 13 is an explanatory diagram showing the contents of the right / wrong table for the first start port. FIG. 13(a) shows the success / failure table for the first start port (for low probability mode), and FIG. 13(b) shows the success / failure table for the first start port (for high probability mode).
[0110] As shown in FIG. 13(a), four values of 0 to 3 are set in the success / failure table for the first start port (for low probability mode) as the value of the winning random number counter C1 for the big win. there is Of the values 0 to 1199, the values (4 to 1199) other than the four values 0 to 3 are outliers.
[0111] On the other hand, as shown in FIG. 13(b), 20 values from 0 to 19 are set in the success / failure table for the first start port (for high probability mode) as the value of the winning random number counter C1 that is the big win. It is In addition, 40 values of 20 to 59 are set as the value of the random number counter C1 that is a special small win, and 1140 values of 60 to 1199 are set as the value of the random number counter C1 that is a normal small win. there is
[0112] Here, the "minor win" is a win or fail result that triggers the transition to the opening and closing execution mode in which the variable winning device 36 is opened and closed, but does not trigger the transition to the lottery mode described later. The number of round games generated in the opening / closing execution mode is limited to one. In this embodiment, two types of small hits are prepared, that is, a normal small hit and a special small hit (premium small hit). A special small win is a small win that can trigger the support mode to shift from the high-frequency support mode to the low-frequency support mode. In addition, the opening time of the open / close door 36b of the variable winning device 36 at the time of the small hit is 0.1 sec.
[0113] "Off" is a success / fail result that does not trigger the transition to the opening / closing execution mode, nor does it trigger the transition to the lottery mode and the support mode. In the present embodiment, there is no value set for "outlier" in the right / wrong table for the first start port (for high probability mode) shown in FIG. 13(b).
[0114] In this embodiment, the value group of the winning random number counter C1 set as a jackpot in the success / failure table for the first start port (for low probability mode) is set in the success / failure table for the first start port (for high probability mode). It is included in the value group of the winning random number counter C1 set as the jackpot. However, as long as the probability of winning a big win in the high-probability mode is higher than in the low-probability mode as a result of the winning lottery, the number and value of the random numbers set as the big wins are arbitrary.
[0115] FIG. 14 is an explanatory diagram showing the contents of the right / wrong table for the second start port. FIG. 14(a) shows the right / wrong table for the second start port (for low probability mode), and FIG. 14(b) shows the right / wrong table for the second start port (for high probability mode).
[0116] As shown in FIG. 14(a), in the success / failure table for the second start port (for low probability mode), four values of 0 to 3 are set as the value of the winning random number counter C1 for the big win. there is Of the values 0 to 1199, the values (4 to 1199) other than the four values 0 to 3 are outliers. On the other hand, as shown in FIG. 14(b), 20 values from 0 to 19 are set in the success / failure table for the second start port (for high probability mode) as the value of the winning random number counter C1 that is the big win. It is Among the values 0 to 1199, the values (20 to 1199) other than the 20 values 0 to 19 are outliers. In this way, the high-probability mode has a higher probability of winning a big win in the winning lottery than the low-probability mode.
[0117] In addition, in the present embodiment, the value group of the winning random number counter C1 set as the jackpot in the success / failure table for the second start port (for low probability mode) is ) is included in the value group of the winning random number counter C1 set as a jackpot. However, as long as the probability of winning a big win in the high-probability mode is higher than in the low-probability mode as a result of the winning lottery, the number and value of the random numbers set as the big wins are arbitrary.
[0118] Next, the jackpot type will be described. A plurality of types of jackpots can be set in the pachinko machine 10. - 特許庁 Specifically, for example, by providing a difference in the following three aspects or modes, it is possible to set a plurality of types of jackpots. (1) Aspect of opening / closing control of variable winning device 36 in opening / closing execution mode (2) Lottery mode for winning lottery after opening / closing execution mode (3) Support mode for the electric accessory 34a of the right first start port 44 after the opening / closing execution mode ends
[0119] In the pachinko machine 10, as a form of opening / closing control of the variable winning device 36 in the above-mentioned (1) opening / closing execution mode, the occurrence of winning balls to the variable winning device 36 from the start to the end of the opening / closing execution mode. A high-frequency winning mode and a low-frequency winning mode can be set so that the frequencies are relatively high and low. For example, in the high frequency winning mode, the opening and closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening and closing execution mode. It can be set to continue until the number of incoming balls reaches 10. On the other hand, in the low frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode. can be set to continue until there are 6
[0120] When the operation handle 25 is operated by the player, the game ball shooting mechanism 81 is driven and controlled so that one game ball is shot toward the game area PA every 0.6 sec. In the case of the above specific example, in the low-frequency winning mode, the opening time of the open / close door 36b is 0.2 sec. That is, in the low-frequency winning mode, the opening time of the opening and closing door 36b is shorter than the firing cycle of the game ball. Therefore, in the opening and closing execution mode related to the low-frequency winning mode, substantially no game balls enter. However, even in the opening and closing execution mode related to the low-frequency winning mode, it may be set so that the game ball can enter.
[0121] The number of times of opening and closing the opening and closing door 36b, the opening limit time for one opening, and the opening limit number for one opening are determined by the number of entries to the variable winning device 36 during the period from the start of the opening and closing execution mode to the end. As long as the frequency of ball occurrence is higher in the high-frequency winning mode than in the low-frequency winning mode, the opening mode of the opening / closing door 36b is arbitrary. Specifically, if the high frequency winning mode has more opening and closing times than the low frequency winning mode, the opening limit time for one opening is longer, or the opening limit number for one opening is set more good. In order to clarify the difference between the high-frequency winning mode and the low-frequency winning mode, in the open / close execution mode of the low-frequency winning mode, the winning ball to the variable winning device 36 may not substantially occur.
[0122] The pachinko machine 10 has a high-probability mode in which a winning lottery is performed using a high-probability win-or-fail table as a win-fail table, and a win-fail mode as a win-fail table. A low-probability mode in which a winning lottery is performed using a low-probability success / failure table can be set. As described with reference to FIGS. 13 and 14, the winning lottery using the high-probability win-or-fail table is better than the winning lottery using the low-probability win-fail table. High chance of winning the jackpot.
[0123] In the pachinko machine 10, as a mode of the support mode of the electric accessory 34a of the right side first start port 44 after the end of the above (3) opening and closing execution mode, a game ball is shot in a similar mode to the game area PA. A high-frequency support mode and a low-frequency support mode are set so that the frequency of the electric accessory 34a of the right first start port 44 being in the open state per unit time is relatively high and low when compared in a continuous situation. mode can be set.
[0124] Specifically, in the high-frequency support mode and the low-frequency support mode, the probability of winning the electric role open lottery using the electric role product open lottery using the electric role product open counter C4 is different. In the high frequency support mode, the probability of winning the electric role open lottery in the electric accessory open lottery is made higher than in the low frequency support mode. Further, in the high-frequency support mode, the opening time for one time of the electric accessory 34a may be set longer than in the low-frequency support mode when the electric role opening is won.
[0125] Although not adopted in the present embodiment, in the high-frequency support mode, the number of times the electric accessory 34a is in the open state when the electric accessory 34a is elected is set higher than in the low-frequency support mode. good too. Furthermore, it may be configured such that the electric accessory 34a is set to have a long opening time once. Also, in the high-frequency support mode, when the open state of the electric accessory 34a occurs multiple times due to the electric role open winning, the closing time from the end of one open state to the start of the next open state is , may be set shorter than one opening time. Furthermore, in the high-frequency support mode, the time secured from one electric accessary item open lottery to the next electric accessary item open lottery is set to be relatively shorter than in the low-frequency support mode. may
[0126] As described above, in the high-frequency support mode, the probability of a ball entering the right first starting port 44 is higher than in the low-frequency support mode. That is, the high-frequency support mode functions as an auxiliary game state that assists establishment of special information acquisition conditions.
[0127] In this embodiment, as a result of the winning lottery, when it becomes a big win, the big win type is sorted using the big win type counter C2. The distribution of the jackpot types corresponding to the value of the jackpot type counter C2 is stored in the distribution table storage area 63b of the ROM63 as a distribution table.
[0128] FIG. 15 is an explanatory diagram showing the contents of the distribution table. FIG. 15(a) shows a distribution table for the first start port, and FIG. 15(b) shows a distribution table for the second start port. The distribution table for the first start port is referred to during the winning lottery based on the entry of the game ball to the first start port 33, and the distribution table for the second start port goes to the second start port 34. It is referred to during the winning lottery based on the entry of the game ball.
[0129] As shown in the distribution table for the first start port in FIG. 15(a), the distribution table for the first start port includes, as a jackpot type based on the entry of the game ball into the first start port 33, 16R variable jackpot, 8R variable jackpot, and 8R normal jackpot are set.
[0130] In the 16R probability variable jackpot and the 8R probability variable jackpot, the mode of opening and closing control of the variable prize winning device 36 in the opening and closing execution mode is the high frequency winning mode, and the lottery mode of the winning lottery after the opening and closing execution mode (hereinafter simply "lottery mode") ) is a high-probability mode, and the support mode after the opening / closing execution mode is a high-frequency support mode. The difference between the 16R variable variable jackpot and the 8R variable variable jackpot is that the number of openings of the opening and closing door 36b of the variable winning device 36 in the opening and closing execution mode is different, the 16R variable variable jackpot is 16 times (16 rounds), and the 8R variable variable jackpot is 8. times (8 rounds).
[0131] In the 8R normal jackpot, the mode of opening and closing control of the variable winning device 36 in the opening and closing execution mode is the high frequency winning mode, the lottery mode after the opening and closing execution mode is the low probability mode, and the support after the opening and closing execution mode is finished. It is a jackpot where the mode is a high frequency support mode. The number of openings of the opening / closing door 36b of the variable winning device 36 in the 8R normal jackpot is 8 times (8 rounds).
[0132] In the distribution table for the first start port, among the values of the jackpot type counter C2 of "0 to 99", "0 to 54" corresponds to the 16R probability variable jackpot, and "55 to 69" corresponds to the 8R probability variable jackpot. , and "70 to 99" corresponds to the 8R normal jackpot.
[0133] As described above, in the pachinko machine 10 of the present embodiment, three types of jackpots are set as the types of jackpots. Therefore, the aspect of the jackpot is diversified. When these three types of jackpots are compared, the degree of advantage for the player is the highest for the 16R variable variable jackpot, the next highest for the 8R variable variable jackpot, and finally the 8R normal jackpot. By thus setting a plurality of types of jackpots with different degrees of advantage for the player, it is possible to prevent the game from becoming monotonous and increase the degree of attention to the game. It should be noted that the types of jackpots are not limited to the above three types of jackpots, and may be two types or four types of jackpots. For example, it may be configured to set four types of jackpots: 16R variable variable jackpot, 8R variable variable jackpot, 16R normal jackpot, and 8R normal jackpot.
[0134] As shown in the distribution table for the second start port in FIG. 16R variable jackpot, 8R variable jackpot, and 8R normal jackpot are set. In the distribution table for the second start port, among the values of the jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to the 16R probability variable jackpot, and "65 to 69" corresponds to the 8R probability variable jackpot. , and "70 to 99" corresponds to the 8R normal jackpot. It usually corresponds to the jackpot.
[0135] As described above, in the pachinko machine 10 of the present embodiment, when the jackpot is won, the type of jackpot is distributed based on the ball entering the first start port 33, and when the jackpot is won. It is different from the case of winning a jackpot based on the ball entering the start hole 34, and a clear difference is provided in the advantage for the player.
[0136] In addition, when the winning lottery results in a loss, the mode is not changed to the opening / closing execution mode, and the lottery mode and the support mode are not changed. In the distribution of the type of jackpot, if it becomes a 16 probability variable jackpot or an 8R probability variable jackpot, as described above, the lottery mode after the end of the opening and closing execution mode will be a high probability mode, but this high probability mode The state is continued until the next time, a jackpot is won in the winning lottery, or a game ball enters the falling hole 252 provided in the starter unit 200. - 特許庁
[0137] As described above, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the execution area AE, and the jackpot type using the value of the jackpot type counter C2 stored in the execution area AE. However, furthermore, the MPU 62 uses the value of the hit random number counter C1 and the value of the jackpot type counter C2 to stop and display the first symbol display unit 37a and the second symbol display unit 37b. Determine the display mode. The stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to for the determination.
[0138] Next, a reach determination table (hereinafter referred to as a reach determination right / wrong table) will be described. The reach determination right / wrong table is table data for collating with the value of the reach random number counter C3 when determining whether or not reach occurs based on the value of the reach random number counter C3.
[0139] FIG. 16 is an explanatory diagram showing a hit / fail table for reach determination. As shown in FIG. 16, among the values of the reach random number counter C3 ranging from 0 to 399, 20 values from 0 to 19 are set in the reach determination success / failure table as the values for winning the reach. Of the values 0 to 399, values (20 to 399) other than the 20 values 0 to 19 are set as outliers, that is, values that do not win the reach. In other words, the probability of winning the reach is 1 / 20 in a situation where the jackpot is not won in the winning lottery.
[0140] The pachinko machine 10 of the present embodiment is the total value of the number of reserved game balls entered into the first start port 33 and the number of reserved game balls entered into the second start port 34. Equipped with five hit / fail tables for reach determination with different probabilities of winning reach. The success / failure table shown in FIG. 16 is for a case where the total pending number is 4 or more, and the five reach determination success / failure tables including the success / failure table show that the smaller the total pending number, the higher the probability of winning the reach. getting higher. For example, if the total pending number is 3, the reach winning probability is about 1 / 11, if the total pending number is 2, the reach winning probability is about 1 / 10, and if the total pending number is 1 , the reach winning probability is about 1 / 9, and if the total pending number is 0, the reach winning probability is about 1 / 6. The number of reach determination right / wrong tables need not be limited to five, and may be two, three, four, six or more. The point is that there are a plurality of reach determination right / wrong tables, and as long as the smaller the total number of pending games, the higher the probability of winning the reach, any configuration may be used.
[0141] FIG. 17 is an explanatory diagram showing the contents of a success / failure table (success / failure table for electric accessary product open lottery) used when executing the electric accessary product open lottery.
[0142] FIG. 17(a) shows a success / failure table (for low-frequency support mode) for electric accessory open lottery used in low-frequency support mode. As shown in FIG. 17(a), the electric accessory open lottery success / failure table (for low frequency support mode) has two values of 0 and 1 as the value of the electric accessory open counter C4 that will win the electric role open winning. A value is set. 464 values from 2 to 465 are set as the value of the electric accessary product release counter C4 to be out. That is, when the game ball passes through the through gate 35 in the low frequency support mode and the electric accessary item open lottery is executed, the electric role open winning is performed with a probability of 1 / 233. In the pachinko machine 10 of the present embodiment, when the electric role open election is won during the low frequency support mode, the electric role product 34a is opened once, and the opening time is 1.4 seconds.
[0143] FIG. 17(b) shows a success / failure table (for high-frequency support mode) for electric accessory open lottery used in high-frequency support mode. As shown in FIG. 17(b), the electric accessory open lottery success / failure table (for high-frequency support mode) has 462 values from 0 to 461 as the value of the electric accessory open counter C4 that will be the electric accessory open winning. A value is set. Four values of 462 to 465 are set as the value of the electric accessary product release counter C4 to be out. That is, when the game ball passes through the through gate 35 in the high-frequency support mode and the electric role opening lottery is executed, the electric role opening lottery is won with a probability of 231 / 233. In the pachinko machine 10 of the present embodiment, when the electric role open election is won in the high frequency support mode, the electric role product 34a is opened once, and the opening time is 0.5 seconds.
[0144] In this way, the electric accessory open lottery success / failure table is set so that the high-frequency support mode has a higher probability of the game ball entering the right first start port 44 than the low-frequency support mode. there is
[0145] 《1-3》Electrical configuration of sound emission control device and display control device: Next, the electrical configurations of the sound emission control device 90 and the display control device 100 will be described.
[0146] FIG. 18 is a block diagram mainly showing the electrical configuration of the sound emission control device 90 and the display control device 100. As shown in FIG. A part of the configuration such as the power supply device 85 (FIG. 11) is omitted. An MPU 92 is mounted on a sound emission control board 91 provided in the sound emission control device 90 . The MPU 92 is a device in which a CPU, a ROM 93, a RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit and the like are built.
[0147] The ROM 93 stores various control programs executed by the MPU 92, fixed value data, tables, and the like. For example, part of the area of the ROM 93 is provided with an effect pattern table storage area 93a, a variable display pattern table storage area 93b, a reach distribution table storage area 93c, and the like. Details of these will be described later.
[0148] The RAM 94 is a memory for temporarily storing various data etc. when executing the control program stored in the ROM 93 . For example, part of the area of the RAM 94 is provided with various flag storage areas 94a, various counter areas 94b, lottery counter areas 94c, and the like. It should be noted that it is not essential that the ROM 93 and the RAM 94 are integrated into one chip for the MPU 92, and they may be individually integrated into chips.
[0149] The MPU 92 is provided with an input port and an output port. The input side of the MPU 92 is connected to the main control device 60 and the production operation button 24 . Various commands are received from the main controller 60 . A speaker 46 and various lamps 47 are connected to the output side of the MPU 92, and a display control device 100 is also connected.
[0150] The display control board 101 provided in the display control device 100 includes an MPU 102 which is an element in which a program ROM 103 and a work RAM 104 are combined into chips, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. is installed. Note that it is not essential that the program ROM 103 and the work RAM 104 are integrated into one chip for the MPU 102, and they may be individually integrated into chips.
[0151] The MPU 102 analyzes various commands received from the sound emission control device 90 or performs predetermined arithmetic processing based on the received various commands to control the VDP 105 (specifically, generate internal commands for the VDP 105). .
[0152] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for background images.
[0153] The work RAM 104 is a memory for temporarily storing work data, flags, and the like used when the MPU 102 executes various programs.
[0154] The VDP 105 is a kind of drawing circuit, and directly operates an image processing device as a liquid crystal display driver incorporated in the pattern display device 41 . The VDP 105 is also called a "drawing chip" because it is an IC chip, and is a kind of microcomputer chip that incorporates dedicated firmware for drawing processing. The VDP 105 adjusts the timing of each of the MPU 102, the video RAM 107, etc., and intervenes in the reading and writing of data.
[0155] The character ROM 106 plays a role as an image data library for storing character data such as designs and pictures displayed on the design display device 41. FIG. The character ROM 106 stores various display patterns and bitmap format image data of display pictures, a color palette table that is referred to when determining the expression color of each dot of the bitmap image, and the like. The various display pictures also include pictures of petals P1 to P4, which will be described later. Incidentally, it is also possible to provide a plurality of character ROMs 106 and store image data etc. in each character ROM 106 in a shared manner. It is also possible to configure the character ROM 106 to store the JPEG format image data for the background image stored in the program ROM 103 .
[0156] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and by rewriting the content of the video RAM 107, the display content of the pattern display device 41 is changed.
[0157] Hereinafter, the MPU 62, ROM 63, and RAM 64 of the main control device 60 are also referred to as the main side MPU 62, the main side ROM 63, and the main side RAM 64, respectively, and the MPU 92, ROM 93, and RAM 94 of the sound emission control device 90 are respectively referred to as the sound and light side MPU 92 and the sound and light side. The ROM 93 and the sound / light side RAM 94 are also called, and the MPU 102 of the display control device 100 is also called the display side MPU 102 .
[0158] 《1-4》Overview of processing by game machine: Next, an overview of the processing executed by the pachinko machine 10 of this embodiment will be described.
[0159] 《1-4-1》 High and low transition between lottery mode and support mode: In the pachinko machine 10 of the present embodiment, when a jackpot is won by winning lottery and the type of the jackpot won is a normal jackpot, the lottery mode shifts to the low probability mode after the opening / closing execution mode ends, and the support mode. transitions to high-frequency support mode. In addition, in the pachinko machine 10 of the present embodiment, when a jackpot is won by a winning lottery and the type of the winning jackpot is a variable probability jackpot, after the opening / closing execution mode is finished, the lottery mode is changed to the high probability mode, and the support mode is changed. Switch to high-frequency support mode.
[0160] After shifting to the high-frequency support mode, the high-frequency support mode is continued as the support mode until the number of games played after the start of the high-frequency support mode reaches a predetermined guaranteed number of games. The “guaranteed number of games played” is the number of games guaranteed to be played continuously in the high-frequency support mode, and is, for example, 50 times. That is, in the pachinko machine 10, after shifting to the high frequency support mode, the high frequency support mode is guaranteed up to 50 times, which is the guaranteed game count. When the number of games played after the start of the high-frequency support mode reaches the guaranteed number of games, the support mode shifts to the low-frequency support mode. Especially in this embodiment, even if the high-probability mode continues at the time when the number of games reaching the guaranteed number of games ends, the support mode shifts to the low-frequency support mode.
[0161] If the support mode is a high-frequency support mode, the probability that the result of the electric role open lottery that is executed as a result of passing through the through gate 35 will be the electric role open lottery is extremely high at 231 / 233, so the electric The accessory 34a is substantially in the electric role open state. For this reason, when the support mode is the high-frequency support mode, the player hits a weak right-hand hit and causes the game ball to flow down to the weak right-hand hit passage P1, thereby allowing the player to hit the first right side provided with the electric accessory 34a. A game is played so as to enter a game ball into the starting port 44.例文帳に追加 The game ball entering the right first starting port 44 is distributed to a route toward the out port 251 in the starting port unit and a route toward the falling port 252 by the distribution piece 242 of the game ball distribution device 240. Therefore, the game ball entering the right first starting hole 44 may enter the falling hole 252, although the probability is as low as 1 / 21 as described above.
[0162] The opportunity to shift to the high-frequency support mode is a probability variable jackpot, and the number of games after the start of the high-frequency support mode reaches the guaranteed number of games (for example, the 30th game). When a game ball enters the lottery mode, the lottery mode shifts from the high-probability mode to the low-probability mode. Then, from the game round next to the timing when the game ball enters the fall hole 252, the winning lottery is executed in the low probability mode. Regarding the support mode, in the game round before the number of games after the start of the high-frequency support mode reaches the guaranteed number of games (for example, the 30th game round above), the game ball enters the fall hole 252 and is high. Even if the probability mode ends and shifts to the low probability mode, the high frequency support mode continues until the number of games played after the high frequency support mode starts reaches the guaranteed number of games (that is, 50 times). be.
[0163] In the pachinko machine 10 of the present embodiment, a variable probability jackpot is won by a winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to the high-probability mode, the support mode shifts to the high-frequency support mode, and then the high-frequency support mode. If you win a jackpot (regardless of whether it is a normal jackpot or a variable jackpot) in a winning lottery in a game round before the number of games has reached the guaranteed number of games since the start (for example, the 30th game round), The lottery mode shifts from the high-probability mode to the low-probability mode at the timing when the opening / closing execution mode starts after the 30th game round in which the jackpot is won is completed. Regarding the support mode, when the game round before reaching the guaranteed number of games (for example, the 30th game round above) ends and the open / close execution mode starts, the high frequency support mode is switched to the low frequency support mode. . That is, both the lottery mode and the support mode are reset to the low side at the timing when the game round in which the player wins the jackpot ends and the open / close execution mode starts.
[0164] 《1-4-2》Game flow: In the pachinko machine 10 of the present embodiment, at least four types of states can be taken as a game state to be transitioned as the game progresses, depending on the combination of high and low between the lottery mode and the support mode. Specifically, i) a low-probability low-probability support state in which the lottery mode is a low-probability mode and the support mode is a low-frequency support mode, and ii) the lottery mode is a high-probability mode, and the support mode is High probability high support state which is high frequency support mode, iii) High probability low support state where lottery mode is high probability mode and support mode is low frequency support mode, iv) Lottery mode is low probability mode and a low probability high support state in which the support mode is a high frequency support mode. Furthermore, in the pachinko machine 10 of the present embodiment, an open / close execution mode in which a game ball can enter the big winning opening 36a of the variable winning device 36 can be taken as a game state. The game progresses while transitioning between these game states.
[0165] FIG. 19 is an explanatory diagram showing a game flow in the pachinko machine 10. As shown in FIG. When the game is started, it is initially in a low probability low support state (state H1). That is, the lottery mode is a low-probability mode, and the support mode is a low-frequency support mode.
[0166] FIG. 20 is an explanatory diagram showing various modes in each of the low probability low support state, the low probability high support state, the high probability high support state, and the high probability low support state. Here, as a mode, the center side first start port 33, the right side first start port 44, the fall port 252, and whether or not the game ball can enter the second start port 34, the variation time of the first symbol, the first The fluctuation time of the pattern of 2 etc. is set.
[0167] As shown in FIG. 20, in the low probability low support state, it is possible to enter the game ball to the center side first start port 33. For this reason, in the low probability low support state, the player is made to hit left, the game ball is made to flow down to the left side of the game area PA, and the game ball is entered into the center side first start port 33. When the game ball enters the central side first starting hole 33, the game round for the first starting hole is executed and a winning lottery is performed. At this time, in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, the first decorative pattern, which is the effect image corresponding to the game round for the first starting opening, is displayed, and the sub-display is displayed. A second decoration image, which is an effect image corresponding to the game round for the second start opening, is displayed in the area SA. That is, since the target for the player to enter the game ball is the central side first start opening 33, the first decorative pattern is displayed in the main display area MA.
[0168] Let's consider the ball entrances other than the center-side first starting entrance 33 . In the low probability low support state, it is impossible to enter the right first start port 44 and the fall port 252 provided in the start port unit 200, but it is possible to enter the second start port 34. . Since the support mode is a low frequency support mode in the low probability low support state, the probability that the result of the electric accessory open lottery that is executed as a result of passing through the through gate 35 will be lost is extremely high at 232 / 233. Therefore, the electric accessory 34a is substantially always closed, and the game ball flows along the previously described third route RT3 (FIG. 9), so that the ball can enter the second start port 34. . For this reason, some players aim to enter the game ball into the second start port 34 by hitting weakly to the right in the low probability and low support state and letting the game ball flow along the third route RT3. can be considered. On the other hand, in the pachinko machine 10 of the present embodiment, as a simultaneous variation machine, the variation time of the second symbol display section 37b (hereinafter also referred to as special 2 variation time) is set to a very long time such as 10 minutes. Thus, it is configured to suppress the repeated execution of the winning lottery triggered by the entry of the game ball into the second start port 34 in a short period of time. As a result, in the present embodiment, it is possible to make the player give up the weak right-hand hitting operation in the low-probability-low support state and concentrate on the left-hand hitting.
[0169] In addition, the special 2 fluctuation time in the low probability low support state was set to a very long time of 10 minutes, but the fluctuation time of the first symbol display unit 37a in the low probability low support state (hereinafter also referred to as special 1 fluctuation time) is set to a normal length of time. The "normal length of time" referred to here is a normal length of time determined by the value of the fluctuation type counter CS described later, the type of jackpot, the presence or absence of reach, etc. For example, from 2 seconds to 3 minutes.
[0170] Return to FIG. If the winning lottery in the first start-up game round executed in the low-probability low support state (state H1) is lost, the low-probability low support state (state H1) continues, and the player is the center side first A game ball is entered into the starting hole 33, and the game round for the first starting hole is executed.
[0171] If you win a jackpot in the winning lottery in the first starting game round executed in a low probability and low support state, and if the winning jackpot type is a normal jackpot, play the game after the first starting game round ends The open / close execution mode is executed as a privilege given to the person. That is, the low-probability low support state (state H1) transitions to the open / close execution mode (state H2). The pachinko machine 10 executes a suggestive effect for prompting the player to hit hard right before the round game that occurs in the open / close execution mode. According to the suggested production, the player executes a hard right hit after the game round for the first start opening is completed, causes the game ball to flow down to the hard right hit passage P2, enters the game ball into the big winning opening 36a, and wins a prize. get the ball
[0172] When the open / close execution mode (state H2) ends, the state shifts to the low probability high support state (state H3). That is, the lottery mode is a low-probability mode, and the support mode is a high-frequency support mode (limited to 50 guaranteed games).
[0173] As shown in FIG. 20, in the low definite height support state, it is possible to enter the game ball to the center side first start port 33, the right side first start port 44 and the fall port 252, and the second It is impossible to enter a game ball into the starting port 34. - 特許庁 Since the support mode is a high-frequency support mode in the low-probability support state, there is a possibility that the result of the electric role open lottery, which is executed when the through gate 35 is passed, will be the electric role open win. Since it is as high as 233, the electric accessory 34a is substantially in the electric-operated open state. In the pachinko machine 10 of the present embodiment, when the support mode is the high-frequency support mode, the game ball that has passed through the through gate 35 passes through the electric accessory 34a in the open state with a probability of 100%. , the distance from the through gate 35 to the electric accessory 34a, the opening time of the electric accessory 34a once, the number of times the electric accessory 34a is opened, the pattern fluctuation time in the general figure unit 38, etc. are adjusted. Therefore, when the support mode is the high frequency support mode, the game ball that has passed through the through gate 35 and entered the ball entrance 210a is the first route RT1 (FIG. 7) or the second route RT2 described above. (Fig. 8), the game ball enters the right first start port 44 and the out port 251 in the start port unit, or the game ball enters the right first start port 44 and the fall port 252. becomes possible, and entry of the game ball into the second starting port 34 becomes impossible or difficult. In addition, even if the game ball enters the fall hole 252, in the low-probability support state, the lottery mode is a low-probability mode, so the player is worried about shifting to the low-probability mode (so-called fall). no. For this reason, in the low probability high support state (state H3), the player is made to hit the weak right, and the game ball flows down to the weak right hitting passage P1, so that the game ball enters the right first start port 44 with a high probability. You can enter the ball.
[0174] When the game ball enters the right first starting hole 44, the game round for the first starting hole is executed and a winning lottery is performed. At this time, in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, the first decorative pattern, which is the effect image corresponding to the game round for the first starting opening, is displayed, and the sub-display is displayed. A second decoration image, which is an effect image corresponding to the game round for the second start opening, is displayed in the area SA. That is, since the target for the player to enter the game ball is the right first starting hole 44, the first decorative pattern is displayed in the main display area MA.
[0175] Special 1 fluctuation time and special 2 fluctuation time in the low definite height support state are set to a normal length of time (for example, 2 seconds to 3 minutes).
[0176] Return to FIG. If the winning lottery in the game round for the first start port executed in the low-probability support state (state H3) is lost, the low-probability support state (state H3) continues, and the player starts the first right side A game ball is entered into the opening 44, and the game round for the first starting opening is executed. In addition, when the number of games after the high-frequency support mode is started reaches 50 times which is the guaranteed number of games, it shifts to a low probability low support state (state H1).
[0177] If a jackpot is won in the winning lottery in the first start-up game round executed in the low-probability support state (state H3), and the type of the winning jackpot is a normal jackpot, the first start-up game round After the end of , the opening / closing execution mode is executed as a privilege given to the player. That is, the low probability height support state (state H3) shifts to the open / close execution mode (state H2). The pachinko machine 10 executes a suggestive effect for prompting the player to hit hard right before the round game that occurs in the open / close execution mode. According to the suggested production, the player executes a hard right hit after the game round for the first start opening is completed, causes the game ball to flow down to the hard right hit passage P2, enters the game ball into the big winning opening 36a, and wins a prize. get the ball
[0178] If you win a jackpot in the winning lottery in the first start-up game round executed in the low-probability support state (state H3), and if the type of the winning jackpot is a variable probability jackpot, the first start-up game round After the end of , the opening / closing execution mode is executed as a privilege given to the player. Here, the low probability high support state (state H3) shifts to the open / close execution mode (state H4).
[0179] In addition, in the low-probability low support state (state H1), it is aimed at the entry of the game ball to the center side first start port 33, but this entry cannot be performed with a high probability. On the other hand, in the low probability high support state (state H3), the player can make the game ball enter the right first start hole 44 with a high probability by hitting weak to the right. For this reason, in the low probability high support state (state H3), compared to the low probability low support state (state H1), there are many opportunities for the first start opening game round to be executed and the lottery to be performed, so the game It is advantageous for people.
[0180] In the low-probability low support state (state H1), if you win a jackpot in the winning lottery in the first start-up game round and the type of the winning jackpot is a probability variable jackpot, the first start-up game round ends. The opening / closing execution mode is executed as a benefit given to the player later. That is, the low-probability low support state (state H1) transitions to the open / close execution mode (state H4).
[0181] The pachinko machine 10 executes a suggestive effect for prompting the player to hit hard right before the round game that occurs in the open / close execution mode (state H4). The opening / closing execution mode (state H4) is the same processing as the opening / closing execution mode (state H2). The reason why the state H2 and the state H4 are distinguished even though they are the same open / close execution mode is that the branch destinations are different. When the open / close execution mode (state H4) ends, the state shifts to the high-accuracy high support state (state H5). That is, the lottery mode becomes a high probability mode, and the support mode becomes a high frequency support mode (limited to 50 times, which is the guaranteed number of games played).
[0182] As shown in FIG. 20, in the high-definition-height support state, it is possible to enter the game ball with respect to the center side first start port 33, the right side first start port 44 and the fall port 252, and the second It is impossible to enter a game ball into the starting port 34. - 特許庁 Whether or not these balls can be entered is the same as whether or not the ball can be entered in the low-probability support state. However, in the low probability high support state, since the lottery mode is already in the low probability mode, the player does not have to worry about shifting to the low probability mode (so-called fall), whereas in the high probability high support state , When the game ball enters the falling hole 252, the lottery mode is different in that it shifts from the high probability mode to the low probability mode (so-called falling). Since the support mode is a high-frequency support mode in the high-precision high support state, the probability that the result of the electric role open lottery that is executed when the through gate 35 is passed is 231 / 233. is extremely high, the electric accessory 34a is substantially in the electric-operated open state. Therefore, as described above, when the support mode is the high-frequency support mode, the gaming ball that has passed through the through gate 35 and entered the ball entrance 210a is the first route RT1 (FIG. 7) or the first 2 Since it flows along the route RT2 (Fig. 8), the game ball enters the right first start port 44 and the out port 251 in the start port unit, or the game ball enters the right first start port 44 and the fall port 252. can be entered, and the entry of the game ball to the second start port 34 becomes impossible or difficult.
[0183] In the high-definition-high support state, the player is made to hit weakly to the right, the game ball is made to flow down to the weakly right hitting passage P1, and the game ball is entered into the right first start port 44.例文帳に追加 When the game ball enters the right first starting hole 44, the game round for the first starting hole is executed and a winning lottery is performed. At this time, in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, the first decorative pattern, which is the effect image corresponding to the game round for the first starting opening, is displayed, and the sub-display is displayed. A second decoration image, which is an effect image corresponding to the game round for the second start opening, is displayed in the area SA. That is, since the target for the player to enter the game ball is the right first starting hole 44, the first decorative pattern is displayed in the main display area MA.
[0184] Return to FIG. If the winning lottery in the game round for the first start port executed in the high-precision high support state (state H5) is lost, the high-precision high support state (state H5) is repeated, and the right side first start port 44 A game ball is entered and the game round for the first start opening is executed.
[0185] If you win a jackpot in the winning lottery in the first start-up game round executed in the high-probability high support state (state H5), and if the winning jackpot type is a normal jackpot, the first start-up game round After the end of , the opening / closing execution mode is executed as a privilege given to the player. That is, the low probability height support state (state H5) shifts to the open / close execution mode (state H2). The pachinko machine 10 executes a suggestive effect for prompting the player to hit hard right before the round game that occurs in the open / close execution mode.
[0186] If you win a jackpot in the winning lottery in the first start-up game round executed in the high-probability high support state (state H5), and if the type of the winning jackpot is a probability variable jackpot, the first start-up game round After the end of , the opening / closing execution mode is executed as a privilege given to the player. Here, the high-precision high support state (state H5) is shifted to the open / close execution mode (state H4).
[0187] In the high probability height support state (state H5), when the game ball enters the fall opening 252, it shifts to the low probability height support state (state H3). That is, the lottery mode shifts from the high-probability mode to the low-probability mode, and the support mode continues as the high-frequency support mode. In addition, when transitioning to the low probability high support state (state H3), the guaranteed game number counter PNC, which indicates the number of times the game is continuously executed in the high frequency support mode, is retained as it was before the transition. . Therefore, the transition to the low-probability-high support state (state H3) does not reset the number of games continuously executed in the high-frequency support mode.
[0188] In addition, the special 1 fluctuation time in the high-precision high support state (state H5) is set to a normal length, and the special 2 fluctuation time in the high-precision high support state (state H5) is set to, for example, 10 minutes . The reason why the special 2 fluctuation time in the high-precision high support state (state H5) is set to an extremely long time of 10 minutes is as follows.
[0189] In the high-precision high support state, it is impossible to enter the game ball to the second start port 34, but the second reservation area Rb of the reservation information storage area 64b holds information (up to 4 pieces). In the remaining high-probability-high support state, a winning lottery may be executed based on the remaining reservation information. Then, the winning lottery will be executed with reference to the success / failure table (for high probability mode) for the second starting port shown in FIG. In order to solve this, in the present embodiment, in the high accuracy and high support state, while it is impossible to enter the game ball to the second start port 34, the special 2 fluctuation time is, for example, 10 minutes By setting this to an extremely long time, it is configured to suppress repeated digestion of the pending information remaining in the second pending area Rb in a short period of time.
[0190] In the high probability high support state (state H5), when the number of games after the start of the high frequency support mode reaches 50 times which is the guaranteed number of games, it shifts to the high probability low support state (state H6). Also, when winning a special small hit in the winning lottery in the game round for the first start opening executed in the high probability high support state (state H5), it shifts to the high probability low support state (state H6). In the high probability low support state, the lottery mode is the high probability mode, and the support mode is the low frequency support mode. In the present embodiment, the player, from the production content corresponding to the special small winning production pattern displayed on the symbol display device 41, in the winning lottery in the first starting opening game times executed in the high probability high support state It is possible to recognize that the special prize has been won.
[0191] As shown in FIG. 20, in the high probability low support state, it is possible to enter the game ball with respect to the central side first start port 33 and the second start port 34, the right side first start port 44 and It is impossible to enter the game ball into the fall port 252. Since the support mode is a low-frequency support mode in the high-probability-low support state, the probability that the result of the electric accessory open lottery that is executed when passing through the through gate 35 will be lost is extremely high at 232 / 233. Therefore, the electric accessory 34a is substantially always closed, and the game ball flows along the third route RT3 (FIG. 9) described above, so that the ball can enter the second start port 34. It is impossible or difficult to enter the game ball into the right first starting port 44 and the falling port 252.
[0192] In the high-probability-low support state (state H6), the game ball can enter the second starting port 34 by making the player hit weakly to the right and letting the game ball flow down to the weakly hitting path P1. When the game ball enters the second starting port 34, the game round for the second starting port is executed and a winning lottery is performed. At this time, in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, a second decorative pattern, which is an effect image corresponding to the game round for the second starting opening, is displayed, and a sub-display is displayed. A first decoration image, which is an effect image corresponding to the game round for the first start opening, is displayed in the area SA. That is, since the target for the player to enter the game ball is the second starting hole 34, the second decorative pattern is displayed in the main display area MA.
[0193] In the winning lottery in the game round for the second starting port executed in the high-probability low support state (state H6), if the winning lottery is won and the type of the winning jackpot is the normal jackpot, the game round for the second starting port is won. After the end of , the opening / closing execution mode is executed as a privilege given to the player. That is, the high-probability-low support state (state H6) shifts to the open / close execution mode (state H2).
[0194] If you win a jackpot in the winning lottery in the second starter game round executed in the high probability low support state (state H6), and if the type of the won jackpot is a variable probability jackpot, the second starter game round After the end of , the opening / closing execution mode is executed as a privilege given to the player. That is, the high-probability-low support state (state H6) shifts to the open / close execution mode (state H4).
[0195] In the above-mentioned high-probability-low support state (state H6), it is impossible or difficult for a game ball hit by a weak right-hand hit to enter the fall opening 252 as described above, so 100% The ball will enter the second starting hole 34 with a close probability (this probability is hereinafter also referred to as 100% for convenience). Therefore, in the pachinko machine 10 of the present embodiment, in the high probability low support state (state H6), continue 100% until the jackpot is won in the winning lottery in the game round for the second start port, to the second start port 34 A winning lottery can be performed by entering a game ball. In other words, the high-probability-low support state (state H6) is a so-called invincible zone in which there is no fall. As a result, in the pachinko machine 10 of the present embodiment, when it shifts from the high-probability high support state to the high-probability low support state (invincible zone), it is possible to win the big hit again, so-called consecutive chances. It is possible to give the person a sense of expectation to make a series of chances. Therefore, with the pachinko machine 10 of the present embodiment, it is possible to improve the interest of the game.
[0196] In addition, when the number of guaranteed games ends from the high-accuracy high support state, it becomes a high-accuracy low support state, but in this case, the special 2 fluctuation set to 10 minutes and an extremely long time (long) during the high-accuracy high support state There is a possibility that a state in which time continues may occur. In the high probability low support state (invincible zone), in the state where the special 2 fluctuation set to long continues, in the invincible zone, the winning lottery triggered by the entry of the game ball into the second start port 34 It becomes impossible to repeat the action in a short period of time, which is disadvantageous to the player. Therefore, in the pachinko machine 10 of the present embodiment, the lottery result of the winning lottery of the winning lottery table (for high probability mode) for the first starting port is set to only the big win and the small win (special small win, normal small win) (no loss). ), when the big hit variation or the small hit variation that is executed with the entry of the game ball into the first start port (central side first start port 33, right side first start port 44) stops It was configured to be able to stop the special 2 fluctuation set in 2 regardless of the result of the winning lottery related to the special 2. As a result, in the invincible zone, it is possible to solve the problem that the special 2 fluctuation set to long in the high-definition high support state continues, and it is possible to suppress the disadvantage to the player.
[0197] As described above, according to the pachinko machine 10 of the present embodiment, since the support mode is the high-frequency support mode in the high-precision and high-support state, the electric accessory 34a is substantially in the electric role open state, and the through The game ball that has passed through the gate 35 moves from the main line passage portion 210 to the first branch passage portion 220 in the starting port unit 200 (FIG. 4). Therefore, the game ball that has passed through the through gate 35 will surely enter the right first starting port 44. However, the game ball that entered the right first starting hole 44 then enters the fall hole 252 with a probability of 0.1 seconds (=1 / 21) for 2.1 seconds. When the opportunity to shift to the high-frequency support mode is a probability variable jackpot, and the number of games after the start of the high-frequency support mode is before the number of games reaches the guaranteed number of games, and the game ball enters the fall hole 252. , the lottery mode shifts from the high-probability mode to the low-probability mode. That is, when the game ball enters the right first start hole 44, the lottery mode shifts from the high-probability mode to the low-probability mode with a probability of 1 / 21, and the player may be disadvantaged. be.
[0198] On the other hand, when the number of games played after the start of the high-frequency support mode reaches the guaranteed number of games without the game ball entering the fall hole 252, the support mode is changed from the high-frequency support mode to the low-frequency support mode. It shifts to support mode, and the game state shifts from a high-probability high support state to a high-probability low support state (invincible zone). When the support mode is the low-frequency support mode, the electric accessory 34a is substantially always closed, and as a result, the game ball flows along the third route RT3 (FIG. 9) and enters the second start port 34. The ball will enter the ball. In this case, the lottery mode does not shift from the high probability mode to the low probability mode by entering the game ball into the falling port 252 as in the case where the game ball flows to the right first start port 44 side. Therefore, it is possible to continuously perform the game rounds triggered by the entry of the game ball into the second start port 34 without the possibility of being in a disadvantageous state for the player. The high-probability-low support state continues until the next jackpot election, and the next jackpot election is virtually promised.
[0199] As a result, according to the pachinko machine 10 of the present embodiment, in the high-precision high support state, for the player, the period from the start of the high-frequency support mode until the number of games reaches the guaranteed number of games, A sense of urgency that the game ball does not enter the fall port 252 and the lottery mode does not shift from the high probability mode to the low probability mode (I do not want you to fall), and the number of games reaches the guaranteed number of games before falling. It is possible to provide both a sense of expectation such as wanting to Then, when the number of games reaches the guaranteed number of games without falling, the game ball is executed with the entry of the game ball into the second start port 34 without the risk of falling. A sense of relief that you can shift to a high-probability and low support state (invincible zone) where you can continuously play the game rounds, and the game rounds that are executed with the entry of the game ball into the second start port 34 are continuously performed. By doing so, it is possible to give a sense of expectation that a big hit will be won in the near future in a high-probability-low support state. Therefore, according to the pachinko machine 10 of the present embodiment, it is possible to improve the interest in the game by giving the player emotions such as a sense of anticipation, a sense of urgency, and a sense of relief.
[0200] Conventional pachinko machines include loop-type pachinko machines and ST-type pachinko machines. A loop-type pachinko machine is a model in which the state of the high-probability mode continues until a big win is won in the next winning lottery. The ST type pachinko machine is a model in which the number of games in the high-probability mode is limited. A loop-type pachinko machine can give a player a sense of urgency to win a big win in a winning lottery in a state of a high-probability mode and see if the type of the won big win will be a normal big win. On the other hand, in the ST-type pachinko machine, in the state of the high-probability mode, it is possible to give the player a sense of urgency as if he or she might not win the jackpot before the limit number of times is reached. On the other hand, according to the pachinko machine 10 of the present embodiment, as described above, it is possible to impart a sense of urgency and an expectation that the number of games played reaches the guaranteed number of games before falling. In addition, when the number of games reaches the guaranteed number of games without falling, the player is given the opportunity to enter the game ball into the second start port 34 without the risk of falling. A sense of relief that you can shift to a high-probability and low support state (invincible zone) where you can continuously play the game rounds, and the game rounds that are executed with the entry of the game ball into the second start port 34 are continuously performed. By doing so, it is possible to give a sense of expectation that a big hit will be won in the near future in a high-probability-low support state. Such a sense of relief and anticipation is an effect peculiar to the pachinko machine 10 of this embodiment, and can improve the interest of the game.
[0201] In addition, according to the pachinko machine 10 of the present embodiment, in the high-probability and high support state, even if a special small winning is won in the winning lottery, the support mode shifts from the high-frequency support mode to the low-frequency support mode, The game state is configured to shift from a high-accuracy high support state to a high-accuracy low support state (invincible zone). For this reason, it is possible to give the player a sense of expectation to win a special small prize in the winning lottery, and as a result, it is possible to further improve the interest in the game.
[0202] In the pachinko machine 10 of the present embodiment, as described above, in the high-accuracy-high support state H5, the player hits weakly to the right, makes the game ball flow down to the weakly hitting path P1, and starts the first right side. The game is usually played so as to enter the game ball into the opening 44.例文帳に追加 On the other hand, in the high-probability-high support state H5, as described above, it is possible to enter the game ball with respect to the center side first start port 33, so depending on the player, In the high-definition high support state H5, it is also possible to perform a game so as to make a game ball enter the center side first start port 33 by hitting left. In this case, the game ball does not enter the fall port 252, and the game state does not shift to the low-probability support state on the way, so the center side first start only 50 times, which is the guaranteed number of games If the game ball can be entered into the opening 33, the game state can be reliably shifted to the high-probability-low support state, which is the invincible zone. However, entering the game ball into the central first start hole 33 as many times as 50 times imposes a great burden on the player in terms of time and the amount of game balls spent. In the high support state H5, the method of playing a game in which a game ball is entered into the center side first start hole 33 by hitting to the left has no merit for the player and is not realistic. In other words, in the pachinko machine 10 of the present embodiment, by setting the number of guaranteed games to a relatively large number of 50, in the high probability high support state H5, the game ball to the center side first start port 33 It has a configuration in which it is difficult to play a game in which a ball is entered.
[0203] In addition, in the pachinko machine 10 of the present embodiment, as described above, it is difficult to play a game in which the game ball is entered with respect to the center side first start hole 33 in the high-accuracy-high support state H5. However, it does not completely exclude such a way of playing. If the above difficulties can be tolerated, it is also possible to perform a game so that the game ball is entered into the center side first start port 33 by hitting to the left in the high probability and height support state H5. For example, a player who cannot mentally allow the game ball to enter the fall hole 252 and the lottery mode to shift from the high-probability mode to the low-probability mode selects the above-described game method. I might. From the side of the designer of the game machine, by setting the guaranteed number of games to a relatively small number such as 5 or 10 times, the game ball can be entered into the center side first start port 33 in the high probability high support state H5. It is possible to allow the game to be played to some extent, and by setting the guaranteed number of games to a large number such as 50 times or 100 times, the game to the center side first start port 33 in the high accuracy and high support state H5 It is strictly prohibited to play the game in such a way that the ball is entered. That is, it is possible to adjust whether to allow or prohibit playing a game so as to enter the game ball to the central side first start port 33 in the high certainty high support state H5 by the guaranteed number of games. Become.
[0204] <<1-5>> Various processing executed in the main controller: Next, an example of specific processing executed in the pachinko machine 10 of this embodiment will be described. The processing performed by the main controller 60 will be described first, and then the processing performed by the sound emission control device 90 and the display control device 100 will be described.
[0205] In order to progress the game of each game cycle, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes are described below. In addition to timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing activated by the input of a power failure signal, but the description of these processing is omitted.
[0206] <Timer interrupt processing> FIG. 21 is a flowchart showing timer interrupt processing. Timer interrupt processing is started periodically (for example, every 2 msec) by the MPU 62 of the main controller 60 .
[0207] In step Ss0101, reading processing of various detection sensors is executed. That is, it reads the states of various detection sensors connected to the main controller 60, determines the states of the sensors, and saves the detection information (entering ball detection information). After that, proceed to step Ss0102.
[0208] In step Ss0102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1 and cleared to 0 when the counter value reaches the maximum value. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM64. After that, proceed to step Ss0103.
[0209] In step Ss0103, the values of the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the electric accessory open counter C4 are updated. Specifically, 1 is added to each of the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the electric accessory release counter C4, and when each of these counter values reaches the maximum value, each Clear to 0. Then, the updated values of the respective counters C1 to C4 are stored in the corresponding buffer areas of the RAM64. After that, proceed to step Ss0104. Note that the fluctuation type counter CS updates its value in the normal processing (FIG. 23) described later.
[0210] In step Ss0104, the first starting hole (central side first starting hole 33, right side first starting hole 44) and the game ball entering the second starting hole 34 are executed. The details of the ball entry process for the start opening in step Ss0104 will be described later. After that, proceed to step Ss0105.
[0211] In step Ss0105, ball entry processing for the falling opening accompanying the entry of the game ball to the falling opening 252 is executed. The details of the ball entry process for the fall opening in step Ss0105 will be described later. After executing step Ss0105, MPU 62 terminates timer interrupt processing.
[0212] <Entering ball processing for the starting port> Next, the ball entry process for the start opening will be described. The ball entry process for the starting port is executed by the MPU 62 of the main controller 60 as a timer interrupt process subroutine (FIG. 21: Ss0104).
[0213] FIG. 22 is a flow chart showing ball entry processing for the starting opening. In step Ss0201, it is determined whether or not the game ball entered the first start port (center side first start port 33, right side first start port 44) (start winning). The determination is made based on the detection state of the detection sensor (the detection sensor 67d for the right first start port, etc.) corresponding to the port 33 and the right first start port 44). In step Ss0201, if it is determined that the game ball entered the first start port (central side first start port 33, right side first start port 44) (Ss0201: YES), proceed to step Ss0202, payout control A prize ball command is set to cause the device 70 to pay out one game ball. After that, proceed to step Ss0203.
[0214] In step Ss0203, an external signal for outputting a signal to the game hall side management control device that the game ball has entered the first start port (central side first start port 33, right side first start port 44) Perform setting processing. After that, proceed to step Ss0204.
[0215] In step Ss0204, the value stored in the reservation number storage area of the first reservation area Ra is read out as the start reservation number RaN (hereinafter also referred to as the first start reservation number RaN), and the first start reservation number RaN will be described later. Set as a target for processing. The first start suspension number RaN indicates the number of suspensions based on the ball entering the first start opening (center side first start opening 33, right side first start opening 44). After that, proceed to step Ss0209.
[0216] In step Ss0201, if it is determined that the game ball is not entering the first starting port (center side first starting port 33, right side first starting port 44) (Ss0201: NO), proceed to step Ss0205, It is determined by the detection state of the detection sensor corresponding to the second start port 34 whether or not the game ball has entered the second start port 34.
[0217] In step Ss0205, when it is determined that the game ball has entered the second start port 34 (Ss0205: YES), the process proceeds to step Ss0206, and the payout control device 70 pays out one game ball. set command. After that, proceed to step Ss0207. On the other hand, in step Ss0205, when it is determined that the game ball has not entered the second starting hole 34 (Ss0205: NO), the ball entering process for this starting hole ends.
[0218] In step Ss0207, external signal setting processing is performed in order to output a signal to the management control device on the gaming hall side that the game ball has entered the second starting port . After that, proceed to step Ss0208.
[0219] In step Ss0208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of the second reserve area Rb, is read, and the second start pending number RbN will be described later. Set as a target for processing. The second start suspension number RbN indicates the number of suspensions based on the ball entering the second start port . After that, proceed to step Ss0209.
[0220] In step Ss0209, it is determined whether or not the number of start suspensions N (RaN or RbN) set in step Ss0204 or Ss0208 is less than the upper limit (4 in this embodiment). In step Ss0209, if the number N of starting suspensions is not less than the upper limit (Ss0209: NO), the ball-entering process for this starting opening is terminated.
[0221] On the other hand, in step Ss0209, if the start pending number N is less than the upper limit value (Ss0209: YES), proceed to step Ss0210, add 1 to the start pending number N of the corresponding holding area, and then proceed to step Ss0211. , adds 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the total value of the first pending start number RaN and the second pending start number RbN. After that, proceed to step Ss0212.
[0222] In step Ss0212, the values of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Ss0103 (FIG. 21) are stored in the first storage area among the free storage areas of the corresponding reservation area, that is, step In Ss0210, it stores in the storage area corresponding to the pending number incremented by 1. Specifically, when the first start pending number RaN is set as a processing target, each of the winning random number counter C1, the big winning type counter C2, and the reach random number counter C3 updated in step Ss0103 (Fig. 21) The value is stored in the first storage area among the empty storage areas of the first reservation area Ra, that is, the storage area corresponding to the first start suspension number RaN to which 1 is added in step Ss0210. In addition, when the second start pending number RbN is set as a processing target, each value of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Ss0103 (Fig. 21), It is stored in the first storage area of the free storage areas of the second reservation area Rb, that is, the storage area corresponding to the second start suspension number RbN to which 1 is added in step Ss0210. After executing step Ss0212, proceed to step Ss0213.
[0223] In step Ss0213, the first determination process is executed. First judgment processing is based on the information (reservation information) of each value of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3. It is a process of executing the determination of the presence or absence of the reservation information before the main control device 60 becomes the target of the winning lottery. After executing step Ss0213, proceed to step Ss0214.
[0224] In step Ss0214, processing for setting pending commands is executed. Specifically, the judgment result (first judgment information) of the first judgment process executed based on the information (pending information) of each value of the hit random number counter C1, the big hit type counter C2, and the reach random number counter C3 is set as a pending command do.
[0225] The hold command indicates that a ball has entered the first start port (center side first start port 33, right side first start port 44) or second start port 34, and hold information acquired based on the ball entered. It is a command for making the sub-side control device recognize the determination result (previous determination information) of the predetermining process based on before the reservation information becomes the target of the winning lottery by the main control device 60. The hold command is transmitted to the sound emission control device 90 in the command output process ( FIG. 24 : step Ss0402) of the normal process, which will be described later.
[0226] In addition, when the audio light emission control device 90 receives a hold command transmitted based on the ball entering the first starting port (the center side first starting port 33, the right side first starting port 44), the liquid crystal display A command is sent to the display control device 100 to change the display in the first reserved display area Ds1 of the device 41 in accordance with the increase in the number of reserved items. The display control device 100 that has received the command changes the display in the first reserved display area Ds1 of the liquid crystal display device 41 so as to correspond to the increase in the number of reserved items. On the other hand, when receiving the hold command transmitted based on the ball entering the second starting port 34, the sound emission control device 90 displays the display in the second hold display area Ds2 of the liquid crystal display device 41. A command is sent to the display control device 100 to make the change corresponding to the increase. The display control device 100 that has received the command changes the display in the second reserved display area Ds2 of the liquid crystal display device 41 so as to correspond to the increase in the number of reserved items.
[0227] After executing step Ss0214, the main MPU 62 ends the ball-entering process for this starting opening.
[0228] <Entering ball processing for the fall entrance> Next, the ball entry processing for the fall opening will be described. The ball-entering process for the falling hole is executed by the MPU 62 of the main controller 60 as a timer interrupt process subroutine (FIG. 21: Ss0105).
[0229] FIG. 23 is a flow chart showing a ball entry process for a fall hole. In step Ss0301, whether or not the game ball has entered the fall opening 252 is determined by the detection state of the detection sensor corresponding to the fall opening 252. In step Ss0301, when it is determined that the game ball has entered the fall opening 252 (Ss0301: YES), the process proceeds to step Ss0302.
[0230] At step Ss0302, the high probability mode flag is turned off. The high probability mode flag is a flag for specifying whether the winning lottery mode is a high probability mode at the MPU 62, and in this embodiment, it is turned ON at the end of the opening and closing execution mode related to winning the probability variable jackpot , It is turned OFF at the end of the opening and closing execution mode related to winning the normal jackpot, and is also turned OFF in this step Ss0302. After that, proceed to step Ss0303.
[0231] In step Ss0303, a low probability mode command is set. The low-probability mode command is a command for notifying the sound emission control device 90 that the win / fail lottery mode is the low-probability mode. After that, proceed to step Ss0304.
[0232] In step Ss0304, a drop command is set. The fall command is a command for notifying the sound emission control device 90 that the game ball enters the fall opening 252 and the success / failure lottery mode has shifted from the high probability mode to the low probability mode. After executing step Ss0304, the ball-entering process for the falling hole ends.
[0233] In step Ss0301, when it is determined that the game ball has not entered the falling hole 252 (Ss0301: NO), the ball entering process for this falling hole ends.
[0234] <Normal processing> Next, normal processing will be described. The normal process is a process started by the MPU 62 of the main controller 60 when the power is turned on. In normal processing, the main processing of the game is executed.
[0235] FIG. 24 is a flowchart showing normal processing. In step Ss0401, start-up processing is executed. Specifically, initialization of each control device upon power-on, determination of validity of data stored and held in the RAM 64, and the like are executed. After that, proceed to step Ss0402.
[0236] In step Ss0402, output data such as commands set in the timer interrupt process or the previously executed normal process are transmitted to each sub-side control device. Specifically, the presence or absence of a prize ball command is determined, and if the prize ball command is set, it is transmitted to the payout control device 70. In addition, when commands related to effects such as variation commands, type commands, and hold commands are set, they are transmitted to the sound emission control device 90. FIG. After executing step Ss0402, proceed to step Ss0403.
[0237] In step Ss0403, the change type counter CS is updated. Specifically, 1 is added to the fluctuation type counter CS, and the counter value is cleared to 0 when the counter value reaches the maximum value. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM64. After that, proceed to step Ss0404.
[0238] In step Ss0404, the ball count signal and the payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Ss0405. In step Ss0405, game round control processing for controlling the game in each game round is executed. In the game round control process, the winning lottery, the setting of the variable display of symbols by the liquid crystal display device 41, the display control of the first symbol display section 37a and the second symbol display section 37b, and the like are performed. Details of the game round control process will be described later. After executing step Ss0405, proceed to step Ss0406.
[0239] In step Ss0406, a game state transition process is executed to shift the game state. By executing the game state transition process, the game state shifts to an opening / closing execution mode, a high probability mode, a high frequency support mode, and the like. Details of the game state transition processing will be described later. After that, proceed to step Ss0407.
[0240] In step Ss0407, an electric role support process for driving and controlling the electric accessory 44a provided in the right first starting port 44 is executed. In the electric role support process, it is determined whether or not to open the electric accessory 44a. The details of the electronic support process will be described later. After that, proceed to step Ss0408.
[0241] In step Ss0408, a game ball distribution control process for driving and controlling the game ball distribution device 240 provided in the starting port unit 200 is executed. Details of the game ball distribution control process will be described later. After that, proceed to step Ss0409.
[0242] In step Ss0409, it is determined whether or not a predetermined time (4 msec in this embodiment) has passed since the start of the current normal processing (from the second round onwards, the start of the command output processing in step Ss0402). That is, it is determined whether or not it is time to execute the next normal process.
[0243] In step Ss0409, if it is determined that the predetermined time (4 msec) has not passed since the start of this normal process (Ss0409: NO), in steps Ss0410 and Ss0411, until the execution timing of the next normal process Within the remaining time, the random number initial value counter CINI and the variation type counter CS are repeatedly updated. Specifically, in step Ss0410, the random number initial value counter CINI is incremented by 1 and cleared to 0 when the counter value reaches the maximum value. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM64. Further, in step Ss0411, 1 is added to the fluctuation type counter CS, and the counter value is cleared to 0 when it reaches the maximum value. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM64.
[0244] On the other hand, if it is determined in step Ss0409 that the predetermined time (4 msec) has passed since the start of the normal processing this time (Ss0409: YES), the process returns to step Ss0402, and each process from step Ss0402 to step Ss0408 is executed. Execute.
[0245] In addition, since the execution time of each process from step Ss0402 to step Ss0408 changes according to the state of the game, the remaining time until the execution timing of the next normal process is not constant and fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using the remaining time, the values of these counters can be randomly updated.
[0246] <Game time control processing> Next, game round control processing will be described. The game round control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 24: Ss0405).
[0247] FIG. 25 is a flow chart showing game round control processing. In step Ss0501, it is determined whether or not the opening / closing execution mode is in progress. Specifically, it is determined whether or not the opening / closing execution mode flag in the various flag storage area 64g of the RAM 64 is ON. As will be described later, the opening / closing execution mode flag is turned ON at the timing of shifting to the opening / closing execution mode after the fluctuation of the symbols in the game round in which the big win is won, and is turned OFF at the timing at which the opening / closing execution mode ends. By determining whether or not the opening / closing execution mode is being executed in step Ss0501, step Ss0503 (and step Ss0506) are not executed while the opening / closing execution mode is being executed. As a result, it is possible not to start the game round while the opening / closing execution mode is being executed. Details will be described below.
[0248] In step Ss0501, when it is determined that the opening / closing execution mode flag is ON (Ss0501: YES), it is determined that the opening / closing execution mode is in progress, and the present game round is executed without executing any of the processes after step Ss0502. End the control process. That is, if it is in the opening and closing execution mode, whether the game ball has entered the first start port (center side first start port 33 and right side first start port 44) or second start port 34 Regardless of whether or not a game round is started. On the other hand, if it is determined in step Ss0501 that the open / close execution mode is not in progress (Ss0501: NO), the process proceeds to step Ss0502.
[0249] In step Ss0502, it is determined whether or not the first fluctuating flag in the various flag storage area 64g of the RAM 64 is ON. The first fluctuating flag is a flag that is turned ON when the game round for the first starting opening is started, and is turned OFF when the fluctuation display in the first symbol display portion 37a is stopped and the display is stopped. When it is determined in step Ss0502 that the first fluctuating flag is not ON (Ss0502: NO), the process proceeds to step Ss0503.
[0250] In step Ss0503, fluctuation start processing for the first start port is executed. The fluctuation start process for the first starting port is a process for starting the game round for the first starting port. The details of the fluctuation start processing for the first start port will be described later. After executing step Ss0503, proceed to step Ss0505.
[0251] On the other hand, when it is determined in step Ss0502 that the first fluctuating flag is ON (Ss0502: YES), the process proceeds to step Ss0504.
[0252] In step Ss0504, the first fluctuation stopping process is executed. The first fluctuation stop process is a process for stopping the fluctuation of the symbols of the started game round for the first starting port. The details of the first fluctuation stop processing will be described later. After executing step Ss0504, proceed to step Ss0505.
[0253] In step Ss0505, it is determined whether or not the second fluctuating flag in the various flag storage area 64g of the RAM 64 is ON. The second fluctuating flag is turned ON when the game round for the second start opening is started, and is turned OFF when the fluctuation display in the second symbol display portion 37b stops and becomes a stop display. . When it is determined in step Ss0505 that the second fluctuating flag is not ON (Ss0505: NO), the process proceeds to step Ss0506.
[0254] In step Ss0506, a variation start process for the second starting port is executed. The variation start process for the second starting port is a process for starting the game round for the second starting port. The details of the fluctuation start processing for the second start port will be described later. After executing step Ss0506, this game round control process is terminated.
[0255] On the other hand, if it is determined in step Ss0505 that the second fluctuating flag is ON (Ss0505: YES), the process proceeds to step Ss0507.
[0256] In step Ss0507, a second fluctuation stop process is executed. The second fluctuation stop process is a process for stopping the fluctuation of the pattern of the started game round for the second starting port. The details of the second fluctuation stop processing will be described later. After executing step Ss0507, this game round control process is terminated.
[0257] <Variation start processing for the first start port> Next, the fluctuation start processing for the first start port will be described. Fluctuation start processing for the first starting port is executed by the MPU62 of the main control device 60 as a subroutine (FIG. 25: Ss0503) of the game round control processing.
[0258] FIG. 26 is a flow chart showing the fluctuation start processing for the first starting port. In step Ss0601, it is determined whether or not the first start suspension number RaN=0. When it is determined in step Ss0601 that the first start suspension number RaN is not 0 (Ss0601: NO), the process proceeds to step Ss0602. On the other hand, if it is determined in step Ss0601 that the first start suspension number RaN=0 (Ss0601: YES), this fluctuation start processing for the first start port ends.
[0259] In step Ss0602, the hold information shift process for the first starting port is executed. In the holding information shift process for the first starting port, the holding information stored in the first holding area Ra is shifted. The details of the hold information shift process for the first start port will be described later. After executing step Ss0602, proceed to step Ss0603.
[0260] In step Ss0603, determination processing for the first start port is executed. In the determination process for the first starting port, a winning lottery is executed based on the special information stored in the determination process execution area 64c. Specifically, based on the values of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the determination process execution area 64c, the presence or absence of a jackpot or a small hit (normal small hit, special small hit) Judgment of whether or not to judge, distribution judgment to distribute the jackpot type, and reach judgment to judge the presence or absence of reach occurrence are performed. The details of the determination processing for the first start port will be described later. Hereinafter, when including both the normal small hit and the special small hit, it is simply referred to as "small hit". After executing step Ss0603, proceed to step Ss0604.
[0261] In step Ss0604, a variable time setting process for the first starting port is executed. In the process of setting the fluctuation time for the first starting opening, the fluctuation time, which is the time from when the pattern starts to stop until it stops, is set. The details of the process of setting the variable time for the first start opening will be described later. After executing step Ss0604, proceed to step Ss0605.
[0262] In step Ss0605, a first variation command is set. In the first variation command, the game round this time relates to the special information acquired based on the entry of the game ball to the first start port (center side first start port 33, right side first start port 44) It contains information indicating that it is a thing, information on the presence or absence of reach occurrence, and information on the fluctuation time set in step Ss0604. After executing step Ss0605, proceed to step Ss0606.
[0263] At step Ss0606, a first type command is set. The first type command includes information on whether or not there is a jackpot and information on the jackpot type. Specifically, the first type command includes 16R probability variable jackpot information, 8R probability variable jackpot information, 8R normal jackpot information, small hit (normal small hit, special small hit) information, or off information be
[0264] The first variation command and the first type command set in steps Ss0605 and Ss0606 are sent to the sound emission control device 90 in step Ss0402 in the normal process (FIG. 24). The sound emission control device 90 determines the content of the effect in the game round based on the received variation command and the first type command, and controls various devices so that the determined content of the effect is executed. After executing step Ss0606, proceed to step Ss0607.
[0265] In step Ss0607, the first symbol display section 37a is caused to start changing display, and then the process proceeds to step Ss0608 to turn on the first changing flag. The first fluctuating flag is a flag that is turned ON when the game round for the first starting opening is started, and is turned OFF when the variable display in the first symbol display portion 37a becomes a stop display. After executing step Ss0608, proceed to step Ss0609.
[0266] In step Ss0609, 1 is subtracted from the value of the number-of-games counter PNC. The game number counter PNC is set to a value when the high-frequency support mode is started, and the counter value is decremented by 1 each time a game is played. After executing step Ss0609, the fluctuation start processing for the first start port ends.
[0267] <Holding information shift processing for the first start port> Next, the hold information shift process for the first start port will be described. The holding information shift process for the first start port is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation start process for the first start port (FIG. 26: Ss0602).
[0268] FIG. 27 is a flow chart showing the hold information shift process for the first start port. In step Ss0701, 1 is subtracted from the first start-up reservation number RaN in the first reservation area Ra. After that, proceed to step Ss0702.
[0269] In step Ss0702, the data (reserved information) stored in the first area of the first reserved area Ra is moved to the first execution area of the determination process execution area 64c. After that, proceed to step Ss0703.
[0270] In step Ss0703, a process of shifting the data stored in the storage area of the first reservation area Ra is executed. This data shift process is a process of sequentially shifting the data stored in the first to fourth areas to the lower area side. Specifically, the data in the first area is cleared, and the data in each area is shifted in the order of second area→first area, third area→second area, fourth area→third area, and so on. After executing step Ss0703, the first start port book reservation information shift process ends.
[0271] <Decision processing for the first start port> Next, the determination processing for the first start port will be described. The determination process for the first start opening is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation start process for the first start opening (FIG. 26: Ss0603).
[0272] FIG. 28 is a flowchart showing determination processing for the first start port. In step Ss0801, it is determined whether or not the winning lottery mode is the high probability mode. Specifically, it is determined whether or not the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON. The high probability mode flag is a flag for specifying whether the winning lottery mode is a high probability mode at the MPU 62, and in this embodiment, it is turned ON at the end of the opening and closing execution mode related to winning the probability variable jackpot , is turned OFF at the start of the opening / closing execution mode relating to the winning of the next jackpot. Furthermore, in the present embodiment, when the game ball enters the falling opening 252 provided in the starting opening unit 200, the high probability mode flag is turned OFF. In step Ss0801, when it is determined that the mode is the high probability mode (Ss0801: YES), the process proceeds to step Ss0802.
[0273] In step Ss0802, the success / failure determination is performed with reference to the success / failure table for the first start port (for high probability mode). Specifically, the value of the winning random number counter C1 stored in the determination processing execution area 64c is set as a jackpot in the success / failure table (for high probability mode) for the first starting port shown in FIG. 13(b). Determines whether or not it matches the value After that, proceed to step Ss0804. On the other hand, if it is determined in step Ss0801 that the mode is not the high probability mode (Ss0801: NO), the process proceeds to step Ss0803.
[0274] In step Ss0803, the success / failure determination is performed with reference to the success / failure table for the first starting port (for low probability mode). Specifically, the value of the winning random number counter C1 stored in the determination processing execution area 64c is set as a jackpot in the success / failure table (for low probability mode) for the first starting port shown in FIG. 13(a). Determines whether or not it matches the value After that, proceed to step Ss0804.
[0275] In step Ss0804, it is determined whether or not the result of the success / failure determination in step Ss0802 or step Ss0803 is a big hit. In step Ss0804, when it is determined that the result of the success / failure determination is a big hit (Ss0804: YES), the process proceeds to step Ss0805.
[0276] In step Ss0805, the first hit flag of various flag storage areas 64g of RAM64 is turned ON. The first winning flag indicates that the lottery result of the winning lottery executed with the entry of the game ball into the first starting port (the first starting port 33 on the center side or the first starting port 44 on the right side) is "big hit", " Turns ON when it is a "special small hit" or "normal small hit", and when the game ball enters the first start port, the first symbol's fluctuation display stops and it turns OFF when it becomes a stop display. is a flag that After executing step Ss0805, proceed to step Ss0806.
[0277] In step Ss0806, a distribution determination is performed with reference to the distribution table for the first start port (see FIG. 15(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the determination processing execution area 64c is included in which jackpot type numerical range. After executing step Ss0806, proceed to step Ss0807.
[0278] In step Ss0807, it is determined whether or not the result of distribution determination in step Ss0806 (jackpot type) is a variable probability jackpot. In step Ss0807, when it is determined that the distributed jackpot type is a probability variable jackpot (Ss0807: YES), the process proceeds to step Ss0808.
[0279] In step Ss0808, the probability variable jackpot flag (jackpot type flag) corresponding to the jackpot type distributed in step Ss0806 is turned ON. After executing step Ss0808, proceed to step Ss0809.
[0280] In step Ss0809, stop design setting processing for the probability variable jackpot is executed. In the stop symbol setting process for the probability variable jackpot, in the game round of this time to be the probability variable jackpot, the first symbol display unit 37a is set to end the variable display (stop display) in which stop result is displayed. process for Specifically, by referring to the stop result table for the probability variable jackpot stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type distributed in step Ss0806 is acquired, and the The address information is stored in the stop result address storage area of RAM64. After executing step Ss0809, the determination process for the first starting port ends.
[0281] In step Ss0807, when it is determined that the distributed jackpot type is not a probability variable jackpot (Ss0807: NO), that is, when the distributed jackpot type is a normal jackpot, the process proceeds to step Ss0810.
[0282] In step Ss0810, the normal jackpot flag (jackpot type flag) corresponding to the jackpot type distributed in step Ss0806 is turned ON. After executing step Ss0810, proceed to step Ss0811.
[0283] In step Ss0811, a stop symbol setting process for normal jackpot is executed. In the stop symbol setting process for the normal jackpot, it is set whether to end the variable display (stop display) in the state in which the stop result is displayed in the first symbol display unit 37a in the current game round which is the normal jackpot. process for Specifically, by referring to the stop result table for the normal jackpot stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type distributed in step Ss0806 is acquired, and the The address information is stored in the stop result address storage area of RAM64. After executing step Ss0811, the determination process for the first start port ends.
[0284] In step Ss0804, if it is determined that the result of the success / failure determination in step Ss0802 or step Ss0803 is not a big hit (Ss0804: NO), proceed to step Ss0812, and the result of the success / failure determination in step Ss0802 or step Ss0803 is usually a small hit Determine whether or not there is In step Ss0812, when it is determined that the result of the success / failure determination is a normal small hit (Ss0812: YES), the process proceeds to step Ss0813, and the normal small hit flag of the various flag storage areas 64g of the RAM64 is turned ON. After executing step Ss0813, proceed to step Ss0814.
[0285] In step Ss0814, a stop symbol setting process for normal small winning is executed. In the stop symbol setting process for the normal small win, it is determined whether the variation display is to be ended (stopped display) in the state of displaying any stop result in the second symbol display unit 37b in the current game round which is the normal small win. Execute the setting process. Specifically, by referring to the stop result table for the normal small hit stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the normal small win is obtained, and the address information is It is stored in the stop result address storage area of RAM64. After executing step Ss0814, proceed to step Ss0819.
[0286] In step Ss0812, if it is determined that the result of the success / failure determination in step Ss0802 or step Ss0803 is not a normal small hit (Ss0812: NO), proceed to step Ss0815, and the result of the success / failure determination in step Ss0802 or step Ss0803 is a special small hit It is determined whether or not. In step Ss0815, when it is determined that the result of the success / failure determination is a special small hit (Ss0815: YES), the process proceeds to step Ss0816, and the special small hit flag of various flag storage areas 64g of RAM64 is turned ON. After that, proceed to step Ss0817 and set a special small hit command. The special small winning command is a command for notifying the sound emission control device 90 that the special small winning has been won in the winning lottery. After executing step Ss0817, proceed to step Ss0818.
[0287] In step Ss0818, a stop symbol setting process for a special small winning is executed. In the stop symbol setting process for the special small hit, it is determined whether the variable display is to be ended (stopped display) in the state where the second symbol display unit 37b displays any stop result in the current game round to be the special small hit. Execute the setting process. Specifically, by referring to the stop result table for the special small hit stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the special small hit is acquired, and the address information is It is stored in the stop result address storage area of RAM64. After executing step Ss0818, proceed to step Ss0819.
[0288] In step Ss0819, the first hit flag of various flag storage areas 64g of RAM64 is turned ON. The first winning flag indicates that the lottery result of the winning lottery executed with the entry of the game ball into the first starting port (the first starting port 33 on the center side or the first starting port 44 on the right side) is "big hit", " Turns ON when it is a "special small hit" or "normal small hit", and when the game ball enters the first start port, the first symbol's fluctuation display stops and it turns OFF when it becomes a stop display. is a flag that After step Ss0819 is executed, the process for determining the first starting port ends.
[0289] In step Ss0815, when it is determined that the result of the success / failure determination is not a special small hit (Ss0815: NO), the process proceeds to step Ss820.
[0290] In step Ss820, the reach determination table stored in the reach determination table storage area 63c of the ROM 63 is referred to, and the reach determination is performed as to whether or not the reach occurs. Specifically, it is determined whether or not the value of the reach random number counter C3 stored in the determination process execution area 64c matches the value set as reach occurrence in the reach determination table referred to. The process of step Ss0820 is executed when the result of the success / failure determination (hit lottery) in step Ss0804 is neither a big win nor a small win (normal small win, special small win). That is, in step Ss0820, it is determined whether or not it is a game round in which reach occurs among the game rounds in which the result of the success / failure determination is neither a big win nor a small win (normal small win, special small win). After executing step Ss0820, proceed to step Ss0821.
[0291] In step Ss0821, it is determined whether or not the result of reach determination in step Ss0820 is reach occurrence. In step Ss0821, when it is determined that the reach occurs (Ss0821: YES), the process proceeds to step Ss0822, and the reach occurrence flag in the various flag storage areas 64g of the RAM 64 is turned ON. After executing step Ss0822, proceed to step Ss0823. In step Ss0821, if it is determined that reach has not occurred (Ss0821: NO), the process proceeds directly to step Ss0823.
[0292] In step Ss0823, a stop symbol setting process for losing is executed. In the stop symbol setting process for loss, in the current game turn to be a loss, the first symbol display unit 37a is used for setting whether to end the variable display (stop display) in which stop result is displayed. Execute the process. Specifically, by referring to the stop result table for failure in the stop result table storage area 63e, the address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the judgment processing execution area 64c is obtained. It acquires and stores the address information in the stop result address storage area of RAM64. After executing step Ss0823, the determination process for the first starting port is terminated.
[0293] <Processing for setting fluctuation time for the first start port> Next, the process of setting the variable time for the first starting port will be described. The process of setting the fluctuation time for the first start opening is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation start process for the first start opening (FIG. 26: Ss0604).
[0294] FIG. 29 is a flow chart showing a process of setting the variable time for the first starting port. In step Ss0901, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of the RAM 64 is acquired. After that, proceed to step Ss0902.
[0295] In step Ss0902, it is determined whether or not the high probability mode flag is ON. When it is determined in step Ss0902 that the high probability mode flag is not ON (Ss0902: NO), the process proceeds to step Ss0903.
[0296] In step Ss0903, it is determined whether or not the high frequency support mode flag is ON. If it is determined in step Ss0903 that the high frequency support mode flag is not ON (Ss0903: NO), the process proceeds to step Ss0904.
[0297] In step Ss0904, the low probability low support state fluctuation time information acquisition process for the first starting port is executed. In the low probability low support state fluctuation time information acquisition process for the first start port, the game round for the first start port is executed when the lottery mode is the low probability mode and the support mode is the low frequency support mode. In the case, it is a process of acquiring the fluctuation time information of the game round for the first start opening. Specifically, in the low probability low support state (state H1) in FIG. 19, when the game round for the first start opening is executed, the fluctuation time information of the game round for the first opening opening is acquired. processing. The details of the low probability low support state fluctuation time information acquisition process for the first start port will be described later. After executing step Ss0904, proceed to step Ss0909.
[0298] On the other hand, if it is determined in step Ss0903 that the high frequency support mode flag is ON (Ss0903: YES), the process proceeds to step Ss0905.
[0299] In step Ss0905, the low probability high support state fluctuation time information acquisition process for the first starting port is executed. In the low probability high support state fluctuation time information acquisition process for the first start port, the game round for the first start port is executed when the lottery mode is the low probability mode and the support mode is the high frequency support mode. In the case, it is a process of acquiring the fluctuation time information of the game round for the first start opening. Specifically, in the low probability high support state (state H3) in FIG. 19, when the first start opening game round is executed, the fluctuation time information of the first start opening game round is acquired. processing. The details of the low probability high support state fluctuation time information acquisition process for the first starting port will be described later. After executing step Ss0905, proceed to step Ss0909.
[0300] On the other hand, when it is determined in step Ss0902 that the high probability mode flag is ON (Ss0902: YES), the process proceeds to step Ss0906.
[0301] In step Ss0906, it is determined whether or not the high frequency support mode flag is ON. If it is determined in step Ss0906 that the high frequency support mode flag is ON (Ss0906: YES), the process proceeds to step Ss0907.
[0302] In step Ss0907, high-probability high support state fluctuation time information acquisition processing for the first starting port is executed. In the high probability high support state fluctuation time information acquisition process for the first start port, the game round for the first start port is executed when the lottery mode is the high probability mode and the support mode is the high frequency support mode. In the case, it is a process of acquiring the fluctuation time information of the game round for the first start opening. Specifically, in the high probability high support state (state H5) in FIG. 19, when the first start opening game round is executed, the fluctuation time information of the first start opening game round is acquired. processing. The details of the high-probability high support state fluctuating time information acquisition process for the first starting port will be described later. After executing step Ss0907, proceed to step Ss0909.
[0303] On the other hand, when it is determined in step Ss0906 that the high frequency support mode flag is not ON (Ss0906: NO), the process proceeds to step Ss0908.
[0304] In step Ss0908, the high-probability low support state fluctuation time information acquisition process for the first starting port is executed. In the high probability low support state fluctuation time information acquisition processing for the first start port, the game round for the first start port is executed when the lottery mode is the high probability mode and the support mode is the low frequency support mode. In the case, it is a process of acquiring the fluctuation time information of the game round for the first start opening. Specifically, in the high probability low support state (state H6) in FIG. 19, when the game round for the first start opening is executed, the variation time information of the game round for the first opening opening is acquired. processing. The details of the high-probability-low-support state fluctuating time information acquisition process for the first starting port will be described later. After executing step Ss0908, proceed to step Ss0909.
[0305] In step Ss0909, the variable time information acquired in each process of step Ss0904, step Ss0905, step Ss0907, and step Ss0908 is set in a variable time counter area provided in various counter areas 64f of RAM64. After that, the process of setting the variation time for the first start port is terminated.
[0306] <Variation time information acquisition processing during low probability low support state for the first start port> Next, the low probability low support state fluctuation time information acquisition processing for the first starting port will be described. The low probability low support state time fluctuation time information acquisition process for the first start port is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0904) of the fluctuation time setting process for the first start port.
[0307] FIG. 30 is a flowchart showing a low-probability-low-support state fluctuating time information acquisition process for the first starting port. In step Ss1001, it is determined whether or not the result of the win / loss determination related to the current game round is a big hit. Specifically, it is determined whether or not the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1001: YES), the process proceeds to step Ss1002.
[0308] In step Ss1002, from the low-probability low support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for the big hit is specified, and the fluctuation time table for the specified jackpot is referenced. By doing so, the fluctuation time information corresponding to the value of the current fluctuation type counter CS is acquired. In the low probability low support state fluctuation time table group, (i) a big hit fluctuation time table used when winning a jackpot in a winning lottery in a low probability low support state, (ii) a winning in a low probability low support state Variable time table for reach generation used when reach occurs without winning a jackpot in the lottery, (iii) Reach non-reach used when reach does not occur without winning a jackpot in a winning lottery in a low probability low support state A variable time table for generation is provided. In step Ss1002, first, (i) is identified from among (i) to (iii). (i) is, for example, a variable time table for performing a normal effect for big wins. Then, by referring to the specified jackpot variation time table, to acquire the variation time information corresponding to the value of the variation type counter CS acquired in step Ss0901 (FIG. 29). After executing step Ss1002, the low probability low support state fluctuation time information acquisition process for the first starting port ends.
[0309] On the other hand, in step Ss1001, when it is determined that the result of the win / loss determination related to this game round is not a big hit (step Ss1001: NO), the process proceeds to step Ss1003.
[0310] In step Ss1003, it is determined whether reach occurs in the current game round. In step Ss1003, when it is determined that reach occurs in this game round (step Ss1003: YES), the process proceeds to step Ss1004.
[0311] In step Ss1004, from the low probability low support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for reach generation is specified, and the fluctuation time table for reach occurrence is specified. By referring to it, the fluctuation time information corresponding to the value of the fluctuation type counter CS of this time is acquired. Specifically, first, from (i) to (iii), (ii) in a low probability low support state, a variable time table for reach generation used when a reach occurs without winning a jackpot in a winning lottery, Identify. (ii) is, for example, a variable time table for performing a normal effect for reach generation. Next, by referring to the identified reach generation fluctuation time table, obtain fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1004, the low probability low support state fluctuation time information acquisition process for the first starting port ends.
[0312] In step Ss1003, when it is determined that reach does not occur in this game round (step Ss1003: NO), the process proceeds to step Ss1005.
[0313] In step Ss1005, the variable time table for reach non-occurrence is specified from the low probability low support state variable time table group stored in the variable time table storage area 63d of ROM 63, and the specified reach non-occurrence variable time By referring to the table, change time information corresponding to the value of the current change type counter CS is obtained. Specifically, first, from (i) to (iii), (iii) in a low probability low support state, the reach non-occurrence variable time used when the hit lottery does not win the jackpot and the reach does not occur Identify the table. (iii) is, for example, a variable time table for performing a non-reach normal effect. Then, by referring to the identified reach non-occurrence fluctuation time table, obtain the fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1005, the low probability low support state fluctuation time information acquisition process for the first starting port ends.
[0314] <Variation time information acquisition processing during low-probability support state for the first start port> Next, the fluctuation time information acquisition process for the first starting opening at the time of the low-probability support state will be described. The low probability high support state fluctuation time information acquisition process for the first starting port is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0905) of the fluctuation time setting process for the first starting port.
[0315] FIG. 31 is a flow chart showing the low probability high support state fluctuating time information acquisition process for the first starting port. In step Ss1101, it is determined whether or not the result of the winning / losing determination related to the current game round is a big win. Specifically, it is determined whether or not the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1101: YES), the process proceeds to step Ss1102.
[0316] In step Ss1102, from the low-probability support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for the big hit is specified, and the fluctuation time table for the specified jackpot is referenced. By doing so, the fluctuation time information corresponding to the value of the current fluctuation type counter CS is acquired. In the low-probability support state fluctuation time table group, (iv) a big hit fluctuation time table used when winning a jackpot in a winning lottery in a low-probability support state, (v) in a low-probability support state, hit Variable time table for reach generation used when reach occurs without winning a jackpot in the lottery, (iv) Reach non-reach used when reach does not occur without winning a jackpot in a winning lottery in a low-probability sapo state A variable time table for generation is provided. In step Ss1102, first, (iv) is identified from (iv) and (v). Then, by referring to the specified jackpot variation time table, to acquire the variation time information corresponding to the value of the variation type counter CS acquired in step Ss0901 (FIG. 29). After executing step Ss1102, the low probability height support state fluctuation time information acquisition process for the first starting port ends.
[0317] On the other hand, in step Ss1101, when it is determined that the result of the win / loss determination related to the current game round is not a big hit (step Ss1101: NO), the process proceeds to step Ss1103.
[0318] In step Ss1103, it is determined whether reach occurs in the current game round. In step Ss1103, when it is determined that reach occurs in this game round (step Ss1103: YES), the process proceeds to step Ss1104.
[0319] In step Ss1104, from the low-probability support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for reach generation is specified, and the fluctuation time table for reach occurrence is specified. By referring to it, the fluctuation time information corresponding to the value of the fluctuation type counter CS of this time is acquired. Specifically, first, from (iv) and (v), (v) in a low-probability support state, a variable time table for reach generation used when a reach occurs without winning a jackpot in a winning lottery. Identify. Next, by referring to the identified reach generation fluctuation time table, obtain fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1104, the low probability height support state fluctuation time information acquisition process for the first starting port ends.
[0320] In step Ss1103, when it is determined that reach does not occur in this game round (step Ss1103: NO), the process proceeds to step Ss1105.
[0321] In step Ss1105, the variable time table for reach non-occurrence is specified from the low probability height support state variable time table group stored in the variable time table storage area 63d of ROM 63, and the specified reach non-occurrence variable time By referring to the table, change time information corresponding to the value of the current change type counter CS is acquired. Specifically, first, from (iv) to (iv), (iv) in a low-probability sapo state, the reach non-occurrence variable time used when the reach does not occur without winning the jackpot in the winning lottery Identify the table. Then, by referring to the identified reach non-occurrence fluctuation time table, obtain the fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1105, the low probability height support state fluctuation time information acquisition process for the first starting port ends.
[0322] <Variation time information acquisition processing during high-precision high support state for the first start port> Next, the fluctuation time information acquisition process for the first starting port at the time of the high-precision high support state will be described. The high-probability-high support state fluctuation time information acquisition process for the first start port is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation time setting process for the first start port (FIG. 29: Ss0907).
[0323] FIG. 32 is a flowchart showing a high-probability-high support state fluctuating time information acquisition process for the first starting port. In step Ss1201, it is determined whether or not the result of the win / loss determination related to the current game round is a big win. Specifically, it is determined whether or not the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1201: YES), the process proceeds to step Ss1202.
[0324] In step Ss1202, from the high probability high support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for the jackpot is specified, and the fluctuation time table for the specified jackpot is referenced. By doing so, the fluctuation time information corresponding to the value of the current fluctuation type counter CS is acquired. In the high-probability high support state fluctuation time table group, (vii) the big hit fluctuation time table used when winning the jackpot in the winning lottery in the high-probability high-support state, (viii) in the high-probability support state, hit Variable time table for special small hits used when winning a special small hit in the lottery, (ix) Variable time table for normal small hits used when winning a normal small hit in a winning lottery in a high-probability high support state are provided. In step Ss1202, first, (vii) is identified from (vii) to (ix). Then, by referring to the specified jackpot variation time table, to acquire the variation time information corresponding to the value of the variation type counter CS acquired in step Ss0901 (FIG. 29). After executing step Ss1202, the high probability high support state fluctuation time information acquisition process for the first starting port ends.
[0325] On the other hand, in step Ss1201, when it is determined that the result of the win / loss determination related to the current game round is not a big hit (step Ss1201: NO), the process proceeds to step Ss1203.
[0326] In step Ss1203, it is determined whether or not the result of the success / failure determination related to this game round is a special small hit. Specifically, it determines whether or not the special small hit flag is ON, and when it is determined that the special small hit flag is ON (Ss1203: YES), the process proceeds to step Ss1204.
[0327] In step Ss1204, from the high-probability high support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM63, the fluctuation time table for the special small hit is specified, and the fluctuation time for the specified special small hit By referring to the table, change time information corresponding to the value of the current change type counter CS is acquired. Specifically, first, from (vii) to (ix), (viii) in a high-accuracy high support state, a special small winning fluctuation time table used when winning a special small winning in a winning lottery is specified. . Then, by referring to the fluctuation time table for the specified special small hit, obtain the fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1204, the high-probability high support state fluctuation time information acquisition process for the first starting port ends.
[0328] In step Ss1203, when it is determined that the result of the success / failure determination related to this game round is not a special small hit (Ss1203: NO), the process proceeds to step Ss1205.
[0329] In step Ss1205, from the high probability high support state time fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM63, the fluctuation time table for the normal small hit is specified, and the fluctuation time for the specified normal small hit By referring to the table, change time information corresponding to the value of the current change type counter CS is obtained. Specifically, first, from among (vii) to (ix), (ix) in a high-probability high support state, a normal small winning fluctuation time table used when winning a normal small winning in a winning lottery is specified. . Then, by referring to the specified normal small hit for the fluctuation time table, to obtain the fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1205, the high-probability high support state fluctuation time information acquisition process for the first starting port ends.
[0330] <Variation time information acquisition processing during high probability low support state for the first start port> Next, the high-probability-low-support state fluctuating time information acquisition process for the first starting port will be described. The high-probability-low support state fluctuation time information acquisition process for the first start port is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0907) of the fluctuation time setting process for the first start port.
[0331] FIG. 33 is a flowchart showing a high-probability-low-support-state fluctuating time information acquisition process for the first starting port. In step Ss1301, it is determined whether or not the result of the win / loss determination related to the current game round is a big win. Specifically, it is determined whether or not the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1301: YES), the process proceeds to step Ss1302.
[0332] In step Ss1302, from the high probability low support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for the big hit is specified, and the fluctuation time table for the specified jackpot is referred to By doing so, the fluctuation time information corresponding to the value of the current fluctuation type counter CS is acquired. In the high-probability and low-support state fluctuation time table group, (x) the big-hit fluctuation time table used when winning the jackpot in the winning lottery in the high-probability-low support state, (xi) in the high-probability-low support state, the winning A small winning variable time table used when a small winning (normal small winning, special small winning) is won in a lottery is provided. In step Ss1302, first, (x) is identified from (x) and (xi). Then, by referring to the specified jackpot variation time table, to acquire the variation time information corresponding to the value of the variation type counter CS acquired in step Ss0901 (FIG. 29). After executing step Ss1302, the high probability low support state fluctuation time information acquisition process for the first starting port ends.
[0333] On the other hand, in step Ss1301, when it is determined that the result of the success / failure determination related to this game round is not a big hit (that is, when it is determined as a small hit) (step Ss1301: NO), the process proceeds to step Ss1303.
[0334] In step Ss1303, from the high-probability low support state fluctuation time table group stored in the fluctuation time table storage area 63d of the ROM 63, the fluctuation time table for the small hit is specified, and the fluctuation time table for the small hit is specified. By referring to it, the fluctuation time information corresponding to the value of the fluctuation type counter CS of this time is acquired. Specifically, first, from (x) and (xi), (xi) in a high probability low support state, a small hit used when winning a small hit (normal small hit, special small hit) in a winning lottery Specify the variable time table. Then, by referring to the specified small hit for the fluctuation time table, to obtain the fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29). After executing step Ss1303, the high probability low support state fluctuation time information acquisition process for the first starting port ends.
[0335] <First fluctuation stop processing> Next, the first fluctuation stopping process will be explained. The first fluctuation stop process is executed by the main side MPU62 of the main controller 60 as a subroutine of the game round control process (FIG. 25: Ss504).
[0336] FIG. 34 is a flowchart showing the first fluctuation stopping process. In step Ss1401, it is determined whether or not the second hit flag in the various flag storage area 64g of the RAM64 is ON. The second winning flag is turned ON when the lottery result of the winning lottery executed with the entry of the game ball to the second start port 34 as a trigger is "jackpot", and the game to the second start port 34 The variable display of the second symbol due to the entry of the ball stops and is turned OFF when the stop display is displayed. In step Ss1401, when it is determined that the second winning flag is not ON (Ss1401: NO), the process proceeds to step Ss1402.
[0337] In step Ss1402, it is determined whether or not the variation time of the first symbol display portion 37a has ended. Specifically, it is determined whether or not the variation time for the first symbol set in the variation time setting process (FIG. 29) for the first starting port has elapsed. In step Ss1402, when it is determined that the variation time of the first symbol display portion 37a has ended (Ss1402: YES), the process proceeds to step Ss1403. On the other hand, in step Ss1402, when it is determined that the variation time of the first symbol display portion 37a has not ended (Ss1402: NO), the process proceeds to step Ss1411.
[0338] In step Ss1403, the variation of the first symbol display portion 37a is stopped. That is, the first symbol of the first symbol display portion 37a is shifted from the state of being variably displayed to the stationary display. The combination of symbols to be stopped and displayed (stopped symbols) is set in step Ss0809, step Ss0811, step Ss0814, step Ss0818, or step Ss0823 of the determination process for the first start port (FIG. 28). After executing step Ss1403, proceed to step Ss1404.
[0339] In step Ss1404, the first fluctuating flag in the various flag storage area 64g of the RAM 64 is turned OFF. As described above, the first fluctuating flag is triggered by the entry of the game ball into the first starting port (central side first starting port 33, right side first starting port 44). It is a flag that is turned ON when one symbol starts variation and is turned OFF when the first symbol stops variation. After executing step Ss1404, proceed to step Ss1405.
[0340] In step Ss1405, it is determined whether or not the second fluctuating flag in the various flag storage area 64g of the RAM 64 is ON. As described above, the second fluctuation flag is turned ON when the second symbol of the second symbol display portion 37b starts to vary with the entry of the game ball to the second starting port 34, It is a flag that is turned OFF when the pattern of 2 stops fluctuation. When it is determined in step Ss1405 that the second fluctuating flag is not ON (Ss1405: NO), the process proceeds to step Ss1406.
[0341] In step Ss1406, the first winning flag is turned OFF. After that, the first fluctuation stopping process is ended.
[0342] On the other hand, when it is determined in step Ss1405 that the second fluctuating flag is ON (Ss1405: YES), the process proceeds to step Ss1411.
[0343] In step Ss1401, when it is determined that the second winning flag is ON (Ss1401: YES), the process proceeds to step Ss1407.
[0344] In step Ss1407, it is determined whether or not the variation time of the second symbol display portion 37b has ended. Specifically, it is determined whether or not the variation time for the second symbol set in the variation time setting process (FIG. 38) for the second starting port to be described later has elapsed. In step Ss1407, when it is determined that the variation time of the second symbol display portion 37b has not ended (Ss1407: NO), the process proceeds to step Ss1402. On the other hand, in step Ss1407, when it is determined that the variation time of the second symbol display portion 37b has ended (Ss1407: YES), the process proceeds to step Ss1408.
[0345] In step Ss1408, the second winning flag of the various flag storage area 64g of RAM64 is turned OFF. After executing step Ss1408, proceed to step Ss1409.
[0346] In step Ss1409, the variation of the first symbol display portion 37a is stopped. That is, the first symbol of the first symbol display portion 37a is shifted from the state of being variably displayed to the stationary display. In the present embodiment, the symbols to be stopped and displayed (stop symbols) are stop symbols for losing. Further, in step Ss1409, various flags such as the probability variable jackpot flag and the normal jackpot flag related to the first start opening game round are turned off, and in the winning lottery related to the first start opening game round, Even if you win a big hit or a small win (special small win, normal small win), those winnings are invalidated. After executing step Ss1409, proceed to step Ss1410.
[0347] In step Ss1410, the first fluctuating flag in the various flag storage area 64g of the RAM 64 is turned OFF. After that, the process proceeds to step Ss1411.
[0348] In step Ss1411, it is determined whether or not the support mode is the high frequency support mode. Specifically, it is determined whether or not the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0349] In step Ss1411, if it is determined that the high-frequency support mode flag is ON (Ss1411: YES), the process proceeds to step Ss1412, and the number of games continuously executed in the high-frequency support mode is the guaranteed number of games ( For example, it is determined whether or not it is before reaching (=guaranteed number of games). Specifically, it is determined whether or not the value of the guaranteed number-of-games counter PNC exceeds zero. Since the guaranteed number of games counter PNC indicates the number of games remaining in the guaranteed number of games, by determining whether PNC > 0, the number of games played continuously in the high frequency support mode It can be determined whether or not is before reaching the guaranteed number of games.
[0350] In step Ss1412, if it is determined that the value of the guaranteed game number counter PNC does not exceed 0 (step Ss1412: NO), that is, if it is determined that it is not within the guaranteed number of games, proceed to step Ss1413, high frequency support Turn off the mode flag. After executing step Ss1413, proceed to step Ss1414.
[0351] In step Ss1414, a low frequency support mode command is set. The low-frequency support mode command is a command for notifying the sound emission control device 90 that the support mode is the low-frequency support mode. The low frequency support mode command is sent to the sound emission control device 90 at step Ss0402 in the normal process (FIG. 24). After executing step Ss1414, proceed to step Ss1415.
[0352] In step Ss1415, it is determined whether or not the lottery mode is the high probability mode. Specifically, it is determined whether or not the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0353] If it is determined in step Ss1415 that the high probability mode flag is ON (Ss1411: YES), the process proceeds to step Ss1416 to set an invincible zone command. The invincible zone command is a command for notifying the sound emission control device 90 that the high-probability high support state has shifted to the high-probability low support state (invincibility zone). The invincible zone command is sent to the sound emission control device 90 at step Ss0402 in the normal process (FIG. 24). After executing step Ss1414, the first fluctuation stopping process is ended.
[0354] If it is determined in step Ss1415 that the high-probability mode flag is not ON (Ss1415: NO), the first fluctuation stopping process is ended. When it is determined in step Ss1411 that the high-frequency support mode flag is not ON (Ss1411: NO), the first fluctuation stop process is terminated. Also, in step Ss1412, when it is determined that the value of the guaranteed game number counter PNC is greater than 0 (step Ss1412: YES), this first fluctuation stop processing is terminated.
[0355] <Variation start processing for the second start port> Next, the fluctuation start processing for the second start port will be described. Fluctuation start processing for the second starting port is executed by MPU62 of main control device 60 as a subroutine (FIG. 25: Ss0506) of game round control processing.
[0356] FIG. 35 is a flow chart showing a variation start process for the second start port. In step Ss1501, it is determined whether or not the second start pending number RbN=0. If it is determined in step Ss1501 that the second start suspension quantity RbN is not 0 (Ss1501: NO), the process proceeds to step Ss1502. On the other hand, if it is determined in step Ss1501 that the second start suspension number RbN=0 (Ss1501: YES), this variation start processing for the second start port ends.
[0357] In step Ss1502, the hold information shift process for the second starting port is executed. In the hold information shift process for the second starting port, the hold information stored in the second reserve area Rb is shifted. The details of the hold information shift process for the second start port will be described later. After executing step Ss1502, proceed to step Ss1503.
[0358] In step Ss1503, determination processing for the second starting port is executed. In the determination process for the second starting port, a winning lottery is executed based on the special information stored in the determination process execution area 64c. Specifically, based on the values of the hit random number counter C1, the big hit type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, the judgment of whether or not there is a big hit or a small hit, and the big hit type are distributed. Distribution judgment and reach judgment for judging presence / absence of reach occurrence are performed. The details of the determination processing for the second starting port will be described later. After executing step Ss1503, proceed to step Ss1504.
[0359] In step Ss1504, a variable time setting process for the second starting port is executed. In the process of setting the variation time for the second starting port, the variation time, which is the time from when the symbol starts to change until it stops, is set. The details of the process of setting the variable time for the second starting port will be described later. After executing step Ss1504, proceed to step Ss1505.
[0360] In step Ss1505, a second variation command is set. The second variation command includes information indicating that the current game round is related to the special information acquired based on the entry of the game ball into the second start port 34, and the reach Information on the presence or absence of occurrence and information on the variable time set in step Ss1504 are included. After executing step Ss1505, proceed to step Ss1506.
[0361] In step Ss1506, a second type command is set. The second type command includes information on whether or not there is a jackpot and information on the jackpot type. Specifically, the second type command includes 16R probability variable jackpot information, 8R probability variable jackpot information, 8R normal jackpot information, or off information.
[0362] The variation command and the second type command set in steps Ss1505 and Ss1506 are sent to the sound emission control device 90 in step Ss0402 in the normal process (FIG. 24). The sound emission control device 90 determines the content of the effect in the game round based on the received variation command and the second type command, and controls various devices so that the determined content of the effect is executed. After executing step Ss1506, the process proceeds to step Ss1507.
[0363] In step Ss1507, the second symbol display portion 37b is caused to start changing display, and then the process proceeds to step Ss1508 to turn on the second changing flag. The second fluctuating flag is a flag that is turned ON when the game round for the second starting opening is started, and is turned OFF when the variable display in the second symbol display portion 37b becomes a stop display. After executing step Ss1508, proceed to step Ss1509.
[0364] In step Ss1509, 1 is subtracted from the value of the number-of-games counter PNC. The game number counter PNC is set to a value when the high-frequency support mode is started, and the counter value is decremented by 1 each time a game is played. After step Ss1509 is executed, the fluctuation start processing for the second start port ends.
[0365] <Holding information shift processing for the second start port> Next, the hold information shift process for the second start port will be described. The holding information shift process for the second start port is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation start process for the second start port (FIG. 35: Ss1502).
[0366] FIG. 36 is a flow chart showing a hold information shift process for the second start port. In step Ss1601, 1 is subtracted from the second start reservation quantity RbN in the second reservation area Rb. After that, the process proceeds to step Ss1602.
[0367] In step Ss1602, the data (reserved information) stored in the first area of the second reserved area Rb is moved to the second execution area of the determination process execution area 64c. After that, the process proceeds to step Ss1603.
[0368] In step Ss1603, the process of shifting the data stored in the storage area of the second reservation area Rb is executed. This data shift process is a process of sequentially shifting the data stored in the first to fourth areas to the lower area side. Specifically, the data in the first area is cleared, and the data in each area is shifted in the order of second area→first area, third area→second area, fourth area→third area, and so on. After executing step Ss1603, this second start port holding information shift process ends.
[0369] <Determination processing for the second start port> Next, the determination processing for the second start port will be described. The det...
Claims
[Claim 1] an information acquisition means for acquiring special information when an acquisition condition is met; a determination means for determining whether the acquired special information satisfies a predetermined condition; a first rotating means; second rotating means; A gaming machine comprising: the first rotating means includes a rotating plate portion rotatable about a rotation axis, the rotating plate portion is configured to be able to visually recognize a light source located on the rear side thereof, and is configured to be able to switch between a predetermined rotating state and a predetermined stopped state; The second rotation means is configured to be rotatable and is displaceable between a first position that is visible at least without passing through the rotating plate portion of the first rotation means when the game board is viewed from the front, and a second position that is visible through the rotating plate portion, The gaming machine is a first state in which the light source is visible through the rotating plate portion in a predetermined game state; a second state in which the second rotation means moves to the rear side of the rotating plate portion, thereby blocking the light from the light source and making the second rotation means visible through the rotating plate portion; have A gaming machine characterized by: