gaming machines
The gaming machine addresses issues of game interest, processing load, and control complexity by implementing specific ball entry areas and notification mechanisms, resulting in enhanced player engagement and operational efficiency.
Patent Information
- Application Number
- JP2022020063
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-14
- Publication Date
- 2026-02-06
- Estimated Expiration
- 2042-02-14
AI Technical Summary
Gaming machines, such as pachinko and slot machines, require improvements in game interest, processing load reduction, control simplification, structural simplification, and game soundness, including detection and prevention of illegal modifications.
The gaming machine incorporates specific ball entry areas, notification mechanisms, and performance control means to manage game states, effects, and animations based on firing modes, enabling variable game situations and animations to enhance player engagement and game control.
The solution enhances game interest, reduces processing load, simplifies control, and improves game soundness by providing variable game states and animations, thereby improving player engagement and operational efficiency.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements have been made from various viewpoints such as structure, control, and effects for the purpose of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, and simplifying the structure (for example, Patent Document 1).
[0003] In addition, various technical improvements have been made for the purpose of improving the soundness of the game, such as discovering and suppressing illegal acts by players and illegal modifications to the gaming machine.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the gaming machines as described above, further technical improvements are desired for the purpose of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, simplifying the structure, and improving the soundness of the game.
Means for Solving the Problems
[0006] The present invention has been made to solve at least a part of the above problems and can be realized in the following forms.
[0007] [Form] Launching means for launching a game ball, A ball entry area into which a game ball can be entered, and a predetermined special symbol entry area in which a predetermined special symbol and a specific special symbol different from the predetermined special symbol can be changed based on the entry of a game ball, A ball entry area into which a game ball can be entered, and a normal symbol entry area into which the normal symbols can be changed based on the entry of a game ball, A ball entry area in which the predetermined special symbols, the specific special symbols, and the ordinary symbols do not change even when a game ball enters, and in a specific ball entry area in which a game ball can enter when the firing mode by the firing means is the first firing mode, and in which a game ball cannot enter when the firing mode by the firing means is the second firing mode, A special ball entry means into which a game ball can be entered when the firing mode by the aforementioned firing means is the second firing mode, A notification means which may be a specific notification mode that notifies that the recommended launch mode is the second launch mode, A gaming machine equipped with, This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state that causes the aforementioned bonus ball entry means to perform a predetermined opening is confirmed, the notification means does not execute the specified notification mode. During the execution of the predetermined special game state, the notification means is configured to execute the specific notification mode. This gaming machine is During the predetermined waiting period when the notification means is not performing the specific notification mode, if a predetermined condition for opening the special ball entry means based on a game ball entering the specific ball entry area is met, the system is configured to generate the predetermined special game state after the execution of the predetermined control. This gaming machine is The system is configured to switch between an enabled state, which enables the entry of game balls into the specific ball entry area during the predetermined waiting period, and an disabled state, which disables the entry of game balls into the specific ball entry area during the predetermined waiting period, based on the occurrence of predetermined game conditions. Even if a game ball enters the invalid state of the specific ball entry area during the predetermined waiting period, the predetermined conditions will not be met. This gaming machine is There are cases in which, when a game ball enters the specified ball entry area in the active state during the predetermined waiting period, the predetermined conditions are met and the predetermined special game state based on the ball entry is generated, and cases in which, even if a game ball enters the specified ball entry area in the active state during the predetermined waiting period, the predetermined conditions are not met and the predetermined special game state based on the ball entry is not generated. When causing the aforementioned to occur, In the first case, the predetermined special game state is generated after a first period has elapsed since the game ball entered the specified ball entry area, In a second case, the predetermined special game state is generated after a second period, which is longer than the first period, has elapsed since the game ball entered the specified ball entry area. It includes, After a game ball enters the specified ball entry area, the system is configured to execute different effects depending on whether the first case, the second case, or the case where the effect does not occur. This gaming machine is In the first case, during the first period, the system is configured to perform a predetermined effect, In the second case, during the second period, the system is configured to execute the same performance as the predetermined performance, and to execute a performance different from the predetermined performance immediately following that performance. If a game ball enters the specified ball entry area but does not generate the predetermined special game state, the system is configured to execute the same predetermined performance after the game ball enters the specified ball entry area. This gaming machine is The system is configured to at least perform a first game situation in which a predetermined special game state can occur based on the launch of a game ball in the first launching mode and the game ball entering the specific ball entry area, and a second game situation that is more advantageous to the player than the first game situation. The aforementioned specific ball entry area is configured to be provided in only one position where a game ball can enter when the launching mode by the launching means is the first launching mode. The above-described specific special game state can be configured to be executed based on a game ball entering the specific ball entry area, whether it is the first game situation or the second game situation. 、 This gaming machine is Equipped with performance control means capable of executing various effects, The aforementioned performance control means is The system is configured to perform control during the predetermined waiting period, which is executed when the recommended firing mode is the first firing mode, to perform a specific animation that notifies that the recommended firing mode is the first firing mode. The system is configured to control the execution of the specific performance during the predetermined waiting period for the predetermined special game state determined based on the reserved lottery right when the recommended firing mode is the second firing mode. A gaming machine characterized by the above.
Advantages of the Invention
[0008] According to the above aspect, the above problems can be solved.
Brief Description of the Drawings
[0009] [Figure 1] It is a perspective view of a pachinko machine as a first embodiment. [Figure 2] It is a rear view of the pachinko machine. [Figure 3] It is a front view of the game board. [Figure 4] It is an explanatory diagram showing the symbols and display surfaces variably displayed on the symbol display device. [Figure 5] It is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] It is an explanatory diagram explaining the contents of various counters used for winning lotteries and the like. [Figure 7] It is an explanatory diagram showing the contents of the right / wrong table. [Figure 8] It is an explanatory diagram showing the contents of the distribution table. [Figure 9] It is an explanatory diagram showing the contents of the right / wrong table used when executing the electric accessory release lottery. [Figure 10] It is a block diagram mainly showing the electrical configuration of the sound and light control device and the display control device. [Figure 11] It is an explanatory diagram showing an example of the change in the area for reserving the first start port and the area for digesting the reservation. [Figure 12] This is an explanatory diagram showing an example of the changes in the second starting port holding area and the holding consumption area. [Figure 13] This is a front view of the game board when the main rotating mechanism used for the performance has moved to its lowest position. [Figure 14] This is a schematic right-side view showing the main rotating mechanism for performance and the main rotating mechanism drive unit that operates it. [Figure 15] This is an explanatory diagram showing the operation of the main rotating mechanism used for the performance, based on the instant notification processing. [Figure 16] This is a front view showing a pair of rotating sub-devices used for performances. [Figure 17] This is a schematic right side view showing the sub-rotating mechanism for performance and the sub-rotating mechanism drive unit that operates it. [Figure 18] This is an explanatory diagram showing the operation of the main rotating mechanism and the sub-rotating mechanism used for the Big or Small effect processing. [Figure 19] This is an explanatory diagram showing the second predetermined rotation stop position for the main rotating mechanism used for performance. [Figure 20] This is an explanatory diagram showing the second specific rotation stop position for the sub-rotating mechanism used for performance. [Figure 21] This is an explanatory diagram showing a state in which the main rotating mechanism for performance is in a second predetermined rotation stop position, and the sub-rotating mechanism for performance is in a second specific rotation stop position. [Figure 22] This is a schematic side view of the rotating device of the comparative example. [Figure 23] This is a flowchart showing timer interrupt handling. [Figure 24] This flowchart shows the ball entry process for the starting gate. [Figure 25] This is a flowchart showing the pre-determination process. [Figure 26] This flowchart shows the process for ball entry into a through ball. [Figure 27] This is a flowchart of the normal process. [Figure 28] This flowchart shows the game round control process. [Figure 29] This is a flowchart showing the process for initiating the change. [Figure 30] This is a flowchart showing the process of shifting held information. [Figure 31] This is a flowchart showing the collision detection process. [Figure 32] This is a flowchart showing the process for setting the variable time. [Figure 33] This is a flowchart showing the variable termination process. [Figure 34] This is a flowchart showing the game state transition process. [Figure 35] This flowchart shows the process for opening and closing the grand prize slot. [Figure 36] This is a flowchart showing the transition process at the end of the ending period. [Figure 37] This is a flowchart showing the processing for power supply support. [Figure 38] This flowchart shows the power supply switching control process. [Figure 39] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 40] This is a flowchart showing the process for handling pending commands. [Figure 41] This is a flowchart showing the gameplay sequence settings process. [Figure 42] This is a flowchart showing the process for setting the performance pattern. [Figure 43] This flowchart shows the update process at the start of a change. [Figure 44] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 45] This is a flowchart showing command interrupt processing. [Figure 46] This is a flowchart showing the V interrupt handling process. [Figure 47] This is a front view showing a pair of rotating sub-features for performance purposes in a modified example. [Figure 48] This is a perspective view of a pachinko machine as a second embodiment. [Figure 49] This is a rear view of a pachinko machine. [Figure 50] This is a front view of the game board. [Figure 51] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 52] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 53] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 54] This is an explanatory diagram showing the contents of the success / failure table for the first starting gate. [Figure 55] This is an explanatory diagram showing the contents of the success / failure table for the second start port. [Figure 56] This is an explanatory diagram showing the contents of the distribution table. [Figure 57] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 58] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 59] This is an explanatory diagram showing the flow of gameplay in pachinko machine 10. [Figure 60] This is an explanatory diagram showing the operation when a jackpot is hit in Case 1. [Figure 61] This is an explanatory diagram showing the operation when a jackpot is hit in Case 2. [Figure 62] This is an explanatory diagram showing the operation when a jackpot is hit in Case 3. [Figure 63] This is a flowchart showing timer interrupt handling. [Figure 64] This flowchart shows the ball entry process for the starting gate. [Figure 65] This flowchart shows the process for ball entry into a through ball. [Figure 66] This flowchart shows the ball entry process for the gate. [Figure 67] This is a flowchart of the normal process. [Figure 68]This flowchart shows the game round control process. [Figure 69] This flowchart shows the variable start process for the first start port. [Figure 70] This flowchart shows the process for shifting held information for the first starting gate. [Figure 71] This flowchart shows the determination process for the first start port. [Figure 72] This flowchart shows the process for setting the variable time for the first start port. [Figure 73] This flowchart shows the process for acquiring variable time information during low probability, low support state for the first starting gate. [Figure 74] This flowchart shows the process for acquiring variation time information during low probability high support state for the first starting gate. [Figure 75] This flowchart shows the process for acquiring variation time information during high probability and high support state for the first starting gate. [Figure 76] This flowchart shows the process for acquiring variation time information during high probability low support state for the first starting gate. [Figure 77] This is a flowchart showing the first variation cessation process. [Figure 78] This flowchart shows the variable start process for the second start port. [Figure 79] This flowchart shows the process for shifting held information for the second starting port. [Figure 80] This flowchart shows the determination process for the second start port. [Figure 81] This flowchart shows the process for setting the variable time for the second start port. [Figure 82] This flowchart shows the process for acquiring variable time information during low probability low support state for the second starting port. [Figure 83] This flowchart shows the process for acquiring variation time information during low probability high support state for the second starting gate. [Figure 84] This flowchart shows the process for acquiring variation time information during high probability and high support state for the second starting gate. [Figure 85]This flowchart shows the process for acquiring variation time information during high probability low support state for the second starting gate. [Figure 86] This is a flowchart showing the second variation cessation process. [Figure 87] This is a flowchart showing the game state transition process. [Figure 88] This is a flowchart showing the process for setting the opening time. [Figure 89] This flowchart shows the processing when the standby state transition flag is turned ON. [Figure 90] The flowchart shows the processing when the opening period flag is ON. [Figure 91] The flowchart shows the processing when the opening / closing processing period flag is ON. [Figure 92] This flowchart shows the process for opening and closing the grand prize slot. [Figure 93] This flowchart shows the processing when the ending period flag is ON. [Figure 94] This is a flowchart showing the transition process at the end of the ending period. [Figure 95] The process for opening and closing minor wins is shown in the flowchart. [Figure 96] This is a flowchart showing the processing for power supply support. [Figure 97] This is a flowchart showing the power switch operation process. [Figure 98] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 99] This is a flowchart showing the process for handling pending commands. [Figure 100] This flowchart shows the update process when a ball enters the game. [Figure 101] This is a flowchart showing the gameplay sequence settings process. [Figure 102] This flowchart shows the process for switching display modes. [Figure 103] This flowchart shows the gameplay sequence setting process for Special 1. [Figure 104]This is a flowchart showing the process for setting the first performance pattern. [Figure 105] This flowchart shows the process for setting the performance pattern when the first starting gate is in a low probability, low support state. [Figure 106] This flowchart shows the process for setting the performance pattern when the first starting gate is in a low probability, high support state. [Figure 107] This flowchart shows the process for setting the performance pattern when the first starting gate is in a high-probability, high-support state. [Figure 108] This flowchart shows the process for setting the performance pattern when the first starting gate is in a high probability, low support state. [Figure 109] This flowchart shows the gameplay sequence setting process for Special 2. [Figure 110] This is a flowchart showing the process for setting the second performance pattern. [Figure 111] This flowchart shows the process for setting the performance pattern when the second starting gate is in a low probability, low support state. [Figure 112] This flowchart shows the process for setting the performance pattern when the second starting gate is in a low probability, high support state. [Figure 113] This flowchart shows the process for setting the performance pattern when the second starting gate is in a high-probability, high-support state. [Figure 114] This flowchart shows the process for setting the performance pattern when the second starting gate is in a high probability, low support state. [Figure 115] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 116] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 117] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 118] This is a front view of the game board found in a pachinko machine, as an example of a modified design. [Figure 119] This is a front view of the game board found in a pachinko machine, as an example of a modified design. [Figure 120] This is an explanatory diagram showing the left-hand round count distribution device. [Figure 121] This is a perspective view of the third embodiment of the pachinko machine. [Figure 122] This is a front view of the game board. [Figure 123] This is an explanatory diagram showing the decorative patterns that are displayed in a pattern display device and the display surface of the pattern display device. [Figure 124] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 125] This is an explanatory diagram showing the various counters and memory areas provided in RAM. [Figure 126] This is an explanatory diagram showing the contents of the special feature hit / fail judgment table. [Figure 127] This is an explanatory diagram showing the contents of the special design type determination table. [Figure 128] This is an explanatory diagram showing the contents of the special electric switching scenario selection table. [Figure 129] This is an explanatory diagram showing the contents of the general diagram correct / incorrect judgment table. [Figure 130] This is an explanatory diagram showing the contents of the general type determination table. [Figure 131] This is an explanatory diagram showing the contents of the regular power switching scenario selection table. [Figure 132] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 133] This is an explanatory diagram illustrating the flow of gameplay in a pachinko machine. [Figure 134] This is an explanatory diagram showing the battle sequence and the battle result sequence. [Figure 135] This is an explanatory diagram showing the countdown animation, the animation indicating a good opportunity, and the number of balls that have entered the game. [Figure 136] This is an explanatory diagram showing the step-up animation sequence. [Figure 137] This is a flowchart of the normal process. [Figure 138] This is a flowchart showing timer interrupt handling. [Figure 139] Please complete the ball entry process at each entrance. [Figure 140]This flowchart shows the ball entry process for the first special feature starting gate. [Figure 141] This flowchart shows the ball entry process for the second special feature starting gate. [Figure 142] This flowchart shows the ball entry process for the starting gate. [Figure 143] This flowchart shows the ball entry process for the V-winning prize slot. [Figure 144] This is a flowchart showing the special electrical control processing. [Figure 145] This is a flowchart showing the process for initiating the special symbol variation. [Figure 146] This is a flowchart showing the process for stopping the special symbol variation. [Figure 147] This is a flowchart showing the processing after the special symbol variation stops. [Figure 148] This is a flowchart showing the process for starting the special electric switching execution mode. [Figure 149] This is the flowchart for processing during the special telephone service opening period. [Figure 150] This is a flowchart showing the processing during the special power switching period. [Figure 151] This is a flowchart showing the processing during the special ending period. [Figure 152] This is a flowchart showing the general power control process. [Figure 153] This is a flowchart showing the process for initiating a normal symbol variation. [Figure 154] This is a flowchart showing the process for stopping the normal symbol variation. [Figure 155] This is a flowchart showing the processing after the normal symbol change stops. [Figure 156] This is a flowchart showing the process for starting the normal power switching execution mode. [Figure 157] This is a flowchart showing the processing during the regular train opening period. [Figure 158] This is a flowchart showing the processing during the period when the regular power supply is switched on and off. [Figure 159] This is a flowchart showing the processing during the end-of-service period for regular trains. [Figure 160] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 161] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 162] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 163] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 164] This is a perspective view of the pachinko machine according to the fourth embodiment. [Figure 165] This is a front view of the game board. [Figure 166] This is an explanatory diagram showing the decorative patterns that are displayed in a pattern display device and the display surface of the pattern display device. [Figure 167] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 168] This is an explanatory diagram showing the various counters and memory areas provided in RAM. [Figure 169] This is an explanatory diagram showing the contents of the special feature hit / fail judgment table. [Figure 170] This is an explanatory diagram showing the contents of the special design type determination table. [Figure 171] This is an explanatory diagram showing the contents of the special electric switching scenario selection table. [Figure 172] This is an explanatory diagram showing the contents of the general diagram correct / incorrect judgment table. [Figure 173] This is an explanatory diagram showing the contents of the general type determination table. [Figure 174] This is an explanatory diagram showing the contents of the regular power switching scenario selection table. [Figure 175] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 176] This is an explanatory diagram illustrating the flow of gameplay in a pachinko machine. [Figure 177] This is an explanatory diagram showing the notification effect for targeting right-handed shots using the electric distribution device. [Figure 178] This is an explanatory diagram showing the battle sequence and the battle result sequence. [Figure 179] This is an explanatory diagram showing the countdown animation, the animation indicating a good opportunity, and the number of balls that have entered the game. [Figure 180] This is an explanatory diagram showing the step-up animation sequence. [Figure 181] This is a flowchart of the normal process. [Figure 182] This is a flowchart showing timer interrupt handling. [Figure 183] Please complete the ball entry process at each entrance. [Figure 184] This flowchart shows the ball entry process for the first special feature starting gate. [Figure 185] This flowchart shows the ball entry process for the second special feature starting gate. [Figure 186] This flowchart shows the ball entry process for the starting gate. [Figure 187] This flowchart shows the ball entry process for the V-winning prize slot. [Figure 188] This is a flowchart showing the special electrical control processing. [Figure 189] This is a flowchart showing the process for initiating the special symbol variation. [Figure 190] This is a flowchart showing the process for stopping the special symbol variation. [Figure 191] This is a flowchart showing the processing after the special symbol variation stops. [Figure 192] This is a flowchart showing the process for starting the special electric switching execution mode. [Figure 193] This is the flowchart for processing during the special telephone service opening period. [Figure 194] This is a flowchart showing the processing during the special power switching period. [Figure 195] This is a flowchart showing the processing during the special ending period. [Figure 196] This is a flowchart showing the general power control process. [Figure 197] This is a flowchart showing the process for initiating a normal symbol variation. [Figure 198] This is a flowchart showing the process for stopping the normal symbol variation. [Figure 199] This is a flowchart showing the processing after the normal symbol change stops. [Figure 200] This is a flowchart showing the process for starting the normal power switching execution mode. [Figure 201] This is a flowchart showing the processing during the regular train opening period. [Figure 202] This is a flowchart showing the processing during the period when the regular power supply is switched on and off. [Figure 203] This is a flowchart showing the processing during the end-of-service period for regular trains. [Figure 204] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 205] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 206] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 207] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 208] This is a perspective view of a pachinko machine as the fifth embodiment. [Figure 209] This is a rear view of a pachinko machine. [Figure 210] This is a front view of the game board. [Figure 211] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 212] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 213] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 214] This is an explanatory diagram showing the contents of the win / loss table used for the special prize lottery. [Figure 215] This is an explanatory diagram showing the contents of the distribution table for minor wins. [Figure 216]This is an explanatory diagram showing the contents of the distribution table for V-winning jackpots. [Figure 217] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 218] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 219] This is an explanatory diagram showing the flow of gameplay in a pachinko machine. [Figure 220] This is an explanatory diagram showing how the notification effects for the gameplay method change depending on the value of the ceiling count counter. [Figure 221] This is an explanatory diagram showing an example of a notification effect for gameplay. [Figure 222] This is an explanatory diagram showing the presentation when the result of the special feature 1 lottery in a pachinko machine is a minor win. [Figure 223] This is a flowchart showing timer interrupt handling. [Figure 224] This flowchart shows the ball entry process for the starting gate. [Figure 225] This flowchart shows the process for ball entry into a through ball. [Figure 226] This flowchart shows the ball entry process for the grand prize slot. [Figure 227] This flowchart shows the ball entry process for the V prize slot. [Figure 228] This is a flowchart of the normal process. [Figure 229] This flowchart shows the game round control process. [Figure 230] This is a flowchart showing the process for initiating the change. [Figure 231] This is a flowchart showing the process of shifting held information. [Figure 232] This is a flowchart showing the collision detection process. [Figure 233] This is a flowchart showing the process for setting the variable time. [Figure 234] This is a flowchart showing the process for stopping fluctuations. [Figure 235]This is a flowchart showing the process for reducing ceiling time. [Figure 236] This is a flowchart showing the profit / loss determination process for targeting V. [Figure 237] This is a flowchart showing the game state transition process. [Figure 238] This flowchart shows the process for opening and closing the grand prize slot. [Figure 239] This flowchart shows the transition process at the end of a game where a V-winning jackpot is achieved. [Figure 240] This is a flowchart showing the processing for power supply support. [Figure 241] This flowchart shows the power supply switching control process. [Figure 242] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 243] This is a flowchart showing the process for handling pending commands. [Figure 244] This is a flowchart showing the gameplay sequence settings process. [Figure 245] This is a flowchart showing the process for setting the performance pattern. [Figure 246] This flowchart shows the update process at the start of a change. [Figure 247] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 248] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 249] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 250] This is an explanatory diagram showing how the notification effects for the gameplay method change depending on the value of the ceiling count counter in a modified example. [Figure 251] This flowchart shows the profit / loss determination process targeting V in the modified example. [Figure 252] This is an explanatory diagram illustrating an example of a notification presentation recommending a cost-benefit analysis. [Figure 253]This is an explanatory diagram showing a part of the island equipment installed in a gaming hall, used when describing the sixth embodiment. [Figure 254] This is a perspective view of a pachinko machine as the sixth embodiment. [Figure 255] This is a rear view of a pachinko machine. [Figure 256] This is a front view of the game board. [Figure 257] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 258] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 259] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 260] This is an explanatory diagram showing the contents of the win / loss table used for the special prize lottery. [Figure 261] This is an explanatory diagram showing the contents of the distribution table for the small win in Special Feature 2. [Figure 262] This is an explanatory diagram showing the contents of the distribution table for big wins. [Figure 263] This is an explanatory diagram showing the contents of the win / loss table used when performing a lottery to open the standard electric mechanism. [Figure 264] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 265] This is a block diagram showing the external terminal board and data display unit. [Figure 266] This is an explanatory diagram showing the display surface of the data display device equipped in the data display unit. [Figure 267] This is an explanatory diagram showing the flow of gameplay in a pachinko machine. [Figure 268] This is a time chart illustrating an example of how a jackpot is handled when a jackpot is won while the machine is in a high-support state. [Figure 269] This is a time chart illustrating an example of how a pachinko machine processes a situation where a small win occurs during a high-support state, followed by a V-entry jackpot. [Figure 270]This is a time chart illustrating an example of how a pachinko machine handles a situation where a small win occurs during a high-support state, but a V-entry jackpot is not achieved. [Figure 271] This is a time chart to explain an example of how a pachinko machine handles a situation where all spins during high support mode result in a loss (no remaining special reserves). [Figure 272] This is a time chart illustrating an example of how a jackpot is handled when a jackpot is won with two remaining special reserves at the end of a high support state in a pachinko machine. [Figure 273] This is a time chart illustrating an example of how a small win occurs when a special bonus is won with the remaining 2 reserves at the end of a high support state in a pachinko machine. [Figure 274] This is a time chart illustrating an example of how to handle situations in a pachinko machine where all remaining special reserves at the end of a high support state result in a loss. [Figure 275] This flowchart shows the timer interrupt processing performed in the main MPU. [Figure 276] This flowchart shows the ball entry process for the starting gate. [Figure 277] This flowchart shows the process for ball entry into a through ball. [Figure 278] This flowchart shows the ball entry process for the grand prize slot. [Figure 279] This flowchart shows the ball entry process for the V prize slot. [Figure 280] This is a flowchart showing the signal management process for external output. [Figure 281] This is a flowchart of the normal process. [Figure 282] This flowchart shows the game round control process. [Figure 283] This is a flowchart showing the process for initiating the change. [Figure 284] This is a flowchart showing the process of shifting held information. [Figure 285] This is a flowchart showing the collision detection process. [Figure 286]This is a flowchart showing the process for setting the variable time. [Figure 287] This is a flowchart showing the process for stopping fluctuations. [Figure 288] This is a flowchart showing the processing that takes place when the specified time has elapsed. [Figure 289] This is a flowchart showing the game state transition process. [Figure 290] This flowchart shows the process for opening and closing the grand prize slot. [Figure 291] This is a flowchart showing the transition process at the end of the ending period. [Figure 292] This is a flowchart showing the process for turning off the extension flag. [Figure 293] This is a flowchart showing the processing for power supply support. [Figure 294] This flowchart shows the power supply switching control process. [Figure 295] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 296] This is a flowchart showing the process for handling pending commands. [Figure 297] This is a flowchart showing the gameplay sequence settings process. [Figure 298] This is a flowchart showing the process for setting the performance pattern. [Figure 299] This flowchart shows the update process at the start of a change. [Figure 300] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 301] This is a flowchart showing command interrupt processing. [Figure 302] This is a flowchart showing the V interrupt handling process. [Figure 303] This is a perspective view of the pachinko machine according to the seventh embodiment. [Figure 304] This is a rear view of a pachinko machine. [Figure 305] This is a front view of the game board. [Figure 306]This is an explanatory diagram showing the decorative patterns that are displayed in a pattern display device and the display surface of the pattern display device. [Figure 307] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 308] This is an explanatory diagram showing the various counters and memory areas provided in RAM. [Figure 309] This is an explanatory diagram showing the contents of the special feature hit / fail judgment table. [Figure 310] This is an explanatory diagram showing the contents of the special design type determination table. [Figure 311] This is an explanatory diagram showing the contents of the special electric switching pattern selection table. [Figure 312] This is an explanatory diagram showing the contents of the general diagram correct / incorrect judgment table. [Figure 313] This is an explanatory diagram showing the contents of the general type determination table. [Figure 314] This is an explanatory diagram showing the contents of the regular power switching scenario selection table. [Figure 315] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 316] This is an explanatory diagram showing how a movable prop used for performance moves to its lowest position, causing each petal to move away from (expand) the rotation axis and rotate counterclockwise at the lowest position. [Figure 317] This is a schematic right side view showing a movable prop used for performance and the mechanism that drives the said movable prop. [Figure 318] This is an explanatory diagram showing a battle sequence linked to a special feature, which is an example of a special feature linked to a special feature. [Figure 319] This is an explanatory diagram showing a battle sequence linked to a special feature, which is an example of a special feature linked to a special feature. [Figure 320] This is an explanatory diagram illustrating the configuration of each driving scenario. [Figure 321] This is a flowchart of the normal process. [Figure 322] This is a flowchart showing timer interrupt handling. [Figure 323] Please complete the ball entry process at each entrance. [Figure 324] This flowchart shows the ball entry process for the first special feature starting gate. [Figure 325] This flowchart shows the ball entry process for the second special feature starting gate. [Figure 326] This flowchart shows the ball entry process for the starting gate. [Figure 327] This is a flowchart showing the special electrical control processing. [Figure 328] This is a flowchart showing the process for initiating the special symbol variation. [Figure 329] This is a flowchart showing the process for stopping the special symbol variation. [Figure 330] This is a flowchart showing the processing after the special symbol variation stops. [Figure 331] This is a flowchart showing the process for starting the special electric switching execution mode. [Figure 332] This is the flowchart for processing during the special telephone service opening period. [Figure 333] This is a flowchart showing the processing during the special power switching period. [Figure 334] This is a flowchart showing the processing during the special ending period. [Figure 335] This is a flowchart showing the general power control process. [Figure 336] This is a flowchart showing the process for initiating a normal symbol variation. [Figure 337] This is a flowchart showing the process for stopping the normal symbol variation. [Figure 338] This is a flowchart showing the processing after the normal symbol change stops. [Figure 339] This is a flowchart showing the process for starting the normal power switching execution mode. [Figure 340] This is a flowchart showing the processing during the regular train opening period. [Figure 341] This flowchart shows the processing during the period when the regular power supply is switched on and off. [Figure 342] This is a flowchart showing the processing during the end-of-service period for regular trains. [Figure 343]This flowchart shows the timer interrupt processing performed in the MPU of the audio light emission control device. [Figure 344] This flowchart shows the special feature variation effect setting process executed in the MPU of the sound and light emission control device. [Figure 345] This flowchart shows the special power switching execution mode and performance setting process executed in the MPU of the sound and light emission control device. [Figure 346] This flowchart shows the processing for the performance control buttons executed in the MPU of the sound and light emission control device. [Figure 347] This flowchart shows the process for driving movable props used for performances, which is executed in the MPU of the sound and light emission control device. [Figure 348] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 349] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 350] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 351] This flowchart shows the command response process executed in the MPU of the display control unit. [Figure 352] This is an explanatory diagram showing a feature-linked battle sequence, which is an example of a feature-linked sequence that can be performed on a modified pachinko machine. [Figure 353] This is an explanatory diagram showing a feature-linked battle sequence, which is an example of a feature-linked sequence that can be performed on a modified pachinko machine. [Figure 354] This is an explanatory diagram showing a feature-linked battle sequence, which is an example of a feature-linked sequence that can be performed on a modified pachinko machine. [Figure 355] This is an explanatory diagram illustrating the configuration of each drive scenario in a modified pachinko machine. [Figure 356] This is a perspective view of the eighth embodiment of the pachinko machine. [Figure 357] This is a rear view of a pachinko machine. [Figure 358] This is a front view of the game board. [Figure 359] This is an explanatory diagram showing the decorative patterns that are displayed in a pattern display device and the display surface of the pattern display device. [Figure 360] This is an explanatory diagram illustrating the sound and light intensity adjustment image. [Figure 361] This is an explanatory diagram illustrating the optional images. [Figure 362] This is an explanatory diagram illustrating the game history information displayed on display surface 041a. [Figure 363] This is a block diagram showing the electrical configuration of a pachinko machine 10. [Figure 364] This is an explanatory diagram showing the various counters and memory areas provided in RAM64. [Figure 365] This is an explanatory diagram showing the contents of the special feature hit / fail judgment table. [Figure 366] This is an explanatory diagram showing the contents of the special design type determination table. [Figure 367] This is an explanatory diagram showing the contents of the special electric switching pattern selection table. [Figure 368] This is an explanatory diagram showing the contents of the general diagram correct / incorrect judgment table. [Figure 369] This is an explanatory diagram showing the contents of the general type determination table. [Figure 370] This is an explanatory diagram showing the contents of the regular power switching scenario selection table. [Figure 371] This is a block diagram mainly showing the electrical configuration of the sound and light emission control device 90 and the display control device 100. [Figure 372] This is a flowchart of processing pattern PS1. [Figure 373] This is a flowchart showing the processing pattern PS2. [Figure 374] This is a flowchart showing the processing pattern for PS3. [Figure 375] This is a flowchart showing processing pattern PY1. [Figure 376] This is a flowchart showing processing pattern PY2. [Figure 377] This is a flowchart of processing pattern PY3. [Figure 378] This is a flowchart showing processing pattern PY4. [Figure 379] This is a flowchart showing processing pattern PY5. [Figure 380] This is a flowchart showing processing pattern PY6. [Figure 381] This is a flowchart of processing pattern PY7. [Figure 382] This is a flowchart of processing pattern CY1. [Figure 383] This is a flowchart showing processing pattern CY2. [Figure 384] This is a flowchart of processing pattern CY3. [Figure 385] This is a flowchart showing processing pattern CY4. [Figure 386] This is a flowchart showing processing pattern CY5. [Figure 387] This is a flowchart showing processing pattern CY6. [Figure 388] This is a flowchart of processing pattern CY7. [Figure 389] This is a flowchart showing processing pattern CY8. [Figure 390] This is a flowchart of processing pattern DS1. [Figure 391] This is a flowchart showing the processing pattern DS2. [Figure 392] This is a flowchart showing processing pattern DY1. [Figure 393] This is a flowchart showing processing pattern DY2. [Figure 394] This is a flowchart showing processing pattern DY3. [Figure 395] This is a flowchart showing processing pattern DY4. [Figure 396] This is a flowchart showing processing pattern DY5. [Figure 397] This flowchart shows processing pattern DY6. [Figure 398] It is a flowchart showing the processing pattern DY7. [Figure 399] It is a flowchart showing the processing pattern DY8. [Figure 400] It is a flowchart showing normal processing. [Figure 401] It is a flowchart showing timer interrupt processing. [Figure 402] It is a flowchart showing the ball entry processing for each ball entry port. [Figure 403] It is a flowchart showing the ball entry processing for the first special figure start port. [Figure 404] It is a flowchart showing the ball entry processing for the second special figure start port. [Figure 405] It is a flowchart showing the ball entry processing for the general figure start gate. [Figure 406] It is a flowchart showing the special figure special power control processing. [Figure 407] It is a flowchart showing the special symbol variation start processing. [Figure 408] It is a flowchart showing the special symbol variation stop processing. [Figure 409] It is a flowchart showing the processing after the special symbol variation stop. [Figure 410] It is a flowchart showing the start processing of the special power opening / closing execution mode. [Figure 411] It is a flowchart showing the processing during the special power opening period. [Figure 412] It is a flowchart showing the processing during the special power opening / closing period. [Figure 413] It is a flowchart showing the processing during the special power ending period. [Figure 414] It is a flowchart showing the general figure general power control processing. [Figure 415] It is a flowchart showing the normal symbol variation start processing. [Figure 416] It is a flowchart showing the normal symbol variation stop processing. [Figure 417] It is a flowchart showing the processing after the normal symbol variation stop. [Figure 418] This is a flowchart showing the process for starting the normal power switching execution mode. [Figure 419] This is a flowchart showing the processing during the regular train opening period. [Figure 420] This is a flowchart showing the processing during the period when the regular power supply is switched on and off. [Figure 421] This is a flowchart showing the processing during the end-of-service period for regular trains. [Figure 422] This flowchart shows the timer interrupt processing for the sound / light side MPU92. [Figure 423] This is a flowchart showing the special feature variation effect setting process. [Figure 424] This flowchart shows the process for setting the special electric switch-on / off execution mode and then displaying the effects. [Figure 425] This is a flowchart showing the button operation response process. [Figure 426] This is a flowchart showing the process for driving movable props used in performances. [Figure 427] This is a flowchart showing the waiting process. [Figure 428] This is a flowchart showing the main processing performed in the MPU 102 of the display control device 100. [Figure 429] This is a flowchart showing the command interrupt processing performed in the MPU 102 of the display control device 100. [Figure 430] This is a flowchart showing the V interrupt processing performed in the MPU 102 of the display control device 100. [Figure 431] This is an explanatory diagram illustrating the PSGa image used for customizing the performance settings in the ninth embodiment. [Figure 432] This is an explanatory diagram that also explains the term "initial operation image." [Figure 433] This is an explanatory diagram showing images for selecting a model. [Figure 434] This is an explanatory diagram illustrating the image used to set the frequency of the instant notification effect. [Figure 435] This is an explanatory diagram for the hibiscus flash effect. [Figure 436] It is an explanatory diagram for explaining an image for setting the expected degree of fish school performance. [Figure 437] It is an explanatory diagram for explaining an image for setting the expected degree of bubble performance. [Figure 438] It is an explanatory diagram for explaining an image for setting cut-in performance. [Figure 439] It is an explanatory diagram for explaining an image for setting round music. [Figure 440] It is an explanatory diagram for explaining an image for connection operation. [Figure 441] It is an explanatory diagram for explaining a connection completion image. [Figure 442] It is an explanatory diagram for explaining an image for receiving game history information. [Figure 443] It is an explanatory diagram for explaining an image for receiving custom setting information completion. [Figure 444] It is an explanatory diagram for explaining the value of the frequency of single-shot notification performance set in the pachinko machine 10. [Figure 445] It is an explanatory diagram for explaining the value of the expected degree of fish school performance set in the pachinko machine 10. [Figure 446] It is an explanatory diagram for explaining the value of the frequency of single-shot notification performance set in the pachinko machine 10. [Figure 447] It is an explanatory diagram for explaining a modified example of the process related to the frequency of single-shot notification performance. [Figure 448] It is an explanatory diagram for explaining a modified example of the process related to the expected degree of fish school performance. [Figure 449] It is an explanatory diagram for explaining a modified example of the process related to the expected degree of bubble performance. [Figure 450] It is a perspective view of a pachinko machine as the 10th embodiment. [Figure 451] It is a rear view of the pachinko machine. [Figure 452] It is a front view of the game board. [Figure 453] It is an explanatory diagram showing the symbols and display surfaces variably displayed on the symbol display device. [Figure 454] It is an explanatory diagram showing the start port unit. [Figure 455]This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 456] This is an explanatory diagram showing the contents of various counters used in special feature lottery draws and regular electric mechanism opening lotteries. [Figure 457] This is an explanatory diagram showing the contents of the win / loss table used for the special prize lottery. [Figure 458] This is an explanatory diagram showing the contents of the distribution table for big wins. [Figure 459] This is an explanatory diagram showing the contents of the distribution table for the small win in Special Feature 2. [Figure 460] This is an explanatory diagram showing the contents of the win / loss table used when performing a lottery to open the standard electric mechanism. [Figure 461] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 462] This is an explanatory diagram showing the flow of gameplay in a pachinko machine. [Figure 463] This is a time chart to illustrate an example of processing during the rush stage, presented as Case 1. [Figure 464] This is an explanatory diagram showing the display surface of the symbol display device immediately after transitioning to the high support state. [Figure 465] This is an explanatory diagram showing the first half of the deduction animation displayed on the symbol display device when the hold is stored. [Figure 466] This is an explanatory diagram showing the latter half of the deduction animation displayed on the symbol display device when the hold is stored. [Figure 467] This is an explanatory diagram showing the first half of the deduction effect displayed when the pattern stops moving on the symbol display device. [Figure 468] This is an explanatory diagram showing the latter half of the deduction effect displayed when the pattern stops moving on the symbol display device. [Figure 469] This is an explanatory diagram showing an example of a special 2 consecutive hold performance. [Figure 470] This is a time chart to illustrate an example of processing during the rush stage, presented as Case 2. [Figure 471] This is a time chart illustrating an example of processing during the rush stage, presented as Case 3. [Figure 472] This is a time chart illustrating an example of processing during the rush stage, presented as Case 4. [Figure 473] This is a flowchart showing timer interrupt handling. [Figure 474] This flowchart shows the ball entry process for the starting gate. [Figure 475] This is a flowchart showing the process for reducing the number of time-saving attempts. [Figure 476] This flowchart shows the process for ball entry into a through ball. [Figure 477] This flowchart shows the ball entry process for the grand prize slot. [Figure 478] This flowchart shows the ball entry process for the V prize slot. [Figure 479] This is a flowchart of the normal process. [Figure 480] This flowchart shows the game round control process. [Figure 481] This is a flowchart showing the process for initiating the change. [Figure 482] This is a flowchart showing the process of shifting held information. [Figure 483] This is a flowchart showing the collision detection process. [Figure 484] This is a flowchart showing the process for setting the variable time. [Figure 485] This is a flowchart showing the process for stopping fluctuations. [Figure 486] This is a flowchart showing the processing that takes place when the specified time has elapsed. [Figure 487] This is a flowchart showing the game state transition process. [Figure 488] This flowchart shows the process for opening and closing the grand prize slot. [Figure 489] This is a flowchart showing the transition process at the end of the ending period. [Figure 490] This is a flowchart showing the processing for power supply support. [Figure 491] This flowchart shows the power supply switching control process. [Figure 492] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 493] This is a flowchart showing the process for handling pending commands. [Figure 494] This is a flowchart showing the gameplay sequence settings process. [Figure 495] This is a flowchart showing the process for setting the performance pattern. [Figure 496] This flowchart shows the update process at the start of a change. [Figure 497] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 498] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 499] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Modes for carrying out the invention]
[0010] Embodiments of the gaming machine according to the present invention will be described in the following order with reference to the drawings. (1) First Embodiment (mainly corresponding to feature group xA to feature group xU): (2) Second embodiment (mainly corresponding to feature group yA to feature group yζ): (3) Third Embodiment (mainly corresponding to feature group zA to feature group zU): (4) Fourth Embodiment (mainly corresponding to feature groups aA to aU): (5) Fifth Embodiment (mainly corresponding to feature groups bA to bU): 《6》Sixth Embodiment (mainly corresponding to feature group cA): 《7》Seventh Embodiment (mainly corresponding to feature group dA): 《8》 Eighth Embodiment (mainly corresponding to feature group eA): 《9》Ninth Embodiment (mainly corresponding to feature group fA): 《10》Tenth embodiment (mainly corresponding to feature group gA):
[0011] (1) First Embodiment: 《1-1》Structure of a gaming machine: Figure 1 is a perspective view of a pachinko game machine (hereinafter also referred to as "pachinko machine") as a first embodiment of the present invention. The pachinko machine is equipped with a rotating body as a rotating means in the present invention. The rotating body consists of a first rotating body configured to allow visibility of a light source located on its back side, and a second rotating body that is movable to the back side of the rotating first rotating body. As shown in the figure, the pachinko machine 10 is equipped with a roughly rectangular wooden outer frame 11. When the pachinko machine 10 is installed in a gaming hall, this outer frame 11 is fixed to the island equipment of the gaming hall. The pachinko machine 10 is also equipped with a pachinko machine body 12 that is rotatably supported on the outer frame 11. The pachinko machine body 12 is equipped with an inner frame 13 and a front door frame 14 located in front of the inner frame 13. The inner frame 13 is rotatably supported on the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported by a metal hinge 16 relative to the inner frame 13. Control devices for controlling the pachinko machine body 12, such as a main control device, a sound and light control device, and a display control device, are located on the back of the inner frame 13. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 in an unopenable manner, and the function of locking the front door frame 14 to the inner frame 13 in an unopenable manner. Each lock is released by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window section 18 is formed approximately in the center of the front door frame 14. Around the window section 18, resin parts and electrical components for decorating the pachinko machine 10 are provided. The electrical components consist of light-emitting means made up of various lamps such as LEDs. The light-emitting means plays a role in enhancing the visual effect by lighting up or flashing during each game round played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. Also, a glass unit 19 made up of two glass plates is placed on the back side of the front door frame 14, and the open window section 18 is sealed by the glass unit 19. 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 see 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 the shape of a box with an open top and stores game balls such as those dispensed from a dispensing machine (not shown) and prize balls dispensed from the pachinko machine body 12. The game balls stored in the upper tray 20 are supplied to the game ball launching mechanism provided in the pachinko machine body 12. The game ball launching mechanism is driven by the operation of an operating handle 25 by the player and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is located below the upper tray 20 and is formed in the shape of a box with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. An outlet 22 is formed on the bottom of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch between the closed and open states of the discharge port 22 by operating the lever 23. When the player operates the lever 23 and opens the discharge port 22, the game balls fall out of the discharge port 22 and are discharged to the outside from the lower tray 21.
[0014] An action control button 24 is provided at the front of the periphery of the upper tray 20. The action control button 24 is an operation unit for the player to input operations in response to the game effects performed by the pachinko machine 10. When the player operates the action control button 24 at a predetermined timing provided by the pachinko machine 10, the pachinko machine 10 performs the game effects that reflect that operation.
[0015] An operating handle 25 for the player is provided on the right side of the front door frame 14 (hereinafter simply referred to as the "right side"). When the player operates (rotates) the operating handle 25, a game ball is launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25 are a touch sensor 25a for allowing the operation of the game ball launching mechanism, a weight button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a turns on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and a game ball is launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball launch button 26 for the player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front (hereinafter simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch force, regardless of the amount of rotation of the player's operating handle 25. Specifically, when the player operates the game ball launch button 26, a game ball is launched to the front of the game board with the same launch force as when the amount of rotation of the operating handle 25 is at its maximum. In this embodiment, when a game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board when viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform what is known as "right-handed shooting". In this embodiment of the pachinko machine 10, when the game ball launch button 26 is operated, the game ball is launched onto the game board, provided that the touch sensor 25a is turned on. That is, by gripping the operating handle 25 to turn on at least the touch sensor 25a, and then operating the game ball launch button 26, the player can achieve the launch of a game ball triggered by the operation of the game ball launch button 26.
[0017] Next, the configuration of the back of the pachinko machine 10 will be described. Control devices for controlling the operation of the pachinko machine 10 are located on the back of the pachinko machine 10.
[0018] Figure 2 is a rear view of the pachinko machine 10. As shown in the figure, 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. Specifically, these units are located on the rear of the inner frame 13.
[0019] The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the 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 a trace of opening and closing. For example, a sealing sticker is affixed to the openable part, and when the board box is opened, the word "Opened" appears.
[0020] The second control unit 52 includes a sound and light emission control device 90 and a display control device 100. The sound and light emission control device 90 controls light emission means such as speakers and various lamps located on the front of the pachinko machine 10 based on commands transmitted from the main control device 60. The display control device 100 controls the pattern display device based on commands transmitted from the sound and light emission control device 90. The pattern display device is equipped with a liquid crystal display that displays patterns and images for effects.
[0021] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for dispensing prize balls. When the main control device 60 inputs an instruction to launch game balls, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. In addition, the back of the inner frame 13 is equipped with several devices necessary for the operation of the pachinko machine 10, including a tank 54 into which game balls supplied from the island equipment of the gaming hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and dispenses a predetermined number of game balls according to instructions from the payout control device 70.
[0022] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power switch 88 is connected to the power supply device 85. By turning the power switch 88 ON / OFF, the power supply state, in which power is supplied to the pachinko machine 10, and the non-supply state, in which power is not supplied to the pachinko machine 10, can be switched.
[0023] Next, I will explain the game board. The game board is detachably attached to the front of the inner frame 13.
[0024] Figure 3 is a front view of the game board 30. The game board 30 is made of transparent resin, and in this embodiment, it is made of colorless transparent polycarbonate resin. However, as a modified example, the game board 30 may be made of other types of transparent resin such as ABS resin or acrylic resin. A game area PA is formed on the front of the game board 30. Multiple light-emitting parts such as lamps and LEDs are provided on the back side of the game board 30, and by illuminating the game area PA from the back side, the game area PA lights up when viewed from the front of the pachinko machine 10, creating a design effect.
[0025] The game board 30 is fitted with an inner rail section 31a and an outer rail section 31b, which demarcate a portion of the outer edge of the game area PA. Between the inner rail section 31a and the outer rail section 31b, a guide rail 31 is formed for guiding the game balls. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. Multiple nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various other features such as a windmill 96 are also arranged therein.
[0026] The game ball is a sphere made of a uniform material, and in this embodiment, it is made of steel (iron). The shape of the game ball is point-symmetrical when viewed from the front, with respect to the center of rotation of the game ball, and is a sphere close to a perfect sphere. The surface of the game ball is inscribed with letters and symbols such as the name and logo of the amusement hall. As explained above, the game ball launched from the game ball launching mechanism is guided by the guide rail 31 and released to the upper part of the game area PA, then flows down the game area PA, and flows down towards the windmill 96 from a position above the windmill 96. As the game ball flows down, its rotation speed and the direction of its axis of rotation may change due to the nails and windmill 96, and its direction of rotation may also reverse. The player of the pachinko machine 10 can see the game ball from the front of the pachinko machine 10 through the glass unit 19 and can see the game ball flowing down the game area PA. Furthermore, if game balls are launched continuously from the game ball launching mechanism, multiple game balls may exist in the game area PA.
[0027] The nails 42 are made of brass and disperse and organize the direction of the falling game balls as they move down the game area PA. As the game balls move down the game area PA, they rotate upon hitting the nails 42 and are guided in a direction of fall restricted by the nails 42.
[0028] The windmill 96 is a structure that can switch between a rotating state and a stationary state by receiving mechanical energy from the game ball, and its rotation direction and rotation speed can also change. In this embodiment, the windmill 96 is installed in a fixed position on the left side of the game board 30 and comprises a shaft cylinder 96a for inserting nails erected in the game board 30, three blades 96b arranged radially around the outer circumference of the shaft cylinder 96a, and a front disc 96c attached to the front side (towards the front of the game board 30) of the shaft cylinder 96a and blades 96b. In this embodiment, the shaft cylinder 96a, blades 96b, and front disc 96c are integrally formed from a transparent resin material and are configured to rotate around the nail inserted through the shaft cylinder 96a. The shaft cylinder 96a and the nail inserted through the shaft cylinder 96a, which function as the rotation axis of the windmill 96, are arranged to be perpendicular to the surface of the game board 30. The front disc 96c is made of transparent resin, so that the light source located on the back side of the game board 30 can be seen. The front disc 96c has a high light transmission region where the light transmittance is high because the vane plate 96b is not provided, and a low light transmission region where the light transmittance is lower than that of the high light transmission region because the vane plate 96b is provided.
[0029] In the left-hand region of the game board 30, multiple nails 42 are planted, providing multiple paths that allow a ball to travel from a position above the windmill 96 to the back side of the front disc 96c of the windmill 96. The game ball can move between a position above the windmill 96 and the back side of the front disc 96c of the windmill 96 by flowing down one of these multiple paths, and during this movement, it may repeatedly collide with the nails 42, causing its speed of movement, direction of rotation, and rotational speed to change.
[0030] When a game ball reaches the windmill 96, it is sorted into one of two routes: a central route that makes it easier for the ball to enter the first starting opening 33 (described later), or an outer (left) route that makes it difficult for the ball to enter the first starting opening 33, depending on the rotation pattern of the front disc 96c (rotation direction, rotation speed, position of the blades 96b, etc.) at the time the game ball moves to the back side of the front disc 96c of the windmill 96. Specifically, each time a game ball moves to the back side of the front disc 96c of the windmill 96, it is determined whether the windmill 96 will rotate counterclockwise or clockwise. When the windmill 96 rotates clockwise, the game ball is more likely to be sorted into the central route described above, which is more advantageous for the player than when the windmill 96 rotates counterclockwise. Furthermore, if the game ball is allocated to the central route described above, the probability of the game ball entering the first starting opening 33 increases, resulting in a more advantageous situation for the player. On the other hand, if the game ball is allocated to the outer (left) route described above, the probability of the game ball entering the first starting opening 33 decreases, resulting in a less advantageous situation for the player.
[0031] Furthermore, in the windmill 96 of this embodiment, since the blades 96b and the front disc 96c are made of a transparent resin material, when a game ball is launched from the game ball launching mechanism, if the launched game ball is flowing down at a position above the windmill 96, the light-emitting part provided on the back side of the game board 30 becomes visible through the front disc 96c of the windmill 96. This enhances aesthetics. On the other hand, when a game ball that has flowed down from a position above the windmill 96 moves to the back side of the front disc 96c of the windmill 96 (the back side of the high light transmission area mentioned above), the game ball blocks the light from the light-emitting part provided on the back side of the game board 30, making the game ball visible through the front disc 96c of the windmill 96. This makes it easier to see that a game ball has moved to the windmill 96, and increases the expectation that the game ball will be distributed to the center of the game board 30 by the windmill 96. Furthermore, game balls flowing down above the windmill 96 can be seen without passing through the front disc 96c of the windmill 96.
[0032] The game board 30 has multiple openings that penetrate in the front-to-back direction. Each opening is provided with a general prize entry opening 32, a first start opening 33, a second start opening 34, a through gate 35, and a variable prize entry device 36. Game balls roll across the surface of the game board 30 and enter the general prize entry opening 32, the first start opening 33, the second start opening 34, the through gate 35, and the variable prize entry device 36, respectively. The entered game balls are then guided to the individual openings formed in the game board 30. The game board 30 is also provided with a variable display unit 40 and a main display unit 45. The main display unit 45 has a special display unit 37, a general display unit 38, and a round display unit 39. Furthermore, the game board 30 is provided with a main rotating mechanism 170 for performance as an example of a first rotating body, and a pair of sub-rotating mechanisms 180 and 190 for performance as an example of a second rotating body.
[0033] As shown in the figure, the general prize slots 32 are ball entry slot members that form an entry slot into which game balls can be entered, and multiple such slots are provided on the game board 30. In this embodiment, when a game ball enters a general prize slot 32, 10 game balls are dispensed as prize balls from the payout device 71 (Figure 2).
[0034] The first starting opening 33 is an entry opening member that forms an entry opening into which game balls can be entered. The first starting opening 33 is located in the lower center of the game board 30. In this embodiment, when a game ball enters the first starting opening 33, three game balls are dispensed as prize balls, and a winning lottery, which will be described later, is performed.
[0035] The second start opening 34 is an entry opening member that forms an entry opening into which game balls can be entered, and is provided on the right side of the game board 30. The second start opening 34 is equipped with an electric mechanism 34a consisting of a pair of left and right movable pieces. When the electric mechanism 34a is in the closed state, game balls cannot be entered into the second start opening 34. On the other hand, when the electric mechanism 34a is in the open state, game balls can be entered into the second start opening 34. In this embodiment, when game balls are entered into the second start opening 34, three game balls are dispensed as prize balls, and a winning lottery, which will be described later, is performed.
[0036] The through gate 35 is equipped with a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric mechanism 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 performs an internal lottery (electric mechanism opening lottery) triggered by the passage. If the internal lottery results in the opening of the electric mechanism, the electric mechanism 34a transitions to an electric mechanism open state in which it opens in a predetermined manner. Since the through gate 35 is located upstream of the second start port 34 in the direction of the flow of the game ball, game balls that pass through the through gate 35 can flow down the game area PA after passing through and enter the second start port 34. In this embodiment, even if a game ball passes through the through gate 35, no prize balls are paid out.
[0037] The variable prize-winning device 36 is equipped with a large prize-winning opening 36a that leads to the back of the game board 30, and an opening / closing door 36b that opens and closes the large prize-winning opening 36a. Normally, the opening / closing door 36b is in a closed state, preventing game balls from entering the large prize-winning opening 36a. If a jackpot is won as a result of an internal lottery (winning lottery) by the main control device 60 and the system transitions to the opening / closing execution mode, the opening / closing door 36b repeatedly switches between an open state, allowing game balls to enter, and a closed state. The opening / closing execution mode is a mode that is entered when a jackpot is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the first start opening 33 or the second start opening 34, and the opening / closing door 36b repeatedly switches between an open state and a closed state. In other words, if a jackpot is won as a result of a winning lottery based on a ball entering the first start opening 33, the system transitions to the opening / closing execution mode, which allows balls to enter the large prize-winning opening 36a of the variable prize-winning device 36. Similarly, if a jackpot is won as a result of the winning lottery based on balls entering the second starting opening 34, the system switches to an opening / closing execution mode that allows balls to enter the large prize opening 36a of the variable prize entry device 36. In this embodiment, when a game ball enters the large prize opening 36a of the variable prize entry device 36, 15 game balls are dispensed as prize balls by the payout device 71.
[0038] An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the general prize entry point 32, the first start entry point 33, the second start entry point 34, or the variable prize entry device 36 are discharged from the game area PA through the outlet 43.
[0039] Game balls that enter the general prize slot 32, the first start slot 33, the second start slot 34, the large prize slot 36a of the variable prize device 36, and the out slot 43 are guided to the back side of the game board 30 through individual openings formed in the game board 30, and are configured to eventually merge into a discharge passage provided on the back of the game board 30. A discharge passage detection sensor is provided in this discharge passage to detect game balls. By detecting game balls with the discharge passage detection sensor, it is possible to determine the number of game balls launched into the game board 30.
[0040] The special display unit 37 comprises a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each composed of a segment display device in which a plurality of segment light-emitting units are arranged in a predetermined manner.
[0041] The first symbol display unit 37a is a display unit for displaying the first symbol. The first symbol refers to a symbol that is displayed in a variable or stopped state based on a winning lottery triggered by a game ball entering the first start opening 33. When a winning lottery is held triggered by a game ball entering the first start opening 33, the first symbol display unit 37a displays the first symbol in a variable state until the segment display unit displays the result of the lottery. When the lottery is completed, the first symbol display unit 37a causes the segment display unit to display the first symbol in a stopped state corresponding to the lottery result.
[0042] The second symbol display unit 37b is a display unit for displaying the second symbol. The second symbol refers to a symbol that is displayed in a variable or stopped state based on a winning lottery triggered by a game ball entering the second start opening 34. When a winning lottery is held triggered by a game ball entering the second start opening 34, the second symbol display unit 37b displays the second symbol in a variable state until the segment display unit displays the result of the lottery. When the lottery is completed, the second symbol display unit 37b causes the segment display unit to display the second symbol stopped, corresponding to the lottery result.
[0043] The time from when the variation display of the first symbol displayed in the first symbol display unit 37a or the second symbol displayed in the second symbol display unit 37b starts until it stops is also called the variation time. Specifically, the time from when the variation display of the first symbol displayed in the first symbol display unit 37a starts until it stops is also called the first variation time, and the time from when the variation display of the second symbol displayed in the second symbol display unit 37b starts until it stops is also called the second variation time.
[0044] The special display unit 37 further includes a first reserve indicator unit 37c and a second reserve indicator unit 37d, both consisting of LED lamps, located adjacent to the first symbol display unit 37a and the second symbol display unit 37b. In this embodiment, up to four game balls are held in the first start port 33. The first reserve indicator unit 37c displays the number of reserved balls in the first start port 33 by the color and combination of the LED lamps that are lit. Also in this embodiment, up to four game balls are held in the second start port 34. The second reserve indicator unit 37d displays the number of reserved balls in the second start port 34 by the color and combination of the LED lamps that are lit.
[0045] The general display unit 38 is composed of a light-emitting display unit in which multiple LED lamps are arranged in a predetermined manner. When an electric mechanism opening lottery is performed triggered by passing through the through gate 35, the general display unit 38 displays a lit-up, flashing, or predetermined display as the display mode. When the electric mechanism opening lottery is completed, the general display unit 38 displays a predetermined display corresponding to the lottery result.
[0046] The round display unit 39 is composed of a light-emitting display unit in which multiple LED lamps are arranged in a predetermined manner, and displays the number of round games that occur in the opening / closing execution mode, or a corresponding display. A round game is a game in which the opening / closing door 36b remains open until either of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable prize winning device 36. The number of round games varies depending on the type of jackpot that triggered the transition. The round display unit 39 starts displaying the number of round games when the opening / closing execution mode is started, and stops when the opening / closing execution mode ends and a new game round begins.
[0047] Furthermore, the special display unit 37, the general display unit 38, and the round display unit 39 are not limited to being composed of segment displays or LED lamps, but may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as liquid crystal displays, organic EL displays, CRTs, or dot matrix displays.
[0048] The variable display unit 40 is positioned approximately in the center of the game area PA. The variable display unit 40 includes a symbol display device 41. The symbol display device 41 is equipped with a liquid crystal display. The display content of the symbol display device 41 is controlled by the display control device 100. The symbol display device 41 may be replaced with various other display devices, such as a plasma display device, an organic EL display device, or a CRT.
[0049] The symbol display device 41 displays a changing or predetermined symbol in accordance with the first symbol display unit 37a when a ball enters the first start port 33. Similarly, the symbol display device 41 displays a changing or predetermined symbol in accordance with the second symbol display unit 37b when a ball enters the second start port 34. The symbol display device 41 is not limited to display effects triggered by ball entry into the first start port 33 or the second start port 34; it also performs display effects during the opening / closing execution mode that is entered when a jackpot is won. The details of the symbol display device 41 are described below.
[0050] Figure 4 is an explanatory diagram showing the patterns and display surface 41a that are displayed in a variable manner in the pattern display device 41. Figure 4(a) is an explanatory diagram showing the patterns displayed in a variable manner in the pattern display device 41. As shown in the figure, the pattern display device 41 displays patterns representing the numbers 1 to 8 in a variable manner. In addition, patterns in which characters or other images are attached to each of the patterns representing the numbers 1 to 8 may be used as the patterns that are displayed in a variable manner.
[0051] Figure 4(b) is an explanatory diagram showing the display surface 41a of the pattern display device 41. As shown in the figure, the display surface 41a displays a main display area MA and a sub-area SA located below the main display area MA. The main display area MA displays three pattern rows Z1, Z2, and Z3, left, center, and right. In each pattern row Z1 to Z3, the patterns of the numbers 1 to 8 shown in Figure 4(a) are arranged in ascending or descending numerical order, and each pattern row is displayed in a variable scrolling manner from top to bottom or bottom to top with periodicity. As shown in Figure 4(b), after the variable scrolling display, one pattern from each pattern row is displayed stopped on the active line L. Specifically, when a game ball enters the first start port 33 or the second start port 34, a variable scrolling display is started in which the patterns in each pattern row Z1 to Z3 scroll in a predetermined direction with periodicity. Then, each scrolling symbol switches from a fluctuating display to a standby display in the order of symbol row Z1, symbol row Z3, and symbol row Z2, until finally a predetermined symbol is displayed in each symbol row Z1 to Z3. When the fluctuating display of the symbols ends and the symbols are displayed in a stopped state, if the result of the winning lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the active line L. For example, the same combination of symbols is formed on the active line L. The mode of displaying the fluctuating symbols in the symbol display device 41 is not limited to the mode described above, and various modes of displaying the fluctuating symbols can be adopted, such as the number of symbol rows, the number of active lines, the direction of the fluctuating display of the symbols in the symbol rows, and the number of symbols in each symbol row.
[0052] Here, "game round" refers to the period from when the variable display of the first symbol display unit 37a or the second symbol display unit 37b begins, until the variable display ends and the display stops, and until the display stops. This is a unit of processing in which the results of a winning lottery for special information acquired based on the entry of a game ball into either the first start port 33 or the second start port 34 are notified to the player. In other words, for each game round, the pachinko machine 10 notifies the player of the results of one winning lottery for one piece of special information. In this embodiment, when the pachinko machine 10 acquires special information based on the entry of a game ball into either the first start port 33 or the second start port 34, for each game round, the segment display in either the first symbol display unit 37a or the second symbol display unit 37b is made to vary, and then the segment display is made to stop so that it displays the result corresponding to the lottery result of the acquired special information. Furthermore, in this embodiment, when the pachinko machine 10 acquires special information based on the entry of a game ball into either the first start port 33 or the second start port 34, for each game round, the symbol display device 41 displays a predetermined sequence of symbols in a variable manner, and then displays the sequence of symbols in a fixed manner so that it corresponds to the lottery result of the acquired special information. The game ball is a rotating body that circulates while rotating. The time required for one game round is also called the unit game time. The unit game time consists of a variable time, which is the time from when the variable display starts until the predetermined lottery result is displayed in a fixed manner, and a fixed time, which is the time when the predetermined lottery result is displayed in a fixed manner.
[0053] The sub-area SA, located below the main display area MA, displays the first start-up slot reserve area Ds1, the reserve consumption area Dm, and the second start-up slot reserve area Ds2. The reserve consumption area Dm is displayed in the center of the display surface 41a in the left-right direction, the first start-up slot reserve area Ds1 is displayed to the left of the reserve consumption area Dm, and the second start-up slot reserve area Ds2 is displayed to the right of the reserve consumption area Dm. The first start-up slot reserve area Ds1 displays the number of reserved balls based on the number of game balls that have entered the first start-up slot 33. The second start-up slot reserve area Ds2 displays the number of reserved balls based on the number of game balls that have entered the second start-up slot 34. In this embodiment, as described above, the number of reserved game balls that have entered the first start-up slot 33 and the second start-up slot 34 is a maximum of 4 each. The operation of the first start port holding area Ds1, the second start port holding area Ds2, and the holding consumption area Dm will be described in detail later.
[0054] Returning to the explanation of Figure 3, the main rotating mechanism 170 for performance is positioned above the display surface 41a of the symbol display device 41 and is configured to move downward from the illustrated origin position. Each of the pair of sub-rotating mechanisms 180 and 190 for performance is positioned below the display surface 41a of the symbol display device 41 and is configured to move upward from the illustrated origin position. When each sub-rotating mechanism 180 and 190 is in the origin position, most of each sub-rotating mechanism 180 and 190 is hidden by the cover plate 199, and only a portion of each sub-rotating mechanism 180 and 190 protrudes from the cover plate 199. The configuration of the main rotating mechanism 170 and the sub-rotating mechanisms 180 and 190 for performance, and their operation, will be described in detail later.
[0055] Above the first starting opening 33, a pair of nails (so-called life nails or center nails) 42 (42a, 42b) are provided. The distance between the pair of nails 42a, 42b changes the probability of a game ball entering the first starting opening 33. Furthermore, the windmill 96 distributes the game balls to either the center or the outer (left) side of the game board 30, which also changes the probability of a game ball entering the first starting opening 33, and consequently, the advantage for the player. In other words, the windmill is a rotating body that changes the advantage for the player depending on its direction of rotation.
[0056] 《1-2》Electrical configuration of a gaming machine: Next, the electrical configuration of the pachinko machine 10 will be explained. In this explanation, the electrical configuration of the pachinko machine 10 will be described using a block diagram.
[0057] Figure 5 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.
[0058] The main control device 60 includes a main control board 61 that is responsible for the main control of the game. The main control board 61 includes an MPU 62 composed of elements with multiple functions. The MPU 62 includes a CPU (not shown) that executes various control programs, a ROM 63 that stores various control programs and fixed value data, and a RAM 64 which is a memory for temporarily storing various data when executing programs stored in the ROM 63. In addition, the MPU 62 includes interrupt circuits, timer circuits, data input / output circuits, and a counter circuit as a random number generator. Some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.
[0059] The main control board 61 is provided with input ports (not shown) and output ports (not shown). The input ports of the main control board 61 are connected to the dispensing control device 70 and the power outage monitoring circuit 86 provided on the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to the commercial power supply as an external power source, and converts the external power supplied from the commercial power supply into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply unit 85 is also equipped with a capacitor (not shown) and continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch 88 (Figure 2) is turned OFF.
[0060] Furthermore, various detection sensors 67a to 67e are connected to the input ports of the main control board 61. Specifically, they are connected to multiple detection sensors installed at various ball entry points such as the general prize entry point 32, the first start entry point 33, the second start entry point 34, the through gate 35, and the variable prize entry device 36. Based on the signals from the various detection sensors 67a to 67e, the MPU 62 of the main control board 61 determines whether or not a game ball flowing down the game area PA has entered each entry point, and whether or not a game ball has passed through the through gate 35. In addition, the MPU 62 performs a winning lottery based on the entry of game balls into the first start entry point 33 and the second start entry point 34, and performs an electric prize opening lottery based on the entry of a game ball into the through gate 35.
[0061] The output ports of the main control board 61 are connected to the variable prize drive unit 36c, which opens and closes the opening and closing door 36b of the variable prize device 36; the electric mechanism drive unit 34b, which opens and closes the electric mechanism 34a of the second start opening 34; and the main display unit 45. The main control board 61 is equipped with various driver circuits, and the MPU 62 performs drive control of the various drive units through these driver circuits.
[0062] Specifically, in the opening / closing execution mode, the MPU 62 controls the drive of the variable prize drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the result of the electric mechanism opening lottery is to win the electric mechanism opening, the MPU 62 controls the drive of the electric mechanism drive unit 34b so that the electric mechanism 34a is opened. In each game round, the MPU 62 controls the display of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, if the type of jackpot is determined in the opening / closing execution mode and the number of round games to be played in the opening / closing execution mode is determined, the MPU 62 controls the display of the round display unit 39 in the main display unit 45.
[0063] The output ports of the main control board 61 are connected to the payout control device 70 and the sound and light emission control device 90. For example, the main control device 60 sends a prize ball command to the payout control device 70 based on the prize entry determination result. When the main control device 60 sends a prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63g of the ROM 63. Specifically, if a ball is determined to have entered the general prize entry 32, the main control device 60 sends a prize ball command corresponding to the payout of 10 game balls; if a ball is determined to have entered the first start 33, the main control device 60 sends a prize ball command corresponding to the payout of 3 game balls; and if a ball is determined to have entered the second start 34, the main control device 60 sends a prize ball command corresponding to the payout of 1 game ball. Based on the prize ball command received from the main control device 60, the payout control device 70 controls the payout device 71 to pay out prize balls.
[0064] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of the game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launching conditions are met. An operating handle 25 and a game ball launch button 26 are also connected to the launch control device 80.
[0065] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 transmits various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.
[0066] In addition, the sound and light emission control device 90 controls the operation of various lamps 47, such as LEDs, and the speaker 46, which are light-emitting means arranged on the front door frame 14, based on various commands received from the main control device 60, and also controls the display control device 100. Furthermore, the sound and light emission control device 90 is connected to a performance operation button 24, and when the performance operation button 24 is operated by the player at a predetermined timing, the sound and light emission control device 90 controls the various lamps 47, speaker 46, display control device 100, etc., to perform a game performance that reflects that operation.
[0067] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of symbol combination to be finally stopped and displayed, as well as whether or not a reach has occurred, the content of the reach performance, and the content of the pre-announcement performance to be performed in each game round. In this embodiment, the stop time, which is the time that the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0068] Figure 6 is an explanatory diagram showing the contents of various counters used for winning draws and other purposes. The various counter information is used by the MPU 62 when performing winning draws, setting the display on the main display unit 45, and setting the symbol display on the symbol display device 41. Specifically, the winning random number counter C1 is used for winning draws. The winning type counter C2 is used when distributing the results of winning draws, such as probability variation jackpots and normal jackpots. The reach random number counter C3 is used to determine whether or not to generate a reach when the sequence of symbols to be displayed on the symbol display device 41 is changed to a losing sequence.
[0069] The initial random number counter CINI is used to set the initial value of the winning random number counter C1. In addition, the variation type counter CS is used to determine the variation time in the first symbol display section 37a and the second symbol display section 37b of the main display section 45, as well as in the symbol display device 41. Furthermore, the electric mechanism opening counter C4 is used for the electric mechanism opening lottery to determine whether or not to open the electric mechanism 34a of the second start opening 34.
[0070] Each counter C1-C4, CINI, and CS is a loop counter in which 1 is added to the counter value each time it is updated, and the value returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 64a set in a predetermined area of RAM 64.
[0071] The RAM 64 is provided with a hold information storage area 64b and a judgment processing execution area 64c. The hold information storage area 64b is provided with a first hold area Ra and a second hold area Rb. In this embodiment, when a game ball enters the first start opening 33, the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the time of entry are stored chronologically in the first hold area Ra of the hold information storage area 64b. The first hold area Ra is provided with four areas corresponding to the maximum number of hold game balls that have entered the first start opening 33, namely the first area, the second area, the third area, and the fourth area. When a game ball enters the first start opening 33, the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the time of entry are stored as hold information (hereinafter also referred to as special hold 1) in one of the first to fourth areas. The location in which the ball is stored (area 1 to area 4) is determined by the order in which the balls are sunk; the earlier the ball is sunk, the higher the area it is stored in (area 1 being the highest-ranking area).
[0072] Furthermore, when a game ball enters the second starting port 34, the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the time of entry are stored chronologically in the second holding area Rb of the holding information storage area 64b. The second holding area Rb has four areas corresponding to the maximum number of holding game balls that have entered the second starting port 34, namely the first area, the second area, the third area, and the fourth area. When a game ball enters the second starting port 34, the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the time of entry are stored as holding information (hereinafter also called special 2 holding) in one of the first to fourth areas. Which of the first to fourth areas the information is stored in is determined by the order in which the balls enter, with earlier entries being stored in higher-ranking areas (the first area being the highest-ranking area).
[0073] This section explains the details of the winning random number counter C1. As mentioned above, the winning random number counter C1 is used in the lottery. The winning random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 1199, and then return to 0 after reaching the maximum value. When the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 1199).
[0074] The winning random number counter C1 is updated periodically, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the time a game ball enters the first start opening 33, and in the second reserve area Rb of the reserve information storage area 64b at the time a game ball enters the second start opening 34.
[0075] The value of the winning random number counter C1 stored in the first holding area Ra is moved to the execution area AE of the judgment processing execution area 64c, where it is compared with the win / loss table stored in the win / loss table storage area 63a of ROM 63 to determine whether or not it is a jackpot. Similarly, the value of the winning random number counter C1 stored in the second holding area Rb is moved to the execution area AE of the judgment processing execution area 64c, where it is compared with the win / loss table stored in the win / loss table storage area 63a of ROM 63 to determine whether or not it is a jackpot.
[0076] In the pachinko machine 10 of this embodiment, the value of the winning random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the judgment processing execution area 64c in the order in which it is obtained when a game ball enters the first start opening 33. Specifically, the data stored in the first area of the first reserve area Ra is moved to the judgment processing execution area 64c, and the data stored in the memory area of the first reserve area Ra is shifted. The data shift is performed by sequentially shifting the data stored in the first to fourth areas toward the higher-level areas. Specifically, the data in the first area is cleared, and the data within each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area, and so on.
[0077] Furthermore, the value of the winning random number counter C1 stored in the second holding area Rb is moved to the execution area AE of the judgment processing execution area 64c in the order in which it was obtained when a game ball enters the second starting opening 34. Specifically, the data stored in the first area of the second holding area Rb is moved to the judgment processing execution area 64c, and the data stored in the storage area of the second holding area Rb is shifted. The data shift is performed by sequentially shifting the data stored in the first to fourth areas toward the higher-level areas. Specifically, the data in the first area is cleared, and the data within each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area, and so on.
[0078] Furthermore, if the value of the winning random number counter C1 is stored in the second holding area Rb, regardless of whether the value of the winning random number counter C1 is stored in the first holding area Ra, the value of the winning random number counter C1 stored in the second holding area Rb is to be moved to the execution area AE of the judgment processing execution area 64c. As a result, if the value of the winning random number counter C1 is stored in both the first holding area Ra and the second holding area Rb, the value of the winning random number counter C1 stored in the second holding area Rb corresponding to the second start port 34 takes precedence. In other words, in this embodiment, if the value of the winning random number counter C1 is stored in both the first holding area Ra and the second holding area Rb, the value of the winning random number counter C1 stored in the second holding area Rb takes precedence, and among the values of the winning random number counter C1 stored in the second holding area Rb, the data stored in the first area of the second holding area Rb is moved to the judgment processing execution area 64c, and the data stored in the storage area of the second holding area Rb is shifted. If the value of the winning random number counter C1 is not stored in the second holding area Rb, then the data stored in the first area of the first holding area Ra is moved to the judgment processing execution area 64c, and the data stored in the storage area of the first holding area Ra is shifted.
[0079] The above explanation describes the order in which the value of the winning random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the judgment processing execution area 64c. However, this is not limited to the value of the winning random number counter C1. The values of other counters (jackpot type counter C2, reach random number counter C3, and variation type counter CS) stored in the first holding area Ra or the second holding area Rb are also moved to the execution area AE of the judgment processing execution area 64c in the same order.
[0080] Next, we will explain the details of the jackpot type counter C2. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 sequentially within the range of 0 to 99, and then return to 0 after reaching the maximum value.
[0081] The jackpot type counter C2 is updated periodically. When a game ball enters the first starting port 33, the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the time of entry. When a game ball enters the second starting port 34, the updated value is stored in the second reserve area Rb of the reserve information storage area 64b at the time of entry.
[0082] As described above, the MPU 62 performs a lottery using the value of the winning random number counter C1 stored in the judgment processing execution area 64c, and if the result of the lottery is a jackpot, it determines the type of jackpot using the value of the jackpot type counter C2 stored in the judgment processing execution area 64c. Furthermore, the MPU 62 uses the values of the winning random number counter C1 and the jackpot type counter C2 to determine the display mode of the segment displays to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0083] Next, we will explain the details of the reach random number counter C3. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 sequentially within the range of 0 to 238, and then return to 0 after reaching the maximum value.
[0084] The reach random number counter C3 is updated periodically, and its updated value is stored in the first reserve area Ra of the reserve information storage area 64b when a game ball enters the first start opening 33, and in the second reserve area Rb of the reserve information storage area 64b when a game ball enters the second start opening 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment processing execution area 64c, where it is compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment processing execution area 64c, where it is compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. However, if the result of the winning lottery is a jackpot and the system transitions to the opening / closing execution mode, the MPU62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0085] A "reach" refers to a display state in which, among the multiple rows of symbols displayed on the display surface 41a of the symbol display device 41, some combinations of symbols that have the potential to form a winning combination are displayed stopped, and in that state, the remaining rows of symbols are displayed in a variable pattern. In the pachinko machine 10 of this embodiment, a winning combination of symbols refers to a combination of identical symbols on a predetermined active line. For example, in the main display area MA of the display surface 41a in Figure 4(b), a symbol is first displayed stopped in symbol row Z1, then the same symbol as in Z1 is displayed stopped in symbol row Z3, forming a reach line, and in this state where the reach line is formed, the symbols in symbol row Z2 are displayed in a variable pattern, resulting in a reach. If a jackpot occurs, the same symbols that form the reach line are displayed stopped in symbol row Z2.
[0086] Furthermore, the reach includes a reach animation in which, with a reach line formed, the remaining symbol rows are displayed with symbol variations, and a predetermined character or the like is displayed as an animation on the background screen, or a reach animation in which the combination of symbols forming the reach line is displayed in a reduced size or hidden, and a predetermined character or the like is displayed as an animation on almost the entire display surface 41a. In addition, the decision of whether or not to display a pre-announcement using a predetermined image such as a predetermined character when a reach animation is being performed or before the reach display may be made using a reach random number counter C3 or other counters.
[0087] Reach sequences are classified into three types based on the content of the reach animation: normal reach, super reach, and special reach. Super reaches have a higher probability (reliability) of winning the jackpot than normal reaches, and special reaches have a higher probability of winning the jackpot than super reaches.
[0088] Next, the details of the variation type counter CS will be explained. The variation type counter CS is used in the MPU 62 to determine the variation time in the first symbol display unit 37a and the second symbol display unit 37b, and the variation time of the symbols in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 sequentially within the range of 0 to 198, and to return to 0 after reaching the maximum value.
[0089] The variation type counter CS is updated periodically, and its updated value is stored in the first reserve area Ra of the reserve information storage area 64b when a game ball enters the first start opening 33, and in the second reserve area Rb of the reserve information storage area 64b when a game ball enters the second start opening 34. The value of the variation type counter CS stored in the first reserve area Ra is used to determine the variation pattern at the start of variation display in the first symbol display unit 37a and at the start of variation of the symbols by the symbol display device 41 after moving to the judgment processing execution area 64c. The value of the variation type counter CS stored in the second reserve area Rb is used to determine the variation pattern at the start of variation display in the second symbol display unit 37b and at the start of variation of the symbols by the symbol display device 41 after moving to the judgment processing execution area 64c. When determining the variation time in the first symbol display unit 37a and the second symbol display unit 37b, the variation time table stored in the variation time table storage area 63d of the ROM 63 is used. In addition, in the pachinko machine 10 of this embodiment, the content of the reach animation (i.e., the type of reach) can be specified according to the type of variation pattern.
[0090] Next, the details of the electric mechanism release counter C4 will be explained. The electric mechanism release counter C4 is configured to increment by 1 sequentially within the range of 0 to 465, and then return to 0 after reaching the maximum value. The electric mechanism release counter C4 is updated periodically and stored in the electric mechanism reserve area 64d of the RAM 64 when a game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric mechanism release counter C4 stored in the electric mechanism reserve area 64d is moved to the electric mechanism execution area 64e, and in the electric mechanism execution area 64e, a lottery (hereinafter referred to as the electric mechanism release lottery) is held to determine whether or not to control the electric mechanism 34a to the open state using the value of the electric mechanism release counter C4. Specifically, in the electric mechanism execution area 64e, the value of the electric mechanism release counter C4 is compared with the win / fail table (win / fail table for electric mechanism release lottery) stored in the mechanism lottery table storage area 63e of the ROM 63, and it is determined whether or not to control the electric mechanism 34a to the open state.
[0091] Furthermore, at least one of the acquired values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the variation type counter CS, and the electric mechanism release counter C4 corresponds to special information in this invention. Also, at least one of the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserve information.
[0092] Next, the win / loss table will be explained. The win / loss table is table data used to compare with the win random number counter C1 when a win lottery is conducted based on the win random number counter C1. The pachinko machine 10 has two lottery modes for the win lottery: a low probability mode and a high probability mode. When a win lottery is conducted in the low probability mode, the win / loss table for the low probability mode is referenced, and when a win lottery is conducted in the high probability mode, the win / loss table for the high probability mode is referenced. The high probability mode (also called the high probability game state) is a game state that is started by winning a jackpot, and refers to a game state in which the probability of winning a jackpot in the win lottery is relatively higher than in the low probability mode.
[0093] Figure 7 is an explanatory diagram showing the contents of the win / loss table. Figure 7(a) shows the win / loss table for the low probability mode, and Figure 7(b) shows the win / loss table for the high probability mode.
[0094] As shown in Figure 7(a), the win / loss table for the low probability mode has five values set from 0 to 4 as the winning random number counter C1 values that result in a jackpot. Values other than these five values (5 to 1199) out of the range of 0 to 1199 are considered losses. On the other hand, as shown in Figure 7(b), the win / loss table for the high probability mode has sixteen values set from 0 to 15 as the winning random number counter C1 values that result in a jackpot. Values other than these sixteen values (16 to 1199) out of the range of 0 to 1199 are considered losses. Thus, the probability of winning a jackpot in the win lottery is higher in the high probability mode compared to the low probability mode.
[0095] Furthermore, in this embodiment, the set of values for the winning random number counter C1 set as a jackpot in the win / loss table for the low probability mode is included in the set of values for the winning random number counter C1 set as a jackpot in the win / loss table for the high probability mode. However, if the probability of hitting the jackpot is higher in the high probability mode than in the low probability mode as a result of the win lottery, the number and value of the random numbers set as jackpots are arbitrary.
[0096] Although not included in the win / loss table of this embodiment, a "minor win" may be included as a result of the winning lottery.
[0097] A "minor win" is a result that triggers a transition to the opening / closing execution mode in which the opening / closing door 36b of the variable prize entry device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "loss" is a result that does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to either the lottery mode or the support mode.
[0098] Next, we will explain the types of jackpots. The pachinko machine 10 can be configured with multiple types of jackpots. Specifically, multiple types of jackpots can be configured by, for example, differentiating between the following three modes or configurations. (1) Mode of opening and closing control of the variable prize winning device 36 in opening and closing execution mode (2) Lottery mode for the winning lottery after the opening / closing execution mode has ended (3) Support mode of the electric device 34a of the second start port 34 after the opening / closing execution mode has finished.
[0099] The pachinko machine 10 can be configured to have two modes of opening and closing control for the variable prize-winning device 36 in the (1) opening and closing execution mode described above: a high-frequency prize-winning mode and a low-frequency prize-winning mode, such that the frequency of balls entering the variable prize-winning device 36 from the start to the end of the opening and closing execution mode is relatively high or low. For example, in the high-frequency prize-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, and each opening can be configured to continue until 30 seconds have elapsed or until 10 balls have entered the opening and closing door 36b. On the other hand, in the low-frequency prize-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, and each opening can be configured to continue until 0.2 seconds have elapsed or until 6 balls have entered the opening and closing door 36b.
[0100] When the player operates the control handle 25, the game ball launching mechanism 81 is driven and controlled so that one game ball is launched towards the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of one opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of one opening / closing door 36b is shorter than the game ball launching cycle. Therefore, virtually no game balls enter the game area in the opening / closing execution mode that applies to the low-frequency winning mode. However, it is also possible to set the game area to allow game balls to enter even in the opening / closing execution mode that applies to the low-frequency winning mode.
[0101] The number of times the opening and closing of the opening / closing door 36b, the maximum opening time per opening, and the maximum number of balls per opening are all arbitrary, as long as the frequency of balls entering the variable prize device 36 during the period from the start to the end of the opening / closing execution mode is higher in the high-frequency prize mode than in the low-frequency prize mode. Specifically, the high-frequency prize mode should have more opening and closing times, a longer maximum opening time per opening, or a larger maximum number of balls per opening than the low-frequency prize mode. To clearly distinguish between the high-frequency and low-frequency prize modes, the opening / closing execution mode of the low-frequency prize mode may be configured so that balls do not enter the variable prize device 36 in practice.
[0102] The pachinko machine 10 can be configured to have two modes for the lottery mode after the opening / closing execution mode described above: a high-probability mode in which a high-probability win / loss table is used as the win / loss table for the lottery, and a low-probability mode in which a low-probability win / loss table is used as the win / loss table for the lottery. As explained with reference to Figure 7, the probability of winning a jackpot is higher when the win / loss table for high probability is used compared to when the win / loss table for low probability is used for the lottery.
[0103] The pachinko machine 10 can be configured to have a high-frequency support mode and a low-frequency support mode, as support modes for the electric mechanism 34a of the second start port 34 after the completion of the (3) opening / closing execution mode described above. These modes can be set so that, when compared in a situation where game balls are continuously launched to the game area PA in a similar manner, the frequency at which the electric mechanism 34a of the second start port 34 is open per unit time is relatively high or low.
[0104] Specifically, the probability of winning the electric mechanism opening lottery using the electric mechanism opening counter C4 differs between the high-frequency support mode and the low-frequency support mode. In the high-frequency support mode, the probability of winning the electric mechanism opening lottery is higher than in the low-frequency support mode. In addition, in the high-frequency support mode, the opening time of the electric mechanism 34a when the electric mechanism opening is won may be set to be longer than in the low-frequency support mode.
[0105] Although not adopted in this embodiment, in high-frequency support mode, the number of times the electric mechanism 34a opens when an electric mechanism opening is won may be set to be greater than in low-frequency support mode. Furthermore, the opening time of the electric mechanism 34a may be set to be longer. Also, in high-frequency support mode, when an electric mechanism opening is won and the electric mechanism 34a opens multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in high-frequency support mode, the time secured from one electric mechanism opening lottery to the next electric mechanism opening lottery may be set to be relatively shorter than in low-frequency support mode.
[0106] As described above, in high-frequency support mode, the probability of balls entering the second starting opening 34 is higher than in low-frequency support mode. In other words, high-frequency support mode functions as an auxiliary game state that assists in fulfilling the conditions for acquiring special information.
[0107] In this embodiment, if the result of the lottery is a jackpot, the jackpot type is assigned using the jackpot type counter C2. The assignment of jackpot types corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63.
[0108] Figure 8 is an explanatory diagram showing the contents of the distribution table. Figure 8(a) shows the distribution table for the first starting gate, and Figure 8(b) shows the distribution table for the second starting gate. The distribution table for the first starting gate is referenced when drawing winning tickets based on the entry of game balls into the first starting gate 33, and the distribution table for the second starting gate is referenced when drawing winning tickets based on the entry of game balls into the second starting gate 34.
[0109] As shown in the distribution table for the first starting gate in Figure 8(a), the distribution table for the first starting gate has the following types of jackpots set based on the number of game balls entering the first starting gate 33: 16R probability variation jackpot, 8R probability variation jackpot, 16R normal jackpot, and 8R normal jackpot.
[0110] 16R probability variation jackpots and 8R probability variation jackpots are jackpots in which the opening and closing control of the variable prize entry device 36 in the opening and closing execution mode is in high-frequency prize entry mode, the lottery mode for the jackpot lottery after the end of the opening and closing execution mode (hereinafter also simply referred to as "lottery mode") is in high-probability mode, and the support mode after the end of the opening and closing execution mode is in high-frequency support mode. The difference between 16R probability variation jackpots and 8R probability variation jackpots is the number of times the opening and closing doors 36b of the variable prize entry device 36 are opened in the opening and closing execution mode: 16R probability variation jackpots are opened 16 times (16 rounds), and 8R probability variation jackpots are opened 8 times (8 rounds).
[0111] 16R regular jackpots and 8R regular jackpots are jackpots in which the opening and closing control of the variable prize entry device 36 in the opening and closing execution mode is in high-frequency prize entry mode, the lottery mode after the end of the opening and closing execution mode is in low-probability mode, and the support mode after the end of the opening and closing execution mode is in high-frequency support mode. The difference between 16R regular jackpots and 8R regular jackpots is the number of times the opening and closing doors 36b of the variable prize entry device 36 are opened in the opening and closing execution mode: 16R regular jackpots are opened 16 times (16 rounds), and 8R regular jackpots are opened 8 times (8 rounds).
[0112] In the distribution table for the first starting gate, among the values of the jackpot type counter C2 from "0 to 99", "0 to 39" correspond to 16R probability variation jackpots, "40 to 64" correspond to 8R probability variation jackpots, "65 to 89" correspond to 16R regular jackpots, and "90 to 99" correspond to 8R regular jackpots.
[0113] As described above, the pachinko machine 10 of this embodiment has four types of jackpots. Therefore, the types of jackpots are diverse. When comparing these four types of jackpots, the degree of advantage for the player is highest for the 16R probability variation jackpot, followed by the 8R probability variation jackpot, then the 16R normal jackpot, and finally the 8R normal jackpot. By having multiple types of jackpots with different degrees of advantage for the player in this way, monotony in the game is suppressed and the player's attention to the game can be increased.
[0114] As shown in the distribution table for the second starting gate in Figure 8(b), the distribution table for the second starting gate has two types of jackpots set based on the number of game balls entering the second starting gate 34: a 16R probability variation jackpot and an 8R normal jackpot. In the distribution table for the second starting gate, of the values of the jackpot type counter C2 from "0 to 99", "0 to 64" corresponds to a 16R probability variation jackpot, and "65 to 99" corresponds to an 8R normal jackpot.
[0115] Thus, in the pachinko machine 10 of this embodiment, the distribution of the type of jackpot when a jackpot is won differs depending on whether the jackpot is won based on balls entering the first start port 33 or balls entering the second start port 34, and a clear difference in the advantage for the player is provided.
[0116] If the winning lottery result is a loss, the system will not switch to the opening / closing execution mode, and neither the lottery mode nor the support mode will change. In the distribution of the type of jackpot, if it is a 16-probability jackpot or an 8-round probability jackpot, as explained earlier, the lottery mode after the opening / closing execution mode ends will be the high-probability mode, and this high-probability mode will continue until a jackpot is won in the next winning lottery.
[0117] As described above, the MPU 62 performs a lottery using the value of the winning random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE. Furthermore, the MPU 62 uses these values of the winning random number counter C1 and the jackpot type counter C2 to determine the display mode of the segment displays to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0118] Figure 9 is an explanatory diagram showing the contents of the win / loss table (win / loss table for electric mechanism opening lottery) used when executing the electric mechanism opening lottery.
[0119] Figure 9(a) shows the win / loss table for the electric mechanism opening lottery (for low-frequency support mode) used in low-frequency support mode. As shown in Figure 9(a), the win / loss table for the electric mechanism opening lottery (for low-frequency support mode) has two values set for the electric mechanism opening counter C4, 0 and 1, which result in a win when the electric mechanism is opened. There are 464 values set for the electric mechanism opening counter C4, from 2 to 465, which result in a loss. In other words, when a game ball passes through the through gate 35 and the electric mechanism opening lottery is executed in low-frequency support mode, there is a 1 / 233 probability of winning the electric mechanism opening. In the pachinko machine 10 of this embodiment, when the electric mechanism opening is won in low-frequency support mode, the electric mechanism 34a opens once, and the opening time is 1.4 seconds.
[0120] Figure 9(b) shows the win / loss table for the electric mechanism opening lottery (for high-frequency support mode) used in high-frequency support mode. As shown in Figure 9(b), the win / loss table for the electric mechanism opening lottery (for high-frequency support mode) has 462 values set from 0 to 461 for the electric mechanism opening counter C4, which results in a win when the electric mechanism is opened. There are 4 values set from 462 to 465 for the electric mechanism opening counter C4, which results in a loss. In other words, when a game ball passes through the through gate 35 and the electric mechanism opening lottery is executed in high-frequency support mode, there is a 231 / 233 probability of winning the electric mechanism opening. In the pachinko machine 10 of this embodiment, when the electric mechanism opening is won in high-frequency support mode, the electric mechanism 34a opens once, and the opening time is 1.6 seconds.
[0121] In this way, the win / loss table for the electric mechanism opening lottery is set so that the probability of a game ball entering the second start opening 34 is higher in the high-frequency support mode than in the low-frequency support mode.
[0122] (1-3) Electrical configuration of the sound and light emission control device and the display control device: Next, the electrical configuration of the sound and light emission control device 90 and the display control device 100 will be described.
[0123] Figure 10 is a block diagram showing the electrical configuration of the audio light emission control device 90 and the display control device 100. Note that some components, such as the power supply unit 85 (Figure 5), are omitted. The audio light emission control board 91 provided in the audio light emission control device 90 is equipped with an MPU 92. The MPU 92 is an element that incorporates a CPU, ROM 93, RAM 94, interrupt circuit, timer circuit, data input / output circuit, etc.
[0124] ROM93 stores various control programs, fixed value data, tables, etc., that are executed by MPU92. For example, a portion of the ROM93 area is provided with a performance pattern table storage area 93a, a variable display pattern table storage area 93b, and so on. Details of these will be described later.
[0125] RAM94 is memory for temporarily storing various data when executing the control program stored in ROM93. For example, a portion of the RAM94 area is provided with various flag storage areas 94a, various counter areas 94b, a lottery counter area 94c, etc. Note that it is not a requirement for ROM93 and RAM94 to be integrated into a single chip for the MPU92; they may be configured as separate chips.
[0126] The MPU92 is equipped with both input and output ports. The input side of the MPU92 is connected to the main control unit 60 and the performance control buttons 24. The MPU92 receives various commands from the main control unit 60. The output side of the MPU92 is connected to the speaker 46 and various lamps 47, as well as the display control unit 100.
[0127] Furthermore, in this embodiment, the output side of the MPU92 is connected to a main rotating mechanism drive unit 97 for operating the main rotating mechanism 170 for performance, and to a pair of sub-rotating mechanism drive units 98 and 99 for operating the sub-rotating mechanisms 180 and 190 for performance.
[0128] The display control board 101, provided in the display control device 100, is equipped with an MPU 102, which is a chip-integrated element containing a program ROM 103 and a work RAM 104, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not mandatory for the program ROM 103 and work RAM 104 to be integrated into a single chip on the MPU 102; they may be configured as separate chips.
[0129] The MPU102 analyzes various commands received from the audio light emission control device 90 or performs predetermined calculations based on the received commands to control the VDP105 (specifically, to generate internal commands for the VDP105).
[0130] The program ROM 103 is a memory for storing various control programs and fixed value data executed by the MPU 102, and also stores JPEG format image data for background images.
[0131] Work RAM 104 is memory used to temporarily store work data, flags, etc., that are used when various programs are executed by MPU 102.
[0132] The VDP105 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver incorporated into the pattern display device 41. Because the VDP105 is an IC chip, it is also called a "drawing chip" and is a type of microcontroller chip that incorporates firmware dedicated to drawing processing. The VDP105 adjusts the timing of the MPU102, video RAM107, etc., to intervene in data reading and writing, and reads image data to be stored in the video RAM107 from the character ROM106 at a predetermined timing and displays it on the pattern display device 41.
[0133] The character ROM 106 serves as an image data library for storing character data such as patterns and illustrations displayed on the pattern display device 41. This character ROM 106 stores bitmap image data of various display patterns and illustrations, as well as a color palette table referenced when determining the color representation for each dot of the bitmap image. It is also possible to provide multiple character ROMs 106, with each character ROM 106 responsible for storing different types of image data. Furthermore, it is possible to configure the system to store JPEG image data for background images, which is stored in the program ROM 103, in the character ROM 106.
[0134] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the contents of the video RAM 107.
[0135] Hereafter, the MPU62, ROM63, and RAM64 of the main control unit 60 will also be referred to as the main MPU62, main ROM63, and main RAM64, respectively; the MPU92, ROM93, and RAM94 of the sound and light control device 90 will also be referred to as the sound and light side MPU92, sound and light side ROM93, and sound and light side RAM94, respectively; and the MPU102 of the display control device 100 will also be referred to as the display side MPU102.
[0136] 《1-4》Overview of processing and performance by gaming machines: Next, an overview of the processes performed by the pachinko machine 10 of this embodiment will be described.
[0137] 《1-4-1》Pending display: In the pachinko machine 10 of this embodiment, as described above, the sub-area SA located below the display surface 41a of the symbol display device 41 displays the first start-up-outlet-holding-in-place area Ds1 which shows the number of reserved balls based on the number of game balls that have entered the first start-up-outlet 33, the second start-up-outlet-holding-in-place area Ds2 which shows the number of reserved balls based on the number of game balls that have entered the second start-up-outlet 34, and the reserved ball consumption-in-place area Dm located between the first start-up-outlet-holding-in-place area Ds1 and the second start-up-outlet-holding-in-place area Ds2.
[0138] Figure 11 is an explanatory diagram showing an example of the changes in the first start-up area Ds1 and the reserve consumption area Dm. In the first start-up area Ds1, up to four reserve indicator icons corresponding to each reserve (each of up to four reserves) based on the entry of game balls into the first start-up area 33 are displayed side by side. In this embodiment, the reserve indicator icons are circular, and in the example shown in Figure 11(a), the first reserve indicator icon H1 and the second reserve indicator icon H2 are shown, corresponding to the first and second reserves, respectively. In the first start-up area Ds1, the first reserve indicator icon H1 is displayed at the far right position, and the second reserve indicator icon H2 is displayed at the second position from right to left. That is, in the first start-up area Ds1, each time a game ball enters the first start-up area 33, the reserve indicator icons are displayed increasing by one from right to left.
[0139] The reserved ball consumption area Dm is a trapezoid with an upper base longer than its lower base, and in the example shown in Figure 11(a), the reserved ball display icon H0 is placed on the upper part of the reserved ball consumption area Dm. In the pachinko machine 10 of this embodiment, a winning lottery is held when a ball enters the first start port 33 or the second start port 34, and a variable display is shown to notify the result of the winning lottery. At the timing when this variable display starts, the reserved ball display icon is placed on the upper part of the reserved ball consumption area Dm. This variable display is based on the reserved balls (reserved information) corresponding to the reserved ball display icon H0 placed on the upper part of the reserved ball consumption area Dm. By observing that the reserved ball display icon H0 is placed on the upper part of the reserved ball consumption area Dm, the player can know that the reserved balls corresponding to the reserved ball display icon H0 have been consumed.
[0140] In the state shown in Figure 11(a), once the fluctuation display ends and the stop display is shown, the hold display icon H0 placed on top of the hold consumption area Dm disappears. Subsequently, as shown in Figure 11(b), the first hold display icon H1, which is located on the far right in the first start port hold area Ds1, moves to the top of the hold consumption area Dm. At this time, the second hold display icon H2, which is located second from the right in the first start port hold area Ds1, moves (shifts) to the far right position. Note that in the example shown in Figure 11(b), there are no hold display icons located third and fourth from the right to the left, but if they existed, the hold display icon in the third position would move (shift) to the second position, and the hold display icon in the fourth position would move (shift) to the third position.
[0141] As a result of the movement shown in Figure 11(b), the state shown in Figure 11(c) is reached. That is, the first reserve display icon H1 is placed at the top of the reserve consumption area Dm, and the second reserve display icon H2 is displayed at the far right position of the first start-out reserve area Ds1. At this time, a variable display is executed to notify the result of the winning lottery based on the reserve (reserve information) corresponding to the first reserve display icon H1.
[0142] As described above, each time a variation display and stop display corresponding to one game round is executed, each reserve display icon displayed in the first start-out reserve area Ds1 shifts from left to right, and finally moves from the rightmost position to the top of the reserve consumption area Dm. Then, a variation display and stop display are executed to announce the result of the winning lottery based on the reserve information corresponding to that reserve display icon. In this way, for each reserve display icon displayed in the first start-out reserve area Ds1, the reserve information corresponding to each reserve display icon becomes the subject of the winning lottery in order from right to left (i.e., in the order in which it was reserved).
[0143] Figure 12 is an explanatory diagram showing an example of the changes in the second start-up slot reserve area Ds2 and the reserve consumption area Dm. In the second start-up slot reserve area Ds2, up to four reserve display icons H corresponding to each reserve (up to four reserves) based on the entry of game balls into the second start-up slot 34 are displayed side by side. The manner of change in the second start-up slot reserve area Ds2 is broadly the same as the manner of change in the first start-up slot reserve area Ds1 shown in Figure 11, but the direction of operation is reversed compared to the case of the first start-up slot reserve area Ds1. That is, each time a game ball enters the second start-up slot 34, the reserve display icons H are displayed increasing by one from left to right. With each game round, the reserve display icons H in the second start-up slot reserve area Ds2 move one by one from right to left, and finally move to the top of the reserve consumption area Dm, where a fluctuation display and stop display are executed to announce the result of the winning lottery based on the reserve (reserve information) corresponding to the reserve display icon H. In this way, for each reserved display icon displayed in the second start slot reserved area Ds2, the reserved information corresponding to each reserved display icon becomes the target of the winning lottery in order from left to right (i.e., in the order in which they were reserved).
[0144] The hold indicator icons displayed in the first start gate hold area Ds1 and the second start gate hold area Ds2 were circular as described earlier, but they may be replaced with other polygonal shapes such as triangles, squares, or pentagons. Furthermore, the hold indicator icons are not limited to geometric images, but may also be images of characters, etc. The hold consumption area Dm was trapezoidal as described earlier, but it may be replaced with images of other shapes such as triangles, squares, or circles. Also, the hold consumption area Dm may be not limited to geometric images, but may also be images of characters, etc. In addition, in this embodiment, the hold indicator icons that moved from the first start gate hold area Ds1 or the second start gate hold area Ds2 to the hold consumption area Dm were placed on top of the hold consumption area Dm, but instead, they may be displayed in a way that they disappear when they enter the hold consumption area Dm.
[0145] 《1-4-2》Reserve Change Notification Effect: In this embodiment, the pachinko machine 10 checks the value of the winning random number counter C1 included in each piece of holding information before it becomes the subject of the winning lottery, in order to increase the player's anticipation for the holding information corresponding to each holding display icon (i.e., the holding information stored in the holding information storage area 64b of the RAM 64), and performs an effect that gives the player a sense of anticipation based on the result of the check, a so-called pre-announcement effect. As one of the pre-announcement effects, the pachinko machine 10 in this embodiment performs a holding change notification effect (hereinafter also simply called "hold change notification") that suggests the expectation (reliability) of winning a jackpot for the holding information corresponding to the holding display icon whose display color has changed, by changing the display color of each holding display icon from the default color (for example, white) to another color.
[0146] In the pachinko machine 10 of this embodiment, the display colors of the reserve display icon are white as the default color, blue, green, and red. These correspond to four stages, from the lowest to the highest probability (reliability) of winning a jackpot in the winning lottery. In other words, the probability of winning a jackpot is lowest for white, higher for blue than white, higher for green than blue, and highest for red. To put it another way, according to the reserve change notification, if the display color of the reserve display icon remains the default white, the probability of winning a jackpot is low. When the display color changes to blue, the probability of winning a jackpot becomes higher than when it is white. When the display color changes to green, the probability of winning a jackpot becomes higher than when it is blue. When the display color changes to red, the probability of winning a jackpot becomes higher than when it is green. When the reserve change notification changes the display color of the reserve display icon H to a color that indicates a high probability of winning a jackpot, it is possible to increase the player's expectation of winning a jackpot and enhance the enjoyment of the game.
[0147] In the pachinko machine 10 of this embodiment, when a jackpot is won in the winning lottery, at the end of the game round related to the jackpot, the value of the winning random number counter C1 included in the reserved information stored in the reserved information storage area 64b is checked, and based on the result of the check, a determination is made as to whether or not a jackpot has been confirmed, that is, whether or not there is a so-called reserved consecutive win (= consecutive win within the reserved).
[0148] 《1-4-3》Configuration of the main rotating mechanism for performance: As explained earlier, the main rotating mechanism 170 for performance is positioned above the display surface 41a of the symbol display device 41 and is configured to be movable downward from the origin position shown in Figure 3.
[0149] Figure 13 is a front view of the game board 30 when the main rotating mechanism 170 for performances has moved to its lowest position (hereinafter referred to as the lowest point position). As shown in the figure, at the lowest point position, the main rotating mechanism 170 for performances is located near the center of the display surface 41a of the symbol display device 41. The main rotating mechanism 170 for performances is configured to be movable from the origin position shown in Figure 3 to the lowest point position shown in Figure 13. The main rotating mechanism 170 for performances moves from the origin position to the lowest point position and returns from the lowest point position to the origin position in accordance with the execution of a predetermined performance process.
[0150] As shown in Figures 3 and 13, in a front view of the game board 30, the main rotating mechanism 170 for performance is configured such that five petal-shaped parts 172 are arranged around a rotating shaft 171. Each petal-shaped part 172 is a plate-shaped member and has the shape of a petal in a front view (hereinafter, when simply referred to as "front view," it means a front view of the game board 30). The rotating shaft 171 extends in the front-to-back direction of the game board 30 (a direction perpendicular to the surface of the game board 30) and is configured to be rotatable around the rotating shaft 171. When the rotating shaft 171 is rotated, each petal-shaped part 172 connected to the rotating shaft 171 rotates, for example, in the direction of arrow RL, that is, counterclockwise in a front view.
[0151] The main rotating prop 170 for performance is configured such that when it is in the origin position shown in Figure 3, each of the five petal sections 172 is gathered at the rotation axis section 171, resulting in a shape resembling a closed flower when viewed from the front. On the other hand, when the main rotating prop 170 for performance is in the lowest position shown in Figure 13, each of the five petal sections 172 is separated from the rotation axis section 171, resulting in a shape resembling an open flower when viewed from the front.
[0152] Each of the five petal sections 172 is molded from a translucent colored resin material (for example, cherry blossom pink), and a through hole is formed in one of the five petal sections 172, into which a magnifying lens LZ is embedded. With this configuration, four of the five petal sections 172 allow some of the light emitted from the display surface 41a of the pattern display device 41 to pass through, while the remaining petal section 172 (hereinafter also referred to as petal section 172L) allows the light emitted from the display surface 41a of the pattern display device 41 to pass through after being magnified by the magnifying lens LZ.
[0153] In summary, the main rotating prop 170 for performance purposes performs the following four actions or functions: • Movement: The movement starts from the origin position shown in Figure 3, moves to the lowest point position shown in Figure 13, and then returns from the lowest point position to the origin position. • Rotational motion: For example, a counterclockwise rotation when viewed from the front. • Expanding and contracting motion: At the origin position, each petal portion 172 gathers towards the rotation axis portion 171 to form a closed flower shape, and at the lowest point position, each petal portion 172 separates from the rotation axis portion 171 to form an open flower shape. • Light transmission effect: In one of the five petal sections 172L, light emitted from the display surface 41a of the pattern display device 41 is magnified and transmitted through the magnifying lens LZ.
[0154] Figure 14 is a schematic right side view showing the main rotating prop 170 for performance and the main rotating prop drive unit 97 (Figure 10) that operates the main rotating prop 170 for performance. As previously described, the main rotating prop 170 for performance comprises a rotating shaft portion 171 and five petal portions 172. The main rotating prop drive unit 97 for performance comprises a motor 174 for rotating the main rotating prop, a rack and pinion mechanism portion 175, a pinion linking motor 176, and an enlargement and reduction mechanism portion 177.
[0155] The main rotating mechanism rotation motor 174 is the unit that controls the rotational movement of the main rotating mechanism 170 for performance purposes, and is connected to the end of the rotating shaft portion 171 opposite to the side to which the petal portion 172 is connected. Receiving the driving force of the main rotating mechanism rotation motor 174, the main rotating mechanism 170 for performance purposes rotates, for example, in the direction of arrow RL, that is, counterclockwise when viewed from the front. In this embodiment, the speed of this rotation is set to a constant speed such that each petal portion 172 provided on the main rotating mechanism 170 for performance purposes can be seen. The main rotating mechanism rotation motor 174 is, for example, composed of a stepping motor.
[0156] The rack and pinion mechanism 175 and the pinion connecting motor 176 are units that control the aforementioned movement of the main rotating mechanism 170 for performance. The rack and pinion mechanism 175 comprises a rack 175a and a pinion 175b. A mounting portion 174a of the main rotating mechanism rotation motor 174 is connected to one end of the rack 175a. The pinion connecting motor 176 is connected to the central axis of the pinion 175b. The rack and pinion mechanism 175 can convert the rotational motion of the pinion connecting motor 176 into linear motion. Receiving the driving force of the pinion connecting motor 176, the main rotating mechanism rotation motor 174 and the main rotating mechanism 170 for performance move together in the vertical direction Y of the game board 30. The pinion connecting motor 176 is configured, for example, as a stepping motor.
[0157] The scaling mechanism 177 is a unit that controls the scaling operation of the main rotating prop 170 for performance purposes as described above. It is attached to the rotating shaft 171 and connected to each petal 172. The scaling mechanism 177 allows the main rotating prop 170 for performance purposes to be in a closed flower shape with each petal 172 gathered towards the rotating shaft 171 at the origin position (hereinafter referred to as the closed petal state), and allows the main rotating prop 170 for performance purposes to be in an open flower shape with each petal 172 separated from the rotating shaft 171 at the lowest point position (hereinafter referred to as the open petal state).
[0158] The main rotating mechanism motor 174, the pinion connecting motor 176, and the scaling mechanism 177, all located in the main rotating mechanism drive unit 97 for performances, receive control signals from the MPU 92 of the sound and light emission control device 90. As a result, the main rotating mechanism motor 174, the pinion connecting motor 176, and the scaling mechanism 177 are controlled by the sound and light emission control device 90. In this embodiment, the pachinko machine 10 performs two processes for this control: a one-shot notification performance process, which performs a one-shot notification performance, and a big or small performance process, which performs a big or small performance. The one-shot notification performance process will be described in detail below.
[0159] 《1-4-4》 Instant Notification Production: The MPU 92 of the sound and light emission control device 90 determines by lottery whether or not to execute an instant notification effect when the result of the winning lottery in a game round is a jackpot win, and executes the instant notification effect processing when it is determined to execute the instant notification effect. The instant notification effect is an effect that notifies the player that the result of the winning lottery is a jackpot win before the combination of symbols becomes a predetermined combination corresponding to a jackpot win. The lottery to determine whether or not to execute the instant notification effect is performed by generating an instant notification random number and determining whether or not the random number matches a predetermined value.
[0160] When the instant notification effect processing is initiated, the MPU 92 of the sound and light emission control device 90 controls the pinion connecting motor 176 at the start of a game round in which the result of the winning lottery is a jackpot, to move the main rotating mechanism 170 for the effect from the origin position shown in Figure 3 to the lowest point position shown in Figure 13. In this embodiment, an origin position detection sensor (not shown) capable of detecting when the main rotating mechanism 170 for the effect is at the origin position and a lowest point position detection sensor (not shown) capable of detecting when the main rotating mechanism 170 for the effect is at the lowest point are provided, and when moving the main rotating mechanism 170 for the effect from the origin position to the lowest point position, the pinion connecting motor 176 is driven until the main rotating mechanism 170 for the effect is detected by the lowest point position detection sensor.
[0161] At a predetermined time after the start of the above-mentioned movement of the main rotating prop 170 for performance (before it reaches the lowest position), the MPU92 controls the motor 174 for rotating the main rotating prop 170 to rotate the main rotating prop 170 in a counterclockwise direction (RL) when viewed from the front, and also controls the expansion / contraction mechanism 177 to change each petal part 172 from a closed state to an open state.
[0162] Figure 15 is an explanatory diagram showing the operation of the main rotating prop 170 for the performance due to the one-shot notification performance processing. As described above, as a result of controlling the main rotating prop rotation motor 174 and the enlargement / reduction mechanism 177 at the above timing, as shown in Figure 15(a), the main rotating prop 170 for the performance changes from a closed petal state to an open petal state and rotates counterclockwise RL when viewed from the front, while moving from the origin position to the lowest point position (while moving in the +Y direction).
[0163] Subsequently, when the main rotating prop 170 for performance reaches its lowest position, the MPU92 causes the main rotating prop 170 to continue rotating and in a petal-open state for a predetermined period of time from the moment it reaches that position. As a result, as shown in Figure 15(b), the main rotating prop 170 for performance rotates in a front view counterclockwise RL direction in a petal-open state for a predetermined period of time at its lowest position.
[0164] When the above predetermined period has elapsed, the MPU92 controls the main rotating mechanism motor 174 to stop the rotating main rotating mechanism 170 for performance, and controls the expansion / contraction mechanism 177 to change each petal part 172 from an open state to a closed state. After that, the MPU92 controls the pinion connecting motor 176 to return it from the lowest point position shown in Figure 13 to the origin position shown in Figure 3. When returning the main rotating mechanism 170 for performance from the lowest point position to the origin position, the pinion connecting motor 176 is driven until the main rotating mechanism 170 for performance is detected by the origin position detection sensor.
[0165] The sound and light emission control device 90, during the predetermined period when the main rotating prop 170 for performance is at its lowest point, performs a process to cause the display control device 100 to display a predetermined image on the display surface 41a of the pattern display device 41. Figure 15(b) shows the display surface 41a with the predetermined image displayed. As explained earlier, when the main rotating prop 170 for performance is at its lowest point, the main rotating prop 170 for performance rotates counterclockwise RL in a front view with its petals open for a predetermined period. Therefore, the magnifying lens LZ provided on the main rotating prop 170 for performance rotates on a circular orbit centered on the rotation axis 171 of the main rotating prop 170 in a front view. The sound and light emission control device 90 causes the display control device 100 to display on the pattern display device 41 an image in which a plurality (10 in this embodiment) of circular high-luminance parts HB are arranged (drawn) at equal intervals so as to overlap with the circular orbit in a front view.
[0166] The light emitted from each high-luminosity area HB included in the predetermined image travels toward the front of the game board 30, passing through some of the rotating petal sections 172, through the gaps between adjacent petal sections 172 toward the player, or being magnified through a magnifying lens LZ embedded in one of the petal sections 172L before being sent toward the player. For this reason, during a predetermined period when the main rotating mechanism 170 for performance is at its lowest position, the player can see the high-luminosity areas HB, which were visible through the rotating petal sections 172 and the gaps between adjacent petal sections 172, as being magnified by the magnifying lens LZ provided in the petal section 172L and appearing to shine brightly.
[0167] With the one-shot notification effect configured as described above, when the main rotating mechanism 170 for the effect is at its lowest point for a predetermined period of time, and the high-brightness part HB of the rotating petal part 172L becomes visible through the magnifying lens LZ, it is possible to increase the player's expectation of winning a jackpot and enhance the enjoyment of the game. In particular, in the pachinko machine 10 of this embodiment, since the high-brightness part HB, which is magnified and shines brightly by the magnifying lens LZ, can be made visible to the player, the sense of excitement for the one-shot notification effect can be further enhanced, and the enjoyment of the game can be further enhanced.
[0168] 《1-4-5》Configuration of the sub-rotating mechanism for performance: As explained earlier, each of the pair of performance sub-rotating mechanisms 180 and 190 is positioned below the display surface 41a of the symbol display device 41 and is configured to be movable upward from the origin position shown in Figure 3. When each performance sub-rotating mechanism 180 and 190 is in the origin position, most of each performance sub-rotating mechanism 180 and 190 is hidden by the cover plate 199, and only a portion of each performance sub-rotating mechanism 180 and 190 protrudes from the cover plate 199.
[0169] Figure 16 is a front view showing a pair of performance-oriented rotating mechanisms 180 and 190. The performance-oriented rotating mechanism 180, which is located on the right side in the front view, will be described first. The performance-oriented rotating mechanism 180 comprises a rotating shaft portion 181 and a rotating body 182.
[0170] The rotating body 182 is a flat plate-shaped member having an outer shape in which one pair of opposite sides are parallel and the other pair of opposite sides are semicircular. The rotating body 182 is molded from a resin material with an opaque color (for example, red). As a variation, the opaque color may be replaced with a transparent color. A rotating shaft portion 181 is connected to the center of the rotating body 182. The rotating shaft portion 181 extends in the front-to-back direction (direction perpendicular to the surface of the game board 30) Z of the game board 30 and is configured to be rotatable around the rotating shaft portion 181. When the rotating shaft portion 181 is rotated, the rotating body 182 connected to the rotating shaft portion 181 rotates, for example, in the direction of arrow RL, i.e., counterclockwise when viewed from the front. The outer shape of the rotating body 182 is point-symmetric with respect to the center of rotation of the rotating body 182 when the game board 30 is viewed from the front.
[0171] A circular through-hole is provided near one end of the rotating body 182 in the longitudinal direction, and transparent resin 183 is embedded in this through-hole. The string of characters 183a, "BIG", is drawn on the transparent resin 183 in rainbow colors. A circular through-hole is provided near the other end of the rotating body 182 in the longitudinal direction, and transparent resin 184 is embedded in this through-hole. The string of characters 184a, "BIG", is drawn on the transparent resin 184 in black letters.
[0172] The performance sub-rotating mechanism 180 is configured to be movable in the vertical direction Y, moving from the origin position to the uppermost position (hereinafter referred to as the uppermost position), and then returning from the uppermost position to the origin position. A long, flat connecting rod 185 is connected to the rotating shaft 181.
[0173] Figure 17 is a schematic right side view showing the performance sub-rotating mechanism 180 and the performance sub-rotating mechanism drive unit 98 that operates the performance sub-rotating mechanism 180. As previously described, the performance sub-rotating mechanism 180 comprises a rotating shaft portion 181 and a rotating body 182. The performance sub-rotating mechanism drive unit 98 comprises a motor 186 for rotating the sub-rotating mechanism, a rack and pinion mechanism portion 187, and a pinion coupling motor 188.
[0174] The sub-rotating mechanism rotation motor 186 is a unit that controls the rotation of the performance sub-rotating mechanism 180, and is connected to the end of the rotating shaft portion 181 opposite to the side to which the rotating body 182 is connected. Receiving the driving force of the sub-rotating mechanism rotation motor 186, the performance sub-rotating mechanism 180 rotates, for example, in the direction of arrow RL, that is, counterclockwise when viewed from the front. In this embodiment, the speed of this rotation is set to a speed at which the rotating body 182 provided on the performance sub-rotating mechanism 180 can be seen.
[0175] The rack and pinion mechanism 187 and the pinion connecting motor 188 are units that control the movement of the performance sub-rotating mechanism 180. The rack and pinion mechanism 187 comprises a rack 187a and a pinion 187b. A mounting portion 186a for the sub-rotating mechanism rotation motor 186 is connected to one end of the rack 187a. The pinion connecting motor 188 is connected to the central axis of the pinion 187b. The rack and pinion mechanism 187 can convert the rotational motion of the pinion connecting motor 188 into linear motion. As a result, the sub-rotating mechanism rotation motor 186 and the performance sub-rotating mechanism 180 move together from the origin position shown by the solid line in the figure to the uppermost position shown by the dashed line in the figure, receiving the driving force of the pinion connecting motor 188, and then return from the uppermost position to the origin position. Note that in the diagram, the connecting rod 185 shown in Figure 16 is omitted. The connecting rod 185 has the function of concealing the rack 187a in a front view and does not control the movement of the performance sub-rotating mechanism 180.
[0176] When the performance sub-rotating mechanism 180 is at the origin position shown by the solid line in the figure, the performance sub-rotating mechanism 180 is positioned such that, in a front view, most of its rotating body 182 is hidden behind (on the back side of) the cover plate 199. Specifically, in the front-to-back direction Z of the game board 30, the rotating body 182 of the performance sub-rotating mechanism 180 is located behind the cover plate 199, and when the performance sub-rotating mechanism 180 is at the origin position, the performance sub-rotating mechanism 180 is positioned such that most of its rotating body 182 is hidden behind the cover plate 199.
[0177] When the sub-rotating mechanism 180 for performance is at the uppermost position indicated by the dashed line in the figure, when the main rotating mechanism 170 for performance moves to the lowermost position, the sub-rotating mechanism 180 for performance can be positioned such that, in a front view, a part of its rotating body 182 is hidden behind (on the back side of) the petal portion 172 of the main rotating mechanism 170 for performance. Specifically, in the front-to-back direction Z of the game board 30, the rotating body 182 of the sub-rotating mechanism 180 for performance is located behind the petal portion 172. Therefore, when the sub-rotating mechanism 180 for performance is at the uppermost position, a part of its rotating body 182 can be hidden behind the petal portion 172.
[0178] Returning to the explanation of Figure 16, the second rotating prop for performance, positioned on the left side in a front view (hereinafter also referred to as the second rotating prop for performance), has almost the same configuration as the first rotating prop for performance, positioned on the right side in a front view (hereinafter also referred to as the first rotating prop for performance) 180. That is, the second rotating prop for performance 190, like the first rotating prop for performance 180, comprises a rotating shaft 191 and a rotating body 192. The rotating body 192 differs from the rotating body 182 of the first rotating prop for performance 180 in that the strings 193a and 194a drawn on the transparent resin 193 and 194 are "SML", but otherwise they are the same. That is, the rotating body 192 has the strings "SML" 193a in rainbow colors and the strings "SML" 194a in black drawn on it. SML is an abbreviation for SMALL. A long, flat connecting rod 195 is connected to the rotating shaft portion 191.
[0179] The performance sub-rotating mechanism drive unit 99 (hereinafter referred to as the second performance sub-rotating mechanism drive unit) 99, which operates the second performance sub-rotating mechanism 190, has almost the same configuration as the performance sub-rotating mechanism drive unit 98 (Figure 17, hereinafter referred to as the first performance sub-rotating mechanism drive unit) which operates the first performance sub-rotating mechanism 180. That is, the second performance sub-rotating mechanism drive unit 99 comprises a motor for rotating the sub-rotating mechanism, a rack and pinion mechanism, and a motor for connecting the pinion. Similar to the first performance sub-rotating mechanism drive unit 98, the second performance sub-rotating mechanism drive unit 99 rotates the second performance sub-rotating mechanism 190 counterclockwise in a front view, moves it from the origin position to the top position, and then returns it from the top position to the origin position. When the second sub-rotating mechanism 190 is in its origin position, it is positioned such that, in a front view, most of its rotating body 192 is hidden behind the cover plate 199. When the second sub-rotating mechanism 190 is in its uppermost position, if the main rotating mechanism 170 moves to its lowermost position, the second sub-rotating mechanism 190 can be positioned such that, in a front view, a portion of its rotating body 192 is hidden behind the petal portion 172 of the main rotating mechanism 170.
[0180] 《1-4-6》Big or Small Production: Next, we will explain the Big or Small animation process in detail. In the Big or Small animation process, the main rotating mechanism 170 for the animation, the first sub-rotating mechanism 180 for the animation, and the second sub-rotating mechanism 190 for the animation work together to perform the Big or Small animation to announce the number of rounds won and whether or not there are consecutive wins if a jackpot is won in the winning lottery. First, we will explain the control of the main rotating mechanism 170 for the animation by the Big or Small animation process.
[0181] The MPU 92 of the sound and light emission control device 90 determines by lottery whether or not to execute the Big or Small animation when the result of the winning lottery in a game round is a jackpot win, and executes the Big or Small animation process when it is determined to execute the Big or Small animation. The lottery to determine whether or not to execute the Big or Small animation is performed by generating a random number for the Big or Small animation and determining whether or not the random number matches a predetermined value.
[0182] When the Big or Small effect processing is initiated, the MPU 92 of the sound and light emission control device 90 controls the pinion connecting motor 176 (see Figure 14) to move the main rotating mechanism 170 for the effect from its origin to its lowest point after the end of a game round in which the result of the winning lottery was a jackpot (at the start of the opening period described later). Furthermore, at a predetermined time after the start of the above movement of the main rotating mechanism 170 for the effect (before it reaches its lowest point), the MPU 92 controls the main rotating mechanism rotation motor 174 (see Figure 14) to rotate the main rotating mechanism 170 in a counterclockwise direction (RL) when viewed from the front, and also controls the enlargement and reduction mechanism 177 (see Figure 14) to change each petal part 172 from a closed state to an open state.
[0183] Figure 18 is an explanatory diagram showing the operation of the main rotating prop 170 and other components used in the Big or Small effect processing. As a result of controlling the motor 174 for rotating the main rotating prop and the enlargement / reduction mechanism 177 at the above timing, as shown in Figure 18(a), the main rotating prop 170 changes from a closed petal state to an open petal state and rotates counterclockwise (RL) when viewed from the front, while moving from the origin position to the lowest point position (while moving in the +Y direction).
[0184] Subsequently, when the main rotating prop 170 for performance reaches its lowest position, the MPU92 controls the main rotating prop rotation motor 174 to stop the rotating main rotating prop 170 at a predetermined rotation stop position. The state shown in Figure 18(b) is the state when it has stopped at the predetermined rotation stop position. The predetermined rotation stop position (hereinafter referred to as the predetermined rotation stop position) will be described later. Next, after a specific time (for example, 3 seconds) has elapsed from the stopped state, the MPU92 controls the expansion / contraction mechanism 177 to change each petal part 172 from the open petal state to the closed petal state. After that, the MPU92 controls the pinion coupling motor 176 to return the main rotating prop 170 for performance from the lowest position to the origin position.
[0185] The predetermined rotation stop positions will now be explained in detail. In the pachinko machine 10 of this embodiment, a first predetermined rotation stop position and a second predetermined rotation stop position are pre-prepared as predetermined rotation stop positions at the lowest point of the main rotating mechanism 170 for performance. The first predetermined rotation stop position is a position that can interact with the first sub-rotating mechanism 180 for performance, and specifically, it is the position of the main rotating mechanism 170 for performance shown in Figure 18(b). As shown in Figure 18(b), when the main rotating mechanism 170 for performance is at the first predetermined rotation stop position, in a front view of the game board 30, the rainbow-colored string 183a or the black string 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 for performance, which has moved to the highest point, can overlap with the magnifying lens LZ provided on the main rotating mechanism 170 for performance. In other words, in a front view of the game board 30, the position of the main rotating mechanism 170 for performance when the center of the magnifying lens LZ provided on the main rotating mechanism 170 for performance coincides with the rainbow-colored string 183a or black string 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 for performance, which is located at the highest point, corresponds to the first predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotating mechanism 170 for performance moves from the origin position to the lowest position, the main rotating mechanism rotation motor 174 is controlled so that, in a front view of the game board 30, the center of the magnifying lens LZ provided on the main rotating mechanism 170 for performance is able to coincide with the position of the rainbow-colored string 183a or black string 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 for performance, which has moved to the highest position, thereby enabling the rotating main rotating mechanism 170 for performance to be stopped at a first predetermined rotation stop position.
[0186] Figure 19 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating mechanism 170 for performance. The second predetermined rotation stop position is a position that allows interaction with the second sub-rotating mechanism 190 for performance, and specifically, it is the position of the main rotating mechanism 170 for performance shown in Figure 19. As shown in Figure 19, when the main rotating mechanism 170 for performance is in the second predetermined rotation stop position, in a front view of the game board 30, the rainbow-colored string 193a or the black string 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 for performance, which has moved to the uppermost position, can overlap with the magnifying lens LZ provided on the main rotating mechanism 170 for performance. In other words, in a front view of the game board 30, the position of the main rotating mechanism 170 for performances when the center of the magnifying lens LZ provided on the main rotating mechanism 170 for performances coincides with the rainbow-colored string 193a or black string 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 for performances, which is located at the highest point, corresponds to the second predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotating mechanism 170 for performance moves from the origin position to the lowest position, the main rotating mechanism rotation motor 174 is controlled so that, in a front view of the game board 30, the center of the magnifying lens LZ provided on the main rotating mechanism 170 for performance can overlap with the position of the rainbow-colored string 193a or black string 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 for performance, which has moved to the highest position, thereby enabling the rotating main rotating mechanism 170 for performance to be stopped at a second predetermined rotation stop position.
[0187] The choice between the first predetermined rotation stop position and the second predetermined rotation stop position is determined by the number of rounds played when a jackpot is won, which triggers the execution of the Big or Small performance process. Specifically, if the result of the distribution judgment performed during the winning lottery that triggers the execution of the Big or Small performance process is a 16R probability variation jackpot or a 16R normal jackpot, the motor 174 for rotating the main rotating mechanism is controlled at the lowest point to stop the main rotating mechanism 170 for the performance at the first predetermined rotation stop position. On the other hand, if the result of the distribution judgment performed during the winning lottery that triggers the execution of the Big or Small performance process is an 8R probability variation jackpot or an 8R normal jackpot, the motor 174 for rotating the main rotating mechanism is controlled at the lowest point to stop the main rotating mechanism 170 for the performance at the second predetermined rotation stop position.
[0188] In the Big or Small effect processing, control is performed on the main rotating mechanism 170 for the effect as described above, as well as on the first sub-rotating mechanism 180 and the second sub-rotating mechanism 190 for the effect. The control of the first sub-rotating mechanism 180 and the second sub-rotating mechanism 190 for the effect will be described next. In the pachinko machine 10 of this embodiment, the first sub-rotating mechanism 180 and the second sub-rotating mechanism 190 for the effect are controlled so that they move in the same way.
[0189] When the Big or Small effect processing is initiated, the MPU 92 of the sound and light emission control device 90 moves the main rotating mechanism 170 for the effect from its origin to its lowest point, and in synchronization with this movement, controls the pinion connecting motors (see Figure 17) to move the sub-rotating mechanisms 180 and 190 for the effect from their origin to their highest point. The movement speed during this time is kept constant. Furthermore, at a predetermined time after the above movement of the sub-rotating mechanisms 180 and 190 has started (before they reach their highest point), the MPU 92 controls the motors 186 for each sub-rotating mechanism (see Figure 17) to rotate the sub-rotating mechanisms 180 and 190 in a counterclockwise (RL) direction when viewed from the front. The rotation speed during this time is kept constant. As a result, as shown in Figure 18(a), each of the sub-rotating performance components 180 and 190 rotates counterclockwise (RL) when viewed from the front, while moving from the origin to the top position (while moving in the -Y direction). When the main rotating performance component 170 and each of the sub-rotating performance components 180 and 190 are in the configuration shown in Figure 18(a), the sub-rotating performance components 180 and 190 are spaced apart from the main rotating performance component 170. Therefore, the rotating bodies 182 and 192 of each sub-rotating performance component 180 and 190 are visible when viewing the game board 30 from the front, without passing through the petal portion 172 of the main rotating performance component 170. In the pachinko machine 10 of this embodiment, as explained earlier, the main rotating mechanism 170 for performances was moved from the origin position to the lowest position, and the sub-rotating mechanisms 180 and 190 for performances were moved in sync with this movement. However, the timing of their movements does not necessarily have to coincide, and as a modification, the timing of their movements may be staggered. Specifically, the main rotating mechanism 170 for performances may be moved to the lowest position first, and then the sub-rotating mechanisms 180 and 190 for performances may be moved to the highest position. Alternatively, the sub-rotating mechanisms 180 and 190 for performances may be moved to the highest position first, and then the main rotating mechanism 170 for performances may be moved to the lowest position.
[0190] Subsequently, when each of the sub-rotating performance components 180 and 190 reaches its highest point, the MPU92 controls the motors 186 for each sub-rotating component to stop the rotating components 180 and 190 at a specific rotation stop position. The state shown in Figure 18(b) is when the components have stopped at a specific rotation stop position. The specific rotation stop position (hereinafter referred to as the specific rotation stop position) will be described later. The timing at which each of the sub-rotating performance components 180 and 190 stops at a specific rotation stop position is controlled to be synchronized with the timing at which the main performance rotating component 170 stops at a predetermined rotation stop position at its lowest point. Note that the timing at which the rotations of both components stop does not necessarily have to be the same, and as a modification, the timing at which the rotations of both components stop may be staggered. Specifically, the main rotating prop 170 for performances may be stopped first at a predetermined rotation stop position, and then the rotating sub-rotating props 180 and 190 for performances may be stopped at specific rotation stop positions. Alternatively, the sub-rotating props 180 and 190 for performances may be stopped first at specific rotation stop positions, and then the main rotating prop 170 for performances may be stopped at a predetermined rotation stop position. Next, after a specific time (for example, 3 seconds) has elapsed from the stopped state, the MPU 92 controls each pinion connecting motor 188 to return each sub-rotating prop 180 and 190 for performances from the uppermost position to the origin position.
[0191] The specific rotation stop positions will now be explained in detail. In the pachinko machine 10 of this embodiment, a first specific rotation stop position and a second specific rotation stop position are pre-prepared as specific rotation stop positions at the uppermost position of each performance sub-rotating mechanism 180, 190. The first specific rotation stop position is the position where the rainbow-colored string 183a (or 193a) is on the upper side, as shown in Figure 16. The second specific rotation stop position is the opposite of what is shown in Figure 16, in the opposite direction vertically, that is, the position where the black string 184a (or 194a) is on the upper side.
[0192] Figure 18(b) shows the state in which the main rotating mechanism 170 for performance reaches its lowest point, and in sync with this, the sub-rotating mechanisms 180 and 190 for performance reach their highest point, and then the sub-rotating mechanisms 180 and 190 for performance stop at a first specific rotation stop position. As described above, at the first specific rotation stop position, the rainbow-colored string 183a (or 193a) of each sub-rotating mechanism 180 and 190 is facing upwards. On the other hand, in the state shown in Figure 18(b), since the main rotating mechanism 170 for performance stops at the first predetermined rotation stop position at its lowest point, the rainbow-colored string 183a of "BIG" drawn on the rotating body 182 of the first sub-rotating mechanism 180 overlaps with the magnifying lens LZ provided on the main rotating mechanism 170 when viewed from the front of the game board 30. In other words, when the main rotating prop 170 for performance and the first sub-rotating prop 180 for performance, which are both in a rotating state, stop, the rainbow-colored string of characters 183a that is drawn on the rotating body 182 of the first sub-rotating prop 180 for performance perfectly overlaps with the magnifying lens LZ provided on the main rotating prop 170 for performance. On the other hand, the rainbow-colored string of characters 193a that is drawn on the rotating body 192 of the second sub-rotating prop 190 for performance does not overlap with the position of the magnifying lens LZ.
[0193] Figure 19 also shows that, in sync with the main rotating mechanism 170 reaching its lowest point, the sub-rotating mechanisms 180 and 190 for each effect reach their highest point, and then the sub-rotating mechanisms 180 and 190 for each effect stop at a first specific rotation stop position. In the state shown in Figure 19, since the main rotating mechanism 170 for each effect stops at a second predetermined rotation stop position at its lowest point, the rainbow-colored string of characters 193a "SML" drawn on the rotating body 192 of the second sub-rotating mechanism 190 for each effect, which is drawn on the rotating body 192 of the second sub-rotating mechanism 190, overlaps with the magnifying lens LZ provided on the main rotating mechanism 170 for each effect in a front view of the game board 30. In other words, when the main rotating prop 170 for performance and the second rotating prop 190 for performance, which are both in a rotating state, stop, the rainbow-colored string "SML" 193a drawn on the rotating body 192 of the second rotating prop 190 for performance perfectly overlaps with the magnifying lens LZ provided on the main rotating prop 170 for performance. On the other hand, the rainbow-colored string "BIG" 183a drawn on the rotating body 182 of the first rotating prop 180 for performance does not overlap with the position of the magnifying lens LZ.
[0194] Figure 20 is an explanatory diagram showing the second specific rotation stop position for each of the performance sub-rotating mechanisms 180 and 190. Figure 20 shows that, in sync with the performance main rotating mechanism 170 reaching its lowest point, each of the performance sub-rotating mechanisms 180 and 190 reaches its highest point, and then stops at the second specific rotation stop position. As described above, at the second specific rotation stop position, each of the performance sub-rotating mechanisms 180 and 190 has the black string 184a (or 194a) facing upwards. On the other hand, in the state shown in Figure 20, the main rotating mechanism 170 for performance stops at the first predetermined rotation stop position at its lowest point. As a result, in a front view of the game board 30, the black string "BIG" 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 overlaps with the magnifying lens LZ provided on the main rotating mechanism 170. In other words, both the rotating main rotating mechanism 170 and the rotating first sub-rotating mechanism 180 stop, and the black string "BIG" 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 perfectly overlaps with the magnifying lens LZ provided on the main rotating mechanism 170. On the other hand, the black string "SML" 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 does not overlap with the position of the magnifying lens LZ.
[0195] Figure 21 also shows that, in sync with the main rotating mechanism 170 reaching its lowest point, the sub-rotating mechanisms 180 and 190 for each effect reach their highest point, and then the sub-rotating mechanisms 180 and 190 for each effect stop at a second specific rotation stop position. In the state shown in Figure 21, since the main rotating mechanism 170 for each effect stops at a second predetermined rotation stop position at its lowest point, the black string of characters "SML" 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 for each effect overlaps with the magnifying lens LZ provided on the main rotating mechanism 170 for each effect in a front view of the game board 30. In other words, when the main rotating prop 170 for performance and the second rotating prop 190 for performance, which are both in a rotating state, stop, the black string "SML" 194a drawn on the rotating body 192 of the second rotating prop 190 for performance perfectly overlaps with the magnifying lens LZ provided on the main rotating prop 170 for performance. On the other hand, the black string "BIG" 184a drawn on the rotating body 182 of the first rotating prop 180 for performance does not overlap with the position of the magnifying lens LZ.
[0196] Furthermore, the choice between the first specific rotation stop position and the second specific rotation stop position is determined based on whether or not there are consecutive wins. Specifically, if the determination of whether or not there are consecutive wins, performed at the end of the game round related to the jackpot win that triggered the execution of the Big or Small performance process, is found to be true, the motors 186 for each sub-rotating mechanism 180 and 190 are controlled at the highest point of each sub-rotating mechanism 180 and 190 to stop each sub-rotating mechanism 180 and 190 at the first specific rotation stop position. On the other hand, if the determination of whether or not there are consecutive wins, performed at the end of the game round related to the jackpot win that triggered the execution of the Big or Small performance process, is found to be false, the motors 174 for each main rotating mechanism 180 and 190 are controlled at the highest point of each sub-rotating mechanism 180 and 190 to stop each sub-rotating mechanism 180 and 190 at the second specific rotation stop position.
[0197] The sound and light emission control device 90, during the specific period of time when the main rotating prop 170 for performance is stopped rotating at its lowest point, instructs the display control device 100 to display a predetermined image on the display surface 41a of the symbol display device 41. The predetermined image is the same image as the predetermined image displayed during the one-shot notification performance. That is, as shown in Figures 18(b), 19 to 21, the display surface 41a of the symbol display device 41 displays an image as the predetermined image in which multiple (10 in this embodiment) circular high-luminance parts HB are arranged at equal intervals so as to overlap with the circular trajectory on which the magnifying lens LZ can move when the main rotating prop 170 for performance is at its lowest point.
[0198] The light emitted from each high-luminance area HB included in the predetermined image travels toward the front of the game board 30, but along the way it is blocked by each petal 172, or escapes to the player through the gaps between adjacent petal 172, or is magnified through the magnifying lens LZ embedded in one of the petal 172L and sent to the player. According to the Big or Small effect processing, as explained above, in a front view of the game board 30, the string of characters (183a, 184a, 193a, or 194a) provided on the first effect sub-rotating mechanism 180 or the second effect sub-rotating mechanism 190 overlaps with the magnifying lens LZ, so the light emitted from the high-luminance area HB included in the predetermined image can be used to magnify and highlight the string of characters.
[0199] In summary, according to the Big or Small presentation processing, the main rotating mechanism 170 for presentations, the sub-rotating mechanism 180 for the first presentation, and the sub-rotating mechanism 190 for the second presentation will operate as follows.
[0200] When the Big or Small animation process begins, after the end of a game round in which the winning lottery result is a jackpot, the main rotating mechanism 170 for the animation moves from the origin position to the lowest point position as shown in Figure 3, and the first sub-rotating mechanism 180 and the second sub-rotating mechanism 190 for the animation move from the origin position to the highest point position as shown in Figure 3. While moving from the origin position to the lowest point position, the main rotating mechanism 170 changes from a closed petal state to an open petal state and rotates counterclockwise (RL) when viewed from the front. While moving from the origin position to the highest point position, the first sub-rotating mechanism 180 and the second sub-rotating mechanism 190 for the animation rotate counterclockwise (RL) when viewed from the front (see Figure 18). As a variation of this embodiment, the main rotating prop 170 for performance and the first and second sub-rotating props 180 and 190 for performance may be configured to output the sound "Big or Small" when they begin to move.
[0201] The main rotating mechanism 170 for performance purposes stops at a first or second predetermined rotation stop position when it reaches its lowest point. The first and second sub-rotating mechanisms 180 and 190 for performance purposes stop at a first or second specific rotation stop position when they reach their highest point. The timing at which the main rotating mechanism 170 stops at the predetermined rotation stop position at its lowest point is controlled to be synchronized with the timing at which each of the sub-rotating mechanisms 180 and 190 stops at their specific rotation stop positions. Subsequently, the main rotating mechanism 170, the first sub-rotating mechanism 180, and the second sub-rotating mechanism 190 remain stopped for a specific time (for example, 3 seconds). During this specific time period, the main rotating mechanism 170 for performance, the first sub-rotating mechanism 180 for performance, and the second sub-rotating mechanism 190 for performance may take the form shown in Figure 18(b), Figure 19, Figure 20, or Figure 21.
[0202] In the configuration shown in Figure 18(b), the rainbow-colored string "BIG" 183a drawn on the rotating body 182 of the first sub-rotating mechanism 180 is magnified and displayed by the magnifying lens LZ. In the configuration shown in Figure 19, the rainbow-colored string "SML" 193a drawn on the rotating body 192 of the second sub-rotating mechanism 190 is magnified and displayed by the magnifying lens LZ. In the configuration shown in Figure 20, the black string "BIG" 184a drawn on the rotating body 182 of the first sub-rotating mechanism 180 is magnified and displayed by the magnifying lens LZ. In the configuration shown in Figure 21, the black string "SML" 194a drawn on the rotating body 192 of the second sub-rotating mechanism 190 is magnified and displayed by the magnifying lens LZ. In other words, when the main rotating prop 170 for performance and the sub-rotating props 180, 190 for each performance are in the form shown in Figure 18(b), Figure 19, Figure 20, or Figure 21, the rainbow-colored string "BIG" 183a, the rainbow-colored string "SML" 193a, the black string "BIG" 184a, or the black string "SML" 194a drawn on the rotating bodies 182, 192 of the first or second sub-rotating props 180, 190 become visible through the petal section 172L equipped with a magnifying lens LZ.
[0203] During the specified period of time mentioned above, the form in which the main rotating mechanism 170 for performance, the first sub-rotating mechanism 180 for performance, and the second sub-rotating mechanism 190 for performance can take one of the forms shown in Figures 18(b), 19, 20, and 21 is determined, as explained earlier, by the number of rounds played, which is determined from the result of the distribution judgment performed during the winning lottery that triggered the execution of the Big or Small performance process, and by the result of the judgment on whether or not there is a reserve chain, which is performed at the end of the rounds of play related to the big win that triggered the execution of the Big or Small performance process. That is, if the number of rounds played is 16 and there is a reserve chain, the form shown in Figure 18(b) can be taken, that is, the rainbow-colored string "BIG" 183a is magnified and displayed by the magnifying lens LZ. If the number of rounds played is 16 and there is no reserve chain, the form shown in Figure 20 can be taken, that is, the black string "BIG" 184a is magnified and displayed by the magnifying lens LZ. If the number of rounds played is 8 and there are consecutive wins, the display may take the form shown in Figure 19, that is, the rainbow-colored string "SML" 193a is magnified and displayed by the magnifying lens LZ. If the number of rounds played is 8 and there are no consecutive wins, the display may take the form shown in Figure 21, that is, the black string "SML" 194a is magnified and displayed by the magnifying lens LZ.
[0204] Therefore, according to the pachinko machine 10 of this embodiment, after the end of a game round in which the result of the winning lottery is a jackpot, the main rotating mechanism 170 for performances rotates down to the lowest position, and the first and second sub-rotating mechanisms 180 and 190 for performances rotate up to the highest position. After that, both the main rotating mechanism 170 and the first and second sub-rotating mechanisms 180 and 190 for performances stop rotating, and the magnifying lens LZ provided in the main rotating mechanism 170 for performances magnifies and displays one of the strings 183a, 184a, 193a, or 194a drawn on the first or second sub-rotating mechanisms 180 and 190, thereby informing the player of the number of rounds played and whether or not there are consecutive wins.
[0205] With the Big or Small effect as described above, the player can experience a sense of tension (excitement) as they wonder which of the strings 183a, 184a, 193a, or 194a drawn on the first or second sub-rotating mechanism 180, 190 will match (stop) in relation to the magnifying lens LZ provided on the main rotating mechanism 170 for the effect. Furthermore, with the Big or Small effect, when the rainbow-colored string 183a of "BIG" drawn on the first sub-rotating mechanism 180 for the effect is magnified and displayed by the magnifying lens LZ provided on the main rotating mechanism 170 for the effect, the number of rounds won in the winning lottery becomes 16, and the player can experience the double joy of having consecutive wins. Furthermore, with the Big or Small effect, when the black "BIG" string 184a drawn on the first sub-rotating mechanism 180 is magnified and displayed by the magnifying lens LZ provided on the main rotating mechanism 170 for the effect, the player can be given the joy of knowing that if they win a jackpot in the winning lottery, they will receive 16 rounds of play, while at the same time, they can be given a slight sense of disappointment that if they win a jackpot in the winning lottery, there will be no consecutive wins. Furthermore, with the Big or Small effect, when the rainbow-colored "SML" string 193a drawn on the second sub-rotating mechanism 190 for the effect is magnified and displayed by the magnifying lens LZ provided on the main rotating mechanism 170 for the effect, the player can be given the joy of knowing that if they win a jackpot in the winning lottery, there will be consecutive wins, while at the same time, they can be given a slight sense of disappointment that if they win a jackpot, they will receive 8 rounds of play. Furthermore, according to the Big or Small effect, if the black string "SML" 194a drawn on the second sub-rotating mechanism 190 is enlarged and displayed by the magnifying lens LZ provided on the main rotating mechanism 170 for the effect, the number of rounds won when a jackpot is won in the winning lottery will be 8, and there will be no consecutive wins. This gives the player the feeling that it was better than not winning a jackpot at all (and a little bit of disappointment).Therefore, according to the pachinko machine 10 of this embodiment, it is possible to enhance the enjoyment of the game.
[0206] Figure 22 is a schematic side view of a comparative example of a rotating device. This rotating device comprises a rotating prop 970, a rotating motor 974, a scaling mechanism 977, and an LED (light-emitting diode) 979. The rotating prop 970 comprises a rotating shaft 971 and a plurality of petal parts 972. Each petal part 972 is a plate-shaped member, similar to the petal part 172 in the pachinko machine 10 of this embodiment, and has the shape of a petal when viewed from the front. The rotating motor 974 has substantially the same configuration as the main rotating prop rotating motor 174 in the pachinko machine 10 of this embodiment. The scaling mechanism 977 has substantially the same configuration as the scaling mechanism 177 in the pachinko machine 10 of this embodiment. In this comparative example of a rotating device, each petal part 972 is made of a translucent material. An LED 979 is attached to the back side of each petal part 972. Each LED 979 illuminates each of the translucent petal sections 972 from the back side. Each LED 979 is mounted very close to each petal section 972, and each LED 979 is configured to rotate in sync with each petal section 972. In other words, in the pachinko machine 10 of this embodiment, the high-brightness section HB is used as a light source to illuminate the petal section 172L by displaying an image of the circular high-brightness section HB on the display surface 41a of the pattern display device 41, whereas in conventional rotating devices, the LED 979 mounted very close to the back side of the petal section 972 directly illuminates each petal section 972.
[0207] In the comparative example's rotating device, the distance between each petal portion 972 and each LED 979 was short. Therefore, in the comparative example's rotating device, it was not possible to insert a plate-shaped member between each petal portion 972 and each LED 979. In contrast, in the pachinko machine 10 of this embodiment, the light source illuminating the petal portion 172L is configured as a high-brightness portion HB displayed on the display surface 41a of the pattern display device 41, thereby increasing the distance between the petal portion 172L and the light source illuminating the petal portion 172L, making it possible to insert the performance sub-rotating components 180 and 190 into the space between them. As a result, in the pachinko machine 10 of this embodiment, the second sub-rotating mechanism 190 for performance can be made to cooperate with the first sub-rotating mechanism 180 for performance which has a petal portion 172L, and it has become possible to implement a specific performance including this cooperation, in this embodiment a big or small performance that notifies the number of rounds of play obtained and whether or not there are consecutive wins when a big win is achieved in the winning lottery.
[0208] Furthermore, in the pachinko machine 10 of this embodiment, the main rotating mechanism 170 for performance includes a plurality of petal parts 172 that can rotate around a rotation axis 171, and one of the petal parts 172L, which is a petal part 172L, is equipped with a magnifying lens LZ so that the high-luminance part HB included in a predetermined image displayed on the display surface 41a of the symbol display device 41 can be made visible, and can be switched between a predetermined rotation state and a predetermined stopped state. Each rotating body 182, 192 provided in each sub-rotating mechanism 180 for performance is configured to be rotatable and can be displaced between a first position that can be seen without passing through the petal part 172L of the main rotating mechanism 170 when the game board 30 is viewed from the front (see, for example, Figure 18(a)) and a second position that can be seen through the petal part 172L (see, for example, Figures 18(b), 19, 20, or 21). Furthermore, in the pachinko machine 10 of this embodiment, in the one-shot notification performance, a first state is reached where the high-luminosity part HB can be seen through the magnifying lens LZ of the rotating petal part 172L. In the big or small performance, the rotating bodies 182 and 192 provided on the sub-rotating mechanism 180 for each performance move to the back side of the rotating petal part 172L, so that the rotating body 182 or rotating body 192 blocks the light from the high-luminosity part HB, resulting in a second state where the rotating body 182 or rotating body 192 can be seen through the magnifying lens LZ of the petal part 172L. For this reason, when the first state is reached by the one-shot notification performance, as explained earlier, the result of the winning lottery can be notified to the player that it is a jackpot win before the combination of symbols becomes a predetermined combination corresponding to a jackpot win. Furthermore, the Big or Small presentation allows the player to be notified, as explained earlier, whether the number of rounds won will be 16 or 8, and whether or not there will be consecutive wins.Therefore, in the pachinko machine 10 of this embodiment, the instant notification effect can give the player the joy of knowing that the result of the winning lottery is a jackpot before the combination of symbols becomes a predetermined combination corresponding to a jackpot win. In addition, the big or small effect can give the player a sense of anticipation and a little disappointment regarding whether the number of rounds won in the winning lottery will be 16 or 8, and whether or not there will be a series of consecutive wins. As a result, the pachinko machine 10 of this embodiment can enhance the enjoyment of the game.
[0209] Furthermore, in the pachinko machine 10 of this embodiment, the external shape of the rotating bodies 182 and 192 provided on the performance sub-rotating mechanisms 180 and 190 is point-symmetrical with respect to the center of rotation of the rotating bodies 182 and 192 when the game board 30 is viewed from the front. This enhances the aesthetic appeal of the rotating bodies 182 and 192 when the performance sub-rotating mechanisms 180 and 190 are rotated. Consequently, the enjoyment of the game can be further improved.
[0210] Furthermore, in the pachinko machine 10 of this embodiment, the petal portion 172 of the main rotating mechanism 170 for performance and the rotating bodies 182 and 192 of the sub-rotating mechanisms 180 and 190 for performance are formed from resin material. This makes it easy to form these parts, and therefore allows for greater freedom in their shape. As a result, the performances using the main rotating mechanism 170 and the sub-rotating mechanisms 180 and 190 equipped with these parts, namely the instant notification performance and the big or small performance, can be made more impactful. Consequently, the enjoyment of the game can be further enhanced.
[0211] In the pachinko machine 10 of this embodiment, the rotating shaft portion 171 provided on the main rotating mechanism 170 for performance is positioned perpendicular to the surface of the game board 30, so that the petal portion 172 can be rotated on a plane that is parallel to the surface of the game board 30 with high precision. For this reason, it is easy to increase the outer diameter of the main rotating mechanism 170 for performance, and as a result, the one-shot notification effect and the big or small effect can be made more spectacular. Therefore, the enjoyment of the game can be further enhanced.
[0212] Furthermore, conventionally known rotating mechanisms are equipped with a light-emitting part and are capable of performing effects simply by rotating while the light-emitting part is lit. In contrast, in the pachinko machine 10 of this embodiment, the main rotating mechanism 170 for performance, which is an example of a first rotating body, and the pattern display device 41, which functions as a light source that can illuminate the petal part 172L of the main rotating mechanism 170 from the back side, are configured independently. As a result, both a one-shot notification effect in which the main rotating mechanism 170 for performance rotates while the light source on the back side is lit, and a big or small effect in which the main rotating mechanism 170 for performance and the sub-rotating mechanisms 180, 190, which are examples of second rotating bodies, interact while the light source on the back side is not lit, and the main rotating mechanism 170 for performance mainly just rotates. In other words, in the pachinko machine 10 of this embodiment, by separating the rotating mechanism and the light source, it has become possible to realize a wider variety of effects than before. Furthermore, in the pachinko machine 10 of this embodiment, the symbol display device 41, which functions as a light source, can display various effects such as fluctuations to notify the result of the winning lottery and character displays, thus enabling even more efficient use of the device.
[0213] 《1-5》 Various processes performed in the main control unit: Next, a specific example of control for executing the above-described process in the pachinko machine 10 of this embodiment will be explained. First, the process executed in the main control device 60 will be explained, and then the process executed in the sound and light emission control device 90 and the display control device 100 will be explained.
[0214] To advance each game round, the MPU 62 of the main control unit 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 also executes NMI interrupt processing, which is activated by the input of a power outage signal, but these processes will not be explained here.
[0215] <Timer interrupt handling> Figure 23 is a flowchart of the timer interrupt processing. As described above, the timer interrupt processing is activated periodically (for example, every 2 msec) by the MPU 62 of the main control unit 60.
[0216] In step Sx0101, the reading process for various detection sensors 67a to 67e is executed. That is, the status of various detection sensors 67a to 67e connected to the main control unit 60 is read, the status of the sensor is determined, and detection information (ball entry detection information) is saved. After that, the process proceeds to step Sx0102.
[0217] Step Sx0102 updates the random number initial value counter CINI. Specifically, 1 is added to the random number initial value counter CINI, and if the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Sx0103.
[0218] Step Sx0103 updates the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric mechanism release counter C4, and the variation type counter CS. Specifically, 1 is added to each of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric mechanism release counter C4, and the variation type counter CS, and if any of these counter values reach their maximum value, they are cleared to 0. The updated values of each counter C1 to C4 are then stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Sx0104. The variation type counter CS will have its value updated in the normal processing described later (Figure 27).
[0219] In step Sx0104, the ball entry process for the starter openings is performed when the ball enters the first starter opening 33 and the second starter opening 34. Details of the ball entry process for the starter openings in step Sx0104 will be described later. After executing step Sx0104, proceed to step Sx0105.
[0220] Step Sx0105 executes the ball entry process for balls entering the through gate 35. Details of the ball entry process for balls entering the through gate in step Sx0105 will be described later. After executing step Sx0105, MPU62 terminates the timer interrupt processing.
[0221] <Ball entry process for the starting gate> Next, the ball entry process for the start gate will be explained. The ball entry process for the start gate is executed by the MPU 62 of the main control unit 60 as a subroutine for timer interrupt processing (Figure 23: Sx0104).
[0222] Figure 24 is a flowchart showing the ball entry process for the starting gate. In step Sx0201, it is determined whether or not a game ball has entered the first starting gate 33 (starting ball entry) based on the detection status of the detection sensor corresponding to the first starting gate 33. If it is determined in step Sx0201 that a game ball has entered the first starting gate 33 (Sx0201:YES), the process proceeds to step Sx0202, where a prize ball command is set in the payout control device 70 to dispense 3 game balls. After that, the process proceeds to step Sx0203.
[0223] In step Sx0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side indicating that a game ball has entered the first starting opening 33. After that, the process proceeds to step Sx0204.
[0224] In step Sx0204, the starting reserve quantity RaN (hereinafter also referred to as the first starting reserve quantity RaN), which is a value stored in the reserve quantity memory area of the first reserve area Ra, is read, and this first starting reserve quantity RaN is set as the target of the processing described later. The first starting reserve quantity RaN indicates the number of reserves based on balls entering the first start opening 33. After that, the process proceeds to step Sx0209.
[0225] If it is determined in step Sx0201 that the game ball has not entered the first start opening 33 (Sx0201: NO), the process proceeds to step Sx0205, where it is determined whether or not the game ball has entered the second start opening 34 based on the detection status of the detection sensor corresponding to the second start opening 34.
[0226] In step Sx0205, if it is determined that a game ball has entered the second start opening 34 (Sx0205:YES), the process proceeds to step Sx0206, and a prize ball command is set in the payout control device 70 to dispense 3 game balls. After that, the process proceeds to step Sx0207. On the other hand, in step Sx0205, if it is determined that a game ball has not entered the second start opening 34 (Sx0205:NO), the ball entry process for this start opening is terminated.
[0227] In step Sx0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a game ball has entered the second starting port 34. After that, the process proceeds to step Sx0208.
[0228] In step Sx0208, the starting reserve number RbN (hereinafter also referred to as the second starting reserve number RbN), which is the value stored in the reserve number memory area of the second reserve area Rb, is read, and the second starting reserve number RbN is set as the target of the processing described later. The second starting reserve number RbN indicates the number of reserves based on balls entering the second starting opening 34. Then, the process proceeds to step Sx0209.
[0229] In step Sx0209, it is determined whether the number of reserved starters N (RaN or RbN) set in step Sx0204 or step Sx0208 described above is less than the upper limit (4 in this embodiment). In step Sx0209, if the number of reserved starters N is not less than the upper limit (Sx0209: NO), the ball entry process for this starter slot is terminated.
[0230] On the other hand, in step Sx0209, if the number of reserved starters N is less than the upper limit (Sx0209: YES), the process proceeds to step Sx0210, where 1 is added to the number of reserved starters N in the corresponding reserved area, and then to step Sx0211, where 1 is added to the value stored in the total reserved number storage area (hereinafter referred to as the total reserved number CRN). The total reserved number CRN represents the sum of the first reserved starter RaN and the second reserved starter RbN. After that, the process proceeds to step Sx0212.
[0231] In step Sx0212, the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS, which were updated in step Sx0103 (Figure 23), are stored in the first available memory area of the corresponding hold area, that is, the memory area corresponding to the hold number obtained by adding 1 in step Sx0210. Specifically, if the first starting hold number RaN is set as the target of processing, the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, which were updated in step Sx0103, are stored in the first available memory area of the first hold area Ra, that is, the memory area corresponding to the first starting hold number RaN obtained by adding 1 in step Sx0210. Furthermore, if the second starting reserve count RbN is set as the target of processing, the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3, which were updated in step Sx0103, are stored in the first available memory area of the second reserve area Rb, that is, the memory area corresponding to the second starting reserve count RbN, which was increased by 1 in step Sx0210. After executing step Sx0212, the process proceeds to step Sx0213.
[0232] Step Sx0213 executes a pre-determination process. The pre-determination process is a process that determines the success or failure of the winning lottery (lottery result), the type of jackpot, and whether or not a reach has occurred, based on the information (reserved information) of the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, before the reserved information becomes the target of the winning lottery by the main control unit 60. Details of the pre-determination process will be described later. After executing step Sx0213, the process proceeds to step Sx0214.
[0233] Step Sx0214 executes the process of setting the hold command. Specifically, the result of the pre-determination process, which is executed based on the information (hold information) of the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3, is set as the hold command.
[0234] The hold command is a command to cause the sub-controller to confirm that a ball has entered the first start port 33 or the second start port 34 and the result of the pre-determination process based on the hold information acquired based on that ball entry (pre-determination information), before the hold information becomes the subject of the winning lottery by the main control unit 60. The hold command is transmitted to the sound and light emission control unit 90 in the command output process of the normal process described later (Figure 27: step Sx0503).
[0235] Furthermore, when the sound and light emission control device 90 receives a hold command transmitted based on a ball entering the first start port 33, it sends a command to the display control device 100 to change the display in the first start port hold area Ds1 of the symbol display device 41 to correspond to the increase in the number of held balls. Upon receiving this command, the display control device 100 changes the display in the first start port hold area Ds1 of the symbol display device 41 to correspond to the increase in the number of held balls. On the other hand, when the sound and light emission control device 90 receives a hold command transmitted based on a ball entering the second start port 34, it sends a command to the display control device 100 to change the display in the second start port hold area Ds2 of the symbol display device 41 to correspond to the increase in the number of held balls. Upon receiving this command, the display control device 100 changes the display in the second start port hold area Ds2 of the symbol display device 41 to correspond to the increase in the number of held balls.
[0236] After executing step Sx0214, the MPU 62 of the main control unit 60 terminates the ball entry process for this start gate.
[0237] <Pre-determination process> Next, the pre-determination process will be explained. The pre-determination process is executed by the MPU 62 of the main control unit 60 as a subroutine for ball entry processing for the start gate (Figure 24: Sx0213).
[0238] Figure 25 is a flowchart showing the pre-determination process. As described above, the pre-determination process is a process in which, based on the pending information, determinations such as whether the lottery will result in a win, the type of jackpot, and whether a near-win has occurred are made before the pending information becomes the subject of the lottery by the main control device 60.
[0239] In step Sx0301, the value of the winning random number counter C1 stored in the memory area is determined by the ball entering the starting gate during the ball entry process for the starting gate (Figure 24). Then, the process proceeds to step Sx0302, where the lottery mode at the time when the winning lottery for this ball entry is executed as a game round is determined. Specifically, the result of the pre-determination process executed by balls entered before the current ball entry is read from the corresponding memory area, and the lottery mode at the time when the winning lottery for this ball entry is executed is determined by determining whether or not a jackpot with a probability variation occurred before the winning lottery for this ball entry, or whether or not a loss lottery was won.
[0240] In step Sx0302, if it is determined that the lottery mode is low probability mode when the winning lottery for this ball entry is executed as a game round (Sx0302:YES), the process proceeds to step Sx0303, where the win / loss table for low probability mode stored in the win / loss table storage area 63a (Figure 7(a)) is referenced. Then, the process proceeds to step Sx0305, where, based on the results of referencing the win / loss table for low probability mode, it is determined whether the information regarding the value of the winning random number counter C1 obtained this time corresponds to a jackpot.
[0241] On the other hand, in step Sx0302, if it is determined that the lottery mode is not the low probability mode when the winning lottery for this ball entry is executed as a game round (Sx0302: NO), the process proceeds to step Sx0304, where the winning / losing table for the high probability mode (Figure 7(b)) stored in the winning / losing table storage area 63a is referenced. Subsequently, the process proceeds to step Sx0305, where, based on the results of referencing the winning / losing table for the high probability mode, it is determined whether the value of the winning random number counter C1 obtained this time corresponds to a jackpot.
[0242] In step Sx0305, if it is determined that the value of the winning random number counter C1 obtained this time corresponds to a jackpot (Sx0305:YES), the process proceeds to step Sx0306 to obtain the value of the jackpot type counter C2 stored in the memory area due to the ball entering the starting gate this time. After that, the process proceeds to step Sx0307 to refer to the distribution table stored in the distribution table memory area 63b. Specifically, if the jackpot type counter C2 that was the target of distribution this time was obtained based on the ball entering the first starting gate 33, the distribution table for the first starting gate is referred to, and if it was obtained based on the ball entering the second starting gate 34, the distribution table for the second starting gate is referred to. After executing step Sx0307, the process proceeds to step Sx0308.
[0243] In step Sx0308, the system checks the distribution table to determine whether the value of the jackpot type counter C2 obtained corresponds to a probability variation jackpot. If it is determined in step Sx0308 that it corresponds to a probability variation jackpot (Sx0308:YES), the system proceeds to step Sx0309, and the probability variation jackpot information is stored in the pre-determination processing result storage area 64h. After that, the pre-determination processing ends. On the other hand, if it is determined in step Sx0308 that it does not correspond to a probability variation jackpot (Sx0308:NO), the system proceeds to step Sx0310, and the normal jackpot information is stored in the pre-determination processing result storage area 64h. After that, the system proceeds to step Sx0315.
[0244] In step Sx0305, if it is determined that the value of the winning random number counter C1 obtained this time does not correspond to a jackpot (Sx0305: NO), the process proceeds to step Sx0311 to obtain the value of the reach random number counter C3 stored in the memory area due to the ball entering the starting gate this time. Then, the process proceeds to step Sx0312 to refer to the reach determination table stored in the reach determination table memory area 63c. After that, the process proceeds to step Sx0313 to determine whether or not the value of the reach random number counter C3 obtained this time corresponds to the occurrence of a reach, based on the result of referring to the reach determination table.
[0245] If it is determined in step Sx0313 that a reach has occurred (Sx0313:YES), the process proceeds to step Sx0314, and the reach occurrence information is stored in the pre-determination processing result storage area 64h. After that, the process proceeds to step Sx0315. On the other hand, if it is determined in step Sx0313 that a reach has not occurred (Sx0313:NO), the process proceeds to step Sx0315.
[0246] In step Sx0315, the value of the variation type counter CS, which is stored in the memory area due to the ball entering the start gate during the ball entry process for the start gate (Figure 24), is obtained. Then, the process proceeds to step Sx0316, where the variation time table for jackpots stored in the variation time table memory area 63d of ROM 63 is referenced to obtain variation time information corresponding to the value of the variation type counter CS. After executing step Sx0316, the process proceeds to step Sx0317.
[0247] In step Sx0317, the variation pattern is identified from the variation time information obtained in step Sx0316, and the type of the identified variation pattern is stored in the pre-determination processing result storage area 64h. After executing step Sx0317, this pre-determination processing is terminated.
[0248] <Ball entry process for through balls> Next, we will explain the ball entry process for through balls. The ball entry process for through balls is executed by the MPU 62 of the main control unit 60 as a subroutine for timer interrupt processing (Figure 23: Sx0105).
[0249] Figure 26 is a flowchart showing the ball entry process for through-gates. In step Sx0401, it is determined whether or not a game ball has entered the through-gate 35. If it is determined in step Sx0401 that a game ball has entered the through-gate 35 (Sx0401:YES), the process proceeds to step Sx0402, where it is determined whether or not the number of reserved bonus items SN is less than the upper limit (4 in this embodiment). The number of reserved bonus items SN is a value indicating the number of balls that have entered the through-gate 35 and are reserved for the purpose of performing the electric bonus item opening lottery. In this embodiment, the maximum value of the number of reserved bonus items SN is 4. On the other hand, if it is determined in step Sx0401 that a game ball has not entered the through-gate 35 (Sx0401:NO), the ball entry process for through-gates is terminated.
[0250] In step Sx0402, if it is determined that the number of reserved bonus items SN is less than the upper limit (less than 4) (Sx0402:YES), proceed to step Sx0403 and add 1 to the number of reserved bonus items SN. Then proceed to step Sx0404.
[0251] In step Sx0404, the value of the electric mechanism release counter C4, which was updated in step Sx0103 (Figure 23), is stored in the first available memory area of the electric mechanism reserve area 64d of RAM 64. After that, the ball entry process for through play is terminated.
[0252] On the other hand, in step Sx0402, if it is determined that the value of the number of retained prize items SN is not less than the upper limit (Sx0402:NO), that is, if it is determined that the value of the number of retained prize items SN is equal to or greater than the upper limit, the ball entry process for the pass-through is terminated without storing the value of the electric prize item release counter C4.
[0253] <Normal processing> Next, we will explain the normal process. The normal process is initiated by the MPU 62 of the main control unit 60 when the power switch 88 is switched from the off state to the on state (hereinafter also referred to as "power on"). During the normal process, the main processes of the game are executed.
[0254] Figure 27 is a flowchart of the normal process. Step Sx0501 executes the startup process. Specifically, it performs initial settings for each control device upon power-on and determines the validity of the data stored in RAM64. After that, the process proceeds to step Sx0502.
[0255] Step Sx0502 involves setting the startup command. The startup command is used to initiate the demo video on each control unit on the sub-side when the power is turned on. After that, proceed to step Sx0503.
[0256] In step Sx0503, output data such as the startup command set in step Sx0502, timer interrupt processing, or commands set in the previous normal processing are sent to each control device on the sub-side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 70. In addition, if commands related to performance, such as startup commands, variation commands, type commands, and hold commands, are set, they are sent to the sound and light emission control device 90. After executing step Sx0503, the process proceeds to step Sx0504.
[0257] Step Sx0504 updates the variation type counter CS. Specifically, 1 is added to the variation type counter CS, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Sx0505.
[0258] In step Sx0505, the system reads the prize ball counting signal and payout abnormality signal received from the payout control device 70, and proceeds to step Sx0506. In step Sx0506, the system executes game round control processing to control the game in each game round. The game round control processing includes the winning lottery, setting the display of changing symbols by the symbol display device 41, and display control of the first symbol display unit 37a and the second symbol display unit 37b. Details of the game round control processing will be described later. After executing step Sx0506, the system proceeds to step Sx0507.
[0259] Step Sx0507 executes a game state transition process to change the game state. Executing this process changes the game state to modes such as open / close mode, high probability mode, or high frequency support mode. Details of the game state transition process will be described later. Afterward, the process proceeds to step Sx0508.
[0260] In step Sx0508, a process for supporting the electric motor 34a, which is installed in the second start port 34, is executed to drive and control it. The process for supporting the electric motor determines whether or not to open the electric motor 34a. Details of the process for supporting the electric motor will be described later. After that, the process proceeds to step Sx0509.
[0261] Step Sx0509 determines whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (more precisely, the start of the command output processing in step Sx0503). In other words, it determines whether the timing for the next normal processing has been reached. If step Sx0509 determines that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sx0509: NO), then in steps Sx0510 and Sx0511, the random number initial value counter CINI and the variation type counter CS are repeatedly updated within the remaining time until the timing for the next normal processing is reached. Specifically, in step Sx0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of RAM64. Also, in step Sx0511, 1 is added to the variation type counter CS, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of RAM64. On the other hand, if it is determined in step Sx0509 that a predetermined time (4 msec) has elapsed since the start of the current normal processing (Sx0509: YES), the process returns to step Sx0503 and executes each process from step Sx0503 to step Sx0508.
[0262] Furthermore, since the execution time of each process from step Sx0503 to step Sx0508 varies depending on the state of the game, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random initial value counter CINI and the variation type counter CS using this remaining time, the values of these counters can be randomly updated.
[0263] <Game turn control processing> Next, the game round control process will be explained. The game round control process is executed by the MPU 62 of the main control unit 60 as a subroutine of the normal process (Figure 27: Sx0506).
[0264] Figure 28 is a flowchart showing the game turn control process. Step Sx0601 determines whether or not the game is in open / close execution mode. Specifically, it determines whether or not the open / close execution mode flag in the various flag storage area 64g of RAM 64 is ON. The open / close execution mode flag is turned ON when the game state is transitioned to open / close execution mode in the game state transition process described later, and is turned OFF when the open / close execution mode is terminated in the same game state transition process.
[0265] If it is determined in step Sx0601 that the system is in opening / closing execution mode (Sx0601:YES), the game round control process ends without executing any of the processes from step Sx0602 onward. In other words, if the system is in opening / closing execution mode, a game round will not start regardless of whether or not a ball has entered the first start port 33 or the second start port 34. On the other hand, if it is determined in step Sx0601 that the system is not in opening / closing execution mode (Sx0601:NO), the process proceeds to step Sx0602.
[0266] Step Sx0602 determines whether the special symbol unit 37 is currently displaying a variable symbol. Specifically, it determines whether either the first symbol display unit 37a or the second symbol display unit 37b provided in the special symbol unit 37 is currently displaying a variable symbol. This determination is made by checking whether the special symbol variable symbol display flag in the special symbol variable symbol display flag storage area in the various flag storage area 64g of the RAM 64 is ON. The special symbol variable symbol display flag is turned ON when a variable symbol display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when that variable symbol display ends.
[0267] If it is determined in step Sx0602 that the special display unit 37 is not currently displaying a variable (Sx0602:NO), the process proceeds to step Sx0603.
[0268] Step Sx0603 executes a variation start process to initiate the variation display in the special feature unit 37 and the variation display in the symbol display device 41. Details of the variation start process will be described later. After executing step Sx0603, this game round control process is terminated.
[0269] On the other hand, if it is determined in step Sx0602 that the special display unit 37 is in a variable display state (Sx0602:YES), the process proceeds to step Sx0604.
[0270] In step Sx0604, a variation termination process is executed to end the variation display in the special feature unit 37 and the variation display in the symbol display device 41. Details of the variation termination process will be described later. After executing step Sx0604, this game round control process is terminated.
[0271] <Change Start Processing> Next, the variation initiation process will be explained. The variation initiation process is executed by the MPU 62 of the main control unit 60 as a subroutine of the game round control process (Figure 28: Sx0603).
[0272] Figure 29 is a flowchart of the variation start process. In step Sx0701, it is determined whether the total number of reserved items CRN is greater than "0". If the total number of reserved items CRN is "0" or less, it means that the number of reserved items for both the first start port 33 and the second start port 34 is "0". Therefore, if it is determined in step Sx0701 that the total number of reserved items CRN is "0" or less (Sx0701:NO), this variation start process is terminated. On the other hand, if it is determined in step Sx0701 that the total number of reserved items CRN is greater than "0" (Sx0701:YES), the process proceeds to step Sx0702.
[0273] In step Sx0702, a hold information shift process is executed to set the hold information stored in the first hold area Ra or the second hold area Rb to the state after the change has started, and then the process proceeds to step Sx0703. Details of the hold information shift process will be described later.
[0274] Step Sx0703 performs the win determination process, including the processing for when a jackpot is won in the prize draw. Details of the win determination process will be described later. After executing step Sx0703, proceed to step Sx0704.
[0275] Step Sx0704 executes the variable time setting process. The variable time setting process is a process to set the variable time, which is the time required for the current game round in the first symbol display unit 37a or the second symbol display unit 37b, based on whether or not there is a jackpot or whether or not a reach occurs. Details of the variable time setting process will be described later. After executing step Sx0704, proceed to step Sx0705.
[0276] Step Sx0705 sets the variable command. The variable command includes information indicating whether the current game round relates to the reserved information obtained based on ball entry into the first start port 33 or the reserved information obtained based on ball entry into the second start port 34, as well as information on whether a reach has occurred and information on the variable time set in step Sx0706. After executing step Sx0705, proceed to step Sx0706.
[0277] Step Sx0706 sets the type command. The type command contains information about whether or not there is a jackpot and the result of the distribution judgment. In other words, the type command contains information about the type of jackpot, such as information about 16R probability variation jackpots, 8R probability variation jackpots, 16R normal jackpots, 8R normal jackpots, or information about the losing result of the winning lottery.
[0278] The variation command and type command set in steps Sx0705 and Sx0706 are transmitted to the sound and light emission control device 90 by step Sx0503 in the normal processing (Figure 27). Based on the received variation command and type command, the sound and light emission control device 90 determines the content of the performance for that game round and controls various devices so that the determined performance content is executed. After executing step Sx0706, the process proceeds to step Sx0707.
[0279] In step Sx0707, the display of changing symbols is started in the symbol display unit corresponding to the current game round, among the first symbol display unit 37a and the second symbol display unit 37b. Specifically, if the second symbol display unit flag in RAM64 is not ON, the first symbol display unit 37a is identified as the symbol display unit corresponding to the current game round and the display of changing symbols is started. If the second symbol display unit flag is ON, the second symbol display unit 37b is identified as the symbol display unit corresponding to the current game round and the display of changing symbols is started. After executing step Sx0707, the process proceeds to step Sx0708.
[0280] In step Sx0708, the "Special Symbol Variation Display" flag, stored in the "Special Symbol Variation Display" flag storage area of the various flag storage area 64g of RAM64, is turned ON. After executing step Sx0708, this variation start process is terminated.
[0281] <Holding information shifting process> Next, the pending information shifting process will be explained. The pending information shifting process is executed by the MPU 62 of the main control unit 60 as a subroutine of the change start process (Figure 29: Sx0702).
[0282] Figure 30 is a flowchart of the hold information shifting process. In step Sx0801, it is determined whether the hold area to be processed by the hold information shifting process is the first hold area Ra. Specifically, if the hold information stored first in the first hold area Ra (Figure 6) is stored in the hold area before the hold information stored first in the second hold area Rb (Figure 6) is stored in the hold area before the hold information stored first in the hold area Rb (Figure 6) is stored in the hold area before the hold information stored first in the hold area Rb (Figure 6) is stored in the hold area before the hold information stored first in the hold area Ra is stored in the hold area before the hold information stored first in the hold area Ra is stored in the hold area before the hold information stored first in the hold area Rb is stored in the hold area before the hold information stored first in the hold area Ra is stored in the hold area before the hold information stored first in the hold area Rb is stored In other words, by executing the process in step Sx0801, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb.
[0283] If, in step Sx0801, it is determined that the reserved area to be processed is the first reserved area Ra (step Sx0801: YES), then the reserved information shift processing for the first reserved area in steps Sx0802 to Sx0807 is executed. On the other hand, if, in step Sx0801, it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (step Sx0801: NO), then the reserved information shift processing for the second reserved area in steps Sx0808 to Sx0813 is executed.
[0284] In step Sx0802, the first start hold count RaN in the first hold area Ra is subtracted by 1, then the process proceeds to step Sx0803, where the total hold count CRN is subtracted by 1. After that, the process proceeds to step Sx0804. In step Sx0804, the data stored in the first area of the first hold area Ra is moved to the execution area AE. After that, the process proceeds to step Sx0805.
[0285] Step Sx0805 executes a process to shift the data stored in the memory area of the first reserved area Ra. This data shift process sequentially shifts the data stored in the first to fourth areas toward the lower areas. Specifically, it clears the data in the first area and shifts the data within each area, such as from the second area to the first area, from the third area to the second area, and from the fourth area to the third area. After executing step Sx0805, the process proceeds to step Sx0806.
[0286] In step Sx0806, if the second symbol display unit flag in the various flag memory area 64g is ON, the flag is turned OFF; otherwise, the state is maintained. The second symbol display unit flag is information used to identify whether the target of the current variation display is the first symbol display unit 37a or the second symbol display unit 37b. After that, the process proceeds to step Sx0807.
[0287] In step Sx0807, a shift command is set. The shift command is a command that contains information to allow the sub-controller, the audio and light emission control device 90, to recognize that a data shift has occurred in the hold area. In this case, a shift command containing information that the hold area targeted for this data shift corresponds to the first hold area Ra, that is, the first start port 33, is selected from the command information storage area 63g of the ROM 63, and this selected shift command is set as the command to be sent to the audio and light emission control device 90. After that, this hold information shift process is terminated. The shift command set in step Sx0807 is sent to the audio and light emission control device 90 in step Sx0503 of the normal process (Figure 27).
[0288] If, in step Sx0801, it is determined that the pending area to be processed is not the first pending area Ra, that is, if it is determined that the pending area to be processed is the second pending area Rb (Sx0801:NO), then the process proceeds to step Sx0808.
[0289] In step Sx0808, the number of second start-up reserves RbN in the second reserve area Rb is deducted by 1. Then, the process proceeds to step Sx0809. In step Sx0809, the total number of reserves CRN is deducted by 1, and the process proceeds to step Sx0810, where the data stored in the first area of the second reserve area Rb is moved to the execution area AE. Then, the process proceeds to step Sx0811.
[0290] Step Sx0811 executes a process to shift the data stored in the memory area of the second pending area Rb. This data shift process sequentially shifts the data stored in the first to fourth areas to the lower areas. Specifically, it clears the data in the first area and shifts the data within each area in the following order: second area → first area, third area → second area, fourth area → third area, and so on. After executing step Sx0811, the process proceeds to step Sx0812.
[0291] In step Sx0812, if the flag for the second symbol display in the various flag memory area 64g is not ON, the flag is turned ON; if it is ON, that state is maintained. Then, the process proceeds to step Sx0813.
[0292] In step Sx0813, a shift command is set. The shift command is a command that contains information to allow the sub-control device, the audio and light emission control device 90, to recognize that a data shift has occurred in the hold area. In this case, a shift command containing information that the hold area targeted for this data shift corresponds to the second hold area Rb, that is, the second start port 34, is selected from the command information storage area 63g of the ROM 63, and this selected shift command is set as the command to be transmitted to the audio and light emission control device 90. After that, this hold information shift process is terminated.
[0293] The shift command set in step Sx0813 is transmitted to the sound and light emission control device 90 in step Sx0503 of the normal processing (Figure 27). Based on the received shift command, the sound and light emission control device 90 transmits a command to the display control device 100 to change the display in the second start slot hold area Ds2 of the graphic display device 41 in accordance with the decrease in the number of held items. Upon receiving the command, the display control device 100 changes the display in the second start slot hold area Ds2 of the graphic display device 41 in accordance with the decrease in the number of held items.
[0294] <Collision detection process> Next, the collision detection process will be explained. The collision detection process is executed by the MPU 62 of the main control unit 60 as a subroutine of the variation start process (Figure 29: Sx0703).
[0295] Figure 31 is a flowchart of the hit detection process. Step Sx0901 determines whether the lottery mode is high probability mode. Specifically, it determines whether the high probability mode flag in the various flag storage area 64g of RAM64 is ON.
[0296] If it is determined in step Sx0901 that the game is in high probability mode (Sx0901:YES), the process proceeds to step Sx0902, where a win / loss determination is made by referring to the win / loss table for high probability mode. Specifically, it is determined whether the value of the winning random number counter C1 stored in the execution area AE matches the value set as a jackpot in the win / loss table for high probability mode shown in Figure 7(b). After that, the process proceeds to step Sx0904.
[0297] On the other hand, if it is determined in step Sx0901 that it is not in high probability mode (Sx0901:NO), the process proceeds to step Sx0903, where a win / loss determination is made by referring to the win / loss table for low probability mode. Specifically, it is determined whether the value of the winning random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for low probability mode shown in Figure 7(a). After that, the process proceeds to step Sx0904.
[0298] Step Sx0904 determines whether the result of the win / loss determination (winning lottery) in Step Sx0902 or Step Sx0903 is a jackpot win. If the result of the win / loss determination in Step Sx0904 is a jackpot win (Sx0904: YES), proceed to Step Sx0905.
[0299] In step Sx0905, it is determined whether the second symbol display flag in RAM64 is ON or OFF. If it is determined in step Sx0905 that the second symbol display flag is NOT ON (Sx0905: NO), the process proceeds to step Sx0906, where a distribution determination is made by referring to the distribution table for the first start gate (see Figure 8(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE falls within the numerical range for 16R probability variation jackpots, 8R probability variation jackpots, 16R normal jackpots, or 8R normal jackpots.
[0300] On the other hand, if it is determined in step Sx0905 that the flag for the second symbol display unit is ON (Sx0905:YES), the process proceeds to step Sx0907, where a distribution determination is made by referring to the distribution table for the second start gate (see Figure 8(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE falls within the numerical range for a 16R probability variation jackpot or the numerical range for an 8R normal jackpot. After executing the process in step Sx0906 or step Sx0907, the process proceeds to step Sx0908.
[0301] In step Sx0908, the flag corresponding to the type of jackpot assigned in step Sx0906 or step Sx0907 (jackpot flag) is turned ON. Specifically, if it is a 16R probability variation jackpot, the 16R probability variation jackpot flag is turned ON; if it is an 8R probability variation jackpot, the 8R probability variation jackpot flag is turned ON; if it is a 16R normal jackpot, the 16R normal jackpot flag is turned ON; and if it is an 8R normal jackpot, the 8R normal jackpot flag is turned ON. After executing step Sx0908, proceed to step Sx0909.
[0302] Step Sx0909 executes the process of setting the stop result for a jackpot. Specifically, in the current round of play in which a jackpot will be won, this process sets which stop result to display on the first symbol display unit 37a or the second symbol display unit 37b before ending the display. Specifically, by referring to the jackpot stop result table stored in the stop result table storage area 63f (Figure 5), the address information of the stop result data corresponding to the type of jackpot assigned in step Sx0906 or step Sx0907 is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Sx0909, the hit determination process ends.
[0303] In step Sx0904, if the result of the winning lottery in step Sx0902 or step Sx0903 is not a jackpot win (Sx0904: NO), the process proceeds to step Sx0910, where the reach determination table is referenced to determine whether or not a reach will occur in that game round. Specifically, it is determined whether the value of the reach random number counter C3 stored in the execution area AE matches the value set as indicating a reach in the reach determination table stored in the reach determination table storage area 63c (Figure 5). After that, the process proceeds to step Sx0911.
[0304] In step Sx0911, if the result of the reach determination in step Sx0910 is that a reach will occur in that game round (Sx0911: YES), proceed to step Sx0912 and turn on the reach occurrence flag. Specifically, the reach occurrence flag in the various flag storage area 64g of RAM64 is turned on. After executing step Sx0912, proceed to step Sx0913.
[0305] On the other hand, in step Sx0911, if the result of the reach determination in step Sx0910 is that no reach occurs in that game round (Sx0911: NO), the process proceeds to step Sx0913 without executing step Sx0912.
[0306] Step Sx0913 executes the process of setting the stop result for a losing outcome. Specifically, in the current game round which results in a losing outcome, this process sets which stop result to display on the first symbol display unit 37a or the second symbol display unit 37b before ending the display. Specifically, by referring to the stop result table for losing outcomes in the stop result table storage area 63f, the address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the execution area AE is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Sx0913, the win determination process is terminated.
[0307] <Variable Time Setting Process> Next, the variable time setting process will be explained. The variable time setting process is executed by the MPU 62 of the main control unit 60 as a subroutine of the variable start process (Figure 29: Sx0704).
[0308] Figure 32 is a flowchart showing the variation time setting process. In step Sx1001, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of RAM64 is obtained. Then, the process proceeds to step Sx1002.
[0309] Step Sx1002 executes a process to identify the variation time table. The variation time table is tabular data whose data elements are variation time information (variation time information), which is the time from when the symbols start to change until they stop, and the value of the variation type counter CS. The variation time table storage area 63d of ROM 63 stores various types of variation time tables depending on the game state, whether or not there is a big win or time reduction, and whether or not a reach occurs. In step Sx1002, one variation time table is identified from these variation time tables. Specifically, based on the high probability mode flag and the high frequency support mode flag, it is determined whether the current game state is low probability low support state, high probability high support state, low probability high support state, or high probability low support state. Based on this determination result, the hit / fail determination result for determining whether or not there is a big win or time reduction for the current game round, and the reach determination result for determining whether or not a reach occurs, one variation time table is identified from the variation time table storage area 63d of ROM 63. After executing step Sx1002, proceed to step Sx1003.
[0310] In step Sx1003, the variation time information corresponding to the value of the variation type counter CS obtained in step Sx1001 is obtained by referring to the variation time table identified in step Sx1002. After executing step Sx1003, the process proceeds to step Sx1004.
[0311] In step Sx1004, the variable time information acquired in step Sx1003 is set in the variable time counter area located in the various counter areas 64f of RAM 64. After that, the variable time setting process is terminated.
[0312] <Termination of changes> Next, the variation termination process will be explained. The variation termination process is executed by the MPU 62 of the main control unit 60 as a subroutine of the game round control process (Figure 28: Sx0604).
[0313] Figure 33 is a flowchart of the variation termination process. Step Sx1101 determines whether the variation time for the current game round has elapsed. As mentioned above, variation time is the time from when the pattern sequence starts to change until all patterns stop, and is part of the unit game time. Specifically, step Sx1101 determines whether the value of the variation time information stored in the variation time counter area (various counter areas 64f) of RAM 64 has become "0". This value of variation time information is set in the variation time setting process (Figure 32) described above. This set value of variation time information is decremented by 1 each time the timer interrupt process is activated.
[0314] If it is determined in step Sx1101 that the variation time has not elapsed (Sx1101:NO), this variation termination process is terminated.
[0315] In step Sx1101, if it is determined that the variation time has elapsed (Sx1101:YES), the process proceeds to step Sx1102, where the variation of the symbols in the symbol display unit corresponding to the current game round among the first symbol display unit 37a and the second symbol display unit 37b is terminated. Subsequently, in step Sx1103, the special symbol variation display flag stored in the special symbol variation display flag storage area in the various flag storage area 64g of RAM 64 is turned OFF. After executing step Sx1103, the process proceeds to step Sx1104.
[0316] Step Sx1104 determines whether the result of the winning lottery for the current game round is a jackpot win. Specifically, it determines whether any of the following flags in RAM64 are ON: 16R probability variation jackpot flag, 8R probability variation jackpot flag, 16R normal jackpot flag, or 8R normal jackpot flag. If step Sx1104 determines that none of the above flags are ON, that is, that the result of the winning lottery for the current game round is not a jackpot win (Sx1104:NO), the game proceeds to step Sx1105.
[0317] Step Sx1105 determines whether the support mode is high-frequency support mode. Specifically, it determines whether the high-frequency support mode flag in the various flag storage area 64g of RAM64 is ON.
[0318] In step Sx1105, if it is determined that the high-frequency support mode flag is ON (Sx1105:YES), the process proceeds to step Sx1106 to determine whether the value of the game count counter PNC is greater than 0. In step Sx1106, if it is determined that the value of the game count counter PNC is greater than 0 (Sx1106:YES), the process proceeds to step Sx1107 to deduct 1 from the value of the game count counter PNC. After executing step Sx1107, the process proceeds to step Sx1108. On the other hand, in step Sx1106, if it is determined that the value of the game count counter PNC is 0 or less (Sx1106:NO), the process proceeds to step Sx1108 without executing step Sx1107.
[0319] Step Sx1108 determines whether the lottery mode is in high probability mode. Specifically, it determines whether the high probability mode flag in the various flag storage area 64g of RAM64 is ON.
[0320] If it is determined in step Sx1108 that the high probability mode flag is not ON (Sx1108: NO), the process proceeds to step Sx1109, where it is determined whether the value of the game count counter PNC is greater than 0.
[0321] In step Sx1109, if it is determined that the value of the game count counter PNC is not greater than 0 (step Sx1109: NO), the process proceeds to step Sx1110, and the high-frequency support mode flag is turned OFF. After executing step Sx1110, this variation time termination process is terminated.
[0322] If it is determined in step Sx1108 that the high probability mode flag is ON (Sx1108:YES), or if it is determined in step Sx1109 that the value of the game count counter PNC is greater than 0 (Step Sx1109:YES), the end of this variation time process will be terminated without executing step Sx1110. Also, if it is determined in step Sx1105 that the high frequency support mode flag is not ON (Sx1105:NO), the end of this variation time process will be terminated without executing steps Sx106 to Sx1110.
[0323] On the other hand, in step Sx1104, if any of the flags among the 16R probability variation jackpot flag, 8R probability variation jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag is ON, that is, if it is determined that the result of the winning lottery for this round of play is a jackpot win (Sx1104:YES), then proceed to step Sx1111 and turn ON the open / close execution mode flag of the various flag storage area 64g of RAM64. After executing step Sx1111, proceed to step Sx1112. In step S1112, check the value of the winning random number counter C1 included in the reserved information remaining in the reserved information storage area 64b and determine whether or not there is a jackpot win among the remaining reserved information. In step Sx1112, if it is determined that there is a jackpot win among the remaining reserved information (Sx1112:YES), proceed to step Sx1113 and set the reserved consecutive win command. The "Reserve Consecutive Wins" command is used to inform the sub-control device, the voice and light emission control device 90, that there is a jackpot win among the reserve information remaining in the reserve information storage area 64b, i.e., that there is a reserve consecutive win. After executing step Sx1113, the end of this variation time process is terminated. On the other hand, if it is determined in step Sx1112 that there is no jackpot win among the remaining reserve information (Sx1112: NO), the process proceeds to step Sx1114, and the "No Reserve Consecutive Wins" command is set. The "No Reserve Consecutive Wins" command is used to inform the sub-control device, the voice and light emission control device 90, that there is no jackpot win among the reserve information remaining in the reserve information storage area 64b, i.e., that there is no reserve consecutive win. After executing step Sx1114, the end of this variation time process is terminated.
[0324] <Game state transition process> Next, the game state transition process will be explained. The game state transition process is executed by the MPU 62 of the main control unit 60 as a subroutine of the normal process (Figure 27: Sx0507).
[0325] Figure 34 is a flowchart showing the game state transition process. Step Sx1201 determines whether the ending period flag is ON or OFF. The ending period flag is turned ON at the end of the opening and closing processing period of the big prize slot in the opening and closing execution mode (start of the ending period) and turned OFF at the end of the ending period. The ending period is the period for executing the ending sequence in the opening and closing execution mode.
[0326] If it is determined in step Sx1201 that the ending period flag is not ON (Sx1201: NO), the process proceeds to step Sx1202 to determine whether the opening / closing processing period flag is ON or OFF. The opening / closing processing period flag is turned ON when the opening period ends during the opening / closing execution mode and the opening / closing processing period for the large prize slot begins, which is the period during which the opening and closing operation of the opening / closing door 36b of the variable prize slot 36 is performed, and is turned OFF when the opening and closing operation of the opening / closing door 36b is completed.
[0327] If it is determined in step Sx1202 that the opening / closing processing period flag is not ON (Sx1202:NO), the process proceeds to step Sx1203 to determine whether the opening period flag is ON or OFF. The opening period flag is turned ON at the start of the opening period and OFF at the end of the opening period.
[0328] If it is determined in step Sx1203 that the opening period flag is not ON (Sx1203:NO), the process proceeds to step Sx1204 to determine whether the opening / closing execution mode flag is ON or not. If it is determined in step Sx1204 that the opening / closing execution mode flag is ON (Sx1204:YES), the process proceeds to step Sx1205. On the other hand, if it is determined in step Sx1204 that the opening / closing execution mode flag is OFF (Sx1204:NO), the game state transition process ends immediately.
[0329] In step Sx1205, the high probability mode flag is turned OFF. Then proceed to step Sx1206. In step Sx1206, the high frequency support mode flag is turned OFF. Then proceed to step Sx1207.
[0330] Step Sx1207 executes the opening / closing scenario setting process to set the opening / closing scenario. The opening / closing scenario defines the pattern of opening and closing operations of the opening / closing door 36b during round play. In this embodiment, it is a program that records the conditions for transitioning the opening / closing door 36b from a closed state to an open state (hereinafter also called the "opening condition") and the conditions for transitioning the opening / closing door 36b from an open state to a closed state (hereinafter also called the "closing condition"). The opening / closing scenario is stored in the opening / closing scenario storage area 63h of the ROM 63.
[0331] The conditions for opening are as follows, for example: The current state of the pachinko machine 10 is the timing to start each round of gameplay in the opening / closing execution mode. If any of the above conditions are met, the opening / closing door 36b transitions from the closed state to the open state.
[0332] Closure conditions are as follows, for example: - The elapsed time since the start of each round of gameplay exceeds a predetermined maximum duration (e.g., 15 seconds). - The number of game balls that enter the large prize slot 36a after the start of each round of play exceeds the predetermined upper limit. If either of the above two conditions is met, the opening / closing door 36b will transition from the open state to the closed state.
[0333] After executing step Sx1207, proceed to step Sx1208 as described above.
[0334] Step Sx1208 executes the opening time setting process. The opening time setting process is the process of setting the length of the opening period in the opening / closing execution mode (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time is set for each opening period. Specifically, "3000" (i.e., 6 seconds) is set in the third timer counter area T3 that determines the opening time. The third timer counter area T3 is provided in the various counter areas 64f of RAM 64. After executing step Sx1208, the process proceeds to step Sx1209.
[0335] In step Sx1209, the opening command is set. The set opening command is sent to the sound and light emission control device 90 in step Sx0503 of the normal process (Figure 27). This opening command includes information on the set opening time and the number of rounds for the current opening and closing execution mode. Based on the received opening command, the sound and light emission control device 90 determines the content of the performance corresponding to the opening time and the opening and closing processing period of the big prize slot, and controls various devices to execute the determined content. After executing step Sx1209, the process proceeds to step Sx1210, and the opening period flag is turned ON. After that, the game state transition process ends.
[0336] If it is determined in step Sx1203 that the opening period flag is ON (Sx1203:YES), proceed to step Sx1211.
[0337] Step Sx1211 determines whether the opening period has ended. Specifically, it determines whether the value in the third timer counter area T3 is "0". If it is determined in step Sx1211 that the opening period has ended (Sx1211:YES), the process proceeds to step Sx1212, where the opening period flag is turned OFF. After that, the process proceeds to step Sx1213.
[0338] Step Sx1213 executes the process to start the round display to announce the type of opening / closing execution mode. Specifically, it checks the address information stored in the stop result address storage area of RAM64. Then, based on the checked address information, it identifies the stop result data corresponding to the above address information from the group of stop result data stored in ROM63, and confirms the content of the round count from the identified stop result data. After that, the content of the confirmed round count is output to the round display unit 39 in the main display unit 45. As a result, the round display unit 39 displays the round information related to the above output. After executing step Sx1213, the process proceeds to step Sx1214.
[0339] In step Sx1214, the opening / closing processing period flag is turned ON. In the following step Sx1215, the opening / closing processing start command is set. The opening / closing processing start command is a command that makes the sub-control device recognize that the opening / closing processing period has started. The opening / closing processing start command is sent to the sound and light emission control device 90 during the command output processing of the normal process (Figure 27: step Sx0503). After executing step Sx1215, this game state transition process is terminated.
[0340] If it is determined in step Sx1202 that the opening / closing processing period flag is ON (Sx1202:YES), proceed to step Sx1216 and execute the opening / closing process for the main prize slot. The opening / closing process for the main prize slot will be described later. After executing step Sx1216, proceed to step Sx1217.
[0341] Step Sx1217 determines whether the opening and closing process for the main prize slot is complete. Specifically, it determines whether the opening and closing process for the main prize slot is complete by checking whether the value of the first round counter area RC1, which counts the number of times the opening and closing door 36b has been opened, is "0". If it is determined in step Sx1217 that the opening and closing process for the main prize slot is complete (Sx1217:YES), the process proceeds to step Sx1218. On the other hand, if it is determined in step Sx1217 that the opening and closing process for the main prize slot is not complete (Sx1217:NO), the game state transition process ends there.
[0342] In step Sx1218, the opening / closing processing period flag is turned OFF, and then the process proceeds to step Sx1219.
[0343] In step Sx1219, the round display termination process is executed. In this process, the display control of the round display unit 39 on the main display unit 45 is terminated so that the round display unit 39 is turned off. After executing step Sx1219, the process proceeds to step Sx1220.
[0344] Step Sx1220 executes the ending time setting process. The ending time setting process sets the length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). In this embodiment, the same fixed ending time is set for each ending period. Specifically, "3000" (i.e., 6 sec) is set in the fourth timer counter area T4 which determines the ending time. The fourth timer counter area T4 is provided in the various counter areas 64f of RAM 64. After executing step Sx1220, the process proceeds to step Sx1221.
[0345] In step Sx1221, the ending command is set. This set ending command is sent to the sound and light emission control device 90 in step Sx0503 of the normal process (Figure 27). Based on receiving the ending command, the sound and light emission control device 90 terminates the effects corresponding to the opening and closing execution mode. After executing step Sx1221, the process proceeds to step Sx1222.
[0346] In step Sx1222, the ending period flag is turned ON. After that, the game state transition process ends.
[0347] If it is determined in step Sx1201 that the ending period flag is ON (Sx1201:YES), proceed to step Sx1223.
[0348] Step Sx1223 determines whether the ending period has ended. Specifically, it determines whether the value of the fourth timer counter area T4, which was set as the ending time in the ending time setting process (Sx1220), is "0". If it is determined in step Sx1220 that the value of the fourth timer counter area T4, which was set as the ending time, is "0" (Sx1223: YES), the process proceeds to step Sx1224.
[0349] In step Sx1224, the ending period flag is turned OFF. Then, proceed to step Sx1225 to execute the transition process at the end of the ending period. The transition process at the end of the ending period is for setting the various modes for the game round after the current ending period has ended. Details of the transition process at the end of the ending period will be described later. After executing step Sx1225, proceed to step Sx1226 to turn OFF the open / close execution mode flag. After executing step Sx1226, proceed to step Sx1227.
[0350] In step Sx1227, it is determined whether the total number of reserved items CRN is "0". If the total number of reserved items CRN is "0", it means that the number of reserved items for both the first start port 33 and the second start port 34 is "0". If it is determined in step Sx1227 that the total number of reserved items CRN is "0" (Sx1227: YES), the process proceeds to step Sx1228.
[0351] In step Sx1228, a customer waiting command is set. The customer waiting command is a command that includes information to make the sub-control device, the sound and light emission control device 90, aware that no reserved information is stored in the reserved information storage area 64b when the symbol change (game round) has ended. This set customer waiting command is sent to the sound and light emission control device 90 in step Sx1228 of the normal processing (Figure 27). After executing step Sx1228, the game round control processing is terminated.
[0352] On the other hand, if it is determined in step Sx1227 that the total number of reserved items CRN is not "0" (Sx1227:NO), the game round control process ends immediately. Also, if it is determined in step Sx1223 that the value of the fourth timer counter area T4, which is set as the ending time, is not "0" (Sx1223:NO), the game state transition process ends immediately.
[0353] <Opening and closing mechanism for the grand prize slot> Next, the process of opening and closing the main prize slot will be explained. The process of opening and closing the main prize slot is executed by the MPU 62 of the main control unit 60 as a subroutine of the game state transition process (Figure 34: Sx1216).
[0354] Figure 35 is a flowchart showing the opening and closing process for the main prize slot. In step Sx1301, it is determined whether the opening / closing door 36b is open or not. Specifically, the determination is made based on the drive state of the variable prize drive unit 36c. If it is determined in step Sx1301 that the opening / closing door 36b is not open (Sx1301:NO), the process proceeds to step Sx1302.
[0355] In step Sx1302, it is determined whether the conditions for opening the door 36b have been met. Specifically, the opening and closing scenario set by the opening and closing scenario setting process is read, and it is determined whether it is time for the door 36b to open. If it is determined in step Sx1302 that the conditions for opening the door 36b have been met (Sx1302:YES), the process proceeds to step Sx1303.
[0356] In step Sx1303, the opening door 36b is opened. Then, proceed to step Sx1304.
[0357] In step Sx1304, the door opening command is set. The door opening command is used to inform the sub-control device that the door 36b has been opened. The door opening command is sent to the sound and light emission control device 90 during the command output process of normal processing (Figure 27: step Sx0503). After executing step Sx1304, the opening and closing process of the main prize slot is terminated.
[0358] If, in step Sx1302, it is determined that the conditions for opening the door 36b are not met (Sx1302:NO), the process of opening and closing the main prize slot is terminated without executing steps Sx1303 and Sx1304.
[0359] If it is determined in step Sx1301 that the opening / closing door 36b is open (Sx1301:YES), proceed to step Sx1305.
[0360] In step Sx1305, it is determined whether the closing conditions for the opening / closing door 36b have been met. Specifically, the opening / closing scenario set by the opening / closing scenario setting process is read, and it is determined whether it is time for the opening / closing door 36b to close. If it is determined in step Sx1305 that the closing conditions for the opening / closing door 36b have been met (Sx1305:YES), the process proceeds to step Sx1306.
[0361] In step Sx1306, the opening / closing door 36b is closed. Then, proceed to step Sx1307.
[0362] In step Sx1307, the door closing command is set. The door closing command is used to inform the sub-control device that the door 36b has been closed. The door closing command is sent to the sound and light emission control device 90 during the command output process of normal processing (Figure 27: step Sx0503). After executing step Sx1307, the opening and closing process of the main prize slot is terminated.
[0363] If, in step Sx1305, it is determined that the closing condition for the opening / closing door 36b is not met (Sx1305: NO), the opening / closing process for the main prize slot is terminated without executing steps Sx1306 and Sx1307.
[0364] <Transition process at the end of the ending period> Next, we will explain the transition process at the end of the ending period. The transition process at the end of the ending period is executed by the MPU 62 of the main control unit 60 as a subroutine of the game state transition process (Figure 34: Sx1225).
[0365] Figure 36 is a flowchart showing the transition process at the end of the ending period. In step Sx1401, it is determined whether the flag corresponding to a probability variation jackpot is ON in the jackpot flag. That is, it is determined whether the 16R probability variation jackpot flag or the 8R probability variation jackpot flag of RAM64 is ON.
[0366] In step Sx1401, if it is determined that the 16R probability variation jackpot flag or the 8R probability variation jackpot flag in RAM64 is ON (Sx1401:YES), the process proceeds to step Sx1402, where the ON flag among the 16R probability variation jackpot flag and the 8R probability variation jackpot flag in RAM64 is turned OFF. After executing step Sx1402, the process proceeds to step Sx1403.
[0367] In step Sx1403, the high probability mode flag is turned ON, and then the process proceeds to step Sx1404, where the high frequency support mode flag is turned ON. As a result, after the opening / closing execution mode ends, the game transitions to a state where the lottery mode is high probability mode and the support mode is high frequency support mode. Then the process proceeds to step Sx1405.
[0368] In step Sx1405, the game count counter PNC located in the various counter areas 64f of RAM64 is set to 100. The value set in the game count counter PNC indicates the number of games played when the high-frequency support mode is executed with a limited number of games played. After that, the process proceeds to step Sx1406.
[0369] In step Sx1406, a high-probability mode command, which contains information to allow the sub-controller to recognize that the lottery mode is high-probability mode, is set as the command to be sent to the voice and light emission control device 90. Then, the process proceeds to step Sx1411.
[0370] On the other hand, if it is determined in step Sx1401 that the 16R probability variation jackpot flag and the 8R probability variation jackpot flag of RAM64 are not ON (Sx1401:NO), the process proceeds to step Sx1407, where the 16R normal jackpot flag and the 8R normal jackpot flag of RAM64 are turned OFF. After that, the process proceeds to step Sx1408.
[0371] In step Sx1408, the high-frequency support mode flag is turned ON, and then the process proceeds to step Sx1409, where the game count counter PNC located in the various counter area 64f of RAM64 is set to 100. After that, the process proceeds to step Sx1410.
[0372] In step Sx1410, a low probability mode command, which contains information to inform the sub-control device that the lottery mode is a low probability mode, is set as the command to be sent to the voice and light emission control device 90. Then, the process proceeds to step Sx1411.
[0373] In step Sx1411, a high-frequency support mode command, which contains information to allow the sub-controller to recognize that the support mode is high-frequency support mode, is set as the command to be sent to the audio light emission control device 90. After that, the transition process at the end of the ending period is terminated.
[0374] <Processing for Electrical Equipment Support> Next, the processing for power supply support will be explained. The processing for power supply support is executed by the MPU 62 of the main control unit 60 as a subroutine of the normal processing (Figure 27: Sx0508).
[0375] Figure 37 is a flowchart showing the process for supporting the electric device. Step Sx1501 determines whether or not support is in operation. Specifically, it determines whether the suppo...
Claims
[Claim 1] a launching means for launching a game ball; A ball entry area is an area where a game ball can enter, and a predetermined special symbol entry area can vary a predetermined special symbol and a specific special symbol different from the predetermined special symbol based on the game ball entering the area; A normal ball entry area is an area where a game ball can enter, and a normal symbol can be changed based on the game ball entering the area; a specific ball entry area which is an area in which the predetermined special symbol, the specific special symbol, and the normal symbol do not change even when a game ball enters the area, and into which the game ball can enter when the launch mode by the launching means is a first launch mode, and into which the game ball cannot enter when the launch mode by the launching means is a second launch mode; A bonus ball entry means for allowing a game ball to enter the ball hole when the launch mode by the launch means is the second launch mode; a notification means capable of being a specific notification mode that notifies that the recommended firing mode is the second firing mode; A gaming machine comprising: This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state in which the bonus ball entry means performs a predetermined opening is confirmed, the notification means does not execute the specific notification mode, The specific notification mode is executed by the notification means during execution of the predetermined special game state, This gaming machine is During the predetermined waiting period when the notification means is not executing the specific notification mode, if a predetermined condition for opening the bonus ball entry means is met based on a game ball entering the specific ball entry area, the predetermined special game state can be generated after executing a predetermined control, This gaming machine is The device is configured to be able to switch between an effective state in which the entry of a game ball into the specific ball entry area during the predetermined waiting period is effective and an ineffective state in which the entry of a game ball into the specific ball entry area during the predetermined waiting period is ineffective based on the occurrence of a predetermined game condition, Even if a game ball enters the specific ball entry area in the invalid state during the predetermined waiting period, the predetermined condition is not established, This gaming machine is When a game ball enters the specific ball entry area in the valid state during the specified waiting period, the specified condition is met and the specified special game state based on the ball entry is generated. In addition, even if a game ball enters the specific ball entry area in the valid state during the specified waiting period, the specified condition is not met and the specified special game state based on the ball entry is not generated. In the case of generating the above, A first case in which the predetermined special game state is generated after a first period has elapsed since the game ball entered the specific ball entry area; A second case in which the predetermined special game state is generated after a second period longer than the first period has elapsed since the game ball entered the specific ball entry area; Contains, After the game ball enters the specific ball entry area, different effects can be executed in the first case, the second case, and the case where no effect is generated, This gaming machine is In the first period in the first case, a predetermined effect can be executed, In the second period in the second case, a performance identical to the predetermined performance is executed, and a performance different from the predetermined performance is executed following the performance; When the predetermined special game state is not generated even if the game ball enters the specific ball entry area, an effect identical to the predetermined effect can be executed after the game ball enters the specific ball entry area, This gaming machine is The game machine is configured to be able to execute at least a first game situation in which the predetermined special game state can occur based on the game ball being launched in the first launch mode and the game ball landing in the specific ball landing area, and a second game situation that is more advantageous to the player than the first game situation, The specific ball entry area is configured to be provided at only one position where the game ball can enter when the launch mode by the launch means is the first launch mode, The predetermined special game state is configured to be executed based on a game ball entering the specific ball entry area, whether in the first game status or the second game status, This gaming machine is Equipped with a performance control means capable of executing various performances, The performance control means During the predetermined waiting period that is executed when the recommended firing mode is the first firing mode, a specific effect that notifies the user that the recommended firing mode is the first firing mode is executed. When the recommended firing mode is the second firing mode, the specific effect is not executed during the predetermined waiting period for the predetermined special game state determined based on the reserved lottery right. A gaming machine characterized by:
Citation Information
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Game machine
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