Gaming machine
The gaming machine addresses the need for increased player engagement by implementing ball launching, state transitions, and reward variations, resulting in a more exciting and interactive gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-01
- Publication Date
- 2026-03-17
AI Technical Summary
There is a need to enhance player engagement and attention in gaming machines, particularly in pachinko machines, by introducing features that increase the excitement and variability of gameplay.
The gaming machine incorporates mechanisms for launching game balls based on predetermined operations, transitioning to special game states, varying entry conditions for game balls, and providing distinct passage sections with different rewards, along with notification systems to enhance player interaction and engagement.
This configuration increases player attention and engagement by offering dynamic gameplay experiences with varying rewards and transitions, thereby enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a gaming machine such as a pachinko machine, for example, a lottery process is executed based on a predetermined lottery trigger, and when the lottery result becomes a specific result, the game state is shifted to a special game state more advantageous to the player than the normal game state (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, there is still room for improvement in increasing the attention level to the game in the gaming machine.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of increasing the attention level to the game.
Means for Solving the Problems
[0006] The present invention is launching means capable of launching a game ball based on a predetermined launching operation, transition determination means for executing a predetermined transition determination based on a predetermined determination trigger, transition means for shifting the game state to a special game state more advantageous to the player than the predetermined game state based on the result of the predetermined transition determination being a predetermined transition corresponding result, A means capable of changing a predetermined variable ball entry means from a first state in which game balls cannot be entered or are difficult to enter to a second state in which game balls can be entered or are easier to enter than in the first state, and then executing a specific game that returns to the first state, Equipped with, The system is configured such that the specific game can be played in the special game state. If the number of game balls that have entered the predetermined variable ball entry means reaches a specific number during the execution of the aforementioned specific game, the execution of the aforementioned specific game can be terminated. end Equipped with means, A first region is provided through which game balls launched by a first launching operation can pass, but game balls launched by a second launching operation different from the first launching operation cannot pass; and a second region is provided through which game balls launched by the second launching operation can pass, but game balls launched by the first launching operation cannot pass. A first passage section through which game balls passing through the first region can pass, and through which a first bonus can be awarded based on the passage of game balls, A second passage section through which game balls passing through the second region can pass, and which can grant a second reward different from the first reward based on the passage of game balls, Equipped with, If, during the execution of a predetermined specific game, the number of game balls entering the predetermined variable ball entry means is less than the specified number, and game balls are launched by the second launch operation, the predetermined specific game can be terminated before the number of balls entering reaches the specified number. the law of nature, The first passage section is provided in the predetermined variable ball entry means, The system includes means for updating predetermined information corresponding to the number of balls entered into the predetermined variable ball entry means based on the fact that a game ball has passed through the first passage section, The termination means can terminate the specified game during its execution if the update result of the predetermined information reaches a predetermined number. Means capable of performing a first notification based on the fact that a game ball has passed through the first passage section, Means capable of executing a second notification different from the first notification based on the fact that the game ball has passed through the second passage section, Equipped with, The game state is one that is more advantageous to the player than the predetermined game state, and has a specific game state that is different from the special game state. The second benefit mentioned above includes the transition to the specified game state. It is characterized by the following: [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the degree of attention to the game.
Brief Explanation of Drawings
[0008] [Figure 1] It is a front view showing a pachinko machine in the first embodiment. [Figure 2] It is a perspective view showing the main configuration of the pachinko machine developed. [Figure 3] It is a perspective view showing the main configuration of the pachinko machine developed. [Figure 4] (a) is a front view showing a game board unit, and (b) is a cross-sectional view of a general electric accessory. [Figure 5] It is a front view of a guide passage portion. [Figure 6] (a) is a cross-sectional view of a variable winning device in a closed state, and (b) is a cross-sectional view of the variable winning device in an open state. [Figure 7] (a) is a front view of a variable winning device with an opening / closing door omitted, and (b) is a perspective view of the variable winning device in an open state. [Figure 8] It is a block diagram showing the electrical configuration of the pachinko machine. [[ID=三十一]] [Figure 9] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 10] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 11] It is an explanatory diagram for explaining the contents of various counters used for winning / losing lottery etc. [Figure 12] It is an explanatory diagram of a jackpot type table. [Figure 13] It is a flowchart showing timer interrupt processing executed by the MPU of the main control device. [Figure 14] It is a flowchart showing normal processing. [Figure 15] It is a flowchart showing game turn control processing. [Figure 16](a) is a flowchart showing the process of starting the variation, and (b) is an explanatory diagram of the stop result table for the jackpot. [Figure 17] This is a flowchart showing the game state transition process. [Figure 18] This flowchart shows the process for opening and closing the grand prize slot. [Figure 19] This is a flowchart showing the process for winning a V prize. [Figure 20] This flowchart shows the setup process for each round. [Figure 21] This is an explanatory diagram of the upper limit allocation table. [Figure 22] This is the transition process that occurs when the open / close execution mode ends. [Figure 23] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 24] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 25] This flowchart shows the animation processing for the opening / closing execution mode executed by the MPU of the animation control device according to the second embodiment. [Figure 26] This is a flowchart showing the processing for the waiting period. [Figure 27] This is a flowchart showing the process for starting a round. [Figure 28] This is a flowchart showing the processing during a round. [Figure 29] This is a flowchart showing the process for ending a round. [Figure 30] This is a schematic diagram showing an example of the display screen. [Figure 31] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 32] This figure shows the passage structure of the variable prize winning device according to the third embodiment. [Figure 33] This is a flowchart showing timer interrupt handling. [Figure 34] This is a flowchart showing the process for awarding prizes to those who have fallen from the ranks. [Figure 35]This is a flowchart of the normal process. [Figure 36] This flowchart shows the process for opening and closing the grand prize slot. [Figure 37] This flowchart shows the setup process for each round. [Figure 38] (a) is an explanatory diagram of the upper limit distribution table, and (b) is an explanatory diagram of the opening / closing pattern table. [Figure 39] This flowchart shows the processing for when the device is open. [Figure 40] This flowchart shows the process for updating the round or starting the ending. [Figure 41] (a) is a flowchart showing the shutter driving process, and (b) is an explanatory diagram for describing the shutter's operation. [Figure 42] (a) is a flowchart showing the transition process at the end of the opening / closing execution mode, and (b) is an explanatory diagram of the jackpot type table. [Figure 43] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 44] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 45] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 46] This figure shows the passage structure of the variable prize winning device according to the fourth embodiment. [Figure 47] This is a front view of the variable prize-winning device when it is in the closed state. [Figure 48] (a) is an explanatory diagram of the jackpot type table, (b) is an explanatory diagram of the shutter distribution table, and (c) is an explanatory diagram for explaining the shutter operation. [Figure 49] This is a flowchart of the normal process. [Figure 50] This is a flowchart showing the V distribution process. [Figure 51] This flowchart shows the process for opening and closing the grand prize slot. [Figure 52] This is an explanatory diagram of the upper limit allocation table. [Figure 53] This is a flowchart showing the process for winning a V prize. [Figure 54] This is the transition process that occurs when the open / close execution mode ends. [Figure 55] This is an explanatory diagram illustrating the flow of gameplay during the opening / closing execution mode. [Figure 56] This is a schematic diagram showing an example of the display screen during the open / close execution mode. [Figure 57] This is a schematic diagram showing an example of the display screen during the open / close execution mode. [Figure 58] (a) is a diagram showing another example of a passageway structure, and (b) is a cross-sectional view of (a) along line BB. [Figure 59] This figure shows another example of a passageway structure. [Modes for carrying out the invention]
[0009] <First Embodiment> The following describes a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), a type of amusement machine, based on the drawings. Figure 1 is a front view of the pachinko machine 10, and Figures 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an unfolded state. Note that, for convenience, the components within the game area of the pachinko machine 10 are omitted in Figure 2.
[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 that is rotatably attached to the outer frame 11 in the forward direction. The game machine body 12 includes an inner frame 13, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13.
[0011] As shown in Figure 2, the inner frame 13 of the gaming machine body 12 is rotatably supported by the outer frame 11, with one of its left or right sides acting as the support. The front door frame 14 is also rotatably supported by the inner frame 13, and is rotatable forward with one of its left or right sides acting as the support. The back pack unit 15 is also rotatably supported by the inner frame 13, and is rotatable backward with one of its left or right sides acting as the support.
[0012] Furthermore, the gaming machine body 12 is equipped with a locking device 16 at its rotating tip, which has the function of locking the gaming machine body 12 to the outer frame 11 in a state where it cannot be opened, and also has the function of locking the front door frame 14 to the inner frame in a state where it cannot be opened. These respective locking states can be released by performing an unlocking operation using an unlocking key on a cylinder lock 17 that is exposed on the front of the pachinko machine 10.
[0013] The front door frame 14, which is provided to cover the entire front side of the inner frame 13, has a window section 61 formed therein that allows almost the entire gaming area, described later, to be viewed from the front. The window section 61 is roughly oval in shape, and a window panel 62 is fitted into it. The window panel 62 is made of colorless and transparent glass, but is not limited to this and may be made of colorless and transparent synthetic resin.
[0014] Various light-emitting means, such as lamps, are provided around the window section 61. As part of these lamps, a light-emitting section 63 is provided above the window section 61. Speaker sections 64 that output sound effects and other sounds according to the game situation are provided on both the left and right sides of the light-emitting section 63.
[0015] Below the window portion 61 of the front door frame 14, an upper bulge 65 and a lower bulge 66 are arranged vertically side by side, bulging toward the front. Inside the upper bulge 65 is an upper tray 71 that opens upward, and inside the lower bulge 66 is a lower tray 72 that also opens upward. The upper tray 71 has the function of temporarily storing the game balls dispensed from the dispensing device 96 provided in the back pack unit 15, aligning them in a line, and guiding them toward the game ball launching mechanism 53. The lower tray 72 has the function of storing any game balls that are left over in the upper tray 71.
[0016] A launch handle 60 is provided to the right of the lower tray 72 in the front door frame 14. When the launch handle 60 is operated, a game ball is launched from the game ball launching mechanism 53, which is located below the game area PE in the inner frame 13, toward the game area PE. In this case, the launching strength, i.e., the force of the launch, of the game balls launched toward the game area PE is changed by changing the amount of rotation of the launch handle 60. In this pachinko machine 10, when the launch handle 60 is operated by the player, the game ball launching mechanism 53 is driven and controlled so that one game ball is launched toward the game area PE every 0.6 seconds.
[0017] The game area PE is formed in the game board unit 24 mounted on the inner frame 13. The game board unit 24 (in particular the various components arranged in the game area PE of the game board 24a) will be described below. Figure 4(a) is a front view of the game board unit 24.
[0018] The game board unit 24 includes a game board 24a mainly formed from a plate made of, for example, a transparent synthetic resin material. An opaque game area partitioning member (spacer) 301 is attached to the periphery of the game board 24a so as to protrude forward from the surface of the plate. The game area partitioning member 301 is frame-shaped with a substantially elliptical opening on its inside, and the surface of the game board 24a (plate) can be seen from the front of the game machine through this opening. Furthermore, an outer rail portion 52 is attached to the surface of the plate along the opening of the game area partitioning member 301, and an inner rail portion 51 is attached inside the outer rail portion 52, extending to the left side and bottom of the game board 24a.
[0019] These game area partitioning members 301, inner rail section 51, and outer rail section 52 face the front door frame 14 or window panel 62, and their protrusion is set so that the gap between them is less than the diameter of the game ball. This prevents the game ball from going over the game area partitioning members 301, inner rail section 51, and outer rail section 52 and flying out to the outside of the game board 24a. In other words, the game area PE is partitioned by the game area partitioning members 301, inner rail section 51, and outer rail section 52. Furthermore, the inner rail section 51 and outer rail section 52 form a guide rail 54 for the game ball to the game area PE, and the game ball launched from the game ball launching mechanism 53 when the player rotates the launch handle 60 is guided to the upper part of the game area PE by the guide rail 54.
[0020] The guide rail 54 is formed such that its exit portion faces the upper center of the game area PE on one side of the game area PE. Therefore, as the amount of rotation of the launch handle 60 by the player increases, the arrival position of the game ball at the top of the game area PE shifts from the side where the exit portion of the guide rail 54 is formed to the opposite side. The exit portion of the guide rail 54 is located on the left side of the game area PE.
[0021] In the game board 24a, the area designated as the game area PE is formed by router processing, creating multiple openings of varying sizes that penetrate in the front-to-back direction. Each opening is provided with a general prize entry point 31, a variable prize entry device 32, a first operation opening (or first starting ball entry point) 33, a second operation opening (or second starting ball entry point) 34, a through gate 35, a variable display unit 36, a special display unit 43, and a general display unit 44, among others. Note that there are multiple general prize entry points 31.
[0022] Even if a ball enters the through gate 35, no game balls will be dispensed. On the other hand, if a ball enters the general prize entry opening 31, the variable prize entry device 32, the first operation opening 33, or the second operation opening 34, a predetermined number of game balls will be dispensed. Specifically, if a ball enters the first operation opening 33, four balls will be dispensed, and if a ball enters the second operation opening 34, three balls will be dispensed. In addition, if a ball enters the general prize entry opening 31, ten prize balls will be dispensed, and if a ball enters the variable prize entry device 32, fifteen prize balls will be dispensed.
[0023] However, the number of prize balls is arbitrary. For example, the number of prize balls related to the first operating port 33 may be the same as the number of prize balls related to the second operating port 34, or the number of prize balls related to the second operating port 34 may be greater than the number of prize balls related to the first operating port 33. In addition, the number of prize balls related to the variable prize device 32 may be the same as or less than the number of prize balls related to other operating ports, etc.
[0024] An outlet 37 is provided at the bottom of the game board 24a, and game balls that do not enter the various prize winning slots are discharged from the game area PE through the outlet 37. Even if a game ball enters the outlet 37, no prize balls are paid out. In addition, the game board 24a is equipped with numerous nails 38 to appropriately disperse and adjust the direction in which the game balls fall, as well as various components (mechanisms) such as windmills.
[0025] Here, "ball entry" means that a game ball passes through a predetermined opening, and includes not only the mode in which the game ball is discharged from the game area PE after passing through the opening, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening. However, in the following explanation, in order to clearly distinguish it from the entry of a game ball into the out opening 37, the entry of a game ball into the general prize opening 31, the variable prize device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be expressed as "prize entry".
[0026] A variable display unit 36 is provided so as to include the central part of the game area PE. Due to the fact that the peripheral edge (center frame 302) of the variable display unit 36 protrudes forward of the game machine beyond the surface of the game board 24a, the area into which game balls launched into the game area PE can flow is defined. Specifically, the game area PE is divided into an upper area PE1 which is above a predetermined height position of the center frame 302, a left area PE2 which is continuous below the upper area PE1 and to the left of the center frame 302, a right area PE3 which is continuous below the upper area PE1 and to the right of the center frame 302, and a lower area PE4 which is continuous below the left area PE2 and the right area PE3 and below the center frame 302.
[0027] Which of these regions PE1 to PE4 the game area flows through (passes through) is determined by the amount of rotation of the launch handle 60, that is, by the launch force of the game ball. Specifically, if the player rotates the launch handle 60 within a first range of rotation amounts, which is greater than or equal to a predetermined amount but less than a standard amount, the launched game ball is more likely to be launched to the left of the horizontal center position in the upper region PE1. In this case, the game ball will flow through the game areas PE in the order of upper region PE1 → left region PE2 → lower region PE4.
[0028] On the other hand, if the player rotates the launch handle 60 within the second range, which is greater than the standard rotation amount, the launched game ball is more likely to be launched to the right of the horizontal center position in the upper region PE1. In this case, the game ball will flow down in the order of upper region PE1 → right region PE3 → lower region PE4. In other words, by adjusting the amount of rotation of the launch handle 60, the player can choose whether to play the game by taking the left route, where the game ball flows down the left region PE2, or the right route, where the game ball flows down the right region PE3.
[0029] The predetermined rotation amount is the amount of rotational operation required for the launched game ball to pass through the guide rail 54 and enter the game area PE, and the reference rotation amount is the amount of rotational operation required for the proportion of the game ball flowing down the left area PE2 and the proportion of the game ball flowing down the right area PE3 to be the same or approximately the same. In the first range of rotational operation, the proportion of the game ball flowing down the left area PE2 increases, and in the second range of rotational operation, the proportion of the game ball flowing down the right area PE3 increases.
[0030] The first operating port 33 is located in the lower region PE4. The first operating port 33 is open upwards and is large enough for one game ball to enter. The first operating port 33 does not have any mechanism for opening or closing it and is always open. When game balls are launched in the same manner, the probability of a game ball entering the first operating port 33 remains constant regardless of the game state. The first operating port 33 is located directly below the stage formed in the center frame 302, making it easier for game balls that flow onto the stage via the guide passage formed in the center frame 302 and are discharged from the center of the stage to outside the center frame 302 to enter the first operating port 33. The first operating port 33 is equipped with a first operating port entry sensor 33a, which detects game balls that have entered the first operating port 33.
[0031] Here, with respect to the first operating opening 33, game balls flowing down the left route can enter (reach) it, while game balls flowing down the right route cannot enter (reach) it. In other words, the arrangement of game components and nails 38 in the left area PE2, the right area PE3, and the lower area PE4 is configured to allow game balls flowing down the left area PE2 to reach the first operating opening 33, while preventing game balls flowing down the right area PE3 from reaching the first operating opening 33. Therefore, when a player aims to enter the first operating opening 33, they will launch the game ball so that it flows down the left route.
[0032] The second operating port 34 is located in the right-side area PE3. The second operating port 34 opens forward and has a horizontally elongated rectangular shape when viewed from the front of the gaming machine. The size of the second operating port 34 is such that multiple gaming balls can enter it simultaneously. The second operating port 34 is equipped with a general-purpose device 303 for opening and closing the second operating port 34. As shown in Figure 4(b), the general-purpose device 303 comprises a plate-shaped opening / closing door 303a that can cover the second operating port 34 from the front of the gaming machine, and a general-purpose drive unit 303b connected to the opening / closing door 303a. The opening / closing door 303a is configured to be switchable between a closed position that covers the second operating port 34 from the front of the gaming machine and an open position that rotates forward from the closed position to open the second operating port 34. When the opening / closing door 303a is in the closed position (non-supported or non-guided state), the game ball cannot enter the second operating opening 34. When the opening / closing door 303a is in the open position (supported or guided state), the game ball can enter the second operating opening 34. The second operating opening 34 is equipped with a second operating opening entry sensor 34a at a location through which the game ball that enters the second operating opening 34 must pass, and the entry sensor 34a detects the game ball that has entered the second operating opening 34.
[0033] Furthermore, the closed state of the opening / closing door 303a is not limited to a state that prevents the ball from entering the second operating opening 34, but may also be a state in which the ball can enter the second operating opening 34, but in a range where it is less likely to enter compared to the open state. In other words, the state switching of the opening / closing door 303a may be configured to switch between a state in which it is easy for game balls to enter the second operating opening 34 and a state in which it is not impossible to enter, but it is less likely to enter than the state in which it is easy to enter.
[0034] As shown in Figure 4(a), a through gate 35 is provided above (upstream of) the second operating port 34 in the right-side region PE3. The through gate 35 has a through hole (not shown) that penetrates vertically, and game balls that enter the through gate 35 flow down the game region PE after entering. This makes it possible for game balls that enter the through gate 35 to enter the second operating port 34 and the variable prize winning device 32. A detection sensor 35a is provided in the through gate 35, and the detection sensor 35a detects game balls that enter the through gate 35.
[0035] Based on the entry into the through gate 35, the regular electric mechanism 303 of the second operating port 34 is switched from a closed state to an open state. Specifically, an internal lottery is performed triggered by the entry into the through gate 35, and if the result of that internal lottery is an open result (support win), and the stop result corresponding to that result is displayed and the variation display ends, the mechanism opening / closing game (support execution mode) is executed. In the mechanism opening / closing game, the regular electric mechanism 303 is opened in a predetermined manner.
[0036] In the right-side region PE3, a variable prize winning device 32 is located below (downstream of) the second operating port 34. The variable prize winning device 32 comprises a large prize winning port 32a leading to the rear side of the game board 24a, an opening / closing door 304 (see Figure 5) that opens and closes the large prize winning port 32a, and a drive unit 305 (see Figure 6) for the variable prize winning device that drives the opening / closing door 304. The opening / closing door 304 is configured to be switchable between a closed position that covers the large prize winning port 32a from the front of the game machine and an open position that rotates forward from the closed position to open the large prize winning port 32a. In the closed state, when the opening / closing door 304 is in the closed position, game balls cannot enter the large prize winning port 32a, but when the opening / closing door 304 is in the open position, it becomes possible for game balls to enter the large prize winning port 32a.
[0037] Furthermore, the closed state of the opening / closing door 304 is not limited to a state that prevents balls from entering the large prize opening 32a. It may also be a state in which balls can enter the large prize opening 32a, but to a degree that makes it less likely for balls to enter compared to the open state. In other words, the state switching of the opening / closing door 304 may be configured to switch between a state in which it is easy for game balls to enter the large prize opening 32a and a state in which it is not impossible for balls to enter, but it is less likely for balls to enter than in the state in which it is easy for balls to enter.
[0038] The opening and closing door 304 is normally in a closed state where game balls cannot enter or enter with difficulty. When the internal lottery results in a transition to the opening and closing execution mode (opening and closing execution state), it switches to an open state where game balls can enter or enter with difficulty. Here, the opening and closing execution mode is the mode to which the player transitions when a jackpot is won. One mode of opening the variable prize-winning device 32 is one in which the variable prize-winning device 32 is repeatedly opened for a maximum of multiple rounds, with the passage of a predetermined time or a predetermined number of prizes considered as one round.
[0039] For the second operating port 34, the through gate 35, and the variable prize winning device 32, if the launch handle 60 is operated so that the game ball flows down the left area PE2, it is not possible to win a prize, but if the launch handle 60 is operated so that the game ball flows down the right area PE3, it is possible to win a prize. Therefore, when a player aims to win a prize at the second operating port 34, the through gate 35, and the variable prize winning device 32, they will launch the game ball so that it flows down the right route.
[0040] The right route is provided with a guide passage section 401 that guides the game balls flowing down the right-side area PE3 to the through gate 35, the second operating opening 34, and the variable prize winning device 32. Details of the guide passage section 401 will be described later. In addition, a return rubber 306 (Figure 5) is provided at the position where the game balls flying along the guide rail 54 will collide in the upstream part of the right route. The return rubber 306 is a buffer member, and after the game balls collide with the return rubber 306, their momentum is weakened before they flow down the right route.
[0041] The special display section 43 and the general display section 44 are provided on a decorative member 39 arranged along the lower outer edge of the game area PE. The decorative member 39 extends from the surface of the game board 24a toward the front of the game machine. Specifically, the front of the decorative member 39 faces a window panel 62 provided on the front door frame 14 to allow the game area PE to be visible from the front of the game machine, and the distance between the decorative member 39 and the window panel 62 is narrower than the width of one game ball. This prevents game balls from falling in front of the front of the decorative member 39.
[0042] The special display unit 43 is provided with a round display unit RS to indicate the number of rounds played in the opening / closing execution mode when the machine enters the opening / closing execution mode due to winning a jackpot in the internal lottery (or when it enters the opening / closing execution mode). The round display unit RS starts displaying the number of rounds played when the opening / closing execution mode starts and stops displaying when the opening / closing execution mode ends.
[0043] Furthermore, the special display unit 43 is equipped with a first special display unit AS for clearly indicating the results of the internal lottery conducted based on winning a prize in the first operating port 33, and a second special display unit BS for clearly indicating the results of the internal lottery conducted based on winning a prize in the second operating port 34.
[0044] In the first special display unit AS, the display of changing symbols is triggered by a prize being won in the first operating port 33, and as a result of the stopping of this changing display, the result of the internal lottery conducted based on the prize being won in the first operating port 33 is clearly displayed. If the result of the internal lottery based on the prize being won in the first operating port 33 is a winning result corresponding to the transition to the opening / closing execution mode, the first special display unit AS displays a predetermined stopping result, the changing display stops, and then the machine transitions to the opening / closing execution mode.
[0045] In the second special display unit BS, the display of changing symbols is triggered by a prize being won in the second operation port 34, and as a result of the stopping of this changing display, the result of the internal lottery conducted based on the prize being won in the second operation port 34 is clearly displayed. If the result of the internal lottery based on the prize being won in the second operation port 34 is a winning result corresponding to the transition to the opening / closing execution mode, the second special display unit BS displays a predetermined stopping result and the changing display stops, after which it transitions to the opening / closing execution mode.
[0046] Here, based on a winning entry into either of the operating ports 33 or 34, the corresponding first special display unit AS and second special display unit BS begin displaying variations, and the period from when the predetermined stop result is displayed until the stop display ends constitutes one game round.
[0047] The general display unit 44 is a display unit for clearly indicating the results of the internal lottery conducted based on the entry into the through gate 35. In this case, the general display unit 44 displays a change in the symbols triggered by the entry into the through gate 35, and as a result of the stopping of this change in the symbols display, the results of the internal lottery conducted based on the entry into the through gate 35 are clearly indicated by the display. In the change in the symbols based on the entry into the through gate 35, the change in the symbols is started based on the fact that a win or loss lottery is conducted, and then the changed symbols are displayed in a manner corresponding to the result of the win or loss lottery, which constitutes one round of play.
[0048] If the result of the internal lottery based on the entry into the through gate 35 is a winning result corresponding to a transition to a support state that opens the regular electric device 303, the predetermined stop result is displayed on the regular display unit 44 and the fluctuation display stops, after which the game transitions to the device opening / closing game. In the device opening / closing game, opening / closing control (switching control) is performed at least once to change the regular electric device 303 from a closed state to an open state and then back to a closed state. The device opening / closing game is configured to end when the total opening period reaches a predetermined period (e.g., 6 seconds) or when a predetermined number (e.g., 10 balls) of game balls enter the second operating port 34 after the game transitions to this game.
[0049] The special display unit 43 and the general display unit 44 are composed of a segment display device having multiple segments, but are not limited to this, and other display devices such as liquid crystal displays may be used.
[0050] Next, the variable display unit 36 will be described. The variable display unit 36 is equipped with a pattern display device 41 that displays patterns, which are a type of image, in a variable manner (or in a variable or switching manner).
[0051] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. The pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0052] The symbol display device 41 displays symbols arranged, for example, at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling horizontally. In this case, the variable display on the symbol display device 41 is initiated based on a winning entry into the first operating opening 33 or the second operating opening 34. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 41 accordingly. When the game transitions to a jackpot state in which the large winning opening 32a of the variable winning device 32 is opened, the symbol display device 41 displays a predetermined combination of symbols stopped on a preset active line.
[0053] Furthermore, the symbol display device 41 displays a hold indicator corresponding to the first special symbol display unit AS and the second special symbol display unit BS. Up to four game balls that enter the first operation opening 33 are held, and up to four game balls that enter the second operation opening 34 are held. In the above hold indicator, a predetermined hold image is displayed, and the number of images displayed indicates the number of hold balls in each operation opening 33 and 34. Note that the number of hold balls is not limited to what is shown by the above hold image, but may also be shown by a numerical display. In addition, the display indicator is not limited to the symbol display device 41, but may also be shown by a display unit or light-emitting unit (hold lamp unit) provided on the game board 24a, for example.
[0054] Next, we will describe the configuration of the back side of the gaming machine body 12.
[0055] As shown in Figure 3, the main control device 81 and the performance control device 82 are mounted on the back of the inner frame 13 (specifically, the game board 24a).
[0056] The main control device 81 comprises a main control board having a function to control the main gameplay (main control circuit) and a function to monitor the power supply (power outage monitoring circuit). This main control board is housed in a circuit board box 83 made of a transparent resin material or the like. The circuit board box 83 comprises a box base (front case) with a roughly rectangular parallelepiped shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are inseparably connected by a box coupling part 85, which serves as a means to prevent separation (or a coupling means), thereby sealing the circuit board box 83. Because they are inseparably connected by these box coupling parts 85, opening the internal space of the circuit board box 83 requires the destruction or partial removal of the circuit board box 83. Multiple box coupling parts 85 are provided on the long side of the circuit board box 83, and at least one of them is used for the coupling process.
[0057] The box coupling portion 85 can be configured in any way that it irrevocably connects the box base and the box cover, but the box base and the box cover are irrevocably connected by inserting a locking claw into the elongated hole that makes up the box coupling portion 85. The coupling process by the box coupling portion 85 prevents unauthorized opening after coupling, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to open it again even after it has been opened once. That is, the coupling process is performed by inserting a locking claw into at least one elongated hole among the multiple box coupling portions 85. When the main control board inside malfunctions or when the main control board needs to be inspected, the connection between the box coupling portion 85 with the locking claw inserted and other box coupling portions 85, or the connection to the box body, is cut. This separates the box base and box cover of the board box 83, and the main control board inside can be removed. After that, when the coupling process is to be performed again, the locking claw is inserted into the elongated hole of another box coupling portion 85. If a record of the opening of the circuit board box 83 is kept in the circuit board box 83, it will be easy to discover that unauthorized opening has occurred by looking at the circuit board box 83.
[0058] Multiple coupling pieces 86 are provided on one of the short sides of the circuit board box 83, protruding laterally. These coupling pieces 86 correspond one-to-one with multiple coupling pieces 87 formed on the mounting base of the main control device 81, and the coupling process is performed between the circuit board box 83 and the mounting base by the coupling pieces 86 and coupling pieces 87.
[0059] Furthermore, as a means of leaving a trace to detect unauthorized opening of the circuit board box 83, a sealing sticker may be attached so as to straddle the boundary between the box base and the box cover. In this case, if the sealing sticker is peeled off from its attachment point, the adhesive layer of the sealing sticker will remain on the circuit board box 83 side, leaving a trace. Moreover, an IC tag that transmits a response wave containing identification information in response to a call wave of a predetermined frequency may be attached to the sealing sticker, and if the sealing sticker is peeled off, the antenna of the IC tag will be cut, making it impossible to transmit the response wave.
[0060] The performance control device 82 is equipped with a performance control board that controls sound, lamp displays, and a display control device (not shown) according to instructions from the main control device 81, and the performance control board is housed in a board box 84 made of a transparent resin material or the like.
[0061] As shown in Figure 3, the back pack unit 15 includes a back pack 91, to which the dispensing mechanism 92, discharge passage panel 88, and control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin and has a protective cover portion 94 that protrudes to the rear and has a roughly rectangular parallelepiped shape so as to cover the main control device 81 and the performance control device 82 from the rear.
[0062] The dispensing mechanism 92 is arranged to bypass the protective cover 94 and includes a tank 95 into which game balls supplied from the island equipment of the game hall are replenished sequentially, and a dispensing device 96 for dispensing the game balls stored in the tank 95. The game balls dispensed from the dispensing device 96 are discharged into the upper tray 71 or lower tray 72 through a dispensing passage (not shown) located downstream of the dispensing device 96. The dispensing mechanism 92 is also equipped with a back-pack circuit board that is supplied with, for example, a 24-volt AC main power supply and has a power switch for turning the power ON and OFF.
[0063] Furthermore, the back pack 91 is provided with an external output terminal 99 on the upper edge side of the pivot axis of the back pack unit 15. The external output terminal 99 is provided with an output terminal for outputting a signal when the number of game balls is insufficient in the tank 95, an output terminal for outputting a signal each time a predetermined number of prize balls are dispensed, an output terminal for outputting a signal each time a predetermined number of game balls are lent out, an output terminal for outputting a signal when the game machine body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal when transitioning to a state such as the opening / closing execution mode (or while transitioning to a state). Through these output terminals, signals regarding the state of the frame are output to the management control device on the game hall side. Note that the output terminal for outputting a signal each time a predetermined number of game balls are lent out is not necessary in so-called cash machines.
[0064] The discharge passage panel 88 has a discharge passage formed on the side facing the control unit 93 that is open to the rear, and the opening of the discharge passage is blocked by the control unit 93. Game balls that enter the various prize slots 31, 33, 34, 321, 351 and game balls that enter the out slot 37 are led to the discharge passage on the rear side of the game panel 24a. The discharge passage is formed to discharge game balls to island equipment in the game hall, and the game balls led to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0065] The control unit 93 has a horizontally elongated mounting base on which the payout control device 97 and the power supply and launch control device 98 are mounted. The payout control device 97 and the power supply and launch control device 98 are arranged front to back, with the payout control device 97 facing the rear of the pachinko machine 10.
[0066] The dispensing control device 97 is configured such that a dispensing control board for controlling the dispensing device 96 is housed in a board box. In this case, the same fraud prevention means as for the board box 83 of the main control device 81 may be applied to the board box of the dispensing control device 97.
[0067] The power supply and launch control device 98 is configured with a power supply and launch control board housed in a board box. This board generates and outputs the predetermined power required by various control devices, and also controls the launch of the game balls in response to the player's operation of the launch handle 60. In addition, this pachinko machine 10 has a data storage function, so that even if a power outage occurs, it will retain the state it was in at the time of the power outage, and when power is restored, it will return to that state.
[0068] <Guidance passage section 401> Now, with reference to Figure 5, the configuration of the guided passage section 401 will be explained. Figure 5 is a front view of the guided passage section 401.
[0069] In the right-hand route, the outer wall portion 302a of the center frame 302, the inner surface portion 52a of the outer rail portion 52, and the inner surface portion 301a of the game area partitioning member 301 define a passage area through which game balls can flow. A passage wall portion 402 extending toward the variable prize winning device 32 is provided at an intermediate position within the passage area. The passage wall portion 402 protrudes forward from the surface of the game board 24a (plate material), thereby forming an outer passage portion 403 to the right of the passage wall portion 402 and an inner passage portion 404 to the left of the passage wall portion 402. The width of the outer passage portion 403 and the inner passage portion 404 is greater than the diameter of the game ball and less than twice the diameter of the game ball, and each forms a single ball passage.
[0070] Furthermore, the amount of protrusion of the passage wall 402 is set so that the gap between it and the window panel 62 is less than the diameter of the game ball, preventing the game ball from moving across the passage wall 402 between the outer passage 403 and the inner passage 404. In addition, although not shown in the figures, multiple protrusions are provided on the side of the passage wall 402, the right outer wall 302b of the center frame 302, and the inner wall 301b of the game area partitioning member 301, and deceleration means are provided to reduce the speed of the game ball flowing down the outer passage 403 and the inner passage 404.
[0071] The passage wall portion 402 is set such that its upstream end portion 402c is at approximately the same height as the return rubber 306, and is configured to extend downward from that height toward the variable prize winning device 32. Here, the launch speed (launch force) of the game ball can be adjusted by the amount of rotation of the launch handle 60. If the game ball is launched at a speed (launch force) such that it does not reach the return rubber 306 while passing through the gap between the upper part of the center frame 302 and the outer rail portion 52, the game ball will flow into the right route (right side area PE3) through the gap, then rest on the right outer wall portion 302b of the center frame 302, and move along the right outer wall portion 302b. As a result, the game ball will flow into the entrance portion 404a of the inner passage portion 404 and flow down the inner passage portion 404. On the other hand, if the game ball is launched at a speed that allows it to reach the return rubber 306, the game ball will collide with the return rubber 306, lose momentum, fall downward, and flow into the entrance 403a of the outer passage 403, and then flow down the outer passage 403. In other words, by adjusting the launch speed of the game ball, the player can choose to send the game ball through either the inner passage 404 or the outer passage 403.
[0072] Furthermore, the height of the upstream end 402c of the passage wall 402 does not necessarily have to be approximately the same as the height of the return rubber 306. In other words, as long as it is possible to differentiate between the inner passage 404 and the outer passage 403, the height can be set to any height as long as it is possible to avoid a collision between the game ball and the passage wall 402 (upstream end 402c) when the game ball is launched with enough force to reach the return rubber 306, and to guide the game ball that collides with the return rubber 306 and falls into the outer passage 403.
[0073] A through gate 35 is positioned midway along the outer passage 403, and by launching the game balls so that they flow down the outer passage 403, it is possible to pass the game balls through the through gate 35. Below the through gate 35, a second operating opening 34 is positioned. The second operating opening 34 is positioned to straddle both the inner passage 404 and the outer passage 403, and it is possible to enter the second operating opening 34 from either of these passages 403 or 404.
[0074] A variable prize-winning device 32 is located below the second operating opening 34. The variable prize-winning device 32 (large prize-winning opening 32a) is positioned to straddle the inner passage 404 and the outer passage 403. Game balls flowing down the outer passage 403 are guided to the right-hand area of the variable prize-winning device 32, and game balls flowing down the inner passage 404 are guided to the left-hand area of the variable prize-winning device 32.
[0075] Furthermore, the opening and closing doors 303a and 304 of the regular electric device 303 and the variable prize winning device 32 are mounted so that when they are in the closed position they are parallel to (more specifically, nearly flush with) the front of the game board 24a, and when the regular electric device 303 and the variable prize winning device 32 are in the closed position, game balls can pass in front of the opening and closing doors 303a and 304.
[0076] Furthermore, in order to avoid interference between the opening / closing door 303a of the electric prize device 303 provided in the second operating port 34 and the passage wall 402, the passage wall 402 is not provided in front of the opening / closing door 303a. That is, the passage wall 402 is composed of an upper wall 402a that extends from the upstream end 402c to near the upper end of the second operating port 34, and a lower wall 402b that extends from near the lower end of the second operating port 34 to near the upper end of the variable prize device 32.
[0077] <Variable prize winning device 32> Next, the configuration of the variable prize winning device 32 will be described with reference to Figures 5 to 7. Figure 6(a) is a cross-sectional view of the variable prize winning device 32 when it is in the closed state, and (b) is a cross-sectional view of the variable prize winning device 32 when it is in the open state. Figure 7(a) is a front view of the variable prize winning device 32 with the opening / closing door 304 omitted, and (b) is a perspective view of the variable prize winning device 32 when it is in the open state. Note that Figures 6(a) and (b) are cross-sectional views corresponding to the cross-section along line AA in Figure 7(a).
[0078] As shown in Figure 5, an opening 75 is formed in the game board 24a where the variable prize device 32 is located, penetrating the game board 24a in the thickness direction. The variable prize device 32 is equipped with a plate-shaped base body 501, and the variable prize device 32 is attached to the game board 24a by fitting this base body into the opening 75 from the front of the game machine.
[0079] The base body 501 is formed parallel to the front of the game board 24a, allowing game balls to pass in front of it. An opening that opens forward is formed in the center of the base body 501, and this opening forms the large prize opening 32a.
[0080] As already explained, the variable prize winning device 32 is equipped with an opening / closing door 304 for opening and closing the large prize winning opening 32a, and a drive unit 305 for driving the opening / closing door 304 to open and close. The drive unit 305 has a solenoid as a drive source and a link mechanism as a means of transmitting the driving force of the solenoid to the opening / closing door 304. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the opening / closing door 304 rotates forward and is displaced to the open position, and the variable prize winning device 32 switches from the closed state to the open state. When the output of the drive signal from the main control device 81 stops, the opening / closing door 304 returns from the open position to the closed position by the biasing force of the biasing means (spring, etc.), and the variable prize winning device 32 switches from the open state to the closed state.
[0081] As shown in Figures 6 and 7, the back side of the base body 501 is provided with a passage 502 that guides game balls that have entered the large prize opening 32a to the rear of the game board 24a. The passage 502 is elongated horizontally when viewed from the front of the game machine, and on both the left and right sides of the back wall 503 of the passage 502, there are a right-side entrance 504 and a left-side entrance 505 that guide game balls in the passage 502 toward the rear. Each entrance 504 and 505 penetrates the back wall 503 in the thickness direction and is sized to allow one game ball to pass through.
[0082] As shown in Figure 6(b), a right vertical passage 506 extending vertically is provided behind the right entrance 504. The right vertical passage 506 communicates with the passage 502 and guides the game balls that enter the right entrance 504 downwards from among the game balls that flow into the large prize opening 32a (passage 502). The game balls guided by the right vertical passage 506 are led out to the discharge passage 88 (see Figure 3) and discharged to the outside of the pachinko machine 10. A V-prize sensor 507 that detects game balls that have entered the right entrance 504 is positioned midway along the right vertical passage 506. The V-prize sensor 507 is electrically connected to the main control device 81, and predetermined detection information (detection signal) is input to the main control device 81 when a game ball passes through the detection area of the V-prize sensor 507. Based on this detection information, the main control device 81 determines whether or not the game ball has passed through the V-prize sensor 507.
[0083] As already explained, when the game state transitions to the open / close execution mode, multiple rounds of gameplay are executed. In this embodiment, however, the next round of gameplay is executed only if the game ball passes the V-entry sensor 507 (V-entry occurs) during the execution of the first round of gameplay. Therefore, if the game ball does not pass the V-entry sensor 507 during a round of gameplay, the open / close execution mode ends even before the final round of gameplay is completed. Here, a round of gameplay is defined as the execution of variable prize control at least once, which sets the variable prize device 32 from a closed state to an open state and then back to a closed state. In this embodiment, the above variable prize control is executed once per round of gameplay.
[0084] In addition to detecting the occurrence of a V-win, the V-win sensor 507 also detects whether or not a game ball has entered the large prize opening 32a. Therefore, when the V-win sensor 507 outputs detection information indicating that a game ball has passed through the sensor 507, the main control device 81 understands that the game ball has entered the large prize opening 32a and that a V-win has occurred.
[0085] Furthermore, a light-transmitting section is provided in front of the V-entry sensor 507, making it possible to see the V-entry sensor 507 from the front of the gaming machine. This allows the player to visually confirm whether or not the game ball has passed the V-entry sensor 507, thus preventing situations in the opening / closing execution mode (round game) where it is unclear whether or not a V-entry has occurred.
[0086] As shown in Figure 7(a), a left vertical passage section 508 extending vertically is provided behind the left entrance section 505. The left vertical passage section 508 communicates with the passage section 502 and guides the game balls that enter the left entrance section 505 downwards from among the game balls that have flowed into the large prize opening 32a (passage section 502). The game balls guided by the left vertical passage section 508 are led out to the discharge passage panel 88 and discharged to the outside of the pachinko machine 10. An entry sensor 509 that detects game balls that have entered the left entrance section 505 is positioned midway along the left vertical passage section 508. The entry sensor 509 is electrically connected to the main control device 81, and predetermined detection information (detection signal) is input to the main control device 81 when a game ball passes through the detection area of the entry sensor 509. Based on this detection information, the main control device 81 determines whether or not the game ball has passed through the entry sensor 509.
[0087] Unlike the V-prize sensor 507, the prize sensor 509 only detects whether or not a game ball has entered the large prize opening 32a. Furthermore, a translucent section is provided in front of the prize sensor 509, allowing it to be seen from the front of the game machine. However, since the occurrence of a prize in the large prize opening 32a can be detected even if the prize sensor 509 is not visible, as long as the large prize opening 32a is visible, the translucent section for the prize sensor 509 may be omitted.
[0088] The width of the right vertical passage section 506 and the left vertical passage section 508 is greater than the diameter of the game ball and less than twice the diameter of the game ball, and each of these passage sections 506 and 508 is a single ball passage.
[0089] As shown in Figures 7(a) and (b), a partition 511 is provided between the right entrance 504 and the left entrance 505 in the back wall 503 of the passage 502. The partition 511 protrudes forward from the front of the back wall 503 towards the front of the game machine, dividing the passage 502 into a right space and a left space. The partition 511 is located directly below the passage wall 402 (lower wall 402b) which is provided above the variable prize winning device 32, and is arranged to be in a straight line with the passage wall 402. Therefore, when the variable prize winning device 32 is open, game balls flowing down the outer passage 403 of the guide passage 401 flow into the right entrance 504 and pass through the V prize sensor 507, and game balls flowing down the inner passage 404 flow into the left entrance 505 and pass through the prize sensor 509.
[0090] Furthermore, a projection 512 is formed on the rear portion 304a of the opening / closing door 304 (the ball receiving portion when the variable prize winning device 32 is in the open state), corresponding to the partition portion 511 in the large prize winning opening 32a. This prevents game balls placed on the rear portion 304a of the opening / closing door 304 from moving to the opposite side even if they move laterally. As a result, game balls flowing down each passage portion 403, 404 can be guided effectively to the respective entrance portions 504, 505 corresponding to each passage portion 403, 404.
[0091] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be explained based on the block diagram in Figure 8.
[0092] The main control board 111 is equipped with an MPU 112. The MPU 112 contains a ROM 113 that stores various control programs and fixed value data executed by the MPU 112, a RAM 114 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 113, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators. It is not a requirement that the ROM 113 and RAM 114 be integrated into a single chip for the MPU 112; they may be configured as separate chips. This also applies to the MPUs of control devices other than the main control device 81.
[0093] The MPU112 is provided with input and output ports. The input side of the MPU112 is connected to the power outage monitoring board 115 and the payout control device 97, which are located on the main control device 81. In this case, the power outage monitoring board 115 is connected to a power supply that has the function of supplying operating power and a launch control device 98, and power is supplied to the MPU112 via the power outage monitoring board 115.
[0094] Furthermore, various sensors are connected to the input side of the MPU112. These sensors include a general prize entry sensor 31a, a first operation slot 33a, a second operation slot 34, a through gate 35, a through-gate prize entry sensor 34c, a V prize entry sensor 507, and a prize entry sensor 509, which detect entries into the general prize entry slot 31, the first operation slot 33, the second operation slot 34, the through gate 35, and the variable prize entry device 32. The MPU112 performs prize entry determination (ball entry determination) for each ball entry section based on the detection results of these various sensors 31a, 33a, 34a, 35a, 507, and 509. The MPU112 also performs various lotteries based on entries into the first operation slot 33, the second operation slot 34, and the through gate 35.
[0095] The output side of the MPU112 is connected to a power outage monitoring board 115, a payout control device 97, and a performance control device 82, etc. The payout control device 97 outputs a prize ball command based on, for example, the result of a prize ball entry determination to the prize ball corresponding to the payout of prize balls.
[0096] The performance control device 82 outputs various commands for performance effects. Details of these commands will be explained later. Incidentally, the performance control device 82 is electrically connected to the main control device 81 via a connector unit (connection unit) which has connectors on both ends of the signal line.
[0097] Furthermore, the output side of the MPU 112 is connected to various drive units, including a drive unit 303b for the regular electric prize mechanism 303 and a drive unit 305 for the variable prize winning device 32. The main control board 111 is provided with various driver circuits, and the MPU 112 performs drive control of the various drive units through these driver circuits. Specifically, when a transition to the opening / closing execution mode (jackpot game state) occurs, the MPU 112 performs drive control of the drive unit 305 so that the opening / closing door 304 of the variable prize winning device 32 is driven. Also, when the regular electric prize mechanism 303 is opened, the MPU 112 performs drive control of the drive unit 303b so that the opening / closing door 303a is opened and closed. In addition, for each special symbol game round, the MPU 112 performs display control of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43, and for jackpot games, it performs display control of the round display unit RS in the special symbol display unit 43. Then, when it is necessary to specify the result of the lottery to determine whether or not to open the regular electric device 303, the MPU 112 executes display control of the regular display unit 44.
[0098] Furthermore, an external output terminal 99 is connected to the output side of the MPU 112, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side through this external output terminal 99. This makes it possible for the hall computer HC to understand the status of the pachinko machine 10.
[0099] The power outage monitoring board 115 relays the main control board 111 and the power supply and launch control device 98, and also monitors the stable 24-volt DC voltage output from the power supply and launch control device 98. The payout control device 97 controls the payout of prize balls and rental balls by the payout device 96 based on prize ball commands input from the main control device 81.
[0100] The power supply and launch control device 98 is connected to a commercial power supply (external power supply) in, for example, a gaming hall. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 111, the payout control device 97, etc., and supplies the generated operating power. Incidentally, the power supply and launch control device 98 is equipped with a backup power supply unit such as a backup capacitor for use in case of power outage, and even when the power to the pachinko machine 10 is turned OFF, power for memory retention is supplied from this backup power supply unit to the RAM 114 of the main control device 81.
[0101] Furthermore, the power supply and launch control device 98 is responsible for controlling the launch of the game ball launching mechanism 53, which is driven when predetermined launching conditions are met. In this case, the game ball launching mechanism 53 includes a launching rail extending toward the guide rail 54 of the game board 24a, a ball feeding device that supplies game balls stored in the upper tray 71 onto the launching rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launching rail toward the guide rail 54. The game balls are launched when a drive signal is supplied to the solenoid from the power supply and launch control device 98.
[0102] The performance control device 82 drives and controls the light-emitting unit 63 and speaker unit 64 provided on the front door frame 14 based on various commands input from the main control device 81, and also controls the display control device 212.
[0103] The performance control board 241, located in the performance control device 82, is equipped with an MPU 242. The MPU 242 contains a ROM 243 that stores various control programs and fixed value data executed by the MPU 242, a RAM 244 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 243, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and other components.
[0104] The MPU242 is equipped with input and output ports. The main control unit 81 is connected to the input side of the MPU242. The main control unit 81 receives commands for controlling the hold display (hold display control information), such as shift commands and hold commands. It also receives commands for controlling the number of spins (game spin control information), such as variation commands, type commands, and variation end commands. Furthermore, it receives commands for opening and closing execution modes (opening and closing execution mode information), such as open commands, close commands, opening commands, and ending commands.
[0105] The MPU242 performs processing to execute various effects based on various commands received from the main control unit 81. The received commands are stored in the command storage area provided in the RAM244 of the MPU242. Then, it performs processing such as analyzing the stored commands and executes the various effects. The ROM243 of the MPU242 is provided with various table storage areas, and the RAM244 of the MPU242 is provided with various flag storage areas and various counter areas, and processing using these areas is possible when executing various effects.
[0106] The output side of the MPU242 is connected to the light-emitting unit 63 and speaker unit 64 provided on the front door frame 14, as well as the display control device 212.
[0107] The display control device 212 includes an MPU 272 on which program ROM 273 and work RAM 274 are integrated into a single chip, and a display control board 271 on which a video display processor (VDP) 255, character ROM 276, and video RAM 277 are mounted.
[0108] The MPU272 receives commands from the performance control device 82, such as commands for controlling the hold display (hold display control information), commands for controlling the number of game rounds (game round control information) for displaying the change in symbols, and commands for displaying the open / close execution mode (open / close execution mode information) for displaying video during the open / close execution mode. The MPU272 then analyzes these received commands or performs predetermined calculation processing based on the received commands to control the VDP275 (specifically, to generate internal commands for the VDP275).
[0109] The program ROM 273 is a memory for storing various control programs and fixed value data executed by the MPU 272, and also stores JPEG format image data for background images.
[0110] Work RAM 274 is memory used to temporarily store work data, flags, etc., used when various programs are executed by MPU 272. This work data and flags are stored in various areas of Work RAM 274.
[0111] The VDP275 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 VDP275 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. The VDP275 adjusts the timing of the MPU272, video RAM277, etc., to intervene in data reading and writing, and reads image data to be stored in the video RAM277 from the character ROM276 at a predetermined timing and displays it on the pattern display device 41.
[0112] The character ROM 276 serves as an image data library for storing character data such as patterns displayed on the pattern display device 41. This character ROM 276 holds bitmap image data of various display patterns, a color palette table that is referenced when determining the representation color of each dot in the bitmap image, and so on.
[0113] It is also possible to provide multiple character ROMs 276 and store image data and other data in each character ROM 276. Furthermore, it is possible to configure the system so that the JPEG image data for the background image, which is stored in the program ROM 273, is stored in the character ROM 276.
[0114] The video RAM 277 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the contents of the video RAM 277.
[0115] Here, the display contents of the symbol display device 41 will be explained based on Figures 9 and 10. Figure 9 is a diagram showing the individual symbols that are displayed in a variable manner by the symbol display device 41, and Figure 10 is a diagram showing the display screen G of the symbol display device 41.
[0116] As shown in Figures 9(a) to (j), the patterns, which are a type of design, consist of nine main patterns, each numbered from "1" to "9", and secondary patterns consisting of shell-shaped designs. More specifically, the main patterns are composed of nine character designs, such as octopuses, each numbered from "1" to "9".
[0117] As shown in Figure 10(a), the display screen G of the symbol display device 41 has three symbol rows Z1, Z2, and Z3 set up: upper, middle, and lower. Each symbol row Z1 to Z3 is composed of main symbols and sub-symbols arranged in a predetermined order. Specifically, the upper symbol row Z1 has nine types of main symbols, "1" to "9", arranged in descending numerical order, with one sub-symbol placed between each main symbol. The lower symbol row Z3 has nine types of main symbols, "1" to "9", arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols each. In contrast, the middle symbol row Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with an additional main symbol "4" placed between the "9" and "1" symbols, and one sub-symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 10 main symbols and 20 symbols in total. On the display screen G, the symbols from each of these symbol rows Z1 to Z3 are displayed in a variable manner, scrolling in a predetermined direction with periodicity. Also, as shown in Figure 13(b), on the display screen G, three symbols are displayed stationary for each symbol row, resulting in a total of 3 x 3 = 9 symbols being displayed stationary.
[0118] Furthermore, the display screen G has five active lines set: left line L1, middle line L2, right line L3, downward right line L4, and upward right line L5. The display of symbols changes in the order of upper symbol row Z1 → lower symbol row Z3 → middle symbol row Z2, and when the display of symbols in all symbol rows Z1 to Z3 has finished with a combination of symbols with the same number formed in any of the active lines, a jackpot result is indicated and a jackpot video is displayed.
[0119] Furthermore, the manner in which the symbols are displayed in the symbol display device 41 is not limited to those described above and is arbitrary. The number of symbol rows, the direction of the symbol display in each symbol row, the number of symbols in each symbol row, and the combinations of symbols corresponding to a jackpot or a miss can all be changed as appropriate.
[0120] The first hold display area Ga is set on the left side of the lower part of display screen G, and the second hold display area Gb is set on the right side of the lower part of display screen G.
[0121] The first reserve display area (non-priority reserve display area) Ga is partitioned and displayed so that the same number of unit reserve display areas Ga1 to Ga4 are arranged side by side in the left-right direction as the maximum number of reserves when a game ball enters the first operation opening 33. Specifically, the maximum number of reserves when a game ball enters the first operation opening 33 is 4, and corresponding to this, the first reserve display area Ga is set to have the first unit reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4.
[0122] For example, if the number of reserved balls when a game ball enters the first operating port 33 is 1, a predetermined reserved image will be displayed only in the first unit reserved display area Ga1. If the number of reserved balls when a game ball enters the first operating port 33 is 4, a predetermined reserved image will be displayed in all of the first unit reserved display areas Ga1 to the fourth unit reserved display areas Ga4.
[0123] Furthermore, the second reserve display area (priority reserve display area) Gb is partitioned and displayed so that the same number of unit reserve display areas Gb1 to Gb4 are arranged side by side in the left-right direction as the maximum number of reserves when a game ball enters the second operation opening 34. Specifically, the maximum number of reserves when a game ball enters the second operation opening 34 is 4, and correspondingly, the second reserve display area Gb is set to include the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4.
[0124] For example, if one ball is held when a game ball enters the second operating port 34, the hold image will be displayed only in the first unit hold display area Gb1. If four balls are held when a game ball enters the second operating port 34, the hold image will be displayed in all of the first unit hold display areas Gb1 to the fourth unit hold display areas Gb4.
[0125] <Electrical configuration for performing various lotteries using the MPU 112 of the main control unit 81> Next, the electrical configuration for performing various lotteries using the MPU 112 of the main control unit 81 will be explained with reference to Figure 11.
[0126] The MPU112 uses various counter information during gameplay to perform tasks such as the lottery for the occurrence of a jackpot, setting the display of the special symbol display unit 43, setting the performance content of the symbol display device 41, and setting the display of the general symbol display unit 44. Specifically, as shown in Figure 11, it uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used for determining the type of jackpot, a reach random number counter C3 used for the lottery for the occurrence of a reach when the symbol display device 41 is fluctuating without a win, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the fluctuation display time in the special symbol display unit 43 and the symbol display device 41. Furthermore, it uses an electric mechanism release counter C4 used for a lottery to determine whether or not to put the general electric mechanism 303 of the second operation port 34 into an electric mechanism release state.
[0127] Each counter C1, C2, C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and it 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 114a set in a predetermined area of RAM 114. In the lottery counter buffer 114a, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS is stored in the retained ball storage area 114b, which serves as an acquired information storage means, when a prize is awarded in the first operation opening 33 or the second operation opening 34.
[0128] The reserved ball storage area 114b comprises a reserved area RE consisting of a reserved area Ra for the first special display unit and a reserved area Rb for the second special display unit, and an execution area AE. The reserved areas Ra and Rb each comprise a first area, a second area, a third area, and a fourth area, respectively. In accordance with the winning history of the first operation port 33 or the second operation port 34, the numerical information of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS stored in the lottery counter buffer 114a is stored in one of the areas as reserved information. This reserved information corresponds to special information or judgment information.
[0129] In this case, when multiple consecutive entries into the first or second operating port 33 occur, the numerical information is stored chronologically in the order of Area 1 → Area 2 → Area 3 → Area 4 in Areas 1 through 4. With these four areas, up to four entries in the history of game balls entering the first or second operating port 33 can be stored in reserve. In addition, the reserved ball storage area 114b is provided with a total reserved number storage area, which stores information to identify the number of entries in the history of game balls entering the first or second operating port 33 that are being stored in reserve.
[0130] Furthermore, the number of items that can be stored in reserve is not limited to four; it can be any number, such as two, three, five or more, or even a single item.
[0131] The execution area AE is an area for moving the values stored in the first area of the hold area RE when the variable display of the special display unit 43 is started. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0132] For more details on each counter, the jackpot random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 599, and then return to 0 after reaching the maximum value (i.e., 599). When the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is updated periodically and stored in the reserved ball storage area 114b of RAM 114 when a game ball enters the first operation opening 33 or the second operation opening 34. More specifically, when a game ball enters the first operation opening 33, it is stored in the first special display unit reserved area Ra of RAM 114, and when a game ball enters the second operation opening 34, it is stored in the second special display unit reserved area Rb of RAM 114.
[0133] The random number values that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 113a, which serves as a win / loss information group storage means in the ROM 113. Two win / loss tables are set up: a win / loss table for the low probability mode (low probability win / loss information group) and a win / loss table for the high probability mode (high probability win / loss information group). In other words, this pachinko machine 10 has two lottery modes set up in the win / loss lottery means: a low probability mode (low probability state) and a high probability mode (high probability state).
[0134] In the game state where the win / loss table for low probability mode is referenced during the lottery, the number of random numbers that result in a jackpot is, for example, 2, and the probability of winning a jackpot is 1 / 300. On the other hand, in the game state where the win / loss table for high probability mode is referenced during the lottery, the number of random numbers that result in a jackpot is, for example, 20, and the probability of winning a jackpot is 1 / 30. In this way, the random numbers in each win / loss table are set so that the probability of winning a jackpot is higher in the high probability mode win / loss table than in the low probability mode win / loss table. Note that the number and value of the random numbers that result in a jackpot are arbitrary, as long as the probability of winning is higher in the high probability mode than in the low probability mode.
[0135] Furthermore, in each lottery mode, any random number value other than the one that results in a jackpot will result in a losing result.
[0136] 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 (i.e., 99). In this embodiment, multiple jackpot results are set. These multiple jackpot results are set by creating differences in two conditions: (1) the lottery mode in the win / loss lottery means after the opening / closing execution mode has ended, and (2) the support mode in the general-purpose device 303 of the second operating port 34 after the opening / closing execution mode has ended.
[0137] As support modes for the electric device 303 of the second operating port 34, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that, when compared in a situation where game balls are continuously launched in the same manner to the game area PE, the frequency at which the electric device 303 (second operating port 34) is in an open state per unit time is relatively high or low, and / or the period during which it is in an open state is relatively long or short.
[0138] In both the low-frequency support mode and the high-frequency support mode, the probability of winning the electric mechanism opening state in the electric mechanism opening lottery using the electric mechanism opening counter C4 is the same (for example, 1 / 2 in both modes). However, in the high-frequency support mode, the number of times the regular electric mechanism 303 opens when the electric mechanism opening state is won is set to be greater than in the low-frequency support mode, and the duration of each opening is also set to be longer. In this case, when the electric mechanism opening state is won in the high-frequency support mode and the regular electric mechanism 303 opens multiple times, the closing period from the end of one opening state to the start of the next opening state is set to be shorter than the duration of one opening state. Furthermore, in the high-frequency support mode, the minimum time required between the electric mechanism opening lottery and the next electric mechanism opening lottery is set to be shorter than in the low-frequency support mode.
[0139] As described above, in high-frequency support mode, the probability of a ball entering the second operating port 34 is higher than in low-frequency support mode. In other words, in low-frequency support mode, the probability of a ball entering the first operating port 33 is higher than in the second operating port 34, but in high-frequency support mode, the probability of a ball entering the second operating port 34 is higher than in the first operating port 33. When a ball enters the second operating port 34, a predetermined number of game balls are dispensed, so in high-frequency support mode, players can play without significantly reducing their number of balls.
[0140] Furthermore, the configuration for increasing the frequency of winning in the second operating port 34 per unit time (e.g., 1 minute) or per unit number of game balls launched (e.g., 100 balls) in the high-frequency support mode compared to the low-frequency support mode is not limited to the above, and may, for example, be configured to increase the probability of winning the electric mechanism opening state in the electric mechanism opening lottery. Moreover, the high-frequency support mode and low-frequency support mode may be set by differentiating any one condition or any combination of conditions among the number of times, opening period, and winning probability.
[0141] The jackpot type counter C2 is updated periodically and stored in the reserved ball storage area 114b of RAM 114 when a game ball enters the first operation port 33 or the second operation port 34. More specifically, when a game ball enters the first operation port 33, it is stored in the reserved area Ra for the first special display section of RAM 114, and when a game ball enters the second operation port 34, it is stored in the reserved area Rb for the second special display section of RAM 114.
[0142] The distribution destination of the game result for the jackpot type counter C2 is stored as a jackpot type table (distribution information group) in the distribution table storage area 113b, which is a distribution information group storage means in the ROM 113. The contents of the jackpot type table will now be explained with reference to Figure 12. The jackpot type table shown in Figure 12 is used in common when a prize is won in the first operation opening 33 (for the first special display unit AS) and when a prize is won in the second operation opening 34 (for the second special display unit BS).
[0143] As shown in Figure 12, the jackpot type table sets out 16R jackpot result A, 16R jackpot result B, and 16R jackpot result C as destinations for the game result (jackpot type). Of these, 16R jackpot result A and 16R jackpot result B are probability-increasing jackpot results, while 16R jackpot result C is a normal jackpot result (non-probability-increasing jackpot result).
[0144] 16R jackpot results A to C all involve a maximum of 16 rounds of gameplay. However, the next round of gameplay will only be executed if a V-win occurs during the execution of one round of gameplay. If a round of gameplay ends without a V-win occurring, the opening / closing execution mode will end even if the 16th round of gameplay has not been reached. One round of gameplay ends when either the number of game balls entering the variable prize device 32 (large prize opening 32a) reaches the maximum number of prizes, or the opening period of the variable prize device 32 reaches the maximum opening period.
[0145] 16R jackpot results A and 16R jackpot results B are jackpot results in which, after the opening / closing execution mode ends, the lottery mode is set to high probability mode and the support mode is set to high frequency support mode. In this case, the high probability mode and high frequency support mode will continue until the next jackpot occurs (until the next opening / closing execution mode starts). Incidentally, while the opening / closing execution mode is running, the lottery mode is set to low probability mode and the support mode is set to low frequency support mode.
[0146] 16R jackpot result C is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to low probability mode and the support mode is set to high frequency support mode. The high frequency support mode set in this case continues until the number of special symbol gameplay rounds since transitioning to this mode reaches the termination threshold number (for example, 100 rounds), after which the support mode transitions to low frequency support mode. In this case, the number of special symbol gameplay rounds is the total number of gameplay rounds for the first special symbol and the second special symbol.
[0147] In relation to the above game states, the "normal game state" refers to a state where the lottery mode is in low probability mode and the support mode is in low frequency support mode.
[0148] In this embodiment, the 16R jackpot results A to C differ in the lottery mode and support mode after the opening / closing execution mode as described above, as well as in the setting of the upper limit number of winning balls for each round game in the opening / closing execution mode (the number of game balls that enter the variable winning device 32 which ends the round game). The setting of the upper limit number of winning balls for each round game for each jackpot result will be explained in detail later.
[0149] In the jackpot type table, among the values of the jackpot type counter C2 from "0 to 99", "0" to "19" correspond to 16R jackpot result A, "20" to "59" correspond to 16R jackpot result B, and "60" to "99" correspond to 16R jackpot result C. In other words, the probability of getting 16R jackpot result A when winning a jackpot is 20 / 100, and the probabilities of getting 16R jackpot result B and 16R jackpot result C are 400 / 100 each.
[0150] In this embodiment, a common jackpot type table is used for both cases where a prize is won in the first operating port 33 and when a prize is won in the second operating port 34. However, it is also possible to use separate jackpot type tables for the first special display unit AS and the second special display unit BS. Furthermore, the assignment of the jackpot type counter C2 to each game result is not limited to that shown in Figure 12, and can be set arbitrarily.
[0151] The reach random number counter C3 is configured to increment by 1 sequentially within a range of, for example, 0 to 238, and then reset to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is updated periodically and stored in the reserved ball storage area 114b of the RAM 114 when a game ball enters the first operation opening 33 or the second operation opening 34. More specifically, when a game ball enters the first operation opening 33, it is stored in the reserved area Ra for the first special display unit of the RAM 114, and when a game ball enters the second operation opening 34, it is stored in the reserved area Rb for the second special display unit of the RAM 114. Then, the system decides whether or not to generate a reach based on the reach table stored in the reach table storage area of the ROM 113. However, in game rounds that transition to the opening / closing execution mode, the MPU 112 makes the decision to generate a reach regardless of the value of the reach random number counter C3. The number of reach random number counters C3 corresponding to the occurrence of a reach display is the same in each game state, but it may be set individually according to the game state. For example, in the support mode, the number of reach random number counters C3 corresponding to the occurrence of a reach display may be set to be higher in the high-frequency support mode than in the low-frequency support mode.
[0152] Here, "reach display" (reach state) refers to a display state in a gaming machine equipped with a symbol display device 41 capable of displaying (or changing) the variation of symbols (pictures), where in a game round in which the opening and closing execution mode of the variable prize winning device 32 is activated, the stop display result after the variation display becomes a special display result, and which is intended to make the player believe that the variation display state is likely to result in the special display result, from the start of the variation display (or changing) of symbols (pictures) on the symbol display device 41 until the stop display result is derived and displayed.
[0153] In other words, this is a display state in which, by stopping the display of some of the multiple rows of symbols shown on the display screen of the symbol display device 41, combinations of symbols that have the potential to form a winning combination corresponding to the occurrence of the opening / closing execution mode are displayed, and the remaining rows of symbols are displayed in a variable state.
[0154] More specifically, as a preliminary step before ending the display of changing symbols, a reach line is formed by stopping and displaying combinations of reach symbols that have the potential to form a winning combination corresponding to the occurrence of the opening / closing execution mode on a pre-set active line within the display screen of the symbol display device 41, and then the changing symbols are displayed using the final stopped symbol sequence while the reach line is formed.
[0155] To explain the display content in Figure 10 in detail, first, high-speed fluctuation display begins for all symbol rows Z1 to Z3. In this case, it is difficult or impossible to recognize which symbol is being displayed. Subsequently, the fluctuation display mode of the upper symbol row Z1 switches from high-speed fluctuation display to low-speed fluctuation display, which makes it easy or possible for the player to recognize the displayed symbol. Then, as the fluctuation display of the upper symbol row Z1 ends, the fluctuation display mode of the lower symbol row Z3 switches from high-speed fluctuation display to low-speed fluctuation display. Subsequently, the fluctuation display of the lower symbol row Z3 ends. In this case, a reach line is formed when the main symbols with the same number assigned to any of the active lines L1 to L5 are stopped and displayed. Then, the fluctuation display of the middle symbol row Z2 switches from high-speed fluctuation display to low-speed fluctuation display, and if an opening / closing execution mode occurs, the fluctuation display of the symbols in the middle symbol row Z2 ends when the main symbols with the same number assigned to the main symbols forming the reach line are stopped and displayed on the reach line.
[0156] Furthermore, the reach display includes methods such as displaying the combination of reach symbols as described above, then showing the remaining symbols changing, and displaying a predetermined character or the like as an animation on the background screen to create a reach effect, or displaying the combination of reach symbols in a reduced size or hidden, and then displaying a predetermined character or the like as an animation on almost the entire display screen to create a reach effect. 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 display is being made, or before a reach display, may be made using a reach random number counter C3 or other counters.
[0157] The variation type counter CS is configured to increment by 1 sequentially within the range of 0 to 198, for example, and then return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in the MPU 112 to determine the variation display time in the first special symbol display unit AS and the second special symbol display unit BS of the special symbol display unit 43, and the variation display time of the symbols in the symbol display device 41. The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The variation type counter CS is then stored in the reserved ball storage area 114b of the RAM 114 when a game ball enters the first operation port 33 or the second operation port 34. More specifically, it is stored in the reserved area Ra for the first special symbol display unit of the RAM 114 when a game ball enters the first operation port 33, and in the reserved area Rb for the second special symbol display unit of the RAM 114 when a game ball enters the second operation port 34.
[0158] The electric mechanism release counter C4 is configured to increment by 1 sequentially within the range of 0 to 250, and then reset to 0 after reaching the maximum value (i.e., 250). The electric mechanism release counter C4 is updated periodically and stored in the electric mechanism reserve area 114c of the RAM 114 when a game ball enters the through gate 35. Then, at a predetermined timing, a lottery is held to determine whether or not to control the normal electric mechanism 303 to the open state based on the value of the stored electric mechanism release counter C4. For example, if C4 = 0 to 190, the normal electric mechanism 303 is controlled to the open state, and if C4 = 191 to 250, the normal electric mechanism 303 is not controlled to the open state.
[0159] In the MPU112, the display time for the first special display unit AS and the second special display unit BS is determined using the value of the variation type counter CS stored in the execution area AE, and the variation display time table storage area 113c of the ROM113 is used for this determination. In addition, in the MPU112, the stop result for the first special display unit AS and the second special display unit BS is determined using the value of the jackpot random number counter C1 and the jackpot type counter C2 stored in the execution area AE, and the stop result table storage area 113d of the ROM113 is used for this determination.
[0160] <Regarding the various processes executed by the main control unit 81> Next, we will explain the timer interrupt processing and normal processing performed by the MPU 112 in the main control unit 81 to advance the game. In addition to timer interrupt processing and normal processing, the MPU 112 also performs main processing which is started when the power is turned on, and NMI interrupt processing which is started when a power failure signal is input to the NMI terminal (non-maskable terminal), but we will omit the explanation of these processes.
[0161] <Timer interrupt handling> First, the timer interrupt handling process will be explained with reference to the flowchart in Figure 13. This process is activated periodically (for example, every 2 msec) by the MPU112.
[0162] In step S101, the reading process for various detection sensors is executed. In this reading process, the status of various detection sensors 31a, 33a, 34a, 35a, 507, and 509 is read, and the status of these various detection sensors 31a, 33a, 34a, 35a, 507, and 509 is determined and the detection information is saved. Also, if the entry of a game ball is detected by the various detection sensors 31a, 33a, 34a, 507, and 509 corresponding to the occurrence of prize balls, a prize ball command is set to instruct the payout control device 97 to pay out prize balls. For example, if the entry into the variable prize device 32 is detected by the V prize sensor 507 or the prize sensor 509, a prize ball command is set to instruct the corresponding number of prize balls, which is 15 prize balls. In the following step S102, the random number initial value counter CINI is updated.
[0163] In the following step S103, the jackpot random number counter C1, the jackpot type counter C2, and the electric mechanism release counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the electric mechanism release counter C4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1, C2, and C4 are stored in the corresponding buffer area of RAM 114.
[0164] In the following step S104, the entry process for the through gate 35 is performed. In the entry process for the through gate 35, if an entry into the through gate 35 has occurred, the value of the electric mechanism release counter C4 updated in step S103 is stored in the electric mechanism reserve area 114c, provided that the number of mechanism reserves stored in the electric mechanism reserve area 114c is less than the upper limit (for example, "4").
[0165] In the following step S105, the prize entry process for the operating slots is executed. In the prize entry process for the operating slots, based on the fact that a game ball has entered one of the operating slots 33 or 34, a prize ball command is set to dispense the game ball based on that entry, and information acquisition processing is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS.
[0166] In the information acquisition process, it is determined whether or not the game ball has entered the first operation opening 33 (starting entry). If it has entered the first operation opening 33, the number of reserved information stored in the first special display unit's reserved area Ra is determined, and this determined number is set as the first starting reserved memory number RaN. On the other hand, if the game ball has not entered the first operation opening 33, it is determined whether or not it has entered the second operation opening 34 (starting entry). If it has entered the second operation opening 34, the number of reserved information stored in the second special display unit's reserved area Rb is determined, and this determined number is set as the second starting reserved memory number RbN. Then, it is determined whether or not these set starting reserved memory numbers N (RaN or RbN) are less than the upper limit (4 in this embodiment). If the starting reserved memory number N is less than the upper limit, the starting reserved memory number N of the corresponding result display unit's reserved area is updated to increase by 1. If the first start-up reserve memory count RaN is set, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS are stored in the first available memory area of the first special display unit reserve area Ra. If the second start-up reserve memory count RbN is set, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS are stored in the first available memory area of the second special display unit reserve area Rb.
[0167] After executing the prize entry process for the activation port in step S105, step S106 executes the V-prize entry process to detect the occurrence of a V-prize, and then the timer interrupt process ends. The V-prize entry process will be described in detail later.
[0168] <Normal processing> Next, the normal processing flow will be explained with reference to the flowchart in Figure 14. Normal processing is the process that begins after the main processing, which is started when the power is turned on, is executed, and the main processes of the game are executed during normal processing. In summary, the processes in steps S201 to S206 are executed as periodic processes with a 4 msec cycle, and the counter update processes in steps S209 and S210 are executed in the remaining time.
[0169] In normal processing, the first step, S201, is used to perform external signal output processing. In the external signal output processing of step S201, output data such as timer interrupt processing or commands set in the previous normal processing is 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 97. Also, if a performance command is set, it is sent to the performance control device 82.
[0170] Next, in step S202, the variation type counter CS is updated. Specifically, the variation type counter CS is incremented by 1, 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 RAM 114.
[0171] In the following step S203, game round control processing is performed to advance the game for each round. This game round control processing determines whether a jackpot is won or lost and determines the distribution of jackpot types, as well as setting the display of changing symbols on the symbol display device 41 and setting the display of changing symbols on the special symbol display unit 43.
[0172] After executing the game turn control process in step S203, the process proceeds to step S204, where the game state transition process is executed. This game state transition process changes the game state to the open / close execution mode, etc. Details of the game turn control process in step S203 and the game state transition process in step S204 will be described later.
[0173] In the following step S205, a process for supporting the electric motor to drive the electric motor 303 provided in the second operating port 34 is executed. In this electric motor support process, a lottery is held to determine whether or not to open the electric motor 303 using numerical information obtained from the electric motor opening counter C4 stored in the electric motor hold area 114c of the RAM 114, and if the electric motor opening state is selected, the opening and closing process of the electric motor 303 is executed. In addition, the display control of the general diagram display unit 44 is performed to inform the user of the lottery result of the electric motor opening lottery.
[0174] Subsequently, in step S206, the game ball launch control process is executed. In the game ball launch control process, provided that a launch permission signal is input from the power supply and launch control device 98, the solenoid of the game ball launch mechanism 53 is energized once every predetermined period (for example, 0.6 seconds). As a result, the game ball is launched towards the game area.
[0175] In the following step S207, it is determined whether or not a power outage flag is set in RAM 114. The power outage flag is set when a power outage is confirmed by the power outage monitoring board 115 and a power outage signal is input from the power outage monitoring board 115 to the NMI terminal of MPU 112, and is erased in the next main process.
[0176] If the power outage flag is not set, it means that the last of the multiple processes that are repeatedly executed has finished, so in step S208, it is determined whether or not it is time to execute the next normal process, that is, whether or not a predetermined period (4 msec in this embodiment) has elapsed since the start of the current normal process. Then, within the remaining time until it is time to execute the next normal process, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.
[0177] In other words, step S209 updates the random number initial value counter CINI. Specifically, 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 area of RAM 114. Also, in step S210, updates are performed to the variation type counter CS. Specifically, 1 is added to the variation type counter CS, and when the counter values reach their maximum values, they are cleared to 0. The updated values of the variation type counter CS are then stored in the corresponding area of RAM 114.
[0178] Here, the execution time of each process in steps S201 to S206 changes depending on the state of the game, so the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0179] On the other hand, if it is determined in step S207 that the power outage flag is set, it means that a power outage has occurred, and the power outage processing from step S211 onwards is executed. In other words, in step S211, the timer interrupt processing is prohibited, then in step S212 the RAM judgment value is calculated and saved, and in step S213 access to RAM 114 is prohibited, and then the infinite loop continues until the power is completely cut off and processing can no longer be executed.
[0180] <Game turn control processing> Next, the game round control process in step S203 will be explained with reference to the flowchart in Figure 15.
[0181] In the game turn control process, first, in step S301, it is determined whether or not the game is in open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag is stored in the various flag storage area 114e of RAM 114. This open / close execution mode flag is stored when the game state is transitioned to open / close execution mode in the game state transition process described later, and is erased when the open / close execution mode is terminated in the same game state transition process.
[0182] If the opening / closing execution mode is active, the game round control process ends without executing any of the processes from step S302 onward, namely the game round start process in steps S303 to S305 and the game round progress process in steps S306 to S309. In other words, if the opening / closing execution mode is active, a game round will not start regardless of whether or not a prize has been won in the operating slots 33 and 34.
[0183] If the system is not in opening / closing execution mode, step S302 determines whether the special display unit 43 is in the process of displaying a variable display. Specifically, it determines whether either the first special display unit AS or the second special display unit BS is in the process of displaying a variable display. This determination is made by checking whether a variable display flag is stored in the various flag storage area 114e of the RAM 114. The variable display flag is stored when a variable display is started for either the first special display unit AS or the second special display unit BS, and is cleared when that variable display ends.
[0184] If the special display unit 43 is not currently displaying a variable, the process proceeds to steps S303 to S305 for starting a game round. In the game round starting process, first in step S303, it is determined whether the common reserve count CRN, which is the sum of the start reserve memory counts of the first special display unit AS and the second special display unit BS, is "0". If the common reserve count CRN is "0", it means that the start reserve memory counts RaN and RbN are "0" for both the first operation port 33 and the second operation port 34. Therefore, the game round control process is terminated.
[0185] If the common reserve number CRN is not "0", step S304 executes a data setting process to set the data stored in the reserve area Ra for the first special display unit or the reserve area Rb for the second special display unit for variable display. In the following step S305, a variable start process is executed to start the variable display in the special display unit 43 and the variable display in the symbol display device 41, and then the game round control process is terminated.
[0186] Here, the variation initiation process in step S305 will be explained with reference to the flowchart in Figure 16(a).
[0187] In the variation start process, first in step S401, it is determined whether the lottery mode is in high probability mode. Specifically, it is determined whether the high probability mode flag (high probability state information) is stored in the various flag storage area 114e of the RAM 114. The high probability mode flag is stored when a jackpot result is obtained, at the end of the opening / closing execution mode corresponding to that jackpot result, and is then erased when a transition to a new opening / closing execution mode occurs and the opening / closing execution mode begins.
[0188] If it is not in high probability mode, step S402 checks whether the win / loss table for low probability mode is referenced to determine the win / loss. Specifically, it checks whether the value of the jackpot random number counter C1 stored in execution area AE matches one of the two values set as jackpot winning values in the win / loss table for low probability mode. On the other hand, if it is in high probability mode, step S403 checks whether the win / loss table for high probability mode is referenced to determine the win / loss. Specifically, it checks whether the value of the jackpot random number counter C1 stored in execution area AE matches one of the 20 values set as jackpot winning values in the win / loss table for high probability mode.
[0189] After step S402 or step S403 is executed, steps S404 to S411 are used to perform processes such as setting the game result (jackpot type) for the current game round, and setting the stop result when the variable display performed on either the first special display unit AS or the second special display unit BS in the current game round is terminated. In this case, when setting the stop result, various stop result tables (stop result information group) stored in the stop result table storage area 113d of ROM 113 are referred to.
[0190] Specifically, in step S404, it is determined whether the result of the lottery in step S402 or step S403 is a jackpot win. If it is a jackpot win, the process proceeds to step S405, where the jackpot type distribution is determined by referring to the jackpot type table (see Figure 12). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE of the reserved ball storage area 114b of RAM 114 falls within the numerical range of 16R jackpot result A, 16R jackpot result B, or 16R jackpot result C.
[0191] In the following step S406, the system refers to the jackpot stop result table (Figure 16(b)) stored in the stop result table storage area 113d of the ROM 113 and sets the jackpot stop result to be displayed on the special symbol display unit 43 (first special symbol display unit AS or second special symbol display unit BS). Specifically, if the value of the jackpot type counter C2 stored in the execution area AE is within the numerical range of 16R jackpot result A ("0" to "19"), stop result A is set as the stop result; if the value of the jackpot type counter C2 is within the numerical range of 16R jackpot result B ("20" to "59"), stop result B is set as the stop result; and if the value of the jackpot type counter C2 is within the numerical range of 16R jackpot result B ("60" to "99"), stop result C is set as the stop result. Stop results A to C are stop results in which the display manner or content of the symbols displayed on the special symbol display unit 43 differs.
[0192] In the following step S407, various jackpot flags are stored in the various flag storage area 114e of RAM 114 based on the distribution result in step S405. Specifically, if the distribution result is 16R jackpot result A, 16R flag A is stored; if the distribution result is 16R jackpot result B, 16R flag B is stored; and if the distribution result is 16R jackpot result C, 16R flag C is stored.
[0193] If a negative result is determined in step S404, the process proceeds to step S408, where a stop result for a failed attempt is set to be displayed on the special drawing display unit 43 (first special drawing display unit AS or second special drawing display unit BS).
[0194] After executing the process in step S407 or step S408, step S409 sets the display time for the current special game round. In the process of setting the display time for
[0195] In the following step S410, a variation command containing information about the variation display time and a type command containing information about the game result (jackpot type, etc.) are set. The set variation command and type command are sent to the performance control device 82 in step S201 of the normal processing (Figure 14). The performance control device 82 sends the received commands to the display control device 212 while maintaining their information format. Upon receiving the commands, the display control device 212 executes display control of the symbol display device 41, etc., to start the performance for that game round.
[0196] Subsequently, in step S411, the display of the changing symbols is started in the display unit corresponding to the current game round, which is one of the first special symbol display unit AS and the second special symbol display unit BS. After that, this symbol change start process is terminated.
[0197] Returning to the explanation of the game round control process (Figure 15), if a positive determination is made in step S302, that is, if the special display unit 43 is in the process of displaying a variation, the game round progression process from steps S306 to S309 is executed. In the game round progression process, first in step S306, it is determined whether or not the variation display time for the current game round has elapsed. Specifically, it is determined whether or not the value of the variation display time information stored in the variation display time counter area of RAM 114 has become "0". This value of variation display time information is set in the variation start process when a game round begins. Furthermore, this set value of variation display time information is decremented by 1 each time the timer interrupt process (Figure 13) is activated.
[0198] If the variable display time has not elapsed, the variable display processing is executed in step S307. In the variable display processing, the display unit is controlled (light emission control of each display segment) so that each display segment lights up and turns off in a predetermined order in the special display unit for the current game round, and the game round control processing is terminated.
[0199] If the display time for the variation has elapsed, the variation termination process is executed in step S308. In the variation termination process, the information set based on the result of the success / failure lottery in the variation start process is identified, and the special symbol display unit 43 is controlled so that the symbols corresponding to that information are stopped and displayed on the special symbol display unit 43.
[0200] In the following step S309, a variation termination command is set. After that, the game round control process is terminated. The variation termination command set in step S309 is sent to the performance control device 82 in step S201 of the normal process (Figure 14). The performance control device 82 sends the received variation termination command to the display control device 212 while maintaining its information format. Upon receiving the variation termination command, the display control device 212 confirms and displays the final stop symbol combination for that game round (final stop display).
[0201] Furthermore, the symbols (stop results) on the special symbol display unit 43 that have been stopped (confirmed) as described above will continue to be displayed for a predetermined stop display period. In addition, the stop results for jackpots corresponding to jackpots will continue to be displayed even after the end of the special symbol game round (after the above stop display period has elapsed) and will continue to be displayed during the execution of the opening / closing execution mode corresponding to that jackpot. The stop display state will then be released when the opening / closing execution mode ends and the first special symbol game round (special symbol variation display) after the opening / closing execution mode begins.
[0202] <Game state transition process> Next, the game state transition process in step S204 of the normal process (Figure 14) will be explained with reference to Figures 17 to 22.
[0203] As shown in Figure 17, in the game state transition process, first in step S501, it is determined whether or not the game is in the opening / closing execution mode. If it is not in the opening / closing execution mode, the process proceeds to step S502, where it is determined whether or not the display of the changing symbols in the first special symbol display unit AS or the second special symbol display unit BS for one game round has finished. If it is not the time when the display of the changing symbols has finished, the game state transition process ends there.
[0204] If the variable display has finished, step S503 determines whether the result of this game round corresponds to a transition to the open / close execution mode. If it does not correspond to a transition to the open / close execution mode, the game state transition process ends there.
[0205] If the system is configured to transition to an open / close execution mode, the process to start the open / close execution mode is executed in step S504. This start process checks that the variable prize device 32 is in a closed state before the start of the open / close execution mode. The start process for the open / close execution mode also includes setting an opening period to wait without starting to open the variable prize device 32 when the open / close execution mode starts. In the opening period setting process, the timer counter T provided in the various counter areas 114d of RAM 114 is set to the waiting period information for opening that is pre-stored in ROM 113. The value of the timer counter T is decremented by 1 at a predetermined period (for example, every 2 msec period, each time the timer interrupt process is activated).
[0206] In the following step S505, the value of the round counter RC provided in the various counter areas 114d of the RAM 114 is set, and the number of rounds to be executed in the current opening / closing execution mode is set. In this embodiment, since the number of rounds corresponding to each jackpot result is 16, the value of the round counter RC is set to "16".
[0207] In the following step S506, as a process to start the round display, the round display unit RS is controlled to display the number of rounds in the opening / closing execution mode being executed (in this embodiment, "16" regardless of the jackpot result). The display of the number of rounds will continue until the opening / closing execution mode ends.
[0208] In the following step S507, an opening command is set. This set opening command is transmitted to the performance control device 82 in step S201 of the normal processing (Figure 14). Based on the received opening command, the performance control device 82 determines the content of the performance corresponding to the opening / closing execution mode and controls various devices so that the determined performance content is executed. This performance content includes the display mode on the graphic display device 41, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the graphic display device 41 so that the display corresponding to the opening / closing execution mode (for example, video display) is performed.
[0209] Then, in step S508, the external signal setting process is executed, and the game state transition process is terminated. In the external signal setting process, the signal output state of the output terminal for the jackpot signal provided on the external output terminal 99 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to the management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can determine that a jackpot has occurred in the pachinko machine 10.
[0210] On the other hand, if a positive result is obtained in step S501 (i.e., the system is in opening / closing execution mode), the process proceeds to step S509 to determine whether the waiting period for opening has elapsed. If the waiting period for opening has not elapsed, the game state transition process ends. If the waiting period for opening has elapsed, the big prize opening opening / closing process is executed in step S510. The big prize opening / closing process will now be explained with reference to the flowchart in Figure 18.
[0211] In the opening and closing process of the main prize slot, first, in step S601, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is "0", the opening and closing process of the main prize slot is terminated. On the other hand, if the value of the round counter RC is not "0", in step S602, it is determined whether the main prize slot 32a is open (whether the variable prize device 32 is in an open state). In this step, this determination process is executed based on the drive state of the drive unit 305 for the variable prize device.
[0212] If the large prize slot 32a is not open, the process proceeds to step S603 to determine whether the value of the timer counter T is "0". If the value of the timer counter T is not "0", the process of opening and closing the large prize slot is terminated. If the value of the timer counter T is "0", the process proceeds to step S604. In step S604, setting processes for each round are executed to set the upper limit opening period of the variable prize device 32 and the upper limit number of prizes that can enter the variable prize device 32 in each round of gameplay in the opening and closing execution mode.
[0213] In the following step S605, the drive unit 305 is driven to open the variable prize winning device 32. Then, in step S606, an open command is set, and the opening and closing process of the large prize winning opening is completed. The open command set in this step is transmitted to the performance control device 82 in step S201 of the normal process (Figure 14). Based on the received open command, the performance control device 82 determines the content of the performance corresponding to each round and controls various devices so that the determined performance content is executed.
[0214] If a positive result is obtained in step S602 (i.e., the large prize slot 32a is open), the process proceeds to step S607 to determine whether the value of the timer counter T is "0". In this case, the value of the timer counter T corresponds to the upper limit opening period of the variable prize device 32 set in step S604, and this step determines whether the opening period of the large prize slot 32a has reached the upper limit opening period.
[0215] If the value of the timer counter T is not "0" (meaning the opening period of the large prize slot 32a has not reached the upper limit opening period), in step S608, it is determined whether or not a prize has been awarded to the variable prize device 32 based on the detection status of the V prize sensor 507 or the prize sensor 509 (the reading results of the various sensors in step S101). If no prize has been awarded to the variable prize device 32, the large prize slot opening and closing process is terminated. However, if a prize has been awarded to the variable prize device 32, the process proceeds to step S609, where the value of the prize counter PC, located in the various counter areas 114d of the RAM 114, is decremented by 1. The prize counter PC is a counter for counting the number of game balls awarded to the variable prize device 32. After a value corresponding to the upper limit of the number of awarded balls is set in step S604, the value is decremented by 1 each time a prize is awarded to the variable prize device 32. In the following step S610, it is determined whether or not the V-winning flag is stored in the various flag storage area 114e of RAM 114.
[0216] Here, the V-prize winning process in step S106 of the timer interrupt processing (Figure 13) will be explained with reference to the flowchart in Figure 19. In the V-prize winning process, first in step S701, it is determined whether or not the V-prize winning flag is stored in the various flag storage area 114e. If the V-prize winning flag is not stored, the process proceeds to step S702, where it is determined whether or not a V-prize has occurred (whether or not the game ball has passed through the detection area of the V-prize winning sensor 507) based on the detection state of the V-prize winning sensor 507 provided in the variable prize winning device 32 (the reading results of the various sensors in step S101).
[0217] If it is determined that a V-win has occurred, step S703 determines whether or not the validity period for the V-win is still in effect. This validity period is a predetermined period that takes into account the period during which a V-win can occur normally. For example, the execution period of the round game is set as the validity period. If it is determined that the validity period is not in effect, the process proceeds to step S704, where an error command is set indicating that an abnormality has occurred, and then the V-win process is terminated. The set error command is transmitted to the performance control device 82 via the external output process of the normal process (Figure 14), and the performance control device 82 controls the display control device 212, the light-emitting unit 63, and the speaker unit 64 so that a predetermined error notification is executed.
[0218] On the other hand, if it is determined that the validity period is still in effect, the process proceeds to step S705, where the V-winning flag is stored in the various flag storage area 114e of the RAM 114. In the following step S706, the V-winning command is set as the target to be transmitted to the performance control device 82. The V-winning command is a command to notify the performance control device 82 that a V-winning has occurred, and the set V-winning command is transmitted to the performance control device 82 in the external output processing of normal processing (Figure 14). When the performance control device 82 receives the V-winning command, it controls the display control device 212, etc., so that effects such as announcing the occurrence of a V-winning or celebrating the V-winning are executed in the symbol display device 41, light-emitting unit 63, speaker unit 64, etc.
[0219] After step S706 is executed, if step S701 is judged positively (the V-winning flag is stored) or step S702 is judged negatively (no V-winning occurred), the V-winning process is terminated.
[0220] Returning to the explanation of the opening and closing process for the big prize slot (Figure 18), if it is determined in step S610 that the V prize flag is stored, the process proceeds to step S611. In step S611, the V prize flag stored in the various flag storage area 114e of RAM 114 is erased, and a continuation flag is set in the same various flag storage area 114e. The continuation flag indicates that the next round of gameplay should be executed, or in other words, that the opening and closing execution mode should be continued even after the currently running round of gameplay has finished.
[0221] In the following step S612, the value of the prize counter PC provided in the various counter areas 114d of RAM 114 is set to "0". In other words, in this embodiment, when a V prize is won, the value of the prize counter PC is forcibly set to "0", regardless of the value of the prize counter PC at that time.
[0222] If step S612 is executed or if a negative determination is made in step S610 (i.e., no V-prize is awarded), step S613 determines whether the value of the prize counter PC is "0". If it is determined that the value of the prize counter PC is not "0", the large prize opening opening and closing process is terminated. If it is determined that the value of the prize counter PC is "0", or if a positive determination is made in step S607 (i.e., the value of the timer counter is "0"), the process proceeds to step S614, and the drive unit 305 is deactivated in order to close the variable prize device 32.
[0223] In the following step S615, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of RAM 114. If a continuation flag is stored, in step S616, the value of the round counter RC provided in the various counter area 114d of RAM 114 is decremented by 1 to update the number of rounds in the opening / closing execution mode. In the following step S617, it is determined whether or not the value of the round counter RC is "0". If the value of the round counter RC is not "0", in step S618, the waiting period between rounds (round interval period), that is, the closing period until the variable prize device 32 is opened again is set. Specifically, the value of the timer counter T is set to "1000", which corresponds to the above waiting period (2 seconds).
[0224] Subsequently, a closing command is set in step S619, and the opening and closing process of the main prize slot is terminated. The closing command is sent to the performance control device 82 in step S201 of the normal process (Figure 14). Based on the received closing command, the performance control device 82 determines the content of the performance corresponding to the waiting period between rounds, and controls various devices so that the determined performance content is executed.
[0225] If the value of the round counter RC is determined to be "0" in step S617, the ending start process is executed in step S620. In this start process, an ending waiting period is set to wait without starting the next game round for the ending of the open / close execution mode. Specifically, the timer counter T is set to the ending waiting period information that is pre-stored in the ROM 113.
[0226] Subsequently, in step S621, an ending command is set, and the opening and closing process of the grand prize slot is terminated. The ending command is transmitted to the performance control device 82 in step S201 of the normal process (Figure 14). Based on the received ending command, the performance control device 82 determines the content of the performance corresponding to the end of the opening and closing execution mode, and controls various devices so that the determined performance content is executed.
[0227] Furthermore, if it is determined in step S615 that the continuation flag is not stored, the process proceeds to step S622, where the value of the round counter RC is set to "0" to terminate the opening / closing execution mode. After that, the process proceeds to step S620, where the ending start process is executed.
[0228] Next, we will explain the setting process for each round in step S604 of the opening and closing process for the grand prize slot, referring to the flowchart in Figure 20.
[0229] In this setting process, first, in step S801, it is determined whether the value of the round counter RC is "16". That is, it is determined whether the round game to be set is the first round game in the opening / closing execution mode. If the value of the round counter RC is not "16", that is, if the round game to be set is the second round or later, in step S802, the continuation flag stored in the various flag storage area 114e of RAM 114 is cleared.
[0230] After step S802 is executed or if a positive result is obtained in step S801 (if the value of round counter RC is "16"), step S803 sets the opening period of the variable prize device 32 for the target round game. Specifically, the value of timer counter T is set to "15000", which corresponds to the upper limit opening period (30 sec) for one round.
[0231] In the following step S804, the type of jackpot corresponding to the open / close execution mode being executed or currently being executed is determined based on the jackpot type flags stored in the various flag storage area 114e of RAM 114. For example, if the 16R jackpot A flag is stored in the various flag storage area 114e, then 16R jackpot result A is determined as the type of jackpot corresponding to the above open / close execution mode. Also in this step, the number of rounds of the target round game (the round game that is about to start) is determined based on the value of the round counter RC. In the following step S805, the upper limit distribution table stored in the distribution table storage area 113b of ROM 113 is referenced to set the upper limit number of winning balls to be entered into the variable winning device 32 in the target round game.
[0232] Here, we will explain the upper limit distribution table with reference to Figure 21. In the upper limit distribution table, the upper limit number of winning balls for each round of game is defined for each type of jackpot. The upper limit number of winning balls corresponding to 16R jackpot result A is set to 8 for all rounds of gameplay and is consistent across rounds. On the other hand, the upper limit number of winning balls corresponding to 16R jackpot results B and 16R jackpot results C varies across rounds, with different upper limits for each round of gameplay. In other words, the upper limit number of winning balls is set to the first number for a given round of gameplay, and to the second number for other rounds of gameplay, which is different from the first number, thus creating variation in the upper limit number of winning balls depending on the round of gameplay. Furthermore, for 16R jackpot result B and 16R jackpot result C, for example, the upper limit number of winning balls for the second round of gameplay is 4 for the former and 2 for the latter, showing that the upper limit number of winning balls for the same number of rounds of gameplay differs.
[0233] With the configuration described above, for example, if we focus on the second round of gameplay, from the player's perspective, the round may end when 8 game balls enter the variable prize-winning device 32, or when 4 game balls enter, or when 2 game balls enter. Therefore, it becomes impossible to uniquely determine the maximum number of prizes allowed in a round of gameplay. Consequently, players will have to predict the maximum number of prizes allowed in each round of gameplay.
[0234] Note that the specific maximum number of winning balls shown in Figure 21 is merely an example and is not limited to these numbers. Also, while the maximum number of winning balls for each round of gameplay in 16R jackpot result A is set to be the same for all rounds of gameplay, it may be set to be different for each round of gameplay, as in 16R jackpot result B and 16R jackpot result C. In that case, the maximum number of winning balls for the same number of rounds of gameplay should be different from that of 16R jackpot result B and 16R jackpot result C.
[0235] Returning to the explanation of the setting process for each round (Figure 20), in step S805, based on the results of determining the type of jackpot and which round the target round game is in in step S804, and the upper limit distribution table, the corresponding upper limit number of winning balls is derived. In the following step S806, the value of the winning counter PC provided in the various counter areas 114d of RAM 114 is set to a value corresponding to the derived upper limit number of winning balls. For example, if the jackpot type is 16R jackpot result B, the target round game is the 7th round game, and the derived upper limit number of winning balls is 5, then the value of the winning counter PC is set to "5". After the execution of step S806, the setting process for each round is terminated.
[0236] Returning to the explanation of the game state transition process (Figure 17), after the opening and closing of the big prize slot in step S510 is performed, it is determined in step S511 whether the round counter RC is "0". If the value of the round counter RC is not "0", the game state transition process ends as is. On the other hand, if the value of the round counter RC is "0", it is determined in step S512 by the timer counter T whether the waiting period for the ending has ended. If the waiting period for the ending has not ended, the game state transition process ends as is. On the other hand, if the waiting period for the ending has ended, the transition process at the end of the opening and closing execution mode is performed in step S513. In the transition process at the end of the opening and closing execution mode, the lottery mode and support mode after the opening and closing execution mode are set.
[0237] Specifically, as shown in the flowchart in Figure 22, first, in step S901, it is determined whether 16R jackpot flag A or 16R jackpot flag B is stored in the various flag storage area 114e of RAM 114. If 16R jackpot flag A or 16R jackpot flag B is stored, the process proceeds to step S902, where the jackpot flag stored in the various flag storage area 114e is erased, and a high probability mode flag is set in the area 114e. This causes the lottery mode to switch to high probability mode.
[0238] In the following step S903, the high-frequency support mode flag is set in the various flag storage area 114e of RAM 114. This causes the support mode to switch to high-frequency support mode. The high-probability mode flag and high-frequency support mode flag set in steps S902 and S903, respectively, are cleared in step S504 (Figure 17) when the next jackpot is won.
[0239] If a negative determination is made in step S901 (when the 16R jackpot flag A or the 16R jackpot flag B is not stored), the process proceeds to step S904, and a high-frequency support mode flag is set in the various flag storage areas 114e of the RAM 114. In the subsequent step S905, "100" is set in the game count counter GC provided in the various counter areas 114d of the RAM 114. This game count counter GC is decremented by 1 each time a special figure game turn is executed while the support mode is transitioning to the high-frequency support mode. When the game count counter GC reaches "0", the high-frequency support mode flag set in the various flag storage areas 114e of the RAM 114 is erased. That is, the high-frequency support mode ends, and the support mode transitions to the low-frequency support mode.
[0240] After executing the process of step S903 or step S905, the transition process at the end of the opening / closing execution mode is terminated.
[0241] Returning to the description of the game state transition process (FIG. 17), after executing the process of step S513, a process for ending the display of the round display unit RS is executed in step S514. Next, the end process of the opening / closing execution mode is executed in step S515, and then this game state transition process is terminated. In the end process of the opening / closing execution mode, the transition to the opening / closing execution mode and the erasure of various counters and flags used during the opening / closing execution mode are performed.
[0242] <Regarding the flow of the game during the opening / closing execution mode> Next, the flow of the game during the opening / closing execution mode will be described while referring to FIGS. 5, 23, and 24.
[0243] As already explained, in this embodiment, if a V-win does not occur in the currently running round game, the next round game will not be executed, and if the round game ends without a V-win occurring, the opening / closing execution mode will end at that point (see Figure 18). Furthermore, if a V-win occurs during a round game, the round game will end at the time of the V-win, even if the number of balls entering the variable prize device 32 has not reached the upper limit (see Figure 18). Therefore, if the upper limit is n balls, by not generating a V-win until the (n-1)th ball, and then generating a V-win on the nth ball, it is possible to maximize the total number of prize balls that can be obtained in one round game while also acquiring the right to execute the next round game.
[0244] Furthermore, as shown in Figures 5 and 23, the large prize opening 32a of the variable prize device 32 is provided with a left entrance section 505 that does not result in a V-prize and a right entrance section 504 that does result in a V-prize. In addition, upstream of the variable prize device 32, there is a guide passage section 401 that guides game balls launched with less than a predetermined amount of force to the left entrance section 505 and game balls launched with more than a predetermined amount of force to the right entrance section 504.
[0245] In this configuration, when a player adjusts the amount of rotation of the launch handle 60 and launches a game ball with enough force to pass through the inner passage 404, the game ball enters the left entrance 505 while the variable prize device 32 is in the open state. In this case, the number of prize balls that have entered the variable prize device 32 is counted up and a predetermined number (15) of prize balls are dispensed, but no V-win occurs. On the other hand, when a game ball is launched with enough force to pass through the outer passage 403, the game ball enters the right entrance 504 while the variable prize device 32 is in the open state. In this case, the number of prize balls that have entered the variable prize device 32 is counted up and a predetermined number of prize balls are dispensed, and a V-win occurs. Therefore, the player can choose when to trigger a V-win while winning prize balls by getting game balls into the variable prize device 32. Therefore, the ideal operation for the player would be to launch the game ball with enough force to enter the left entrance 505 until the (n-1)th ball enters, and then switch to launching the game ball with enough force to enter the right entrance 504 when the (n)th ball enters.
[0246] Under such a configuration, this embodiment is designed so that the maximum number of winning balls for each round of game in the opening / closing execution mode cannot or has difficulty being determined by the player. Specifically, the maximum number of winning balls for each round of game is varied, thereby preventing the player from uniquely determining the maximum number of winning balls for each round of game. Moreover, since the diversification of the maximum number of winning balls is not limited to one opening / closing execution mode but is also implemented between different types of jackpots, it becomes increasingly difficult for the player to understand the maximum number of winning balls for each round of game.
[0247] Furthermore, in this embodiment, the maximum number of winning balls for each round of game is not indicated by any notification (display or audio output) that the player can recognize, and the maximum number of winning balls is not explicitly stated. As a result, the player cannot obtain information on the maximum number of winning balls through notification, making it even more difficult to determine the maximum number of winning balls for each round of game.
[0248] Furthermore, in this embodiment, the opening pattern (number of openings and maximum opening period) of the variable prize device 32 in each round of gameplay is standardized regardless of the maximum number of winning balls. As a result, it is impossible or difficult for the player to determine the maximum number of winning balls from the behavior of the variable prize device 32, making it even more difficult to grasp the maximum number of winning balls in each round of gameplay.
[0249] Therefore, as a player, the only option is to predict the maximum number of winning balls for each round of play, and based on that prediction, aim for the left entrance 505 and the right entrance 504 accordingly.
[0250] Here, with reference to Figure 24, the relationship between the player's launching operation and the game result will be explained. Here, as shown in Figure 24(a), the operation of launching the game ball with enough force to enter the left entrance 505 where a V-win does not occur is called the first operation, the operation of launching the game ball with enough force to enter the right entrance 504 where a V-win occurs is called the second operation, and the operation of performing the first operation until the (n-1)th win and then performing the second operation on the nth win is called the specific operation.
[0251] When the opening / closing execution mode corresponding to the 16R jackpot result A is executed, the maximum number of winning balls is set to 8 in all rounds of play in this mode (see Figure 21). In this case, as shown in Figure 24(b), if a specific operation is performed in all rounds of play, all rounds from the 1st to the 16th rounds of play will be performed, and the maximum number of winning balls (15 winning balls × 8 winning balls = 90 balls) will be obtained in each round. Therefore, in the opening / closing execution mode, a total of 90 balls × 16 rounds = 1920 winning balls can be obtained.
[0252] As already mentioned, the maximum number of balls that can be won in each round is impossible or difficult to determine from the player's perspective, making it difficult to perform the operations described above. For this reason, it is conceivable that some players may prioritize continuing the rounds (executing the opening / closing mode until the final round) over the number of balls paid out per round. In this case, the goal would be to aim for the ball to enter the right-side entrance 504 from the first ball in each round, meaning that the second operation would be performed in all rounds. In this case, the total number of balls won in the opening / closing mode would be 15 balls x 16 rounds = 240 balls. Therefore, the total number of balls won in the opening / closing mode would be significantly less compared to when a specific operation is performed in all rounds.
[0253] When the opening / closing execution mode corresponding to the 16R jackpot result B is executed, the maximum number of winning balls for each round of play is varied in this mode and is set to the numbers shown in Figure 21. In this case, if a specific operation is performed in all rounds of play, a total of 1380 winning balls can be obtained, as shown in Figure 24(c), with 15 winning balls × 92 winning balls. Also, if the second operation is performed in all rounds of play, the result will be 240 balls, similar to the case in Figure 24(b).
[0254] Here, a player who aims to obtain the maximum number of prize balls paid out in each round of play and continue the round play until the final round, and in a situation where the opening / closing execution mode corresponding to the 16R jackpot result B is being executed, for example, if the player predicted that the maximum number of balls that would enter in the second round would be 8, this player would continue to perform the first operation until the 4th ball, which is the actual maximum number of balls that would enter. In this case, since no V-entry occurs in the second round of play, the third round of play is not executed, and the opening / closing execution mode ends when the second round of play is completed (a so-called "bust"). In this case, the total number of prize balls in the opening / closing execution mode is 15 prize balls × 12 balls entered = 180 balls, which is less than the number of prize balls that would have been obtained if the second operation had been performed in all rounds of play.
[0255] However, if the opening and closing execution mode being performed in this case corresponds to the 16R jackpot result A, the opening and closing execution mode will not end in the second round, and as mentioned above, there is a high probability of obtaining a total of 1920 prize balls. In other words, for players who bravely take on the game aiming to obtain the maximum total prize balls, they can reap large profits if their prediction is correct, and conversely, if their prediction is wrong, they will only receive small profits.
[0256] Furthermore, when the opening / closing execution mode corresponding to the 16R jackpot result C is executed, the maximum number of balls that can be won in each round of play is also varied in this mode, and is set to the numbers shown in Figure 21. In this case, if a specific operation is performed in all rounds of play, a total of 1425 balls can be won (15 balls awarded × 95 balls won), as shown in Figure 24(d). Also, if the second operation is performed in all rounds of play, the result will be 240 balls, similar to the cases in Figures 24(b) and (c).
[0257] Furthermore, if a player who aims to obtain the maximum number of prize balls paid out in each round of play and continue the round play until the final round predicts, for example, that the maximum number of balls that can be won in the second round is 8, and performs the first operation until the second ball is won, which is the actual maximum number of balls won, the opening and closing execution mode will end when the second round of play is completed. In this case, the total number of prize balls won in the opening and closing execution mode will be 15 prize balls x 10 balls won = 150 balls, which is fewer than the number of prize balls won when the second operation is performed in all rounds of play, or when the opening and closing execution mode ends in the second round while the mode corresponding to the 16R jackpot result B is being executed.
[0258] While a detailed explanation is omitted here, in addition to the operation methods described above, various other operation methods are possible, such as performing a second operation for the second winning ball in each round of play, or performing the first operation up to the third ball in one round of play and the second operation up to the fourth ball in another round of play. In these cases as well, the number of rounds for which the opening and closing execution mode continues and the number of prize balls paid out in each round of play will vary depending on the maximum number of winning balls at each stage, resulting in differences in the total number of prize balls obtained through the opening and closing execution mode.
[0259] With the above configuration, it is possible to create a gameplay experience similar to a game of chicken, where players predict the maximum number of winning balls in each round and choose when to perform the second operation. Therefore, monotony during the opening and closing execution mode is effectively suppressed, and the gameplay during this mode can be greatly enhanced.
[0260] As described in detail above, this embodiment can achieve the following excellent effects.
[0261] In the opening and closing execution mode 1, the configuration includes a first round game (for example, the first round game in the opening and closing execution mode corresponding to the 16R jackpot result B) in which the upper limit number of prizes that enter the variable prize device 32 is set to a first number (for example, 8), and a second round game (for example, the second round game in the opening and closing execution mode corresponding to the 16R jackpot result B) in which the upper limit number of prizes that enter the variable prize device 32 is set to a second number (for example, 4) that is different from the first number.
[0262] With the above configuration, the maximum number of winning balls for each round of gameplay is varied, making it difficult for players to determine the maximum number of winning balls for each round. This allows for a game where players can enjoy predicting the maximum number of winning balls for each round. As a result, monotony in gameplay during the opening and closing execution mode is suppressed, and the level of attention given to the game can be increased.
[0263] When a predetermined condition (occurrence of a V-win) is satisfied during the execution of a round game, a privilege (round continuation) is granted. On the other hand, even in a situation where the number of winning game balls in the variable winning device 32 has not reached the upper limit number of winning balls, the round game is configured to end.
[0264] In this case, if the predetermined condition is satisfied early in the round game, the round game ends early. Therefore, when the predetermined condition is satisfied at the timing when the upper limit number of winning balls in the variable winning device 32 is reached or at a timing close thereto, it becomes possible to obtain a privilege while continuing the round game for a long time, which is ideal for the player. In this case, since the upper limit number of winning balls in each round game varies, it does not become uniform which winning ball corresponds to the upper limit number of winning balls, and the timing of the establishment of the ideal predetermined condition fluctuates. For this reason, not only can the upper limit number of winning balls be predicted, but the player can play while expecting the predetermined condition to be satisfied at an ideal timing. Therefore, compared to the case where the round game is simply completed, each round game can be made much more interesting, and it becomes possible to greatly enliven the game during the open / close execution mode.
[0265] The above predetermined condition is set to be able to be satisfied based on the player's operation. In this case, the player can participate in the timing of the establishment of the predetermined condition. Thereby, compared to the case where only whether the predetermined condition is satisfied is being watched, the interest of each round game can be enhanced, and it becomes possible to promote the player's active participation in the game.
[0266] The configuration is such that when a game ball passes through a specific area (the detection area of the V-prize sensor 507), the predetermined conditions described above are met, and the specific area is positioned so that a game ball launched with sufficient force to reach the variable prize device 32 can reach it. In this case, the predetermined conditions can be met while a game ball is being awarded to the variable prize device 32, making it possible to suitably balance the game in the opening / closing execution mode with the game in which the predetermined conditions are met. This makes it possible to add a game in which the predetermined conditions are met during the execution of each round of gameplay, while suppressing the impairment of the game in the opening / closing execution mode, such as a decrease in the probability of the ball entering the variable prize device 32 when attempting to meet the predetermined conditions.
[0267] In addition, the above-mentioned specific area is positioned within the variable prize-winning device 32. In this configuration, the player's attention is concentrated, making it possible to visually confirm both whether or not a game ball has entered the variable prize-winning device 32 and whether or not a predetermined condition has been met (whether or not the game ball has passed through the specific area) without shifting their gaze. As a result, the chances of missing whether or not a game ball has entered the variable prize-winning device 32 or passed through the specific area are reduced, resulting in a configuration that is easier for players to play.
[0268] The variable prize winning device 32 has a large prize winning opening 32a, which includes a right-side entrance 504 through which the game balls pass through a specific area, and a left-side entrance 505 through which the game balls do not pass through a specific area. It also has a guide passage 401 that guides the game balls so that game balls launched in a first launch operation (an operation to launch game balls with a force greater than or equal to a predetermined amount) can enter the right-side entrance 504, and game balls launched in a second launch operation (an operation to launch game balls with a force less than or equal to a predetermined amount) can enter the left-side entrance 505.
[0269] This configuration allows players to choose whether or not to pass the game ball through a specific area, enabling them to determine the timing for fulfilling predetermined conditions. Therefore, it is possible to provide a game in which players predict the maximum number of winning balls and fulfill the predetermined conditions themselves at a timing corresponding to their prediction. In such a game, if the timing of fulfilling the predetermined conditions is earlier than the actual maximum number of winning balls, the player receives a bonus, but the round ends early. Conversely, if the timing of fulfilling the predetermined conditions is later than the actual maximum number of winning balls, the round ends without the player receiving a bonus. In this way, the profit obtained in the round changes depending on the player's prediction, which enhances the enjoyment of predicting the maximum number of winning balls in each round and greatly improves the appeal of the opening and closing execution mode.
[0270] In this embodiment, the game ball launched in the first launching operation is more likely to enter the right-side entrance 504, and the game ball launched in the second launching operation is more likely to enter the left-side entrance 505 (although it is not impossible for the ball to enter the right-side entrance 504, it is more difficult for the ball to enter the right-side entrance 504 compared to the case of the first launching operation).
[0271] As a reward for the above-mentioned benefits, the next round of game will be played after the round in which the predetermined conditions are met. By deciding whether or not to pass the game ball through a specific area, the player can determine when the predetermined conditions are met. If the player prioritizes continuing the round and meets the predetermined conditions early, even if they manage to complete the opening / closing execution mode, the total number of prize balls won will be kept low. On the other hand, if the player tries to maximize the number of prize balls won in one round by delaying the timing of meeting the predetermined conditions until the last possible moment, the opening / closing execution mode will end prematurely. In other words, it is possible to create a gameplay experience similar to a game of chicken, where the player's courage is tested by predicting the maximum number of prize balls that can be won in each round, and to provide an exciting opening / closing execution mode.
[0272] The game is designed not to announce the maximum number of winning balls for each round. In this case, combined with the fact that the maximum number of winning balls for each round varies, it becomes impossible or difficult for players to determine the maximum number of winning balls for each round, thus enhancing the gameplay of predicting the maximum number of winning balls.
[0273] In this embodiment, the maximum number of winning balls is not announced for all round games executed in the open / close execution mode. However, the maximum number of winning balls may be not announced for only some round games. Even in this case, a game that predicts the maximum number of winning balls is guaranteed for round games where the maximum number of winning balls is not announced.
[0274] Incidentally, in this embodiment, the stopping results of the special symbols (stopping results A to C) on the special symbol display unit 43 are associated with the maximum number of winning balls for each round of gameplay. Therefore, it is possible to determine the maximum number of winning balls for each round of gameplay by referring to the stopping results displayed on the special symbol display unit 43. In that sense, it can be said that specific notification is provided so that the player can recognize the maximum number of winning balls for each round of gameplay.
[0275] However, the specific notification based on the above stopping result does not directly inform the maximum number of winning balls, but remains an indirect notification. Therefore, it will not be easy for anyone to determine the maximum number of winning balls, and the enjoyment of predicting the maximum number of winning balls for each round will not be excessively hindered. In particular, determining the maximum number of winning balls from the stopping result is only possible if the player is fully aware of the correspondence between the type of stopping result and the maximum number of winning balls for each round. This can serve as an opportunity for players to deepen their interest in and knowledge of this pachinko machine 10, and ultimately lead to increased desire to play.
[0276] Furthermore, this configuration can also function effectively as a countermeasure against fraud. For example, if fraudulent activity occurs in which the pachinko machine 10 operates with a different maximum number of winning balls than the officially set maximum number of winning balls, an employee of the amusement hall can visually check the stopping result of the special display unit 43 to determine the discrepancy in the maximum number of winning balls. Therefore, it can contribute to the early detection of fraudulent activity.
[0277] <Second Embodiment> This embodiment differs from the first embodiment in that it provides notification to the player regarding the maximum number of winning balls in each round of the game. This embodiment will be described with reference to Figures 25 to 31. In these figures, components similar to those in the first embodiment are denoted by the same reference numerals, and their descriptions are omitted.
[0278] <Effective processing for opening / closing execution mode> First, the animation processing for the opening / closing execution mode, which is executed by the MPU242 of the animation control device 82, will be explained with reference to the flowchart in Figure 25. This processing is for executing game animations during the opening / closing execution mode and is executed as part of a periodic process that is started by the MPU242 at predetermined intervals (for example, 2 msec).
[0279] In the animation processing for the opening and closing execution mode, first, in step S1101, it is determined whether or not an opening command has been received as a transmission command from the main control unit 81. As already explained, the command received from the main control unit 81 is stored in the command storage area of RAM 244, and in this step, the above determination is made by checking whether or not information corresponding to the opening command is stored in the command storage area.
[0280] If an opening command is received, the process proceeds to step S1102 to execute the opening animation setup process. In this step, various devices are controlled so that the opening animation is executed. After step S1102 is completed, the animation processing for the opening / closing execution mode is terminated.
[0281] If an opening command has not been received, step S1103 determines whether or not it is time to start a round game. The method for determining whether or not it is time to start a round game is not particularly limited, but for example, in a process executed at the start of a round game by the MPU 112 of the main control device 81, such as the setting process for each round (Figure 20), a process for setting a round start command indicating the start of a round game can be provided, and in this step, the above determination can be made by checking whether or not it is time to receive that round start command. In this embodiment, since the variable prize device 32 is opened once in one round game, the open command set in step S606 in Figure 18 may be used as a substitute for the round start command.
[0282] If it is the start of a round game, the process proceeds to step S1104, where the round start process is executed in accordance with the start of the round game. After the execution of step S1104, the opening / closing execution mode effect process is terminated. Details of the round start process will be described later.
[0283] If it is not the start of a round game, step S1105 determines whether or not a round game is in progress. This determination can be made by checking whether or not the state is after receiving the round start command or open command but before receiving the round end command or close command described later. If a round game is in progress, step S1106 executes the processing for when a round is in progress, and then the opening / closing execution mode effect processing is terminated. Details of the processing for when a round is in progress will be described later.
[0284] If a round game is not in progress, step S1107 determines whether or not it is the end of the round. For example, a process is provided to set a round end command indicating the end of the round game immediately after step S619 in Figure 18, and in this step, it is possible to determine whether or not it is the end of the round by checking whether or not it is the timing to receive that round end command. Note that a close command may be used as a substitute for the above round end command. If it is the end of the round, the round end process is executed in step S1108, and then the opening / closing execution mode effect process is terminated. Details of the round end process will be described later.
[0285] If it is not the end of a round, step S1109 determines whether or not it is during the waiting period between rounds (round interval). If it is during the waiting period, step S1110 executes the processing for the waiting period, and then the animation processing for the opening / closing execution mode is terminated. Details of the processing for the waiting period will be described later.
[0286] If it is not the standby period, step S1111 determines whether or not an ending command has been received as a transmission command from the main control unit 81. If an ending command has been received, the process proceeds to step S1112, where various devices are controlled to execute the ending sequence. After step S1112 is executed, or if a negative determination is made in step S1111, the opening / closing execution mode sequence processing is terminated.
[0287] Next, the processing for the waiting period in step S1110 will be explained with reference to the flowchart in Figure 26.
[0288] In the waiting period processing, step S1201 first determines whether it is a waiting period for rounds 1 through 14. The waiting period for round 1 is the waiting period immediately following the first round of gameplay; in other words, it is the waiting period between the first round of gameplay and the second round of gameplay. The determination of which round the waiting period is can be made by the performance control device 82 independently counting the number of rounds based on the reception of the round start command or release command, and determining the waiting period based on the result. Alternatively, the round start command, etc., may include information on which round of gameplay it is, and the determination can be made by analyzing the command.
[0289] If it is determined that it is a waiting period between rounds 1 to 14, step S1202 determines whether or not it is the start time for the first performance DR1. The first performance DR1 will now be explained with reference to Figure 30(a). The first performance DR1 is a performance that notifies the player of the task (goal) that the player must accomplish in the next round of gameplay. In this embodiment, taking into account that the maximum number of winning balls for each round of gameplay in the open / close execution mode is diverse, the task is to generate a V-win when the maximum number of winning balls enters the variable winning device 32 in the next round of gameplay. In the first performance DR1, for example, a character image 601 modeled after a god, along with a message image 602 displaying text such as "Try to get a V-win with the maximum number," is displayed on the display screen G of the symbol display device 41.
[0290] In this embodiment, the determination of whether it is the waiting period for rounds 1 to 14 and whether it is the start timing for the first performance DR1 are performed separately. However, if the first performance DR1 is started at the start timing of the waiting period, the processing in step S1202 may be omitted.
[0291] If it is determined in step S1202 that it is time to start the first performance DR1, the process proceeds to step S1203, where it is determined whether a success flag is stored in the various flag storage areas provided in RAM244. The success flag is a flag that indicates that the above task, which is reported by the first performance DR1, has been achieved.
[0292] If the success flag is not stored, step S1204 executes a setting process to run the first performance DR1. In this step, a command containing information indicating the display content of the first performance DR1 or information specifying the first performance DR1 is output to the display control device 212. Upon receiving the command, the display control device 212 reads image data for the first performance DR1 from the character ROM 276 and controls the graphic display device 41 so that the image corresponding to that image data is displayed on the display screen G. Also in step S1204, the audio data and lighting data for the first performance DR1 stored in the ROM 243 are read, and the speaker unit 64 and light-emitting unit 63 are driven and controlled so, for example, that audio corresponding to the display content of the message image 602 is output, or that a lighting effect for the first performance DR1 is performed.
[0293] If step S1201 determines that it is not the waiting period for rounds 1 through 14, i.e., it is the waiting period for round 15, then the process proceeds to step S1205, where a command is output to the display control device 212, or the speaker unit 64 and light-emitting unit 63 are driven and controlled, so that a normal waiting period animation different from the first animation DR1 is executed. Also, if it is determined in step S1203 that a success flag is stored, the process proceeds to step S1205, where the process of setting the normal waiting period animation is executed. Note that in the normal waiting period animation, the above problem is not reported as in the first animation DR1.
[0294] If it is determined in step S1204 or step S1205 that it is not yet time to start the first performance DR1, the waiting period processing is terminated.
[0295] Next, the round initiation process in step S1104 will be explained with reference to the flowchart in Figure 27.
[0296] In the round start process, first, in step S1301, it is determined whether the round game to be started is the first or final round game in the opening / closing execution mode. If it is determined to be the first or final round game, the normal round animation setting process is executed in step S1302. In step S1302, commands are output to the display control device 212, and the speaker unit 64 and light-emitting unit 63 are driven and controlled so that the normal round animation is executed.
[0297] If step S1301 determines that it is neither the first nor the final round of the game, step S1303 executes a process to determine the maximum number of winning balls for the round of game to be started. The method for determining the maximum number of winning balls is not particularly limited, but for example, table information similar to the upper limit distribution table in Figure 21 can be stored in ROM 243, and the maximum number of winning balls can be determined based on this table information, the type command (a command indicating the assigned jackpot type) transmitted from the main control device 81, and the result of determining which round of the game it is. In addition, when transmitting the round start command, the command may include information indicating the maximum number of winning balls, or the main control device 81 may transmit a dedicated command indicating the maximum number of winning balls at the start of the round of game or the opening / closing execution mode. In this step, the information on the maximum number of winning balls that has been determined is stored in a predetermined storage area of RAM 244.
[0298] In the following step S1304, it is determined whether a success flag is stored in the various flag storage areas of RAM244. If a success flag is not stored, the process proceeds to step S1305, where the first performance DR1 is set to continue execution. In other words, the various devices are controlled so that the first performance DR1, which was being executed during the preceding waiting period, continues to be executed even after the start of the round game.
[0299] Furthermore, during the first round of gameplay, the DR1 presentation, as shown in Figure 30(a), displays a round indicator 600 that shows which round of gameplay is currently in progress. This round indicator 600 is also displayed during the regular round presentations described above.
[0300] If the success flag is stored in step S1304, the process in step S1306 is executed. Before describing this process, the process in step S1106 for use during the round will be explained with reference to the flowchart in Figure 28.
[0301] In the processing for during a round, first, in step S1401, it is determined whether or not a winning command has been received from the main control device 81. If a winning command has been received, the process proceeds to step S1402, where the value of the winning counter SPC is incremented by 1 and updated. The winning counter SPC is used by the performance control device 82 to keep track of the number of game balls that have entered the variable winning device 32, and a memory area for storing this value is provided in the various counter areas of the RAM 244.
[0302] In the following step S1403, it is determined whether a success flag is stored in the various flag storage areas of RAM244. If a success flag is not stored, the process proceeds to step S1404, where it is determined whether a V-winning command has been received from the main control unit 81, that is, whether a V-winning has occurred. If a V-winning command has been received, in step S1405, it is determined whether the value of the winning counter SPC at that time matches the upper limit number of winnings determined in step S1303.
[0303] If the two values match, a success flag is stored in the various flag storage area of RAM244 in step S1406, and then in step S1407, a setting process is executed to run the second performance DR2. The second performance DR2 will now be explained with reference to Figure 30(b). The second performance DR2 is a performance that notifies that the task presented in the first performance DR1 has been achieved. In the second performance DR2, a message image 603 with text such as "Excellent!! I shall bestow a reward upon you" is displayed on the display screen G of the graphic display device 41, along with a character image 601 modeled after a god.
[0304] In step S1407, a command containing information indicating the display content of the second performance DR2 or information specifying the second performance DR2 is output to the display control device 212. Upon receiving the command, the display control device 212 reads image data for the second performance DR2 from the character ROM 276 and controls the pattern display device 41 so that the image corresponding to that image data is displayed on the display screen G. Also in step S1407, the audio data and lighting data for the second performance DR2 stored in the ROM 243 are read, and the speaker unit 64 and light-emitting unit 63 are driven and controlled so, for example, that audio corresponding to the display content of the message image 603 is output, or that a lighting effect for the second performance DR2 is performed.
[0305] After step S1407 is executed, if step S1401 is negative (no prize winning command received), step S1403 is positive (success flag is stored), step S1404 is negative (no V prize winning command received), or step S1405 is negative (the value of prize winning counter SPC does not match the upper limit of prize winnings), the round processing is terminated.
[0306] Returning to the explanation of the round start process (Figure 27), if it is determined in step S1304 that the success flag is stored, in step S1306, the success round presentation DR4 is set as the in-round presentation for the round game to be started. The success round presentation DR4 is performed in the next round game when the task presented in the first presentation DR1 is achieved. In the success round presentation DR4, as shown in Figure 30(d), a specific image 604 is displayed that notifies the maximum number of winning balls for that round game. In the specific image 604, in addition to the upper limit number image 604a that shows the upper limit number of winning balls, the winning number image 604b that shows the number of winning balls in the variable winning device 32 at that time is displayed.
[0307] In step S1306, a command containing information indicating the display content of the successful round effect DR4 or information specifying the second effect DR2 is output to the display control device 212. Upon receiving the command, the display control device 212 reads the image data for the effect DR4 from the character ROM 276 and controls the symbol display device 41 so that the image corresponding to that image data is displayed on the display screen G. Also in step S1306, the audio data and lighting data for the effect DR4 stored in the ROM 243 are read, and the speaker unit 64 and light-emitting unit 63 are driven and controlled so that the audio effect and light effect for the effect DR4 are performed.
[0308] After step S1306, step S1302, or step S1305 is executed, the round start process is terminated.
[0309] Next, the round termination process in step S1108 will be explained with reference to the flowchart in Figure 29.
[0310] In the round termination process, step S1501 first determines whether a success flag is stored in the various flag storage areas of RAM244. Since the round termination process is executed at the end of a round of play, this step determines whether the round of play ended without the objective being achieved. The objective not being achieved includes cases where a V-win occurs with a different number of wins than the upper limit, or where no V-win occurs during the round of play.
[0311] If the success flag is not stored (i.e., the task was not completed), the process proceeds to step S1502 to execute the setting process for the third performance DR3. The third performance DR3 will now be explained with reference to Figure 30(c). The third performance DR3 is a performance that notifies that the challenge to the task presented in the first performance DR1 has failed. In the third performance DR3, a message image 606 with text such as "Come back when you're ready!" is displayed on the display screen G of the graphic display device 41, along with a character image 605 with an angry expression.
[0312] In step S1502, a command containing information indicating the display content of the third effect DR3 or information specifying the third effect DR3 is output to the display control device 212. Upon receiving the command, the display control device 212 reads image data for the third effect DR3 from the character ROM 276 and controls the pattern display device 41 so that the image corresponding to that image data is displayed on the display screen G. Also in step S1502, the audio data and lighting data for the third effect DR3 stored in the ROM 243 are read, and the speaker unit 64 and light-emitting unit 63 are driven and controlled so, for example, that audio corresponding to the display content of the message image 606 is output, or that a lighting effect for the third effect DR3 is performed.
[0313] After step S1502 is executed, the process proceeds to step S1503, where the value of the prize counter SPC in the various counter areas of RAM244 is set to "0". In the following step S1504, the information on the maximum number of prizes stored in RAM244 in step S1303 of the round start process (Figure 27) is erased, and then the round end process is terminated.
[0314] Furthermore, if a positive result is obtained in step S1501 (i.e., the success flag is stored), it is determined whether the round game ending is the final round game. If it is the final round game, the process proceeds to step S1506, where the success flag stored in the various flag storage areas of RAM244 is cleared. In other words, the success flag continues to be stored until the final round game, so if the objective is achieved in any round game during the opening / closing execution mode, the maximum number of winning balls will continue to be reported not only for the next round game but also for subsequent round games. Although not shown in the diagram, even if the round does not continue while the maximum number of winning balls is being reported and the opening / closing execution mode ends midway, the success flag is cleared at the end of the last round game.
[0315] After step S1506 is executed, or if a negative result is obtained in step S1505 (i.e., it is not the final round of play), the process proceeds to step S1503, where the value of the winning counter SPC is set to "0".
[0316] <Regarding the flow of gameplay during the opening / closing execution mode> Next, the flow of gameplay during the opening / closing execution mode will be explained with reference to Figure 31. Here, the first performance DR1 is assumed to start at the beginning of the waiting period between rounds.
[0317] At timing t1, when the waiting period for the first round begins, the first performance DR1 is executed. In the first performance DR1, a message image 602 is displayed, which may contain text such as "Try to get a V-win with the maximum number of entries," informing the player that they should aim to get a V-win with the maximum number of entries during the second round of gameplay.
[0318] As described in the first embodiment above, since it is impossible or difficult for the player to determine the maximum number of winning balls in the second round of the game, the player will play the game by predicting the maximum number of winning balls in the second round of the game.
[0319] For example, in the second round of gameplay, if the number of winning balls predicted by the player is less than the actual number of winning balls, and a V-win occurs with a winning ball that is less than the number of winning balls, then the third performance DR3 is executed at timing t2, which is the end of the round of gameplay (in other words, the timing of the V-win). In the third performance DR3, a message image 606 is displayed with text such as "Come back when you've tried again!", notifying the player that the challenge has failed. After the third performance DR3 is performed for a predetermined period, the first performance DR1 is executed again, informing the player that a V-win should occur in the third round of gameplay with a winning ball that is less than the number of winning balls.
[0320] For example, in the third round of the game, if the player's predicted maximum number of winning balls matches the actual maximum number of winning balls, and a V-win occurs at the maximum number of winning balls, the second presentation DR2 will be executed at the end of that round (timing t3). In the second presentation DR2, a message image 603 will be displayed with text such as "Excellent!! We shall bestow a reward upon you," indicating the success of the challenge.
[0321] Subsequently, at the start of the fourth round of the game (timing t4), the successful round animation DR4 is executed. The successful round animation DR4 displays a specific image 604 that indicates the maximum number of winning balls for that round. This specific image 604 continues to be displayed until the end of that round. The successful round animation DR4 is also executed in the next round of the game, and the specific image 604 that indicates the maximum number of winning balls for that round is displayed again. In other words, once the challenge is successful, the maximum number of winning balls for each round of the game will be announced in all subsequent rounds. Therefore, by looking at the specific image 604, the player can find out the maximum number of winning balls for each round of the game, which gives them an advantage in the game compared to when the challenge is unsuccessful and the specific image 604 is not displayed.
[0322] As described in detail above, this embodiment can achieve the following excellent effects.
[0323] Under a configuration where the maximum number of winning balls for each round of gameplay varies, the maximum number of winning balls is notified when a predetermined condition (achievement of a task) is met. When such notification is given, players can proceed with the game more advantageously than when they are forced to play while predicting the maximum number of winning balls. Therefore, it is possible to add an element of enjoyment to the game by aiming to meet the predetermined condition, and it is possible to effectively suppress the monotony of gameplay in the opening and closing execution mode.
[0324] The above predetermined conditions can be met during the opening / closing execution mode. With this configuration, in addition to games in which game balls are entered into the variable prize-winning device 32 to win prize balls during the opening / closing execution mode, it is also possible to add games in which predetermined conditions are met during the opening / closing execution mode to trigger a notification. This makes it possible to make the games during the opening / closing execution mode more exciting.
[0325] The above predetermined conditions are met based on the passage of a game ball through a specific area (detection area of the V-prize sensor 507) provided within the variable prize-winning device 32. In this case, the predetermined conditions can be met while a game ball is being awarded in the variable prize-winning device 32, making it possible to suitably balance the game in the opening / closing execution mode with the game in which the predetermined conditions are met. This makes it possible to add a game in which the predetermined conditions are met during the execution of each round of game while suppressing the impairment of the game in the opening / closing execution mode, such as a decrease in the probability of a ball entering the variable prize-winning device 32 when trying to meet the predetermined conditions.
[0326] The system is configured such that the predetermined condition is met when the winning ball for the maximum number of winning entries passes through the specified area. Because the maximum number of winning entries for each round of the game is varied, it is not easy to make the game ball pass through the specified area when it wins the maximum number of winning entries, thus increasing the difficulty of meeting the predetermined condition. For example, if the difficulty of meeting the predetermined condition is low and the notification is easy to implement, the significance of diversifying the maximum number of winning entries and allowing players to predict them may be lost. In this respect, in this embodiment, since the difficulty is increased, situations in which the notification is not implemented will occur with a certain frequency, making it possible to suitably harmonize the configuration with a variety of maximum number of winning entries and the configuration with notification of the maximum number of winning entries.
[0327] The system is configured to notify the maximum number of winning balls during the opening / closing execution mode. Given the diversification of the maximum number of winning balls for each round of gameplay, the real-time notification of the maximum number of winning balls for each round of gameplay provides useful information to players and can increase their interest in the notification.
[0328] In this configuration, the notification of the maximum number of winning balls is made during the waiting period between rounds. During the waiting period, the variable winning device 32 is in a closed state, so the notification can be viewed without being distracted by whether or not a game ball enters the variable winning device 32. Therefore, the chances of missing the notification of the maximum number of winning balls are effectively reduced, and the system is configured to make it easier for players to grasp the maximum number of winning balls for each round of the game through the notification.
[0329] The system is configured so that if a predetermined condition is met during any round of gameplay in the opening / closing execution mode, the maximum number of winning balls for multiple rounds of gameplay executed after that round are notified. In this case, the earlier the predetermined condition is met in the opening / closing execution mode, the more rounds of gameplay the maximum number of winning balls can be known. This adds an element of enjoyment to the game, encouraging players to aim to meet the predetermined condition as quickly as possible, and effectively prevents the gameplay in the opening / closing execution mode from becoming monotonous.
[0330] In this embodiment, the system is configured to notify the maximum number of winning balls from the round following the round in which the predetermined conditions were met. However, in order to inform the player of the maximum number of winning balls for the round in which the predetermined conditions were met, the system may also be configured to notify the maximum number of winning balls for rounds after the round in which the predetermined conditions were met.
[0331] As also mentioned in the first embodiment above, the display of the special symbol stop result (stop result A to stop result C) on the special symbol display unit 43 also functions as a specific notification that allows the player to recognize the maximum number of winning balls. In that sense, this embodiment can be said to be configured to provide both a first specific notification based on the stop result displayed on the special symbol display unit 43 and a second specific notification (a notification that makes it easier for the player to recognize the maximum number of winning balls than the first specific notification) based on the successful round effect DR4 (specific image 604) displayed on the display screen G.
[0332] <Third Embodiment> In this embodiment, the configuration of the variable prize-winning device 32 differs from that of the above embodiments. This embodiment will be described with reference to Figures 32 to 45. In these figures, components similar to those in the above embodiments are denoted by the same reference numerals, and their descriptions are omitted.
[0333] Figure 32 shows the passage structure of the variable prize device 32 according to this embodiment. In this embodiment, the configuration of the passage provided behind the right-side entrance 504 differs from that of the first embodiment. Note that the other configurations of the variable prize device 32 are the same as those of the first embodiment, so their explanation will be omitted.
[0334] As shown in Figure 32, a right vertical passage 701 extending vertically is provided behind the right entrance 504. The right vertical passage 701 communicates with the passage 502 (Figure 7(a)) and guides the game balls that have entered the right entrance 504 downwards from among the game balls that have flowed into the large prize opening 32a (Figure 6(b)). An entry sensor 702 is positioned midway along the right vertical passage 701 to detect game balls that have entered the right entrance 504. Similar to the entry sensor 509 in the first embodiment described above, the entry sensor 702 only detects whether or not a game ball has entered the large prize opening 32a.
[0335] In the right-side vertical passage section 701, a fall-out prize sensor 703 is positioned downstream of the prize-winning sensor 702. As will be described in detail later, in this embodiment, the lottery mode transitions from a high-probability mode to a low-probability mode based on the game ball that has entered the large prize-winning opening 32a passing through the fall-out prize sensor 703. In other words, the fall-out prize sensor 703 or the area where it is positioned is a specific area that triggers a transition from a high-probability mode to a low-probability mode.
[0336] In the right vertical passage section 701, a branch passage section 704 is provided midway between the prize entry sensor 702 and the fall-out prize entry sensor 703, branching off from the right vertical passage section 701. A V-prize sensor 705 is positioned midway through the branch passage section 704. In this embodiment as well, similar to the first embodiment described above, the next round of game is executed on the condition that a game ball passes the V-prize sensor 705 (occurrence of a V-prize) during the execution of the first round of game. Note that, unlike the V-prize sensor 705 in the first embodiment described above, the V-prize sensor 705 does not have the role of detecting whether or not a game ball has entered the large prize opening 32a, but only detects the occurrence of a V-prize.
[0337] The above-mentioned prize winning sensor 702, fall-out prize winning sensor 703, and V-prize winning sensor 705 are electrically connected to the main control unit 81, and predetermined detection information (detection signal) is input to the main control unit 81 when a game ball passes through the detection area of each prize winning sensor 702, 703, or 705. Based on this detection information, the main control unit 81 determines whether or not a game ball has passed through each prize winning sensor 702, 703, or 705. If the main control unit 81 detects that a game ball has passed through the prize winning sensor 702, prize balls will be paid out, but if the pass of a game ball through the fall-out prize winning sensor 703 or the V-prize winning sensor 705 is detected, no prize balls will be paid out. Furthermore, in the following, the area where the fall-out prize winning sensor 703 is located or its detection area may be referred to as the fall-out area 703a.
[0338] The width of each passage in the right vertical passage section 701 and the branch passage section 704 is greater than the diameter of the game ball and less than twice the diameter of the game ball, and each of these passage sections 701 and 704 is a single ball passage. The game balls that flow down these passage sections 701 and 704 and pass through the respective prize sensors 702, 703, and 705 are guided to the discharge passage panel 88 (Figure 3) and discharged to the outside of the pachinko machine 10.
[0339] Above the fall-in prize sensor 703, a shutter 706 is positioned so as to cover the fall-in prize sensor 703 from above. The shutter 706 is held in a state that allows it to slide in the width direction of the right vertical passage section 701 (more specifically, in the front-to-back direction). In other words, the shutter 706 can be displaced between a protruding position (forward position) where it protrudes into the right vertical passage section 701, and a retracted position (retracted position) where it moves backward from the protruding position, reducing the amount it protrudes into the right vertical passage section 701.
[0340] As shown in Figure 32(a), when the shutter 706 is positioned in a protruding position, the flow path to the fall area 703a is blocked by the shutter 706. As a result, the fall area 703a is closed, and game balls that enter the right-side entrance 504 cannot pass through the fall prize sensor 703. Game balls whose inflow into the fall area 703a is restricted by the shutter 706 come into contact with the upper surface 706a of the shutter 706, are guided to the branching passage 704, and pass through the V prize sensor 705.
[0341] The upper surface 706a of the shutter 706 is an inclined surface that slopes downward toward the branch passage 704, thereby ensuring good guidance of the game balls to the branch passage 704. The height of the shutter 706 is set to a height that does not obstruct the flow of game balls to the branch passage 704 when the shutter 706 is in the protruding position, specifically, to a height where no step large enough to catch the game balls is formed between the upper surface 706a and the branch passage 704. In this embodiment, the upper surface 706a is inclined at approximately the same angle as the branch passage 704, and the height is set so that a substantially straight ball passage is formed by the upper surface 706a and the branch passage 704.
[0342] As shown in Figure 32(b), when the shutter 706 is positioned in the retracted position, the shutter 706 retracts from above the fall area 703a, and the area 703a is opened upward. As a result, the fall area 703a becomes open, and game balls that have entered the right-side entrance 504 can pass through the fall entry sensor 703.
[0343] In this embodiment, when the fall area 703a is closed, the game ball is prevented from passing through the fall-in prize sensor 703. However, it may be possible to allow passage to a range that is more difficult to pass through compared to the open state. In short, it is sufficient that the ease of passing through the fall-in prize sensor 703 differs between the open and closed states, and the degree of closure or opening is arbitrary.
[0344] The front region of the above-described passage structure is a light-transmitting region, allowing the game balls flowing through the passage structure to be visible from the front of the pachinko machine 10. It is not necessary for the entire passage structure to be visible; at least the shutter 706 (distribution status of game balls) and the V-entry sensor 705 (whether or not a game ball has passed through the detection area of the V-entry sensor 705) must be visible.
[0345] The variable prize winning device 32 is provided with a shutter drive unit 707 that drives the shutter 706. The drive unit 707 has a solenoid as a drive source and a link mechanism as a means of transmitting the driving force of the solenoid to the shutter 706. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 706 moves back from the protruding position to the retracted position, and the fall area 703a switches from a closed state to an open state. When the output of the drive signal from the main control device 81 stops, the shutter 706 moves forward from the retracted position to the protruding position by the biasing force of the biasing means (spring, etc.), and the fall area 703a switches from an open state to a closed state.
[0346] <Timer interrupt handling> Next, the timer interrupt processing performed by the MPU 112 of the main control unit 81 will be explained with reference to Figure 33. This processing is performed in place of the timer interrupt processing shown in Figure 13. In Figure 33, the same step numbers are used for processes that are the same as those in Figure 13, and their explanations are omitted or simplified.
[0347] After executing the V-prize process in step S106, the fall-out prize process is executed in step S1601. After the fall-out prize process is executed, the timer interrupt process is terminated.
[0348] Here, the process for handling falling-in prizes will be explained with reference to the flowchart in Figure 34. In the process for handling falling-in prizes, first, in step S1701, it is determined whether or not a falling-in flag is stored in the various flag storage area 114e of RAM 114. If the falling-in flag is not stored, the process proceeds to step S1702, where it is determined whether or not a falling-in prize has occurred (whether or not the game ball has passed through the detection area of the falling-in prize sensor 703) based on the detection status of the falling-in prize sensor 703 provided in the variable prize device 32 (the reading result of the various sensors in step S101).
[0349] If it is determined that a fall-out prize has occurred, step S1703 determines whether or not the valid period for the fall-out prize is still in effect. This valid period is a predetermined period that takes into account the period during which a fall-out prize can occur normally, and for example, the period during which the shutter 706 is open is set as the valid period. If it is determined that the valid period is not in effect, the process proceeds to step S1704, where an error command is set indicating that an abnormality has occurred, and then the fall-out prize processing is terminated. The set error command is transmitted to the performance control device 82 via the external output processing of the normal processing (Figure 14), and the performance control device 82 controls the display control device 212, the light-emitting unit 63, and the speaker unit 64 so that a predetermined error notification is executed.
[0350] On the other hand, if it is determined that the validity period is still in effect, the process proceeds to step S1705, where the fall flag is stored in the various flag storage area 114e of RAM 114. In the following step S1706, a fall prize command is set as the target to be sent to the performance control device 82. The fall prize command is a command to notify the performance control device 82 that a fall prize has occurred, and the set fall prize command is sent to the performance control device 82 in the external output processing of normal processing (Figure 14). The performance control device 82 recognizes that a fall prize has occurred by receiving the fall prize command. After the execution of step S1706, if a positive determination is made in step S1701 (if the fall flag is stored) or if a negative determination is made in step S1702 (if a fall prize has not occurred), the fall prize processing is terminated.
[0351] <Normal processing> Next, the normal process will be explained with reference to the flowchart in Figure 35. This process is performed in place of the normal process shown in Figure 14. In Figure 35, the same step numbers are used for processes that are the same as those in Figure 14, and their explanations are omitted or simplified.
[0352] After the electrical support processing is performed in step S205, the shutter drive processing for controlling the shutter 706 is performed in step S1801. Details of the shutter drive processing will be described later. After the execution of step S1801, the process proceeds to step S206, where the game ball launch control processing for controlling the launch of game balls is performed.
[0353] <Opening and closing mechanism for the grand prize slot> Next, the opening and closing of the grand prize slot in step S510 (Figure 17) will be explained with reference to the flowchart in Figure 36. This process is performed in place of the opening and closing of the grand prize slot in Figure 18.
[0354] In the opening and closing of the grand prize slot, first, in step S1901, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is not "0", in step S1902, it is determined whether a round game is currently being played. The determination of whether a round game is currently being played is made by checking whether the round flags, which will be described later, are stored in the various flag storage area 114e of RAM 114.
[0355] If a round game is not currently in progress, the process proceeds to step S1903 to determine whether the value of the timer counter T is "0". If the value of the timer counter T is "0", the process proceeds to step S1904. In step S1904, setting processes for each round are executed to set the upper limit number of prizes that can be awarded to the variable prize device 32 and the number of times the variable prize device 32 is opened in each round game in the opening / closing execution mode.
[0356] Here, the setting process for each round will be explained with reference to the flowchart in Figure 37. In this setting process, first, in step S2101, it is determined whether the value of the round counter RC is "16". That is, it is determined whether the round game to be set is the first round game in the opening / closing execution mode. If the value of the round counter RC is not "16", that is, if the round game to be set is the second round or later, in step S2102, the continuation flag stored in the various flag storage area 114e of RAM 114 is cleared. The continuation flag is the same as the continuation flag in the first embodiment described above.
[0357] After step S2102 is executed or if a positive determination is made in step S2101 (if the value of round counter RC is "16"), in step S2103, the type of jackpot corresponding to the opening / closing execution mode that is being executed or is currently being executed is determined based on the jackpot type flags stored in the various flag storage area 114e of RAM 114. For example, if the 16R jackpot A flag is stored in the various flag storage area 114e, the type of jackpot corresponding to the opening / closing execution mode is determined to be 16R jackpot result A. In addition, in this step, the number of rounds of the target round game (the round game that is about to start) is determined based on the value of the round counter RC.
[0358] In the following step S2104, the system refers to the upper limit distribution table stored in the distribution table storage area 113b of the ROM 113 and sets the upper limit number of winning balls to be awarded to the variable winning device 32 in the target round game.
[0359] Here, we will explain the upper limit distribution table with reference to Figure 38(a). In the upper limit distribution table, the upper limit number of winning balls for each round of game is defined for each type of jackpot. For 16R jackpot result A, the upper limit number of winning balls for each round of game is set at 8 for all rounds of game, and this is consistent across rounds. For 16R jackpot result B, the upper limit number of winning balls for each round of game is set at 8 for all rounds of game up to the 10th round, the same as for 16R jackpot result A, but from the 11th round onwards, it is set at 1 for all rounds of game. For 16R jackpot result C, the upper limit number of winning balls for each round of game is set at 8 for all rounds of game up to the 5th round, but from the 6th round onwards, it is set at 1 for all rounds of game.
[0360] The specific maximum number of winning entries shown in Figure 38 is merely an example and is not limited to these numbers. For example, in a round game where the maximum number of winning entries is 8, it may be set to 10, or in a round game where the maximum number of winning entries is 1, it may be set to 2.
[0361] Returning to the explanation of the setting process for each round (Figure 37), in step S2104, the corresponding upper limit number of winning balls is derived based on the results of determining the type of jackpot and which round the target round game is in, as determined in step S2103, and the upper limit distribution table. In the following step S2105, the value of the winning counter PC provided in the various counter areas 114d of RAM 114 is set to a value corresponding to the derived upper limit number of winning balls. For example, if the jackpot type is 16R jackpot result C, the target round game is the 6th round game, and the derived upper limit number of winning balls is 1, then the value of the winning counter PC is set to "1".
[0362] In the following step S2106, the opening and closing pattern table stored in the distribution table storage area 113b of the ROM 113 is referenced to set the number of times the variable prize winning device 32 will open during the target round of gameplay.
[0363] Here, the opening and closing pattern table will be explained with reference to Figure 38(b). The opening and closing pattern table specifies the number of times the variable prize winning device 32 opens in each round of game for each type of jackpot. For each round of game corresponding to 16R jackpot result A, the number of openings is set to 8 for all rounds of game and is consistent across rounds. For each round of game corresponding to 16R jackpot result B, the number of openings is set to 8 for all rounds of game up to the 10th round, the same as in the case of 16R jackpot result A, but from the 11th round onwards, it is set to 1 for all rounds of game. For each round of game corresponding to 16R jackpot result C, the number of openings is set to 8 for all rounds of game up to the 5th round, but from the 6th round onwards, it is set to 1 for all rounds of game.
[0364] The process for setting the opening period for each opening will be described later, but in this embodiment, the opening period is set to 1 sec for all openings. In other words, the opening period (opening pattern) for each opening is the same whether the variable prize device 32 opens 8 times in one round of play or opens once in one round of play. Therefore, when the variable prize device 32 opens 8 times, it is impossible or difficult for the player to determine whether it is due to 8 rounds of play or 1 round of play. Thus, the player will have to predict which round of play is currently taking place while the opening / closing execution mode is running.
[0365] In this embodiment, in order to make the above-mentioned characteristics function more effectively, the system is configured not to notify which round of the game is currently in progress or about to start during the opening / closing execution mode.
[0366] When comparing the opening / closing pattern table in Figure 38(b) with the upper limit distribution table in Figure 38(a), the number of openings for each round of game and the upper limit number of winning balls for each round of game are the same. This is because the number of openings is set to match the upper limit number of winning balls, based on the assumption that one game ball enters the variable winning device 32 during a 1-second opening. Note that the number of openings for each round of game is not limited to the numbers shown in Figure 38(b) and can be set arbitrarily, similar to the upper limit distribution table.
[0367] Returning to the explanation of the setting process for each round (Figure 37), in step S2106, the corresponding number of openings is derived based on the results of determining the type of jackpot and which round of the target round game in step S2103, and the opening / closing pattern table. In the following step S2107, the value of the opening counter OC provided in the various counter areas 114d of RAM 114 is set to a value corresponding to the derived number of openings. For example, if the jackpot type is 16R jackpot result C, the target round game is the 6th round game, and the derived number of openings is 1, then the value of the opening counter OC is set to "1".
[0368] In the following step S2108, the round flag is stored in the various flag storage area 114e of RAM 114, and then the setting process for each round is terminated. The round flag is a flag that indicates that a round game is currently being played.
[0369] Returning to the explanation of the opening and closing process for the main prize slot (Figure 36), after executing the setting process for each round in step S1904, the process proceeds to step S1905 to set the opening period of the variable prize slot 32. Specifically, the value of the timer counter T is set to "500", which corresponds to the opening period (1 sec) for one opening.
[0370] In the following step S1906, the large prize opening process is executed to switch the variable prize device 32 from a closed state to an open state, and then in step S1907, the open command is set as the command to be sent to the performance control device 82. After the execution of step S1907, if the result in step S1901 is positive (the value of the round counter RC is "0") or if the result in step S1903 is negative (the value of the timer counter T is not "0"), the large prize opening process is terminated.
[0371] If a positive result is obtained in step S1902 (i.e., a round game is in progress), the process proceeds to step S1908 to determine whether the large prize opening 32a is open (i.e., the variable prize device 32 is in the open state). If the large prize opening 32a is open, the process for when it is open is executed in step S1909, and then the large prize opening opening / closing process is terminated. The process for when it is open is to determine whether or not a prize has been awarded to the variable prize device 32, and to control the timing of switching the variable prize device 32 to the closed state.
[0372] Here, the process for when the gate is open will be explained with reference to the flowchart in Figure 39. In the process for when the gate is open, first, in step S2201, it is determined whether the value of the timer counter T is "0". This process determines whether the open period set in step S1905 (Figure 36) has elapsed. If the value of the timer counter T is "0" (the open period has elapsed), the process proceeds to step S2202, and the value of the open counter OC is decremented by 1 and updated.
[0373] On the other hand, if the value of the timer counter T is not "0" (i.e., the open period has not elapsed), in step S2203, it is determined whether or not a prize has been won in the variable prize device 32 based on the detection status of the prize sensors 509 and 702 (the reading results of the various sensors in step S101). If a prize has been won in the variable prize device 32, the process proceeds to step S2204, where the value of the prize counter PC provided in the various counter areas 114d of the RAM 114 is decremented by 1.
[0374] After step S2204 is executed or a negative determination is made in step S2203 (i.e., no win has occurred in the variable win device 32), in step S2205, it is determined whether or not the V win flag is stored in the various flag storage area 114e of the RAM 114. The V win flag is a flag that indicates that a game ball has passed through the detection area of the V win sensor 705, that is, a V win has occurred.
[0375] If a V-winning flag is stored, the process proceeds to step S2206, where the V-winning flag stored in the various flag storage area 114e of RAM 114 is erased, and a continuation flag is set in the same various flag storage area 114e. The continuation flag indicates that the next round of gameplay should be executed, or in other words, that the open / close execution mode should be continued even after the currently running round of gameplay has finished.
[0376] After step S2206 is executed, or if a negative result is obtained in step S2205 (i.e., the V-winning flag is not stored), step S2207 determines whether the value of the winning counter PC is "0". If it is determined that the value of the winning counter PC is not "0", that is, if the number of winnings in the variable winning device 32 has not reached the upper limit number of winnings, the open-mode processing is terminated.
[0377] In the first embodiment described above, if it was determined that the V-winning flag was stored, the value of the winning counter PC was set to "0" (step S612 in Figure 18). However, in this embodiment, this is not done. That is, in this embodiment, regardless of whether a V-winning occurs during the round game, the round game continues until the number of winnings in the variable winning device 32 reaches the upper limit number of winnings, or until the opening period of the variable winning device 32 reaches the upper limit opening period (product of the number of openings and the opening period of each opening).
[0378] If a positive result is obtained in step S2207 (the value of the prize counter PC is "0"), the value of the open counter OC is set to "0" in step S2208. After the execution of step S2208 or step S2202 (update process of the open counter OC), the large prize opening closing process is executed in step S2209 to switch the variable prize device 32 from the open state to the closed state. In the following step S2210, it is determined whether or not the value of the open counter OC is "0". If the value of the open counter OC is not "0", the value of the timer counter T is set to "1000" (1 sec) in step S2211. This process sets the waiting period between each opening during round play (the period during which the variable prize device 32 is in the closed state and waiting for the next opening).
[0379] After step S2211 is executed or a positive determination is made in step S2210 (if the value of the open counter OC is "0"), a close command is set as the command to be sent to the performance control device 82, and then the open process is terminated.
[0380] Returning to the explanation of the opening and closing process of the main prize slot (Figure 36), if a negative determination is made in step S1908 (i.e., the main prize slot 32a is not open), the process proceeds to step S1910 to determine whether the value of the opening counter OC is "0". If the value of the opening counter OC is "0", the process for updating the round or starting the ending is executed in step S1911.
[0381] Here, the round update or ending start process will be explained with reference to the flowchart in Figure 40. In this process, first, in step S2401, it is determined whether or not a continuation flag is stored in the various flag storage area 114e of RAM 114. If a continuation flag is stored, in step S2402, the value of the round counter RC is decremented by 1, and the number of rounds in the opening / closing execution mode is updated.
[0382] In the following step S2403, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is not "0", that is, if there are remaining rounds of gameplay, the process proceeds to step S2404, where the value of the timer counter T is set to "1000", which corresponds to the waiting period between rounds (2 seconds).
[0383] In this embodiment, the waiting period between rounds of gameplay is set to be the same length as the waiting period between each opening during a round of gameplay. Therefore, when the variable prize-winning device 32 is in a closed state during the opening / closing execution mode, it becomes impossible or difficult for the player to determine whether this is due to the waiting period between rounds or the waiting period between each opening during a round of gameplay. As a result, the boundaries between rounds become unclear or difficult to discern, allowing the player to more effectively predict which round of gameplay is currently occurring during the opening / closing execution mode.
[0384] In this case, it is preferable to perform the same gameplay during the waiting period between rounds and the waiting period between each opening (specifically, by using the same display image such as the background image displayed on the display screen G, or by using the same lighting pattern of the light-emitting unit 63 and the same sound output from the speaker unit 64). This makes it even more difficult to distinguish whether it is a waiting period between rounds or a waiting period between each opening during round gameplay.
[0385] In the following step S2405, a round update command is set as the command to be sent to the performance control device 82. Upon receiving the round update command, the performance control device 82 understands that the next round of gameplay will begin. Next, in step S2406, the round flags stored in the various flag storage area 114e of the RAM 114 are erased, and then the round update or ending start process is terminated.
[0386] If a positive result is obtained in step S2403 (i.e., the value of the round counter RC is "0"), the process proceeds to step S2407 to execute the ending start process. In this start process, an ending waiting period is set to wait without starting the next game round for the ending of the open / close execution mode. Specifically, the timer counter T is set to the ending waiting period information that is pre-stored in ROM 113. After that, in step S2408, the ending command is set and the round update or ending start process is terminated.
[0387] Furthermore, if a negative result is obtained in step S2401 (i.e., the continuation flag is not stored), the process proceeds to step S2409, where the value of the round counter RC is set to "0" to terminate the opening / closing execution mode. After that, the process proceeds to step S2407, where the ending start process and the ending command setting process (step S2408) are executed, and the round update or ending start process is terminated.
[0388] Returning to the explanation of the opening and closing process for the main prize slot (Figure 36), if a negative result is determined in step S1910 (i.e., the value of the opening counter OC is not "0"), it means that there are remaining openings in the round game. In this case, the process proceeds to step S1912 to determine whether the value of the timer counter T is "0". This process determines whether the waiting period between each opening, set in step S2211 (Figure 39), has elapsed.
[0389] If the value of the timer counter T is "0" (meaning the waiting period between each open has elapsed), the process proceeds to step S1905 to set the open period for the next open. On the other hand, if the value of the timer counter T is not "0" (meaning the waiting period between each open has not elapsed), the process for updating the round or starting the ending is terminated.
[0390] <Processing for shutter drive> Next, the shutter driving process in step S1801 (Figure 35) will be explained with reference to the flowchart in Figure 41(a).
[0391] In the shutter driving process, first, in step S2501, it is determined whether the shutter 706 (Figure 32) is in the process of opening, that is, whether the shutter 706 is in the retracted position. If the shutter 706 is not open and the fall area 703a (Figure 32) is in the closed state, the process proceeds to step S2502, where it is determined whether the maximum number of winning balls has been awarded to the variable prize winning device 32 in the final round (16th round). In this embodiment, the shutter 706 (fall area 703a) is opened when the game ball that will be awarded the maximum number of winning balls passes either the prize winning sensor 509 or the prize winning sensor 702 in the final round, and this step is used to determine whether it is the timing for the shutter 706 to open.
[0392] If the maximum number of winning balls is achieved in the final round of play, the opening period of the shutter 706 is set in step S2503. Specifically, the value of the timer counter T2 provided in the various counter areas 114d of RAM 114 is set to "1000" (1 sec). As shown in Figure 41(b), the opening period of the shutter 706 (the period from timing t1 to timing t2) is set to be shorter than the ending period (the period from timing t1 to timing t3).
[0393] In the following step S2504, the drive unit 707 is driven in order to open the shutter 706 (to displace the shutter 706 from the protruding position to the retracted position). After that, the shutter driving process is terminated.
[0394] If the above step S2501 is positive (meaning the shutter 706 is open), the process proceeds to step S2505, where it is determined whether the value of the timer counter T2 is "0". This process determines whether the open period for the shutter 706 set in step S2503 has elapsed.
[0395] If the value of the timer counter T2 is "0" (meaning the shutter 706 has been open for an extended period), in step S2506, the drive unit 707 is deactivated in order to close the shutter 706 (to displace the shutter 706 from the retracted position to the protruding position). After step S2506 is executed, or if a negative determination is made in step S2505 (meaning the value of the timer counter T2 is not "0"), the shutter drive process is terminated.
[0396] <Transition process when opening / closing execution mode ends> Next, we will explain the transition process at the end of the opening / closing execution mode. Figure 42(a) is a flowchart showing the transition process at the end of the opening / closing execution mode, and (b) is a schematic diagram of the jackpot type table stored in the distribution table storage area 113b of ROM 113.
[0397] The transition process at the end of the opening / closing execution mode shown in Figure 42(a) is executed in step S513 of the game state transition process (Figure 17), and is executed in place of the transition process at the end of the opening / closing execution mode shown in Figure 22. In Figure 42(a), the same step numbers are used for processes that are the same as those in Figure 22, and their explanations are omitted or simplified.
[0398] In this transition process, first, in step S2601, it is determined whether or not one of the 16R jackpot flag A, 16R jackpot flag B, or 16R jackpot flag C is stored in the various flag storage area 114e of RAM 114. These various jackpot flags are stored in step S410 of the variation start process (Figure 16).
[0399] In this embodiment, as shown in Figure 42(b), four types of jackpots are set: 16R jackpot result A, 16R jackpot result B, 16R jackpot result C, and 5R jackpot result D. Of these, 16R jackpot results A to C correspond to probability-increasing jackpot results, and 5R jackpot result D corresponds to a normal jackpot result (non-probability-increasing jackpot result). 5R jackpot result D results in a 5-round game, but the opening and closing pattern of the variable prize-winning device 32 in each round is not particularly limited. For example, the variable prize-winning device 32 may be opened once during a round and its upper limit opening period may be set to 30 seconds, or, similar to 16R jackpot results A to C, the device may be opened multiple times in a single round with an opening period of 1 second (short-term opening pattern).
[0400] If it is determined in step S2601 that one of the 16R jackpot flags A to C is stored, that is, if the executed opening / closing execution mode was an opening / closing execution mode corresponding to a probability variation jackpot result, the process proceeds to step S2602 to determine whether or not a fall flag is stored in the various flag storage area 114e of RAM 114. The fall flag indicates that the game ball has passed through the fall area 703a (Figure 32(b)), and is stored in step S1705 of the fall prize processing (Figure 34).
[0401] If the fall flag is not stored (i.e., the game ball has not passed through the fall area 703a), the process proceeds to step S902, where the high probability mode flag is set in the various flag storage area 114e. This switches the lottery mode to the high probability mode. In the following step S903, the high frequency support mode flag is set in the various flag storage area 114e. This switches the support mode to the high frequency support mode.
[0402] If it is determined in step S2602 that a fall flag is stored (if the game ball passes through the fall area 703a), the process proceeds to step S904, where the fall flag stored in the various flag storage area 114e is erased, and the high-frequency support mode flag is set in the various flag storage area 114e. Next, in step S905, the game counter GC is set to "100", and then the transition process at the end of the opening / closing execution mode is terminated. In other words, if a fall flag is stored (if the game ball passes through the fall area 703a during the opening / closing execution mode), the lottery mode will not transition to the high-probability mode even if a jackpot with a probability variation is won.
[0403] Furthermore, if a negative result is determined in step S2601 (i.e., none of the 16R jackpot flags A to C are stored), the processes in steps S904 and S905 are executed, and then the transition process at the end of the opening / closing execution mode is terminated.
[0404] <Regarding the gameplay flow during the opening / closing execution mode> Next, the flow of gameplay during the opening / closing execution mode will be explained with reference to Figures 32 and 43-45.
[0405] As already explained, in this embodiment, if a V-win does not occur in the currently running round game, the next round game will not be executed, and if the round game ends without a V-win occurring, the opening / closing execution mode will end at that point (see Figures 38 and 39). If a V-win occurs during a round game, the round game will not end midway as in the first embodiment described above, and the round game will continue until one of the following termination conditions is met: the number of wins in the variable prize device 32 reaches the upper limit number of wins, or the opening period of the variable prize device 32 reaches the upper limit opening period.
[0406] Furthermore, as shown in Figure 32, a fall-out prize sensor 703 is provided within the variable prize-winning device 32. If a game ball passes the fall-out prize sensor 703 during the opening / closing execution mode (i.e., a fall-out prize occurs), even if the opening / closing execution mode corresponds to a high-probability jackpot result, the lottery mode will not transition to a high-probability mode after the opening / closing execution mode ends, but will instead be configured to be a low-probability mode.
[0407] Furthermore, within the large prize opening 32a of the variable prize winning device 32, there is a right-side entrance 504 where either a V-prize or a fall-out prize occurs, and a left-side entrance 505 where neither a fall-out prize nor a V-prize occurs. Upstream of the fall-out prize sensor 703 in the right-side entrance 504, there is a shutter 706 that distributes game balls that have entered the right-side entrance 504 to the V-prize sensor 705 side and the fall-out prize sensor 703 side. This shutter 706 is driven and controlled by the main control device 81 so that it is displaced towards the fall-out prize sensor 703 at the timing of the maximum number of prizes in the final round of gameplay.
[0408] In this embodiment, as shown in Figure 45, when the shutter 706 is opened, the ball A that passed through the prize sensor 702 (first region), which triggered the opening, is configured to pass through the fall region 703a (second region). That is, the passage length (distance) L between the first region and the shutter 706 is set such that the time required from when the passing ball A passes through the first region until it reaches the shutter 706 or the second region is longer than the time required from when the passing ball A passes through the first region until the shutter 706 switches to the retracted position.
[0409] With the above configuration, from the start of the opening / closing execution mode until the win just before the maximum number of wins in the final round of play, game balls are continuously entered into the right-side entrance 504, causing V-wins in each round of play and thus continuing the round game. Meanwhile, when the maximum number of wins in the final round of play is achieved, game balls are entered into the left-side entrance 505 to avoid a loss of wins. This maximizes the total number of prize balls that can be obtained in the opening / closing execution mode, while also allowing the player to transition to the high-probability mode after the opening / closing execution mode ends.
[0410] Furthermore, upstream of the variable prize-winning device 32, there is a guide passage 401 that guides game balls launched with less than a predetermined force to the left entrance 505, and game balls launched with more than a predetermined force to the right entrance 504 (see Figure 5). In other words, the player can choose whether to have the game balls enter the right entrance 504 or the left entrance 505. Therefore, the ideal operation for the player is to launch the game balls in a way that enables the switching of entry into each of the entrances 504 and 505 as described above.
[0411] Under such a configuration, in this embodiment, the player cannot or has difficulty determining which round of the game is currently in progress in the opening / closing execution mode. Specifically, there are round games in which the variable prize device 32 is opened multiple times and round games in which the variable prize device 32 is opened once (see Figure 38), and the number of times the variable prize device 32 is opened in each round game is varied. As a result, even if the player is counting the number of times the variable prize device 32 is opened, it is difficult or impossible to determine which round of the game is currently in progress.
[0412] Furthermore, in this embodiment, no notification (display or audio output) is provided that would allow the player to recognize which round of the game it is, and the system is configured not to explicitly indicate which round it is. As a result, the player cannot obtain information about which round it is through notification, making it even more difficult to determine which round it is.
[0413] Furthermore, in this embodiment, the variable prize device 32 is opened repeatedly for 1 second during the opening / closing execution mode, and the opening pattern of the variable prize device 32 is standardized between each opening. As a result, it is impossible or difficult for the player to determine which round it is from the behavior of the variable prize device 32, making it even more difficult to grasp which round it is.
[0414] Therefore, as a player, in the opening / closing execution mode, the only option is to predict which round of the game is currently in progress, or in other words, at what timing the shutter 706 will open. Based on this prediction, the player will then aim at the right entrance 504 and the left entrance 505 accordingly.
[0415] Next, with reference to Figures 43 to 45, the relationship between the player's launching operation and the game result will be explained. Here, as shown in Figure 43(a), the operation of launching the game ball with enough force to enter the left entrance 505 is called the first operation, and the operation of launching the game ball with enough force to enter the right entrance 504 is called the second operation. In addition, the numbers in square brackets in Figure 44 indicate the number of balls that have entered the variable prize-winning device 32 since the start of the opening / closing execution mode (how many balls have entered the variable prize-winning device 32 since the start of the opening / closing execution mode).
[0416] When the opening / closing execution mode corresponding to the 16R jackpot result A is executed, the maximum number of balls that can be won by the variable prize winning device 32 is set to 8 in all rounds of play in this mode (see Figure 38(a)). As described above, the shutter 706 that opens and closes the fall-out prize winning sensor 703 (fall-out area 703a) opens when the maximum number of balls that can be won in the final round of play is won, so it opens when the 128th ball (8 balls x 16 rounds) is won, counting from the start of the opening / closing execution mode. In this case, as shown in Figure 43(b), the second operation is performed until the 127th ball is won, and the first operation is performed when the 128th ball is won, so the opening / closing execution mode can be completed and a total of 1920 balls (128 balls x 15 balls awarded) can be won, and the game can be switched to the high probability mode after the opening / closing execution mode.
[0417] On the other hand, when the opening / closing execution mode corresponding to the 16R jackpot result C is executed, in this mode, the maximum number of winning balls is set to 8 for rounds 1 through 5, and to 1 for the remaining rounds. In this case, shutter 706 opens when the 51st winning ball (8 balls x 5 rounds + 1 ball x 11 rounds) occurs, counting from the start of the opening / closing execution mode. In this case, by performing the second operation until the 50th winning ball and the first operation at the 51st winning ball, the opening / closing execution mode can be completed, resulting in a total of 765 winning balls (51 balls x 15 balls), and the game can be switched to high probability mode after the opening / closing execution mode.
[0418] Here, when the opening / closing execution mode corresponding to 16R jackpot result C is executed, the timing of the shutter 706 opening occurs earlier than when the opening / closing execution mode corresponding to 16R jackpot result A is executed, relative to the start of the opening / closing execution mode. Assuming that one game ball enters the variable prize entry device 32 for each opening of the variable prize entry device 32, as shown in Figure 44, the timing of the shutter 706 opening (timing t1) in the opening / closing execution mode corresponding to 16R jackpot result C corresponds to the timing of the third prize entry in the 7th round of the game when converted to the opening / closing execution mode corresponding to 16R jackpot result A.
[0419] For example, suppose that in a situation where the opening / closing execution mode corresponding to the 16R jackpot result C is actually being executed, the player assumes that the result is the 16R jackpot A and predicts that the above timing t1 will be around the 7th round. In this case, if the player continues the second operation from the start of the opening / closing execution mode until timing t1, the shutter 706 will open at that timing, causing the game ball that entered the right-side entrance 504 to pass through the fall area 703a. As a result, as shown in Figure 43(c), although the opening / closing execution mode is completed and a total of 765 prize balls are obtained, the lottery mode does not transition to the high probability mode after the opening / closing execution mode, and the game is played under the low probability mode.
[0420] Furthermore, even when the opening / closing execution mode for 16R jackpot result C is actually being executed, if the player anticipates the opening / closing execution mode for 16R jackpot result B, or when the opening / closing execution mode for 16R jackpot result B is actually being executed, if the player anticipates the opening / closing execution mode for 16R jackpot result A, there will be a discrepancy between the actual round (actual shutter opening timing) and the player's predicted round (predicted shutter opening timing), causing the game balls that entered the right-side entrance 504 to pass through the fall area 703a. While a detailed explanation is omitted, depending on the player's prediction, the opening / closing execution mode may malfunction midway, resulting in a reduced total number of prize balls obtained from the opening / closing execution mode.
[0421] In this way, by changing the ball launch operation during the opening / closing execution mode, it is possible to change whether or not the game transitions to the high-probability mode after the opening / closing execution mode, or to change the total number of prize balls awarded during the opening / closing execution mode. This allows the player to predict which round the game is currently in and choose how long to continue the second operation, creating a gameplay experience similar to a game of chicken. This effectively prevents the game from becoming monotonous during the opening / closing execution mode and makes the gameplay during this mode much more exciting.
[0422] As described in detail above, this embodiment can achieve the following excellent effects.
[0423] The machine is equipped with a fall zone 703a, and when the game ball passes through this zone 703a, the lottery mode becomes a low probability mode. In this case, since it is disadvantageous for the player when the game ball passes through the fall zone 703a, the player can enjoy the game by preventing the game ball from passing through the fall zone 703a. Moreover, since the game is realized in which the player transitions to a fall state or avoids it depending on the behavior of the game ball, it is not only easier for the player to understand compared to a configuration that uses internal processing such as a fall lottery, but it also enhances the inherent appeal of the game machine, which is to enjoy watching the behavior of the game ball. Thus, it is possible to improve the enjoyment of the game and increase the attention the player receives.
[0424] The device is equipped with a shutter 706 that can switch between an open state, which allows the game ball to pass through the fall area 703a, and a closed state, which does not allow the game ball to pass through the fall area 703a. The device is configured to perform a switching control to switch the shutter 706 from the closed state to the open state during the opening / closing execution mode.
[0425] For example, if the game ball could always pass through the fall area 703a, the player might hesitate to get the game ball into the variable prize-winning device 32, which would undermine the original gameplay of the opening / closing execution mode, where the goal is to win prize balls by getting the game ball into the variable prize-winning device 32. In this embodiment, however, a shutter 706 is provided to open and close the fall area 703a, ensuring a period during which the game ball does not pass through the fall area 703a even when it is placed in the variable prize-winning device 32. This makes it possible to prevent the game ball from passing through the fall area 703a while still generating a win in the variable prize-winning device 32, depending on the period or timing of the open state. In other words, it becomes possible to provide a gameplay experience that aims to prevent the game ball from passing through the fall area 703a while suppressing any disruption to the original gameplay of the opening / closing execution mode.
[0426] The system is configured to include a first game in which the opening timing of the shutter 706 (falling area 703a) is the first timing, and a second game in which the opening timing is the second timing, which is different from the first timing.
[0427] For example, if the opening timing of the shutter 706 is fixed, the player will be able to predict that timing, meaning that even paying attention to that timing is sufficient, and the excitement of having a fall area 703a may be diminished. In this embodiment, however, games are provided in which the opening timing of the shutter 706 differs, thus diversifying the opening timing. As a result, it becomes more difficult for the player to determine the opening timing of the shutter 706, and the sense of excitement about when the fall area 703a will open can be effectively evoked. This allows the effect of the fall area 703a to be effectively utilized, and the enjoyment of the game can be enhanced.
[0428] In this embodiment, the first and second games are configured using an opening and closing execution mode. As already mentioned, the element that the game ball falls when it passes through the fall area 703a during the opening and closing execution mode adds a sense of tension that is not present in ordinary opening and closing execution modes. Moreover, because the timing of the opening of the shutter 706 (fall area 703a) is unknown or difficult to know, a strong sense of excitement can be added to the game in the opening and closing execution mode. As a result, the game during the opening and closing execution mode can be made significantly more interesting compared to a game where the opening and closing execution mode is simply played through, and the enjoyment of the game can be suitably enhanced.
[0429] A fall area 703a and a bonus area (detection area of the V-prize sensor 705) are arranged downstream of the right-side entrance 504, and the game balls that enter the right-side entrance 504 are distributed to the respective areas by a shutter 706. With this configuration, it is essential to enter the right-side entrance 504 in order to win a bonus, thus discouraging players from continuously avoiding the right-side entrance 504 and launching game balls in a way that maximizes the effectiveness of the fall area 703a.
[0430] In this case, the above-mentioned bonus is set to continue the round, and the next round of gameplay will not be executed unless the game ball passes through the bonus area, thus preventing the gameplay in the opening / closing execution mode from being performed satisfactorily. As a result, game balls are preferably encouraged to enter the right-side entrance 504, and it is possible to suitably provide an opportunity for players to enjoy the thrill of wondering whether or not the game ball will pass through the fall area 703a. Furthermore, it is possible to suppress the occurrence of perpetual wins (a state in which the game ball never passes through the fall area 703a by continuously entering the left-side entrance 505, resulting in a perpetual high-probability mode).
[0431] Instead of switching the shutter 706 (fall area 703a) to the open state during each round of gameplay in the opening / closing execution mode, the configuration is such that the switch to the open state occurs in a predetermined round (the 16th round). In this case, the game can be enjoyed by having the player predict the round in which the switch to the open state will occur, and aiming to prevent the game ball from passing through the fall area 703a.
[0432] In this case, the number of times the variable prize device 32 opens per round is varied so that it is impossible or difficult to determine from the behavior of the variable prize device 32 which round the game currently being played is in. In this case, it becomes impossible or difficult to predict when the round in which the game switches to the open state will occur, thus effectively creating a sense of excitement about whether or not the game ball will pass through the fall area 703a.
[0433] When the shutter 706 is opened, the ball A that passed through the prize sensor 702 (first region), which triggered the opening, is configured to be able to pass through the fall region 703a (second region).
[0434] Since the fall zone 703a is an area disadvantageous to the player, it is conceivable that players might adjust the launch pattern of the game balls to prevent them from passing through the fall zone 703a after seeing that the game balls have passed the prize sensor 702. If such exploitative behavior becomes widespread, the fairness of the game among players may be compromised. In this embodiment, however, since the passing ball A that triggers the switch to the open state itself passes through the fall zone 703a, it is too late to take action after seeing that the game balls have passed the prize sensor 702, thus effectively suppressing such exploitative behavior. As a result, the fairness of the game is ensured, which in turn stimulates the desire to play and increases attention to the game.
[0435] In this case, the configuration restricts game balls from passing through the fall area 703a without passing through the prize sensor 702. In this case, it is possible to suppress the flow of unexpected game balls into the fall area 703a. This suppresses the occurrence of disturbances and appropriately ensures the fairness of the game. In addition, since the flow of game balls that needs to be considered when designing the game machine can be limited, it is also possible to suppress an increase in the burden during the design process.
[0436] <Fourth Embodiment> In this embodiment, the configuration of the variable prize-winning device 32 differs from that of the above embodiments. This embodiment will be described with reference to Figures 46 to 57. In these figures, components similar to those in the above embodiments are denoted by the same reference numerals, and their descriptions are omitted.
[0437] Figure 46 shows the passage structure of the variable prize winning device 32 according to this embodiment, and Figure 47 is a front view of the variable prize winning device 32 when it is in the closed state.
[0438] As shown in Figure 46, a first passage section 801 extending vertically is provided behind the right-side entrance section 504. The first passage section 801 communicates with passage section 502 (Figure 7(a)) and guides game balls that have entered the right-side entrance section 504 downwards from among the game balls that have flowed into the large prize opening 32a (Figure 6(b)). An entry sensor 802 is positioned midway along the first passage section 801 to detect game balls that have entered the right-side entrance section 504. Similar to the entry sensor 509 in the first embodiment described above, the entry sensor 802 only detects whether or not a game ball has entered the large prize opening 32a.
[0439] In the first passage section 801, a high-probability V-prize sensor 803 is positioned downstream of the prize-winning sensor 802. As will be described in detail later, in this embodiment, the lottery mode transitions to the high-probability mode based on the fact that a game ball that has entered the large prize-winning opening 32a passes through the high-probability V-prize sensor 803. In other words, the high-probability V-prize sensor 803 or the area in which it is positioned is a specific area that triggers the transition to the high-probability mode. In the following, the area in which the high-probability V-prize sensor 803 is positioned or its detection area may be referred to as the high-probability V-region 803a.
[0440] In the first passage section 801, a second passage section 804 is provided midway between the prize-winning sensor 802 and the high-probability V-prize-winning sensor 803, branching off from the first passage section 801. An ejection sensor 805 is positioned midway through the second passage section 804. The ejection sensor 805 is for detecting when a game ball that has entered the right-side entrance section 504 has been ejected to the outside of the variable prize-winning device 32.
[0441] In the first passage section 801, downstream of the high probability V-winning sensor 803, a third passage section 806 is provided that merges the first passage section 801 with the left vertical passage section 508. The third passage section 806 is sloped downward toward the left vertical passage section 508, guiding the game balls that have passed through the high probability V-winning sensor 803 to the left vertical passage section 508.
[0442] In the left vertical passage section 508, downstream of the junction with the third passage section 806, a continuous V-prize sensor 807 is positioned. The continuous V-prize sensor 807 plays the same role as the V-prize sensor 705 in the third embodiment described above. That is, in this embodiment as well, the next round of game is executed on the condition that a game ball passes the continuous V-prize sensor 807 during the execution of the first round of game. Hereinafter, in order to distinguish between the passage of a game ball to the high probability V-prize sensor 803 and the passage of a game ball to the continuous V-prize sensor 807, the former may be referred to as a high probability V-prize and the latter as a continuous V-prize. The continuous V-prize sensor 807 does not have the role of detecting whether or not a game ball has entered the large prize opening 32a, but only detects the occurrence of a continuous V-prize. Furthermore, the continuous V-prize sensor 807, like the discharge sensor 805, also plays a role in detecting when a game ball that has entered the left entrance 505 or the right entrance 504 has been discharged to the outside of the variable prize device 32.
[0443] The above-mentioned prize winning sensor 802, high probability V-winning sensor 803, discharge sensor 805, and continuation V-winning sensor 807 are electrically connected to the main control unit 81, and predetermined detection information (detection signal) is input to the main control unit 81 when a game ball passes through the detection area of each sensor 802, 803, 805, or 807. Based on this detection information, the main control unit 81 determines whether or not a game ball has passed through each sensor 802, 803, 805, or 807. If the main control unit 81 detects that a game ball has passed through the prize winning sensor 802, prize balls will be paid out, but if the pass of a game ball through the high probability V-winning sensor 803, discharge sensor 805, or continuation V-winning sensor 807 is detected, no prize balls will be paid out.
[0444] The width of each of the first passage section 801, the second passage section 804, and the third passage section 806 is greater than the diameter of the game ball and less than twice the diameter of the game ball, and each of these passage sections 801, 804, and 806 is a single ball passage. Furthermore, game balls that have passed through the discharge sensor 805 or the continuous V-winning sensor 807 are guided to the discharge passage panel 88 (Figure 3) and discharged to the outside of the pachinko machine 10.
[0445] Above the high-probability V-winning sensor 803, a shutter 808 is positioned to cover the high-probability V-winning sensor 803 from above. The shutter 808 is held in a state that allows it to slide in the width direction of the first passage section 801 (more specifically, in the front-to-back direction). In other words, the shutter 808 can be displaced between a protruding position (forward position) where it protrudes into the first passage section 801, and a retracted position (retracted position) where it moves backward from the protruding position, reducing the amount it protrudes into the first passage section 801.
[0446] As shown in Figure 46(a), when the shutter 808 is positioned in a protruding position, the flow path to the high-probability V area 803a is blocked by the shutter 808. As a result, the high-probability V area 803a is closed, and game balls that enter the right-side entrance 504 cannot pass through the high-probability V prize sensor 803. Game balls whose inflow into the high-probability V area 803a is restricted by the shutter 808 come into contact with the upper surface 808a of the shutter 808, are guided to the second passage 804, and pass through the discharge sensor 805.
[0447] The upper surface 808a of the shutter 808 is an inclined surface that slopes downward toward the second passage 804, thereby ensuring good guidance of the game balls to the second passage 804. The height of the shutter 808 is set to a height that does not obstruct the flow of game balls to the second passage 804 when the shutter 808 is in the protruding position, specifically, to a height where no step large enough to catch the game balls is formed between the upper surface 808a and the second passage 804. In this embodiment, the upper surface 808a is inclined at approximately the same angle as the second passage 804, and is set to a height where a roughly straight ball passage is formed by the upper surface 706a and the branch passage 704.
[0448] As shown in Figure 46(b), when the shutter 808 is positioned in the retracted position, the shutter 808 retracts from above the high probability V area 803a, and the area 803a is opened upwards. As a result, the high probability V area 803a becomes open, and game balls that enter the right-side entrance 504 can pass through the high probability V entry sensor 803. After passing through the high probability V entry sensor 803, game balls flow down the third passage 806 to the left-side vertical passage 508, and also pass through the continuation V entry sensor 807.
[0449] In this embodiment, when the high probability V area 803a is closed, the game ball is prevented from passing through the high probability V entry sensor 803. However, it may be possible to allow passage within a range that is more difficult to pass through compared to the open state. In short, it is sufficient that the ease of passing through the high probability V entry sensor 803 differs between the open and closed states, and the degree of closure or opening is arbitrary.
[0450] The front region of the above-mentioned passage structure is a light-transmitting region, making it possible to see the game balls flowing through the passage structure from the front of the pachinko machine 10. However, it is not necessary for the entire passage structure to be visible; it is sufficient if at least the shutter 808 (distribution status of game balls), the high-probability V-entry sensor 803 (whether or not a game ball has passed through the detection area of the high-probability V-entry sensor 803), and the continuation V-entry sensor 807 (whether or not a game ball has passed through the detection area of the continuation V-entry sensor 807) are visible.
[0451] The variable prize winning device 32 is provided with a shutter drive unit 809 that drives the shutter 808. The drive unit 809 has a solenoid as a drive source and a link mechanism as a means of transmitting the driving force of the solenoid to the shutter 808. The solenoid is electrically connected to the main control device 81 and is driven based on a drive signal from the main control device 81. When the solenoid is driven, the shutter 808 retracts from the protruding position to the retracted position, and the high-probability V region 803a switches from the closed state to the open state. When the output of the drive signal from the main control device 81 stops, the shutter 808 moves forward from the retracted position to the protruding position by the biasing force of the biasing means (spring, etc.), and the high-probability V region 803a switches from the open state to the closed state.
[0452] As shown in Figure 47, a first display unit 811 displaying the letter "A" and a second display unit 812 displaying the letter "B" are provided on the front of the game board 24a near the variable prize winning device 32. The first display unit 811 is positioned above the left entrance 505, and the second display unit 812 is positioned above the right entrance 504. These are provided to indicate to the player that the path through which the game ball enters the left entrance 505 is route A, and the path through which the game ball enters the right entrance 504 is route B.
[0453] Next, with reference to Figure 48, the operation of the shutter 808 (opening and closing of the high-probability V-region 803a) will be described. Figure 48(a) is an explanatory diagram of the jackpot type table according to this embodiment, (b) is an explanatory diagram of the distribution table for the shutter, and (c) is an explanatory diagram of the opening and closing of the high-probability V-region 803a.
[0454] In this embodiment, as shown in Figure 48(a), there are four types of jackpots: 16R jackpot result A to 16R jackpot result D, and the operation mode of the shutter 808 is set to correspond to each of these jackpot types. The operation mode of the shutter 808 corresponding to each jackpot type is defined in the shutter distribution table stored in the distribution table storage area 113b of the ROM 113.
[0455] As shown in Figure 48(b), the shutter distribution table specifies the operation mode of the shutter 808 during the 5th, 10th, and 16th rounds of gameplay, corresponding to each type of jackpot. There are two types of operation modes for the shutter 808: a low distribution mode in which game balls entering the right-side entrance 504 cannot be distributed to the high-probability V-winning sensor 803 side, or are more likely to be distributed to the second passage 804 side than to the high-probability V-winning sensor 803 side; and a high distribution mode in which game balls entering the right-side entrance 504 can be distributed to the high-probability V-winning sensor 803 side, or are more likely to be distributed to the high-probability V-winning sensor 803 side than to the second passage 804 side.
[0456] The shutter distribution table specifies which mode the shutter 808 will operate in for each round, depending on the type of jackpot. Specifically, in 16R jackpot result A, the shutter 808 operates in a high-distribution mode in the 10th round and in a low-distribution mode in the 5th and 16th rounds; in 16R jackpot result B, the shutter 808 operates in a high-distribution mode in the 5th round and in a low-distribution mode in the 10th and 16th rounds; and in 16R jackpot result C, the shutter 808 operates in a high-distribution mode in the 16th round and in a low-distribution mode in the 5th and 10th rounds. In 16R jackpot result D, the shutter 808 operates in a low-distribution mode in the 5th, 10th, and 16th rounds. Note that in any of the rounds other than those mentioned above for 16R jackpot results A to D, the shutter 808 will not operate, and the high-probability V area 803a will remain closed.
[0457] Here, the low-distribution mode and the high-distribution mode will be explained with reference to Figure 48(c). First, the low-distribution mode will be explained. In the low-distribution mode, the shutter 808 opens (displaces from the protruding position to the retracted position) only once during a round of play. Specifically, it is as follows.
[0458] As shown in Figure 48(c-1), at the start of the round game (timing t1), the shutter 808 is in the protruding position (the position that closes the high probability V area 803a). Then, at timing t2 when the first ball enters the variable prize device 32, it is displaced to the retracted position (the position that opens the high probability V area 803a), and after a predetermined short period of time (for example, 0.01 sec), it returns to the protruding position. In this case, since the opening period of the shutter 808 is short, the game balls that enter the right-side entrance 504 are directed to the second passage 804 side by the shutter 808 and pass through the discharge sensor 805.
[0459] Next, the high distribution mode will be explained. In the high distribution mode, the shutter 808 opens twice during a round of play. The first opening operation is the same as in the low distribution mode, so its explanation will be omitted. As shown in Figure 48(c-2), when the second ball enters the variable prize device 32 at timing t3, the shutter 808 is displaced to the retracted position as the second opening operation. Then, at timing t4, after a predetermined period (for example, 1 sec) has elapsed, the shutter 808 returns to the protruding position. In this case, the opening period of the shutter 808 is longer than in the low distribution mode, so the game balls that enter the right-side entrance 504 are distributed to the high-probability V prize sensor 803 side and pass through the high-probability V prize sensor 803.
[0460] In this embodiment, similar to the third embodiment described above, the distance between the prize sensor 802 and the shutter 808 is set such that the time required from when the game ball passes through the detection area of the prize sensor 802 until it reaches the placement area of the shutter 808 is longer than the time required from when the game ball passes through the detection area until the shutter 808 is displaced to its retracted position. Furthermore, the opening period of the shutter 808 during the second opening operation is set to be longer than the time required from when the game ball passes through the prize sensor 802 until it reaches the high probability V prize sensor 803. Therefore, when the second opening operation is performed, the prize ball that triggered the opening of the shutter 808 will pass through the high probability V prize sensor 803.
[0461] <Normal processing> Next, the normal processing performed by the MPU 112 of the main control unit 81 will be described with reference to Figure 49. This processing is performed in place of the normal processing shown in Figure 14. In Figure 49, the same step numbers are used for processes that are the same as those in Figure 14, and their explanations are omitted or simplified.
[0462] After performing the power supply support processing in step S205, the V distribution processing for driving and controlling the shutter 808 is performed in step S3001. The V distribution processing will be explained here with reference to the flowchart in Figure 50.
[0463] In the V distribution process, first, in step S3101, it is determined whether the shutter 808 is open or not, that is, whether the shutter 808 is in the retracted position or not. If the shutter 808 is not open and the high-probability V region 803a is in a closed state, the process proceeds to step S3102, where it is determined whether the value of the shutter open counter SC provided in the various counter areas 114d of the RAM 114 is "1". The open counter SC is used to count the number of times the shutter 808 has been opened.
[0464] If the value of the open counter SC is not "1", the process proceeds to step S3103 to determine whether or not it is the first opening timing of the shutter 808. As previously explained, this first opening timing corresponds to the timing when the first prize is awarded to the variable prize winning device 32 in the 5th, 10th, and 16th rounds of the game.
[0465] If it is the first opening timing, the process proceeds to step S3104, where the shutter distribution table (Figure 48(b)) stored in the distribution table storage area 113b of the ROM 113 is referenced to determine whether the operation pattern of the shutter 808 in this round of play is a high-distribution pattern. If it is a high-distribution pattern, the value of the opening counter SC is set to "2" in step S3106. If it is not a high-distribution pattern, i.e., if it is a low-distribution pattern, the value of the opening counter SC is set to "1" in step S3107.
[0466] After step S3106 or step S3107 is executed, step S3108 sets the opening period of the shutter 808 for the first opening. Specifically, the value of the timer counter T2 provided in the various counter areas 114d of RAM 114 is set to "50" (0.1 sec). In the following step S3109, the drive unit 809 is put into a driven state in order to open the shutter 808.
[0467] If a positive result is obtained in step S3102 (the value of the open counter SC is "1"), the process proceeds to step S3110 to determine whether or not it is the second opening timing of the shutter 808. As previously explained, this second opening timing corresponds to the timing when the second prize is awarded to the variable prize award device 32 in a round game of a round set to a high distribution mode.
[0468] If it is the second opening timing, the process proceeds to step S3111, and the value of the timer counter T2 is set to "500" (1 sec) to set the opening period for the second opening. Then, the process proceeds to step S3109, and the shutter 808 opening process is executed. After the execution of step S3109, if a negative determination is made in step S3103 (it is not the first opening timing) or in step S3110 (it is not the second opening timing), the V distribution process is terminated.
[0469] If a positive result is obtained in step S3101 (meaning the shutter 808 is open), the process proceeds to step S3112, where it is determined whether the value of the timer counter T2 is "0". This process determines whether the open period for the shutter 808 set in step S3108 or step S3111 has elapsed.
[0470] If the value of the timer counter T2 is "0" (meaning the shutter 808 has been open for an extended period), in step S3113, the drive unit 809 is deactivated to close the shutter 808. In the following step S3114, the value of the open counter SC is decremented by 1, updating the number of times the shutter 808 has been opened. After step S3114 is executed, or if a negative determination is made in step S3112 (meaning the value of the timer counter T2 is not "0"), the V distribution process is terminated.
[0471] Returning to the explanation of the normal process (Figure 49), after executing the V distribution process in step S3001, the process proceeds to step S206, where the game ball launch control process, which controls the launch of game balls, is executed.
[0472] <Opening and closing mechanism for the grand prize slot> Next, the processing of the grand prize slot in step S510 (Figure 17) will be explained with reference to the flowchart in Figure 51. This process is performed in place of the opening and closing of the grand prize slot in Figure 18. In Figure 51, the same step numbers are used for processes that are the same as those in Figure 18, and their explanations are omitted or simplified.
[0473] If it is determined in step S603 that the value of the timer counter T is "0", then the setting process for each round is executed in step S3201. This process is the same as the process shown in Figure 20 in the first embodiment described above, so it will be explained with reference to Figure 20.
[0474] In the setting process for each round, first, in step S801, it is determined whether the value of the round counter RC is "16". If the value of the round counter RC is not "16", in step S802, the continuation flag stored in the various flag storage area 114e of RAM 114 is cleared.
[0475] After step S802 is executed or if a positive result is obtained in step S801 (if the value of round counter RC is "16"), step S803 sets the opening period of the variable prize device 32 for the target round game. Specifically, the value of timer counter T is set to "15000", which corresponds to the upper limit opening period (30 sec) for one round.
[0476] In the following step S804, the type of jackpot corresponding to the open / close execution mode being executed or currently being executed is determined based on the jackpot type flags stored in the various flag storage area 114e of RAM 114. Also in this step, the number of rounds of the target round game (the round game that is about to start) is determined based on the value of the round counter RC. In the following step S805, the upper limit distribution table stored in the distribution table storage area 113b of ROM 113 is referenced to set the upper limit number of prizes that can be awarded to the variable prize device 32 in the target round game.
[0477] Here, with reference to Figure 52, the upper limit distribution table according to this embodiment will be described. In this embodiment, the upper limit number of winning balls for each round of gameplay is common to all 16-round jackpot results A to 16-round jackpot results C. Specifically, in all of the 16-round jackpot results A to 16-round jackpot results C, the upper limit number of winning balls for the 5th, 10th, and 16th rounds is 2, and for the other rounds it is 8. In the opening / closing execution mode corresponding to the 16-round jackpot result D, the upper limit number of winning balls is common to all rounds of gameplay, and for all rounds it is 5. Note that the specific upper limit numbers of winning balls shown in Figure 52 are merely examples and are not limited to these numbers.
[0478] Returning to the setting process for each round (Figure 20), in step S805, the corresponding upper limit number of winning balls is derived based on the results of determining the type of jackpot and which round the target round game is in, as determined in step S804, and the upper limit distribution table. In the following step S806, the value corresponding to the derived upper limit number of winning balls is set as the value of the winning counter PC provided in the various counter areas 114d of RAM 114. After the execution of step S806, the setting process for each round is terminated.
[0479] Returning to the explanation of the opening and closing process for the main prize slot (Figure 51), after executing the setting process for each round in step S3201, the opening process for the main prize slot is executed in step S605.
[0480] If a positive determination is made in step S602 during the opening and closing of the main prize slot (the value of the timer counter T is "0"), then in step S3202, it is determined whether or not a prize has been won in the variable prize device 32 based on the detection status of the prize sensor 509 or prize sensor 802 (the reading results of the various sensors in step S101 in Figure 13). If a prize has been won in the variable prize device 32, the process proceeds to step S3203, and the value of the prize counter PC is decremented by 1. After the execution of step S3203 or if a negative determination is made in step S3202 (if a prize has not been won in the variable prize device 32), the process proceeds to step S3204, and it is determined whether or not the continuous V prize flag is stored in the various flag storage area 114e of RAM 114.
[0481] Here, the V-prize winning process in step S106 of the timer interrupt processing (Figure 13) will be explained with reference to the flowchart in Figure 53. This process is executed in place of the V-prize winning process in Figure 19.
[0482] The processing in steps S3301 to S3306 is for determining that the game ball has passed the continuation V-winning sensor 807 (the occurrence of a continuation V-winning), and is the same as steps S701 to S706 in Figure 19, except that "V-winning" is referred to as "continuation V-winning". The continuation V-winning flag in step S3305 is a flag indicating that a continuation V-winning has occurred, and the continuation V-winning command in step S3306 is a command to notify the performance control device 82 that a continuation V-winning has occurred.
[0483] After step S3304 or step S3306 is executed, step S3307 determines whether or not the high probability V-winning flag is stored in the various flag storage area 114e of RAM 114. The high probability V-winning flag is a flag that indicates that a game ball has passed the high probability V-winning sensor 803 (occurrence of a high probability V-winning). If the high probability V-winning flag is not stored, the process proceeds to step S3308, where it is determined whether or not a high probability V-winning has occurred (whether or not a game ball has passed through the detection area of the high probability V-winning sensor 803) based on the detection state of the high probability V-winning sensor 803 (the reading results of the various sensors in step S101).
[0484] If it is determined that a high probability V-win has occurred, step S3309 determines whether or not the validity period for the high probability V-win is still in effect. This validity period is a predetermined period that takes into account the period during which a high probability V-win can occur normally. For example, the period during which the shutter 808 is open is set as the validity period. If it is determined that the validity period is not in effect, the process proceeds to step S3310, where an error command is set indicating that an abnormality has occurred, and then the V-win process is terminated.
[0485] On the other hand, if it is determined that the valid period is still active, the process proceeds to step S3311, where the high probability V-winning flag is stored in the various flag storage area 114e of RAM 114. In the following step S3312, the high probability V-winning command is set as the target to be transmitted to the performance control device 82. The high probability V-winning command is a command to notify the performance control device 82 that a high probability V-winning has occurred. After the execution of step S3312, if a positive determination is made in step S3307 (if the high probability V-winning flag is stored) or if a negative determination is made in step S3308 (if a high probability V-winning has not occurred), the V-winning process is terminated.
[0486] Returning to the explanation of the opening and closing of the main prize slot (Figure 51), if it is determined in step S3204 that the continuation V prize flag is stored, the process proceeds to step S3205. In step S3205, the continuation V prize flag stored in the various flag storage area 114e of RAM 114 is erased, and the continuation flag is set in the same various flag storage area 114e. The continuation flag indicates that the next round of gameplay should be executed, or in other words, that the opening and closing execution mode should be continued even after the currently running round of gameplay has finished.
[0487] After step S3205 is executed or a negative determination is made in step S3204 (i.e., the continuation V-winning flag is not stored), step S613 determines whether the value of the winning counter PC is "0". In this embodiment as well, after storing the continuation flag in step S3205, the process of setting the value of the winning counter PC to "0" (the process in step S612 in Figure 18) is not performed, and the process in step S613 is executed. That is, similar to the third embodiment described above, if a V-winning occurs during a round game, and the number of winning balls in the variable winning device 32 at that time is less than the upper limit number of winning balls, the round game is not terminated, and the round game is continued until the number of winning balls reaches the upper limit number of winning balls or until the opening period of the variable winning device 32 reaches the upper limit opening period.
[0488] <Transition process when opening / closing execution mode ends> Next, the transition process at the end of the opening / closing execution mode will be explained with reference to the flowchart in Figure 54. This process is executed in place of the transition process at the end of the opening / closing execution mode shown in Figure 22. In Figure 54, the same step numbers are used for processes that are the same as those in Figure 22, and their explanations are omitted or simplified.
[0489] In this transition process, first, in step S3401, it is determined whether or not a high probability V-winning flag is stored in the various flag storage area 114e of RAM 114. If a high probability V-winning flag is stored, the process proceeds to step S902, where the high probability V-winning flag stored in the various flag storage area 114e is erased, and a high probability mode flag is set in the same area 114e. This transitions the lottery mode to the high probability mode. In the following step S903, a high frequency support mode flag is set in the various flag storage area 114e. This transitions the support mode to the high frequency support mode.
[0490] If it is determined in step S3401 that the high probability V-winning flag is not stored, the high-frequency support mode flag is set in the various flag storage area 114e in step S904, and the game count counter GC is set to "100" in step S905. After the execution of step S903 or step S905, the transition process at the end of the opening / closing execution mode is terminated.
[0491] <Regarding the gameplay flow during the opening / closing execution mode> Next, the flow of gameplay during the opening / closing execution mode will be explained with reference to Figures 46 and 55-57.
[0492] As already explained, in this embodiment, if a continuous V-win does not occur during the currently running round game, the next round game will not be executed, and if the round game ends without a continuous V-win occurring, the opening / closing execution mode will end at that point (see Figure 51). Also, as shown in Figure 46, a high-probability V-win sensor 803 is provided inside the variable prize-winning device 32. If a game ball passes the high-probability V-win sensor 803 during the opening / closing execution mode (i.e., a high-probability V-win occurs), the lottery mode after the opening / closing execution mode will be the high-probability mode, and if a game ball does not pass the high-probability V-win sensor 803, the lottery mode after the opening / closing execution mode will be the low-probability mode.
[0493] Furthermore, within the large prize opening 32a of the variable prize device 32, there is a left entrance 505 connected to the continuation V prize sensor 807 and a right entrance 504 connected to the high probability V prize sensor 803. A shutter 808 is positioned upstream of the high probability V prize sensor 803 in the right entrance 504, and the shutter 808 has two operating modes: a high distribution mode that distributes or makes it easier to distribute game balls that enter the right entrance 504 to the high probability V prize sensor 803 side, and a low distribution mode that does not distribute or makes it difficult to distribute game balls that enter the right entrance 504 to the high probability V prize sensor 803 side. When a game ball is distributed to the high probability V prize sensor 803 side, the game ball passes through the high probability V prize sensor 803 and then also passes through the continuation V prize sensor 807 (Figure 46(b)). In other words, both high probability V prizes and continuation V prizes occur. On the other hand, if a game ball is not allocated to the high probability V-entry sensor 803, the game ball passes through the discharge sensor 805 and is discharged outside the pachinko machine 10 (Figure 46(a)). In other words, neither a high probability V-entry nor a continuous V-entry occurs.
[0494] Furthermore, upstream of the variable prize-winning device 32, there is a guide passage 401 that guides game balls launched with less than a predetermined force to the left entrance 505, and game balls launched with more than a predetermined force to the right entrance 504 (see Figure 5). In other words, players can choose whether to have their game balls enter the right entrance 504 or the left entrance 505.
[0495] As already explained, in all of the opening and closing execution modes corresponding to 16R jackpot results A to C, the shutter 808 does not operate during the first to fourth rounds of gameplay, and the high probability V area 803a remains closed. Therefore, the player must launch the game ball so that it enters the left entrance 505. This results in a continuous V entry in each round of gameplay, and the game proceeds to the fifth round.
[0496] At a predetermined timing before the start of the 5th round of gameplay (for example, at the start of the waiting period between rounds in the 4th round), the pachinko machine 10 executes the first performance DR1. This first performance DR1 prompts the player to choose whether to enter the game ball into the left entrance 505 or into the right entrance 504. As shown in Figure 56(a), in the first performance DR1, for example, a message image 821 is displayed on the display screen G of the symbol display device 41, along with a character image 601 modeled after a god, and text such as "Choose either route A or route B." The first performance DR1 continues until the game balls for the 5th round are used up.
[0497] For example, suppose the open execution mode corresponds to the 16R jackpot result A, and the shutter 808 is driven in a low-distribution manner during the 5th round of gameplay (Figure 48(b)). In this case, if the player selects route B and the game ball enters the right-side entrance 504, since the shutter 808 is driven in a low-distribution manner, the game ball is distributed to the discharge sensor 805 side, and neither a high-probability V-entry nor a continuation V-entry occurs. As a result, as shown in the middle of Figure 55(a), the open / close execution mode ends with the end of the 5th round of gameplay, resulting in a so-called "bust." Also, in this case, since the open / close execution mode ends without a high-probability V-entry occurring, the lottery mode becomes a low-probability mode after the open / close execution mode ends.
[0498] Then, as the ending begins, a second sequence, DR2, is executed, which suggests or indicates that the challenge game to enter high probability mode has failed. As shown in Figure 56(b), in the second sequence, DR2, for example, a message image 822 is displayed on the display screen G of the symbol display device 41, along with a character image 601, displaying text such as "Too bad. We'll be counting on you next time." The second sequence, DR2, is executed for at least a portion of the ending period.
[0499] On the other hand, if the player selects route A and places the game ball into the left-side entrance 505, the game ball passes the continuation V-winning sensor 807, and a continuation V-winning occurs, so the 6th round of gameplay is executed. In this case, the third performance DR3 is executed during the waiting period of the 5th round or during the 6th round of gameplay. As shown in Figure 56(c), in the third performance DR3, a message image 823 is displayed along with a character image 601, for example, displaying text such as "Excellent!".
[0500] Subsequently, at a predetermined timing before the start of the 10th round of gameplay, the first performance DR1 is executed again, prompting the player to choose whether to enter the game ball into the left entrance 505 or into the right entrance 504. If the opening execution mode corresponds to the 16R jackpot result A, the shutter 808 is driven in a high-distribution manner during the 10th round of gameplay (Figure 48(b)).
[0501] In this case, if the player chooses route B and places the game ball into the right-side entrance 504, the game ball passes the high-probability V-entry sensor 803, and a high-probability V-entry occurs. Also, the game ball passes the continuation V-entry sensor 807, and a continuation V-entry occurs, so the 11th round of gameplay is executed. In this case, during the waiting period of the 10th round or during the 11th round of gameplay, the DR4 presentation is executed, which suggests or indicates that the challenge game to enter high-probability mode has been successful. As shown in Figure 57(a), in the fourth presentation DR4, for example, on the display screen G of the symbol display device 41, a message image 824 is displayed along with a character image 601, with text such as "Well seen through!! I shall bestow a reward upon you." After the fourth presentation DR4 is displayed for a certain period of time, the display screen G displays a round presentation image for the probability variation that celebra...
Claims
[Claim 1] A launching means capable of launching game balls based on a predetermined launching operation, A transition determination means that performs a predetermined transition determination based on a predetermined determination trigger, A transition means that transitions the game state to a special game state that is more advantageous to the player than the predetermined game state, based on the result of the predetermined transition determination being a predetermined transition response result, A means capable of changing a predetermined variable ball entry means from a first state in which game balls cannot be entered or are difficult to enter to a second state in which game balls can be entered or are easier to enter than in the first state, and then executing a specific game that returns to the first state, Equipped with, The system is configured such that the specific game can be played in the special game state. The game includes an termination means that can terminate the game if the number of game balls entered into the predetermined variable ball entry means reaches a specific number during the execution of the game. A first region is provided through which game balls launched by a first launching operation can pass, but game balls launched by a second launching operation different from the first launching operation cannot pass; and a second region is provided through which game balls launched by the second launching operation can pass, but game balls launched by the first launching operation cannot pass. A first passage section through which game balls passing through the first region can pass, and which can award a first bonus based on the passage of game balls, A second passage section through which game balls passing through the second region can pass, and which can grant a second reward different from the first reward based on the passage of game balls, Equipped with, If, during the execution of a predetermined specific game, the number of game balls entering the predetermined variable ball entry means is less than the specified number, and game balls are launched by the second launch operation, the predetermined specific game can be terminated before the number of balls entering reaches the specified number. The first passing section is provided in the predetermined variable ball entry means, The system includes means for updating predetermined information corresponding to the number of balls entered into the predetermined variable ball entry means based on the fact that a game ball has passed through the first passage section, The termination means can terminate the specified game during its execution if the update result of the predetermined information reaches a predetermined number. Means capable of performing a first notification based on the fact that a game ball has passed through the first passage section, Means capable of executing a second notification different from the first notification based on the fact that the game ball has passed through the second passage section, Equipped with, The game state is one that is more advantageous to the player than the predetermined game state, and has a specific game state that is different from the special game state. The amusement machine is characterized in that the second special feature includes a transition to the specified game state.
Citation Information
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