Gama machine

The gaming machine addresses disorderly effect execution in conventional machines by using dual ball entry points and controlled variable displays to enhance player comfort and engagement.

JP2025078688AActive Publication Date: 2025-05-20SANYO BUSSAN KK
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Patent Information

Application Number
JP2025030865
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2025-05-20
Estimated Expiration
2039-12-16

AI Technical Summary

Technical Problem

Conventional gaming machines with variable display mechanisms lack a structured approach to effect execution, leading to a disorderly gaming experience that may discomfort players.

Method used

The gaming machine incorporates a start-entry mechanism with two distinct ball entry points and variable display means, allowing for controlled execution of effects with prioritized suggestive and effect images, ensuring a comfortable gaming experience by managing display content and transitions.

Benefits of technology

This approach enhances player comfort by providing a structured and engaging gaming experience through controlled variable displays and effect executions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of causing a player to play a game comfortably.SOLUTION: A game machine includes startup ball entry means for executing an internal lottery upon entry of a game ball, variable display means for executing variable display, and performance execution means for causing the variable display means to execute a performance. The performance execution means includes read-ahead performance digestion determination processing in step S5102 for causing the variable display means to execute a development performance that gradually develops over a predetermined number of times of game rounds on the basis of the establishment of a first trigger, development performance frequency increasing means for increasing the number of times of game rounds of the development performance on the basis of the establishment of a second trigger different from the first trigger, and development performance frequency decreasing means for decreasing the number of times of game rounds of the development performance when the number of times of game rounds of the development performance is increased by the development performance frequency increasing means.SELECTED DRAWING: Figure 111
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] Conventionally, gaming machines equipped with a variable display means for variably displaying a number of pictures are known (see, for example, Patent Document 1). In this gaming machine, when a gaming ball enters an actuation port (initial ball entry means), an internal lottery such as a big win lottery is executed and the variable display of pictures is started. For example, when a big win lottery is won, the gaming machine causes the variable display means to finally stop and display a specific combination of pictures and the like and transitions the gaming state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls, for example, by transitioning the variable winning device to a state in which a gaming ball can enter. Incidentally, such gaming machines, after starting the varying display of pictures, execute a number of different effects that make the player expect that the gaming state will transition to a specific control state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2005-074175 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, since the multiple types of effects are executed in a disorderly manner in order to simplify the control of the gaming machine, there is a problem in that it may not be possible for the player to enjoy playing the game comfortably.

[0005] An object of the present invention is to provide a gaming machine that allows a player to play comfortably. [Means for solving the problem]

[0006] The gaming machine of the present invention is a gaming machine including: launching means for launching gaming balls toward a gaming area formed in front of a gaming board; start-entry means into which gaming balls flowing down the gaming area can enter and which serves as a trigger for executing a predetermined lottery based on the entry of the gaming ball; variable display means for executing a variable display of a plurality of symbols based on the execution of the predetermined lottery; and effect execution means for executing an effect including a reach display effect in which a variable display is executed with a predetermined number of symbols displayed in a predetermined combination on the variable display means. The start-entry means includes a first start-entry means and a first entry means for entering the gaming ball. and a second start ball entry means different from the first start ball entry means, capable of switching between an allowable state in which ball entry is permitted and a restricted state in which ball entry of the game ball is restricted. The variable display includes a first variable display which is executed in response to the game ball entering the first start ball entry means, and a second variable display which is executed in response to the game ball entering the second start ball entry means. The performance execution means includes a suggestion information display means which is capable of displaying a predetermined suggestion information image at least in a plurality of first variable displays which are displayed consecutively, and a suggestion information display means which displays a predetermined suggestion information image on the variable display means based on the ball entering the second start ball entry means. a specific effect display means for displaying a specific effect image corresponding to the second variable display, overlapping with the specific suggestive information image, in a situation where an image is displayed with a specific display content, the specific effect display means includes a termination means for terminating the display of the specific effect image executed by the variable display means in a situation where the specific suggestive information image is displayed with a specific display content by the variable display means, the specific suggestive information image is configured so that the display content of the specific suggestive information image can change before the display of the specific effect image is terminated, the gaming machine allows the specific suggestive information image and the specific effect image to be viewed simultaneously, the specific suggestive information image and the specific effect image are drawn and displayed so that they have different priorities for display on the variable display means, the suggestive information display means continues to display the specific suggestive information image displayed at the specific position from the specific position after the display of the specific effect image is terminated, the suggestive information display means is capable of displaying a plurality of types of suggestive information images as the display content of the specific suggestive information image, and when the specific suggestive information image is displayed overlapping with the specific effect image, a means for maintaining the display content of the specific suggestive information image unchanged for a specific period of time,and a means for continuously displaying a predetermined suggestion information image at the position where the specific effect image was displayed at the start of displaying the specific effect image. Effect of the Invention

[0007] According to the present invention, the gaming machine allows the player to play comfortably. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention; [Diagram 2] Front view of the game board [Diagram 3] FIG. 1 shows a display screen of a pattern display device. [Figure 4] Block diagram showing the electrical configuration of a pachinko machine [Diagram 5] A diagram showing the contents of each counter used in the internal lottery [Figure 6] A diagram showing a winning / losing table that stores the random number values ​​that will result in a big win. [Figure 7] FIG. 13 is a diagram showing an allocation table that stores random number values ​​related to the allocation destination of the jackpot type. [Figure 8] FIG. 1 shows a flowchart of timer interrupt processing. [Figure 9] FIG. 13 is a flowchart showing the winning process for the operating port. [Figure 10] FIG. 1 shows a flowchart of normal processing. [Figure 11] FIG. 1 shows a flowchart of main processing. [Figure 12] FIG. 1 is a flowchart showing a game play control process. [Figure 13] FIG. 13 is a flowchart showing a data setting process. [Figure 14] FIG. 13 is a flowchart showing a fluctuation start process. [Figure 15] FIG. 13 is a flowchart showing a game state transition process. [Figure 16] FIG. 13 is a flowchart showing the process of opening and closing the big prize opening. [Figure 17]FIG. 13 is a flowchart showing the process of opening the large prize opening; [Figure 18] FIG. 13 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 19] A block diagram showing the electrical configuration of the audio and light emission control device. [Figure 20] A diagram showing the contents of the sub-side reservation information storage area [Figure 21] A block diagram showing an electrical configuration of a display control device. [Figure 22] FIG. 13 is a flowchart showing a timer interrupt process executed by the audio / light emission control device. [Diagram 23] FIG. 13 is a flowchart showing a reservation determination process; [Figure 24] FIG. 13 is a flowchart showing a process for generating a reservation; [Diagram 25] FIG. 13 is a flowchart showing a hold shift process. [Figure 26] A diagram showing a notice reserved pattern, a normal reserved pattern, and a special reserved pattern displayed on the display screen of a pattern display device. [Figure 27] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 28] A diagram showing the relationship between game results and game states, etc. [Figure 29] FIG. 1 is a block diagram showing an electrical configuration of a display control device according to a reference embodiment A of the present invention. [Diagram 30] FIG. 13 is a flowchart showing a process for generating a reservation; [Diagram 31] A diagram showing a notice reserved pattern, a normal reserved pattern, and a special reserved pattern displayed on the display screen of a pattern display device. [Diagram 32] FIG. 13 is a flowchart showing a process for determining a performance. [Diagram 33] FIG. 13 is a flowchart showing a process for determining a performance pattern. [Diagram 34] A diagram showing the flow of pre-reading performance [Diagram 35] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance reservation information is stored in the third area of ​​the first sub-side reservation area. [Diagram 36]A diagram showing the display screen of the pattern display device and each layer of the frame buffer when the first reservation shift process is performed after it is determined that advance reservation information is stored in the third area of ​​the first sub-side reservation area. [Figure 37] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a second reservation shift process is performed after it is determined that advance reservation information is stored in the third area of ​​the first sub-side reservation area. [Figure 38] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance reservation information is stored in the third area of ​​the first sub-side reservation area, a first reservation shift process is executed, and then it is determined that special reservation information is stored in the first area of ​​the second sub-side reservation area. [Figure 39] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a hold shift process is executed after it is determined that special hold information is stored in the first area of ​​the second sub-side hold area. [Diagram 40] FIG. 13 is a flowchart showing a process for determining a performance pattern according to a reference embodiment B of the present invention. [Diagram 41] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a hold shift process is executed after it is determined that special hold information is stored in the first area of ​​the second sub-side hold area. [Diagram 42] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a second reservation shift process is performed after it is determined that special reservation information is stored in the first area of ​​the second sub-side reservation area. [Diagram 43] FIG. 13 is a flowchart showing a process for determining a performance pattern according to a reference embodiment C of the present invention. [Diagram 44] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that special hold information is stored in the first area of ​​the second sub-side hold area, the performance for consuming the special hold is terminated, and the performance for consuming the advance hold is executed. [Diagram 45]FIG. 1 is a front view of a game board according to a reference embodiment D of the present invention; [Figure 46] Enlarged perspective view of the second stage and its surroundings [Figure 47] Enlarged front view of the second stage and its vicinity [Figure 48] FIG. 13 is a diagram showing an operating state of the rotating member when a game ball collides with the first plate-shaped portion of the first plate. [Figure 49] FIG. 1 is an enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 50] A diagram showing game balls sorted into routes that lead to guideways [Figure 51] FIG. 13 is a diagram showing the operating state of the rotating member when a game ball hits the revolving door. [Figure 52] A diagram showing game balls sorted into routes to fall into a game area. [Diagram 53] FIG. 1 is a front view of a game board according to the embodiment E of the present invention; [Figure 54] Enlarged perspective view of the second stage and its surroundings [Figure 55] Enlarged front view of the second stage and its vicinity [Figure 56] FIG. 13 is a diagram showing an operating state of the rotating member when a game ball collides with the first plate-shaped portion of the first plate. [Figure 57] FIG. 1 is an enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 58] A diagram showing game balls sorted into routes that lead to guideways [Figure 59] FIG. 13 is a diagram showing an operating state of the rotating member when a game ball collides with the protruding portion. [Figure 60] A diagram showing game balls sorted into routes to fall into a game area. [Figure 61] FIG. 1 is a front view of a game board according to the embodiment F of the present invention; [Figure 62] Enlarged perspective view of the second stage and its surroundings [Figure 63] Enlarged front view of the second stage and its vicinity [Figure 64] FIG. 1 is an enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 65] FIG. 1 is a front view of a game board according to the reference embodiment G of the present invention; [Figure 66] Enlarged perspective view of the second stage and its surroundings [Figure 67] Enlarged front view of the second stage and its vicinity [Figure 68] FIG. 1 is an enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 69] FIG. 13 is an enlarged front view of the vicinity of the two-stage stage according to the reference embodiment H of the present invention. [Figure 70] A block diagram showing the electrical configuration of the audio and light emission control device. [Figure 71] FIG. 1 is an enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 72] A diagram showing game balls sorted into routes to fall into a game area. [Figure 73] FIG. 1 is a front view of a game board according to the first embodiment of the present invention; [Figure 74] An enlarged front view of the game board showing the vicinity of the lower right game means. [Figure 75] A magnified view of the Kluen from above [Figure 76] A diagram showing the Klune guidance state when the rotating body is rotated. [Figure 77] FIG. 13 is a diagram showing a starting port induction state in which the rotating body is rotated. [Figure 78] Block diagram showing the electrical configuration of a pachinko machine [Figure 79] FIG. 13 is a diagram showing an allocation table that stores random number values ​​related to the allocation destination of the jackpot type. [Figure 80] FIG. 1 shows a flowchart of timer interrupt processing. [Figure 81] FIG. 13 is a flowchart showing a winning process for an open prize. [Figure 82] FIG. 13 is a flowchart showing a fluctuation start process. [Figure 83] FIG. 13 is a flowchart showing a game state transition process. [Figure 84] FIG. 13 is a flowchart showing a special game execution process. [Figure 85] A block diagram showing the electrical configuration of the audio and light emission control device. [Figure 86] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 87] FIG. 1 shows a symbol display device, a variable winning device, and an open winning device before a special game is executed. [Figure 88] FIG. 1 shows a symbol display device, a variable winning device, and an open winning device when a special game is being played. [Figure 89] FIG. 13 is an enlarged front view of the game board in the vicinity of the lower right game means according to the reference embodiment J of the present invention; [Figure 90] A diagram showing the state of the Kluun guidance when the moving body is moved. [Figure 91] A diagram showing the starting gate guidance state after the moving body is moved [Figure 92] FIG. 13 is a flowchart showing a special game execution process. [Figure 93] A block diagram showing the electrical configuration of the audio and light emission control device. [Figure 94] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 95] FIG. 1 is an enlarged front view of a game board in the vicinity of the lower right game means according to the reference embodiment K of the present invention; [Figure 96] A diagram showing a state in which the game ball is guided to the crown by the rotation distribution means. [Figure 97] FIG. 13 is a diagram showing a state in which the game ball is guided to the opening start hole by the rotation distribution means. [Figure 98] FIG. 13 is a flowchart showing a special game execution process. [Figure 99] A block diagram showing the electrical configuration of the audio and light emission control device. [Figure 100] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 101] FIG. 1 is a front view of a game board according to the reference embodiment L of the present invention; [Figure 102] An enlarged front view of the game board showing the vicinity of the lower right game means. [Figure 103] Block diagram showing the electrical configuration of a pachinko machine [Figure 104] FIG. 1 shows a flowchart of normal processing. [Figure 105] A diagram showing the opening amount of the opening and closing door of the operation winning device. [Figure 106] FIG. 1 is a flowchart showing a winning process for an operating port according to a first embodiment of the present invention; [Figure 107] FIG. 13 is a flowchart showing a process for generating a reservation; [Figure 108] FIG. 13 is a flowchart showing a hold shift process. [Fig. 109] FIG. 13 is a flowchart showing a process for determining whether a pre-reading effect occurs. [Figure 110] FIG. 13 is a flowchart showing a process for determining a performance. [Figure 111] FIG. 13 is a flowchart showing a process for determining a performance pattern. [Figure 112] FIG. 13 is a flowchart showing a process for determining whether or not a performance is to be pre-read; [Figure 113] FIG. 13 shows the display screen of the symbol display device when advance reservation information is stored in the fourth area of ​​the first sub-side reservation area. [Fig. 114] FIG. 13 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the third area of ​​the first sub-side reservation area. [Fig. 115] FIG. 13 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the second area of ​​the first sub-side reservation area. [Fig. 116] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of ​​the second sub-side reserved area before the occurrence of a pre-reading performance after advance reservation information is stored in the second area of ​​the first sub-side reserved area. [Figure 117] A diagram showing the display screen of the pattern display device when advance reservation information is stored in the second area of ​​the first sub-side reservation area, and then normal reservation information is stored in the first area of ​​the second sub-side reservation area after a pre-reading performance occurs. [Figure 118] A diagram showing the display screen of the symbol display device when normal reserved information is stored in the second sub-side reserved area when no pre-reading performance is occurring. [Figure 119] FIG. 11 is a flowchart showing a process for determining whether a pre-reading effect occurs according to a second embodiment of the present invention. [Figure 120] FIG. 13 is a flowchart showing a process for determining a performance pattern. [Figure 121] FIG. 13 is a flowchart showing a process for determining whether or not a performance is to be pre-read; [Figure 122] A diagram showing the display screen of the pattern display device when advance reservation information is stored in the second area of ​​the first sub-side reservation area, and then normal reservation information is stored in the first area of ​​the second sub-side reservation area after a pre-reading performance occurs. [Figure 123] FIG. 13 is a flowchart showing a process for determining a presentation pattern according to a third embodiment of the present invention. [Figure 124] FIG. 13 is a flowchart showing a process for determining whether or not a performance is to be pre-read; [Fig. 125] A diagram showing the display screen of the pattern display device when advance reservation information is stored in the third area of ​​the first sub-side reservation area, and then normal reservation information is stored in the first area of ​​the second sub-side reservation area after a pre-reading performance occurs. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Reference form] Hereinafter, a reference embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a reference embodiment of the present invention. The pachinko machine 1 is a type of gaming machine. As shown in Fig. 1, the pachinko machine 1 includes an outer frame 11 that forms the outer shell of the pachinko machine 1, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.

[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right sides as the support side, a front door frame 121 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right sides as the support side, and a back pack unit (not shown) arranged behind the inner frame and supported by the inner frame so as to be rotatable rearward with one of the left and right sides as the support side.

[0011] The gaming machine body 12 is equipped with a locking device (not shown) provided at the tip of its rotation. This locking device has the function of locking the gaming machine body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 121 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 13 provided and exposed on the front surface of the pachinko machine 1.

[0012] The front door frame 121 has a substantially elliptical window portion 122 provided so as to cover the entire front side of the inner frame, and a window panel 123 fitted into the window portion 122. In this embodiment, the window panel 123 is formed of glass and is colorless and transparent, but it may be formed of synthetic resin or the like and is colorless and transparent. In addition, the front door frame 121 is equipped with an indicator lamp section 124 provided above the window section 122 as part of a light-emitting means composed of various lamp sections etc. provided around the window section 122, speaker sections 125 provided on both the left and right sides of the indicator lamp section 124 and outputting sound effects etc. according to the game status, and an upper bulge section 14 and a lower bulge section 15 provided below the window section 122.

[0013] The upper bulging portion 14 and the lower bulging portion 15 are arranged vertically side by side and are both provided to bulge forward. The upper bulge 14 has an upper tray 141 provided inside so as to open upward. The upper tray 141 has a function of temporarily storing game balls dispensed by a dispenser 48 (see FIG. 4) provided in the back pack unit, and guiding the game balls to the game ball launching mechanism 49 (see FIG. 4) while aligning them in a row. The lower bulge 15 has a lower tray 151 provided on the inside so as to be similarly open upward. The lower tray 151 has a function of storing game balls that are surplus in the upper tray 141.

[0014] Furthermore, the front door frame 121 is provided with a launching handle 16 as a launching means provided to the right of the lower tray 151. This launching handle 16 is operated by a player of the pachinko machine 1 to launch game balls from a game ball launching mechanism 49 provided below the inner frame toward a game area provided above the inner frame. The launching handle 16 changes the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, by changing the amount of rotation of the launching handle 16.

[0015] FIG. 2 is a front view of the game board. 2, the game board 2 has an inner rail portion 21 and an outer rail portion 22 attached to its surface, and is mounted on an inner frame. The above-mentioned play area is formed on the game board 2 so as to be partitioned by the inner rail portion 21 and the outer rail portion 22. Almost the entire play area can be viewed from the front through the window portion 122. The inner rail portion 21 and the outer rail portion 22 form a guide rail 23 for game balls into the game area, and this guide rail 23 guides the game balls launched from the game ball launching mechanism 49 when the player rotates the launch handle 16 to the top of the game area.

[0016] The guide rail 23 is formed so that its exit portion is located on one side of the play area and faces the upper center of the play area. Therefore, the arrival position of the game ball in the upper part of the play area shifts from the side where the exit portion of the guide rail 23 is formed to the opposite side as the amount of rotation of the launch handle 16 by the player increases. In this reference embodiment, the exit portion of the guide rail 23 is provided on the left side of the play area.

[0017] The game board 2 has a plurality of large and small openings formed in the game area so as to penetrate in the front-rear direction by applying router processing. The game board 2 also has a general winning port 24, an upper operating port (first starting ball entry means) 25, a lower operating port (second starting ball entry means) 26, a variable winning device 27, and an outlet 28 provided in each opening. The game board 2 also has through gates 31 provided on the left and right sides of the center, a main display device 32 provided on the upper right side, a variable display unit 33 provided in the center, and the like. Furthermore, the game board 2 has a number of nails NL planted in the game area to appropriately distribute or adjust the falling direction of the game balls, various members (gimmicks) such as windmills, etc.

[0018] Each of the various winning openings of the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the variable winning device 27 is equipped with a detection sensor 301-304 (see FIG. 4) that detects the entry of a game ball, and these detection sensors 301-304 are arranged on the back side of the game board 2. Specifically, the general winning opening 24 is equipped with a detection sensor 301, the upper operating opening 25 is equipped with a detection sensor 302, the lower operating opening 26 is equipped with a detection sensor 303, and the variable winning device 27 is equipped with a detection sensor 304. The pachinko machine 1 executes the payout of a predetermined number of prize balls based on the detection results of the detection sensors 301-304. The detection sensors 301-304 may be any type that can individually detect the entry of a game ball, and for example, an electromagnetic induction type proximity sensor or the like can be adopted.

[0019] Specifically, the pachinko machine 1 pays out 10 prize balls when a ball enters the general winning port 24. The pachinko machine 1 pays out 3 prize balls when a ball enters the upper operating port 25 and when a ball enters the lower operating port 26. The pachinko machine 1 pays out 15 prize balls when a ball enters the variable winning device 27. The number of prize balls is arbitrary, and for example, the number of prize balls in each operating port 25, 26 may be different.

[0020] The outlet 28 is provided at the bottom of the game area of ​​the game board 2. Game balls that do not enter the various winning holes are discharged from the game area through the outlet 28. The outlet 28 also includes a detection sensor 305 (see FIG. 4) that detects the entry of game balls, and the detection sensor 305 is disposed on the rear side of the game board 2. Note that when a ball enters the outlet 28, the pachinko machine 1 does not pay out prize balls, unlike when a ball enters one of the various winning holes.

[0021] Each through gate 31 is equipped with a detection sensor 306 (see FIG. 4) that detects the entry of a game ball, and this detection sensor 306 is disposed on the rear side of the game board 2. When a ball enters each through gate 31, the pachinko machine 1 does not pay out prize balls, unlike when a ball enters each of the winning holes.

[0022] Here, the term "entering ball" refers to a game ball passing through a specific opening, and includes not only the mode in which the game ball passes through an opening and is discharged from the game area, but also the mode in which the game ball continues to flow down the game area without being discharged from the game area after passing through an opening. However, in the following description, in order to clearly distinguish from the game ball entering the outlet 28, the game ball entering the various winning ports is also referred to as "winning". In addition, the ball entering the through gate 31 refers to the game ball continuing to flow down the game area without being discharged from the game area after passing through a gate provided in the game area. The ball entering the through gate 31 is also referred to as "winning", just like the ball entering the various winning ports.

[0023] The upper actuation port 25 and the lower actuation port 26 are unitized as an actuation port device and installed on the game board 2. The actuation ports 25, 26 both open upward so that game balls flowing down the game area can enter, and are arranged side by side in the vertical direction with the upper actuation port 25 located at the top and the lower actuation port 26 located at the bottom. The lower actuation port 26 has an electric device 261 as a guide piece (support piece) composed of a pair of left and right movable pieces.

[0024] The electric role 261 is connected to an electric role drive unit 262 mounted on the back side of the game board 2. This electric role 261 is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role drive unit 262. The closed state is a state in which the lower operating port 26 is closed by bringing the upper ends of the electric role 261 close to each other in the left-right direction. The open state is a state in which the lower operating port 26 is opened by moving the upper ends of the electric role 261 away from each other in the left-right direction.

[0025] Here, when the electric role 261 is set to the closed state, the distance between the upper end of the electric role 261 and the upper operating port 25 becomes narrower than the width of one game ball. Also, when the electric role 261 is set to the open state, the distance between the upper end of the electric role 261 and the upper operating port 25 becomes wider than the width of one game ball. Therefore, when the electric role 261 is set to the closed state, the game ball cannot enter the lower operating port 26, and when it is set to the open state, the game ball can enter the lower operating port 26.

[0026] In addition, the electric device 261 may be configured to switch between a state where it is difficult for game balls to enter the lower operating port 26 (a state where game balls can enter unlike the closed state) and a state where it is easy for game balls to enter the lower operating port 26, instead of the closed state and open state described above. Also, the lower operating port 26 may be configured to perform such switching by displacement of the lower operating port 26, rather than by setting the electric device 261, and in this case, the lower operating port 26 does not need to be equipped with the electric device 261.

[0027] The variable winning device 27 is equipped with a large winning opening 271 that opens upward to allow game balls flowing down the game area to enter the large winning opening 271, an opening / closing door 272 for opening and closing the large winning opening 271, and a variable winning drive unit 273 that drives the opening / closing door 272. Furthermore, the player can hit the game ball to the right by rotating the launch handle 16 to the maximum extent, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 23 is formed to the opposite side, thereby directing the game ball to the variable winning device 27, avoiding the variable display unit 33, etc.

[0028] Here, the game board 2 is provided with a cover 29 provided so as to cover the front side of the variable winning device 27. This cover 29 is provided with a transparent panel 291 formed transparent (or semi-transparent) so that the variable winning device 27 can be seen from the front side, and an opaque panel 292 provided around this transparent panel 291 and formed opaque. Therefore, the player can see the variable winning device 27 from the front through the transparent panel 291 and the window portion 122.

[0029] The big prize opening 271 is provided in an opening formed in the game area so as to penetrate in the front-rear direction by applying a router processing. As described above, the big prize opening 271 is equipped with a detection sensor 304 that detects the entry of game balls. The pachinko machine 1 executes the payout of a predetermined number of prize balls based on the detection result.

[0030] The opening / closing door 272 is formed in a rectangular plate shape and is provided on the game board 2 so as to close the opening of the big prize opening 271. This opening / closing door 272 has a closed state in which it advances toward the window panel 123 and protrudes from the game board 2 to close the opening of the big prize opening 271, and an open state in which it retreats toward the inside of the game board 2 and sinks into the game board 2 to open the opening of the big prize opening 271. The variable winning drive unit 273 drives the opening / closing door 272 to set the opening / closing door 272 to either an open state or a closed state.

[0031] Specifically, the opening / closing door 272 is normally set to a closed state where game balls cannot win. When winning the transition to the opening / closing execution mode in the internal lottery and transitioning to the opening / closing execution mode, the opening / closing door 272 is set to an open state where game balls can win. The opening / closing execution mode (specific control state) refers to a mode in which the opening / closing door 272 is set to an open state and game balls can be entered into the big winning opening 271. Also, in the opening / closing execution mode, the period from when the opening / closing door 272 is set to the open state until it is set to the closed state again is called one round of game.

[0032] The main display device 32 has a main display section 34 and a display section for accessory 35, and is configured by arranging a plurality of display devices such as a segment display device in which a plurality of segment light-emitting sections are arranged in a predetermined pattern and a dot display device. The main display device 32 is provided on the game board 2 so as to bulge toward the window panel 123 provided on the front side thereof. That is, the main display device 32 can be visually recognized from the front of the pachinko machine 1 through the window panel 123. Also, the distance between the main display device 32 and the window panel 123 is narrower than the size of one game ball. Thereby, the pachinko machine 1 prevents game balls from falling between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents game balls from falling in front of the main display device 32.

[0033] The main display section 34 includes a first result display section 341 for displaying the result of the internal lottery conducted based on winning at the upper operation port 25, and a second result display section 342 for displaying the result of the internal lottery conducted based on winning at the lower operation port 26 (see FIG. 4). Note that the main display section 34 may further include a round display section for clearly indicating the number of rounds of the game in the opening / closing execution mode when it becomes the opening / closing execution mode (or when it is about to become the opening / closing execution mode).

[0034] The first result display unit 341 executes the variable display of the pattern using the winning of the upper operation port 25 as a trigger, and displays the result of the internal lottery conducted based on the winning of the upper operation port 25 as the stopping result of the variable display. If the result of this internal lottery corresponds to the transition to the opening and closing execution mode, the first result display unit 341 displays a predetermined stopping result. After that, the pachinko machine 1 transitions to the opening and closing execution mode. The second result display unit 342 executes the variable display of the image triggered by the winning of the lower operation port 26, and displays the result of the internal lottery performed based on the winning of the lower operation port 26 as the result of stopping the variable display. If the result of this internal lottery corresponds to the transition to the opening and closing execution mode, the second result display unit 342 displays a predetermined stopping result. After that, the pachinko machine 1 transitions to the opening and closing execution mode.

[0035] The device display unit 35 executes a variable display of the image when a winning ball enters each through gate 31 as a trigger, and displays the result of the internal lottery performed based on the winning ball entered each through gate 31 as a result of stopping the variable display. When the result of the internal lottery corresponds to a transition to an electric role opening state, the device display unit 35 displays a predetermined stop result. After that, the pachinko machine 1 transitions to an electric role opening state. In this electric role opening state, the electric device 261 provided in the lower operating port 26 is opened in a predetermined manner.

[0036] In this embodiment, the main display unit 34 and the gambling display unit 35 are configured with a segment display, but are not limited thereto, and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. As for the pictures to be variably displayed on the main display unit 34 and the gambling display unit 35, a configuration for variably displaying multiple types of letters, a configuration for variably displaying multiple types of symbols, a configuration for variably displaying multiple types of characters, or a configuration for switching between multiple colors can be adopted.

[0037] The variable display unit 33 is equipped with a pattern display device 36 that variably displays (variably displays or switch displays) a pattern, which is a type of picture. The variable display unit 33 also has a center frame 37 arranged so as to surround the pattern display device 36. The upper part of this center frame 37 is arranged so as to bulge toward the window panel 123 provided on the front side. This prevents the game ball from falling in front of the display screen G of the pattern display device 36, and is configured so as to prevent inconvenience such as a decrease in visibility of the display screen G due to the game ball falling.

[0038] The pattern display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This pattern display device 36 starts a variable display of the pattern based on the winning of the upper operation port 25 or the lower operation port 26. That is, when the pattern display device 36 executes a variable display in the first result display section 341 of the main display section 34 and when the pattern display device 36 executes a variable display in the second result display section 342 of the main display section 34, the pattern display device 36 executes a variable display accordingly. It should be noted that the pattern display device 36 is not limited to being a liquid crystal display device, and may be another display device such as a plasma display device, an organic EL display device, or a CRT.

[0039] The center frame 37 has a first hold lamp section 371 provided in the lower left area of ​​the pattern display device 36, a second hold lamp section 372 provided in the lower right area of ​​the pattern display device 36, and a third hold lamp section 373 provided in the upper area of ​​the pattern display device 36.

[0040] The first reserved lamp unit 371 is a part that displays the number of reserved game balls that have entered the upper operating port 25, and lights up according to the number of reserved balls. This first reserved lamp unit 371 can reserve up to four game balls, and corresponds to the variable display of the first result display unit 341 and the pattern display unit 36. The second reserved lamp section 372 is a section that displays the number of reserved game balls that have entered the lower operating port 26, and lights up according to the number of reserved balls. This second reserved lamp section 372 can reserve up to four game balls, and corresponds to the variable display of the second result display section 342 and the symbol display device 36. The third reserved lamp section 373 is a section that displays the number of reserved game balls that have entered each through gate 31, and lights up according to the number of reserved balls. This third reserved lamp section 373 can reserve up to four game balls, and corresponds to the variable display of the accessory display section 35. Each of the reservation lamp units 371 to 373 may have another configuration, such as being displayed as an image on a part of the pattern display device 36 described later.

[0041] FIG. 3 is a diagram showing a display screen of the pattern display device. The display screen G of the symbol display device 36 is divided into three display areas as shown in Fig. 3, and in each display area, a left symbol row Z1, a middle symbol row Z2, and a right symbol row Z3 are displayed in order from the left. Each symbol row Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, with "1" following "8". In Fig. 3, the center line of each display area is indicated by a dashed line.

[0042] The symbol display device 36 starts a variable display of symbols by periodically scrolling the symbols of each symbol row Z1 to Z3 in a predetermined direction (upward in this reference embodiment) based on the winning of the upper operation port 25 or the lower operation port 26, thereby executing a performance for a game round on the display screen G. This performance for a game round switches from a variable display to a static display in the order of the left symbol row Z1 → the right symbol row Z3 → the center symbol row Z2, and finally ends with a predetermined symbol being statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 34 and the symbol display unit 36 ​​start to display a varying display based on winning at each of the operating ports 25, 26 until a predetermined stop result is displayed.

[0043] The manner of the variable display of the patterns in the pattern display device 36 is not limited to this and is arbitrary. For example, the number of pattern rows, the direction of scrolling of each pattern row, the number of patterns in each pattern row, etc. can be changed as appropriate. Also, the patterns in each pattern row may be a combination of pictures and numbers instead of numbers only, or may be pictures only.

[0044] <Electrical configuration of a pachinko machine> FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine. As shown in Fig. 4, the pachinko machine 1 is equipped with a main control device 4, a sound and light emission control device 5, and a display control device 6, which are mounted on the rear side of the inner frame. The pachinko machine 1 is also equipped with a payout control device 46 and a power supply and launch control device 47, which are mounted on the back pack unit. The payout control device 46 executes payout control to cause the payout device 48 described above to pay out game balls. The power supply and launch control device 47 executes launch control to cause the game ball launch mechanism 49 described above to launch game balls.

[0045] The main control device 4 includes a main control board 41 that controls the main control of the game (main control) and a power failure monitoring board 45 that monitors the power supply. The main control device 4 includes a board box that houses the main control board 41 and the like. The board box may include a trace means that leaves a trace when it is opened, or a trace structure that leaves a trace when it is opened. Specifically, the trace means may include a configuration in which a board box is formed by joining multiple case bodies, and a joining part (crimping part) that requires destruction of a predetermined part when each case body is separated, or a configuration in which a sealing seal that leaves a trace of peeling by leaving an adhesive layer on the adhesion target when peeled off is attached so as to straddle the boundaries between multiple case bodies. In addition, the trace structure may include a configuration in which an adhesive is applied to the boundaries between these case bodies.

[0046] The main control board 41 includes an MPU 42 mounted on the main control board 41, and a ROM 43 and a RAM 44 which constitute the MPU 42. Here, the MPU 42 is an element which combines, on a chip, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit acting as a random number generator, in addition to the ROM 43 and the RAM 44. In this embodiment, the ROM 43 and the RAM 44 are integrated into a single chip for the MPU 42, but they may be integrated into separate chips. This also applies to the MPUs of the other control devices other than the main control device 4.

[0047] The ROM 43 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The ROM 43 has various areas such as a win / lose table storage area 431, an allocation table storage area 432, and a reach table storage area 433. These areas will be described in detail later. The RAM 44 is a memory for temporarily storing various data and the like when the control program stored in the ROM 43 is executed, and is a volatile storage means that requires an external power supply to hold the stored information. The RAM 44 has various areas such as various counter areas 441, a reserved ball storage area 442, and an electric role reserved area 443. These areas will be described in detail later.

[0048] The MPU 42 has an input port and an output port. The input port of the MPU 42 is connected to the power failure monitoring board 45 and the multiple detection sensors 301 to 306 provided in the main control device 4. The output port of the MPU 42 is connected to the power failure monitoring board 45, the payout control device 46, and the sound and light emission control device 5. In addition, the output port of the MPU 42 is connected to the electric role drive unit 262 that opens and closes the electric role 261 of the lower operating port 26, the variable winning drive unit 273 that opens and closes the opening and closing door 272 of the variable winning device 27, the main display unit 34, and the role display unit 35.

[0049] The main control board 41 has a driver circuit. The MPU 42 executes drive control of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 42 executes drive control of the electric role drive unit 262 to open and close the electric role 261. In addition, in the opening and closing execution mode, the MPU 42 executes drive control of the variable winning drive unit 273 to open and close the large winning port 271. In addition, in each game round, the MPU 42 executes display control of the main display unit 34 to display the result of the internal lottery performed based on the winning of each operation port 25, 26. Furthermore, the MPU 42 executes display control of the role display unit 35 to display the result of the internal lottery performed based on the winning of each through gate 31.

[0050] The power failure monitoring board 45 relays between the main control board 41 and the power supply / launch control device 47 that has the function of supplying operating power, and monitors the stable 24 V DC voltage output from the power supply / launch control device 47. Therefore, the MPU 42 receives power via the power failure monitoring board 45. The detection sensors 301-306 are provided in one-to-one correspondence with the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the various winning openings of the variable winning device 27, the out opening 28, and each through gate 31. The MPU 42 performs winning judgments (ball winning judgments) for the various winning openings, the out opening 28, and each through gate 31 based on the detection results of the detection sensors 301-306. The MPU 42 executes an internal lottery based on the winning judgment for the upper operating opening 25 or the lower operating opening 26.

[0051] The payout control device 46 executes payout control to cause the payout device 48 to pay out prize balls and loan balls (game balls loaned to players when playing a game) based on commands (control instructions) sent from the main control device 4.

[0052] The power supply / launch control device 47 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply / launch control device 47 generates the operating power required for the main control board 41, the payout control device 46, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply / launch control device 47 is equipped with a power supply unit for use during power interruption, such as a backup capacitor. This power supply unit for use during power interruption supplies power for memory retention to the RAM 44 of the main control device 4 even during a power interruption when the power supply to the pachinko machine 1 is cut off.

[0053] The power supply / launch control device 47 also executes launch control to cause the game ball launch mechanism 49 to launch the game balls. Here, the game ball launch mechanism 49 includes a launch rail extending toward the guide rail 23 of the game board 2, a ball feed device that supplies the game balls stored in the upper tray 141 onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 23. When predetermined launch conditions are met, the power supply / launch control device 47 supplies a drive signal (launch permission signal) to this solenoid to launch the game balls.

[0054] <Electrical configuration for executing internal lottery in the main control device's MPU> FIG. 5 is a diagram showing the contents of each counter used in the internal lottery. As shown in Fig. 5, the MPU 42 executes an internal lottery by using the values ​​(information) of the counters C1 to C3, CINI, CS, and C4. Specifically, the MPU 42 uses the jackpot random number counter C1 to draw the jackpot occurrence, the jackpot type counter C2 to draw the type of the jackpot when the jackpot occurs, and the reach random number counter C3 to draw whether or not to generate a reach display. The MPU 42 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and uses the variable type counter CS to determine the display duration time in the main display unit 34 and the pattern display device 36. Furthermore, the MPU 42 uses the electric role release counter C4 to draw whether or not to open the electric role 261 of the lower operating port 26. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter areas 441 (see Fig. 4) of the RAM 44.

[0055] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of ​​the RAM 44. Among the values ​​stored in the lottery counter buffer, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 442 (see FIG. 4) provided as an acquired information storage means in the RAM 44 at the timing when a gaming ball enters the upper operating port 25 or the lower operating port 26. Among the values ​​stored in the lottery counter buffer, the value of the electric role opening counter C4 is stored in an electric role reserved area 443 (see FIG. 4) of the RAM 44 at the timing when a gaming ball enters each through gate 31.

[0056] The reserved ball storage area 442 includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.

[0057] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, the first area Ra1 to the fourth area Ra4. Each of the areas Ra1 to Ra4 is set to a storage capacity capable of storing a set of values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the sets of values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order according to the entry of the game ball into the upper actuation port 25. Specifically, when the entry into the upper actuation port 25 occurs multiple times in succession, the MPU 42 stores the reserve information in chronological order in the first area Ra1 → the second area Ra2 → the third area Ra3 → the fourth area Ra4.

[0058] In this way, the first result display section reserve area Ra has four memory areas, so that up to four winning game balls can be reserved in the upper operation port 25. The first result display section reserve area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. In addition, the number of reserved items related to the upper operating port 25 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be singular.

[0059] The second result display reserve area Rb provided as the second acquired information storage means includes four storage areas, the first area Rb1 to the fourth area Rb4. Each of the areas Rb1 to Rb4 is set to a storage capacity capable of storing a set of values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the sets of values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserved information in each of the areas Rb1 to Rb4 in chronological order according to the entry of the game ball into the lower operation port 26. Specifically, when the entry into the lower operation port 26 occurs multiple times in succession, the MPU 42 stores the reserved information in chronological order in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.

[0060] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 26. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. In addition, the number of reserved items related to the lower operating port 26 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be single.

[0061] The execution area AE is an area for moving the pending information stored in the memory area of ​​the first result display section pending area Ra or the second result display section pending area Rb when starting the changing display of each result display section 341, 342.

[0062] The electric winning reserve area 443 has four memory areas, similar to the reserve area Ra for the first result display section and the reserve area Rb for the second result display section. Therefore, up to four winning game balls can be reserved in each through gate 31. The number of reserved items for each through gate 31 is not limited to four and is arbitrary, and may be any other multiple number such as two, three, or five or more, or may be singular.

[0063] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric role opening counter C4 will be described. The electric role opening counter C4 is a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 250. The electric role opening counter C4 is periodically updated, and the updated value is stored in the electric role holding area 443 of the RAM 44 via the lottery counter buffer at the timing when the game ball enters each through gate 31. Then, based on the value of the electric role opening counter C4 stored in the electric role reservation area 443, the MPU 42 executes a lottery (electric role opening lottery) to determine whether or not to put the electric role 261 of the lower operating port 26 into an electric role opening state.

[0064] Here, the pachinko machine 1 has a plurality of support modes that differ from each other in the frequency with which the electric role 261 is set to the open state to allow the game ball to enter the lower operating port 26. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) in which the electric role 261 is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric role 261 is set to the open state relatively frequently.

[0065] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role opening state in the electric role opening lottery is the same (for example, both are 4 / 5). However, in the high-frequency support mode, when the electric role opening state is won, the electric role 261 is set to the open state more times and the opening time of one time in which the electric role 261 is set to the open state is longer than in the low-frequency support mode. Also, in the high-frequency support mode, the closing time in which the electric role 261 is set to the closed state during each opening in one electric role opening state is shorter than one opening time. Furthermore, in the high-frequency support mode, the minimum secured time (the duration of one variable display in the role display unit 35) secured as the waiting time from the end of the electric role opening lottery to the next electric role opening lottery is shorter than in the low-frequency support mode.

[0066] Therefore, in the high frequency support mode, the game ball is more likely to enter the lower actuation port 26 than in the low frequency support mode. In other words, in the low frequency support mode, the player hits the ball to the left with a medium rotation amount of the launch handle 16, and the ball's arrival position in the upper part of the play area is shifted from the side where the exit part of the guide rail 23 is formed to the center, thereby increasing the probability of the ball entering the upper actuation port 25 rather than the lower actuation port 26. In the high frequency support mode, the player hits the ball to the right with a maximum rotation amount of the launch handle 16, and the ball's arrival position in the upper part of the play area is shifted from the side where the exit part of the guide rail 23 is formed to the opposite side, thereby increasing the probability of the ball entering the lower actuation port 26 rather than the upper actuation port 25. When a winning ball is detected in the lower operating port 26, a predetermined number of winning balls are paid out, so that in the high frequency support mode, the player can play without losing too many game balls.

[0067] Thus, in this reference form, the pachinko machine 1 is provided with a left-hand hitting route (first path) that makes it easier for game balls to enter the upper operating port 25 and makes it harder for game balls to enter the lower operating port 26, and a right-hand hitting route (second path) that makes it easier for game balls to enter the lower operating port 26 and makes it harder for game balls to enter the upper operating port 25.

[0068] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. For example, the high-frequency support mode may be configured to increase the probability of winning the electric role open state in the electric role open lottery compared to the low-frequency support mode. Also, for example, a plurality of types of securing times may be prepared, and the high-frequency support mode may be configured to make it easier to select a short securing time compared to the low-frequency support mode, and may be configured to shorten the average of the selected securing time. Furthermore, by combining the conditions of the number of times the electric role 261 is set to the open state, the opening time, and the securing time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric role 261 to the open state compared to the low-frequency support mode.

[0069] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599 by, for example, adding 1 to the previous value each time it is updated, and returning to 0 after reaching the maximum value of 599. Also, the jackpot random number counter C1 reads the value of the random number initial value counter CINI at that time as the initial value every time it loops once. The random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the jackpot random number counter C1.

[0070] The jackpot random number counter C1 is periodically updated, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the jackpot random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserved area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, the MPU 42 executes a lottery for the occurrence of a jackpot (a win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442.

[0071] FIG. 6 is a diagram showing a win / lose table that stores the random number values ​​that will result in a big win. Among the values ​​of the jackpot random number counter C1, the random number value that will result in a jackpot is stored as a hit / miss table (hit / miss information group) in a hit / miss table memory area 431 (see Figure 4) of ROM 43, which is provided as a hit / miss information group storage means, as shown in Figure 6.

[0072] Here, the pachinko machine 1 has two winning / losing lottery modes: a low probability mode (low probability state) in which it is difficult to win a jackpot, and a high probability mode (high probability state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (low probability winning / losing information group) shown in Fig. 6(a) and a winning / losing table for the high probability mode (high probability winning / losing information group) shown in Fig. 6(b). The MPU 42 compares these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 to execute a lottery for the occurrence of a jackpot.

[0073] These winning / losing tables have the results of the lottery (winning / losing results) for multiple jackpot occurrences, including a "jackpot win," a "special losing result," and a "normal losing result." Specifically, in a gaming state in which the winning / losing table for the low probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are two random number values ​​that result in a "jackpot win," as shown in Figure 6(a). In contrast, in a gaming state in which the hit / miss table for the high probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are 21 random number values ​​that result in a "jackpot win", as shown in Fig. 6(b). Here, the random number values ​​that result in a jackpot win stored in the hit / miss table for the low probability mode are included in the random number values ​​that result in a "jackpot win" stored in the hit / miss table for the high probability mode.

[0074] The values ​​and numbers of random numbers stored in each hit / miss table are arbitrary, and the high probability mode only needs to have a higher probability of "winning the jackpot" compared to the low probability mode. The value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the high probability mode does not need to include the value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number resulting in a "winning the jackpot" stored in the hit / miss table for the low probability mode.

[0075] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will not result in a jackpot and will result in a loss. Here, as described above, the pachinko machine 1 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results are common in that neither of them triggers a transition to the win / lose lottery mode or the support mode. However, they are different in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure result" does not trigger a transition to the opening / closing execution mode.

[0076] Next, the big win type counter C2 will be described. The big win type counter C2 is a loop counter that loops within the range of 0 to 29 by adding 1 to the previous value every time it is updated and returning to 0 after reaching the maximum value of 29. The jackpot type counter C2 is periodically updated, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the jackpot type counter C2 is stored in the first result display section reserved area Ra of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the second result display section reserved area Rb of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, based on the value of the big win type counter C2 stored in the reserved ball storage area 442, the MPU 42 executes a lottery (allocation lottery) for the type of the big win when the big win occurs.

[0077] FIG. 7 is a diagram showing an allocation table that stores random number values ​​related to allocation destinations for each type of big win. The random number values ​​related to the allocation destination of the jackpot type are stored as an allocation table (allocation information group) in an allocation table storage area 432 (see FIG. 4) of the ROM 43 provided as an allocation information group storage means, as shown in FIG. 7. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 7(a) and a second allocation table (second allocation information group) shown in FIG. 7(b). The MPU 42 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 442 to execute a lottery for the type of big win.

[0078] The first allocation table is a table which is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 which has been shifted from the reserved area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 which is based on an entry into the upper operating port 25. As shown in Fig. 7(a), the first allocation table allocates multiple allocation results, including "low probability result (special allocation result corresponding to low probability)", "non-explicit few rounds high probability result (latent high probability result corresponding to few rounds)", "explicit few rounds high probability result (high probability result corresponding to few rounds)", and "most favorable result (special allocation result corresponding to high probability)". Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result", "10 to 14" is allocated to "non-explicit few rounds high probability result", "15 to 19" is allocated to "explicit few rounds high probability result", and "20 to 29" is allocated to "most favorable result".

[0079] The second allocation table is a table which is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 which has been shifted from the reserved area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 which is based on an entry into the lower operating port 26. As shown in Fig. 7(b), the second allocation table allocates two allocation results, "low probability result" and "most favorable result". Specifically, in the second allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result" and "10 to 29" is allocated to "most favorable result".

[0080] The respective allocation results have differences in at least one of the following conditions (1) to (3). (1) Win / lose lottery mode after the opening / closing execution mode (2) Support mode after the opening / closing execution mode (3) Aspects of opening and closing control of the variable winning device 27 in the opening and closing execution mode

[0081] First, the differences in the winning / losing lottery modes (1) will be explained. The "low probability result" is a distribution result in which the winning / losing lottery mode is set to the low probability mode after the opening / closing execution mode ends, regardless of the winning / losing lottery mode before the opening / closing execution mode ends. This low probability mode continues at least until the winning / losing lottery results in a "jackpot win." The "non-explicit few rounds high probability result", "explicit few rounds high probability result", and "best result" are distribution results in which the winning / losing lottery mode is set to the high probability mode after the open / close execution mode ends, regardless of the winning / losing lottery mode before the open / close execution mode ends. This high probability mode continues at least until the winning / losing lottery results in a "jackpot win".

[0082] Next, the differences in support modes (2) will be explained. The "low probability result" is a distribution result in which the support mode is set to the high frequency support mode after the end of the open / close execution mode regardless of the support mode before the end of the open / close execution mode. This high frequency support mode transitions to the low frequency support mode when the number of times of play reaches the end reference number (specifically, 100 times).

[0083] The "non-explicit few rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode will continue at least until the winning or losing lottery results in a "jackpot win". The "high probability result with fewer rounds" and the "most favorable result" are allocation results in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."

[0084] The difference in the manner of opening and closing control of the variable winning device 27 in the opening and closing execution mode (3) will be explained in detail later.

[0085] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by, for example, adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when the gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 44 when the gaming ball enters the upper actuation port 25, and is stored in the reserve area Rb for the second result display section of the RAM 44 when the gaming ball enters the lower actuation port 26. Then, the MPU 42 executes a lottery (reach occurrence lottery) as to whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442.

[0086] The reach display is an expected effect that occurs when the winning / losing lottery results in a "normal miss result" rather than a "jackpot win." Specifically, when the lottery results in a "normal miss result" rather than a "jackpot win", the MPU 42 executes a lottery to determine whether or not to generate a reach display by comparing the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 442, and generates the reach display if the lottery results in the reach display being generated. The reach table is a table that stores the value of a random number related to the generation of the reach display, and is stored in the reach table storage area 433 of the ROM 43 (see FIG. 4).

[0087] Here, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result," the pattern display device 36 displays a combination of patterns having the same odd numbers or the same even numbers as a stop result on the valid line L. Also, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the pattern display device 36 displays a combination of patterns having the same even numbers as a stop result on the valid line L. Furthermore, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "non-disclosed low-round high probability result" or "disclosed low-round high probability result," or if the winning / losing lottery results in a "special loss result" without a "jackpot win," the pattern display device 36 displays a combination of special patterns (e.g., "3·4·1") having different numbers that would not be selected in the case of a "normal loss result" in the winning / losing lottery, instead of a combination of patterns having the same numbers, as a stop result on the valid line L.

[0088] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result" or "low probability result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "non-disclosed low round high probability result" or "disclosed low round high probability result", or when the winning / losing lottery results in a "special loss result" without a "jackpot win"),

[0089] The mode of the reach display is such that, among the multiple pattern rows Z1 to Z3 displayed on the display screen G of the pattern display device 36, some of the pattern rows (e.g., pattern row Z1 and pattern row Z3) are displayed stopped on the activated line L to display a combination of the same patterns to suggest the stopping result, and in this state, the remaining pattern rows (e.g., pattern row Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 1 can make the player hope that after the variable display has started on the pattern display device 36 and before the specified stop result is displayed, a "jackpot win" has been won in the win / lose lottery and that the player has been allocated a "low probability result" or a "most favorable result" in the allocation lottery.

[0090] The manner of the reach display is not limited to this, and some of the pattern rows may be displayed stationary and the remaining pattern rows may be displayed in a variable manner, with a predetermined character or the like being displayed as a video in the background, or each pattern row may be displayed in a reduced size or hidden and a predetermined character or the like being displayed as a video covering almost the entire display screen G.

[0091] Here, the pachinko machine 1 has an expectation effect as a type of variable display of the symbol display device 36. The expectation effect is an effect that makes the player expect that he or she will win the jackpot in the win / lose lottery after the variable display starts on the symbol display device 36 and before the predetermined stop result is displayed. Specifically, the pachinko machine 1 has two types of expectation effects: the reach display and the advance notice display.

[0092] The advance notice is an expectation effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss". Instead of making the effect easier to occur, the advance notice may make it easier to select an effect with a low appearance rate, or may be a combination of these. It should be noted that the lottery as to whether or not to generate a reach display is executed by the main control device 4, whereas the lottery as to whether or not to generate a notice display is executed by the audio and light emission control device 5.

[0093] The mode of the advance notice display is such that, among the multiple symbol rows Z1 to Z3 displayed on the display screen G of the symbol display device 36, all of the symbol rows Z1 to Z3 are displayed in a variable manner, a portion of the symbol rows (e.g., the symbol row Z1) is displayed stationary on the pay line L and then multiple symbol rows (e.g., the symbol rows Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when the reach display is generated and when the reach display is not generated, but is set to occur more easily when the reach display is generated than when the reach display is not generated. The advance notice display is not limited to this, and may be displayed with a changed background, or may be displayed with a changed form of the symbol rows Z1 to Z3, for example.

[0094] Finally, the fluctuation type counter CS will be described. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 198. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, the MPU 42 determines the display duration of the pattern on the main display unit 34 and the display duration of the pattern on the pattern display device 36 based on the value of the variation type counter CS stored in the lottery counter buffer. These display durations will be described in detail later.

[0095] <Various processes executed by the main control unit> The MPU 42 of the main control device 4 executes timer interrupt processing and normal processing for progressing the game, and main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 42 also executes NMI interrupt processing that is started by inputting a power failure signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.

[0096] <Timer interrupt processing> FIG. 8 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 42 executes steps S101 to S105 periodically (for example, at 2 msec intervals) as shown in FIG.

[0097] In step S101, the MPU 42 executes a read process of the multiple detection sensors 301-306. In this read process, the MPU 42 reads the states of the multiple detection sensors 301-306, judges the states, and stores them in the RAM 44 as winning detection information. When the MPU 42 judges that the detection sensors 301-304 corresponding to the various winning ports have detected the winning of game balls, it sets a prize ball command for issuing a payout instruction for the prize balls, and transmits the set command to the payout control device 46. For example, when the MPU 42 judges that the detection sensor 304 corresponding to the variable winning device 27 has detected the winning of game balls, it transmits a prize ball command for instructing the payout control device 46 to give 15 prize balls, which is a specific unit number. In addition, the payout control device 46 performs payout control to cause the payout device 48 to pay out prize balls based on a prize ball command transmitted from the MPU 42.

[0098] In step S102, the MPU 42 executes an update of the random-number initial value counter CINI. Specifically, as described above, the MPU 42 updates the previous value of the random-number initial value counter CINI by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of ​​the RAM 44. Note that, if the previous value of the random-number initial value counter CINI has reached the maximum value when the MPU 42 adds 1 to the previous value of the random-number initial value counter CINI, the MPU 42 clears the value of the random-number initial value counter CINI by returning it to 0.

[0099] In step S103, the MPU 42 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4. Specifically, as described above, the MPU 42 updates the previous values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 by adding 1 to each of them, and stores the updated values ​​in a lottery counter buffer set in a predetermined area of ​​the RAM 44. Note that, if the maximum value has been reached when the MPU 42 adds 1 to each of the previous values ​​of the counters C1 to C4, it resets the values ​​of the counters C1 to C4 to 0 and clears them.

[0100] In step S104, the MPU 42 executes a winning process for through. In this winning process for through, when the MPU 42 determines that the detection sensor 306 corresponding to each through gate 31 detects the winning of a game ball, the MPU 42 stores the value of the electric role opening counter C4 updated in step S103 in the electric role reservation area 443. In addition, the MPU 42 sets a command for turning on the third reservation lamp unit 373, and transmits the set command to the sound light emission control device 5. The sound and light emission control device 5 lights up the third reserved lamp unit 373 based on a command sent from the MPU 42. As described above, the number of reserved game balls that have entered each through gate 31 is a maximum of four, and the third reserved lamp unit 373 lights up the number of lamps corresponding to the number of reserved balls.

[0101] In step S105, the MPU 42 executes a winning process for the operation port. The winning process for the operating port will be explained in detail below.

[0102] <Winning process for the operating port> FIG. 9 is a diagram showing a flowchart of the winning process for the operating port. In the winning process for the operating port, the MPU 42 executes steps S201 to S208 as shown in FIG.

[0103] In step S201, the MPU 42 determines whether a game ball has entered the upper actuation port 25 (start entry) by determining whether the detection sensor 302 corresponding to the upper actuation port 25 has detected the entry of a game ball. If the MPU 42 determines in step S201 that a game ball has entered the upper actuation port 25, in step S202, the MPU 42 grasps the number of reserved balls stored in the first result display unit reserve area Ra, and sets the reserved number as the first start reserve memory number RaN in a predetermined storage area in the first result display unit reserve area Ra. Thereafter, the MPU 42 executes the processes in and after step S205.

[0104] On the other hand, if the MPU 42 determines in step S201 that a game ball has not entered the upper operating port 25, then in step S203, it determines whether or not a game ball has entered the lower operating port 26 (initial entry) by determining whether or not the detection sensor 303 corresponding to the lower operating port 26 has detected the entry of a game ball. If the MPU 42 determines in step S203 that a game ball has not entered the lower actuation port 26, it ends the winning process for the actuation port. If the MPU 42 determines in step S203 that a game ball has entered the lower actuation port 26, it determines in step S204 the number of reserved balls stored in the second result display unit reserve area Rb, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. After that, the MPU 42 executes the process from step S205 onwards.

[0105] After executing the process of step S202 or step S204, the MPU 42 determines in step S205 whether the start pending memory number N (RaN or RbN) set in step S202 or step S204 is less than an upper limit value (4 in this embodiment). If the MPU 42 determines in step S205 that the start pending memory number N is not less than the upper limit, the MPU 42 ends the winning process for the operation port. If the MPU 42 determines in step S205 that the start pending memory number N is less than the upper limit, the MPU 42 adds 1 to the value of the start pending memory number N to update it in step S206.

[0106] In step S207, the MPU42 stores the sets of values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt processing as reserved information in the first memory area among the free memory areas in the reserve area for the result display section, i.e., the memory area corresponding to the start reserved memory number N updated in step S206.

[0107] For example, when the MPU 42 sets the first start hold memory number RaN in step S202, it stores, as hold information, the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process in the first storage area of the free storage area of the first result display unit hold area Ra, that is, the storage area corresponding to the first start hold memory number RaN updated in step S206. For example, when the MPU 42 sets "3" in the first start hold memory number RaN in step S202, it stores the hold information in the fourth area Ra4, which is the storage area corresponding to "4" of the first start hold memory number RaN updated in step S206.

[0108] Also, for example, when the MPU 42 sets the second start hold memory number RbN in step S204, it stores, as hold information, the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process in the first storage area of the free storage area of the second result display unit hold area Rb, that is, the storage area corresponding to the second start hold memory number RbN updated in step S206. For example, when the MPU 42 sets "3" in the second start hold memory number RbN in step S204, it stores the hold information in the fourth area Rb4, which is the storage area corresponding to "4" of the second start hold memory number RbN updated in step S206.

[0109] In step S208, when the MPU 42 sets the first start hold memory number RaN in step S202, it sets the first hold generation command for recognizing that hold information has been stored in the storage area of the first result display unit hold area Ra, and transmits the set first hold generation command to the audio and light control device 5. Thereafter, the MPU 42 ends the winning process for the operating port. This first reservation generation command includes information for making the sound and light emission control device 5 recognize that reservation information has been stored in the memory area of ​​the reservation area Ra for the first result display unit based on the winning of the game ball into the upper operation port 25. The first reservation generation command also includes information related to the current support mode. In addition, the sound and light emission control device 5 performs a predetermined process in addition to turning on the first reserved lamp unit 371 based on the first reserved occurrence command transmitted from the MPU 42. This process will be described in detail later. In addition, the number of reserved game balls that have entered the upper operating port 25 is a maximum of four as described above, and the first reserved lamp unit 371 lights up the number corresponding to this reserved number.

[0110] Also, in step S208, when the second start hold memory number RbN is set in step S204, the MPU 42 sets a second hold generation command for recognizing that the hold information has been stored in the memory area of ​​the hold area Rb for the second result display section, and transmits the set second hold generation command to the sound and light emission control device 5. After that, the MPU 42 ends the winning process for the operation port. This second reservation generation command includes information for making the sound and light emission control device 5 recognize that reservation information has been stored in the memory area of ​​the reservation area Rb for the second result display unit based on the winning of the game ball into the lower operation port 26. In addition, the second reservation generation command includes information related to the current support mode. In addition, the sound and light emission control device 5 performs a predetermined process in addition to turning on the second reserved lamp unit 372 based on the second reserved occurrence command transmitted from the MPU 42. This process will be described in detail later. In addition, the number of reserved game balls that have entered the lower operation port 26 is a maximum of four as described above, and the second reserved lamp unit 372 lights up the number corresponding to this number of reserved balls.

[0111] <Normal processing> FIG. 10 is a flowchart of the normal process. The MPU 42 executes a main process, which is started when the power is turned on and will be described later, and then executes a normal process, which is the main process for progressing the game. In this normal process, the MPU 42 executes steps S301 to S314, as shown in Fig. 10. Specifically, the MPU 42 executes steps S301 to S309 periodically at 4 msec intervals, repeatedly executes steps S308 to S311 when remaining time occurs, and executes step S312 and subsequent steps according to the determination result of step S308.

[0112] In step S301, the MPU 42 executes timer interrupt processing, winning processing for the operating port, or external output processing for transmitting commands set in the previous normal processing to each control device on the sub side. In this external output processing, for example, the MPU 42 judges whether or not a prize ball command is set, and if it is judged that a prize ball command is set, it transmits the prize ball command to the payout control device 46. Also, for example, the MPU 42 judges whether or not a command for presentation such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an opening / closing execution mode is set, and if it is judged that a command for presentation is set, it transmits the command for presentation to the sound and light emission control device 5.

[0113] In step S302, the MPU 42 executes the update of the fluctuation type counter CS. Specifically, as described above, the MPU 42 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of ​​the RAM 44. Note that, if the maximum value has been reached when the MPU 42 adds 1 to the previous value of the fluctuation type counter CS, the MPU 42 clears the value of the fluctuation type counter CS by returning it to 0.

[0114] In step S303, the MPU 42 executes a game round control process for progressing the game round. In the game round control process, the MPU 42 executes a winning / losing lottery and an allocation lottery, and also executes determination of information related to the patterns to be finally stopped and displayed on the pattern display device 36 and determination of information related to the patterns to be finally stopped and displayed on the main display unit 34. In step S304, the MPU 42 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 42 executes a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game play control process in step S303 and the game state transition process in step S304 will be described in detail later.

[0115] In step S305, the MPU 42 executes a demo display execution judgment process. In this demo display execution judgment process, the MPU 42 judges whether or not a predetermined start waiting period (e.g., 30 sec) for starting a demo has elapsed without starting a new game round after the end of a game round, and if it is determined that the start waiting period has elapsed, it sets a demo command for starting a demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the sound and light emission control device 5. The audio and light emission control device 5 starts the demo display execution process based on the demo command transmitted from the MPU 42.

[0116] Here, the MPU 42 determines whether the start waiting period has elapsed by counting the number of times the process of step S305 is executed. For example, if the start waiting period is 30 sec and the interval for repeatedly executing the process of step S305 is 4 msec, the MPU 42 counts the number of times the process of step S305 is executed and determines that the start waiting period has elapsed when the number of times reaches 7500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. In addition, when the MPU 42 starts a new game round while counting the number of times the process of step S305 is executed, the MPU 42 resets the count value.

[0117] In step S306, the MPU 42 executes an electric role support process for executing drive control of the electric role 261 provided in the lower operating port 26. In this electric role support process, the MPU 42 executes an electric role opening lottery based on the value of the electric role opening counter C4 stored in the electric role reservation area 443 of the RAM 44, and executes opening and closing process of the electric role 261 if the electric role opening lottery is won. In addition, the MPU 42 executes display control of the role display unit 35 so as to display the result of the electric role opening lottery.

[0118] In step S307, the MPU 42 executes a game ball launch control process. In this game ball launch control process, the MPU 42 executes launch control to cause the power supply / launch control device 47 to launch the game ball based on the player's rotation of the launch handle 16. Specifically, the power supply / launch control device 47 excites the solenoid of the game ball launch mechanism 49 at a predetermined cycle (0.6 sec in this embodiment), thereby causing the game ball launch mechanism 49 to launch the game ball. The solenoid is excited so as to launch the game ball with a launch strength according to the amount of rotation of the launch handle 16. When a predetermined launch condition is met, the power supply / launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 to launch the game ball.

[0119] In step S308, the MPU 42 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 44. This power outage flag is set in the RAM 44 when a power outage signal is input from the power outage monitoring board 45 to the NMI terminal of the MPU 42. The power outage monitoring board 45 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.

[0120] Here, the pachinko machine 1 sets various flags by substituting 1 into a predetermined area such as the RAM 44, and clears various flags by substituting 0. For example, the pachinko machine 1 sets a power outage flag by substituting 1 into a power outage flag storage area of ​​the RAM 44, and clears the power outage flag by substituting 0 into the power outage flag storage area of ​​the RAM 44.

[0121] If the MPU 42 determines in step S308 that the power failure flag is set, it executes power failure processing in step S312 and thereafter without executing processing in step S309 and thereafter. Specifically, in step S312, the MPU 42 prohibits timer interrupt processing from occurring. In step S313, the MPU 42 calculates and stores a RAM determination value (a checksum of the RAM 44). In step S314, the MPU 42 prohibits access to the RAM 44. Thereafter, the MPU 42 continues the infinite loop until the power supply is completely cut off and processing can no longer be executed.

[0122] On the other hand, if the MPU42 determines in step S308 that the power outage flag is not set, it determines in step S309 whether or not it is time to execute the next normal processing, i.e., whether or not a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. When the MPU 42 determines in step S309 that it is not time to execute the next normal process, that is, when remaining time occurs, the MPU 42 updates the random number initial value counter CINI in step S310, and updates the fluctuation type counter CS in step S311. The MPU 42 repeatedly executes steps S308 to S311 until it determines in step S309 that it is time to execute the next normal process.

[0123] On the other hand, if the MPU 42 determines in step S309 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S301 again.

[0124] <Main processing> FIG. 11 is a flowchart of the main process. In the main processing, the MPU 42 executes steps S401 to S412 as shown in FIG. In step S401, the MPU 42 executes a start-up process when the power is turned on. In this start-up process, the MPU 42 waits until a predetermined time (for example, about 500 msec) has elapsed after the power is turned on in order to wait for the sub-side control board (such as the control board of the audio light emission control device 5) to become operable.

[0125] In step S402, the MPU 42 judges whether or not the permission prohibition period of 1 second has elapsed. If the MPU 42 judges in step S402 that 1 second has not elapsed, the MPU 42 repeats the process of step S402. If the MPU 42 judges in step S402 that 1 second has elapsed, the MPU 42 executes the processes of step S403 and onward.

[0126] Here, the MPU 42 determines whether or not 1 sec has elapsed by counting the number of times the process of step S402 is executed. For example, if the interval for repeatedly executing the process of step S402 is 0.1 msec, the MPU 42 counts the number of times the process of step S402 is executed and determines that 1 sec has elapsed when the number of times reaches 10,000. Note that the configuration for measuring the permission-prohibition period is arbitrary, and for example, the permission-prohibition period may be measured using a real-time clock.

[0127] In step S 403 , the MPU 42 permits access to the RAM 44 . In step S404, the MPU 42 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 47 is turned on. If the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processes in and after step S409. On the other hand, if it is determined in step S404 that the RAM erase switch is not on, the MPU 42 determines in step S405 whether or not a power outage flag is set in the power outage flag storage area of ​​the RAM 44.

[0128] If the MPU 42 determines in step S405 that the power outage flag is not set, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S405 that the power outage flag is set, the MPU 42 calculates a RAM determination value in step S406. In step S407, the MPU 42 determines whether the RAM judgment value calculated in step S406 is normal or not, thereby confirming the validity of the data stored in the RAM 44. Specifically, the MPU 42 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (processing during power interruption) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.

[0129] If the MPU 42 determines in step S407 that the RAM determination value is not normal, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S407 that the RAM determination value is normal, the MPU 42 clears the power failure flag stored in the power failure flag storage area of ​​the RAM 44 in step S408.

[0130] The validity of the data stored in RAM 44 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 44 may be confirmed by writing a keyword to a specified area of ​​RAM 44 in the power outage processing and determining in the main processing whether or not this keyword has been written correctly.

[0131] As described above, if MPU42 determines in step S404 that the RAM erase switch is on, if it determines in step S405 that the power outage flag is not set, or if it determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. Specifically, the MPU 42 clears the working area of ​​the RAM 44 in step S409, and initializes the RAM 44 in step S410.

[0132] Therefore, for example, the manager of the gaming facility can initialize the data stored in the RAM 44 by turning on the power of the pachinko machine 1 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 1 initializes the data stored in the RAM 44 when the occurrence of a power outage is not confirmed by the power outage monitoring board 45 or when the RAM judgment value is abnormal.

[0133] After executing the processing of step S408 or step S410, in step S411, MPU42 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 5), and in step S412, allows timer interrupt processing to occur and proceeds to the normal processing described above. It should be noted that, upon receiving the initial command sent in step S411, the sub-side control board recognizes that communication with the main control board 41 is proceeding normally, and performs its own initialization.

[0134] <Game Play Control Processing> FIG. 12 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 42 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 42 judges whether or not the game is in the open / close execution mode. If the MPU 42 judges in step S501 that the game is in the open / close execution mode, the MPU 42 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 42 judges that the game is in the open / close execution mode, the MPU 42 does not start the progress of the game round regardless of whether or not the entry of the game ball into each of the actuation ports 25, 26 is detected. The MPU 42 determines whether or not the opening and closing execution mode is in progress by referring to the opening and closing execution mode flag stored in the RAM 44. The same applies to the following processes. The MPU 42 sets the opening and closing execution mode flag when switching to the opening and closing execution mode, and clears the opening and closing execution mode flag when the opening and closing execution mode is terminated.

[0135] On the other hand, when it is determined in step S501 that the mode is not in the open / close execution mode, the MPU 42 determines in step S502 whether or not the main display unit 34 is performing a variable display, that is, whether or not a game round is in progress. When it is determined in step S502 that the main display unit 34 is not performing a variable display, the MPU 42 executes a game round start process in steps S503 to S505. On the other hand, when the MPU 42 determines in step S502 that the main display unit 34 is undergoing a variable display, it executes a game round progression process in steps S506 to S509.

[0136] First, the game start process in steps S503 to S505 will be described. In step S503, the MPU 42 grasps the reserved number stored in the reserved area Ra for the first result display section and the reserved number stored in the reserved area Rb for the second result display section, and judges whether the total number CRN of these reserved numbers is "0" or less. If the MPU 42 judges in step S503 that the total number CRN is "0" or less, it ends the game number control process.

[0137] On the other hand, when the MPU 42 determines in step S503 that the total number CRN is not "0" or less, in step S504, the MPU 42 executes a data setting process for setting the reserved information stored in the first result display unit reserved area Ra or the second result display unit reserved area Rb for playing a game. After that, in step S505, the MPU 42 executes a change start process for starting a change display on the main display unit 34 and the pattern display device 36 to play a game, and ends the game control process. The data setting process in step S504 and the fluctuation start process in step S505 will be described in detail below.

[0138] FIG. 13 is a flowchart of the data setting process. In the data setting process, the MPU 42 executes steps S601 to S611 as shown in FIG. In step S601, the MPU 42 judges whether the second start pending memory count RbN in the reserve area Rb for the second result display section, which was set in step S204 of the winning process for the actuation port, is "0" or less. If the MPU 42 judges in step S601 that the second start pending memory count RbN is "0" or less, it executes data setting processing for the first result display section in steps S602 to S606, and if the MPU 42 judges in step S601 that the second start pending memory count RbN is not "0" or less, it executes data setting processing for the second result display section in steps S607 to S611.

[0139] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, when the MPU 42 determines in step S601 that the second start reserved memory number RbN is not "0" or less, it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, when the MPU 42 determines that there is reserved information stored in the reserve area Rb for the second result display unit based on the winning of a game ball into the lower actuation port 26, it preferentially sets the reserved information stored in the reserve area Rb for the second result display unit for consumption of a game round, regardless of whether there is reserved information stored in the reserve area Ra for the first result display unit based on the winning of a game ball into the upper actuation port 25.

[0140] First, the data setting process for the first result display section in steps S602 to S606 will be described. In step S602, the MPU 42 subtracts 1 from the value of the first start pending memory number RaN in the first result display portion pending area Ra to update it. In step S603, the MPU 42 moves the reserved information stored in the first area Ra1 of the first result display portion reserved area Ra to the execution area AE. In step S604, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of ​​the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 to the first area Ra1 side. Specifically, the MPU 42 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.

[0141] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is a flag for identifying which of the first result display unit 34 and the second result display unit 342 is to start a variable display when a game round is played. In step S605, the MPU 42 clears the second result display unit flag, which indicates that the first result display unit 341 is to start a variable display based on the entry of a game ball into the upper operating port 25 when a game round is played.

[0142] In step S606, the MPU 42 sets a first shift command for recognizing that the pending information has been shifted. After that, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift command set in step S606 to the voice and light-emitting control device 5. This first shift command includes information for recognizing that the pending information stored in the first result display unit pending area Ra has been shifted based on the entry of a game ball into the upper actuation port 25. In addition, the sound and light emission control device 5 changes the lighting state of the first reserved lamp unit 371 and executes a predetermined process based on the first shift command transmitted from the MPU 42. This process will be described in detail later. Specifically, the sound and light emission control device 5 reduces the number of lit first reserved lamp units 371 as the number of reserved game balls that have entered the upper operating port 25 decreases.

[0143] Next, the data setting process for the second result display section in steps S607 to S611 will be described. In step S607, the MPU 42 subtracts 1 from the value of the second start pending memory number RbN in the second result display portion pending area Rb to update it. In step S608, the MPU 42 moves the reserved information stored in the second area Rb1 of the second result display portion reserved area Rb to the execution area AE. In step S609, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of ​​the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 42 shifts the reserved information in the second area Rb2 to the first area Rb1, shifts the reserved information in the third area Rb3 to the second area Rb2, and shifts the reserved information in the fourth area Rb4 to the third area Rb3.

[0144] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In this step S610, since the MPU 42 has set the second result display unit flag, this indicates that the second result display unit 342 will start to display a variable value based on the entry of a gaming ball into the lower operating port 26 when a game round is played.

[0145] In step S611, the MPU 42 sets a second shift command for recognizing that the pending information has been shifted. After that, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the second shift command set in step S611 to the voice and light emission control device 5. This second shift command includes information for recognizing that the pending information stored in the second result display unit pending area Rb has been shifted based on the entry of a game ball into the lower actuation port 26. In addition, the sound and light emission control device 5 changes the lighting state of the second reserved lamp unit 372 and executes a predetermined process based on the second shift command transmitted from the MPU 42. This process will be described in detail later. Specifically, the sound and light emission control device 5 reduces the number of lit second reserved lamp units 372 as the number of reserved game balls that have entered the lower operation port 26 decreases.

[0146] FIG. 14 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start process, the MPU 42 executes steps S701 to S718 as shown in FIG. In step S701, the MPU 42 determines whether the win / lose lottery mode is the high probability mode. If the MPU42 determines in step S701 that the win / lose lottery mode is not the high probability mode, then in step S702, it reads out the win / lose table for the low probability mode (see Figure 6(a)) from the win / lose table memory area 431 of ROM43, and if the MPU42 determines in step S701 that the win / lose lottery mode is the high probability mode, then in step S703, it reads out the win / lose table for the high probability mode (see Figure 6(b)) from the win / lose table memory area 431 of ROM43.

[0147] After executing the process of step S702 or step S703, the MPU 42 executes a win / lose determination process in step S704. In this win / lose determination process, the MPU 42 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table read out in step S702 or step S703. As described above, the win / lose result is either a "jackpot win," a "special loss result," or a "normal loss result," and this is the same whether the win / lose lottery mode is a low probability mode or a high probability mode.

[0148] In step S705, the MPU 42 judges whether the winning / losing result judged in step S704 is a "jackpot winning". If the MPU 42 judges in step S705 that the winning / losing result is a "jackpot winning", it executes the process from step S706 onwards, and if the MPU 42 judges in step S705 that the winning / losing result is not a "jackpot winning", it executes the process from step S712 onwards.

[0149] First, the process (the process after step S706) when the MPU 42 judges that the winning / losing result is a "jackpot win" in step S705 will be described. In step S706, the MPU 42 determines whether the second result display section flag is set in the RAM 44 or not.

[0150] When the MPU 42 determines in step S706 that the second result display unit flag is not set in the RAM 44, this indicates that the first result display unit 341 will start to display a variable value based on the entry of the game ball into the upper operating port 25, so in step S707, the MPU 42 reads out the first allocation table (see Figure 7(a)) from the allocation table memory area 432 of the ROM 43. On the other hand, when the MPU 42 determines in step S706 that the second result display unit flag is set in the RAM 44, this indicates that the second result display unit 342 should start displaying a variable value based on the entry of the game ball into the lower operating port 26, and therefore in step S708, the MPU 42 reads out the second allocation table (see FIG. 7(b)) from the allocation table memory area 432 of the ROM 43.

[0151] After executing the process of step S707 or step S708, the MPU 42 executes an allocation determination process in step S709. In this allocation determination process, the MPU 42 compares the value of the big win type counter C2 stored in the execution area AE with the allocation table read in step S707 or step S708 to determine the result of the allocation lottery (allocation result).

[0152] In step S710, the MPU 42 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU 42 determines information related to the pattern to be finally stopped and displayed in the first result display section 341 or the second result display section 342 of the main display section 34 according to the allocation result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the pattern to be finally stopped and displayed in the main display section 34 by comparing the allocation result determined in step S709 with a stop result table for the jackpot result stored in advance in the ROM 43. This stop result table for the jackpot result specifies the form of the pattern to be stopped and displayed in the main display section 34 differently for each allocation result.

[0153] In step S711, the MPU 42 sets a flag corresponding to the allocation result determined in step S709 in the RAM 44. Specifically, if the MPU 42 determines that the allocation result is a "low probability result", it sets a low probability result flag; if it determines that the allocation result is an "unexplicit low round high probability result", it sets a non-explicit low round high probability result flag; if it determines that the allocation result is an "explicit low round high probability result", it sets an explicit low round high probability result flag; if it determines that the allocation result is a "most favorable result", it sets a most favorable result flag. Thereafter, the MPU 42 executes the processes from step S716 onwards. In each of the following processes, the MPU 42 executes the determination of the allocation result by referring to these flags.

[0154] Next, the process (the process after step S712) when the MPU 42 determines in step S705 that the winning / losing result is not a "jackpot win" will be described. In step S712, the MPU 42 determines whether the winning / losing result determined in step S704 is a "special losing result." If MPU42 determines in step S712 that the pass / fail result is a "special failure result," it executes the processing from step S713 onwards, and if it determines in step S712 that the pass / fail result is not a "special failure result," it executes the processing from step S715 onwards.

[0155] In step S713, the MPU 42 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 42 determines information related to the pattern to be finally stopped and displayed on the first result display section 341 or the second result display section 342 of the main display section 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the pattern to be finally stopped and displayed on the main display section 34 by referring to a stop result table for a special losing result stored in advance in the ROM 43. The form of the pattern set in this stop result table for a special losing result is different from the form of the pattern set in the stop result table for a big win result. In step S714, the MPU 42 sets a special miss flag in the RAM 44. In each of the following processes, the MPU 42 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.

[0156] In response to this, in step S715, the MPU 42 executes a stop result setting process for a normal failure result. In this stop result setting process for a normal failure result, the MPU 42 determines information related to a pattern to be finally stopped and displayed on the first result display section 341 or the second result display section 342 of the main display section 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to a pattern to be finally stopped and displayed on the main display section 34 by referring to a stop result table for a normal failure result stored in advance in the ROM 43. The form of the pattern set in this stop result table for a normal failure result is different from the form of the pattern set in the stop result table for a jackpot result and the stop result table for a special failure result.

[0157] After executing any one of the processes in steps S711, S714, and S715, the MPU 42 executes a process of setting the display duration (display duration period) in step S716. In the display duration setting process, the MPU 42 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 44.

[0158] In addition, in the display duration setting process, the MPU 42 judges whether or not a reach display will occur on the symbol display device 36. Specifically, the MPU 42 judges that a reach display will occur when the distribution result judged in step S709 is a "low probability result" or a "most favorable result", and when the win / loss result judged in step S704 is a "normal loss result" and the reach occurrence lottery is won. As described above, the MPU 42 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the reserved ball storage area 442.

[0159] When the MPU 42 determines that a reach display will occur, it determines a display duration corresponding to the value of the fluctuation type counter CS obtained from the fluctuation type counter buffer by referring to a display duration table for reach occurrence stored in the reach table memory area 433 of the ROM 43, and sets the determined display duration in a display duration counter provided in the various counter area 441 of the RAM 44. In contrast, when the MPU42 determines that a reach display will not occur, it determines a display duration corresponding to the value of the fluctuation type counter CS obtained from the fluctuation type counter buffer by referring to a display duration table for non-reach occurrence stored in the reach table memory area 433 of the ROM43, and sets the determined display duration in a display duration counter provided in the various counter area 441 of the RAM44.

[0160] Specifically, the display duration table for non-reach occurrence is set so that the display duration is shorter as the number of reserved items increases. Therefore, the display duration when the reserved information related to the upper actuation port 25 is consumed is set so that the display duration is shorter as the number of reserved items related to the upper actuation port 25 increases. And, the display duration when the reserved information related to the lower actuation port 26 is consumed is set so that the display duration is shorter as the number of reserved items related to the lower actuation port 26 increases. Also, the display duration table for non-reach occurrence is set so that the display duration is shorter when the support mode is the high frequency support mode compared to when it is the low frequency support mode. In other words, if the number of reserved items is the same, the display duration when it is the high frequency support mode is shorter than when it is the low frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.

[0161] The non-reach display duration table may be set to the opposite relationship to the above, such as the display duration becoming longer as the number of reserved items increases, or may be configured not to change according to the number of reserved items or support mode. Also, a display duration table may be set separately for each of the win / loss result and the allocation result.

[0162] In step S717, the MPU 42 sets a variation command and a type command. In step S301 of the normal process, the MPU 42 transmits to the audio and light emission control device 5 the variation command and the type command set in step S717. The audio and light emission control device 5 executes a predetermined process based on the variation command and the type command transmitted from the MPU 42. This process will be described in detail later.

[0163] The variation command includes information related to the display duration time, and does not include information on whether or not a reach display will occur. As described above, the display duration determined by referring to the reach occurrence display duration table and the display duration determined by referring to the reach non-occurrence display duration table are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 5, which is the sub-control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may directly include information on whether or not a reach display will occur.

[0164] The type command includes information related to the win / loss result. In other words, the type command includes information related to the win / loss result, such as "jackpot win," "special loss result," and "normal loss result." The type command also includes information related to the allocation result. In other words, the type command includes information related to the allocation result, such as "low probability result," "non-explicit low round high probability result," "explicit low round high probability result," and "most favorable result." In the following description, the winning / losing result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0165] In step S718, the MPU 42 judges whether or not the second result display unit flag is set in the RAM 44, and based on the judgment result, starts a variable display on the main display unit 34. After that, the MPU 42 ends the variable start process. Specifically, when the MPU 42 determines that the second result display unit flag is not set in the RAM 44, this indicates that the first result display unit 341 should start displaying a changing state based on the entry of a game ball into the upper operating port 25 when a game round is completed, so the MPU 42 causes the first result display unit 341 to start displaying a changing state. On the other hand, when the MPU 42 determines that the second result display unit flag is set in the RAM 44, this indicates that the second result display unit 342 should start displaying a changing value based on the entry of a game ball into the lower operating port 26 when a game round is completed, and so the MPU 42 causes the second result display unit 342 to start displaying a changing value.

[0166] Returning to the explanation of the game round control process, the game round progression process in steps S506 to S509 will be explained with reference to FIG. In step S502, the MPU 42 determines whether or not the main display unit 34 is performing a variable display, and if it determines that the main display unit 34 is performing a variable display, executes a game round progression process in steps S506 to S509.

[0167] In step S506, the MPU 42 judges whether the display duration time set in step S716 of the variation start process has elapsed. Specifically, the MPU 42 judges whether the value set in the display duration time counter of the RAM 44 has become equal to or less than "0". Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt process is executed.

[0168] When the MPU 42 determines in step S506 that the display duration time has not elapsed, it executes a process for variable display in step S507. In this process for variable display, the MPU 42 updates the display of the main display unit 34 during the variable display. After that, the MPU 42 ends the game number control process.

[0169] On the other hand, when the MPU 42 determines in step S506 that the display duration time has elapsed, it executes a variation end process in step S508. In this variation end process, the MPU 42 identifies information (information related to the pattern to be finally stopped and displayed on the main display unit 34) stored in the RAM 44 in any one of steps S710, S713, and S715 of the variation start process executed when starting the variable display on the main display unit 34. Then, when the game round ends, the MPU 42 executes display control of the main display unit 34 so that the pattern corresponding to the identified information is displayed on the main display unit 34 during the variable display.

[0170] Here, the picture that is finally stopped and displayed on the main display unit 34 is different for each type of game result. Therefore, the manager of the game arcade or the like can check the game result by visually checking the main display unit 34 at the end of a game round. This allows the manager of the game arcade or the like to easily check whether or not a fraudulent act is being carried out that would cause the pachinko machine 1 to behave in the same way as if the player had won a lottery for a jackpot. Furthermore, the main display unit 34 has a smaller display area than the display screen G of the pattern display device 36, and the pictures displayed in a stopped state on the main display unit 34 are harder for the player to recognize than the pattern sequence Z1 to Z3 displayed in a stopped state on the display screen G of the pattern display device 36. Therefore, when a round of play ends, the player will determine whether or not he or she has won a jackpot by checking the display screen G of the pattern display device 36, not the main display unit 34, and this can increase the attention paid to the display screen G.

[0171] In step S509, the MPU 42 sets a fluctuation end command. In step S301 of the normal process, the MPU 42 transmits the fluctuation end command set in step S509 to the sound and light emission control device 5. After that, the MPU 42 ends the game number control process. The sound and light emission control device 5 executes a process for ending the presentation of the game round based on the variation end command transmitted from the MPU 42. Here, the sound and light emission control device 5 may be configured to end the presentation of the game round by itself without the need to receive the variation end command.

[0172] <Game state transition processing> FIG. 15 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 42 executes steps S801 to S814 as shown in FIG. In step S801, the MPU 42 determines whether or not the opening / closing execution mode is in progress. If it is determined in step S801 that the opening / closing execution mode is not in progress, the MPU 42 executes the processes in and after step S802. On the other hand, if the MPU 42 determines in step S801 that the opening / closing execution mode is in progress, it executes the processes in and after step S811.

[0173] First, the process (the process after step S802) when it is determined in step S801 that the MPU 42 is not in the opening / closing execution mode will be described. In step S802, the MPU 42 judges whether or not the variable display of the main display unit 34 has ended. If the MPU 42 judges in step S802 that the variable display of the main display unit 34 has not ended, the MPU 42 ends the game state transition process. On the other hand, when the MPU 42 determines in step S802 that the variable display of the main display unit 34 has ended, it determines in step S803 whether the winning / losing result corresponds to a transition to the open / close execution mode. Specifically, the MPU 42 determines whether the winning / losing result is a "jackpot win" or a "special loss result."

[0174] If the MPU 42 determines in step S803 that the pass / fail result corresponds to a transition to the opening / closing execution mode, it sets an opening / closing execution mode flag in the RAM 44 and then executes the processing from step S804 onwards. On the other hand, if the MPU42 determines in step S803 that the win / lose result does not correspond to a transition to the open / close execution mode (if the MPU42 determines that the win / lose result is a "normal miss result"), it terminates the game state transition processing.

[0175] In step S804, the MPU 42 determines whether the winning / losing result is a "special losing result." When the MPU 42 determines in step S804 that the winning / losing result is a "special losing result," in step S805, it sets "2" to the opening / closing counter SOC provided in the various counter area 441 of the RAM 44. This opening / closing counter SOC is a counter for the MPU 42 to specify the total number of times that the large winning opening 271 of the variable winning device 27 is opened and closed when transitioning to the opening / closing execution mode.

[0176] In contrast, if MPU42 determines in step S804 that the win / loss result is not a "special miss result," i.e., that the win / loss result is a "jackpot win," it determines in step S806 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").

[0177] If the MPU 42 determines in step S806 that the allocation result is a few-round high-probability result, it sets "2" to the round counter RC provided in the various counter area 441 of the RAM 44 in step S807. If the MPU 42 determines in step S806 that the allocation result is not a few-round high-probability result, that is, if it determines that the allocation result is a "low-probability result" or a "most advantageous result", it sets "15" to the round counter RC in step S808. This round counter RC is a counter for the MPU 42 to specify the number of rounds of play when transitioning to the open / close execution mode.

[0178] Here, the pachinko machine 1 has a plurality of opening / closing execution modes with different ending conditions. Specifically, the pachinko machine 1 has, as opening / closing execution modes, a round number-defined mode to which the machine shifts when the winning / losing result is a "jackpot win" and an opening / closing number-defined mode to which the machine shifts when the winning / losing result is a "special losing result."

[0179] The round number-defined mode ends when a predetermined number of round games have been played, where the number of round games corresponds to a value set in a round counter RC. The opening / closing number-defined mode ends on the condition that the large prize opening 271 has been opened and closed a predetermined total number of times, or a predetermined number of game balls have entered the large prize opening 271. Here, the total number of times the large prize opening 271 has been opened and closed corresponds to the value set in the opening / closing counter SOC. This opening / closing number-defined mode does not end on the condition that the number of rounds has been played.

[0180] The pachinko machine 1 executes one opening and closing of the big prize opening 271 for one round of play. One round of play continues until one of the following two conditions is satisfied. In other words, after setting the opening and closing door 272 to an open state, the pachinko machine 1 sets the opening and closing door 272 to a closed state again by satisfying one of the following two conditions. (1) The predetermined upper limit duration (upper limit duration) has elapsed. (2) The total number of winning balls in the major winning slot 271 reaches a predetermined upper limit.

[0181] After executing any one of the processes in steps S805, S807, and S808, the MPU 42 sets "1000" in a timer counter T provided in the various counter areas 441 of the RAM 44 as a waiting time (waiting period) for opening in step S809. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.

[0182] In this way, when the MPU 42 determines in step S803 that the winning / losing result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for the opening in the timer counter T regardless of the type of game result. In other words, the waiting time for the opening is the same regardless of the type of game result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of game result to the extent that the player recognizes them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of game result, such as being significantly different between the game result of a "low probability result" or a "most favorable result" and the game result other than these.

[0183] In step S810, the MPU 42 sets an opening command. After that, the MPU 42 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the open / close execution mode. In step S301 of the normal process, the MPU 42 transmits the opening command set in step S810 to the sound and light emission control device 5. The audio and light emission control device 5 recognizes the transition to the opening / closing execution mode based on the opening command transmitted from the MPU 42, and executes a predetermined process. This process will be described in detail later.

[0184] Next, the process (the process after step S811) when it is determined in step S801 that the MPU 42 is in the opening / closing execution mode will be described. In step S811, the MPU 42 executes a special prize opening opening / closing process.

[0185] FIG. 16 is a diagram showing a flowchart of the process of opening and closing the big prize opening. In the special prize opening / closing process, the MPU 42 executes steps S901 to S924 as shown in FIG. In step S901, the MPU 42 determines whether or not the special prize opening 271 is open. If the MPU 42 determines in step S901 that the special prize opening 271 is not open, it executes the processes in and after step S902. On the other hand, when the MPU 42 determines in step S901 that the special prize opening 271 is open, it executes the processes in and after step S906.

[0186] First, the process (the process after step S902) when it is determined in step S901 that the special prize opening 271 is not open by the MPU 42 will be described. In step S902, the MPU 42 determines whether the value of the opening / closing counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0". When the MPU 42 determines in step S902 that both the value of the opening / closing counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening opening / closing process.

[0187] On the other hand, if the MPU 42 determines in step S902 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not less than "0", then in step S903, it determines whether the value of the timer counter T is less than "0". If the MPU 42 determines in step S903 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening / closing process.

[0188] On the other hand, if the MPU 42 determines in step S903 that the value of the timer counter T is equal to or less than "0", it executes a large prize opening process in step S904. The large prize opening process in step S904 will now be described in detail.

[0189] FIG. 17 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 42 executes steps S1001 to S1007 as shown in FIG. In step S1001, the MPU 42 determines whether the winning / losing result is a "special losing result."

[0190] If the MPU 42 determines in step S1001 that the winning / losing result is a "special losing result," it sets the winning counter PC provided in the various counter area 441 of the RAM 44 to "8" in step S1002, and sets the timer counter T to "85" in step S1003. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 sec.

[0191] In contrast, if the MPU42 determines in step S1001 that the win / loss result is not a "special lose result," then in step S1004, it sets the winning counter PC to "8," and in step S1005, it determines whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").

[0192] When the MPU 42 determines in step S1005 that the allocation result is a few-round high-probability result, it sets the timer counter T to "85" in step S1003 described above. On the other hand, if the MPU 42 determines in step S1005 that the allocation result is not a few-round high-probability result, in step S1006, it sets the timer counter T to "15000". As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 sec.

[0193] After executing the process of step S1003 or step S1006, the MPU 42 executes the opening execution process of the large prize opening 271 in step S1007. In this opening execution process, the MPU 42 sets the opening and closing door 272 to an open state by executing the drive control of the variable prize driving unit 273. After that, the MPU 42 ends the large prize opening opening process.

[0194] The value set in the winning counter PC in step S1002 or step S1004 specifies the upper limit of the total number of winning game balls in the large winning port 271. In this reference embodiment, MPU 42 sets the winning counter PC to the same value ("8" in this reference embodiment) when it determines in step S1001 that the winning / losing result is a "special losing result" and when it determines that the winning / losing result is not a "special losing result", but different values ​​may be set in the winning counter PC.

[0195] Moreover, the value set in the timer counter T in step S1003 or step S1006 specifies the upper limit duration from when the opening / closing door 272 is set to the open state until it is set to the closed state again. Therefore, as described above, the MPU 42 sets two types of upper limit duration with different lengths by setting the timer counter T to "85" or "15000". Specifically, the MPU 42 sets a long-term mode (long-term mode) in which the upper limit duration is set to 30 sec, and a short-term mode (short-term mode) in which the upper limit duration is set to 0.17 sec, which is shorter than the long-term mode.

[0196] Here, as described above, the pachinko machine 1 causes the game ball launching mechanism 49 to launch game balls by exciting the solenoid of the game ball launching mechanism 49 at a cycle of 0.6 seconds. Also, as described above, the MPU 42 sets the winning counter PC to "8" to set the upper limit of the total number of game balls that can be won into the big winning hole 271 to 8. Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 271 and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 271. On the other hand, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of winning game balls into the big winning opening 271 and the firing cycle of the game balls (more specifically, shorter than the firing cycle of the game balls), so it is difficult to make a game ball win in the big winning opening 271. However, depending on the timing, it is possible to make about one game ball win in the big winning opening 271.

[0197] Returning to the explanation of the special prize opening / closing process, the process from step S905 onwards will be explained with reference to FIG. After executing the large prize opening process in step S904, the MPU 42 sets an opening command in step S905. Also, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the sound and light emission control device 5. After that, the MPU 42 ends the large prize opening opening and closing process. It should be noted that the audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the open state based on the open command transmitted from the MPU 42, and executes a predetermined process.

[0198] Next, the process (the process after step S906) when it is determined in step S901 by the MPU 42 that the special prize opening 271 is open will be described. In step S906, the MPU 42 judges whether the value of the timer counter T is equal to or less than "0". In other words, the MPU 42 judges whether the upper limit duration set in the timer counter T in step S1003 or step S1006 of the big prize opening process has elapsed.

[0199] If the MPU 42 determines in step S906 that the value of the timer counter T is not equal to or less than "0", it executes the processes in and after step S907. On the other hand, if the MPU 42 determines in step S906 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S918.

[0200] First, the process (the process after step S907) when it is determined in step S906 that the value of the timer counter T is not equal to or less than "0" in the MPU 42 will be described. In step S907, the MPU 42 determines whether or not a win has occurred in the large prize opening 271. The determination of whether or not a win has occurred in the large prize opening 271 is made based on the detection result of the detection sensor 304 corresponding to the large prize opening 271.

[0201] If the MPU 42 determines in step S907 that no win has occurred in the special win opening 271, it ends the special win opening opening opening process. On the other hand, when the MPU 42 determines in step S907 that a win has occurred in the special win port 271, the MPU 42 updates the value of the win counter PC by subtracting 1 from the value in step S908.

[0202] In step S909, the MPU 42 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 42 determines in step S909 that the value of the prize counter PC is not equal to or less than "0", it ends the large prize opening opening / closing process. On the other hand, when the MPU 42 determines in step S909 that the value of the winning counter PC is equal to or less than "0", it executes a closing execution process in step S910. In this closing execution process, the MPU 42 executes the driving control of the variable winning drive unit 273 to set the opening and closing door 272 to a closed state.

[0203] In step S911, the MPU 42 sets a close command. In step S301 of the normal process, the MPU 42 transmits the close command set in step S911 to the audio and light emission control device 5. It should be noted that the audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the closed state based on the close command transmitted from the MPU 42, and executes a predetermined process.

[0204] In step S912, the MPU 42 determines whether the winning / losing result is a "special losing result." If the MPU 42 determines in step S912 that the winning / losing result is a "special losing result," it executes the processes from step S923 onwards, which will be described later.

[0205] On the other hand, if the MPU 42 determines in step S912 that the winning / losing result is not a "special losing result," it executes the processes in and after step S913. In step S913, the MPU 42 updates the value of the round counter RC by subtracting 1 from the value.

[0206] In step S914, the MPU 42 determines whether the value of the round counter RC is equal to or less than "0". When the MPU 42 determines in step S914 that the value of the round counter RC is not equal to or less than "0", it sets the value of the timer counter T to "500" in step S915. After that, the MPU 42 ends the big prize opening opening and closing process.

[0207] Here, the value set in the timer counter T in step S915 specifies the open waiting time from when the opening / closing door 272 is set to the open state, to when it is set to the closed state and then when it is set to the open state again. In this embodiment, the open waiting time is 1 sec. This open waiting time is the same regardless of the type of opening / closing execution mode or the progress of the mode.

[0208] On the other hand, if the MPU 42 determines in step S914 that the value of the round counter RC is equal to or less than "0", it executes the processes in and after step S916. In step S916, the MPU 42 sets the timer counter T to "2000" as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.

[0209] The waiting time for the ending is the same regardless of the type of game result, like the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result to the extent that the player recognizes them as the same. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different between the game result of a "low probability result" or a "most favorable result" and the game result other than these.

[0210] In step S917, the MPU 42 sets an ending command. In step S301 of the normal process, the MPU 42 transmits the ending command set in step S917 to the sound and light emission control device 5. After that, the MPU 42 ends the big prize opening and closing process. The audio and light emission control device 5 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU 42, and executes a predetermined process.

[0211] Next, the process (the process after step S918) when it is determined in step S906 that the value of the timer counter T is equal to or less than "0" by the MPU 42 will be described. In step S918, the MPU 42 executes the closing execution process in the same manner as in step S910 described above. In step S919, the MPU 42 sets a close command in the same manner as in step S911 described above.

[0212] In step S920, the MPU 42 determines whether the winning / losing result is a "special losing result." If the MPU 42 determines in step S920 that the result is not a "special miss result," that is, that the result is a "jackpot win," it executes the processes in and after step S921. On the other hand, if the MPU 42 determines in step S920 that the winning / losing result is a "special losing result," it executes the processes in and after step S923.

[0213] First, the process (the process after step S921) when the MPU 42 determines in step S920 that the winning / losing result is not a "special losing result" will be described. In step S921, the MPU 42 updates the value of the round counter RC by subtracting 1 from the value.

[0214] In step S922, the MPU 42 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S922 that the value of the round counter RC is not equal to or less than "0", it executes the processes in and after step S915 described above. On the other hand, if the MPU 42 determines in step S922 that the value of the round counter RC is equal to or less than "0", it executes the above-mentioned processes from S916 onwards.

[0215] Next, the process (the process from step S923 onward) when the MPU 42 judges in step S912 or step S920 that the winning / losing result is a "special losing result" will be described. In step S923, the MPU 42 subtracts 1 from the value of the opening / closing counter SOC to update it.

[0216] In step S924, the MPU 42 determines whether the value of the opening / closing counter SOC is equal to or less than "0". If the MPU 42 determines in step S924 that the value of the opening / closing counter SOC is not equal to or less than "0", it executes the processes in and after step S915 described above. On the other hand, if the MPU 42 determines in step S924 that the value of the opening / closing counter SOC is equal to or less than "0", it executes the above-mentioned processes from S916 onwards.

[0217] Returning to the explanation of the game state transition process, the process from step S812 onwards will be explained with reference to FIG. After executing the big prize opening opening / closing process of step S811, the MPU 42 determines in step S812 whether the value of the opening / closing counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0".

[0218] When the MPU 42 determines in step S812 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 42 determines in step S812 that both the value of the opening / closing counter SOC and the value of the round counter RC are equal to or less than "0", then in step S813, it determines whether the value of the timer counter T is equal to or less than "0".

[0219] When the MPU 42 determines in step S813 that the value of the timer counter T is not equal to or less than "0", it ends the game state transition process. On the other hand, when the MPU 42 determines in step S813 that the value of the timer counter T is equal to or less than "0", in step S814, it clears the open / close execution mode in progress flag stored in the RAM 44, and then executes the transition process at the end of the open / close execution mode. After that, the MPU 42 ends the game state transition process. The transition process at the end of the opening / closing execution mode will be described in detail below.

[0220] FIG. 18 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 42 executes steps S1101 to S1112 as shown in FIG. In step S1101, the MPU 42 determines whether the allocation result is the "most advantageous result" or the "explicit few-round high-probability result".

[0221] When the MPU 42 determines in step S1101 that the allocation result is the "most favorable result" or the "explicit few-round high-probability result", it executes the processes in and after step S1102. On the other hand, if the MPU 42 determines in step S1101 that the allocation result is not the "most favorable result" or the "explicit few-round high-probability result", it executes the processes in and after step S1105.

[0222] First, the process (the process after step S1102) when the MPU 42 judges that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result" in step S1101 will be described. In step S1102, the MPU 42 sets a high frequency support flag in the RAM 44. If the high frequency support flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the support mode to the high frequency support mode.

[0223] In step S1103, the MPU 42 clears the number limit flag stored in the RAM 44. Here, if the high frequency support flag is set in the RAM 44 and the number limit flag is not set, the high frequency support mode continues at least until a "jackpot win" is determined in the win / lose lottery.

[0224] In step S1104, the MPU 42 sets the high probability mode flag in the RAM 44. If the high probability mode flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the win / lose lottery mode to the high probability mode. This high probability mode continues at least until the win / lose lottery results in a "jackpot win." After that, the MPU 42 ends the transition process at the end of the open / close execution mode.

[0225] When the transition process at the end of the open / close execution mode is completed, the MPU 42 clears the flags (low probability result flag, non-explicit few rounds high probability result flag, explicit few rounds high probability result flag, and most favorable result flag) set in the RAM 44 according to the allocation result and the special loss flag. Also, in step S701 of the above-mentioned fluctuation start process, the MPU 42 determines whether the win / lose lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 44.

[0226] Next, the process (the process after step S1105) when the MPU 42 determines in step S1101 that the allocation result is not the "most favorable result" or the "explicit few-round high-probability result" will be described. In step S1105, the MPU 42 determines whether the allocation result is an "unspecified few rounds high probability result".

[0227] When the MPU 42 determines in step S1105 that the allocation result is the "non-explicit few-round high-probability result", it executes the processes in and after step S1106. On the other hand, if the MPU 42 determines in step S1105 that the allocation result is not the "non-explicit few-round high-probability result", it executes the processes in and after step S1108.

[0228] First, the process (the process after step S1106) when the MPU 42 determines that the allocation result is the "non-explicit few-round high-probability result" in step S1105 will be described. In step S1106, the MPU 42 determines whether the high frequency support flag is set in the RAM 44.

[0229] If the MPU 42 determines in step S1106 that the high frequency support flag is set in the RAM 44, it executes the processes from step S1103 onwards. On the other hand, if the MPU 42 determines in step S1106 that the high frequency support flag is not set in the RAM 44, it sets the high probability mode flag in the RAM 44 in step S1107. If the high probability mode flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the win / lose lottery mode to the high probability mode. This high probability mode continues at least until the win / lose lottery results in a "jackpot win". After that, the MPU 42 ends the transition process at the end of the open / close execution mode.

[0230] Next, the process (the process after step S1108) when the MPU 42 determines in step S1105 that the allocation result is not the "non-explicit few-round high-probability result" will be described. In step S1108, the MPU 42 determines whether the allocation result is a "low probability result."

[0231] If the MPU 42 determines in step S1108 that the allocation result is not a "low probability result" (if the win / loss result is determined to be a "special loss result"), it terminates the transition process at the end of the opening / closing execution mode. On the other hand, if the MPU 42 determines in step S1108 that the allocation result is a "low probability result", it executes the processes in and after step S1109.

[0232] In step S1109, the MPU 42 clears the high probability mode flag. As a result, the MPU 42 sets the winning / losing lottery mode to the low probability mode. This low probability mode continues at least until the winning / losing lottery results in a "jackpot win" and the allocation result is other than the "low probability result."

[0233] In step S1110, the MPU 42 sets the high frequency support flag in the RAM 44. If the high frequency support flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the support mode to the high frequency support mode. In step S1111, the MPU 42 sets the value of the game number counter provided in the various counter area 441 of the RAM 44 to "100". In step S1112, the MPU 42 sets the number limit flag in the RAM 44. If the number limit flag has already been set in the RAM 44, the MPU 42 maintains it. After that, the MPU 42 ends the transition process at the end of the open / close execution mode.

[0234] Here, if the high frequency support flag is set in the RAM 44 and the number of times limit flag is set, the high frequency support mode continues until 100 times of play, which is the end reference number set in the number of times of play counter, are played. When 100 times of play are played, the MPU 42 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 42 sets the support mode to the low frequency support mode. The MPU 42 executes these processes as electric service support processes in step S306 of the normal process, but detailed description thereof will be omitted.

[0235] In this way, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result" or a "high probability result with fewer rounds," the game state will transition to the high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number setting mode) regardless of the current game state. The high probability mode and high frequency support mode will continue at least until the winning / losing lottery results in a "jackpot win."

[0236] In addition, when the current support mode is the high-frequency support mode, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in an "unspecified few rounds high probability result," the game state transitions to the high probability mode and the high-frequency support mode after the end of the opening / closing execution mode (i.e., the round number setting mode). The high probability mode and the high-frequency support mode continue at least until the winning / losing lottery results in a "jackpot win."

[0237] On the other hand, when the current support mode is the low-frequency support mode, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in an "unspecified few rounds high probability result," the game state transitions to the high probability mode and the low-frequency support mode after the opening / closing execution mode (i.e., the round number setting mode) ends. The high probability mode and the low-frequency support mode continue at least until the winning / losing lottery results in a "jackpot win."

[0238] In addition, if the winning / losing lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the game state will transition to the low probability mode and the high frequency support mode after the end of the open / close execution mode (i.e., the round number setting mode) regardless of the current game state. The low probability mode will continue at least until the winning / losing lottery results in a "jackpot win," and the high frequency support mode will transition to the low frequency support mode if 100 game rounds have been played without the winning / losing lottery results in a "jackpot win."

[0239] In addition, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss" or a "normal miss," the game state will not change.

[0240] <Electrical configuration of the audio and light emission control device> FIG. 19 is a block diagram showing the electrical configuration of the audio and light emission control device. 19, the audio and light emission control device 5 includes an audio and light emission control board 51, an MPU 52 mounted on the audio and light emission control board 51, and a ROM 53 and a RAM 54 constituting the MPU 52. Here, the MPU 52 is an element in which, in addition to the ROM 53 and the RAM 54, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrated into a single chip.

[0241] The ROM 53 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The RAM 54 is a memory for temporarily storing various data and the like when the control program stored in the ROM 53 is executed, and is a volatile storage means that requires an external power supply to hold the stored information. The RAM 54 has various areas such as a command list storage area 541, various counter areas 542, and a sub-side hold information storage area 543. These areas will be described in detail later.

[0242] The MPU 52 has an input port and an output port. As described above, the input port of the MPU 52 is connected to the main control device 4. The output port of the MPU 52 is connected to the various lamp units 124, 371 to 373, the speaker unit 125, and the display control device 6. The MPU 52 executes drive control of the various lamp units 124, 371 to 373 and the speaker unit 125 based on commands transmitted from the main control device 4. Furthermore, the MPU 52 transmits the commands resulting from the analysis of these commands to the display control device 6. The audio and light emission control device 5 is electrically connected to the display control device 6 via a connector unit (connection unit) having connectors on both ends of a signal line.

[0243] FIG. 20 is a diagram showing the contents of the sub-side reservation information storage area. As shown in FIG. 20, the sub-side reservation information storage area 543 includes a first sub-side reservation area SRa, a second sub-side reservation area SRb, and an execution area SAE.

[0244] The first sub-side reservation area SRa provided as the first sub-side acquisition information storage means includes four storage areas, a first area SRa1 to a fourth area SRa4. Each area SRa1 to SRa4 is set to a storage capacity capable of storing normal reservation information for generating normal reservation and advance notice reservation information for generating advance notice reservation. The normal reservation information for generating normal reservation and the advance notice reservation information for generating advance notice reservation will be described in detail later.

[0245] The MPU 52 stores the normal hold information or the advance notice hold information as the sub-side hold information in each of the areas SRa1 to SRa4 in chronological order in response to the reception of the first hold generation command. Specifically, when the MPU 52 receives the first hold generation command transmitted from the MPU 42, it stores the sub-side hold information in chronological order in the first area SRa1 → the second area SRa2 → the third area SRa3 → the fourth area SRa4.

[0246] In this way, the first sub-side reservation area SRa has four storage areas, so that up to four pieces of sub-side reservation information based on the first reservation occurrence command can be reserved. The first sub-side reservation area SRa also has a storage area for writing the number of reserved items stored in each of the areas SRa1 to SRa4.

[0247] The second sub-side reservation area SRb provided as the second sub-side acquisition information storage means includes four storage areas, a first area SRb1 to a fourth area SRb4. Each of the areas SRb1 to SRb4 is set to a storage capacity capable of storing normal reservation information for generating normal reservation and advance notice reservation information for generating advance notice reservation. The normal reservation information for generating normal reservation and the advance notice reservation information for generating advance notice reservation will be described in detail later.

[0248] The MPU52 stores the normal hold information or the advance notice hold information as the sub-side hold information in each of the areas SRb1 to SRb4 in chronological order in accordance with the reception of the second hold generation command. Specifically, when the MPU52 receives the second hold generation command transmitted from the MPU42, it stores the sub-side hold information in chronological order in the first area SRb1 → the second area SRb2 → the third area SRb3 → the fourth area SRb4.

[0249] In this way, the second sub-side reservation area SRb has four storage areas, so that up to four pieces of sub-side reservation information based on the second reservation occurrence command can be reserved. Also, the second sub-side reservation area SRb has a storage area for writing the number of reserved items stored in each of the areas SRb1 to SRb4.

[0250] The execution area SAE is an area for moving the sub-side reserved information stored in the memory area of ​​the first sub-side reserved area SRa or the second sub-side reserved area SRb when starting the changing display of the pattern display device 36.

[0251] <Electrical configuration of the display control device> FIG. 21 is a block diagram showing the electrical configuration of the display control device. 21, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 constituting the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. The MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrated into a single chip in addition to the program ROM 63 and the work RAM 64. The MPU 62, the VDP 65, the character ROM 66, and the video RAM 67 are mounted on the display control board 61.

[0252] The MPU 62 analyzes the command transmitted from the audio and light emission control device 5, and performs a predetermined calculation process based on the command to control the VDP 65. Specifically, the MPU 62 controls the VDP 65 by generating a command for the VDP 65.

[0253] The program ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 64 is a memory for temporarily storing various data, etc. when executing the control program stored in the program ROM 63, and is a volatile storage means that requires an external power supply to retain the stored information.

[0254] The VDP 65 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 36. The VDP 65 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. This VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the video RAM 67.

[0255] The character ROM 66 functions as an image data library for storing character data such as designs to be displayed on the design display device 36. The character ROM 66 stores bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the pattern display device 36, and the display contents of the pattern display device 36 can be changed by rewriting the contents of this video RAM 67.

[0256] The video RAM 67 includes a development buffer 68 and a frame buffer 69 . As described above, the VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates one frame's worth of drawing data in the frame buffer 69 by using (or processing) the image data stored in the expansion buffer 68. Note that one frame's worth of drawing data refers to data necessary to display an image at one update timing in a configuration in which the image on the display screen G of the pattern display device 36 is updated at a predetermined update timing.

[0257] Here, the frame buffer 69 includes a plurality of frame areas 691, 692. Specifically, the frame buffer 69 includes a first frame area 691 and a second frame area 692.

[0258] Each of the frame areas 691, 692 is set to a capacity capable of storing drawing data for one frame. Specifically, each of the frame areas 691, 692 includes a number of unit areas corresponding to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color is to be displayed. More specifically, each unit area employs a full-color method, and allows the setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of 1 byte (8 bits) for each RGB color, and has a storage capacity of at least 3 bytes overall.

[0259] In a situation where drawing data created in one frame area (e.g., first frame area 691) is used to draw on the pattern display device 36, the VDP 65 creates drawing data to be used next for the other frame area (e.g., second frame area 692). In other words, the frame buffer 69 employs a double buffer system.

[0260] Furthermore, the VDP 65 generates an image signal corresponding to each dot of the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692, and outputs the image signal to the pattern display device 36. More specifically, the VDP 65 transfers the drawing data to the frame areas 691 and 692 to be output. The VDP 65 converts the drawing data into gradation data by adjusting the resolution using a scaler (not shown) so that the drawing data corresponds to the resolution of the pattern display device 36. The VDP 65 then generates an image signal corresponding to each dot of the display screen G based on the gradation data, and outputs the image signal to the pattern display device 36.

[0261] <Timer interrupt processing executed by the audio / light emission control device> FIG. 22 is a flowchart showing the timer interrupt process executed by the audio and light emission control device. The MPU 52 of the sound and light emission control device 5 executes a timer interrupt process for progressing the game. In this timer interrupt process, the MPU 52 executes steps S2001 to S2006 periodically (for example, at 2 msec intervals) as shown in FIG.

[0262] In step S2001, the MPU 52 executes a command storage process. In this command storage process, when the MPU 52 receives a command from the MPU 42, the MPU 52 stores the command in the RAM 54. Specifically, the RAM 54 has a ring buffer for storing and reading commands transmitted from the MPU 42, and the MPU 52 stores the commands in the ring buffer in the order in which they were transmitted from the MPU 42. The MPU 52 reads the commands from the ring buffer in the order in which they were stored in the ring buffer.

[0263] In step S2002, the MPU 52 executes a reserved decision process based on a command sent from the MPU 42. In the reserved decision process, the MPU 52 determines the occurrence of a reserved pattern, the shift of a reserved pattern, etc. This reserved decision process will be described in detail later. In step S2003, the MPU 52 executes a presentation determination process based on the command sent from the MPU 42. In the presentation determination process, the MPU 52 determines presentation for a game round, presentation for an open / close execution mode, etc. This presentation determination process will be described in detail later. In step S2004, the MPU 52 executes a performance execution process based on the contents of the hold determination process in step S2002 and the performance determination process in step S2003. Specifically, in the performance execution process, the MPU 52 executes light emission control of the various lamp units 124, 371 to 373 and executes audio control of the speaker unit 125.

[0264] In step S2005, the MPU 52 executes a demo display execution process based on the demo command sent from the MPU 42. In the demo display execution process, the MPU 52 executes a demo display when a predetermined start waiting period (e.g., 30 sec) for starting a demo has elapsed without starting a new game round after the end of a game round. Specifically, in the demo display execution process, the MPU 52 executes light emission control of the various lamp units 124 and executes sound control of the speaker unit 125.

[0265] In step S2006, a command transmission process is executed to transmit the commands set in the hold determination process in step S2002 and the performance determination process in step S2003 to the display control device 6. In this command transmission process, the MPU 52 determines whether or not it is time to transmit the various commands stored as a command list in the command list storage area 541 of the RAM 54 to the display control device 6, and when it is determined that it is time to transmit the various commands to the display control device 6, it transmits the commands to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.

[0266] <Regarding the hold decision process executed by the audio and light emission control device> FIG. 23 is a diagram showing a flowchart of the reservation determination process. The MPU 52 of the sound and light emission control device 5 executes a reserved decision process to generate a reserved picture, shift the reserved picture, etc. In this reserved decision process, the MPU 52 executes steps S2101 to S2104 as shown in FIG.

[0267] In step S2101, the MPU 52 determines whether or not the hold occurrence command (the first hold occurrence command or the second hold occurrence command) transmitted from the MPU 42 is received. If the MPU 52 determines in step S2101 that it has not received a hold occurrence command, it executes the processes in and after step S2103. On the other hand, if the MPU 52 determines in step S2101 that it has received a hold generation command, it executes hold generation processing in step S2102. In this hold generation processing, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold generation command. This hold generation processing will be described in detail later.

[0268] After executing the process of step S2102, or if it is determined in step S2101 that the hold occurrence command has not been received, the MPU 52 executes the processes of steps S2103 and onward. In step S2103, the MPU 52 determines whether or not a pending shift command (a first shift command or a second shift command) transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2103 that the hold shift command has not been received, it ends the hold determination process. On the other hand, if the MPU 52 determines in step S2103 that it has received the hold shift command, it executes hold shift processing in step S2104. In this hold shift processing, the MPU 52 executes shifting of the sub-side hold information stored in the sub-side hold information storage area 543 based on the contents of the hold shift command. This hold shift processing will be described in detail later. Thereafter, the MPU 52 ends the hold occurrence processing.

[0269] <Pending occurrence processing> FIG. 24 is a flowchart of the reservation generation process. In the hold occurrence process, the MPU 52 executes steps S2201 to S2209 as shown in Fig. 24. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold occurrence command.

[0270] In step S2201, the MPU 52 determines whether or not the first hold occurrence command transmitted from the MPU 42 has been received. When the MPU 52 determines in step S2201 that it has received the first hold occurrence command, it determines the number of holds stored in the first sub-side hold area SRa in step S2202, and sets the number of holds as the first sub-side start hold storage number SRaN in a predetermined storage area in the first sub-side hold area SRa. After that, the MPU 52 executes the process in step S2204 and thereafter.

[0271] On the other hand, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (if it has received the second hold generation command), it determines the number of reserved items stored in the second sub-side reserve area SRb in step S2203, and sets the number of reserved items as the second sub-side start hold storage number SRbN in a predetermined storage area in the second sub-side reserve area SRb. After that, the MPU 52 executes the process in and after step S2204.

[0272] After executing the process of step S2202 or step S2203, in step S2204, MPU 52 adds 1 to the value of the sub-side start pending memory number SN (SRaN or SRbN) to update it.

[0273] In step S2205, the MPU 52 executes a lottery process for advance notice reservation. In this lottery process for advance notice reservation, the MPU 52 executes a lottery to determine whether or not to issue an advance notice reservation. Specifically, the MPU 52 executes a lottery to determine whether or not to issue a notice hold by using the value of the notice hold occurrence counter. The notice hold occurrence counter is provided in the various counter area 542 of the RAM 54.

[0274] Here, the advance notice hold is a hold that executes an advance notice display that changes the type of reserved image, etc., to inform the player of the expected degree of the hold, or an advance notice display that generates a look-ahead effect to inform the player of the expected degree of the hold by utilizing the effect of the game round based on the hold that will be consumed before the hold.

[0275] The advance notice pending occurrence counter is a loop counter in which 1 is added to the previous value each time it is updated, and after it reaches its maximum value, it returns to 0. The advance notice pending occurrence counter is periodically updated, and the updated value is appropriately stored in a advance notice pending occurrence counter buffer set in a predetermined area of ​​RAM 54. Then, the MPU 52 executes a lottery (notice reservation occurrence lottery) to determine whether or not to generate a notice reservation based on the value of the notice reservation occurrence counter stored in the notice reservation occurrence counter buffer. Specifically, the MPU 52 acquires the value of the notice reservation occurrence counter stored in the notice reservation occurrence counter buffer, and executes a lottery to determine whether or not to generate a notice reservation by comparing this value with a notice reservation occurrence table. The notice reservation occurrence table is a table that stores the value of a random number related to the occurrence of a notice reservation, and is stored in the ROM 53.

[0276] In step S2206, the MPU 52 determines whether or not the advance notice reservation generating lottery was won in step S2205 (whether or not to generate an advance notice reservation). When it is determined in step S2206 that a notice-on-hold is to be generated, the MPU 52 executes a notice-on-hold generation process in step S2207. In this notice-on-hold generation process, the MPU 52 executes a process for generating a notice-on-hold. In addition, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process in step S2004 described above, based on the contents of this notice-on-hold generation process.

[0277] Specifically, the MPU 52 stores the advance notice pending information in the first available memory area in the sub-side pending area, i.e., in the memory area corresponding to the sub-side start pending memory number SN updated in step S2204.

[0278] For example, when the MPU 52 sets the first sub side start pending memory number SRaN in step S2202, it stores the advance notice pending information in the first memory area among the empty memory areas in the first sub side reserve area SRa, i.e., the memory area corresponding to the first sub side start pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub side start pending memory number SRaN to "3" in step S2202, it stores the advance notice pending information in the fourth area SRa4, which is the memory area corresponding to the first sub side start pending memory number SRaN updated to "4" in step S2204.

[0279] Also, for example, when the MPU 52 sets the second sub side start pending memory number SRbN in step S2203, it stores the advance notice pending information in the first memory area among the empty memory areas of the second sub side reserve area SRb, i.e., the memory area corresponding to the second sub side start pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub side start pending memory number SRbN to "3" in step S2203, it stores the advance notice pending information in the fourth area SRb4, which is the memory area corresponding to the second sub side start pending memory number SRbN "4" updated in step S2204.

[0280] On the other hand, when the MPU 52 determines in step S2206 that the advance notice hold is not to be generated, it executes a normal hold generation process in step S2208. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Also, based on the contents of this normal hold generation process, the MPU 52 executes the light emission control of the display lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process in step S2004 described above.

[0281] Specifically, the MPU 52 stores the normal pending information in the first available memory area in the sub-side pending area, i.e., the memory area corresponding to the sub-side start pending memory number SN updated in step S2204.

[0282] For example, when the MPU 52 sets the first sub side start pending memory number SRaN in step S2202, it stores the normal pending information in the first memory area among the empty memory areas of the first sub side reserve area SRa, i.e., the memory area corresponding to the first sub side start pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub side start pending memory number SRaN to "3" in step S2202, it stores the normal pending information in the fourth area SRa4, which is the memory area corresponding to the first sub side start pending memory number SRaN updated to "4" in step S2204.

[0283] Also, for example, when the MPU 52 sets the second sub side start pending memory number SRbN in step S2203, it stores the normal pending information in the first memory area among the empty memory areas of the second sub side reserve area SRb, i.e., the memory area corresponding to the second sub side start pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub side start pending memory number SRbN to "3" in step S2203, it stores the normal pending information in the fourth area SRb4, which is the memory area corresponding to the second sub side start pending memory number SRbN "4" updated in step S2204.

[0284] After executing the advance notice hold generation process in step S2207 or the normal hold generation process in step S2208, the MPU 52 sets a hold display generation command in step S2209. Then, the MPU 52 stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0285] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the occurrence of a notice hold or a normal hold on the pattern display device 36 based on the hold display occurrence command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays a notice hold pattern or a normal hold pattern on the display screen G to notify the player of the occurrence of a notice hold or a normal hold.

[0286] <Pending shift processing> FIG. 25 is a flowchart of the reservation shift process. As described above, the MPU 52 of the audio and light emission control device 5 executes the hold shift process in step S2104 of the hold determination process. In this hold shift process, the MPU 52 executes steps S2301 to S2308 as shown in Fig. 25. Specifically, the MPU 52 shifts the sub-side hold information stored in the sub-side hold area based on the contents of the hold shift time command.

[0287] In step S2301, the MPU 52 determines whether or not the first shift command transmitted from the MPU 42 has been received. If MPU 52 determines in step S2301 that a first shift command has been received, it executes data setting processing for the first sub-side reserve area SRa in steps S2302 to S2304, and if it determines in step S2301 that a first shift command has not been received (if it determines that a second shift command has been received), it executes data setting processing for the second sub-side reserve area SRb in steps S2305 to S2307.

[0288] First, the data setting process for the first sub-side reservation area SRa in steps S2302 to S2304 will be described. In step S2302, the MPU 52 subtracts 1 from the value of the first sub-side start pending memory count SRaN in the first sub-side pending area SRa to update it. In step S2303, the MPU 52 moves the sub-side reserved information stored in the first area SRa1 of the first sub-side reserved area SRa to the execution area SAE. In step S2304, the MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of ​​the first sub-side reserved area SRa. This data shift process is a process to sequentially shift the sub-side reserved information stored in each area SRa1 to SRa4 to the first area SRa1. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.

[0289] Next, the data setting process of the second sub-side reservation area SRb in steps S2305 to S2307 will be described. In step S2305, the MPU 52 subtracts 1 from the value of the second sub-side start pending memory number SRbN in the second sub-side pending area SRb to update it. In step S2306, the MPU 52 moves the sub-side reserved information stored in the first area SRb1 of the second sub-side reserved area SRb to the execution area SAE. In step S2307, the MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of ​​the second sub-side reserved area SRb. This data shift process is a process to sequentially shift the sub-side reserved information stored in each of the areas SRb1 to SRb4 to the first area SRb1 side. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRb2 to the first area SRb1, shifts the sub-side reserved information in the third area SRb3 to the second area SRb2, and shifts the sub-side reserved information in the fourth area SRb4 to the third area SRb3.

[0290] After executing the process of step S2304 or step S2307, the MPU 52 sets a hold display shift time command in step S2308. Then, the MPU 52 stores the hold display shift time command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift time command stored in the command list storage area 541 of the RAM 54. This hold display shift time command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0291] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the normal hold and advance notice hold shifts on the pattern display device 36 based on the hold display shift command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the normal hold and advance notice hold shifts on the display screen G.

[0292] FIG. 26 is a diagram showing the preview reserved image and the normal reserved image displayed on the display screen of the image display device. As shown in FIG. 26, the MPU62 displays on the display screen G pedestals B11 to B14 provided corresponding to the four memory areas, the first area SRa1 to the fourth area SRa4, of the first sub-side reservation area SRa, pedestals B21 to B24 provided corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4, of the second sub-side reservation area SRb, and an execution pedestal AB provided between the pedestals B11, B21 corresponding to the execution area SAE.

[0293] The first retention lamp units 371 are provided from left to right corresponding to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side retention area SRa. On the other hand, the bases B11 to B14 are provided from right to left corresponding to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side retention area SRa. The second retaining lamp units 372 are provided from left to right corresponding to the four storage areas, the first area SRb1 to the fourth area SRb4 of the second sub-side retaining area SRb. Similarly, the bases B21 to B24 are provided from left to right corresponding to the four storage areas, the first area SRb1 to the fourth area SRb4 of the second sub-side retaining area SRb.

[0294] The pedestals B11 to B14, the pedestals B21 to B24, and the execution pedestal AB notify the player of the occurrence of a notice hold or a normal hold by placing a notice hold pattern or a normal hold pattern thereon. Specifically, when MPU62 determines, based on the contents of the hold display generation command or the hold display shift command transmitted from MPU52, that normal hold information is stored in the memory area of ​​the first sub-side hold area SRa, it places a white sphere image, which is the normal hold image, on pedestals B11-B14. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift time command transmitted from MPU52, that advance notice hold information is stored in the memory area of ​​the first sub-side hold area SRa, it places a flashing white sphere image, which is an advance notice hold image, on the pedestals B11-B14.

[0295] In addition, when MPU62 determines, based on the contents of the hold display generation command or the hold display shift command transmitted from MPU52, that normal hold information is stored in the memory area of ​​the second sub-side hold area SRb, it places a white spherical image, which is the normal hold image, on pedestals B21-B24. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift time command sent from MPU52, that advance notice hold information is stored in the memory area of ​​the second sub-side hold area SRb, it places a flashing white sphere image, which is an advance notice hold image, on the pedestals B21-B24.

[0296] Furthermore, when MPU62 determines that normal hold information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from MPU52, it places a white sphere image, which is the normal hold image, on the execution base AB. When MPU62 determines that advance pending information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from MPU52, it places a flashing white sphere image, which is an advance pending image, on the execution base AB.

[0297] Here, in the example of Fig. 26, the MPU 62 places the normal reserved pattern on the bases B11 and B12, places the advance reservation pattern on the base B13, and places the normal reserved pattern on the execution base AB. Also, in this example, the MPU 62 places the normal reserved pattern on the base B21. Also, in this example, the MPU 62 does not place any pattern on the bases B14, B22 to B24. In this embodiment, the pictures of the normal hold and the notice hold are different from each other, but they may be the same. In this embodiment, the MPU 62 displays the bases B11 to B14, the bases B21 to B24, and the execution base AB on the display screen G, but it is not necessary to display each base on the display screen G.

[0298] <Regarding the performance determination process executed by the audio and light emission control device> FIG. 27 is a diagram showing a flowchart of the effect determination process. The MPU 52 of the sound and light emission control device 5 executes a presentation determination process to execute presentations for a game round, presentations for an open / close execution mode, etc. In this presentation determination process, the MPU 52 executes steps S2401 to S2413 as shown in FIG.

[0299] In step S2401, the MPU 52 determines whether or not the variation command and the type command transmitted from the MPU 42 have been received. If it is determined in step S2401 that no command has been received, the MPU 52 executes the processes in and after step S2409. On the other hand, if the MPU 52 determines in step S2401 that it has received each command, then in step S2402 it determines whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.

[0300] When the MPU 52 determines in step S2402 that the game result is the "most advantageous result" or the "low probability result", it executes a symbol determination process corresponding to the type of game result in step S2403. In this symbol determination process, when the MPU 52 determines that the game result is the "most advantageous result", it determines information related to a combination of symbols having the same odd numbers or the same even numbers as a stop result to be finally stopped and displayed on the pay line L, and when the MPU 52 determines that the game result is the "low probability result", it determines information related to a combination of symbols having the same even numbers as a stop result to be finally stopped and displayed on the pay line L. The odd and even numbers are randomly determined by lottery or the like.

[0301] On the other hand, if the MPU 52 determines in step S2402 that the game result is not the "most advantageous result" or the "low probability result", then in step S2404 it determines whether the game result is a "normal loss result" or not based on the content of the type command. When the MPU 52 determines in step S2404 that the game result is not a "normal losing result", that is, when the game result is any of a "special losing result", an "unspecified few rounds high probability result", and an "explicit few rounds high probability result", it executes a common symbol determination process in step S2405. In this common symbol determination process, the MPU 52 determines information related to a special symbol combination as a stop result to be finally displayed on the pay line L. Specifically, the MPU 52 determines, instead of a symbol combination having the same number, a special symbol combination having different numbers (e.g., "3·4·1") that will not be selected in the case of a "normal losing result" in the winning / losing lottery. Note that this special symbol combination is the same regardless of the type of game result.

[0302] On the other hand, when the MPU 52 determines in step S2404 that the game result is a "normal miss result," it executes a symbol determination process for a normal miss in step S2406. In this symbol determination process for a normal miss, the MPU 52 determines whether or not a reach display will occur based on the content of the variation command.

[0303] When the MPU 52 determines that a reach display will occur, it determines information related to the combination of symbols in the reach display as a stop result to be finally displayed on the pay line L. The combination of symbols in the reach display is determined randomly by a lottery or the like. On the other hand, when the MPU 52 determines that the reach display will not occur, it determines information relating to a combination of symbols different from the combinations of symbols described above as a final stop result to be stopped and displayed on the pay line L. Specifically, the MPU 52 randomly determines a combination of symbols different from any of the combinations of symbols having the same number, the combination of special symbols, and the combination of symbols in the reach display by drawing lots or the like.

[0304] After executing any one of the processes in step S2403, step S2405, and step S2406, the MPU 52 executes a process of determining a presentation pattern in step S2407. In this process of determining a presentation pattern, the MPU 52 selects a presentation pattern corresponding to a variation command and a type command by referring to a presentation table stored in advance in the ROM 53. Specifically, the MPU 52 selects a presentation duration (presentation duration) and a content of the presentation as the presentation pattern. In step S2407, the MPU 52 also executes a lottery to determine whether or not to generate a preview display.

[0305] Furthermore, the MPU 52 controls the illumination of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the selected performance pattern.

[0306] In step S2408, the MPU 52 sets a fluctuation start command and a stop result command including information related to the stop result determined in any one of the processes in steps S2403, S2405, and S2406. Then, the MPU 52 stores the fluctuation start command and the stop result command in the command list stored in the command list storage area 541 of the RAM 54. These fluctuation start command and the stop result command are transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0307] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for starting the variable display and displaying the stop result on the pattern display device 36 based on the variable display start command and the stop result command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 finally stops and displays the stop result determined by the MPU 52 on the effective line L after starting the variable display.

[0308] After executing the process of step S2408, or when it is determined in step S2401 that the variation command and the type command have not been received, the MPU 52 executes the processes of step S2409 and subsequent steps. In step S2409, the MPU 52 determines whether or not an opening command has been received.

[0309] If it is determined in step S2409 that the opening command has not been received, the MPU 52 executes the process in and after step S2413. On the other hand, if it is determined in step S2409 that an opening command has been received, the MPU 52 determines the type of game result based on the contents of the opening command in step S2410.

[0310] In step S2411, the MPU 52 executes a process of determining an effect for the open / close execution mode corresponding to the type of game result determined in step S2410. In the process of determining an effect for the open / close execution mode, if the MPU 52 determines in step S2410 that the game result is a "special miss result" or a "non-expressed few rounds high probability result", the MPU 52 selects effect A as the effect for the open / close execution mode. If the MPU 52 determines that the game result is a "expressed few rounds high probability result", the MPU 52 selects effect B as the effect for the open / close execution mode. If the MPU 52 determines that the game result is a "most favorable result", the MPU 52 selects effect C or effect D as the effect for the open / close execution mode. If the MPU 52 determines that the game result is a "low probability result", the MPU 52 selects effect D as the effect for the open / close execution mode. The duration of the effects A and B corresponds to the time when the large prize winning opening 271 is opened and closed twice in a short time mode in the opening and closing execution mode. The duration of the effects C and D corresponds to the time when the large prize winning opening 271 is opened and closed 15 times in a long time mode in the opening and closing execution mode.

[0311] Furthermore, the MPU 52 controls the light emission of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process in step S2004 described above based on the selection result from performance A to performance D.

[0312] In step S2412, the MPU 52 sets a command for the open / close execution mode including information related to the performance for the open / close execution mode selected in step S2411. Then, the MPU 52 stores the command for the open / close execution mode in the command list stored in the command list storage area 541 of the RAM 54. This command for the open / close execution mode is transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0313] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the effect for the open / close execution mode on the pattern display device 36 based on the command for the open / close execution mode transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 executes the effect for the open / close execution mode selected by the MPU 52 of the sound and light emission control device 5.

[0314] After executing the process of step S2412, or if it is determined in step S2409 that an opening command has not been received, the MPU 52 executes the processes of steps S2413 and onward. In step S2413, the MPU 52 executes other processes. In the other processes, the MPU 52 executes processes for progressing the performance for the opening / closing execution mode based on the opening command, the closing command, and the ending command transmitted from the MPU 42, for example. After that, the MPU 52 ends the performance determination process.

[0315] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be described below. Fig. 28 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 28 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., in which game results are arranged in columns and game states, etc. are arranged in rows. As shown in FIG. 28, the pachinko machine 1 has, as game results excluding the "normal miss result," results of winning or losing a "jackpot win" and a "special miss result," as well as distribution results of an "unspecified low-round high-probability result," an "explicit low-round high-probability result," a "most favorable result," and a "low-probability result."

[0316] Here, the "special losing result" is the game result that is selected when the winning / losing lottery does not result in a "jackpot win" (symbol × in the figure), as shown in the second column of the table in Figure 28. Also, the allocation result is the game result that is selected when the winning / losing lottery results in a "jackpot win" (symbol ○ in the figure). The following describes the relationship between game results, excluding "normal miss results," and game states, etc. In this reference embodiment, the pachinko machine 1 sets the relationship between game results and game states, etc. as follows, but the combination of game results and game states, the content of game results, and the content of game states, etc. are arbitrary.

[0317] In the "special losing result", the opening and closing execution mode is switched to the opening and closing number regulation mode instead of the round number regulation mode, and the opening and closing of the big prize opening 271 is executed twice in a short time mode. Also, in the "special losing result", the winning or losing lottery mode is not switched. In the "non-disclosed few rounds high probability result", the opening and closing execution mode is switched to a round number regulation mode in which rounds are played with an upper limit of two times, and the opening and closing of the large prize opening 271 is executed twice in a short time mode. Also, in the "non-disclosed few rounds high probability result", the winning or losing lottery mode is switched to a high probability mode. In this way, although the "special losing result" and the "non-disclosed short-round high probability result" have different types of opening and closing execution modes, they have in common that the opening and closing of the large prize opening 271 is executed twice in a short period of time.

[0318] In addition, in the case of a "special miss result" and an "undisclosed few rounds high probability result", the stopping result will be a special combination of symbols, and the presentation for the open / close execution mode will be presentation A. Furthermore, in the case of a "special miss result" and an "undisclosed few rounds high probability result", the support mode will not be switched. In addition, in the game round after the open / close execution mode ends, the symbol display device 36 will not display an image on the display screen G indicating that it is in the high probability mode.

[0319] Therefore, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few rounds high probability result" by checking the stop result or the performance for the open / close execution mode. In other words, even if the allocation lottery results in a "non-disclosed few rounds high probability result" and the game moves to the high probability mode, the symbol display device 36 performs a disguise as if the game did not move to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy predicting whether the win / lose lottery mode has shifted to the high probability mode while playing the game.

[0320] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which round play is performed with a maximum number of times set to two, and the opening and closing of the large prize opening 271 is performed twice in a short period of time. In the "expressed few rounds high probability result", the winning / losing lottery mode transitions to a high probability mode. In the "expressed few rounds high probability result", the stopping result is a special combination of symbols, and the presentation for the opening / closing execution mode is presentation B. In the "expressed few rounds high probability result", the support mode transitions to a high frequency support mode. Furthermore, in the game round after the opening / closing execution mode ends, the symbol display device 36 displays an image on the display screen G indicating that it is the high probability mode. Therefore, by checking the stop result and the presentation for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."

[0321] In the case of the "most favorable result" and the "low probability result", the opening / closing execution mode transitions to a round number specified mode in which rounds are played with a maximum of 15 times, and the opening and closing of the large prize opening 271 is executed 15 times in a long-term manner. Here, in the "best result", the stopping result is a combination of symbols having the same odd numbers or the same even numbers, the winning / losing lottery mode transitions to the high probability mode, and the presentation for the opening / closing execution mode becomes presentation C or presentation D. Specifically, if the stopping result is a combination of symbols having the same odd numbers, the presentation for the opening / closing execution mode becomes presentation C, and if the stopping result is a combination of symbols having the same even numbers, the presentation for the opening / closing execution mode becomes presentation D. In addition, in the case of a "low probability result", the stopping result is a combination of symbols having the same even numbers, the winning / losing lottery mode shifts to a low probability mode, and the presentation for the opening / closing execution mode becomes presentation D. Furthermore, in the case of a "most favorable result" and a "low probability result", the support mode shifts to a high frequency support mode.

[0322] Therefore, the player can know that the game result is the "most advantageous result" when the stopped result is a combination of symbols having the same odd number and the presentation for the open / close execution mode is presentation C. However, when the stopped result is a combination of symbols having the same even number, the player cannot know whether the game result is the "most advantageous result" or the "low probability result" by checking the stopped result or the presentation for the open / close execution mode.

[0323] Then, in the game round after the opening and closing execution mode ends, if the final presentation for the opening and closing execution mode is presentation D, the symbol display device 36 does not display on the display screen G an image indicating that it is the high probability mode.

[0324] Specifically, the symbol display device 36 does not display an image on the display screen G clearly indicating that it is the high probability mode, but displays an image on the display screen G notifying that the high frequency support mode will transition to the low frequency support mode when the number of play times reaches a reference number for ending (specifically, 100 times). In other words, even if the "most favorable result" is obtained in the allocation lottery, the symbol display device 36 disguises the game result as if it was a "low probability result" in the play times after the end of the open / close execution mode, if the final effect for the open / close execution mode is effect D.

[0325] Then, if the allocation result is the "most favorable result", the symbol display device 36 displays an image indicating that the game result is the high probability mode on the display screen G after 100 games have been played without the "jackpot win" being determined in the win / lose lottery. In other words, the symbol display device 36 cancels the disguise that was applied as if the game result was a "low probability result".

[0326] [Modification of the Reference Embodiment] The present invention is not limited to the above-mentioned embodiment, but includes modifications and improvements within the scope of achieving the object of the present invention. (1) In this embodiment, the pachinko machine 1 opens and closes the big prize opening 271 once per round of play. In contrast, the pachinko machine 1 may open and close the big prize opening 271 multiple times per round of play. (2) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to an open state again when a predetermined upper limit duration (upper limit duration) has elapsed or when the total number of winning game balls in the big prize opening 271 has reached a predetermined upper limit number after setting the opening / closing door 272 to an open state. In contrast, for example, the upper limit number may be made to vary according to the upper limit duration, and the condition for setting the opening / closing door 272 to a closed state again is arbitrary.

[0327] (3) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to an open state, and then sets the opening / closing door 272 to a closed state again when the total number of winning game balls in the big winning opening 271 reaches a predetermined upper limit of eight balls. In contrast, for example, the pachinko machine 1 may set the upper limit to any number other than eight. Also, for example, the pachinko machine 1 may set the upper limit to a different number depending on the allocation result. Furthermore, for example, the pachinko machine 1 may set the upper limit to a different number for each round during one opening / closing execution mode.

[0328] (4) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to an open state, and then sets the opening / closing door 272 to a closed state again when the total number of winning game balls in the big winning opening 271 reaches a predetermined upper limit. In contrast, for example, the pachinko machine 1 may be configured to include an end trigger opening that sets the opening / closing door 272 to a closed state when a game ball enters the opening, and to allow a ball to enter the end trigger opening when a predetermined time has passed. (5) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again when a predetermined upper limit duration (upper limit duration) has elapsed. In contrast, for example, the pachinko machine 1 may set the door 272 to the open state, and then sets the door 272 to the closed state again when a predetermined time has elapsed since the occurrence of a win in the special win opening 271.

[0329] (6) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again. In contrast, for example, the pachinko machine 1 may move to the next round of play without setting the door 272 to the closed state again after setting the door 272 to the open state. (7) In the present embodiment, the upper limit duration of the short-time mode is set to be shorter than the ball launch cycle. In contrast, the upper limit duration of the short-time mode may be set to be longer than the ball launch cycle and shorter than n times the ball launch cycle (n=1, 2, or 3).

[0330] (8) In this reference embodiment, the pachinko machine 1 has two types of opening / closing execution modes. Specifically, the pachinko machine 1 has an opening / closing execution mode in which a round game is executed twice with an upper limit duration of a short mode, and an opening / closing execution mode in which a round game is executed 15 times with an upper limit duration of a long mode. In contrast, the pachinko machine 1 may have an opening / closing execution mode with a different upper limit duration mode and a different number of times of execution of a round game. In addition, instead of a configuration in which a plurality of types of opening / closing execution modes are set by differentiating the mode of the upper limit duration, the pachinko machine 1 may be configured to set a plurality of types of opening / closing execution modes by differentiating the degree of opening of the opening / closing door 272, such as half open or full open. Furthermore, the mode of the upper limit duration may be set so that the exact upper limit duration is different, although it appears to be the same mode from the player.

[0331] (9) In this embodiment, the game results and the effects for the opening and closing execution mode are preset to correspond one-to-one. In contrast, for example, the effects for the opening and closing execution mode may be set by randomly selecting from a plurality of types of effects without corresponding to the game results, or may be set by selecting from a plurality of types of effects by lottery or the like, with the selection rate being varied according to the game results.

[0332] (10) In this reference embodiment, when the game result is any one of "special losing result", "non-displayed few rounds high probability result", and "displayed few rounds high probability result", the MPU 52 determines information related to a special combination of symbols as a stop result to be finally displayed on the pay line L, and this special combination of symbols is the same regardless of the type of game result. Alternatively, the MPU 52 may randomly determine information related to the stop result, making it difficult for the player to know which game result it is.

[0333] (11) In this embodiment, the MPU 42 uses the jackpot random number counter C1 to select the jackpot occurrence, and uses the jackpot type counter C2 to select the type of the jackpot when the jackpot occurs. Alternatively, the MPU 42 may use the jackpot random number counter C1 to select the type of the jackpot when the jackpot occurs. In this case, the jackpot type counter C2 does not need to be provided in the various counter area 441 of the RAM 44.

[0334] (12) In this reference embodiment, the pachinko machine 1 has two types of failure results, a "special failure result" and a "normal failure result", and the MPU 42 executes a lottery for a jackpot by comparing a win / lose table that stores the value of a random number that wins a jackpot with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442. In other words, the MPU 42 executes a lottery for a "special failure result" by using the value of the jackpot random number counter C1. In contrast, the MPU 42 may execute a lottery for a "special failure result" by using a new counter different from the jackpot random number counter C1 provided in the various counter area 441 of the RAM 44 to execute a lottery for a "special failure result".

[0335] (13) In this reference form, in a game state where the winning / losing table for the low probability mode is referred to when drawing the lottery for the occurrence of a jackpot, the value of the random number that becomes the "special losing result" is two, and in a game state where the winning / losing table for the high probability mode is referred to when drawing the lottery for the occurrence of a jackpot, the value of the random number that becomes the "special losing result" is one. In other words, the probability of the "special losing result" is set to be higher in the low probability mode than in the high probability mode. In contrast, the probability of the "special losing result" may be set to be lower in the low probability mode than in the high probability mode, or may be set to be the same in the low probability mode and the high probability mode. In addition, the probability of the "special losing result" may be set to be 0 in at least one of the low probability mode and the high probability mode.

[0336] (14) In this reference embodiment, the pachinko machine 1 creates advantageous and unfavorable game states for the player by setting the win / lose lottery mode and the support mode. However, it may create advantageous and unfavorable game states for the player by setting game states other than these. For example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by varying the number of game times for which the high-frequency support mode continues after the opening / closing execution mode ends. Also, for example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by whether or not to transition to the high-frequency support mode after the opening / closing execution mode ends. Furthermore, for example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by varying the number of game times for which the high-probability mode continues after the opening / closing execution mode ends.

[0337] (15) In this embodiment, the pachinko machine 1 stores the reserved information related to the upper actuation port 25 in the first result display unit reserved area Ra, and stores the reserved information related to the lower actuation port 26 in the second result display unit reserved area Rb, thereby separately storing the reserved information related to the upper actuation port 25 and the reserved information related to the lower actuation port 26. In contrast, the pachinko machine 1 may store the reserved information related to the upper actuation port 25 and the reserved information related to the lower actuation port 26 together. (16) In this embodiment, the MPU 42 preferentially sets reserved information related to the lower actuation port 26 for use in a game regardless of whether there is reserved information related to the upper actuation port 25. In contrast, the MPU 42 may set reserved information related to the upper actuation port 25 and reserved information related to the lower actuation port 26 for use in a game in the order in which the reserved information is won.

[0338] (17) In this embodiment, the main control device 4 transmits a command to the audio and light emitting control device 5, which then transmits the command resulting from analyzing the command to the display control device 6, thereby controlling the display control device 6. Alternatively, the main control device 4 may transmit a command to the display control device 6, which then transmits the command resulting from analyzing the command to the audio and light emitting control device 5, thereby controlling the audio and light emitting control device 5. Note that the commands transmitted from the main control device 4 to the audio and light emitting control device 5 and the commands transmitted from the audio and light emitting control device 5 to the display control device 6 are not limited to the commands described in this embodiment and may be any commands. (18) In this embodiment, the pachinko machine 1 includes the main control device 4, the sound and light emission control device 5, and the display control device 6 as separate control devices. However, for example, the sound and light emission control device 5 and the display control device 6 may be included as a single control device, or at least one of the sound and light emission control device 5 and the display control device 6 may be included as a single control device together with the main control device 4.

[0339] (19) In this embodiment, the symbol display device 36 executes a performance for a game round on the display screen G by periodically scrolling the symbols of each symbol row Z1 to Z3 in a predetermined direction based on winning the upper actuation port 25 or the lower actuation port 26, thereby starting a variable display of the symbols. On the other hand, the performance for a game round is not limited to the performance described in this embodiment, and is arbitrary. For example, the pachinko machine 1 may execute a performance for a game round by combining and operating a movable decorative member provided on the game board 2 with the symbol display device 36. Also, for example, the pachinko machine 1 may execute a performance for a game round by combining and operating a light-emitting means provided on the game board 2 with the symbol display device 36. Furthermore, for example, the pachinko machine 1 may execute a performance for a game round by combining and operating these decorative members and light-emitting means with the symbol display device 36.

[0340] (20) In this reference embodiment, the pachinko machine 1 executes an internal lottery (a winning / losing lottery and an allocation lottery) based on winning at the upper actuation port 25 or the lower actuation port 26, and then the main display unit 34 and the pattern display unit 36 ​​execute a variable display and display the result of the internal lottery executed based on winning at the upper actuation port 25 or the lower actuation port 26 as a result of stopping the variable display. In contrast, for example, the main display unit 34 and the pattern display unit 36 ​​may start the variable display before executing the internal lottery, and display the result of the internal lottery executed after starting the variable display as a result of stopping the variable display. In this case, after starting the variable display, the internal lottery may be executed and the setting of the stop result, etc. may be executed before stopping the variable display.

[0341] (21) In this embodiment, the pachinko machine 1 includes a main display unit 34, which performs a varying display of pictures and displays the result of an internal lottery as the result of the varying display. In contrast, for example, the main display unit 34 may display the same stop result as the result of the varying display, regardless of the result of the internal lottery, or may display the stop results randomly so that the result of the internal lottery cannot be identified. Also, for example, the pachinko machine 1 may not include a main display unit 34.

[0342] (22) In this embodiment, the symbol display device 36 executes a presentation for a game on the display screen G by periodically scrolling the symbols in each of the symbol rows Z1 to Z3 in a predetermined direction based on the winning of the upper actuation port 25 or the lower actuation port 26. In contrast, the symbol display device 36 may execute a presentation for a game on the display screen G by displaying a symbol (picture) that clearly indicates the result of an internal lottery.

[0343] For example, the symbol display device 36 may set a predetermined area in at least one of an area narrower than the area displaying the symbols of each symbol column Z1 to Z3 and an area on the periphery of the area displaying the symbols of each symbol column Z1 to Z3, and when the variable display of the symbols of each symbol column Z1 to Z3 is stopped, a symbol indicating the result of the internal lottery may be displayed in this predetermined area. The symbol displayed in this predetermined area may be variable or may be hidden during the variable display of the symbols of each symbol column Z1 to Z3.

[0344] Here, the symbols displayed in the predetermined area may be characters, colors, or patterns that are difficult for players to distinguish, or a combination of these may be used. Also, even if the characters, colors, or patterns are not difficult for players to distinguish, mutually similar symbols or combinations thereof may be used to make them difficult for players to distinguish. In this way, the manager of the game center, for example, can easily check whether or not a fraudulent act is being committed to make the pachinko machine 1 behave in the same way as if it had won the lottery for a big win, by looking at the symbol display device 36 without looking at the main display unit 34 when a round of play ends.

[0345] (23) In this embodiment, the pachinko machine 1 is configured to operate independently, but it may be configured to transmit and receive information by linking with an external device such as a mobile phone. For example, the gaming machine may be configured to output an optical code by a player operating a button or the like provided on the gaming machine, and the optical code information may be captured and read by a camera provided on a mobile phone or the like, and the gaming machine may be configured to transmit information about the gaming machine to a web server by accessing a website. The gaming machine may also be configured to receive information from the web server by a player operating a button or the like provided on the gaming machine to input a password issued by accessing a website into the gaming machine.

[0346] (24) In this embodiment, the gaming machine of the present invention is described by taking the pachinko machine 1 as an example. However, the gaming machine of the present invention may be a type of pachinko machine different from the pachinko machine 1. For example, the gaming machine of the present invention may be a pachinko machine that opens an electric accessory a predetermined number of times when a gaming ball enters a specific area, or a pachinko machine that generates the right to a jackpot when a gaming ball enters a specific area. In addition, the gaming machine of the present invention may be another type of gaming machine, such as an arrange ball machine or a mahjong ball machine.

[0347] [Reference form A] Hereinafter, a reference embodiment A of the present invention will be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.

[0348] <Electrical configuration of the display control device> FIG. 29 is a block diagram showing an electrical configuration of a display control device according to a reference embodiment A of the present invention. 29, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 constituting the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. The MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like are integrated into a single chip in addition to the program ROM 63 and the work RAM 64. The MPU 62, the VDP 65, the character ROM 66, and the video RAM 67 are mounted on the display control board 61.

[0349] The MPU 62 analyzes the command transmitted from the audio and light emission control device 5, and performs a predetermined calculation process based on the command to control the VDP 65. Specifically, the MPU 62 controls the VDP 65 by generating a command for the VDP 65.

[0350] The program ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 64 is a memory for temporarily storing various data, etc. when executing the control program stored in the program ROM 63, and is a volatile storage means that requires an external power supply to retain the stored information.

[0351] The VDP 65 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 36. The VDP 65 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. This VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the video RAM 67.

[0352] The character ROM 66 functions as an image data library for storing character data such as designs to be displayed on the design display device 36. The character ROM 66 stores bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the pattern display device 36, and the display contents of the pattern display device 36 can be changed by rewriting the contents of this video RAM 67.

[0353] The video RAM 67 includes a development buffer 68 and a frame buffer 69 . As described above, the VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates one frame's worth of drawing data in the frame buffer 69 by using (or processing) the image data stored in the expansion buffer 68. Note that one frame's worth of drawing data refers to data necessary to display an image at one update timing in a configuration in which the image on the display screen G of the pattern display device 36 is updated at a predetermined update timing.

[0354] Here, the frame buffer 69 includes a plurality of frame areas 691A, 692A. Specifically, the frame buffer 69 includes a first frame area 691A and a second frame area 692A.

[0355] The first frame area 691A includes a first layer 691A1, a second layer 691A2 having a lower priority than the first layer 691A1, and a third layer 691A3 having a lower priority than the second layer 691A2, and stores one frame's worth of drawing data by overlapping the layers 691A1 to 691A3 in order of priority. The second frame area 692 includes a first layer 692A1, a second layer 692A2 having a lower priority than the first layer 692A1, and a third layer 692A3 having a lower priority than the second layer 692A2, and stores one frame's worth of drawing data by overlapping the layers 692A1 to 692A3 in order of priority. In the following description, the first layers 691A1 and 692A1 are also simply referred to as the first layer L1, the second layers 691A2 and 692A2 are also simply referred to as the second layer L2, and the third layers 691A3 and 692A3 are also simply referred to as the third layer L3.

[0356] Therefore, each of the layers L1 to L3 is set to a capacity capable of storing drawing data for one frame. Specifically, each of the layers L1 to L3 includes a large number of unit areas corresponding to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color is to be displayed. More specifically, each unit area employs a full-color method, and allows the setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of 1 byte (8 bits) for each RGB color, and has a storage capacity of at least 3 bytes overall.

[0357] In a situation where drawing data created in one frame area (e.g., first frame area 691) is used to draw on the pattern display device 36, the VDP 65 creates drawing data to be used next for the other frame area (e.g., second frame area 692). In other words, the frame buffer 69 employs a double buffer system.

[0358] Furthermore, the VDP 65 generates an image signal corresponding to each dot of the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692, and outputs the image signal to the pattern display device 36. More specifically, the VDP 65 transfers the drawing data to the frame areas 691 and 692 to be output. The VDP 65 converts the drawing data into gradation data by adjusting the resolution using a scaler (not shown) so that the drawing data corresponds to the resolution of the pattern display device 36. The VDP 65 then generates an image signal corresponding to each dot of the display screen G based on the gradation data, and outputs the image signal to the pattern display device 36.

[0359] In this embodiment, the audio light emission control device 5 and the display control device 6 execute processes different from those in the above embodiment. Specifically, in this embodiment, the hold generation process and the determination process of the performance pattern are different from those in the above embodiment. The contents of the hold generation process and the determination process of the performance pattern in this embodiment will be described below.

[0360] <Pending occurrence processing> FIG. 30 is a diagram showing a flowchart of the reservation generation process. In the hold occurrence process, MPU 52 executes steps S2201 to S2209 in substantially the same manner as in the above-mentioned reference embodiment. Specifically, MPU 52 stores sub-side hold information in sub-side hold information storage area 543 based on the contents of the hold occurrence command. Note that in this reference embodiment, MPU 52 differs from the above-mentioned reference embodiment in that, as shown in Fig. 30, after executing the process of step S2204, it executes the processes of steps S2210A to S2212A.

[0361] In step S2201, the MPU 52 determines whether or not the first hold occurrence command transmitted from the MPU 42 has been received. When the MPU 52 determines in step S2201 that it has received the first hold occurrence command, it determines the number of holds stored in the first sub-side hold area SRa in step S2202, and sets the number of holds as the first sub-side start hold storage number SRaN in a predetermined storage area in the first sub-side hold area SRa. After that, the MPU 52 executes the process in step S2204 and thereafter.

[0362] On the other hand, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (if it has received the second hold generation command), it determines the number of reserved items stored in the second sub-side reserve area SRb in step S2203, and sets the number of reserved items as the second sub-side start hold storage number SRbN in a predetermined storage area in the second sub-side reserve area SRb. After that, the MPU 52 executes the process in and after step S2204.

[0363] After executing the process of step S2202 or step S2203, in step S2204, MPU 52 adds 1 to the value of the sub-side start pending memory number SN (SRaN or SRbN) to update it.

[0364] In step S2210A, the MPU 52 determines whether or not the current support mode is the low-frequency support mode based on the contents of the pending command. When it is determined in step S2210A that the current support mode is not the low-frequency support mode (when it is determined that the current support mode is the high-frequency support mode), the MPU 52 executes the processes in and after step S2205. On the other hand, if the MPU 52 determines in step S2210A that the current support mode is the low-frequency support mode, it executes the processes in and after step S2211A.

[0365] First, the process (the process after step S2205) when it is determined in step S2210A that the current support mode is not the low-frequency support mode by the MPU 52 will be described. In step S2205, the MPU 52 executes a lottery process for advance notice reservation. In this lottery process for advance notice reservation, the MPU 52 executes a lottery to determine whether or not to issue an advance notice reservation. Specifically, the MPU 52 executes a lottery to determine whether or not to issue a notice hold by using the value of the notice hold occurrence counter. The notice hold occurrence counter is provided in the various counter area 542 of the RAM 54.

[0366] Here, the advance notice reservation is a reservation that executes an advance notice display that changes the type of reserved picture to inform the player of the expectation of the reservation, or an advance notice display that generates a look-ahead performance that informs the player of the expectation of the reservation by utilizing the performance of the game based on the reservation that will be consumed before the reservation. Note that in this reference form, an advance notice reservation that executes an advance notice display that generates a look-ahead performance will be explained, and an explanation of the advance notice reservation that executes other advance notice displays will be omitted.

[0367] The advance notice pending occurrence counter is a loop counter in which 1 is added to the previous value each time it is updated, and after it reaches its maximum value, it returns to 0. The advance notice pending occurrence counter is periodically updated, and the updated value is appropriately stored in a advance notice pending occurrence counter buffer set in a predetermined area of ​​RAM 54. Then, the MPU 52 executes a lottery (notice reservation occurrence lottery) to determine whether or not to generate a notice reservation based on the value of the notice reservation occurrence counter stored in the notice reservation occurrence counter buffer. Specifically, the MPU 52 acquires the value of the notice reservation occurrence counter stored in the notice reservation occurrence counter buffer, and executes a lottery to determine whether or not to generate a notice reservation by comparing this value with a notice reservation occurrence table. The notice reservation occurrence table is a table that stores the value of a random number related to the occurrence of a notice reservation, and is stored in the ROM 53.

[0368] In step S2206, the MPU 52 determines whether or not the advance notice reservation generating lottery was won in step S2205 (whether or not to generate an advance notice reservation). When it is determined in step S2206 that a notice-on-hold is to be generated, the MPU 52 executes a notice-on-hold generation process in step S2207. In this notice-on-hold generation process, the MPU 52 executes a process for generating a notice-on-hold. In addition, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process in step S2004 described above, based on the contents of this notice-on-hold generation process.

[0369] Specifically, the MPU 52 stores the advance notice pending information in the first available memory area in the sub-side pending area, i.e., in the memory area corresponding to the sub-side start pending memory number SN updated in step S2204.

[0370] For example, when the MPU 52 sets the first sub side start pending memory number SRaN in step S2202, it stores the advance notice pending information in the first memory area among the empty memory areas in the first sub side reserve area SRa, i.e., the memory area corresponding to the first sub side start pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub side start pending memory number SRaN to "3" in step S2202, it stores the advance notice pending information in the fourth area SRa4, which is the memory area corresponding to the first sub side start pending memory number SRaN updated to "4" in step S2204.

[0371] Also, for example, when the MPU 52 sets the second sub side start pending memory number SRbN in step S2203, it stores the advance notice pending information in the first memory area among the empty memory areas of the second sub side reserve area SRb, i.e., the memory area corresponding to the second sub side start pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub side start pending memory number SRbN to "3" in step S2203, it stores the advance notice pending information in the fourth area SRb4, which is the memory area corresponding to the second sub side start pending memory number SRbN "4" updated in step S2204.

[0372] On the other hand, when the MPU 52 determines in step S2207 that the advance notice hold is not to be generated, it executes a normal hold generation process in step S2209. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Also, based on the contents of this normal hold generation process, the MPU 52 executes the light emission control of the display lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process in step S2004 described above.

[0373] Specifically, the MPU 52 stores the normal pending information in the first available memory area in the sub-side pending area, i.e., the memory area corresponding to the sub-side start pending memory number SN updated in step S2204.

[0374] For example, when the MPU 52 sets the first sub side start pending memory number SRaN in step S2202, it stores the normal pending information in the first memory area among the empty memory areas of the first sub side reserve area SRa, i.e., the memory area corresponding to the first sub side start pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub side start pending memory number SRaN to "3" in step S2202, it stores the normal pending information in the fourth area SRa4, which is the memory area corresponding to the first sub side start pending memory number SRaN updated to "4" in step S2204.

[0375] Also, for example, when the MPU 52 sets the second sub side start pending memory number SRbN in step S2203, it stores the normal pending information in the first memory area among the empty memory areas of the second sub side reserve area SRb, i.e., the memory area corresponding to the second sub side start pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub side start pending memory number SRbN to "3" in step S2203, it stores the normal pending information in the fourth area SRb4, which is the memory area corresponding to the second sub side start pending memory number SRbN "4" updated in step S2204.

[0376] Next, the process (the process after step S2211A) when the MPU 52 determines in step S2210A that the current support mode is the low-frequency support mode will be described. In step S2211A, the MPU 52 determines whether or not the second hold occurrence command transmitted from the MPU 42 has been received (whether or not the second sub-side start hold memory number SRbN has been set in step S2203).

[0377] If it is determined in step S2211A that the second hold occurrence command has not been received, the MPU 52 executes the processes in and after step S2205 described above. On the other hand, when the MPU 52 determines in step S2211A that the second hold generation command has been received, it executes a special hold generation process in step S2212A. In this special hold generation process, the MPU 52 executes a process for generating a special hold. In addition, based on the contents of this special hold generation process, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process of the above-mentioned step S2004.

[0378] Specifically, the MPU 52 stores the special hold information in the first free memory area in the sub-side hold area, i.e., the memory area corresponding to the sub-side start hold memory number SN updated in step S2204.

[0379] Here, since the MPU 52 set the second sub side start pending memory number SRbN in step S2203, the special pending information is stored in the first free memory area of ​​the second sub side reserve area SRb, i.e., the memory area corresponding to the second sub side start pending memory number SRbN updated in step S2204. For example, if the MPU 52 set the second sub side start pending memory number SRbN to "3" in step S2203, the special pending information is stored in the fourth area SRb4, which is the memory area corresponding to the second sub side start pending memory number SRbN updated to "4" in step S2204.

[0380] In this way, the MPU52 stores the special hold information in each area SRb1 to SRb4 in chronological order as the sub-side hold information in response to the reception of the second hold generation command. Each area SRb1 to SRb4 is set to a storage capacity capable of storing the special hold information for generating the special hold.

[0381] After executing the advance notice hold generation process of step S2207, the normal hold generation process of step S2208, or the special hold generation process of step S2212A, the MPU 52 sets a hold display generation command in step S2209. Then, the MPU 52 stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0382] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the occurrence of notice reservation, normal reservation, or special reservation on the pattern display device 36 based on the reservation display occurrence command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. In addition, the VDP 65 creates drawing data in the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays a notice reservation pattern, a normal reservation pattern, or a special reservation pattern on the display screen G to notify the player of the occurrence of notice reservation, normal reservation, or special reservation.

[0383] In addition, the MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the normal hold, notice hold, and special hold shifts on the pattern display device 36 based on the hold display shift command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. In addition, the VDP 65 creates drawing data in the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the normal hold, notice hold, and special hold shifts on the display screen G.

[0384] FIG. 31 is a diagram showing the pre-announced reserved pattern, the normal reserved pattern, and the special reserved pattern displayed on the display screen of the pattern display device. As shown in FIG. 31, the MPU62 displays on the display screen G pedestals B11 to B14 provided corresponding to the four memory areas, the first area SRa1 to the fourth area SRa4, of the first sub-side reservation area SRa, pedestals B21 to B24 provided corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4, of the second sub-side reservation area SRb, and an execution pedestal AB provided between the pedestals B11, B21 corresponding to the execution area SAE.

[0385] The first retention lamp units 371 are provided from left to right corresponding to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side retention area SRa. On the other hand, the bases B11 to B14 are provided from right to left corresponding to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side retention area SRa. The second retaining lamp units 372 are provided from left to right corresponding to the four storage areas, the first area SRb1 to the fourth area SRb4 of the second sub-side retaining area SRb. Similarly, the bases B21 to B24 are provided from left to right corresponding to the four storage areas, the first area SRb1 to the fourth area SRb4 of the second sub-side retaining area SRb.

[0386] The pedestals B11 to B14, B21 to B24, and execution pedestal AB notify the player of the occurrence of a notice hold, a normal hold, or a special hold by placing a notice hold pattern, a normal hold pattern, or a special hold pattern thereon. Specifically, when MPU62 determines, based on the contents of the hold display generation command or the hold display shift command transmitted from MPU52, that normal hold information is stored in the memory area of ​​the first sub-side hold area SRa, it places a white sphere image, which is the normal hold image, on pedestals B11-B14. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift time command transmitted from MPU52, that advance notice hold information is stored in the memory area of ​​the first sub-side hold area SRa, it places a flashing white sphere image, which is an advance notice hold image, on the pedestals B11-B14.

[0387] In addition, when MPU62 determines, based on the contents of the hold display generation command or the hold display shift command transmitted from MPU52, that normal hold information is stored in the memory area of ​​the second sub-side hold area SRb, it places a white spherical image, which is the normal hold image, on pedestals B21-B24. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift time command sent from MPU52, that advance notice hold information is stored in the memory area of ​​the second sub-side hold area SRb, it places a flashing white sphere image, which is an advance notice hold image, on the pedestals B21-B24. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that special hold information is stored in the memory area of ​​the second sub-side hold area SRb, it places a black sphere image, which is a special hold image, on the pedestals B21-B24.

[0388] Furthermore, when MPU62 determines that normal hold information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from MPU52, it places a white sphere image, which is the normal hold image, on the execution base AB. When MPU62 determines that advance pending information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from MPU52, it places a flashing white sphere image, which is an advance pending image, on the execution base AB. When MPU62 determines that special hold information is stored in the execution area SAE based on the contents of the hold display shift command sent from MPU52, it places a black sphere image, which is a special hold image, on the execution base AB.

[0389] Here, in the example of FIG. 31, the MPU 62 places the normal reserved pattern on the bases B11 and B12, places the advance reservation pattern on the base B13, and places the normal reserved pattern on the execution base AB. Also, in this example, the MPU 62 places the special reserved pattern on the base B21. In other words, in this example, the support mode is the low frequency support mode. Also, in this example, the MPU 62 does not place any pattern on the bases B14, B22 to B24. In this embodiment, the pictures of the normal reserve, the notice reserve, and the special reserve are different from each other, but any two pictures may be the same, or all pictures may be the same. In this embodiment, the MPU 62 displays the bases B11 to B14, the bases B21 to B24, and the execution base AB on the display screen G, but each base does not have to be displayed on the display screen G.

[0390] <Regarding the performance determination process executed by the audio and light emission control device> FIG. 32 is a diagram showing a flowchart of the effect determination process. The MPU52 of the sound and light emission control device 5 executes a presentation determination process to execute presentations for game times and presentations for open / close execution modes. In this presentation determination process, the MPU52 executes steps S2401 to S2413 in a manner similar to the above-mentioned reference embodiment. Note that, in this reference embodiment, the MPU52 executes the process of step S2407A after executing any one of steps S2403, S2405, and S2406, as shown in FIG. 32, which is different from the above-mentioned reference embodiment.

[0391] In step S2407A, the MPU 52 executes a process for determining a presentation pattern. In this process, the MPU 52 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table previously stored in the ROM 53. Specifically, the MPU 52 selects a presentation duration (presentation duration) and a content of the presentation as the presentation pattern. In step S2407A, the MPU 52 also executes a lottery for determining whether or not to generate a preview display.

[0392] Furthermore, the MPU 52 controls the illumination of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the selected performance pattern. The process of determining the effect pattern will be described in detail below.

[0393] FIG. 33 is a diagram showing a flowchart of the effect pattern determination process. The MPU 52 of the audio light emission control device 5 executes a process of determining a rendering pattern to select a rendering duration (a duration of rendering) and a content of rendering as a rendering pattern. In the process of determining a rendering pattern, the MPU 52 executes steps S3001 to S3011 as shown in FIG.

[0394] In step S3001, it is determined whether the sub-side hold information shifted to the execution area SAE by the hold shift process is special hold information.

[0395] When the MPU 52 determines in step S3001 that the information is special hold information, it executes a special hold effect determination process in step S3002. In this special hold effect determination process, the MPU 52 determines the effect for consuming the special hold. In addition, the MPU 52 executes the light emission control of the display lamp unit 124 and the sound control of the speaker unit 125 in the effect execution process of the above-mentioned step S2004 based on the contents of this special hold effect determination process.

[0396] In step S3003, the MPU 52 sets a special hold effect command. Then, the MPU 52 stores the special hold effect command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the special hold effect command stored in the command list storage area 541 of the RAM 54. This special hold effect command is transmitted to the display control device 6 in the command transmission process in the above-mentioned step S2006.

[0397] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the effect for consuming the special reservation on the pattern display device 36 based on the special reservation effect command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. In addition, the VDP 65 creates drawing data in the second layer L2 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the effect for consuming the special reservation on the display screen G.

[0398] On the other hand, when the MPU 52 determines that the sub-side reserved information shifted to the execution area SAE in step S3001 is not special reserved information, it sets a special reserved effect end command in step S3004. Then, the MPU 52 stores the special reserved effect end command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side reserved information stored in the sub-side reserved information storage area 543 is included in the special reserved effect end command stored in the command list storage area 541 of the RAM 54. This special reserved effect end command is transmitted to the display control device 6 in the command transmission process in the above-mentioned step S2006.

[0399] Based on the special hold effect end command sent from MPU 52, MPU 62 of the display control device 6 clears the drawing data (drawing data related to the effect for consuming the special hold) that had been created in the second layer L2 of the frame buffer 69. In this embodiment, when the MPU 52 determines that the sub-side reserved information shifted to the execution area SAE in step S3001 is not special reserved information, the MPU 62 always sets a special reserved effect end command in step S3004, and the MPU 62 clears the drawing data created in the second layer L2 of the frame buffer 69 based on the special reserved effect end command sent from the MPU 52. In contrast, the MPU 52 may set the special reserved effect end command only when drawing data has been created in the second layer L2 of the frame buffer 69.

[0400] In step S3005, the MPU 52 determines whether the sub-side reserved information shifted to the storage area of ​​the sub-side reserved area by the reservation shift process is advance notice reserved information. If the MPU 52 determines in step S3005 that the information is advance notice pending information, it executes advance notice pending performance determination processing in step S3006. In this advance notice pending performance determination processing, the MPU 52 determines a performance (pre-reading performance) for consuming the advance notice pending. In addition, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution processing in the above-mentioned step S2004 based on the contents of this advance notice pending performance determination processing.

[0401] In step S3007, the MPU 52 sets a notice-on-hold performance command. Then, the MPU 52 stores the notice-on-hold performance command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side reserved information stored in the sub-side reserved information storage area 543 is included in the notice-on-hold performance command stored in the command list storage area 541 of the RAM 54. This notice-on-hold performance command is transmitted to the display control device 6 in the command transmission process in the above-mentioned step S2006.

[0402] The MPU 62 of the display control device 6 reads out a data table from the program ROM 63 for executing the performance for the consumption of the notice reservation on the pattern display device 36 based on the notice reservation performance command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the third layer L3 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the performance for the consumption of the notice reservation on the display screen G.

[0403] FIG. 34 is a diagram showing the flow of the pre-reading performance. Specifically, as shown in Fig. 34, the MPU 62 causes the pattern display device 36 to display an angel character holding a signboard displaying the word "mystery" so that the angel character flies around the entire display screen G, thereby executing a look-ahead effect on the display screen G of the pattern display device 36. This look-ahead effect is an effect for consuming a pre-announced reserved ball, which notifies the player of the expected degree of the reserved ball by utilizing the effect of a game round based on the reserved ball that will be consumed before the reserved ball. Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69.

[0404] The look-ahead performance has the angel character fly from the top right position of the display screen G toward the center position (see FIG. 34(A)), and then has the angel character fly from that position toward the top left position (see FIG. 34(B)). The look-ahead performance then has the angel character fly from the top left position (position in FIG. 34(B)) of the display screen G toward the top right position (see FIG. 34(C)), returning the angel character to the flight start position. Then, as shown in FIG. 34(A)-(C), the look-ahead performance has the angel character fly again, causing the angel character to fly in an infinite loop. Here, in this reference embodiment, the time required for one loop of the look-ahead performance is 10 seconds.

[0405] Returning to the explanation of the effect pattern determination process, the process from step S3008 onwards will be described with reference to FIG. In step S3008, the MPU 52 executes the accumulation process of the display duration. In this accumulation process of the display duration, the MPU 52 calculates the accumulated time of the display duration based on the content of the variable command each time the notice-on-hold performance determination process of step S3006 is executed, and stores the accumulated time in the RAM 54. In other words, the accumulated time of the display duration indicates the time taken from the start to the end of the pre-reading performance. Here, the notice-on-hold performance command described above includes information related to the accumulated time of the display duration. Therefore, the MPU 62 is able to grasp the starting point when flying the angel character and the movement thereafter by receiving information related to the accumulated time of the display duration from the MPU 52. Note that the initial value of the accumulated time of the display duration is "0", and the starting point of the angel character at this time is the flight start position.

[0406] On the other hand, if the MPU 52 determines in step S3005 that the information is not advance notice pending information, then in step S3009, it sets an advance notice pending performance end command. Then, the MPU 52 stores the advance notice pending performance end command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side pending information stored in the sub-side pending information storage area 543 is included in the advance notice pending performance end command stored in the command list storage area 541 of the RAM 54. This advance notice pending performance end command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0407] Based on the notice pending performance end command sent from MPU 52, MPU 62 of the display control device 6 clears the drawing data (drawing data related to the performance for consuming the notice pending) that had been created in the third layer L3 of the frame buffer 69.

[0408] In step S3010, the MPU 52 executes a process of resetting the accumulated display duration. In this process, the MPU 52 resets the accumulated display duration stored in the RAM 54 by substituting "0".

[0409] After executing the process of step S3003, after executing the process of step S3008, or after executing the process of step S3010, the MPU 52 executes other processes in step S3011. Then, the MPU 52 ends the process of determining the presentation pattern. In the other processes, the MPU 52 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table stored in advance in the ROM 53. Specifically, the MPU 52 selects the presentation duration (presentation duration) and the content of the presentation as the presentation pattern. In addition, in step S3011, the MPU 52 also executes a lottery to determine whether or not to generate a preview display other than the pre-reading presentation.

[0410] <About the occurrence of pre-reading performances and the subsequent flow> Fig. 35 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance notice reservation information is stored in the third area of ​​the first sub-side reservation area. Specifically, Fig. 35(A) is a diagram showing the display screen G of the pattern display device 36. Also, Fig. 35(B) is a diagram showing the first layer L1 of the frame buffer 69, Fig. 35(C) is a diagram showing the second layer L2 of the frame buffer 69, and Fig. 35(D) is a diagram showing the third layer L3 of the frame buffer 69. In this example, MPU52 determines that normal pending information is stored in the first area SRa1 and the second area SRa2 of the first sub-side pending area SRa, and determines that normal pending information is stored in the execution area SAE.

[0411] As shown in Fig. 35(A), the MPU 62 starts the variable display of the multiple pattern rows Z1 to Z3 (see Fig. 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52, thereby transitioning to the high-speed variable period. In this high-speed variable period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern row Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 35, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information stored in the execution area SAE.

[0412] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command transmitted from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 35 (B).

[0413] Furthermore, when it is determined in step S2206 that a notice hold is to be generated, the MPU 52 executes a notice hold generation process in step S2207 and stores the notice hold information in the first free storage area of ​​the sub-side reserve area, i.e., the storage area corresponding to the sub-side start hold memory count SN updated in step S2204. In the example of Fig. 35, the MPU 52 stores the notice hold information in the third area SRa3 of the first sub-side reserve area SRa. Based on the hold display generation command transmitted from the MPU 52, the MPU 62 displays the advance notice hold image on the display screen G of the pattern display device 36 to notify the player of the occurrence of the advance notice hold. Specifically, when the MPU 62 determines that the advance reservation information is stored in the third area SRa3 of the first sub-side reservation area SRa based on the contents of the reservation display generation command transmitted from the MPU 52, it places a blinking white sphere pattern, which is the advance reservation pattern, on the base B13. Here, the VDP 65 displays the advance reservation pattern on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in FIG. 35(B).

[0414] In the example of Fig. 35, the MPU 62 does not execute the effect for the consumption of the special hold, so the VDP 65 does not create drawing data in the second layer L2 of the frame buffer 69, as shown in Fig. 35(C). Also, in the example of Fig. 35, the MPU 62 does not execute the effect for the consumption of the advance notice hold, so the VDP 65 does not create drawing data in the third layer L3 of the frame buffer 69, as shown in Fig. 35(D).

[0415] Fig. 36 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when the first reserved shift process is executed after it is determined that the advance reservation information is stored in the third area of ​​the first sub-side reserved area. Specifically, Fig. 36(A) is a diagram showing the display screen G of the pattern display device 36. Also, Fig. 36(B) is a diagram showing the first layer L1 of the frame buffer 69, Fig. 36(C) is a diagram showing the second layer L2 of the frame buffer 69, and Fig. 36(D) is a diagram showing the third layer L3 of the frame buffer 69.

[0416] Based on the hold display shift command transmitted from the MPU 52, the MPU 62 executes the shifts of normal hold, notice hold, and special hold by displaying them on the display screen G of the pattern display device 36. Specifically, as shown in Fig. 36(A), the MPU 62 shifts the white sphere pattern, which is the normal reserved pattern, placed on the base B11, onto the execution base AB based on the reserved display shift command sent from the MPU 52, shifts the white sphere pattern, which is the normal reserved pattern, placed on the base B12, onto the base B11, and shifts the blinking white sphere pattern, which is the advance reserved pattern, placed on the base B13, onto the base B12, based on the reserved display shift command sent from the MPU 52. Here, the VDP 65 displays the normal reserved pattern and the advance reserved pattern on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Fig. 36(B).

[0417] As shown in Fig. 36(A), the MPU 62 starts the variable display of the multiple pattern rows Z1 to Z3 (see Fig. 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52, thereby transitioning to the high-speed variable period. In this high-speed variable period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern row Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 36, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information newly stored in the execution area SAE by executing the reserved shift process.

[0418] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command transmitted from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 36 (B).

[0419] In addition, MPU 52 determines whether the sub-side hold information shifted to the memory area of ​​the sub-side hold area in step S3005 is advance notice hold information, and if it determines in step S3005 that it is advance notice hold information, in step S3006, executes a advance notice hold performance determination process, and in step S3007, sets a advance notice hold performance command. Then, based on the notice-on-hold performance command transmitted from the MPU 52, the MPU 62 executes a performance for consuming the notice-on-hold by displaying it on the display screen G of the pattern display device 36. Specifically, the MPU 62 executes the look-ahead effect by displaying an angel character holding a signboard with the word "mystery" on the pattern display device 36 so as to fly around the entire display screen G, as shown in FIG. 36(A). This look-ahead effect is an effect for consuming the advance notice reserve, which notifies the player of the expectation of the reserve (the reserve related to the advance notice reserve pattern placed on the base B12 in the example of FIG. 36) by utilizing the effect of the game round based on the reserve that will be consumed before the reserve (the reserve related to the normal reserve pattern placed on the execution base AB and the base B11 in the example of FIG. 36). Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69 as shown in FIG. 36(D).

[0420] In the example of Fig. 36, the MPU 62 receives the first notice-on-hold performance command after it is determined that notice-on-hold information is stored in the third area SRa3 of the first sub-side holding area SRa, and therefore the cumulative display duration time included in this notice-on-hold performance command is "0." Therefore, as shown in Fig. 36(A) and (D), the MPU 62 makes the angel character fly with the upper right position of the display screen G as the flight start position.

[0421] In the example of Figure 36, since the MPU 62 is not executing the performance for consuming the special hold, the VDP 65 does not create drawing data in the second layer L2 of the frame buffer 69, as shown in Figure 36 (C).

[0422] <About the flow when normal reserve is consumed after the occurrence of pre-reading performance> Fig. 37 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when the second reserved shift process is executed after it is determined that the advance reservation information is stored in the third area of ​​the first sub-side reserved area. Specifically, Fig. 37(A) is a diagram showing the display screen G of the pattern display device 36. Also, Fig. 37(B) is a diagram showing the first layer L1 of the frame buffer 69, Fig. 37(C) is a diagram showing the second layer L2 of the frame buffer 69, and Fig. 37(D) is a diagram showing the third layer L3 of the frame buffer 69.

[0423] Based on the hold display shift command transmitted from the MPU 52, the MPU 62 executes the shifts of normal hold, notice hold, and special hold by displaying them on the display screen G of the pattern display device 36. Specifically, as shown in Fig. 37(A), the MPU 62 shifts the white sphere image, which is the normal reserved image, placed on the base B11, onto the execution base AB based on the reserved display shift command sent from the MPU 52, and shifts the blinking white sphere image, which is the advance reserved image, placed on the base B12, onto the base B11 based on the reserved display shift command sent from the MPU 52. Here, the VDP 65 displays the normal reserved image and the advance reserved image on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Fig. 37(B).

[0424] As shown in Fig. 37(A), the MPU 62 starts the variable display of the multiple pattern rows Z1 to Z3 (see Fig. 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52, thereby transitioning to the high-speed variable period. In this high-speed variable period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern row Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 37, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information newly stored in the execution area SAE by executing the reserved shift process.

[0425] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command transmitted from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 37 (B).

[0426] In addition, MPU 52 determines whether the sub-side hold information shifted to the memory area of ​​the sub-side hold area in step S3005 is advance notice hold information, and if it determines in step S3005 that it is advance notice hold information, in step S3006, executes a advance notice hold performance determination process, and in step S3007, sets a advance notice hold performance command. Then, based on the notice-on-hold performance command transmitted from the MPU 52, the MPU 62 executes a performance for consuming the notice-on-hold by displaying it on the display screen G of the pattern display device 36. Specifically, the MPU 62 executes the look-ahead effect by displaying an angel character holding a signboard with the word "mystery" on the pattern display device 36 so as to fly around the entire display screen G, as shown in FIG. 37(A). This look-ahead effect is an effect for consuming the advance notice reserve, which notifies the player of the expectation of the reserve (the reserve related to the advance notice reserve pattern placed on the base B11 in the example of FIG. 37) by utilizing the effect of the game round based on the reserve that will be consumed before the reserve (the reserve related to the normal reserve pattern placed on the execution base AB in the example of FIG. 37). Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69, as shown in FIG. 37(D).

[0427] In the example of Fig. 37, since the MPU 62 receives the second notice-on-hold performance command after it is determined that notice-on-hold information is stored in the third area SRa3 of the first sub-side reserve area SRa, the cumulative display duration included in this notice-on-hold performance command is the same as the display duration of the previous game. Therefore, as shown in Fig. 37(A) and (D), the MPU 62 makes the angel character fly starting from the position of the angel at the end of the previous look-ahead performance.

[0428] Here, the MPU 62 of the display control device 6 clears the drawing data (drawing data related to the performance for consuming the notice reserved) that was created in the third layer L3 of the frame buffer 69 based on the notice reserved performance end command transmitted from the MPU 52. In other words, in the example of Fig. 37, the MPU 62 will receive the notice reserved performance end command from the MPU 52 in the next game round, so based on this notice reserved performance end command, the MPU 62 clears the drawing data (drawing data related to the performance for consuming the notice reserved) that was created in the third layer L3 of the frame buffer 69.

[0429] In the example of Figure 37, since the MPU 62 is not executing the performance for consuming the special hold, the VDP 6...

Claims

[Claim 1] A launching means for launching a game ball toward a game area formed in front of the game board; A starting ball entry means that allows a game ball flowing down the game area to enter the game area and triggers a predetermined lottery to be executed based on the game ball entering the game area; A variable display means for performing a variable display of a plurality of symbols based on the execution of the predetermined lottery; A game machine including: a performance execution means for executing a performance including a reach display performance in which the variable display is executed in a state in which a predetermined number of the symbols are displayed in a predetermined combination on the variable display means; The starting ball entry means is A first starting ball entry means; A second starting ball entry means, different from the first starting ball entry means, is capable of switching between an allowable state in which the entry of the game ball is allowed and a restricted state in which the entry of the game ball is restricted; The variable display is A first variable display that is executed in response to a game ball entering the first start ball entry means; A second variable display that is executed in response to the entry of a game ball into the second start entry means, The performance execution means includes: A suggestion information display means for displaying a predetermined suggestion information image at least in a plurality of first variation displays that are displayed consecutively; a specific effect display means for displaying a specific effect image corresponding to the second variable display, overlapping with the specific suggestive information image, in a situation where the specific suggestive information image is displayed with a specific display content on the variable display means based on a shot into the second start shot means; The specific effect display means includes a termination means for terminating the display of the specific effect image executed by the variable display means in a situation where the specific suggestive information image is displayed with the specific display content by the variable display means, The predetermined suggestion information image is configured so that the display content of the predetermined suggestion information image can be changed until the display of the specific performance image is terminated, This gaming machine is The predetermined suggestive information image and the specific performance image are simultaneously visible, The predetermined suggestion information image and the specific performance image are drawn and displayed so as to have different priorities to be displayed on the variable display means, The suggestion information display means continues to display the predetermined suggestion information image displayed at a predetermined position from the predetermined position after the display of the specific effect image is terminated, The suggestion information display means includes: A plurality of types of suggestion information images can be displayed as the display contents of the predetermined suggestion information image, a means for maintaining the display content of the predetermined suggestive information image without changing it for a predetermined period of time when the predetermined suggestive information image is displayed overlapping with the specific performance image; and means for continuously displaying the predetermined suggestive information image at the position where the specific performance image was displayed at the start of display of the specific performance image.

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